All Spells (Alphabetical)

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Showing 301-400 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Clouds Winds, Vapors, and Sky Passage, Rain, Wind, and Greater Weather 28 points for level 1 + 21 points/additional level.
Clumsiness Grand Arcana & Constructs 31 points.
Cognitive Block Thoughts & Memory, Wards, Shields, and Barriers, Memory, Thought, and Will 47 points.
Cold Lesser Hexes & Afflictions 25 points for level 1 + 1 point/additional level.
Cold Fire Heat, Fuel, and Hearthwork 25 points for level 1 + 4 points/additional level.
Cold Vulnerability Arcane Siphons & Frailties 29/30/32 points for levels 1-3.
Collision Battlefield Zones & Fields 46 points for level 1 + 27 points/additional level.
Color Spray Glamour, Color, and Prism 31 point.
Colors Glamour, Color, and Prism 27 points for level 1 + 17 points/additional level.
Coma Mental Curses & Counterwill 52 points.
Command Commands & Compulsion 43 points.
Command Spirit of a Chosen Kind Commands & Compulsion, Undead Animation & Command, Spirits, Wards, and the Dead 13 points.
Communication Communication & Empathy 35 points.
Compel Lie Communication & Empathy 30 points.
Compel Truth Communication & Empathy 28 points.
Compel Written Truth Communication & Empathy 31 points.
Compulsive Reader Detection & Appraisal 56 points.
Conceal Growth, Blessing, and Husbandry 9 points for level 1 + 5 points/additional level.
Conceal Magic Lesser Hexes & Afflictions 63 points.
Conceal Temporal Anomaly Time 54 points for level 1 + 10 points/additional level.
Condense Steam Heat, Fuel, and Hearthwork, Drowning, Dehydration, and Fluid Assaults 2 points/level.
Conduct Power Mana, Ley, and Power 23 points for level 1 + 13 points/additional level.
Conducting Non-Conductor Rain, Wind, and Greater Weather, Technological 25 points.
Conduction Heat, Fuel, and Hearthwork 34 points.
Cone of Cold Missiles, Jets, and Rays 12.5 points/level.
Cone of Corrosion Battlefield Zones & Fields, Acid 16 points/level.
Confuse Memory Thoughts & Memory 41 points.
Confusion Emotion & Morale 42 points for level 1 + 14 points/additional level.
Conic Blast Bursts, Barrages, and Bombardment, Technological 44 points for level 1 + 8 points/additional level.
Conjure Dart Grand Arcana & Constructs, Locks, Seals, and Traps, Metal & Glass 4.8 points/level*.
Conjure Midnight Construct Grand Arcana & Constructs 27 points.
Conjure Shield Grand Arcana & Constructs, Wards, Shields, and Barriers, Weapons & Battlework, Metal & Glass 31 points.
Conjure Unlikely Matter Rain, Wind, and Greater Weather 48 points/level.
Continual Flame Glamour, Color, and Prism, Holy 28 points.
Continual Light Radiance, Sight, and Reflection 31 points.
Continual Mage Light Radiance, Sight, and Reflection 31 points.
Continual Sunlight Radiance, Sight, and Reflection 38 points.
Contract Object Breaking, Shattering, and Ruin 29 points for level 1 + 4 points/level.
Contragrav Flight Speed, Haste, and Handling, Radiance, Sight, and Reflection 46 points.
Control Creation Commands & Compulsion, Illusion & Creation 10 points.
Control Elemental Rain, Wind, and Greater Weather 23 points.
Control Gate Gate 12.5 points for level 1 + 7.5 points/additional level*.
Control Illusion Illusion & Creation 10 points.
Control Lava Lizard Commands & Compulsion, Stone, Soil, and Sand, Heat, Fuel, and Hearthwork 10 points.
Control Limb Body Forms, Limbs, and Alteration 19 points/level.
Control Person Possession & Identity, Souls, Possession, and Bindings 40 points.
Control Zombie Commands & Compulsion, Undead Animation & Command, Spirits, Wards, and the Dead 23 points.
Conversion Energy, Space 83 points/level.
Cook Food 1 point/level.
Cool Water Water Shaping & Passage 4 points for level 1 + 5 points/additional level (or more).
Copy Breaking, Shattering, and Ruin 14 points.
Cornucopia Sorcerous Services & Rites 1 point.
Corona of Cold Ice, Snow, and Frost 21 points.
Corona of Frost Ice, Snow, and Frost 30 points.
Corporeal Instability Alteration, Growth, and Other Transmutations 42 points.
Corpulence Internal Ruin, Fatigue, and Decline 24 points.
Corrode Lesser Hexes & Afflictions 28 points.
Corrosive Weapon Shapeshifting & Polymorph, Weapons & Battlework 44 points for level 1 + 16 points/additional level.
Counterspell Countermagic & Suppression 43 points or fewer.
Crawling Darkness Grand Arcana & Constructs 40 points.
Create Acid Acid 22 points/level.
Create Air Breath & Atmosphere 5.5 points/level*.
Create Animal Animal Command & Repelling, Summoning, Illusion & Creation 23 points.
Create Animated Plant Growth, Blessing, and Husbandry 23 points.
Create Aquatic Servant Drowning, Dehydration, and Fluid Assaults, Summoning 12 points.
Create Aquatic Warrior Drowning, Dehydration, and Fluid Assaults 21 points.
Create Book Crafting, Repair, and Reshaping, Growth, Blessing, and Husbandry 12 points for level 1 + 6 points/additional level.
Create Chimera Grand Arcana & Constructs 37 points.
Create Door Gate 130 points.
Create Earth Stone, Soil, and Sand 22 points/level.
Create Elemental Earthshape, Passage, and Transmutation, Rain, Wind, and Greater Weather 39 points.
Create Fluid Water Shaping & Passage 11 points/level.
Create Food Food 40 points for level 1 + 4 points/additional level.
Create Foreign Body Internal Ruin, Fatigue, and Decline, Illusion & Creation 46 points.
Create Fuel Heat, Fuel, and Hearthwork, Technological 32 points/level.
Create Fungus Wood, Vines, and Plant Forms 15 points/level.
Create Gate Gate 220 points.
Create Ice Ice, Snow, and Frost, Tempests, Lightning, and Winter Weather 5.5 points/level*.
Create Life Grand Arcana & Constructs 38 points.
Create Metal Grand Arcana & Constructs, Crafting, Repair, and Reshaping, Metal & Glass 22 points/level.
Create Mindscape Detection & Appraisal, Possession & Identity 341 points for level 1 + 10 points/additional level
Create Mount Speed, Haste, and Handling, Animal Companions, Mounts, and Summons, Communication & Empathy 21 points.
Create Paper Growth, Blessing, and Husbandry 5.5 points/level*.
Create Planar Gate Forced Movement & Restraint, Gate 230 points or 250 points.
Create Plant Growth, Blessing, and Husbandry 15 points/level.
Create Sand Crafting, Repair, and Reshaping, Stone, Soil, and Sand 5.5 points/level*.
Create Servant Summoning, Illusion & Creation 12 points.
Create Spring Drowning, Dehydration, and Fluid Assaults 19 points/level.
Create Steam Heat, Fuel, and Hearthwork, Drowning, Dehydration, and Fluid Assaults 5.5 points/level*.
Create Temporal Gate Forced Movement & Restraint, Time, Gate 250 points.
Create Trap Locks, Seals, and Traps, Battlefield Zones & Fields 25 points for level 1 + 3.5 point/additional level*.
Create Warrior Summoning, Illusion & Creation 21 points.
Create Water Water Shaping & Passage 5.5 points/level*.
Creation Summoning Summoning 30 or 75 points.
Creeping Plague Battlefield Zones & Fields, Poison 16 points for level 1 + 2 points/additional level.
Cremate Heat, Fuel, and Hearthwork 26 points/level.
Crushing Despair Emotion & Morale 42 points for level 1 + 14 points/additional level.
Crushing Fist Missiles, Jets, and Rays 23 points or more.
Crushing Hand Force 49 points.
Crustacean Control Animal Command & Repelling 23 points.

Clouds

28 points for level 1 + 21 points/additional level.

Winds, Vapors, and Sky Passage, Rain, Wind, and Greater Weather

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows for the creation or dispersion of natural outdoor cloud cover. The area of effect is a radius of 0.1 miles per level. The cost is 28 points for the first level, granting basic control, and an additional 21 points for each subsequent level, primarily expanding the area. This spell enables control of natural phenomena, a common thread in both learned and inherent magical talents. The cost to use is a negligible 1 FP.

Statistics

Control Clouds 1 (Natural Phenomenon, +100%; Sorcery, -15%) [28/level]. Additional levels add Control Clouds +1 (Only increases area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [21/level]. Note: As this is one advantage (Control Clouds) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

A lord with sense will use this to shield troop movements, hide an advancing siege, or provide cover for clandestine operations. The Guild will tell you this is 'weather magic'; I tell you it's strategic obfuscation.

Source Spell

Clouds

Source Spell Types

Weather Spells

Clumsiness

31 points.

Grand Arcana & Constructs

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This manipulation of the Lattice subtracts from a target's Dexterity (DX) and all DX-based skills by a value equal to your margin of success, up to a maximum of 10 points. This effect persists for 3 minutes, or until the target successfully resists with a HT roll.

Statistics

Affliction 1 (HT; Attribute Penalty, DX-10, +100%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of victory, -50%; Sorcery, ‑15%) [31].

Archmagister's Counsel

You wish to control a battlefield? Render your enemies unable to hold a sword, much less swing it. The Guild calls it 'Clumsiness'; I call it efficient incapacitation that bypasses armor.

Source Spell

Clumsiness

Source Spell Types

Individual Spell

Cognitive Block

47 points.

Thoughts & Memory, Wards, Shields, and Barriers, Memory, Thought, and Will

Keywords

Control, Damage, Debuff, Defense, Information, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This spell manipulates the Lattice to instill a profound mental block, granting the target the Absent-Mindedness disadvantage and removing the Single-Minded advantage if present. Moreover, the target can only cast spells by committing to an All-Out Concentrate or All-Out Attack maneuver. Its effects persist for one day.

Statistics

Affliction 1 (HT; Based on Will, +20%; Disadvantage, Absent-Mindedness, +15%; Disadvantage, Divine Curse (Can only cast by performing an All-Out maneuver), +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Single-Minded, +5%; No Signature, +20%; Sorcery, -15%) [47].

Archmagister's Counsel

Understanding this interference is critical. If your advisors suddenly struggle to articulate simple commands or are forced into extended, vulnerable meditative states to perform their duties, you are likely facing such a manipulation. Identify the source, or your kingdom will be run by fools.

Source Spell

Cognitive Block

Source Spell Types

Psychic Spells as Normal Spells

Cold

25 points for level 1 + 1 point/additional level.

Lesser Hexes & Afflictions

Keywords

Control, Damage, Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

30 seconds.

Description

This working lowers the ambient temperature within a 2-yard radius around an object. For each level invested, the area temperature drops by up to 20°F, at a cumulative rate of 2°F per level. The Guild calls it 'Cryomancy,' I call it a means to freeze an enemy’s mechanism or, with enough power, their very blood.

Statistics

Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Cold 1, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/6, -15%; Sorcery, 15%; Variable, +5%) [25]. Note: Each level of “Cold” is Temperature Control 1 (Cold, -50%; Emanation, -20%; Magical, -10%) [1]. Additional levels add more Cold to the Advantage enchantment (+10%) [+1].Create Fire (Pyramid #3-63, p. 7)Change the cost from 8 points for level 1 + 2 points/additional level to 10 points for level 1 + 2 points/additional level. Deflect Energy (Pyramid #3-63, p. 13) Replace the statistics block with "Statistics: Affliction 1 (HT; Advantage, Deflect Energy, +320%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [48]. Note: “Deflect Energy” is Enhanced Dodge 3 (Limited, Energy, -20%; Magical, -10%) [32]. This changes the full cost from 49 points to 48 points. Delayed Message (GURPS Thaumatology: Sorcery, p. 24; GURPS Sorcery: Sound Spells, p. 5) Add Hearing-Based, -20% to Telesend. This changes the full cost from 38 points to 32 points. Disintegrate (GURPS Thaumatology: Sorcery, p. 20)Remove Increased 1/2D, 10x, +15%. This changes the full cost from 47 points to 46 points.Fast Fire (Pyramid #3-63, p. 8)

Archmagister's Counsel

You can slow down a lock, freeze a potion, or turn a vital component brittle. Understanding how to exploit these vulnerabilities can disrupt any foe, irrespective of their arcane leanings.

Source Spell

My suggestion is to rework Cold as follows: Cold (Unofficial Sorcery Errata)

Source Spell Types

Individual Spell

Cold Fire

25 points for level 1 + 4 points/additional level.

Heat, Fuel, and Hearthwork

Keywords

Area, Control, Damage, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice allows a fire, up to the spell's level in yards of radius, to emit light without generating heat. Such a 'cold fire' inflicts half damage and consumes fuel at half its normal rate. It costs 25 points for level 1, plus 4 points per additional level, casts on IQ, has a 100-yard range, and lasts indefinitely.

Statistics

Control Fire 1 (Only to remove heat, -80%; Ranged, +40%; Sorcery, -15%) [9] + Control Fire +4 (Does not increase area, -50%; Only to remove heat, -80%; Ranged, +40%; Sorcery, -15%) [16]. Each additional level adds Control Fire +1 (Only decreases area, -50%; Only to remove heat, -80%; Ranged, +40%; Sorcery, -15%) [4].

Archmagister's Counsel

Illuminate a royal procession through shadowy streets without the risk of an errant spark. Your enemies will never know if it's the work of a Sorcerer or a Guild Wizard, only that it works.

Source Spell

Cold Fire

Source Spell Types

Fire Spells

Cold Vulnerability

29/30/32 points for levels 1-3.

Arcane Siphons & Frailties

Keywords

Damage, Debuff, Defense, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This direct manipulation of the Lattice renders a subject acutely vulnerable to cold. Any cold damage that pierces their DR is multiplied by a factor of 2, 3, or 4 (depending on the spell's power level) before normal wound multipliers are applied. The effect lasts for 3 minutes, resisted by Will.

Statistics

Affliction 1 (HT; Disadvantage, Vulnerability (Cold, x2), +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [29]. Additional levels improve Disadvantage, Vulnerability (Cold, x2), +30% to Disadvantage, Vulnerability (Cold, x3), +45% and Disadvantage, Vulnerability (Cold, x4), +60%.

Archmagister's Counsel

If you wish to truly break a siege, target their supply lines. A few judicious applications of this on a cold night can turn a minor frostbite into a bloody disaster for unprotected troops. The Guild thinks this is uncouth; I call it effective.

Source Spell

Cold Vulnerability

Source Spell Types

Individual Spell

Collision

46 points for level 1 + 27 points/additional level.

Battlefield Zones & Fields

Keywords

Area, Control, Damage, Defense

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This spell creates an instantaneous, 8-yard-radius field that exerts a powerful attractive force, pulling everything within it toward its center. Its underlying mechanics are a Crushing Attack 2d, amplified by Cosmic knockback to the center, double knockback, and a variable area, making it a formidable battlefield control tool. This force is linked to a Crushing Attack 2d+2, which specifically impacts those unable to resist the collision. Note that this effect does not cause direct wounds but rather inflicts blunt trauma from forced impact. To deploy this manipulation of the Lattice at range, aim using Innate Attack (Gaze), applying standard range penalties, but gaining a +4 bonus for its area-of-effect nature. It costs 46 points for the first level and 27 points per additional level.

Statistics

Crushing Attack 2d (Area Effect, 8 yards, +150%; Cosmic, Knockback to the center, +50%; Double Knockback, +20%; Link, +10%; No Wounding, -50%; Sorcery, -15%; Variable, Area, +5%) [27/level] + Crushing Attack 2d+2 (Accessibility, Only on those who collide, -10%; Area Effect, 2 yards, +50%; Link, +10%; Magical, -10%) [19].

Archmagister's Counsel

This is not about 'killing' your foes but about 'reordering' them, preferably into a central, vulnerable pile. Use it to disrupt formations, herd targets into kill zones, or simply smash them into each other for maximum battlefield chaos. The Guild calls it crude; I call it efficient.

Source Spell

Collision

Source Spell Types

Artillery Spells

Color Spray

31 point.

Glamour, Color, and Prism

Keywords

Control, Damage, Defense, Information, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous or 5 seconds.

Description

This Lattice manipulation unleashes a cone of flashing colors. Successful hits with Innate Attack (Beam) afflict targets with Blindness, lasting 5 seconds, unless their HT roll succeeds. The effect is vision-based, meaning clever foes may avert their gaze, and has a range of 10 yards.

Statistics

Affliction 1 (HT; Cone 6, +110%; Fixed Duration, +0%; Increased 1/2D, x10, +15%; Reduced Duration on Blindness, 1/30, -30%; Reduced Range, 1/10, -30%; Secondary Blindness, +10%; Sorcery, -15%; Vision-Based, +150%) [31].

Archmagister's Counsel

A fine way to ensure a disorderly retreat or to gain a tactical advantage. Blinding foes, regardless of the method, is a quick path to victory or survival. Don't underestimate its ability to sow chaos among even disciplined ranks.

Source Spell

Color Spray

Source Spell Types

Light Spells

Colors

27 points for level 1 + 17 points/additional level.

Glamour, Color, and Prism

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

Five minutes.

Description

This manipulation of the Lattice allows the user to alter the color of light within a specified radius, changing the light's hues but not its intensity. The radius extends in proportion to the spell's level, offering a duration of five minutes. Despite the Guild's obsession with such 'cosmetic' effects, its practical applications are not to be underestimated.

Statistics

Control Light 1 (Cannot concentrate to extend duration, -10%; Cosmetic, -80%; Extended Duration, 30x, +60%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [27]. Additional levels add Control Light +1 (Cannot concentrate to extend duration, -10%; Cosmetic, -80%; Extended Duration, 30x, +60%; Only increases area of effect, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [17/level]. Note: As this is one advantage (Control Light) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

You can change a flag's colors from afar, make your Lord’s banner stand out, or obscure enemy livery. A trick of the eye is often more potent than a direct blow, and far less costly than a new coat of arms every time allegiances shift.

Source Spell

Colors

Source Spell Types

Light and Darkness Spells

Coma

52 points.

Mental Curses & Counterwill

Keywords

Control, Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

Upon a successful Will roll, the target, if sapient, is plunged into a profound coma. They collapse immediately, unconscious, and will likely perish within days without specialized medical intervention, as detailed under Mortal Conditions. This is a direct, insidious plucking of the Lattice, inducing a state of inertness.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Coma, +250%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [52].

Archmagister's Counsel

Why bother with messy assassinations when mere will can render a troublesome advisor profoundly unconscious and, ultimately, irrelevant? This Lattice-work is for swift, silent problem-solving.

Source Spell

Coma

Source Spell Types

Mind Control Spells

Command

43 points.

Commands & Compulsion

Keywords

Control, Debuff, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

1 second. Give a sapient subject one immediate command – a word and a gesture, or at most two words – which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect. You must be able to see or touch the subject to cast this spell. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550). Examples: “Drop it!” – the subject drops whatever he was holding. “Look!” – the subject looks in the direction the caster indicates. “Wait!” – the subject takes the Wait maneuver on his next turn. If you win, your charmed subject will obey your command. If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, the spell has no effect. If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.

Description

This Lattice manipulation compels a sapient subject to immediately obey a one- or two-word command. It requires a Quick Contest of your IQ vs. the subject’s Will to succeed, applying standard range penalties against the subject. The command must be executable within the subject's immediate actions or next turn; otherwise, it fails. Forcing actions against core principles (e.g., suicide, harming loved ones) triggers a *second* Quick Contest; losing this contest prevents further control for 24 hours and reveals your coercive presence. You must see or touch the subject, and the effect is instantaneous.

Statistics

Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, At most two words, -20%; Fixed Duration, +0%; Independent, +70%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [43].

Archmagister's Counsel

This is how you get a guard to 'drop it' or an orator to 'wait' mid-speech. The Guild would call it a 'violation of free will'; I call it efficient diplomatic leverage. Just don't overplay your hand by trying to make a king kill himself; they tend to notice when you fail that spectacularly.

Source Spell

Command

Source Spell Types

Mind Control Spells

Command Spirit of a Chosen Kind

13 points.

Commands & Compulsion, Undead Animation & Command, Spirits, Wards, and the Dead

Keywords

Control, Debuff, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This spell allows you to mentally dominate a spirit of a specific type that you can see or touch. Effectively, it's a Mind Control over a single, designated class of spectral beings. Each distinct type of spirit—be it a banshee, spectre, or manitou—demands a separate application and understanding of the Lattice; no 'one size fits all' with these restless souls.

Statistics

Mind Control (Accessibility, Class of Spirits, -60%; Sorcery, -15%) [13].

Archmagister's Counsel

Understanding which spirits serve which masters, and how to turn them, is a foundational element of any effective intelligence network. A captured banshee can reveal more than a dozen human spies, assuming the sorcerer has the stomach for it.

Source Spell

Command Spirit (Type)

Source Spell Types

Necromantic Spells

Communication

35 points.

Communication & Empathy

Keywords

Persistent, Utility

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

This Lattice manipulation establishes a continuous two-way conversational link with a target. The method of communication is audial. While theoretically unlimited in range, the successful execution of the required IQ roll to cast this spell is subject to standard long-distance penalties. Once cast, the connection persists indefinitely.

Statistics

Mind Reading (Accessibility, Said words only, -20%; Link, +10%; Magical, -10%; Telecommunication, -20%) [18] + Telesend (Accessibility, Requires Words, -10%; Hearing-Based, -20%; Link, +10%; Sorcery, -15%; Visible, -10%) [17].

Archmagister's Counsel

Understanding what your enemies whisper across the provinces is often more valuable than any battlefield victory. This spell allows just that, quietly. Remember, you control the information, you control the war.

Source Spell

Communication

Source Spell Types

Communication and Empathy Spells

Compel Lie

30 points.

Communication & Empathy

Keywords

Control, Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This unraveling of the Lattice forces a sapient target to be incapable of speaking anything they believe to be true. They retain the ability to keep silent or offer partial truths, and are not compelled to volunteer false information. The effect lasts 3 minutes and is resisted by Will.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Compel Lie, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [30]. Note: “Compel Lie” is Compulsive Lying (No Self-Control Roll, x2.5; Can keep silent, -20%) [-30].

Archmagister's Counsel

A clever Lord uses this not to extract intelligence, but to silence an opponent during a critical negotiation, rendering their arguments null by preventing them from speaking a single factual statement.

Source Spell

Compel Lie

Source Spell Types

Communication and Empathy Spells

Compel Truth

28 points.

Communication & Empathy

Keywords

Control, Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

An effect on the Lattice that renders a sapient subject unable to utter an untruth. While they may remain silent or offer partial information, they cannot actively articulate anything they believe to be false. This costs 28 points, is resisted by Will, and lasts 3 minutes.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Compel Truth, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [28]. Note: “Compel Truth” is Truthfulness (No Self-Control Roll, x2.5; Can keep silent, -20%) [-10].

Archmagister's Counsel

Why bother with torture when you can pluck the thread of truth directly? This spell reveals what your enemies believe, and belief is often more useful than fact in the halls of power.

Source Spell

Compel Truth

Source Spell Types

Communication and Empathy Spells

Compel Written Truth

31 points.

Communication & Empathy

Keywords

Control, Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

30 minutes.

Description

This manipulation of the Lattice compels a sapient subject to be unable to write falsehoods for 30 minutes, resisted by Will. They may choose to write partial truths or refuse to write at all, but anything committed to paper will conform to their understanding of reality. This does not force them to volunteer information, merely restricts their ability to misrepresent it in written form. It's a precise application, not an interrogation.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Compel Written Truth, +5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [31]. Note: “Compel Written Truth” is Truthfulness (No Self-Control Roll, x2.5; Can refuse to write, -20%; Written Only, -40%) [-5].

Archmagister's Counsel

If you wish for a lord to sign a treaty without an escape clause hidden in the fine print, this spell is a far more elegant solution than threats or torture. They can omit, but they cannot deceive.

Source Spell

Compel Written Truth

Source Spell Types

Communication and Empathy Spells

Compulsive Reader

56 points.

Detection & Appraisal

Keywords

Aura, Buff, Control, Damage, Defense, Information, Melee, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent.

Description

This working enchants a book, compelling any reader to consume its entire contents, effectively applying Affliction 1 (HT) with the 'Compulsive Reader' advantage. This effect is permanent and offers no resistance once initiated, so long as the reader comprehends the language. The spell has a range of 100 yards and an added 1/2D range of 10x.

Statistics

Affliction 1 (HT; Accessibility, Only on books, -50%; Advantage, Compulsive Reader, +340%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [56]. Note: “Compulsive Reader” is Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Disadvantage, Compulsive Reading (No self-control, x2.5), +13%; Extended Duration, Permanent, +150%; Melee Attack, Reach C, -30%; No Signature, +20%; Vision-Based, Variant, -20%) [34].

Archmagister's Counsel

If you wish to control the flow of information without burning the libraries, this is how you ensure key individuals absorb your carefully crafted narratives. The Guild calls it 'enchantment'; I call it efficient indoctrination.

Source Spell

Compulsive Reader

Source Spell Types

Book Spells

Conceal

9 points for level 1 + 5 points/additional level.

Growth, Blessing, and Husbandry

Keywords

Area, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

An elegant manipulation of the Lattice, causing local flora to rapidly expand and envelop objects within a 100-yard range, lasting 10 seconds. This grants a -5 penalty to all vision rolls made to detect the concealed items. The initial cost for this effect is 9 points, with each additional level costing 5 points and expanding the area of effect.

Statistics

Obscure Vision 5 (Accessibility, Only on objects, -10%; Environmental, Dense Vegetation, -40%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [9]. Additional levels add Area Effect (+50%) to the advantage [+5].

Archmagister's Counsel

Command your scouts to employ this to hide supplies or routes. The enemy will be too busy looking for 'magic' to notice the ground itself conspiring against them.

Source Spell

Conceal

Source Spell Types

Plant Spells

Conceal Magic

63 points.

Lesser Hexes & Afflictions

Keywords

Buff, Defense, Healing, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five hours.

Description

This manipulation of the Lattice renders a subject’s magical presence virtually undetectable by any Information spell, regardless of the system used. It grants Obscure 10 against such spells, making detection attempts 10 levels harder, and includes Low Psychic Signature 5. Duration is fixed at five hours, and the casting cost is 63 points. There is no casting roll, but it requires an Innate Attack (Gaze) roll to aim effectively at 100 yards.

Statistics

Affliction 1 (HT; Advantage, Conceal Magic, +430%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [63]. Note: “Conceal Magic” is Obscure 10 (Information Spells; Defensive, +50%; Low Psychic Signature 5, +25%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [43].

Archmagister's Counsel

This is how you move your 'Gifted' assets through hostile territory without every hedge witch or Guild lackey immediately sensing their presence. The Lattice will hide what you tell it to hide.

Source Spell

Conceal Magic

Source Spell Types

Meta Spells

Conceal Temporal Anomaly

54 points for level 1 + 10 points/additional level.

Time

Keywords

Area, Damage, Defense, Healing, Information, Leveled, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

5 minutes.

Description

This operation masks a temporal anomaly, rendering it undetectable by magical means. The base effect provides Obscure Detect 10, costing 54 points for a five-minute duration. Each additional level applied expands the area of effect, costing an extra 10 points.

Statistics

Obscure Detect 10 (Defensive, +50%; Extended Duration, 30x, +60%; Limited, Temporal Anomalies, -80%; Ranged, +50%; Sorcery, -15%; Stealthy, +100%; Variable, Area, +5%) [54]. Further levels add Area Effect (+50%) to the advantage [+10].

Archmagister's Counsel

A useful trick for when your 'experiments' inevitably unravel, allowing you to hide your mistakes for a few minutes while you make a proper escape. Don't think about fixing it; just cover it up and flee.

Source Spell

Conceal Temporal Anomaly

Source Spell Types

Time Spells

Condense Steam

2 points/level.

Heat, Fuel, and Hearthwork, Drowning, Dehydration, and Fluid Assaults

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

This spell allows the caster to transmute steam directly into water. Each 'level' of the spell converts a specific volume, effectively allowing the creation of water from atmospheric moisture or existing steam sources.

Statistics

Create (Transmute Steam to Water, +50%; Transmutation Only, -100%; Magical, -10%) [2/level].

Archmagister's Counsel

Understanding this modest manipulation of the Lattice is useful when you find yourself near hot springs, geysers, or an enemy steam bath, and suddenly require a rather large amount of potable water. Resourcefulness, not arcane degree, wins wars.

Source Spell

Condense Steam

Source Spell Types

Steam Spells

Conduct Power

23 points for level 1 + 13 points/additional level.

Mana, Ley, and Power

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

30 seconds. Powers a device in the area of effect by transferring power from an active power source that also must be in the area of effect. This spell affects an area with a radius equal to (9 + spell level) yards.

Description

This Persistent area spell, costing 23 points for level 1 and 13 points per additional level, affects a radius equal to (9 + spell level) yards out to 100 yards. It permits active power sources within the area to power devices also within the area for 30 seconds. Higher levels expand the affected area.

Statistics

Control Power 10 (Accessibility, Only to conduct power, -60%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [23]. Additional levels add Control Power (Accessibility, Only to stop the flow of power, -60%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [13/level].

Archmagister's Counsel

Why bother with the Guild’s inefficient conduits when a Sorcerer can simply pluck the Lattice and power an entire siege engine from a captured dynamo? This spell makes the traditional power grid utterly obsolete.

Source Spell

Conduct Power

Source Spell Types

Power Spells

Conducting Non-Conductor

25 points.

Rain, Wind, and Greater Weather, Technological

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

One minute.

Description

This spell, a direct manipulation of the Lattice, causes a target object or creature to lose any inherent immunity to electrical conduction. They become fully susceptible to electricity for one minute, resisted by their HT. What the Guild calls 'immunity' is merely a different resonance; this alters it.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Immunity to Electrical Conduction, +5%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [25].

Archmagister's Counsel

Understanding this crude but effective manipulation is crucial for any lord. Know when your 'electrically immune' champions can be unexpectedly fried, or better yet, ensure your rivals face this revelation mid-battle.

Source Spell

Conducting Non-Conductor

Source Spell Types

EM and Weather Spells

Conduction

34 points.

Heat, Fuel, and Hearthwork

Keywords

Damage, Debuff, Defense, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

90 minutes.

Description

This working renders an object highly susceptible to temperature changes, enhancing its thermal conduction properties. Applied to clothing, it doubles the effect of heat or cold, imposing a -2 HT penalty per hour for temperatures above 80°F or below 40°F, respectively, and a -1 HT penalty for each 10°F beyond that. This effect lasts 90 minutes. A resisted HT roll negates the effect.

Statistics

Affliction 1 (HT; Accessibility, Only on objects, -10%; Disadvantage, Vulnerability (Heat/Fire, x2; Variant), +30%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [34].

Archmagister's Counsel

Point this at an enemy’s armor or winter cloak. No amount of padding will save them when their gear turns into a giant heat sink or a freezer. Useful for those inconveniently armored foes.

Source Spell

Conduction

Source Spell Types

Fire Spells

Cone of Cold

12.5 points/level.

Missiles, Jets, and Rays

Keywords

Control, Damage, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This raw manipulation of the Lattice projects a cone of extreme cold, inflicting 1d burning damage per level. The 'burning' here is a consequence of severe frostbite, not combustion, so do not expect this to ignite anything. Furthermore, targets struck suffer a -2 DX penalty and are Numb for one minute, because frozen muscles tend not to obey so well.

Statistics

Burning Attack 1d (Cone 6, +110%; Increased 1/2D, 2x, +5%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [12.5/level].

Archmagister's Counsel

Employ this to clear out rabble or disrupt a tightly packed formation. The Guild might prattle about 'elemental purity,' but you'll care more about the enemies not being able to hold their swords or even feel their trigger fingers.

Source Spell

Cone of Cold

Source Spell Types

Blasting Spells

Cone of Corrosion

16 points/level.

Battlefield Zones & Fields, Acid

Keywords

Control, Damage, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This unsightly manipulation of the Lattice projects a cone of corrosive energy, dealing 1d corrosion damage per level to every target within the area. This is a direct attack, use Innate Attack (Beam) to determine success.

Statistics

Corrosion Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Range, 1/10, -30%; Sorcery, -15%) [16/level].

Archmagister's Counsel

A crude, yet effective area-denial or crowd-control tactic. Useful for breaking formations or, if you're a barbarian, melting a path through a pesky gate.

Source Spell

Cone of Corrosion

Source Spell Types

Artillery Spells

Confuse Memory

41 points.

Thoughts & Memory

Keywords

Debuff, Information, Malediction, No-Signature, Persistent, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent.

Description

This working tangles a single fact or event in the subject's mind. Each time the subject recalls or speaks of it, they must make a Will roll to differentiate it from a dream and maintain consistent details.

Statistics

Affliction 1 (Will; Accessibility, One fact at a time, -10%; Based on Will, +20%; Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%; Limited, Inconsistency, -50%; Malediction 2, +150%; No Signature, +20%; Selective Effect, +20%; Sorcery, ‑15%) [41].

Archmagister's Counsel

A fine way to sow discord in the ranks or invalidate an inconvenient witness. It matters little if they know *why* they contradict themselves, only that they do.

Source Spell

Confuse Memory

Source Spell Types

Book Spells

Confusion

42 points for level 1 + 14 points/additional level.

Emotion & Morale

Keywords

Area, Control, Defense

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This spell immediately affects all sapient minds (IQ 6+) within a 10-yard radius inside a 100-yard range, causing a Fright Check with a penalty equal to the spell's level. Unlike most area manipulations, its radius cannot be reduced. Higher levels add an additional -1 to the Fright Check.

Statistics

Terror (Confusion; Accessibility, Only on sapient beings, -10%; Presence, +25%; Ranged, +40%; Sorcery, -15%) [42]. Additional levels add -1 to the Fright Check [+14].

Archmagister's Counsel

Why bother with intricate battle plans when a well-placed Confusion can make an entire enemy unit stumble into each other like panicked sheep? Just remember, their panic is your opportunity.

Source Spell

Confusion

Source Spell Types

Mind Control Spells

Conic Blast

44 points for level 1 + 8 points/additional level.

Bursts, Barrages, and Bombardment, Technological

Keywords

Buff, Control, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working allows a ranged weapon to project its attacks in a cone, akin to grapeshot, originating directly from the weapon itself. The cone's width at maximum range is equal to the weapon's Rate of Fire in yards. This effect lasts for three minutes. Each level of this spell reduces penalties associated with using the conical attack.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Conic Blast, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Conic Blast” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -1 in penalties [+8]. This spell is based on the Conic Blast imbuement skill.

Archmagister's Counsel

A single Sorcerer with this ability can turn a line of archers into a battlefield-clearing artillery unit. No subtlety, just overwhelming force, which is often exactly what a Lord needs.

Source Spell

Conic Blast

Source Spell Types

Gunman Spells

Conjure Dart

4.8 points/level*.

Grand Arcana & Constructs, Locks, Seals, and Traps, Metal & Glass

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This elementary manipulation of The Lattice generates an iron dart, delivered with an Innate Attack (Projectile) to inflict 1d-1 impaling damage at a range of up to 100 yards. Normal range penalties apply. The cost is 4.8 points per level, rounded up for the total. Simple, effective, and quite unlike the Guild's overly complex 'materialization' rituals.

Statistics

Impaling Attack 1d-1 (Blockable, -5%; Sorcery, -15%) [4.8/level*]. * Calculate the total cost and then round up.

Archmagister's Counsel

Equip your skirmishers and assassins with this minor trick, my Lord; it's cheap, effective, and far less conspicuous than a fireball when you need a quiet message delivered.

Source Spell

Conjure Dart

Source Spell Types

Metal Spells

Conjure Midnight Construct

27 points.

Grand Arcana & Constructs

Keywords

Control, Damage, Defense, Healing, Information, Summoning, Utility

Casting Roll

Will. Special casting time, see below.

Range

Special, see below.

Duration

Margin of success hours.

Description

This powerful manipulation of the Lattice allows you to conjure a 'midnight construct,' a subservient entity built to 75% of your own point value. The conjuration demands 10 minutes of preparation, and the construct persists for a duration equal to your Will roll's margin of success, in hours. Despite its inherent magical nature, this construct requires a reaction roll, as if it were an independent entity, rather than direct maintenance.

Statistics

Ally (Midnight construct; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Costs 1 ER, -10%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Requires Will Roll, -5%; Special Abilities, +50%) [27]. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by requiring a reaction roll.

Archmagister's Counsel

A fine way to gain an extra blade on the battlefield, or a tireless-if-unthinking servant in court. Just remember, conjuring a construct takes time, so plan your 'surprise' accordingly, my lord.

Source Spell

Conjure Midnight Construct

Source Spell Types

Incarnum Spells

Conjure Shield

31 points.

Grand Arcana & Constructs, Wards, Shields, and Barriers, Weapons & Battlework, Metal & Glass

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working conjures a steel shield on the target's free arm, providing an immediate Defense Bonus 3. The caster specifies whether it is small, medium, or large. It is not armor, but a magical construct that must be forcibly removed if one wishes to discard it before its three-minute duration expires. This Lattice manipulation costs 31 points.

Statistics

Affliction 1 (HT; Advantage, Conjure Shield, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [31]. Note: “Conjure Shield” is Defense Bonus 3 (Cannot Wear Armor, -40%; Directional, Front, -20%; Gadget, DR 4, SM-1, Must be forcibly removed, -55%; Magical, -10%; Nuisance Effect, Weight, -5%) [18], a meta-trait from GURPS Supers.

Archmagister's Counsel

A fine way to ensure your foot soldiers survive the first volley: give them a shield they can actually hold, regardless of their training. The Guild will call it 'crude,' but the casualty report will call it 'effective.'

Source Spell

Conjure Shield

Source Spell Types

Metal Spells

Conjure Unlikely Matter

48 points/level.

Rain, Wind, and Greater Weather

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice allows for the conjuration of solid, yet utterly unnatural, matter. It demands specific 'raw conditions' – lightning from a storm, or screams from a living throat, for instance. This matter is inherently unstable, dissipating after 10 seconds unless additional energy is expended to render it permanent. The cost is "48 points/level" for 1 FP per two cubic feet, with a casting roll of "IQ".

Statistics

Create Solid (Accessibility, Implausible Materials Only, -20%; Cosmic, Exotic Materials, +50%; Environmental, Proper conditions, -20%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [48/level].

Archmagister's Counsel

Understanding the conditions under which a sorcerer can conjure matter from 'screams' or 'lightning' is vital. Such an individual can weaponize the very environment, fabricating obstructions or tools from the unlikeliest sources on a whim; your adversaries will not expect it.

Source Spell

Create Implausible Material

Source Spell Types

Individual Spell

Continual Flame

28 points.

Glamour, Color, and Prism, Holy

Keywords

Buff, No-Signature, Persistent, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent.

Description

This manipulation of the Lattice imbues a touched object with the persistent glow of a torch. The illumination is permanent, lacks heat, smoke, or need for air, and cannot be snuffed out by conventional means. Casting requires 28 points and no roll, but precision in aiming is achieved as if using Innate Attack (Gaze) with a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Continual Flame, +10%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Note: “Continual Flame” is Illumination (Magical, -10%) [1].

Archmagister's Counsel

You can illuminate a fortress without fire hazards, provide eternal light in mines, or subtly mark targets from a distance. The Guild would call it 'glamorous illusion'; I call it practical, persistent utility.

Source Spell

Continual Flame

Source Spell Types

Angelic Spells

Continual Light

31 points.

Radiance, Sight, and Reflection

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

2d days.

Description

This trick causes a small object, no more than fist-sized or one pound, to emit torch-level white light for 2d days. You must aim it like any other ranged attack. The Guild calls it 'Continual Light' and fusses over the 'Illumination' aspect; I call it a reliable lantern that doesn't burn out.

Statistics

Affliction 1 (HT; Advantage, Continual Light, +10%; Extended Duration, 30,000x, +180%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [31]. Note: “Continual Light” is Illumination (Magical, -10%) [1].

Archmagister's Counsel

Outfit your scouts and clandestine agents with these; they provide light without the tell-tale smoke or heat of a conventional torch, and without requiring a mage on site. A small investment for invaluable tactical advantage, wouldn't you agree?

Source Spell

Continual Light

Source Spell Types

Light and Darkness Spells

Continual Mage Light

31 points.

Radiance, Sight, and Reflection

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

2d days.

Description

This Lattice manipulation afflicts a small object (up to fist-sized or 1 lb) or part thereof, making it glow with the light of a torch for 2d days. The illumination is only discernible by mages, magical creatures, or those under the influence of Mage Sight.

Statistics

Affliction 1 (HT; Advantage, Continual Mage Light, +10%; Extended Duration, 30,000x, +180%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [31]. Note: “Continual Mage Light” is Illumination (Accessibility, Only visible to mages and magical creatures, -30%; Magical, -10%) [1].

Archmagister's Counsel

You cannot prosecute crimes in the dark. An enemy using this to illuminate their movements unseen by your guards, or to mark a rendezvous point, is acting intelligently. Your mages must know to look for this, or they are useless.

Source Spell

Continual Mage Light

Source Spell Types

Light & Darkness Spells

Continual Sunlight

38 points.

Radiance, Sight, and Reflection

Keywords

Defense, Persistent, Summoning, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

2d days.

Description

This manipulation of the Lattice creates a 10-yard pillar of light, equivalent to full daylight, at any point within 100 yards of the caster. Its brilliance extends unimpeded towards the heavens, stopping only when it encounters a solid overhead barrier, lasting for 2d days after its creation. The Guild names it illumination; I call it a robust denial of natural shadow.

Statistics

Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard, -40%; Cosmic, Extends skyward, +50%; Extended Duration on Persistent, 30,000x, +180%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Fatigue Cost 1, +20%) [38].

Archmagister's Counsel

Understanding this simple summoning is critical; a wise Lord ensures their watchtowers are always brightly lit, removing any useful shadows for those who plot in darkness.

Source Spell

Continual Sunlight

Source Spell Types

Light & Darkness Spells

Contract Object

29 points for level 1 + 4 points/level.

Breaking, Shattering, and Ruin

Keywords

Damage, Debuff, Defense, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This manipulation of the Lattice causes a targeted object to contract. For every level of power, the object's Size Modifier is reduced by -2 in one dimension, allowing for significant alteration. The target object resists with a HT roll. The effect lasts for 3 minutes.

Statistics

Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Contract Object 1, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [29]. Notes: Each level of “Contract Object” is Shrinking 2 (Magical, -10%; Minimum Size Only, +0%; One dimension only, -50%) [4]. Each additional level adds further Contract Object to the Advantage enhancement [+4].

Archmagister's Counsel

Why use brute force when a simple flick of the Lattice can make an opponent’s weapon uselessly small, or perhaps contract a support beam just enough to collapse a structure? Efficacy, my lord, efficacy.

Source Spell

Contract Object

Source Spell Types

Making & Breaking Spells

Contragrav Flight

46 points.

Speed, Haste, and Handling, Radiance, Sight, and Reflection

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.The subject can fly by pushing off against the local gravity field. It is useless in the absence of a planet or another celestial body with a gravity field.

Description

This manipulation of the Lattice allows the subject to fly by exerting a personal, focused counter-force against a planetary gravity field. Their Flight Move is Basic Speed x 2 (round fractions down), and they can hover at will. Useless without a celestial body's gravitational pull. Costs 46 points and lasts 3 minutes.

Statistics

Affliction 1 (HT; Advantage, Contragrav Flight, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [46]. Note: “Contragrav Flight” is Flight (Magical, -10%; Planetary, -5%) [34].

Archmagister's Counsel

Equip your scouts and messengers with this. A loyal servant who can scout ahead or deliver vital intelligence faster than any steed is an undeniable asset in any campaign. The Guild would call it 'trivializing' travel; I call it a tactical advantage.

Source Spell

Contragrav Flight

Source Spell Types

Individual Spell

Control Creation

10 points.

Commands & Compulsion, Illusion & Creation

Keywords

Control, Debuff, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This manipulation of the Lattice allows you to seize mental dominion over a magical construct you can perceive. After one second of concentration, you engage in a Quick Contest: your IQ against the creator's Will. Success establishes control.

Statistics

Mind Control (Accessibility, Only on magical creations, -50%; Based on master’s Will, +20%; Puppet, -40%; Sorcery, ‑15%) [10].

Archmagister's Counsel

A useful trick, as even the most powerful mages often neglect to secure their own constructs once they've been 'finished.' Why create when you can simply take what someone else has already built for you?

Source Spell

Control Creation

Source Spell Types

Creation Spells

Control Elemental

23 points.

Rain, Wind, and Greater Weather

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

One minute.

Description

This manipulation of the Lattice allows for complete mental subjugation of a specific elemental type, chosen when the spell is learned, provided the caster maintains line of sight or touch. If the elemental fails its resistance, it becomes a puppet, executing every command for one minute.

Statistics

Mind Control (Accessibility, Elementals of a Particular Type Only, -60%; Fixed Duration, +0%; Independent, +70%; Puppet, -40%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [23].

Archmagister's Counsel

Why bother with mercenaries when you can command the very elements? This is how you clear a path, or ensure a bridge remains intact against a storm; control the elemental, control the battlefield.

Source Spell

Control Elemental

Source Spell Types

Revised Elemental Spells

Control Gate

12.5 points for level 1 + 7.5 points/additional level*.

Gate

Keywords

Control, Persistent, Travel, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice allows you to force an existing gate (open or closed) to change its state. The gate can also be moved or tilted at a rate equal to your spell level. Closing a temporary gate destroys it; a permanent gate remains, ready for another fool to open.

Statistics

Control Gate 1 (Ranged, +40%; Sorcery, -15%) [12.5]. Additional levels add Control Gate +1 (Only to increase area, -50%; Ranged, +40%; Sorcery, -15%) [7.5/level*]. * Calculate the total cost and round up.

Archmagister's Counsel

Understanding the movements of these 'Lattice tears' can turn a strategic retreat into an ambush, or deny an enemy their escape route. A king who understands how to manage the transit points between realms has tactical superiority.

Source Spell

Control Gate

Source Spell Types

Gate Spells

Control Illusion

10 points.

Illusion & Creation

Keywords

Control, Debuff, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This spell allows one to seize command of an illusion created by another caster. Success requires a Quick Contest of your IQ against the original caster's Will. The cost is 10 points, and if successful, control is maintained as long as you continue to pay 5 points per minute.

Statistics

Mind Control (Accessibility, Illusions Only, -80%; Cosmic, Can affect illusions, +50%; Puppet, -40%; Sorcery, -15%) [10].

Archmagister's Counsel

Why bother with the petty squabbles of 'Sorcerer' or 'Wizard' when you can simply take what they've created? Turn their own tricks against them; it saves time and resources. This is how you truly win. And for the love of the Lattice, always assume any illusion you encounter can be turned against you by a clever opponent.

Source Spell

Control Illusion

Source Spell Types

Illusion Spells

Control Lava Lizard

10 points.

Commands & Compulsion, Stone, Soil, and Sand, Heat, Fuel, and Hearthwork

Keywords

Control, Debuff, Malediction, Persistent, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

Through a quick contest of your IQ against the target's Will, you may establish mental dominance over a lava lizard you can see or touch. This control is indefinite and costs 10 points. The Guild would call it a 'niche specialization'; I call it knowing your enemy.

Statistics

Mind Control (Accessibility, Lava Lizards Only, -80%; Puppet, -40%; Sorcery, -15%) [10].

Archmagister's Counsel

Why bother with dragon domestication when a well-placed sorcerer can turn a lava lizard into a living siege weapon for your mountain strongholds? Any fool can build a wall; a true lord understands how to turn the natural world into a weapon.

Source Spell

Control Lava Lizard

Source Spell Types

Lava Spells

Control Limb

19 points/level.

Body Forms, Limbs, and Alteration

Keywords

Control, Damage, Debuff, Defense, Persistent, Resisted-Variable

Casting Roll

ST.

Range

10 yards.

Duration

Indefinite.

Description

This spell allows you to seize control of a subject's limb. It functions as a Quick Contest of your ST with your target's ST, with the victor gaining control. Success means the limb moves exactly as you command, or it becomes utterly useless, as you prefer. Regardless of method, the Lattice obeys.

Statistics

Telekinesis 4 (Accessibility, Limbs Only, -10%; Animate Life-forms, Partial, +20%; Sorcery, -15%) [19]. Each additional level adds 4 extra levels of Telekinesis [+19].

Archmagister's Counsel

Understand this: the Guild may babble of 'puppet mastery,' but you, my Lord, will simply ensure that enemy's sword arm twists against him. It's not about the magic; it's about making them drop the blade.

Source Spell

Control Limb

Source Spell Types

Limb Spells

Control Person

40 points.

Possession & Identity, Souls, Possession, and Bindings

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

1 minute.

Description

This Lattice-work grants full telecontrol over a sapient being for one minute, allowing you to manipulate their physical actions and perceive through their senses. The target retains their awareness, and crucially, their memory and skills remain inaccessible to you. They will know they are being controlled, but not by whom.

Statistics

Possession (Accessibility, Only on sapient creature, -10%; Maximum Duration, 1 minute, -65%; No Memory Access, -10%; Sorcery, -15%; Subject remains aware, -10%; Telecontrol, +50%) [40].

Archmagister's Counsel

Why bother with lengthy negotiations when you can simply have someone's guards 'accidentally' open the gates to your true army? The methods of influence matter not, only the outcome.

Source Spell

Control Person

Source Spell Types

Possession Spells

Control Zombie

23 points.

Commands & Compulsion, Undead Animation & Command, Spirits, Wards, and the Dead

Keywords

Control, Debuff, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This spell establishes a mental domination over an undead creature, specifically a zombie raised by another. The victim must be within your line of sight or touched. Success indicates you exert control, effectively making the zombie your puppet. The underlying Lattice-work is a form of Mind Control, specifically tailored to these shambling constructs.

Statistics

Mind Control (Accessibility, Zombies Only, -50%; Cosmic, Affects zombies, +50%; Puppet, -40%; Sorcery, -15%) [23].

Archmagister's Counsel

Why bother raising your own dead when you can simply seize control of your foe's? This is an excellent way to turn their own resources against them, Lord. The Guild calls it 'tactics'; I call it efficiency.

Source Spell

Control Zombie

Source Spell Types

Zombie Spells

Conversion

83 points/level.

Energy, Space

Keywords

Damage, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice projects a beam that converts a miniscule portion of the target into antimatter. This manifests as 2d Corrosion and 2d Burning damage, with the latter causing a 1-yard radius Surge explosion that includes Radiation, for a total of 83 points per level. Innate Attack (Beam) is used for targeting.

Statistics

Corrosion Attack 2d (Armor Divisor, (10), +200%; Sorcery, -15%) [57/level] + Burning Attack 2d (Explosion 1, +50%; Follow-Up, Corrosion Attack, +0%; Magical, -10%; Radiation, +100%; Surge, +20%) [26/level].

Archmagister's Counsel

Why bother with elaborate curses when you can simply unmake parts of your enemies? A few well-placed shots with this, and the 'invincible' hero starts looking quite vincible. Aim for the legs; it’s less messy, and they’ll still bleed out.

Source Spell

Conversion

Source Spell Types

Antimatter Spells

Cook

1 point/level.

Food

Keywords

Area, Control, Damage, Persistent

Casting Roll

None.

Range

2 yards.

Duration

Indefinite.

Description

This spell allows one to precisely control the temperature within a cooking vessel. For each level, the spell increases the temperature by up to 20°, at a rate of 4° per second of concentration. This is basic thermal manipulation, effective within a 2-yard range, and persists indefinitely.

Statistics

Temperature Control (Accessibility, Inside cooking vessels only, -30%; Heat Only, -50%; Reduced Range, 1/5, -20%; Reduced Time 1, +20%; Sorcery, -15%; Variable, +5%) [1/level].

Archmagister's Counsel

You cannot win a war if your soldiers starve or eat spoiled rations. A well-placed 'Cook' can feed an entire company with minimal fuss, a far more effective use of power than most of the Guild's pyrotechnics.

Source Spell

Cook

Source Spell Types

Food Spells

Cool Water

4 points for level 1 + 5 points/additional level (or more).

Water Shaping & Passage

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None.

Range

100 yards.

Duration

Indefinite.

Description

This working allows the caster to decrease the temperature of a body of water within 100 yards, indefinitely. The basic level (costing 4 points) grants 2 levels of Temperature Control, able to lower the water’s temperature by up to 40°F. Each additional level (costing 5 points) adds a further level of Area Effect, expanding the zone of cold and increasing the overall Temperature Control.

Statistics

Temperature Control 2 (Accessibility, Only water, -30%; Cold, -50%; Increased Range, 10x, +30%; Sorcery, -15%; Variable, Area, +5%) [4]. Additional levels add Area Effect (+50%) [+5]. The expanded versions raise the Temperature Control level.

Archmagister's Counsel

Understanding how to deny the enemy a potable water source can be far more effective than a direct assault. A smart Lord ensures their troops are hydrated, and a smarter one ensures the enemy's are not.

Source Spell

Cool Water

Source Spell Types

Water Spells

Copy

14 points.

Breaking, Shattering, and Ruin

Keywords

Utility

Casting Roll

None.

Range

10 yards.

Duration

Instantaneous. Makes one copy of a single page of writing. Paper or parchment must be supplied for the copies to be made on. Copies of magical scrolls, rune parchments, and so on do not have magic power.

Description

This instant spell creates a single copy of a page of writing within 10 yards, provided adequate paper or parchment is supplied. It duplicates normal text, but any magical properties of the original are not transferred to the copy.

Statistics

Telekinesis 1 (Accessibility, Requires paper, -10%; Independent, +40%; One Task, Copying, -70%; Reduced Time 10, +200%; Sorcery, -15%) [13] + Accessory (TK Pen) [1]. Note: Here, Reduced Time is used to shorten a 10-minute writing to one second, which was chosen because it costs the same as an Average technique to buy off the -10 for “instant use.”

Archmagister's Counsel

A fine way to duplicate orders, maps, or even your political treaties. The Guild sees it as mere scribbling; I see it as distributing vital intelligence faster than any courier on horseback.

Source Spell

Copy

Source Spell Types

Making & Breaking Spells

Cornucopia

1 point.

Sorcerous Services & Rites

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell allows the caster to conjure any mundane projectile weighing 1 lb. or less directly into their ammunition container. It requires a manual retrieval, but once active, the effect is persistent, costing 1 energy point to maintain indefinitely. The Guild calls such utility 'low magic'; I call it highly practical.

Statistics

Cinematic Option (Infinite Ammunition; Magical, -10%) [1].

Archmagister's Counsel

Ensure your archers and gunners are equipped with this 'Lattice-trick'; boundless ammunition in the field can turn the tide of any protracted engagement, regardless of whether it's born of blood or rote memorization.

Source Spell

Cornucopia

Source Spell Types

Individual Spell

Corona of Cold

21 points.

Ice, Snow, and Frost

Keywords

Aura, Buff, Damage, Melee, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This spell sheathes the subject in a frigid aura, dealing 1d-1 burning damage to any enemy making physical contact. Those injured must make an HT roll, penalized by -1 per 2 points of damage, or suffer a -2 DX penalty and become Numb for (20-HT) minutes, with a minimum of 1 minute. The range is 100 yards, lasting 3 minutes.

Statistics

Affliction 1 (HT; Advantage, Corona of Cold, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [21]. Note: “Corona of Cold” is Burning Attack 1d-1 (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%) [9].

Archmagister's Counsel

Equip your shock troops with this; few things demoralize an enemy line faster than frostbite and fumbling fingers from a mere touch. The Guild may quibble about 'elements,' but the Lattice delivers.

Source Spell

Corona of Cold

Source Spell Types

Water Spells

Corona of Frost

30 points.

Ice, Snow, and Frost

Keywords

Aura, Buff, Damage, Healing, Melee, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This Lattice-work encases the subject in a frosty aura, dealing 1d-1 fatigue damage to any who make physical contact. This fatigue is precisely like that suffered from mundane cold, affecting recovery similarly. The effect lasts for 3 minutes, or until dispelled.

Statistics

Affliction 1 (HT; Advantage, Corona of Frost, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [30]. Note: “Corona of Frost” is Fatigue Attack 1d-1 (Aura, +80%; Freezing, +20%; Magical, -10%; Melee Attack, Reach C, -30%; Side Effect, DX-2 and Numb, +90%) [18].

Archmagister's Counsel

A fine way to deter close-quarters combatants without risking a scratch on your lord. Such a subtle deterrent eliminates the need for crude 'bodyguards' who are often more trouble than they are worth.

Source Spell

Corona of Frost

Source Spell Types

Water Spells

Corporeal Instability

42 points.

Alteration, Growth, and Other Transmutations

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute.

Description

This Malediction transforms a living subject into an amorphous mass for 1 minute. Their Basic Move is reduced by 2, and they gain Injury Tolerance (Homogenous, No Blood, No Head, No Neck), Invertebrate, Mute, No Legs (Slithers), and No Manipulators. This effect is resisted by HT upon casting.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Corporeal Instability, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%; Terrible Pain, +60%) [42]. Notes: “Corporeal Instability” is Alternate Form (Amorphous Mass; Magical, -10%; Nuisance Effect, Can be negated for a second via a Will-4 check, -10%) [12]. “Amorphous Mass” is a new meta-trait: Basic Move -2 [-10]; Injury Tolerance (Homogenous, No Blood, No Head, No Neck) [57]; Invertebrate [-20]; Mute [-25]; No Legs (Slithers) [0]; No Manipulators [-50].

Archmagister's Counsel

This spell is a delightful way to incapacitate a troublesome warrior or turn a silver-tongued diplomat into a slithering mute. No general can command when they are a blob, and no courtier can flatter when they cannot speak. The Lattice, in its wisdom, provides many ways to silence an enemy.

Source Spell

Corporeal Instability

Source Spell Types

Assorted Spells

Corpulence

24 points.

Internal Ruin, Fatigue, and Decline

Keywords

Damage, Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This foul manipulation of the Lattice causes the subject to instantly gain a level of corpulence for 3 minutes, escalating from Skinny to Normal, Normal to Overweight, Overweight to Fat, or Fat to Very Fat. The victim resists with a HT roll.

Statistics

Affliction 1 (HT; Disadvantage, Very Fat, +5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; One category shift only, -20%; Sorcery, ‑15%) [24].

Archmagister's Counsel

While hilarious in the barracks, this spell is best used on agile opponents or those wearing tight armor; a simple +5% disadvantage from being Very Fat can spell disaster in a duel or chase.

Source Spell

Corpulence

Source Spell Types

Body Control Spells

Corrode

28 points.

Lesser Hexes & Afflictions

Keywords

Debuff, Defense, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

Three minutes.

Description

This working plucks the Lattice to induce rapid corrosion, reducing its target's Damage Resistance by 4 for three minutes. You must choose whether to target a creature's natural armor or any worn armor it carries when you unleash this effect. Costs 28 points and is resisted by HT.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Reduced DR 4, +20%; No Signature, +20%; Sorcery, -15%) [28].

Archmagister's Counsel

Against a well-armored foe, stripping away their defenses before a charge can be the difference between a skirmish and a massacre. Forget their 'discipline' or 'bloodline'; just ensure they can't stop your blade.

Source Spell

Corrode

Source Spell Types

Individual Spell

Corrosive Weapon

44 points for level 1 + 16 points/additional level.

Shapeshifting & Polymorph, Weapons & Battlework

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This is a direct, efficient manipulation of the Lattice, transforming the damage type of a weapon into corrosive energy. It swaps the weapon's usual damage for corrosion, though the potency is reduced from what a wizard’s ‘formula’ might claim. Each level applied removes a cumulative -2 penalty from the damage reduction, making it a viable strike.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Corrosive Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Corrosive Weapon” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -2 in penalties [+16]. This spell is based on the Corrosive Strike imbuement skill.

Archmagister's Counsel

Rather than relying on peasants to arm an entire company with expensive acid, this little trick allows you to pick your targets for specialized damage: a potent advantage against knights in heavy plate or siege engines. The Guild would call it 'corrupting nature'; I'd call it practical.

Source Spell

Corrosive Weapon

Source Spell Types

Elemental Weapon Transformation Spells

Counterspell

43 points or fewer.

Countermagic & Suppression

Keywords

Debuff, Malediction, Persistent, Resisted-Variable

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous. Attempts to nullify a single ongoing spell. Counterspell can target either the person who cast that spell or the subject of the spell, which can be a person, object, or area. For areas, calculate range to the center of the area. The sorcerer must state which spell he is attempting to counter. To counter a given spell, the caster must also know the spell (or its close sorcerous equivalent if countering a spell using some other magic system) they are countering, i.e. be able to cast it as a known spell or via normal or hardcore improvisation. Treat the resistance roll as for Dispel Magic. This spell cannot end Truly Permanent effects, such as the magic of enchanted items.

Description

This allows a Sorcerer to pluck at the Lattice, specifically targeting another ongoing spell to unravel it. The Sorcerer must know the spell they wish to counter. It works at any range, targeting either the caster or the spell's subject, be it a person, object, or area. It's an instantaneous effect, resisted as per Dispel Magic, and cannot affect truly permanent magic like enchanted items. The cost, up to 43 points, can effectively be less depending on the Sorcerer's other limitations, a detail the Guild conveniently ignores when they decry how 'easy' Sorcery is.

Statistics

Neutralize Magic (Accessibility, One spell at a time, -5%; Accessibility, Only spells the caster could cast, -5%; Interruption, -50%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [43]. Note: The limitation value of Accessibility, Only spells the caster could cast is equal to -5% if the caster’s Sorcerous Empowerment is not limited in scope. If their Sorcerous Empowerment has the Limited Colleges or Limited Scope limitation, increase the value by the same number. Thus, this spell costs 38 points if the caster is limited to four colleges or the equivalent, 33 points if they are limited to three colleges, 28 points if they are limited to two colleges, and 23 points if they are limited to a single college.

Archmagister's Counsel

This is a prime example of why knowing your enemy's toolkit is paramount. If you don't know what magic they can wield, you cannot effectively break its hold on the field or your assets. Have your advisors identify who knows what, so your own can nullify threats before they escalate.

Source Spell

Counterspell

Source Spell Types

Meta Spells

Crawling Darkness

40 points.

Grand Arcana & Constructs

Keywords

Damage, Healing, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working summons writhing darkness around the caster, obscuring them completely within a 1-yard radius. It’s an effective visual shield, providing an "Obscure 10" effect against conventional sight, infravision, and ultravision, but for the uninitiated, it clearly marks the caster's presence, despite concealing their form. The cost is 40 points, and it lasts indefinitely.

Statistics

Obscure 10 (Vision; Area Effect, 1 yard, -25%; Defensive, +50%; Extended, Infravision, Ultravision, +40%; Sorcery, -15%) [40].

Archmagister's Counsel

Understand this: darkness can hide a face, but not a threat. Use this to approach unseen, but never to truly surprise an opponent who knows their geometry.

Source Spell

Crawling Darkness

Source Spell Types

Assorted Spells

Create Acid

22 points/level.

Acid

Keywords

Damage, Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This unraveling of the Lattice creates a corrosive acid. On a success, the acid manifests in your hand if you're foolish or within arm's reach. You must place it in a container or on a target immediately, or it will affect you by the following turn. Damage is 1d-3 burning per level of the spell, every second for 10 seconds, and has the Corrosive and Surge special effects. Each additional second of duration costs 1 fatigue. Alternatively, you may pay 2 fatigue per level to summon it as a stable, permanent substance, causing it to deal damage only once. This cost is reduced by half if you can tolerate a weaker, non-Corrosive version. Range is touch, and it can be cast at a total cost of 22 points per level.

Statistics

Create Acid (Magical, -10%; Reduced Fatigue Cost 1, +20%) [22/level].

Archmagister's Counsel

Why bother with alchemy when you can simply pluck the Lattice to create a potent deterrent or a king's ransom in corrosive agents? Just ensure the fool wielding it doesn't melt his own fingers in the process.

Source Spell

Create Acid

Source Spell Types

Even More Acid Spells

Create Air

5.5 points/level*.

Breath & Atmosphere

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

Upon a successful IQ roll, this Lattice-work conjures breathable air in a 1-yard radius per spell level, within arm's reach. Each cubic foot sustains one individual for one minute. The cost is 5.5 points per level, rounded up.

Statistics

Create Air (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*]. * Calculate the total cost and round up.

Archmagister's Counsel

Teach your royal children this: it saves lives, whether they're stuck in a wizard's trap or a collapsed tunnel. The method – whether by careful calculation or raw talent – matters little when breath is short.

Source Spell

Create Air

Source Spell Types

Air Spells

Create Animal

23 points.

Animal Command & Repelling, Summoning, Illusion & Creation

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Create an animal (IQ 5 or less) that does your mental bidding while it exists.

Description

This manipulation of the Lattice creates an animal (IQ 5 or less) that obeys your mental commands. The creature materializes within arm's reach and must be identical to a real animal you are familiar with. The duration is hours equal to your margin of success on the casting roll.

Statistics

Ally (Animal; Built on 50%; Constantly, no roll required; Adjustable, Animals, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [23]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

Why expend men and coin training hounds or eagles when a simple whisper to the Lattice provides precisely what you need, when you need it? An animal conjured for an hour is just as effective as one bred for years.

Source Spell

Create Animal

Source Spell Types

Creation Spells

Create Animated Plant

23 points.

Growth, Blessing, and Husbandry

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll. Create an animated plant creature (IQ 5 or less) that does your mental bidding while it exists. The animated plant appears within the arm’s reach. A living creation must be identical to a “real” living being with which the caster is familiar. You cannot create an imaginary being, or even a real creature of which you have only heard stories. At the end of the casting, you must pay 1 FP and make a Will roll to create the plant. If you are victorious, the created plant serves you for margin of success hours.Create Animated Plant may also be used to create a swarm of small plant creatures (p. B461).If the plant is killed, the summoner must wait a full day to call replacements. Dismissing the plant is a free action, but you may only dismiss him if it is physically present. You can only cast this spell if your character’s point total is at least 2 times bigger than the plant’s.

Description

This manipulation of the Lattice conjures an animated plant creature (IQ 5 or less) that immediately serves your mental commands. It appears within arm's reach and must be a type of plant familiar to you. Casting costs 1 FP and requires a Will roll; success brings the plant into existence for a duration equal to your margin of success in hours. This conjuration can also create a swarm of small plant creatures. If destroyed, replacements cannot be summoned for a day; dismissal is a free action, but only if the plant is present.

Statistics

Ally (Animated Plant; Built on 50%; Constantly, no roll required; Adjustable, Animals, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [23]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

Why bother with farming when you can conjure your crop? A clever lord could feed an army, or at least keep the larder well-stocked, with these temporary botanical servants.

Source Spell

Create Animated Plant

Source Spell Types

New Spell Variants

Create Aquatic Servant

12 points.

Drowning, Dehydration, and Fluid Assaults, Summoning

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll. Creates a stupid but obedient servitor (all attributes equal to 9) to do the caster’s bidding. The caster determines the servant’s appearance, but the servant has a humanoid shape with a fish tail instead of its legs. It can breathe underwater, but cannot breathe air. The servant appears within the arm’s reach. This same spell can also create a Brute – a servant with ST of 16, and all other attributes at 9. Or it can create a servant with attributes at 9 and one noncombat non-IQ-based skill at level 16. Any created servant follows simple spoken commands, delivers verbal messages, etc. It is under the GM’s control. It cannot fight or handle confusing situations; it has no skills. Faced with danger, it whimpers, flees, or simply vanishes. If questioned, it knows only who its master is and what its orders are. At the end of the casting, you must pay 1 FP and make a Will roll to create the servant. If you are victorious, the created servant serves you for margin of success hours.If the servant is killed, the summoner must wait a full day to call replacements. Dismissing the servant is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 4 times bigger than the servant’s.

Description

This unique Lattice-work conjures an aquatic servant: a humanoid form with a fish tail, able to breathe water but not air, with all attributes at 9. With a successful Will roll and a 1 FP cost, the servitor appears within arm's reach and remains for hours equal to the casting roll's margin of success. It is stupid, obedient, and follows simple commands, but possesses no skills, cannot fight, and will flee or vanish when faced with danger. Alternatively, and at a greater personal investment, one may conjure a 'Brute' with ST 16 (other attributes at 9) or a servitor with one non-combat, non-IQ based skill at 16 (other attributes at 9). If the servitor perishes, the caster must wait 24 hours to replace it. Dismissal is a free action, but requires the servitor's physical presence.

Statistics

Ally (Aquatic Servant; Built on 25%; Constantly, no roll required; Adjustable, Servants, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [12]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

This spell's utility is obvious: instant, if dim-witted, labor or messengers for naval operations. However, be wary of your rivals employing these-they are easily observed and, being extensions of your opponent's will, can be dismissed by a shrewd counter-sorcerer if they can be forced into a confrontation.

Source Spell

Create Aquatic Servant

Source Spell Types

New Spell Variants

Create Aquatic Warrior

21 points.

Drowning, Dehydration, and Fluid Assaults

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll. Creates a warrior to fight as the caster commands. The warrior appears within the arm’s reach. The warrior has a humanoid shape with a fish tail instead of its legs. He has IQ 10; ST, DX, and HT 12; and skill 16 with any single weapon (or unarmed combat ability) the caster desires. He can breathe underwater, but cannot breathe air. He has no weapons or armor when created, but uses what he is given. At the end of the casting, you must pay 1 FP and make a Will roll to create the warrior. If you are victorious, the created warrior serves you for margin of success hours.If the warrior is killed, the summoner must wait a full day to call replacements. Dismissing the warrior is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 2 times bigger than the warrior’s.

Description

This Lattice manipulation conjures an aquatic warrior with IQ 10, ST 12, DX 12, HT 12, and a weapon skill of 16. It serves for a duration equal to the margin of success on the Will roll, costing 1 FP. The warrior breathes water only and appears within arm's reach. You must be at least twice the warrior's point total to cast, and if slain, a full day passes before another can be summoned. Dismissal is a free action if the warrior is present.

Statistics

Ally (Aquatic Warrior; Built on 50%; Constantly, no roll required; Adjustable, Warriors, +25%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [21]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

Why bother with unreliable amphibious units when you can simply pluck a servant directly from the Lattice? Use these 'fish lads' to secure underwater positions or ambush coastal patrols. No need for logistical nightmares, just a flick of the wrist and a fresh supply of expendable muscle.

Source Spell

Create Aquatic Warrior

Source Spell Types

New Spell Variants

Create Book

12 points for level 1 + 6 points/additional level.

Crafting, Repair, and Reshaping, Growth, Blessing, and Husbandry

Keywords

Control, Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This Lattice-work manifests a stack of paper sheets and binds them into a book. The cost is 12 energy to create a level 1 book, plus 6 energy for each additional level. Upon a successful IQ roll, the tome appears either in hand or within arm’s reach. The duration is either 10 seconds or permanent, depending on the specifics of the spell's application.

Statistics

Create Paper (Link, +10%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [6/level] + Control Paper 1 (Link, +10%; Magical, -10%; Only to bind books, -40%) [6].

Archmagister's Counsel

Why bother with scribes when you can simply manifest the desired volume? This spell creates knowledge, and knowledge, my Lords, is the true currency of power.

Source Spell

Create Book

Source Spell Types

Plant Spells

Create Chimera

37 points.

Grand Arcana & Constructs

Keywords

Damage, Melee, Obvious, Persistent, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Truly Permanent.

Description

This Lattice manipulation fuses multiple early-stage embryos of different species into a single chimeric organism. The process requires implantation into a living host or growth tank, forming a truly permanent creation. The resources expended matter more than the 'how' of the melding, resulting in a unique lifeform.

Statistics

Affliction 1 (HT; Accessibility, Only to create chimeras, -50%; Based on IQ, Own Roll, +20%; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Limited Use, 1/day, -40%; Melee Attack, Reach C, -30%; Sorcery, -15%; Special Enhancements, see GURPS Thaumatology: Sorcery, p. 31, +1,080%) [36] + Extra Option (Limited access to meditative study for chimera creation) [1]. Note: The actual cost of 177 points is divided by five due to this ability being character-point powered.

Archmagister's Counsel

Understanding this spell means understanding that life itself can be deliberately woven. Imagine the strategic advantage in creating bespoke beasts for war, espionage, or even as guardians of your Lord's treasury. Guild wizards call it abominable; I call it effective.

Source Spell

Create Chimera

Source Spell Types

Individual Spell

Create Door

130 points.

Gate

Keywords

Touch, Travel, Utility

Casting Roll

IQ.

Range

Touch.

Duration

3d seconds.

Description

This Lattice manipulation opens a short-lived gate through a solid obstruction, instantly teleporting users from one side to the other. Its cost is 130 points, cast with IQ, touching the surface, and lasts for 3d seconds. The intervening distance is null, a mere illusion for those who step through.

Statistics

Warp (Accessibility, Only to create a door through an obstacle, -20%; Blind Only, -50%; Cannot Spend Extra FP, -10%; Extra Carrying Capacity, Extra-Heavy, +50%; No Preparation, -10%; Range Limit, 10 yards, -50%; Reliable 10, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, Before, +100%) [130].

Archmagister's Counsel

Why bother with besieging a castle's walls when a simple "pluck" of the Lattice can transport your elite forces to the other side? It makes short work of "impenetrable" defenses, regardless of whether the practitioner is a Wizard or a Sorcerer.

Source Spell

Create Door

Source Spell Types

Gate Spells

Create Earth

22 points/level.

Stone, Soil, and Sand

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice allows the creation of earth, mud, stone, or sand. For 22 points per level, you manifest it within arm's reach or directly into a container. Duration depends on whether you opt for a quick 10-second appearance or a permanent manifestation, detailed in the full grimoire.

Statistics

Create Earth (Magical, -10%; Reduced Fatigue Cost 1, +20%) [22/level].

Archmagister's Counsel

Why buy when you can simply 'will' a fortress? A few competent geomancers ensures your ramparts are endless, your moats bottomless, and your resource piles overflowing. The Guild insists on calling this 'crude,' but your coffers will be rather refined.

Source Spell

Create Earth

Source Spell Types

Earth Spells

Create Elemental

39 points.

Earthshape, Passage, and Transmutation, Rain, Wind, and Greater Weather

Keywords

Control, Defense, Information, Summoning, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned being’s Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.

Description

This working summons an elemental entity, its specific type chosen at the moment of learning this spell. Its power is limited to 75% of your own. The summoning requires a Quick Contest of Will against the nascent being; your margin of victory dictates its duration in hours. This is effectively calling forth a loyal minion, with a 10-minute preparation ritual.

Statistics

Ally (A type of elementals; Built on 75%; Constantly; Adjustable, a relatively narrow group with similar capabilities, provides no information, +50%; Conjured, +100%; Cosmic, The caster creates the elemental instead of the GM, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [39]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and dimensional “range” penalties.

Archmagister's Counsel

A properly bound elemental is a tireless worker, a formidable guard, or a brutal shock trooper. Do not squander such a useful — and controllable — resource, even if the Guild insists on calling it 'crude conjuration.'

Source Spell

Create Elemental

Source Spell Types

Revised Elemental Spells

Create Fluid

11 points/level.

Water Shaping & Passage

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice allows for the instantaneous creation of breathable air or pure water. The generated substance appears within arm's reach or directly in hand, costing 11 points per level of effect. It can be made to persist for 10 seconds or permanently, depending on the caster's intent and skill.

Statistics

Create Fluid (Magical, -10%; Reduced Fatigue Cost 1, +20%) [11/level].

Archmagister's Counsel

Ensure your supply lines include a good sorcerer with this trick; they can turn a parched desert into a strategic advantage or keep a besieged garrison breathing when the enemy cuts off their air supply.

Source Spell

Create Fluid

Source Spell Types

Fluid Spells

Create Food

40 points for level 1 + 4 points/additional level.

Food

Keywords

Persistent, Touch, Utility

Casting Roll

IQ or Cooking. Special casting time (see below).

Range

Touch.

Duration

Indefinite.

Description

This manipulation of the Lattice allows for the creation of any mundane foodstuff. At its foundational 'level,' you can conjure up to 3 lbs. of fare, appearing directly in your hand. Each subsequent 'level' increases the quantity produced, adding 3 lbs. per level beyond the first. It's a persistent effect, requiring only a touch to activate.

Statistics

Snatcher (Accessibility, Only mundane food, -40%; Improved, +10%; Less Weight, 3 lbs., -5%; Magical, -10%; Reduced Fatigue Cost 1, +20%; Unpredictable, -25%) [40]. Level 2 removes Less Weight (+5%) [+4] and additional levels add More Weight (+5%) [+4]. Note: The Improved enhancement eliminates the auto-fail on 14+.

Archmagister's Counsel

While this won't win battles, ensuring your troops and engineers are fed without burdening supply lines is a strategic advantage few lords consider. A well-fed army is a loyal and effective army, regardless of whether a wizard or sorcerer is 'plucking' for their supper.

Source Spell

Create Food

Source Spell Types

Food Spells

Create Foreign Body

46 points.

Internal Ruin, Fatigue, and Decline, Illusion & Creation

Keywords

Damage, Debuff, Defense, Healing, Malediction, Melee, No-Signature, Resisted-HT, Touch

Casting Roll

Will. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Instantaneous.

Description

This working forms a foreign body within the target's crucial systems, such as the circulatory network. If the subject fails a HT resistance roll, the result is a debilitating stroke. This is an Affliction 1 (HT) with the Heart Attack variant, applied via Melee Attack (Cannot Parry), and carries the Malediction advantage. It remains untraceable due to No Signature.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures with organs, -15%; Heart Attack, Variant, +300%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, ‑15%; Variable, +5%) [46].

Archmagister's Counsel

A direct, untraceable strike to a rival’s health which looks like natural causes. Your enemies will never know what hit them, only that their heart gave out at the opportune moment. The Guild still calls this 'dark magic'; I call it efficient.

Source Spell

Create Foreign Body

Source Spell Types

Illusion and Creation Spells

Create Fuel

32 points/level.

Heat, Fuel, and Hearthwork, Technological

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice transforms any touched natural solid or liquid into a primary fuel source for the spell's current TL. This is a level-based effect, costing 32 points per level. On a successful casting, the alteration is instant and permanent, unless, of course, the fuel is consumed.

Statistics

Create (Transmute Liquid to Fuel, +45%; Transmute Solid to Fuel, +45%; Transmutation Only, -100%; Magical, -10%) [32/level].

Archmagister's Counsel

Why bother with resource allocation or supply lines? With sufficient power over the Lattice, you simply turn rocks into coal or water into oil. Command 10,000 peasants to bring you stones, and you'll field an army of steam-powered giants by sundown.

Source Spell

Create Fuel

Source Spell Types

Fuel Spells

Create Fungus

15 points/level.

Wood, Vines, and Plant Forms

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This spell allows the direct manipulation of the Lattice to generate fungal growth. For 15 energy points per level, one can summon fungi into existence. This creation is persistent, and its duration is either 10 seconds or permanent, depending on the energy invested.

Statistics

Create Fungus (Magical, -10%; Reduced Fatigue Cost 3, +60%; Vital Creation, +0%) [15/level].

Archmagister's Counsel

You can turn a barren patch into a fungal forest, either to gather rare reagents quickly or to starve a sieging army's supply lines; a paltry sum for a potent outcome.

Source Spell

Create Fungus

Source Spell Types

Fungus Spells

Create Gate

220 points.

Gate

Keywords

Information, Touch, Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Touch.

Duration

3d seconds.

Description

This working creates a temporary magical portal, lasting 3d seconds, to a location you can clearly visualize—either seen directly, viewed remotely, or previously visited. Traversing the gate, individuals can carry up to Extra-Heavy Encumbrance.

Statistics

Warp (Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, Before, +100%) [220].

Archmagister's Counsel

You wish to transport a siege engine or a treasury across hostile territory? Forget the roads and the fools who guard them. This spell moves your assets directly, circumventing all earthly obstacles. Let lesser mages bicker over 'teleportation vs. gate;' you simply move what needs to be moved.

Source Spell

Create Gate

Source Spell Types

Gate Spells

Create Ice

5.5 points/level*.

Ice, Snow, and Frost, Tempests, Lightning, and Winter Weather

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This spell allows the caster to weave the threads of the Lattice to generate ice. For every 5.5 points of energy expended, ice forms within arm's reach or in the caster's hand. It can be made to last 10 seconds or, with sustained effort, permanent, demonstrating that the Lattice cares not if your ice is for a drink or an obstacle.

Statistics

Create Ice (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*]. * Calculate the total cost and round up.

Archmagister's Counsel

A useful, if mundane, utility for chilling a Lord’s drink, but more importantly, it can fashion temporary, slippery hazards for an advancing enemy. Do not underestimate simple applications of the Lattice.

Source Spell

Create Ice

Source Spell Types

Ice Spells

Create Life

38 points.

Grand Arcana & Constructs

Keywords

Damage, Melee, Obvious, Persistent, Summoning, Touch

Casting Roll

IQ or Bioengineering.

Range

Touch.

Duration

Truly Permanent.

Description

This potent manipulation of the Lattice allows for the creation of a living being from pure magical energy. It functions as an Affliction (HT; cumulative, truly permanent duration, limited use once per day, melee attack, with numerous special enhancements detailed in GURPS Thaumatology: Sorcery, p. 31) to manifest a racial template. The total cost is 38 points.

Statistics

Affliction 1 (HT; Accessibility, Only to create life, -10%; Based on IQ, Own Roll, +20%; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Limited Use, 1/day, -40%; Melee Attack, Reach C, -30%; Sorcery, -15%; Special Enhancements, see GURPS Thaumatology: Sorcery, p. 31, +1,080%) [37] + Extra Option (Limited access to meditative study for life creation) [1]. Note: The actual cost of 182 points is divided by five due to this ability being character-point powered. Conjuring beings from thin air quickly can be treated as the following summoning spell. Keep in mind that to be able to cast other spells while the creation is summoned the character must be able to maintain at least two spells simultaneously.

Archmagister's Counsel

Why bother with messy breeding programs and inherited titles when you can simply fabricate loyal servants and beasts? This is how you ensure your dominion, unburdened by lineage or loyalty beyond your own design.

Source Spell

Create Life

Source Spell Types

Individual Spell

Create Metal

22 points/level.

Grand Arcana & Constructs, Crafting, Repair, and Reshaping, Metal & Glass

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice allows for the creation of metal. The immediate cost is 22 points per level, generating metal that persists for 10 seconds. Should permanent metal be required, an additional 2 points per 10-second duration are expended. Success manifests the metal directly into your hand or within arm's reach.

Statistics

Create Metal (Magical, -10%; Reduced Fatigue Cost 1, +20%) [22/level].

Archmagister's Counsel

Why bother with mines and smelters when a well-placed Sorcerer can simply _generate_ adamantium on demand? This is not mere parlor trickery; this is about equipping an entire army or fortifying a keep with resources that simply didn't exist moments before.

Source Spell

Create Metal

Source Spell Types

Metal Spells

Create Mindscape

341 points for level 1 + 10 points/additional level

Detection & Appraisal, Possession & Identity

Keywords

Control, Debuff, Information, Malediction, No-Signature, Persistent, Resisted-Will, Travel

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. By making a successful casting roll, you leave your body behind, unconscious, while projecting your mind and the mind of the subject to a mindscape of your creation. Failure means you both stay in your current world, and you are at -5 to cast this spell for the next 10 minutes. Critical failure results in this spell burning out for 1d hours. While in the mindscape, you and the subject can use spells, mental abilities, and Maledictions to affect the mindscape or each other. The projected forms are visible, but insubstantial and vulnerable to all abilities that affect insubstantial beings. All HP and FP losses come out of the same pool, regardless of which form suffers them – physical or projected. The projection suffers any negative effects: shock, stunning, etc. If the projection would become “unconscious,” it vanishes instead. The mind snaps back to the body, which remains unconscious until it recovers. If death results, consequences depend on which form suffered the killing injury. If this was the projection, the personality and mind are gone, but the body may survive as a mindless husk; use the Mortal Wounds rules (p. B423), but the victim can never awaken. This spell can be maintained indefinitely, but the bodies’ need to eat, drink, sleep, etc. effectively limits the duration to a day or so – longer if the bodies are left with friends, in a hospital, or otherwise cared for. Those who know this spell or Mindscape Door can “hitch a ride” to the mindscape as per the rules for Jumper (World) (p. B64). At level 1, your mindscape is the size of a small bedroom (or the equivalent of the best Status -2 dwelling in your campaign setting) but has no other features. It does have a breathable atmosphere and takes whatever shape you initially desire, but from that point onward is fixed, unless changed by spells and abilities used by the projecters. Each additional level improves this “virtual Status” for the purpose of determining the size of the mindscape (see What Cost of Living Gets You box (p. B266)). When you want to leave your mindscape, cast this spell again. Success means you return your mind to the body. Failure means you go nowhere. Critical failure means you are trapped in your mindscape for 1d hours or you arrive as normal but your spell burns out for 1d hours. The subject that was pulled in does that with an IQ roll. Should you die, your mindscape disappears, ejecting any living non-native beings to the last place they were before entering the mindscape. Alternatively, the GM might allow the mindscape to exist on its own, choose a new “owner,” (perhaps, the subject) or something similar. If you do not want to pull anyone into your mindscape, you can cast this spell to project only your own mind.

Description

This working of the Lattice projects your mind and that of a subject into a custom-created mental landscape, leaving your physical forms inert. The mindscape's size scales with spell levels, starting as a small room at level 1. Entering requires a successful IQ roll, with failure leaving both bodies in their current world and imposing a -5 penalty for subsequent casts, while a critical failure 'burns out' the spell for 1d hours. Within the mindscape, projected forms are insubstantial but can interact with the environment and each other via spells and mental abilities. Health and Fatigue point losses apply to the shared pool, and any 'unconsciousness' of the projection returns the mind to the body. Permanent death of the projection can leave the body a mindless husk.

Statistics

Affliction 1 (Will; Advantage, Create Mindscape, +1,450%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [176] + Jumper (Pocket Dimension; Gyroscopic, +10%; Improved, +10%; Faster Concentration 5, +25%; Link, +20%; Magical, -10%; No Settling, +10%; Projection, Can affect the new world, -0%) [165]. Each additional level adds a level of Larger Size (+10%) to the Jumper advantage [+10]. Note: “Create Mindscape” is Jumper (Pocket Dimension; Gyroscopic, +10%; Improved, +10%; Faster Concentration 5, +25%; Magical, -10%; No Settling, +10%; Projection, Can affect the new world, -0%) [145].

Archmagister's Counsel

A Lord who can project their mind into another’s, shaping the very environment of their interaction, holds a potent key to both negotiation and psychological warfare. Imagine the leverage.

Source Spell

Create Mindscape

Source Spell Types

Psychic Spells as Normal Spells

Create Mount

21 points.

Speed, Haste, and Handling, Animal Companions, Mounts, and Summons, Communication & Empathy

Keywords

Summoning, Touch, Travel, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Create a stupid but obedient mount on which to ride while it exists. It can also be used as a draft animal. The mount appears within the arm’s reach. The mount’s traits are equivalent to a pony (p. B460), but the caster sets its appearance at casting time; it can be a horse, camel, dolphin, dwarf elephant, huge ostrich, or anything else the GM agrees to (use the Create Animal guidelines). The mount can only understand very simple spoken commands, such as stop, go, left, right, about face, etc. It is under the GM’s control and cannot fight or handle confusing situations; it has no skills. Faced with danger, it will whimper, bolt, or simply vanish. At the end of the casting, you must pay 1 FP and make a Will roll to create the mount. If you are victorious, the created mount serves you for margin of success hours.The caster may also choose to create a Brute mount with ST 35, a Winged mount with Move 7/14, a Racing mount with Move 18, or a War-Trained mount that remains calm in dangerous situations and can be ordered to trample or attack.If the mount is killed, the summoner must wait a full day to call replacements. Dismissing the mount is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 2 times bigger than the mount’s.

Description

This Lattice-work conjures a functionally obedient mount, equivalent to a pony (B460), that lasts for hours equal to the margin of success on your Will roll. You set its appearance at casting, from horse to dwarf elephant, provided the GM agrees. It understands basic commands ('stop,' 'go'), and for an additional cost, you can conjure Specialized Brute mounts (+ST 35), Winged mounts (Move 7/14), Racing mounts (Move 18), or War-Trained mounts capable of remaining calm under duress and following offensive orders. Any mount, however, is a simple creature, prone to panic if unsupervised. Cost: 1 FP.

Statistics

Ally (Mount; Built on 50%; Constantly, no roll required; Adjustable, Mounts, +25%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [21]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

A Lord’s reach extends with a swift mount; this conjuration allows for an immediate projection of power, bypassing the tedious logistics of stables and supply lines. The source of the motion is irrelevant, only the speed of conquest.

Source Spell

Create Mount

Source Spell Types

Movement and Communication Spells

Create Paper

5.5 points/level*.

Growth, Blessing, and Husbandry

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This Lattice-work instantaneously conjures paper sheets or stacks into existence, materializing directly into the caster's hand or within arm's reach. The cost scales at 5.5 points per level, creating either temporary paper for 10 seconds or a permanent supply, dependent on the investment.

Statistics

Create Paper (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*]. * Calculate the total cost then round up.

Archmagister's Counsel

Why bother with scribes and their inks when a Sorcerer can simply pluck the necessary pages from the Lattice? A convenient, if not particularly glamorous, use of magic for any court's bureaucracy.

Source Spell

Create Paper

Source Spell Types

Plant Spells

Create Planar Gate

230 points or 250 points.

Forced Movement & Restraint, Gate

Keywords

Information, Touch, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

3d seconds.

Description

This working creates a temporary planar gate, a stable opening to another plane of existence you have previously visited and can conceptualize. The portal endures for 3d seconds and allows passage for creatures up to Extra-Heavy Encumbrance. The exact cost is 230 points, or 250 points for an improved version that removes the 'Limited Access' flaw and the risk of catastrophic failure on a roll of 14+.

Statistics

Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, ‑20%; Magical, ‑10%; Tunnel, Before, +100%) [230]. The improved version removes Limited Access [+20]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Why bother with long, tedious journeys when a simple pluck on the Lattice can bring the destination to you? This is how you seize resources, move armies, and secure escape routes. Focus on the 'Improved' version; a gate that might devour your forces is hardly useful, is it?

Source Spell

Create Planar Gate

Source Spell Types

Gate Spells

Create Plant

15 points/level.

Growth, Blessing, and Husbandry

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice allows the user to summon vegetation. For a cost of 15 points per level, a successful IQ roll brings forth the plant within arm's reach. The duration is either 10 seconds or permanent, depending on the specifics of the casting.

Statistics

Create Wood (Magical, -10%; Reduced Fatigue Cost 3, +60%; Vital Creation, +0%) [15/level].

Archmagister's Counsel

Why bother with gardens when a capable sorcerer can conjure a feast for the eyes on command? Or, for that matter, conjure the very wood needed for a siege engine.

Source Spell

Create Plant

Source Spell Types

Plant Spells

Create Sand

5.5 points/level*.

Crafting, Repair, and Reshaping, Stone, Soil, and Sand

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This spell allows the immediate creation of sand. For 5.5 points per level, the subject can produce 1 cubic foot of sand per level of the spell, appearing instantly in their hand or within arm's reach. The effect persists for 10 seconds, or permanently if the caster expends 2 energy per cubic foot produced.

Statistics

Create Sand (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*]. * Calculate the total cost, then round up.

Archmagister's Counsel

While seemingly mundane, a clever tactician can use this to create instant cover, blind an enemy, or even sabotage delicate machinery. It’s a tool for the pragmatic, not the flashy.

Source Spell

Create Sand

Source Spell Types

Glass Spells

Create Servant

12 points.

Summoning, Illusion & Creation

Keywords

Control, Information, Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Creates a stupid but obedient servitor (all attributes equal to 9) to do the caster’s bidding.

Description

This manipulation of the Lattice conjures a mindless, obedient servitor with base attributes of 9, its form dictated by the caster, appearing within arm's reach. Its duration is tied directly to the caster's success, lasting hours equal to the margin of the Will roll. Cost is a flat 12 points, a fair price for a compliant, if dim, worker. It’s an Ally with limitations, but it follows orders.

Statistics

Ally (Servant; Built on 25%; Constantly, no roll required; Adjustable, Servants, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [12]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

Why bother with unreliable hirelings when you can have a servant with no complaints, no pay, and no back talk? Simple, effective, and keeps your hands clean. Just don't ask it to solve a riddle.

Source Spell

Create Servant

Source Spell Types

Creation Spells

Create Spring

19 points/level.

Drowning, Dehydration, and Fluid Assaults

Keywords

Control, Persistent, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Permanent.

Description

This Persistent manipulation of the Lattice boosts the flow of an existing spring, increasing its output. The geological realities, however, will eventually assert themselves, returning the spring to its natural flow. This requires 19 points per level, cast at IQ, with a range of 100 yards, and is permanent.

Statistics

Control Water (Accessibility, Only to increase the output of springs, -85%; Extended Duration on Persistent, Permanent, +150%; Persistent, +40%; Sorcery, -15%) [19/level].

Archmagister's Counsel

Need to supply an army on the march or fund a burgeoning settlement? This spell makes a spring into a river, quite literally. A permanent application means an ongoing resource without further investment, a boon for any lord planning long-term expansion.

Source Spell

Create Spring

Source Spell Types

Water Spells

Create Steam

5.5 points/level*.

Heat, Fuel, and Hearthwork, Drowning, Dehydration, and Fluid Assaults

Keywords

Damage, Defense, Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice allows the creation of superheated steam from nothing, appearing instantly in hand or within arm's reach. The effect is persistent, lasting 10 seconds, or can be made permanent if desired. A casting roll against IQ is required, with increased cost for higher potency.

Statistics

Create Steam (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*]. * Calculate the total cost and round up.

Archmagister's Counsel

This trivial-seeming bit of Lattice-work can boil a man from the inside out or disable a unit by blinding them in a choking cloud. Never discount the simple applications, my Lords; they are often the most devastating.

Source Spell

Create Steam

Source Spell Types

Steam Spells

Create Temporal Gate

250 points.

Forced Movement & Restraint, Time, Gate

Keywords

Information, Touch, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

3d seconds.

Description

This working creates a temporary gateway to a specific moment in time you have previously experienced. Any creature utilizing it can transport up to Extra-Heavy Encumbrance. The gate persists for 3d seconds. The casting roll is IQ, but note the extended casting time as per your investment in the Jumper (Time) advantage.

Statistics

Jumper (Time; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Magical, ‑10%; Tunnel, Before, +100%) [250]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

While this particular application is limited to previously visited times, the strategic implications of moving troops or critical supplies through the Lattice, bypassing all conventional defenses, should be obvious to even the most obtuse lord.

Source Spell

Create Temporal Gate

Source Spell Types

Gate Spells

Create Trap

25 points for level 1 + 3.5 point/additional level*.

Locks, Seals, and Traps, Battlefield Zones & Fields

Keywords

Area, Control, Damage, Defense, Leveled, Persistent, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Fills the area with artificial hazards of the caster’s choice – not beings, deadly energies (electricity, fire, lasers, etc.), or diffuse fluids (acid, lava, steam, and so on), but artifacts of the sort possible for Create Object. This means things like razor-edged wire, whirring saw blades of enormous size, and toothed snap-traps. The specifics don’t change the spell’s effects. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. Anybody moving across the ground must roll vs. DX or DX-based Traps, every second. Failure deals dice of cutting damage equal to half the margin of failure, rounded up: 1d on failure by 1 or 2, 2d on failure by 3 or 4, and so on. This is large-area injury (p. B400); there are too many simultaneous dangers for any one piece of armor to protect fully. Travel is also slowed, as victims tiptoe around or extract themselves from trap after trap: Ground movement costs +1 movement point per hex; see Movement Point Costs (p. B387). Although Traps skill can help avoid the area’s perils, it cannot disarm them. While the spell endures, any trap triggered or defeated is replaced instantly! The basic (25-point) version of this spell covers a two-yard radius. For each additional 3.5 points, you may double this radius; e.g., four yards for 28 points, 8 yards for 32 points, or 16 yards for 35 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.

Description

This manipulation of the Lattice creates a 2-yard radius area, lasting 10 seconds, filled with artificial hazards of your choosing. Anyone moving through must make a DX roll every second, or a DX-based Traps roll. Failure results in cutting damage equal to half the margin of failure (1d for 1-2, 2d for 3-4, etc.) to a maximum of 6d. This damage is large-area injury; armor helps, but not entirely. Movement costs +1 Movement Point per hex due to the obstructions. Triggered or defeated traps instantly reappear. The spell costs 25 points at its base, doubling the radius for an additional 3.5 points per level (e.g., 28 points for 4 yards, 32 points for 8 yards). Casting requires an Innate Attack (Gaze) roll, at +4 for affecting an area, within 100 yards.

Statistics

Cutting Attack 1d (Area Effect, 2 yards, +50%; Cosmic, Slows Travel, +50%; Half-Margin-Based, +150%; Persistent, +40%; Resisted, DX, -30%; Sorcery, -15%; Variable, Area, +5%) [25]. Further levels add Area Effect (+50%) to the advantage [+3.5*]. * Calculate the total cost and then round down (because the base ability costs just 24.5 points before rounding). Level 2 of the spell costs 28 points, level 3 costs 32 points, level 4 costs 35 points, level 5 costs 39 points, and so on.

Archmagister's Counsel

This isn't about setting quaint little bear traps; it's about turning a swath of land into an instant meat grinder, perfect for funneling enemy forces into a chokepoint or covering a tactical retreat. Useful whether you're a Wizard making complex calculations or a Sorcerer simply willing it into being.

Source Spell

Create Trap

Source Spell Types

Artillery Spells

Create Warrior

21 points.

Summoning, Illusion & Creation

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Creates a warrior to fight as the caster commands.

Description

This Lattice manipulation conjures a warrior within arm's reach. The summoned entity possesses IQ 10, ST 12, DX 12, and HT 12, along with skill 16 in one weapon or unarmed combat style of your choosing. The duration of this warrior's service is equal to your Will roll's margin of success, measured in hours. Cost: 21 points.

Statistics

Ally (Warrior; Built on 50%; Constantly, no roll required; Adjustable, Warriors, +25%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [21]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

Why bother with recruiting drives when you can simply pluck a ready-made combatant from the Lattice? A Lord with a dozen of these can turn the tide of any skirmish – discreet, effective, and no pension plan required.

Source Spell

Create Warrior

Source Spell Types

Creation Spells

Create Water

5.5 points/level*.

Water Shaping & Passage

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

This manipulation of the Lattice allows for the creation of pure water. Successful casting causes the water to coalesce directly in the caster's hand or within arm's reach. Cost is 5.5 points per level, rounded up, for a permanent effect.

Statistics

Create Water (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*]. * Calculate the total cost and round up.

Archmagister's Counsel

A lord with this capability need not worry about drought or poisoned wells. This is not some 'trick' of a Sorcerer or a 'formula' of a Wizard; it is simply ensuring your army or your people have water.

Source Spell

Create Water

Source Spell Types

Water Spells

Creation Summoning

30 or 75 points.

Summoning

Keywords

Control, Healing, Summoning, Touch, Utility

Casting Roll

IQ or Bioengineering.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.This spell manifests a magical creation into being to act as the caster commands.

Description

This spell allows a Sorcerer to conjure an Ally of 50 character points (or 100 character points for the improved version) into existence near them. The creation acts precisely as commanded. Its duration is hours equal to the Sorcerer's margin of success on the casting roll, which uses IQ or Bioengineering skill. While most Sorcery fades without constant maintenance, this particular manipulation of the Lattice sustains itself after initial casting, requiring only the initial energy expenditure.

Statistics

Ally (Creation; Built on 50%; Constantly, no roll required; Adjustable, Creations, +150%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires IQ Roll, -10%) [30]. The improved version increases the maximum point value of the ally to 100% [+45]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast. The Shapers can also use Alchemy. Those who are familiar with it more than I am may treat it as a specialty of the Alchemy skill, if they deem it different enough from the traditional alchemy. Shapers as characters, I believe, should be built as sorcerers with either unlimited Sorcerous Empowerment (they are wizards who can not only create life, but also cast other spells), or with an optional scope limitation. I think that limiting them to colleges of Body Control, Healing, and Food (plus the two spells above) for a limitation value of -20% would fit the flavor. Also, if you want them to feel more "druidic", consider replacing the Magical, -10% power modifier with Nature, -20%. What about the creations themselves? That's a matter for another post. Or posts.

Archmagister's Counsel

Why bother hiring skilled laborers or even soldiers when a competent Sorcerer can simply will them into temporary existence? No pesky demands for pay or pensions, just pure, unadulterated service until their thread in the Lattice unravels.

Source Spell

Creation Summoning

Source Spell Types

Individual Spell

Creeping Plague

16 points for level 1 + 2 points/additional level.

Battlefield Zones & Fields, Poison

Keywords

Area, Control, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This manipulation of the Lattice conjures a carpet of venomous vermin, 2 yards in radius, delivering one level of Toxic Attack damage. Each additional level expands the radius by 2 yards. It bypasses armor temporarily and inflicts damage for 10 seconds, even underwater. Victims may resist with a Halved HT roll. Cost is 16 points for level 1, plus 2 points for each additional level.

Statistics

Toxic Attack 1d (Area Effect, 2 yards, +50%; Contact Agent, +150%; Fixed Duration, +0%; Mobile 2, +80%; Nuisance Effect, Armor protects temporarily, -15%; Persistent, +40%; Resistible, HT, Halved, -15%; Sorcery, -15%; Underwater, +20%; Variable, Area, +5%) [16]. Further levels add Area Effect (+50%) to the advantage [+2].

Archmagister's Counsel

A fine way to deny an area to the enemy, no matter how much steel they wear or how deep they try to hide in the muck. Remember, blocking an optimal path often forces them into a worse one, which is just as good as a battle won.

Source Spell

Creeping Plague

Source Spell Types

Artillery Spells

Cremate

26 points/level.

Heat, Fuel, and Hearthwork

Keywords

Damage, Debuff, Defense, Malediction, Melee, No-Signature, Resisted-HT, Touch

Casting Roll

IQ. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice instantly immolates a victim from within. If the subject fails their HT resistance, roll 2d burning damage per level of this spell. Observe the efficiency.

Statistics

Burning Attack 2d (Cosmic, Leaves no trace of the victim, leaves fire, +50%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [26/level].

Archmagister's Counsel

There are times when a body must simply disappear. This 'magic,' regardless of its origin, is your most discreet answer for such… delicate matters.

Source Spell

Cremate

Source Spell Types

Fire Spells

Crushing Despair

42 points for level 1 + 14 points/additional level.

Emotion & Morale

Keywords

Area, Control, Damage, Defense

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This 'modification' of the Lattice inflicts profound despair upon all sapient beings (IQ 6+) within a 10-yard radius, up to 100 yards away. There is no selective targeting; all within the area suffer the effect. Each level beyond the first adds a cumulative -1 to their Fright Check. It is, to put it mildly, demoralizing.

Statistics

Terror (Despair; Accessibility, Only on sapient beings, -10%; Presence, +25%; Ranged, +40%; Sorcery, -15%) [42]. Additional levels add -1 to the Fright Check [+14].

Archmagister's Counsel

Why bother with besieging fortifications when you can simply crush the morale of an entire garrison with a well-aimed wave of despair? Victory often comes not from destroying bodies, but from breaking spirits.

Source Spell

Crushing Despair

Source Spell Types

Mind Control Spells

Crushing Fist

23 points or more.

Missiles, Jets, and Rays

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

50 yards.

Duration

Instantaneous.

Description

This spell allows the projection of a devastating punch. Fundamentally, you're just extending the force of your blow across the Lattice. The standard cost is 23 points, leveraging your DX or unarmed combat skill to connect with the target up to 50 yards away for instantaneous effect.

Statistics

Imbue 3 (Limited Skill Access, Combination Skill (Project Blow (VH) + Shockwave (VH)), -80%) [8] + Unusual Training [1] + Combination Skill (Project Blow (VH) + Shockwave (VH)) DX+0 [8] modified with Accessibility, Only fist, -80%; Cosmic, No die roll required, +100%; Increased 1/2D, x10, +15%; Magical, -10%; Reduced Fatigue Cost 1, +20%; Reduced Range, 1/2, -10% for a final cost of 22.95 points. Additional levels add more skill [+8 to base cost].

Archmagister's Counsel

When faced with an unruly populace or a stubborn challenger, a well-placed projection of force can often achieve what an army, or even diplomatic niceties, cannot. The Lattice does not care if the impact originated from a fist or a war hammer.

Source Spell

Crushing Fist

Source Spell Types

Artillery Spells

Crushing Hand

49 points.

Force

Keywords

Control, Damage, Persistent, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite. Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389. The hand has HP 20 and DR 20. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Crushing Hand shove (p. B372) or grapple the designated opponent. The Crushing Hand can constrict the victim, as if it has Constriction Attack (p. B43). The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 12. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it. The caster can Concentrate to redirect the hand to another opponent.

Description

This manipulation of the Lattice creates a shimmering, pinkish force-hand (SM+0) between you and a chosen opponent. It persists indefinitely, serving as mobile cover and possessing HP 20 and DR 20. Through Concentration, you can maneuver it at Move 4 (while maintaining a minimum 3-yard distance from yourself), compel it to shove (ST 12) or grapple (ST 12, with Constriction Attack) your foe, or even redirect it to another opponent. Its DX is equal to your own, and it can impede insubstantial entities. Overcoming or destroying the hand dispels it.

Statistics

Constriction Attack (Telekinesis, -10%; Magical, -10%) [12] + Telekinesis 4 (Affects Insubstantial, +20%; Independent, +40%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [15] + Telekinesis 8 (Affects Insubstantial, +20%; Independent, +40%; Lift Only, -20%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [22].

Archmagister's Counsel

Why bother with fancy footwork when you can just manifest a giant, glowing hand to get in your enemy's face? Keep your opponents at bay or crush them outright with this simple, yet effective, piece of Lattice-work.

Source Spell

Crushing Hand

Source Spell Types

Force Spells

Crustacean Control

23 points.

Animal Command & Repelling

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This bit of Lattice-work allows you to seize direct control of any single crustacean, or a square yard of smaller ones if they're in a swarm. Effectively, the creature gains the Reprogrammable disadvantage under your command, for a cost of 23 points. There's no limit to the range, and its duration is special.

Statistics

Mind Control (Accessibility, Crustaceans only, -40%; Sorcery, -15%) [23].

Archmagister's Counsel

Need to clear a path through a kelp forest or disable a particularly stubborn crab guard? This spell turns simple sea life into your unwitting agents. Don't underestimate the utility of an army of pincers, however small.

Source Spell

Crustacean Control

Source Spell Types

Even More Unmerged Animal Spells