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Showing 601-700 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Exacting Shot Detection & Appraisal 13 points for level 1 + 4 points/additional level.
Exchange Bodies Possession & Identity, Alteration, Growth, and Other Transmutations, Souls, Possession, and Bindings 85 points.
Exclusion of the Chosen Ethic Holy 203 points for level 1 + 25 points/additional level (or more).
Explode Breaking, Shattering, and Ruin 29 points/level.
Explode Head Seekers & Trackers, Memory, Thought, and Will 34 points.
Exploding Vegetable Growth, Blessing, and Husbandry 12 points/level.
Explosive Hellfire Orb Flame Assaults & Battlefire, Death Curses & Withering 12.5 points/level.
Explosive Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 16.5 points/level*.
Explosive Mine Battlefield Zones & Fields 8 points/level.
Explosive Runes Battlefield Zones & Fields 12 points/level.
Explosive Runes Bursts, Barrages, and Bombardment 16.5 points/level.
Explosive Weapon Weapons & Battlework 44 points for level 1 + 40 points/additional level.
Extend Object Breaking, Shattering, and Ruin 15 points for level 1 + 4 points/level + ST to support the new size.
Extended Hearing Safeguards & Reliefs 2 or 20 points.
Extinguish Radiation Radiation 30 points/level.
Extispicy Divination & Omens 39 or 89 points.
Extract Poison Poison 12 points.
Extradimensional Shift Speed, Haste, and Handling, Glamour, Color, and Prism, Space 282 points.
Faerie Fire Glamour, Color, and Prism, Flame Assaults & Battlefire 30 points.
Faith Magic Zone Countermagic & Suppression, Holy 49 points for level 1 + 5 points/additional level.
Falling Sky Battlefield Zones & Fields, Gravity 11 points for level 1 + 2.5 points/additional level*.
False Aura Lesser Hexes & Afflictions 34 points for level 1 + 12.5 points/additional level*.
False Life Death Curses & Withering 18 points for level 1 + 6 points/additional level.
False Memory Thoughts & Memory, Memory, Thought, and Will 10 points.
False Resurrection Undead Animation & Command 227 points.
False Tracks Growth, Blessing, and Husbandry 17 points.
Far Shot Technological 36 points for level 1 + 16 points/additional level.
Far-Feeling Arcane Utilities & Implements 65 points.
Far-Tasting Arcane Utilities & Implements 65 points.
Fascinate Emotion & Morale 27 points.
Fast Fire Heat, Fuel, and Hearthwork 45 points for level 1 + 4 points/additional level.
Fast Plant Growth Growth, Blessing, and Husbandry 15 points for level 1 + 9 points/level.
Fasten Breaking, Shattering, and Ruin 45 points/level.
Fate of Oedipus Concealments & Counter-Senses 141 points.
Fatigue Internal Ruin, Fatigue, and Decline 11 points.
Fatiguing Weapon Weapons & Battlework 36 points.
Fear Emotion & Morale 3 points.
Feather Fall Speed, Haste, and Handling 28 points.
Feathers Armor & Battle Shells 19 or 26 points.
Feed Food 9 points.
Fertilize Egg Animal Command & Repelling 20 points.
Fetch Gate 37 points.
Feverish Visions Senses & Perception 29 points.
Final Rest Spirits of the Dead, Souls, Possession, and Bindings 41 points.
Find Direction Seekers & Trackers 1 point.
Find Ingredient Readings & Analysis 2 points.
Find Weakness Readings & Analysis, Breaking, Shattering, and Ruin 7 points.
Fire Charm Flame Assaults & Battlefire 31 points for level 1 + 5 points/additional level.
Fire Cloud Winds, Vapors, and Sky Passage, Flame Assaults & Battlefire 4 points for level 1 + 1 point/additional level.
Fire Fist Flame Assaults & Battlefire 8 or 19 points.
Fire Flies Flame Assaults & Battlefire 7 points for level 1 + 2 points/additional level.
Fire Gem Stone, Soil, and Sand, Glamour, Color, and Prism, Flame Assaults & Battlefire 10 points.
Fire Swarm Bursts, Barrages, and Bombardment, Flame Assaults & Battlefire 10 points/level.
Fire Trap Locks, Seals, and Traps, Battlefield Zones & Fields, Flame Assaults & Battlefire 11 points/level.
Fire Vulnerability Flame Assaults & Battlefire 29/30/32 points for levels 1-3.
Fire Whip Flame Assaults & Battlefire 12 points.
Fireproof Armor Armor & Battle Shells, Heat, Fuel, and Hearthwork 44 points for level 1 + 40 points/additional level.
Flame Strike Missiles, Jets, and Rays, Flame Assaults & Battlefire 24.5 points/level*.
Flameturning Flame Assaults & Battlefire 2.5 points/level.
Flaming Armor Armor & Battle Shells, Heat, Fuel, and Hearthwork 19 points.
Flaming Missiles Weapon Boons & Retaliations 14 points.
Flaming Sphere Missiles, Jets, and Rays 5.5 points*.
Flaming Weapon Weapons & Battlework 15 points.
Flammability Battlefield Zones & Fields 31 points for level 1 + 5 points/additional level.
Flash Lightning & Radiant Assaults 31 points for level 1 + 5 points/additional level.
Flash Forward Time 40 points.
Flee Battle Blessings & Readiness 15 points for level 1 + 4 points/additional level.
Flesh to Adamant Breaking, Shattering, and Ruin, Earthshape, Passage, and Transmutation 66 points.
Flesh to Glass Crafting, Repair, and Reshaping, Metal & Glass 61 points.
Flesh to Ice Ice, Snow, and Frost 61 points.
Flesh to Metal Lesser Hexes & Afflictions, Crafting, Repair, and Reshaping, Metal & Glass 61 points.
Flexibility Battle Blessings & Readiness 13, 16, or 25 points.
Flight Ways, Passage, and Travel, Radiance, Sight, and Reflection 48 points.
Fling Fruit Growth, Blessing, and Husbandry 1 point/level.
Floating Disk Force 99 points.
Flock of Ravens Speed, Haste, and Handling, Animal Command & Repelling 30 points.
Flow Water Shaping & Passage 45 points.
Fluid Jet Drowning, Dehydration, and Fluid Assaults 35.2 points for level 1 + 9.2 additional/level***.
Fluid Vision Senses & Perception, Winds, Vapors, and Sky Passage, Water Shaping & Passage 22 points for level 1 + 10 points/additional level.
Flying Carpet Speed, Haste, and Handling 89 points for level 1 + 18 points/additional level.
Flying Shards Breaking, Shattering, and Ruin 7 points for level 1 + 2 points/additional level.
Fog Breath & Atmosphere, Rain, Wind, and Greater Weather 29 points for level 1 + 8 points/additional level.
Fog Cloud Winds, Vapors, and Sky Passage 13 points for level 1 + 4 points/additional level.
Foolishness Mental Curses & Counterwill 32 points.
Fool’s Banquet Safeguards & Reliefs 42 points for level 1 + 12.5 points/additional level*.
Forbidden Wisdom Pain, Stun, and Collapse 68 points.
Force Ball Missiles, Jets, and Rays, Force 10 points/level.
Force Bolt Force 6 points/level.
Force Harpoon Force 97 points.
Force Spear Force 34 points.
Forceful Hand Force 25 points.
Forceful Weapon Weapons & Battlework, Force 32 points.
Forest Defense Safeguards & Reliefs 27 points.
Forest Warning Wood, Vines, and Plant Forms 47 points + 5 points/additional level.
Foretelling Divination & Omens 13 points.
Forgetfulness Mental Curses & Counterwill 34 points.
Forked Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 15.5 points/level.
Form of the Dragon Alteration, Growth, and Other Transmutations 60 points or 140 points or more; see text.
Fortify Armor & Battle Shells 15 points for level 1 + 4.5 points/additional level*.
Foster Hatred Seekers & Trackers, Memory, Thought, and Will 44 points.

Exacting Shot

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

Detection & Appraisal

Keywords

Buff, Damage, Information, Leveled, No-Signature, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

An elegant manipulation of the Lattice that guides ranged weapons. For three minutes, the targeted weapon gains +1 to hit per spell level, up to the setting's TL cap. This effect costs 13 points for the first level, and 4 points for each additional level.

Statistics

Affliction 1 (HT; Accessibility, Only on ranged weapons, -30%; Advantage, Exacting Shot 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [13]. Additional levels add further Exacting Shot to the Advantage enhancement [+4]. Note: Each level of “Exacting Shot” is DX 1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4/level].

Archmagister's Counsel

There's no point in having the best marksmen if their quarrels find only air. Ensure your archers, especially those of your Royal Guard, are afforded this 'assistance' for greater efficacy in battle. A few points of 'magic' are cheaper than a lost siege.

Source Spell

Exacting Shot

Source Spell Types

Adventurer Spells

Exchange Bodies

85 points.

Possession & Identity, Alteration, Growth, and Other Transmutations, Souls, Possession, and Bindings

Keywords

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

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This potent manipulation of the Lattice allows for a full consciousness transfer between bodies. Your memories, skills, and very essence inhabit a new form, leaving the old one vacant. This is not some crude mind control; it's a true exchange, though it carries a steep cost of 85 points.

Statistics

Possession (Mind Swap, +10%; No Memory Access, -10%; Sorcery, -15%) [85].

Archmagister's Counsel

A king who masters this spell can, in theory, achieve a perverse immortality and maintain his reign indefinitely. Just be certain the new vessel's retinue is loyal enough to accept the 'change.'

Source Spell

Exchange Bodies

Source Spell Types

Possession Spells

Exclusion of the Chosen Ethic

203 points for level 1 + 25 points/additional level (or more).

Holy

Keywords

Area, Damage, Defense, Leveled, Persistent, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Sorcerous working establishes a persistent, translucent dome, 2 yards in radius per level, that provides Damage Resistance 10 against attacks from entities of a specific ethical alignment. It also generates a powerful magic-dampening Static field along its border, effective against the chosen ethical alignment. The dome contains insubstantial beings of that alignment and requires a pentagram for its casting. It is visible and lasts for 30 minutes. More potent versions multiply the DR and its cost.

Statistics

Damage Resistance 10 (Accessibility, Must be cast on a pentagram, -40%; Affects Insubstantial, +20%; Affects Others, +50%; Area Effect, 2 yards, +50%; Extended Duration, 300x, +100%; Force Field, +20%; Limited, Ethical Category, -40%; Ranged, +40%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Visible, -10%) [160] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1] + Static (Magic; Accessibility, Ethical Category, -40%; Accessibility, Must be cast on a pentagram, -40%; Area Effect, 2 yards, +100%; Only around the border of the area, -0%; Ranged, +40%; Magical, -10%; Visible, -10%) [42]. Additional levels increase Area Effect (+50%) [+25 and +15]. More powerful versions leave Rules Exemption and Static as is but multiply DR and the cost of DR by 2, 3, 5, or 10. As a special effect, this forms a hemispherical dome, not a cylinder.

Archmagister's Counsel

Understanding your enemy's "ethics"—be it a zealous paladin or a chaotic demon—allows you to literally wall them off. Use this when you know exactly who you're fighting and need to contain or exclude them from the battlefield or your inner sanctum. The Lattice doesn't care about their convictions; it cares about the constraints you place upon them.

Source Spell

Exclude (Ethical Category)

Source Spell Types

Ethical Spells

Explode

29 points/level.

Breaking, Shattering, and Ruin

Keywords

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

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Deals 2d damage to the subject (works only on inanimate items) per level of the spell. See p. B557, for DR and HP of various items. DR does not protect against this! If the spell destroys the subject, it explodes violently, doing [2d] cutting fragmentation damage.

Description

This brute-force manipulation of the Lattice instantaneously inflicts 2d crushing damage per level chosen upon an inanimate object. This damage bypasses DR entirely. Should the sustained damage exceed the object's HP, it annihilates itself in a violent explosion, inflicting 2d cutting fragmentation damage.

Statistics

Crushing Attack 2d (Accessibility, Fragmentation only upon destruction, -10%; Accessibility, Only on objects, -10%; Based on HT, +20%; Fragmentation [2d], +30%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [29/level].

Archmagister's Counsel

Why bother with siege engines when a few well-placed "Explode" spells can crumble a castle wall? Teach your engineers to identify the structural weak points, and then let your Sorcerers do the real 'engineering.' The Guild would call it uncivilized; I call it efficient war.

Source Spell

Explode

Source Spell Types

Making & Breaking Spells

Explode Head

34 points.

Seekers & Trackers, Memory, Thought, and Will

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This working builds immense pressure within the subject's skull, provided they possess a head and are a material creature. A failed resistance roll creates a mental stun, allowing recovery attempts against IQ once per second. A failure of 5 or more on the resistance roll causes immediate death due to a simulated heart attack effect, a rather blunt way to pluck that particular string of the Lattice.

Statistics

Affliction 1 (Will; Accessibility, Only on material targets with a head, ‑15%; Based on Will, +20%; Disadvantage, Secondary Fragile (Enhanced Unnatural), +20%; Malediction 2, +150%; No Signature, +20%; Secondary Heart Attack, +60%; Sorcery, ‑15%) [34]. Note: Fragile (Enhanced Unnatural) means the subject dies if reduced to 0 HP; therefore, since Heart Attack reduces the target’s HP to 0, the target dies.

Archmagister's Counsel

This isn't about 'magic,' it's about efficient elimination. When a persistent problem needs solving, and you don't mind the cleanup, a well-placed mental 'pressure point' can be very… final. Your enemies will fear what they cannot comprehend.

Source Spell

Explode Head

Source Spell Types

Psychic Spells as Normal Spells

Exploding Vegetable

12 points/level.

Growth, Blessing, and Husbandry

Keywords

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

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Deals 1d damage to the subject (works only on tomatoes, ears of corn, heads of lettuce, grapefruits, oranges, and similar products) per level of the spell. See p. B557, for DR and HP of various items. DR does not protect against this! If the spell does not do enough damage to actually break the subject, the subject takes no harm. If the spell destroys the subject, it explodes violently, doing [2d] cutting fragmentation damage.

Description

This spell, for 12 points per level, instantaneously detonates a single vegetable, such as a tomato, corn ear, or grapefruit. It inflicts 1d damage per level to the target's HP, bypassing its DR. If the damage exceeds the vegetable's HP, it explodes, dealing 2d cutting fragmentation damage to everything nearby. If the initial damage is insufficient to destroy the targeted vegetable, no harm occurs.

Statistics

Crushing Attack 1d (Accessibility, Only on vegetables, -75%; All-or-Nothing, -10%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Fragmentation [2d], +30%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [12/level].

Archmagister's Counsel

While the Guild might sneer, disrupting an enemy's food supply with a few well-placed "detonations" of their victuals can cause quite a stir, leading to suspicion and waste. Or, you teach your scullery staff this trick; they would become instantly indispensable.

Source Spell

Exploding Vegetable

Source Spell Types

Plant Spells

Explosive Hellfire Orb

12.5 points/level.

Flame Assaults & Battlefire, Death Curses & Withering

Keywords

Area, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This 'Explosive Orb' is just a fancy name for a thrown missile of hellfire that expands on impact to scorch a 4-yard area. You'll use your Innate Attack (Projectile) skill to hit, with normal range penalties, though the area effect grants a +4 to your aim. It's a Burning Attack, affecting insubstantial foes, with an Armor Divisor (2), because the Lattice doesn't care about a wizard's 'resistances' when it's on fire. Cost is 12.5 points per level, and duration is instantaneous because the damage is immediate. Don't expect a 'warning shot' with this one.

Statistics

Burning Attack (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Armor Divisor, (2), +50%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [12.5/level].

Archmagister's Counsel

This spell isn't subtle; it's for clearing out an area or igniting a fortified position. While some mages prefer direct damage, the advantage here is that even a near-miss can be devastating to a group. The Guild prefers to call it 'excessive,' but I call it 'efficient.'

Source Spell

Explosive Hellfire Orb

Source Spell Types

Hellfire Spells

Explosive Lightning

16.5 points/level*.

Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy

Keywords

Area, Control, Damage, Defense, Missile, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This 'Lattice-work' channels a burst of electrical energy, creating a 1d burning attack with a 4-yard radius that causes stunning. It's not an explosion, despite the common moniker, but still hits a large area. Aim using Innate Attack (Beam), applying range penalties but gaining a +4 bonus for area targeting. Be mindful: it behaves erratically near conductors.

Statistics

Burning Attack 1d (Area Effect, 4 yards, +100%; Nuisance Effect, Behaves erratically around conductors, -5%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [16.5/level*]. * Calculate the total cost and then round up.

Archmagister's Counsel

This spell is crude, yet effective: why bother with pinpoint accuracy when sheer electrical force can stun and burn an entire enemy formation? It's the equivalent of a blunt instrument, but sometimes, a blunt instrument is precisely what wins a skirmish.

Source Spell

Explosive Lightning

Source Spell Types

Lightning Spells

Explosive Mine

8 points/level.

Battlefield Zones & Fields

Keywords

Control, Damage, Defense, Information, Melee, No-Signature, Persistent, Touch, Utility

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Permanent or until discharged.

Description

This Lattice manipulation turns a single hex of ground into an unstable zone. Mundane observation offers no detection, but any magical sense readily reveals it. The effect is a "Crushing Attack (Environmental, Ground, -20%; Explosion 1, +50%; Fragmentation, [1d-4 cut], +10%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Triggered Delay, Stepping, +50%; Sorcery, -15%)" for 8 points per level. It lasts until triggered or dispelled by another magician, a permanent annoyance in the wrong hands.

Statistics

Crushing Attack (Environmental, Ground, -20%; Explosion 1, +50%; Fragmentation, [1d-4 cut], +10%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Triggered Delay, Stepping, +50%; Sorcery, -15%) [8/level].

Archmagister's Counsel

These "explosive mines" are a king's best friend for securing chokepoints or sowing chaos in a retreat. Just remember, a wizard will see it with a glance, so deploy them where your enemies are less… perceptive.

Source Spell

Explosive Mine

Source Spell Types

Artillery Spells

Explosive Runes

12 points/level.

Battlefield Zones & Fields

Keywords

Area, Control, Damage, Melee, Obvious, Persistent, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Permanent or until discharged.

Description

This Lattice-work inscribes explosive runes onto a surface via touch. When any unauthorized individual reads them, they detonate, creating a 4-yard diameter crushing attack. It's a permanent effect until triggered. Damage is 1d crushing per level.

Statistics

Crushing Attack (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Melee Attack, Reach C, Cannot Parry, -35%; Triggered Delay, Reading, +50%; Selective Effect, +20%; Sorcery, -15%) [12/level].

Archmagister's Counsel

These 'runes' protect a vault or strategic passage. Not subtle, but effective at dissuading the inquisitive and clumsy. Your enemies will learn to tread carefully near anything that looks too much like text.

Source Spell

Explosive Runes

Source Spell Types

Blasting Spells

Explosive Runes

16.5 points/level.

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Damage

Casting Roll

Symbol Drawing.

Range

None.

Duration

Instantaneous.

Description

This 'Lattice-work' creates exploding runes on a hard surface, triggered by a pre-set condition. It inflicts Crushing Damage with Area Effect (4 yards), affecting insubstantial targets, at 16.5 points per level as an attack. Your ability to draw the symbol dictates its detonation. The effect is instantaneous.

Statistics

Crushing Attack (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Runic Magic, +110%) [16.5/level].

Archmagister's Counsel

These 'runes' often serve as a crude but effective deterrent for intruders; a lord with enough forethought can secure an entire keep by scattering these where they are least expected.

Source Spell

SAMPLE SPELLS Explosive Runes

Source Spell Types

Individual Spell

Explosive Weapon

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

Weapons & Battlework

Keywords

Buff, Damage, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice-working imbues a weapon with the capacity to generate potent shockwaves. A melee weapon is driven into the ground to unleash this force, affecting a 2-yard radius for 1d-3 crushing damage per level of the spell to anyone caught within it. The weapon adds its own damage to this blast. The effect lasts three minutes and has a range of 100 yards, allowing for strategic deployment. Damage is 2d-2 for weapon+shockwave per level. Each level of this spell (44 points for level 1, +40 points per additional level) also reduces the target's resistance roll penalty by one point.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Explosive Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Explosive Weapon” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Shockwave imbuement skill.

Archmagister's Counsel

Equip your shock troops with these. A single warrior can clear a fortified position, turning a simple skirmish into a rout. The Guild still won't teach it, but I assure you, it works.

Source Spell

Explosive Weapon

Source Spell Types

Individual Spell

Extend Object

15 points for level 1 + 4 points/level + ST to support the new size.

Breaking, Shattering, and Ruin

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice allows the user to extend an object in a single dimension. A failed HT roll by the target object means its size increases, along with its inherent ST to prevent structural collapse. This costs 15 points initially, plus 4 points per additional level of extension. Ensure the object's original ST is sufficient to handle the growth, or it won’t hold its new form.

Statistics

Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Extend Object 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Notes: Each level of “Extend Object” is Growth (Magical, -10%; Maximum Size Only, +0%; One dimension only, -50%) [4]. Additional levels add further Extend Object to the Advantage enhancement [+4].

Archmagister's Counsel

You can turn a spear into a polearm or a shield into a barricade with a flick of the wrist. It's a quick way to gain a tactical advantage or to simply render an enemy's weapon unwieldy. The Guild frets about 'proper' enchantments; I care about winning battles.

Source Spell

Extend Object

Source Spell Types

Making & Breaking Spells

Extended Hearing

2 or 20 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature, Persistent, Utility

Casting Roll

Hearing-3 for the basic version. Use Innate Attack (Gaze) to aim the improved version.

Range

Self or 100 yards.

Duration

Indefinite or 90 minutes.

Description

This Lattice-trick, at a cost of 2 FP and success on a Hearing-3 roll, grants the subject the ability to detect sounds beyond the normal human range, encompassing both infrasound (low) and ultrasound (high) frequencies, effectively granting both levels of the Extended Hearing advantage. For this to work, the ambient environment must be audibly silent. A more potent application, costing 20 FP, functions as an Affliction spell, granting the same advantage with a duration of 90 minutes and an effective range of 100 yards, requiring an Innate Attack (Gaze) roll to aim. Neither version produces a magical signature.

Statistics

The basic version is Extended Hearing (High; Sorcery, -15%) [1] + Extended Hearing (Low; Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Extended Hearing, +20%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Notes: “Extended Hearing” is Extended Hearing (High; Magical, -10%) [1] + Extended Hearing (Low; Magical, -10%) [1]. The two advantages in the basic version act as a single advantage that only costs 1 FP total.

Archmagister's Counsel

Understanding what your enemies are gossiping about, even when they think they’re being quiet, or detecting the approach of creatures that communicate on frequencies undetectable to the common ear, is simply good intelligence. That the Guild mages call this ‘Sorcery’ is irrelevant to its practical utility.

Source Spell

Extended Hearing

Source Spell Types

Individual Spell

Extinguish Radiation

30 points/level.

Radiation

Keywords

Area, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Instantaneous. Within a radius equal to your level in this spell, all radiation immediately goes out and stays out. If you can only affect part of a larger radiation source, you may put it out one patch at a time; there is no risk of the existing radiation spreading back into the extinguished areas. (However, if someone creates a new source of radiation, unrelated to the initial one, it may spread there.)

Description

This manipulation of the Lattice causes all radiation within a radius equal to your spell level to immediately cease and remain inert. Should you target a larger source, you may extinguish sections incrementally; extinguished areas will not re-radiate from adjacent active zones.

Statistics

Create Radiation (Destruction Only, +0%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%) [30/level].

Archmagister's Counsel

Radiant fallout can cripple an army as effectively as a plague. Ensure your engineers, or your sorcerers, can sweep areas clean. The source of the power matters less than its practical application.

Source Spell

Extinguish Radiation

Source Spell Types

Radiation Spells

Extispicy

39 or 89 points.

Divination & Omens

Keywords

Information, Touch

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

Instantaneous. As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.Extispicy is divination by examining the entrails of a slaughtered animal (must be at least 20 pounds). It is illegal in many areas. Only one question can be asked per animal. Extispicy is most useful in divining matters of life and death: sickness and health, war and peace, victory and defeat – all are good candidates for extispicy. When asking a question regarding something else, roll at -4.When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”The basic (39-point) version of this spell requires 10 minutes to cast! The improved (89-point) version requires only the usual one or two seconds.

Description

This art of The Lattice grants insight by examining the entrails of a ritually slaughtered animal (over 20 lbs.). It costs either 39 or 89 points, with the latter dramatically reducing the casting time from 10 minutes to mere seconds. Only one question can be posed per animal, and while questions of life and death are favored, others can be asked at a -4 penalty. Inquiries about the past or future incur a time penalty, substituting 'weeks' for 'miles' in the standard Long-Distance Modifiers.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 4, +20%; Reliable 4, Only when asking about life and death, +10%; Trigger, Animal corpse, -15%) [39]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

There are always those who believe you can foresee the future without getting your hands dirty; this spell, while crude, offers actionable intelligence on matters of war and health, which is far more useful than their esoteric musings.

Source Spell

Extispicy

Source Spell Types

Individual Spell

Extract Poison

12 points.

Poison

Keywords

Utility

Casting Roll

Poisons/TL.

Range

10 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows for the instantaneous extraction of poison from a source, such as a venomous creature or toxic plant, directly into a container you are holding. Note that this targets the *source* of the poison, not an already poisoned victim.

Statistics

Telekinesis 1 (One Task, Extracting poison, -60%; Reduced Time 10, +200%; Sorcery, -15%) [12].

Archmagister's Counsel

Have your Sorcerers master this. A well-timed extraction can deny a rival their most potent weapon, or secure a valuable ingredient for your own alchemists. There's little difference between this and a Wizard's Telekinesis, save the focus.

Source Spell

Extract Poison

Source Spell Types

Poison Spells

Extradimensional Shift

282 points.

Speed, Haste, and Handling, Glamour, Color, and Prism, Space

Keywords

Control, Damage, Information, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of The Lattice shunts you, and up to twice your Basic Lift in objects, into a four-dimensional space. While you exist within this alternate dimension, you are insubstantial and invisible to three-dimensional beings, though you may selectively make objects you carry substantial. Activating or ceasing this effect is a Free Action, and you retain the ability to breathe comfortably. This state persists indefinitely.

Statistics

Insubstantiality (Hyperspatial; Can Carry Objects, Light Encumbrance, +20%; Ghost Air, +10%; Partial Change, Can turn carried objects substantial, +100%; Sorcery, -15%) [172] + Invisibility (Hyperspatial; Accessibility, Only to three-dimensional beings, -10%; Accessibility, Only while insubstantial, -10%; Affects Machines, +50%; Can Carry Objects, Light Encumbrance, +20%; Extended, All senses, +100%; Fringe, -10%; Switchable, +10%; Magical, -10%) [96] + Invisibility (Hyperspatial; Accessibility, Only to three-dimensional beings, -10%; Accessibility, Only while insubstantial, -10%; Affects Machines, +50%; Can Carry Objects, Light Encumbrance, +20%; Extended, All senses, +100%; Switchable, +10%; Temporary Disadvantage, Blindness (Only to three-dimensional space, -10%), -45%; Temporary Disadvantage, Mute, -25%; Magical, -10%) [15]. The second instance of Invisibility is an alternative ability (x1/5 cost) to the first.

Archmagister's Counsel

This is excellent for covert observation or escape, as even a well-placed guard cannot stop what they cannot perceive. A king who wishes to know the true dealings of his court should empower a trusted agent with this 'Lattice-work' and let them simply walk through walls and worries.

Source Spell

Extradimensional Shift

Source Spell Types

Space Spells

Faerie Fire

30 points.

Glamour, Color, and Prism, Flame Assaults & Battlefire

Keywords

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

Casting Roll

Will.

Range

100 yards.

Duration

3 minutes.

Description

This working causes the subject to emit blue, green, or purple light, chosen at casting, equivalent to a torch. This illumination grants a +10 bonus to Vision rolls targeting the subject, or imposes a -10 penalty on the subject's Stealth rolls, as appropriate. This effect lasts for 3 minutes and is resisted by the target's Will.

Statistics

Affliction 1 (Will; Advantage, Faerie Fire, +10%; Based on Will, +20%; Disadvantage, Noisy 5, Visual, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [30]. Note: “Faerie Fire” is Illumination (Magical, -10%) [1].

Archmagister's Counsel

Use this to turn a king’s enemies into glowing targets, regardless of their 'elven cloaks' or 'shadow-walking'—the Lattice cares not for such niceties. The cost of 30 points for three minutes of perfect visibility is a bargain for any tactical advantage.

Source Spell

Faerie Fire

Source Spell Types

Light Spells

Faith Magic Zone

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

Countermagic & Suppression, Holy

Keywords

Area, Debuff, Defense, Leveled, Malediction, Persistent, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute.

Description

This working creates an area where the casting of all arcane spells is significantly hindered. Every creature and object within the zone experiences a Decreased Time Rate, but this penalty applies solely to the casting of arcane spells or the use of other magical abilities. The base cost is 49 points for a 2-yard radius, lasting 1 minute, with a casting roll against Will. Each additional level expands the area by roughly 2-yard increments for 5 points.

Statistics

Affliction 1 (Will; Advantage, Faith Magic Zone, +50%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Decreased Time Rate, Only for the purpose of using magic, +80%; Extended Duration on Persistent, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; Low Signature, +10%; Persistent, +40%; Reduced Duration, 1/3, -10%; Reduced Duration, 1/180, Only after the target leaves the area, -35%; Sorcery, -15%; Variable, Area, +5%) [49]. Additional levels add more Area Effect (+50%) [+5]. Note: “Faith Magic Zone” is Magic Resistance 1 (Magical, -10%; Improved, +150%) [5].

Archmagister's Counsel

This is how you turn a Wizard’s carefully planned ritual into a fumbling disaster. A King who uses this effectively can choke the enemy’s mages, rendering their 'grand incantations' slow enough to be easily interrupted or dispelled.

Source Spell

Faith Magic Zone

Source Spell Types

Assorted Spells

Falling Sky

11 points for level 1 + 2.5 points/additional level*.

Battlefield Zones & Fields, Gravity

Keywords

Area, Control, Damage, Defense, Healing, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This spell instantaneously escalates air pressure within a 2-yard radius to crushing levels, inflicting 1d crushing damage. Further levels expand the area of effect for 2.5 points per level. Those caught within suffer deafness and stunning proportional to the damage, and no amount of 'Pressure Support' will save them. Aim this using Innate Attack (Gaze).

Statistics

Crushing Attack 1d (Area Effect, 2 yards, +50%; Environmental, Air, -5%; Side Effect, Deafness, Margin-Based, +35%; Side Effect, Stunning, +50%; Sorcery, -15%; Variable, Area, +5%) [11]. Further levels add Area Effect (+50%) to the advantage [+2.5*]. * Calculate the total cost, then round up.

Archmagister's Counsel

You can use this to clear a packed ambush point, or even just to silence particularly annoying court musicians mid-symphony. It’s effective, and honestly, the screams will be much more pleasant than a poorly played lute.

Source Spell

Falling Sky

Source Spell Types

Artillery Spells

False Aura

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

Lesser Hexes & Afflictions

Keywords

Area, Aura, Buff, Information, Leveled, Persistent

Casting Roll

None. Use IQ or Artist (Illusion) to determine how convincing the illusion is.

Range

100 yards.

Duration

Indefinite.

Description

This Lattice manipulation replaces real magical emanations within a 100-yard area with artificial ones, creating the illusion of different magical effects. For example, mortals can appear to have the aura of undead, un-afflicted weapons can detect as enchanted with Penetrating Weapon, or an area could seem to be under a Grease spell. The convincingness is determined by the caster's IQ or Artist (Illusion) skill. Its duration is indefinite, persisting until dispelled or overloaded. Each additional level after level 1 expands the Area Effect for an additional cost of 12.5 points.

Statistics

Illusion (Alters magical auras instead of creating visible images, -0%; Independence, +40%; Ranged, +40%; Sorcery, -15%; Visual Only, -30%) [34]. Additional levels add Area Effect (+50%) to the False Aura advantage [+12.5*]. * Calculate the total cost and then round down (because the base ability costs just 12.5 points before rounding). Level 2 of the spell costs 41 points, level 3 costs 54 points, level 4 costs 66 points, level 5 costs 79 points, and so on.

Archmagister's Counsel

This spell is the ultimate tool for misdirection; make your enemies believe your men are harmless peasants, or that their own powerful artifacts are useless trinkets. The Guild fools call it 'illusion'; I call it manipulating their intelligence against them. Just make sure your own spies don't fall for your *own* cleverness.

Source Spell

False Aura

Source Spell Types

Meta Spells

False Life

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

Death Curses & Withering

Keywords

Buff, Damage, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice grants the subject a temporary resilience, manifesting as DR 5 per level of the spell for three minutes. There is no casting roll; simply point the effect with an Innate Attack (Gaze) up to 100 yards. A level 1 casting costs 18 points, with an additional 6 points per added level of DR.

Statistics

Affliction 1 (HT; Advantage, False Life 1, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Notes: Each level of “False Life” is DR 5 (Ablative, -80%; Magical, -10%) [5] + Nictitating Membrane 5 (Ablative, -80%; Magical, -10%) [1]. Each additional level adds more levels of False Life to the Advantage enhancement [+6].

Archmagister's Counsel

You can turn your squishiest archers into temporary iron golems with this. Just aim and watch them soak arrows, proving once again that a well-placed ward is worth ten layers of armor.

Source Spell

False Life

Source Spell Types

Necromantic Spells

False Memory

10 points.

Thoughts & Memory, Memory, Thought, and Will

Keywords

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

Casting Roll

IQ. Use IQ (again) or Brainwashing to add the disadvantage.

Range

Unlimited.

Duration

Three days.

Description

This manipulation of the Lattice implants a temporary false memory, inflicting the Delusions disadvantage on the subject. The power costs 10 points and lasts for three days. No resistance roll is needed if the subject is willing. The initial casting uses IQ, with a second IQ roll or Brainwashing required to firmly establish the delusion.

Statistics

Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to add Delusions, -40%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [10].

Archmagister's Counsel

Why bother with elaborate interrogations when you can simply plant the answer you desire? A deluded enemy is a controlled enemy; use this to sow discord or convince a rival lord that his own advisors are incompetent.

Source Spell

False Memory

Source Spell Types

Memory Spells

False Resurrection

227 points.

Undead Animation & Command

Keywords

Buff, Damage, Melee, No-Signature, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

1 minute.

Description

This cynical manipulation of the Lattice momentarily restores a deceased body, provided it isn't utterly ruined (beyond -10xHP). A touch is all it takes to animate the recently departed for a minute. The Guild calls it 'necromancy'; I call it a temporary, albeit gruesome, utility.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, False Resurrection, +2,250%; Aftermath, Delayed Death, -50%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [227]. Notes: “False Resurrection” is Regeneration (Very Fast; Cosmic, Works on the dead, +50%) [150] + Unkillable 1 (Cosmic, Works on the dead, +50%) [75]. This version of Cosmic means it only works on the dead – not injured living creatures – and gives one try, ever.

Archmagister's Counsel

Why waste good coin on loyal soldiers when a few well-placed touches can make the enemy's own fallen rise against them? A true testament to efficiency, not sentiment.

Source Spell

False Resurrection

Source Spell Types

Forgotten Spells

False Tracks

17 points.

Growth, Blessing, and Husbandry

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice allows the subject to leave tracks, not of themselves, but of some other creature designated by the caster during the casting. Tracker’s skill versus your Naturalist skill determines if the ruse is believed.

Statistics

Affliction 1 (HT; Advantage, False Tracks, +10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “False Tracks” is Different Footprints (Magical, -10%) [1].

Archmagister's Counsel

Employ this to confound pursuers or mislead scouts. While a clever tracker may unravel the deception, the delay bought often spells the difference between being captured and escaping clean.

Source Spell

False Tracks

Source Spell Types

Plant Spells

Far Shot

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

Technological

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This simple manipulation of the Lattice, when applied to a ranged weapon, increases its effective range. Level 1 grants an additional x1.5 multiplier to its 1/2D range. Each subsequent level, costing an additional 16 points, adds a further x0.5 multiplier, effectively reducing range penalties by 2 for each level.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Far Shot, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Far Shot” is 26 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 Far Shot imbuement skill.

Archmagister's Counsel

Equipping your marksmen with this 'Sorcery' allows them to engage targets with lethal accuracy from distances previously thought impossible, turning skirmishes into massacres in your favor. It's about victory, not semantics.

Source Spell

Far Shot

Source Spell Types

Gunman Spells

Far-Feeling

65 points.

Arcane Utilities & Implements

Keywords

Persistent, Utility

Casting Roll

IQ.

Range

10 yards.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows the caster to project their sense of touch to a precise location up to 10 yards away. Once established, this remote tactile perception is maintained indefinitely.

Statistics

Clairsentience (Aware, +50%; Clairtangence, -70%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%) [65]. Notes: Clairtangence is taken from Ravens N’ Pennies blogpost.

Archmagister's Counsel

Send your gifted apprentices into dungeons ahead of your forces, Lord. A touch can detect a tripwire or a false stone far more reliably than any 'detect trap' incantation, and without risking valuable lives.

Source Spell

Far-Feeling

Source Spell Types

Individual Spell

Far-Tasting

65 points.

Arcane Utilities & Implements

Keywords

Persistent, Utility

Casting Roll

IQ.

Range

10 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to project their sense of taste to a specific, fixed point within 10 yards. Once established, this perception persists indefinitely. The Guild calls it 'Clairgustance,' I call it a means to sample far-off vintages without leaving your study. Cost: 65 points. Casting Roll: IQ. Range: 10 yards. Duration: Indefinite.

Statistics

Clairsentience (Aware, +50%; Clairgustance, -70%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%) [65]. Notes: Clairgustance is taken from Ravens N’ Pennies blogpost.

Archmagister's Counsel

With this, one can discern the composition of 'potions' offered by rivals, or verify the freshness of provisions before they even enter the castle. A king’s palate does not need to be limited to his table; it can stretch to the enemy’s larder.

Source Spell

Far-Tasting

Source Spell Types

Individual Spell

Fascinate

27 points.

Emotion & Morale

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes. Holds the subject (a sapient being) motionless and unaware of the passage of time as long as the caster maintains eye contact and concentration, up to the spell’s duration. If the subject is struck, slapped, or shaken, they recover on their next turn. When the spell ends, the subject is stunned until they can make a Will roll (roll once per second).

Description

This manipulation of the Lattice holds a sapient being in a dazed, motionless state, entirely unaware of time passing, for up to 3 minutes, provided you maintain unwavering eye contact and concentration. Physical disturbance (strikes, slaps, shakes) breaks the effect, but the subject remains stunned until they succeed on a Will roll (once per second).

Statistics

Affliction 1 (Will; Accessibility, Sapient beings only, -10%; Based on Will, +20%; Daze, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Have to maintain eye contact, -15%; Requires Concentrate, -15%; Sorcery, ‑15%; Vision-Based, -20%) [27].

Archmagister's Counsel

A perfectly timed Fascinate can neutralize an inconvenient witness, allowing your agents to move unchallenged. The Guild calls it 'mind control,' I call it efficiency.

Source Spell

Fascinate

Source Spell Types

Mind Control Spells

Fast Fire

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

Heat, Fuel, and Hearthwork

Keywords

Area, Control, Damage, Persistent, Summoning

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice accelerates a fire with a radius up to the spell's level in yards. The accelerated fire deals double damage and consumes its fuel at twice the normal rate. The initial cost is 45 points for level 1, and each additional level costs 4 points. The casting roll is IQ, with a range of 100 yards, and the effect is indefinite.

Statistics

Control Fire 1 (Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [9] + Control Fire +9 (Does not increase area, -50%; Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [36]. Each additional level adds Control Fire +1 (Only increases area, -50%; Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [4]. Flame Jet (Pyramid #3-63, p. 8) Replace the statistics block with "Statistics: Burning Attack (Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [7.5/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so." This changes the full cost from 5 points/level to 7.5 points/level. Heat (Pyramid #3-63, p. 8)The version presented in Pyramid #3-63 is functionally very similar to a reversed Cool spell from GURPS Thaumatology: Sorcery, which is closer to the Warm spell from GURPS Magic.

Archmagister's Counsel

If you want to ensure your enemies are utterly consumed, or perhaps just clear some land quickly, this spell applies. Don't let your sorcerers waste time on kindling when a full conflagration is needed now.

Source Spell

To make the spell scale and be closer to what is found in other books, replace it with the following: Fast Fire (Unofficial Sorcery Errata)

Source Spell Types

Individual Spell

Fast Plant Growth

15 points for level 1 + 9 points/level.

Growth, Blessing, and Husbandry

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice, if unresisted by non-intelligent plant life, forces monstrous growth. Each level of this spell allows the designated plant(s) to stretch and aggressively expand into one adjacent hex, creating an impassable barrier, or worse, a monstrous and entangling trap.

Statistics

Affliction 1 (HT; Accessibility, Only on non-intelligent plants, -60%; Advantage, Fast Plant Growth, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Notes: “Fast Plant Growth” is Growth (Variant; Magical, -10%; Maximum Size Only, +0%) [9]. Additional levels add additional levels of Fast Plant Growth to the Advantage enhancement [+9].

Archmagister's Counsel

Why use walls when you can grow them? A clever lord uses this to defend positions instantly, or to cut off an enemy's advance with a thicket of unholy proportions. Think less gardening, more battlefield engineering.

Source Spell

Fast Plant Growth

Source Spell Types

Plant Spells

Fasten

45 points/level.

Breaking, Shattering, and Ruin

Keywords

Utility

Casting Roll

None. Use DX or Knot-Tying+4 to tie knots.

Range

10 yards.

Duration

Instantaneous. Ties up the subject with a length of rope or chain (which is not created by the spell, only animated). Roll against DX or Knot-Tying+4. (Add Talent, as usual.) This is an instantaneous attempt. The effective ST of this spell is equal to 4*spell level. An actively resisting subject can use any active defense to dodge the bindings.

Description

This spell, regardless of its origin, swiftly binds a subject with pre-existing rope or chain. A successful roll against DX or Knot-Tying+4 is required to secure the bindings. The effective ST of these bindings is 4 per spell level. Active resistance or dodging is an option for the target. It's a quick application, an instantaneous 'pluck' of the Lattice to immobilize.

Statistics

Telekinesis 4 (One Task, Tying Up, -60%; Reduced Time 10, +200%; Sorcery, -15%) [45]. Each additional level adds Telekinesis 4 (One Task, Tying Up, -60%; Reduced Time 10, +200%; Sorcery, -15%) [+45]. Note: The +4 is the usual fine-work task bonus for tying up.

Archmagister's Counsel

Why bother with a protracted fight when a simple application of this spell can render any threat immediate and helpless? Have your guards carry rope. A bound enemy is a living enemy who can be interrogated, or, more importantly, put to work.

Source Spell

Fasten

Source Spell Types

Making & Breaking Spells

Fate of Oedipus

141 points.

Concealments & Counter-Senses

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice renders the subject immune to remote scrying and observation; any attempt to view them through scrying spells, Clairvoyance, or similar means fails. It's a protection, not quite invisibility, but equally effective against prying eyes. This effect has a duration of 3 minutes and a range of 100 yards. There is no casting roll, but one must use Innate Attack (Gaze) to aim, costing 141 points to maintain. The ‘Fate of Oedipus’ aspect of this spell also blinds those attempting to scry the subject, imposing a permanent Blindness on them. This secondary effect is an Affliction 1 (HT) with a reach of C, affecting an area large enough to cover entire planets.

Statistics

Affliction 1 (HT; Advantage, Fate of Oedipus, +1,290%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [141]. Note: “Fate of Oedipus” is Affliction 1 (HT; Area Effect, 32,768 yards*, +700%; Aura, +80%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Blindness, +50%; Extended Duration, Permanent, +150%; Malediction 3, +200%; Melee Attack, Reach C, -30%; Magical, -10%; No Signature, +20%; Scrying-Based, -20%) [129]. * This level of Area Effect is enough to cover a planet with a radius of 10,435 yards or below, Earth included.

Archmagister's Counsel

This is how you keep your secrets, Lord. Let the Guild Wizards waste their energies trying to peer into the void; they'll find nothing, and if they're particularly persistent, a permanent reminder of their folly.

Source Spell

Fate of Oedipus

Source Spell Types

Individual Spell

Fatigue

11 points.

Internal Ruin, Fatigue, and Decline

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This particular Lattice-thread plucking inflicts 1d-2 fatigue damage upon a target who fails their HT resistance, bypassing the usual magical signatures. It costs 11 points to achieve.

Statistics

Fatigue Attack 1d-2 (Based on HT, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [11].

Archmagister's Counsel

A clever lord employs this to wear down an opponent's champions before the actual battle, making them stumble when it truly counts. The method, be it 'sorcery' or 'wizardry', is irrelevant; the weakened foe is all that matters.

Source Spell

Fatigue

Source Spell Types

Old Spells

Fatiguing Weapon

36 points.

Weapons & Battlework

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This precise manipulation of the Lattice imbues a weapon with life-draining properties. Any non-fatigue attack it delivers will convert its damage to fatigue, making every blow a drain on the target's stamina rather than their very life. This effect lasts for three minutes and can be delivered up to 100 yards away via Innate Attack (Gaze) to aim. It costs 36 character points to master.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Fatiguing Weapon, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Fatiguing Weapon” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Fatiguing Strike imbuement skill.

Archmagister's Counsel

Equip your elite guard with this. They'll wear down any foe, no matter how armored, without leaving a scratch – perfect for capturing valuable targets instead of simply slaying them.

Source Spell

Fatiguing Weapon

Source Spell Types

Individual Spell

Fear

3 points.

Emotion & Morale

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

Will.

Range

Self.

Duration

1 minute.

Description

This emanation of the Lattice allows the caster to project an aura of dread. All sapient beings within range, chosen by the caster, must resist its effects with a Will roll. The further they are from the caster, the higher their Will bonus to resist, reflecting the dissipation of this emotional manipulation. It costs 3 points to maintain for one minute.

Statistics

Charisma 3 (Accessibility, Only on sapient beings, -10%; Accessibility, Only in situations where threats are effective, -35%; Nuisance Effect, May provide a penalty in inappropriate situations, -15%; Requires Will vs. Will Roll, -15%; Selective Area, +20%; Short-Range 2, -20%; Sorcery, -15%) [3].

Archmagister's Counsel

Fear is a blunter instrument than reason, but often more effective when dealing with the unreasoning masses. A terrified populace is a compliant populace, my Lord; use this knowledge wisely, or regret facing one who does.

Source Spell

Fear

Source Spell Types

Mind Control Spells

Feather Fall

28 points.

Speed, Haste, and Handling

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice allows a subject to glide through the air without gaining altitude for 3 minutes. It costs 28 points and has no casting roll, but requires an Innate Attack (Gaze) roll to aim at a target up to 100 yards away.

Statistics

Affliction 1 (HT; Advantage, Feather Fall, +160%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [28]. Note: “Feather Fall” is Flight (Gliding, -50%; Magical, -10%) [16].

Archmagister's Counsel

Rather than a clumsy rope and pulley system, your scouts can use this to descend cliffs safely, gaining quick access to enemy positions without revealing their presence until it is too late.

Source Spell

Feather Fall

Source Spell Types

Buff Spells

Feathers

19 or 26 points.

Armor & Battle Shells

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

90 minutes.

Description

This Lattice manipulation grows feathers on the subject, providing protection against sunburn and eliminating up to -2 in penalties from being wet, particularly against Cold. The improved version adds DR 2 (Flexible). Innate Attack (Gaze) is used for aiming this 90-minute effect, which costs 19 or 26 points and has a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Feathers, +10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Notes: “Feathers” is Feathers (Magical, -10%) [1]. The improved version adds DR 2 (Flexible, -20%; Magical, -10%) [+7].

Archmagister's Counsel

Equip your scouts with this; a patrol that isn't shivering and sunburnt is a patrol that's paying attention to the enemy, not their own discomfort. Efficient, isn't it?

Source Spell

Feathers

Source Spell Types

Individual Spell

Feed

9 points.

Food

Keywords

Persistent, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This working creates an invisible kinetic force, capable of utilizing available utensils or emulating a pair of hands to feed a designated subject within 10 yards. The effect persists indefinitely until a new command is given or the subject is fully fed. This is essentially a specialized application of Telekinesis at skill 4 for the singular task of providing sustenance. There is no casting roll required for its activation.

Statistics

Telekinesis 4 (Independent, +40%; One Task, Feeding, -80%; Sorcery, -15%) [9].

Archmagister's Counsel

A truly useful bit of Lattice-plucking, this. No more wasted time with feeding tubes or spoon-feeding invalids; simply aim and let the magic do the tedious work. Efficiency, even in care, is paramount to a successful household.

Source Spell

Feed

Source Spell Types

Food Spells

Fertilize Egg

20 points.

Animal Command & Repelling

Keywords

Control, Damage, Melee, No-Signature, Persistent, Touch, Utility

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Permanent.

Description

This manipulation of the Lattice renders any whole, fresh egg viable, clearing any prior issues of decay or infertility. Once cast and properly incubated, the egg will hatch. This requires a successful touch attack using DX or an unarmed combat skill.

Statistics

Affliction 1 (HT; Accessibility, Only on eggs, -80%; Advantage, Fertilize Egg, +50%; Extended Duration, Permanent, +150%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Fertilize Egg” is Fertility Control (Variant; Magical, -10%; Reduced Time 17, +340%) [5].

Archmagister's Counsel

A fine spell for a Lord to ensure specific breeds; useful for securing rare animals or bolstering war-beasts. The Guild argues, 'Is this truly magic?' I say, 'Does it work? Then yes.'

Source Spell

Fertilize Egg

Source Spell Types

Animal Spells

Fetch

37 points.

Gate

Keywords

Summoning, Travel, Utility

Casting Roll

Will. Special casting time, see below.

Range

Special, see below.

Duration

Instantaneous.

Description

This spell allows one to summon an Ally, specifically an outsider worth no more than 75% of your point value, from a pre-selected plane of existence. It's not about contacting a specific entity, but rather pulling a suitable 'tool' from the cosmic workshop. The casting requires a Will roll and a 10-minute preparation for the standard version (less for 'Lesser Fetch', more for 'Greater Fetch'). The magic is instantaneous in effect, but the 'free maintenance' of the summoned entity is balanced by FP costs and dimensional range penalties, an example of the Lattice demanding its due.

Statistics

Ally (A type of outsiders; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Will Roll, -5%; Magical, -10%; Nuisance Effect, Can only be used with Impulse Points, -15%; Special Abilities, +50%) [27] + Impulse Points 5 (Game Time, +0%; Triply Aspected, Changing the world, Allies, -60%) [10]. Lesser Fetch has Ally, built on 25%, Immediate Preparation Required decreased to 1 minute, -30%, and has 2 levels of Impulse Points. Greater Fetch is built on 150%, increases Immediate Preparation Required to 1 hour, -75%, and has 16 levels of Impulse Points. Note: 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

Your Lord need not dirty their hands with inter-dimensional travel when a properly plucked thread of the Lattice can bring the necessary 'assets' directly to them. This isn't about pleasantries; it's about practical acquisition.

Source Spell

Fetch

Source Spell Types

Assorted Spells

Feverish Visions

29 points.

Senses & Perception

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute.

Description

This simple manipulation of the Lattice elevates the subject's body temperature, inducing profound hallucinations for one minute. The target resists with HT. Its effect is both subtle and potent, demanding no line of sight, and costing 29 points.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Fixed Duration, +0%; Hallucinating, +50%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [29].

Archmagister's Counsel

Hallucinations are messy business. Use this on a sentry to make him 'see' imaginary threats, distracting him rather than incapacitating him outright. A clear head can see that some magic is simply more efficient than others.

Source Spell

Feverish Visions

Source Spell Types

Individual Spell

Final Rest

41 points.

Spirits of the Dead, Souls, Possession, and Bindings

Keywords

Buff, Damage, Defense, Melee, No-Signature, Persistent, Summoning, Touch

Casting Roll

IQ. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

Truly Permanent.

Description

This remarkable manipulation of the Lattice renders a deceased subject immune to all forms of Necromantic manipulation, provided the caster succeeds on an IQ roll. It prevents summoning of the spirit, animation of the body, and even resurrection. Truly permanent, it ensures no further magical meddling with the deceased.

Statistics

Affliction 1 (HT; Accessibility, Only on corpses, -40%; Advantage, Final Rest, +10%; Cosmic, Can affect the dead, +50%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires IQ Roll, -10%; Sorcery, ‑15%; Takes Extra Time 3, -30%; Time-Spanning, Past, +50%; Truly Permanent, +300%) [41]. Note: “Final Rest” is Covenant of Rest (Also prevents resurrection) [1].

Archmagister's Counsel

Understanding Final Rest means understanding finality. Use this to secure sensitive information or to ensure a fallen enemy, particularly those with necromantic ties, stays put. No animated corpse, no inconvenient questions, no unexpected resurgences for your enemies.

Source Spell

Final Rest

Source Spell Types

Necromantic Spells

Find Direction

1 point.

Seekers & Trackers

Keywords

Information

Casting Roll

None.

Range

Self.

Duration

Instantaneous. Tells the caster which direction is North. Alternately, it can tell which way his home is. Note that no one can have more than one true home, and a wanderer may have none!

Description

This instant manipulation of the Lattice allows the caster to discern the true direction of North, or the bearing towards their established home. The cost is a mere 1 point.

Statistics

Accessory (Compass; Sorcery, -15%) [1].

Archmagister's Counsel

Useful for scouts, or ensuring your generals aren't utterly lost when your enemies employ their own 'Lattice tricks' to obscure the very stars. Just remember, a wanderer with no home gains no benefit from the latter function; a lord needs roots.

Source Spell

Find Direction

Source Spell Types

Individual Spell

Find Ingredient

2 points.

Readings & Analysis

Keywords

Information

Casting Roll

Per.

Range

Unlimited.

Duration

Instantaneous.

Description

This working, costing 2 energy points to cast with a successful Perception roll, reveals the direction to a specified ingredient or reagent. The caster must be in a location consistently used for food preparation, storage, or as an alchemical lab for at least a year. Range is unlimited, and the effect is instantaneous.

Statistics

Detect Ingredients (Accessibility, Only in specific places, -80%; Cannot Analyze, -10%; Selective Effect, +20%; Sorcery, -15%) [2].

Archmagister's Counsel

Your alchemists and cooks can locate missing supplies instantly with this; a small price to pay to avoid the Guild's usual bureaucratic delays and endless foraging expeditions.

Source Spell

Find Ingredient

Source Spell Types

Least Spells

Find Weakness

7 points.

Readings & Analysis, Breaking, Shattering, and Ruin

Keywords

Information

Casting Roll

IQ or Engineer.

Range

Unlimited.

Duration

Instantaneous. Sense the weakest part of the subject that you can see or touch. Many subjects will have no special weakness. This spell can be used to troubleshoot complex objects; a defect that prevents a machine from working usually qualifies as its weakest part.

Description

This instant manipulation of the Lattice, costing 7 points, allows you to detect the weakest structural point of any visible or tangible subject. While many things possess no inherent weakness, this can reveal systemic flaws in complex objects or machinery. The casting roll is IQ or Engineer.

Statistics

Detect (Structural Weaknesses; Sorcery, -15%; Touch- or Vision-Based, -15%) [7].

Archmagister's Counsel

Understanding how something can break is understanding how to build it better, or, more importantly, how to break something of consequence. A lord who knows the weak joist in a siege tower can save his men, or shatter an enemy's defenses.

Source Spell

Find Weakness

Source Spell Types

Making & Breaking Spells

Fire Charm

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

Flame Assaults & Battlefire

Keywords

Area, Debuff, Defense, Information, Leveled, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This working compels nearby flames to twist into a hypnotic display, dazing any sapient viewer who fails an IQ roll for 3 minutes. The effect covers a 2-yard radius for 3 minutes, starting at 31 points for level 1, increasing the area by 2 yards per additional level for 5 points each. Effective only where fire is present and on those who can see the flames.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Daze, +50%; Environmental, Fire, -60%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%; Sorcery, ‑15%; Vision-Based, -20%) [31]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

A fine way to distract commoners during a staged 'accident' or to incapacitate guards without spilling blood. The Lattice doesn't care if you call it a 'spell' or an 'artful pyrotechnic display'; only that the target stops seeing straight.

Source Spell

Fire Charm

Source Spell Types

Fire Spells

Fire Cloud

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

Winds, Vapors, and Sky Passage, Flame Assaults & Battlefire

Keywords

Area, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Creates a ground-level cloud of swirling flames. It does not block vision, but it inflicts burning damage to anyone standing in it. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind. Every creature in the area takes 1d-2 burning damage per turn. The basic (4-point) version of this spell covers a two-yard radius. For each additional point, you may double this radius; e.g., four yards for 5 points, 8 yards for 6 points, or 16 yards for 7 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 ground-level cloud of swirling flames covering a 2-yard radius at 100 yards, inflicting 1d-2 burning damage per second to any creature within. Additional power (1 point per level) doubles the radius (4, 8, 16 yards, etc.). It does not impede vision but drifts with the wind, requiring an Innate Attack (Gaze) roll at +4 for area placement, with standard range penalties applying.

Statistics

Burning Attack 1d-2 (Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [4]. Further levels add Area Effect (+50%) to the advantage [+1].

Archmagister's Counsel

A fine way to deny an area to foot soldiers, or rather, to thin their numbers before they even reach your walls. The Guild, of course, would prefer you spent precious seconds meticulously conjuring individual fireballs, as if the Lattice cares about their 'decorum' over practical effect.

Source Spell

Fire Cloud

Source Spell Types

Fire Spells

Fire Fist

8 or 19 points.

Flame Assaults & Battlefire

Keywords

Buff, Damage, Defense, No-Signature, Persistent, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim the improved version.

Range

Self or 100 yards.

Duration

Indefinite or 1 minute. Subject’s hands gain DR 5 vs. burning damage from heat or fire and burst into flames, emitting light equivalent to a torch. Punches deal 1 point of follow-up burning damage.The basic (8-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (19-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.

Description

The target's hands gain DR 5 against burning damage, ignite into torch-level flames, and inflict an additional 1 point of burning damage on successful punches. The basic 8-point self-only version lasts indefinitely with maintenance. The improved 19-point version affects any target for 1 minute without maintenance, usable at 100 yards.

Statistics

The basic version is Burning Attack 1 point (Follow-Up, Punch, +0%; Magical, -10%) [2] + Damage Resistance 5 (Limited, Heat/Fire, -40%; Partial, Hands, -40%; Sorcery, -15%) [5] + Illumination (Magical, -10%) [1]. The improved version is Affliction 1 (HT; Advantage, Fire Fist, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [19]. Note: “Fire Fist” is Burning Attack 1 point (Follow-Up, Punch, +0%; Magical, -10%) [2] + Damage Resistance 5 (Limited, Heat/Fire, -40%; Magical, -10%; Partial, Hands, -40%) [5] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

Equip your elite guard with this. An illuminated, damage-resistant fist that inflicts burning is a potent deterrent, and the range on the improved version means your sorcerers can arm your front lines instantly without fumbling with scrolls or arcane gestures.

Source Spell

Fire Fist

Source Spell Types

Fire Spells

Fire Flies

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

Flame Assaults & Battlefire

Keywords

Area, Damage, Defense, Leveled, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This spell hurls a swarm of incendiary sparks as a 1d-1 burning projectile. It's an area effect, impacting a 2-yard radius, with additional levels increasing the area. Aim with Innate Attack (Projectile) at +4 to center; missing results in scatter. Cost is 7 points for the first level, with +2 points for each additional level of effect. The duration is immediate, and it reaches up to 100 yards.

Statistics

Burning Attack 1d-1 (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Overhead, +30%; Sorcery, -15%; Variable, Area, +5%) [7]. Additional levels add more Area Effect (+50%) [+2].

Archmagister's Counsel

You cannot 'command and control' an enemy when they are engulfed in flames. For a mere 7 points, you can disrupt an entire enemy formation, and that, my lord, is what wins battles.

Source Spell

Fire Flies

Source Spell Types

Dominions Spells

Fire Gem

10 points.

Stone, Soil, and Sand, Glamour, Color, and Prism, Flame Assaults & Battlefire

Keywords

Buff, Damage, Melee, No-Signature, Persistent, Touch

Casting Roll

None. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

Permanent.

Description

This working creates an eternal flame within a gem, emanating light equivalent to a candle and heat similar to a hot coal. It's a permanent effect, requiring a one-hour preparation. The gem itself can be used to inflict 1d-1 burning damage in a 1-yard area, but this destructive use instantly destroys the gem. The Guild insists on calling this an 'Affliction'; I call it a basic exercise in persistent energy containment.

Statistics

Affliction 1 (HT; Accessibility, Only on gems, -70%; Advantage, Fire Gem, +20%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 hour, -75%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%) [10]. Note: “Fire Gem” is Burning Attack 1d-1 (Area Effect, 1 yard, +25%; Backlash, Instant Destruction, -400%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +40%; Single Use, x1/5) [1] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

These fire gems are useful for illumination, as well as a one-shot incendiary weapon for guards and scouts. One might also use a batch for a tactical retreat, lighting a path or setting a diversion: a practical use of 'magic,' rather than 'ritual.'

Source Spell

Fire Gem

Source Spell Types

Fire Spells

Fire Swarm

10 points/level.

Bursts, Barrages, and Bombardment, Flame Assaults & Battlefire

Keywords

Control, Damage, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This spell manifests a conical swarm of fireballs from the caster's hand, inflicting 1d burn damage per level to all targets within a 5-yard cone out to 10 yards. It's a rapid-fire assault (RoF 4), albeit one where targets can attempt a Dodge roll to avoid the damage.

Statistics

Burning Attack 1d (Cone 5, +100%; Blockable, -5%; Bombardment, Skill 12, -10%; Extra Recoil 1, -10%; Increased 1/2D, x2, +5%; Nuisance Effect, Dodgeable, -5%; Rapid Fire, RoF 4, +70%; Reduced Range, 1/10, -30%; Sorcery, -15%) [10/level].

Archmagister's Counsel

If you need to clear a field of rabble or make a dramatic statement on the battlefield, this uncontrolled conflagration is perfectly adequate. Who cares if some stragglers dodge? The message is still sent.

Source Spell

Fire Swarm

Source Spell Types

Artillery Spells

Fire Trap

11 points/level.

Locks, Seals, and Traps, Battlefield Zones & Fields, Flame Assaults & Battlefire

Keywords

Area, Control, Damage, Melee, Obvious, Persistent, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Permanent or until discharged.

Description

This Lattice manipulation primes an object (e.g., a door, chest, or book) to detonate in a fiery burst when opened by an unauthorized individual. The resultant explosion deals burning damage equal to your spell level across a 4-yard radius to all within the area. The trap persists indefinitely or until triggered.

Statistics

Burning Attack (Area Effect, 4 yards, +100%; Melee Attack, Reach C, Cannot Parry, -35%; Triggered Delay, Opening, +50%; Selective Effect, +20%; Sorcery, -15%) [11/level].

Archmagister's Counsel

A fine way to ensure privacy or, more strategically, to guarantee a dramatic and inescapable entrance for unwelcome guests. Let them learn the hard way that some doors are best left shut.

Source Spell

Fire Trap

Source Spell Types

Blasting Spells

Fire Vulnerability

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

Flame Assaults & Battlefire

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This spell manipulates The Lattice to make a subject acutely susceptible to caloric transference. For 3 minutes, any fire damage that penetrates their DR is multiplied by 2, 3, or 4 (depending on skill level) before standard wounding multipliers are applied. The Guild calls it 'Fire Vulnerability'; I call it setting up a rather dramatic entrance.

Statistics

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

Archmagister's Counsel

Understanding this Lattice-work is crucial: A wise commander employs it to ensure that even a minor arcane spark becomes a conflagration against an enemy, rather than just another light show. It turns a fire wizard's mere cantrip into a war-ending blaze. Do not consider its origins—only its utility.

Source Spell

Fire Vulnerability

Source Spell Types

Individual Spell

Fire Whip

12 points.

Flame Assaults & Battlefire

Keywords

Damage, Obvious

Casting Roll

None. Use Force Whip to hit.

Range

Self.

Duration

Instantaneous.

Description

This Sorcerous expression manifests a whip of pure flame for the caster. While it cannot parry or entangle, it functions as a natural weapon that inflicts burning damage. It benefits from Natural Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Intangible, +50%; Single, -20%; Sorcery, -15%; Swing-Capable, +20%) [12], taking only a second to ready.

Statistics

Natural Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Intangible, +50%; Single, -20%; Sorcery, -15%; Swing-Capable, +20%) [12].

Archmagister's Counsel

A fine way to ensure a low-born rabble-rouser thinks twice before charging your patrol. The Lattice grants impressive reach and damage, regardless of whether the wielder learned from a dusty tome or a blood-soaked intuition.

Source Spell

Fire Whip

Source Spell Types

Individual Spell

Fireproof Armor

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

Armor & Battle Shells, Heat, Fuel, and Hearthwork

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working allows the caster to infuse an armor and cause its Damage Resistance (DR) to be multiplied against burning damage. The effect is applied by a successful Innate Attack (Gaze) roll and remains for three minutes. This costs 44 points for the first level, increasing DR by +100% against burning attacks, and an additional 40 points for each subsequent level, increasing the DR multiplier by +100% for each level.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Fireproof Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Fireproof Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Fireproof Armor imbuement skill from Pyramid #3-4.

Archmagister's Counsel

Armor is expensive; replacing it more so. A shrewd commander ensures his forces’ gear doesn't melt off their backs at the first whiff of dragon fire or a wizard's misplaced enthusiasm.

Source Spell

Fireproof Armor

Source Spell Types

Individual Spell

Flame Strike

24.5 points/level*.

Missiles, Jets, and Rays, Flame Assaults & Battlefire

Keywords

Control, Damage, Defense, Missile

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This outdoor-only burst of Lattice-manipulated fire slams into a target within 100 yards, inflicting 2d burning damage per level. Collateral damage is equal to the basic damage, divided by the distance in yards from the impact point. The Guild calls it 'elemental magic'; I call it a very effective way to clear a battlefield.

Statistics

Burning Attack 2d (Environmental, Outdoors, -20%; Explosion 3, +150%; Overhead, +30%; Sorcery, -15%) [24.5/level*]. * Calculate the total cost, then round up.

Archmagister's Counsel

You can level armies with this, my lord. Focus this 'Flame Strike' on your enemies' siege equipment, or, if you're feeling particularly ambitious, their supply lines. Just ensure it's outdoors, which, for most battlefields, isn't a problem.

Source Spell

Flame Strike

Source Spell Types

Blasting Spells

Flameturning

2.5 points/level.

Flame Assaults & Battlefire

Keywords

Damage, Defense, Utility

Casting Roll

IQ/2 + 3

Range

Self.

Duration

Instantaneous.

Description

This instant manipulation of The Lattice allows the caster to turn away incoming fire or heat attacks. For every point invested, the caster gains 2 damage resistance against a fire or heat attack, usable as an active defense. This is effectively Damage Resistance 2 (Active Defense, -40%; Force Field, +20%; Limited, Heat/Fire, -40%; Sorcery, -15%) per level.

Statistics

Damage Resistance 2 (Active Defense, -40%; Force Field, +20%; Limited, Heat/Fire, -40%; Sorcery, -15%) [2.5/level].

Archmagister's Counsel

Against a Dragon, this is the cheapest insurance your Royal Guard can carry. A smart Lord ensures their mages are as prepared for the battlefield as their knights.

Source Spell

Flameturning

Source Spell Types

Individual Spell

Flaming Armor

19 points.

Armor & Battle Shells, Heat, Fuel, and Hearthwork

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice sheathes a subject in flame for 3 minutes, dealing 1d-1 burning damage to anyone who touches them. Additionally, the subject illuminates their surroundings like a torch.

Statistics

Affliction 1 (HT; Advantage, Flaming Armor, +70%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [19]. Note: “Flaming Armor” is Burning Attack 1d-1 (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [6] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

A fine intimidation tactic, or a deterrent for a bodyguard. Few wish to grapple with a man actively on fire, regardless of whether it's Wizardry or Sorcery at play.

Source Spell

Flaming Armor

Source Spell Types

Fire Spells

Flaming Missiles

14 points.

Weapon Boons & Retaliations

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes. Once cast upon a projectile weapon, this spell causes its missiles to do an additional 1d of follow-up (p. B105) burning damage. The wielder will find the weapon hot to the touch, but not uncomfortable to use. The missiles also will give off light as a torch in flight and for 10 seconds after that, unless quenched.

Description

This manipulation of the Lattice imbues a projectile weapon with a 3-minute enchantment. Each missile fired inflicts an additional 1d of burning damage, acting as a follow-up. The weapon itself feels warm, but not painfully so, to the wielder. Projectiles emit light like a torch during flight and for 10 seconds post-impact, unless extinguished. This costs 14 points.

Statistics

Affliction 1 (HT; Accessibility, Only on projectile weapons, -30%; Advantage, Flaming Missiles, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [14]. Note: “Flaming Missiles” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [4] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

When your archers rain down flaming death, the enemy doesn’t care if you chanted for it or if it’s in your blood; they only care that their defenses are burning. Use this to demoralize, illuminate, and incinerate.

Source Spell

Flaming Missiles

Source Spell Types

Unmerged Spells

Flaming Sphere

5.5 points*.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to «lock on».

Range

50 yards.

Duration

Instantaneous.

Description

A sphere of flame, born from your touch, flies along the ground to strike a target, inflicting 1d burning damage per level of this spell. Innate Attack (Projectile) determines the 'lock on,' and it maintains a range of 50 yards. The effect is instantaneous upon impact, though the missile itself has a variable flight time.

Statistics

Burning Attack 1d (Environmental, Along the floor, -15%; Guided, +50%; Reduced Range, x1/2, -10%; Sorcery, -15%) [5.5/level*]. * Calculate the total cost then round up.

Archmagister's Counsel

Why use archers when you can have flame spheres doing the tedious work? This is how you clear a path, not with diplomacy, but with fire delivered directly to the enemy's feet.

Source Spell

Flaming Sphere

Source Spell Types

Blasting Spells

Flaming Weapon

15 points.

Weapons & Battlework

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes. Once cast upon a weapon, this spell causes it to do an additional 1d of follow-up (p. B105) burning damage. The wielder will find the weapon hot to the touch, but not uncomfortable to use. The weapon also will give off light as a torch.

Description

This manipulation of the Lattice causes a weapon to generate an additional 1d of follow-up burning damage for three minutes. The weapon is hot but not injurious to its wielder, and it also functions as a torch, illuminating the immediate area.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Flaming Weapon, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Note: “Flaming Weapon” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [4] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

Equip your elite guard with this, and watch as their initial blows not only strike true but also ignite fear and clothing on the enemy. A burning banner is a powerful message.

Source Spell

Flaming Weapon

Source Spell Types

Individual Spell

Flammability

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

Battlefield Zones & Fields

Keywords

Area, Control, Debuff, Leveled, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes. Everything in the area becomes easily flammable. Every affected creature or object must make a HT roll to avoid catching fire whenever they receive a major wound from a burning or explosive attack. They catch fire automatically if such an attack inflicts 10+ HP of injury. Once aflame, they suffer 1d-1 injury per second until you extinguish the fire by immersion in water, rolling on the ground (takes 3 seconds), etc.

Description

This manipulation of the Lattice renders objects and creatures within a targeted area highly susceptible to burning. For 3 minutes, any affected entity that suffers a major wound from a burning or explosive attack must roll against HT to avoid catching fire. A major wound inflicting 10+ HP of injury ignites them automatically. Once aflame, they take 1d-1 injury per second until extinguished. The base cost is 31 points for a 2-yard radius, with each additional level expanding the area by 2 yards for 5 points.

Statistics

Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Combustible, +5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [31]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Why bother with fireballs if you cannot make fire stick? This spell ensures your enemies burn, allowing you to maximize the destructive output of your pyromancers and engin-eaters. Just make sure your own troops aren't caught in the blaze, unless you want them to burn as well.

Source Spell

Flammability

Source Spell Types

Artillery Spells

Flash

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

Lightning & Radiant Assaults

Keywords

Area, Debuff, Defense, Information, Leveled, Resisted-HT

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

5 seconds.

Description

This manipulation of the Lattice creates a blinding flash over a 2-yard area, affecting all within. Each target must roll a successful HT save or suffer blindness for 5 seconds. Additional levels expand the area of effect.

Statistics

Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Reduced Duration, 1/30, -30%; Sorcery, -15%; Vision-Based, +150%) [31]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

A blind foe is a dead foe. Use this to sow chaos among enemy ranks, allowing your soldiers to advance or retreat unmolested. Its utility is undeniable, regardless of how the lattice is plucked.

Source Spell

Flash

Source Spell Types

Light & Darkness Spells

Flash Forward

40 points.

Time

Keywords

Damage, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the caster to briefly exist in a future moment, attack, and then return to their original position. It's a Move and Attack maneuver that effectively rewinds time 1 second after the strike, making the caster seem to flicker in and out of existence.

Statistics

Altered Time Rate 2 (Accessibility, Only to perform a Move and Attacks and then return to the initial position, -30%; Maximum Duration, 1 second, -75%; Reflexive, +40%; Sorcery, -15%) [40].

Archmagister's Counsel

This spell is for assassins. Your enemies will find themselves struck from seemingly nowhere by a force that disappears as quickly as it arrives. A swift blow from a moving target against a stationary one is often a killing blow.

Source Spell

Flash Forward

Source Spell Types

Time Spells

Flee

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

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 minute.

Description

This spell, for 15 points per level, increases a subject's Basic Move by 1 per level, applicable only when Enhanced Move or Sprinting would normally apply. The effect lasts for 1 minute.

Statistics

Affliction 1 (HT; Advantage, Flee 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [15]. Additional levels add further Flee to the Advantage enhancement [+4]. Note: Each level of “Flee” is Basic Move 1 (Magical, -10%; Takes Extra Time 1, -10%) [4].

Archmagister's Counsel

There are times when even a King must 'get out of dodge.' This isn't about cowardice; it's about tactical redeployment or ensuring an heir's survival. The Lattice doesn't care about your valor; it cares about your will to survive. Use it.

Source Spell

Flee

Source Spell Types

Least Spells

Flesh to Adamant

66 points.

Breaking, Shattering, and Ruin, Earthshape, Passage, and Transmutation

Keywords

Control, Debuff, Defense, Information, Malediction, No-Signature, Persistent, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent.

Description

This potent manipulation of the Lattice transmutes a living subject and everything they carry into solid adamant. The target resists with HT; failure results in permanent, complete petrification. This effect is exceptionally difficult to dispel, rendering most counter-magics useless.

Statistics

Affliction 1 (HT; Cosmic, Hard to Dispel, +50%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Sorcery, -15%) [66].

Archmagister's Counsel

This is not merely execution; it is a permanent monument to your power. Think not of bodies to bury, my Lord, but of adamantine statues to adorn your keep, serving as eternal warnings to any who would defy you.

Source Spell

Flesh to Adamant

Source Spell Types

Essential Earth Spells

Flesh to Glass

61 points.

Crafting, Repair, and Reshaping, Metal & Glass

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent. “Vitrifies” a living subject (and all his gear!), turning that person into glass. If he fails to resist, his body and anything he is carrying become glass. This cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21) or the equivalent of Stone to Flesh (GURPS Magic, p. 53). Stone to Flesh removes this effect with a -4 penalty, unless the person attempting to remove the effect also knows Flesh to Glass.

Description

This brutal manipulation of the Lattice transforms a living subject, and everything they carry, into glass with no chance of natural recovery. The victim resists with HT. Breaking this effect requires specific counter-magic like Remove Curse or Stone to Flesh, the latter suffering a -4 penalty unless the caster possesses knowledge of Flesh to Glass itself. Dispel Magic will not suffice. Costs 61 points.

Statistics

Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Sorcery, -15%) [61].

Archmagister's Counsel

Why bother with messy executions or dungeons when you can turn your enemies into brittle garden statues? A lord truly understands power when he can install his vanquished foes as permanent, fragile monuments on his estate.

Source Spell

Flesh to Glass

Source Spell Types

Glass Spells

Flesh to Ice

61 points.

Ice, Snow, and Frost

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent. “Petrifies” a living subject (and all his gear!) into ice! If he fails to resist, his body and anything he is carrying become ice. This cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21) or the equivalent of Stone to Flesh (GURPS Magic, p. 53). Stone to Flesh removes this effect with a -4 penalty, unless the person attempting to remove the effect also knows Flesh to Ice. The subject melts naturally, if the temperature is above freezing.

Description

This brutal manipulation transmutes a living subject and their possessions into ice upon a failed HT roll. The effect is permanent, resisting any mere 'Dispel Magic.' Reversal demands something akin to Remove Curse or Stone to Flesh, though the latter faces a -4 penalty unless the caster knows Flesh to Ice themselves. The ice melts naturally if temperatures rise above freezing, which I find hysterically ironic.

Statistics

Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Sorcery, -15%) [61].

Archmagister's Counsel

Why bother with messy assassins when you can simply turn an opposing general, and all his shiny armor, into an ice sculpture? Leave him to stand in the sun, and the evidence melts away. Quite sanitary, for conquest.

Source Spell

Flesh to Ice

Source Spell Types

Individual Spell

Flesh to Metal

61 points.

Lesser Hexes & Afflictions, Crafting, Repair, and Reshaping, Metal & Glass

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent.

Description

This raw manipulation of the Lattice transforms a living subject and everything they carry into solid metal. If the target fails to resist with their HT, the transformation is permanent. The Guild calls it 'petrification'; I call it a permanent, if rather ostentatious, means of incapacitation.

Statistics

Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Sorcery, -15%) [61].

Archmagister's Counsel

Have your court sorcerer turn inconvenient political rivals into garden sculptures. Not only does it remove them from the playing field, but it also provides decorative value for your estate.

Source Spell

Flesh to Metal

Source Spell Types

Metal Spells

Flexibility

13, 16, or 25 points.

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

One minute.

Description

This bit of Lattice-plucking grants the subject a +1 bonus to Climbing, Escape, and Erotic Art rolls, as well as to attempts to break free in close combat. It also allows them to ignore up to -1 in penalties for cramped quarters. The basic version costs 13 points and, like all such manipulations, lasts a crisp minute.

Statistics

Affliction 1 (HT; Advantage, Flexibility, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [13]. Note: “Flexibility” is Flexibility (Magical, -10%; One Third of the Effect, x1/3) [2]. The improved version removes One Third of the Effect, x1/3 [+3]. The greater version improves Flexible to Double-Jointed [+9].

Archmagister's Counsel

A lord's chamber, or a dungeon, or even a diplomatic negotiation... wherever a binding might occur, this manipulation ensures your asset can slip free. The Guild calls it 'finesse,' I call it 'not getting caught.'

Source Spell

Flexibility

Source Spell Types

Least Spells

Flight

48 points.

Ways, Passage, and Travel, Radiance, Sight, and Reflection

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice grants the subject the mundane ability to fly, making them airborne. While a potent means of travel, operating in upper atmospheric conditions necessitates additional protections against the thin, cold air, such as Doesn't Breathe and Temperature Tolerance. It costs 48 points and lasts for 3 minutes.

Statistics

Affliction 1 (HT; Advantage, Flight, +360%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [48]. Note: “Flight” is Flight (Magical, -10%) [36].

Archmagister's Counsel

Frankly, this spell, whether cast by a bookish Wizard or a gifted Sorcerer, is an uncomplicated marvel. My lord, deploy it for swift messenger delivery, surprise attacks on siege engines, or simply to awe your provincial rivals; do not let 'purity of method' blind you to practical power.

Source Spell

Flight

Source Spell Types

Movement Spells

Fling Fruit

1 point/level.

Growth, Blessing, and Husbandry

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to seize and propel fruits and similar agricultural products as if possessing hands with ST equal to the spell's level. The cost is 1 point per level, and the range is 10 yards with indefinite duration.

Statistics

Telekinesis 1 (Only to pick up and throw fruit, -65%; Sorcery, -15%) [1]. Each additional level adds Telekinesis 1 (Only to pick up and throw fruit, -65%; Sorcery, -15%) [+1].

Archmagister's Counsel

While peasants see this as a harmless jest, a high-level Fling Fruit user can clear a marketplace of produce in moments, creating chaos or denying supplies. A Lord could easily use this to disrupt enemy logistics.

Source Spell

Fling Fruit

Source Spell Types

Plant Spells

Floating Disk

99 points.

Force

Keywords

Control, Persistent, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This spell conjures a 2-yard diameter, slightly concave, circular plane of force, 1-inch deep at its center. It persistently follows the caster, bearing loads without requiring direct manipulation.

Statistics

Telekinesis 15 (Area Effect, 2 yards, +50%; Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Independent, +40%; No Fine Manipulations, -20%; Sorcery, -15%) [98] + Hydrokinesis (Magical, -10%) [1].

Archmagister's Counsel

Your Quartermaster will find this 'disk' invaluable for bypassing pesky terrain with supplies. The Guild's mages also conjure these, proving practicality transcends their petty divisions.

Source Spell

Floating Disk

Source Spell Types

Force Spells

Flock of Ravens

30 points.

Speed, Haste, and Handling, Animal Command & Repelling

Keywords

Buff, Damage, Defense, Healing, Information, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Nine seconds.

Description

This manipulation of the Lattice conjures a flock of shadowy, semi-real ravens around the subject. Opponents suffer a -4 penalty to vision and vision-based attacks against the subject, who remains otherwise unhindered.

Statistics

Affliction 1 (HT; Advantage, Flock of Ravens, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [30]. Note: “Flock of Ravens” is Obscure 4 (Vision; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [16] + Obscure 4 (Hearing; Magical, -10%; No Area of Effect, -50%) [4].

Archmagister's Counsel

A fine spell for a quick escape or cloaking an assassin. Just don't expect it to stop a determined thrust through the 'shadows'; it merely makes hitting a bit harder.

Source Spell

Flock of Ravens

Source Spell Types

Winged Folk Spells

Flow

45 points.

Water Shaping & Passage

Keywords

Damage, Utility

Casting Roll

Power Dodge (IQ/2+3).

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the caster to instantaneously become liquid, evading harm. A successful Power Dodge against the attack grants the benefits of Injury Tolerance (Diffuse) for that instant by allowing the caster to simply flow around the blow. Cost: 45 points.

Statistics

Injury Tolerance (Diffuse; Active Defense, -40%; Sorcery, ‑15%) [45].

Archmagister's Counsel

Your royal heir, bless her heart, once used this trick to escape a rather embarrassing confrontation with a grumpy stable master. Effective, but hardly regal. Remind them that true power isn't just about escaping; it's about not being in the situation in the first place.

Source Spell

Flow

Source Spell Types

Fluid Spells

Fluid Jet

35.2 points for level 1 + 9.2 additional/level***.

Drowning, Dehydration, and Fluid Assaults

Keywords

Control, Damage, Defense, Information, Jet, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

20 yards.

Duration

Instantaneous.

Description

This direct manipulation of the Lattice projects a focused jet of fluid—either air or water—from the caster's fingertip, capable of striking a target up to 20 yards away with no range penalties. It's a Crushing Attack, delivering 1d damage per level, which can be dodged or blocked, but not parried. It is particularly effective for extinguishing fires or affecting diffuse targets with double knockback. The water jet also causes temporary Blindness (HT, 1 second duration) if it strikes an unprotected face.

Statistics

Crushing Attack 1d (Blockable, -5%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; No Blunt Trauma, -20%; No Wounding*, -25%; Sorcery, -15%) [6/level (decreased to 1.2/level)] + Crushing Attack 1d (Blockable, -5%; Can extinguish fire, +10%; Cosmic, Does knockback-based damage against diffuse and flame targets, +50%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; No Blunt Trauma, -20%; No Wounding**, -5%; Sorcery, -15%) [8/level] + Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable, -5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; Reduced Duration, 1/60, -35%; Vision-Based, +150%) [26]. Notes: The two abilities are bought as Alternative Abilities. * Except versus diffuse targets, an exception which halves the value of this limitation. ** Except versus diffuse and flame targets, an exception which decreases the value of this limitation. *** Calculate the total cost, then round up.

Archmagister's Counsel

Employ this to douse enemy siege engines or blind their archers. Its utility against a raging fire is obvious, but its subtle application of disorienting an opponent with a sudden blast to the face can turn a skirmish.

Source Spell

Fluid Jet

Source Spell Types

Fluid Spells

Fluid Vision

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

Senses & Perception, Winds, Vapors, and Sky Passage, Water Shaping & Passage

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This manipulation of the Lattice allows the subject to perceive through obscuring elements like water (including ice and steam), smoke, fog, dust, or sand. Each level of the spell permits vision through six inches of such substances, lasting three minutes. It costs 22 points for the first level and 10 points for each additional level, with a range of 100 yards. No casting roll required; aim as per Innate Attack (Gaze).

Statistics

Affliction 1 (HT; Advantage, Air Vision 1, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Additional levels add further Fluid Vision to the Advantage enhancement [+10]. Note: Each level of “Fluid Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Air, -40%) [5] + Penetrating Vision 1 (Magical, -10%; Specific, Water, -40%) [5].

Archmagister's Counsel

Understanding what your enemy cannot see, and what they *think* they can't see, is half the battle. Use this to place your archers, and discover their hidden blades. The Guild will call it 'divination'; I call it a winning strategy.

Source Spell

Fluid Vision

Source Spell Types

Fluid Spells

Flying Carpet

89 points for level 1 + 18 points/additional level.

Speed, Haste, and Handling

Keywords

Buff, Control, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Transforms a carpet (or any other object one could reasonably stand on or in – cauldron, chair, towel, broom, etc.) into a flying vehicle. It is under the command of the first person to step aboard it. If there are several beings already aboard when the spell is cast, roll a Quick Contest of Will to see who gets control; the caster (if aboard) gets a +5 bonus to this roll. If the pilot leaves the carpet, roll another quick contest of Will between the remaining passengers to see who gets control. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, the passengers will need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and Temperature Tolerance). The carpet cannot fly in a trace atmosphere or vacuum. The carpet’s flight Move is the caster's Basic Speed x 2 (drop all fractions). It can also “fly” at half-speed underwater. Flight includes the ability to hover at Move 0 as well. Each level of Flying Carpet also doubles the carpet’s top speed in air. The carpet’s multiplied Move is its top speed. This does not affect Basic Speed, Basic Move, or Dodge. Its benefits apply only when moving along a relatively straight. It does have some defensive value, however: those who attack the carpet or its passengers with ranged attacks must take its speed into account when calculating speed/range modifiers (see p. B550).

Description

This neat trick turns any suitable object—a rug, a broom, even a cauldron—into a flying vehicle for 30 minutes. The first to board controls it, though a Quick Contest of Will (caster gets +5) settles disputes if multiple people are on it when the spell is cast. Its flight speed is twice the caster's Basic Speed, and each spell level doubles that top speed. It works anywhere with a significant atmosphere, offering speed/range defense against ranged attacks. It even works underwater at half speed.

Statistics

Affliction 1 (HT; Accessibility, Only on carpets or similar objects, -40%; Advantage, Flying Carpet, +770%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [89]. Notes: “Flying Carpet” is Flight (Magical, -10%) [36] + Enhanced Move 1 (Air; Magical, -10%) [18] + Compartmentalized Mind 1 (Controls; Magical, -10%) [23]. Each additional level adds an additional level of Enhanced Move 1 (Air; Magical, -10%) [+18].

Archmagister's Counsel

Why bother with mounts or cumbersome wagons when you can simply fly above the rabble? A quick escape, an unexpected flanking maneuver, or simply showing off your superior means of travel—this spell is invaluable for getting where you need to be, consequences be damned.

Source Spell

Flying Carpet

Source Spell Types

Movement Spells

Flying Shards

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

Breaking, Shattering, and Ruin

Keywords

Area, Damage, Defense, Leveled, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This crude, yet effective, manipulation of the Lattice conjures a swarm of stones, striking for 1d-1 crushing damage. Each level beyond the first widens the affected area by 2 yards, costing 2 additional points. Aim with Innate Attack (Projectile) at +4. Misses scatter.

Statistics

Crushing Attack 1d-1 (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Overhead, +30%; Sorcery, -15%; Variable, Area, +5%) [7]. Additional levels add more Area Effect (+50%) [+2].

Archmagister's Counsel

Why bother with siege engines or formations when you can simply rain down destruction from above? A perfect tool for breaking up enemy lines or flattening their encampments before they even know what's hit them.

Source Spell

Flying Shards

Source Spell Types

Dominions Spells

Fog

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

Breath & Atmosphere, Rain, Wind, and Greater Weather

Keywords

Area, Damage, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This knack conjures a dense area of fog, imposing a hefty -8 penalty to vision rolls made through it. A useful visual barrier for the 'Gifted' who understand that obscuring sight is often more effective than direct confrontation. It also impedes fire attacks, for those who bother with such details.

Statistics

Obscure Vision 8 (Drifting, +20%; Extended, Ladar, +20%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [29]. Additional levels add Area Effect (+50%) to the advantage [+8].

Archmagister's Counsel

Understanding this bit of Lattice-work means you understand how to hide your movements on the battlefield or, more importantly, how to deny your enemy a clear shot at your archers. Forget their fancy 'Wizard's Ward'; this is practical obscurity.

Source Spell

Fog

Source Spell Types

Weather Spells

Fog Cloud

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

Winds, Vapors, and Sky Passage

Keywords

Area, Damage, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

At a cost of 13 points per level, this spell conjures a two-yard radius cloud of fog, imposing a -4 penalty on all vision rolls made through it for 10 seconds. Each additional level increases the affected area for 4 points.

Statistics

Obscure Vision 4 (Drifting, +20%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [13]. Further levels add Area Effect (+50%) to the advantage [+4].

Archmagister's Counsel

This trivial manipulation, while unassuming, is excellent for screening troop movements or obscuring archer lines. A wise commander uses the Lattice to their advantage in all forms, not just the flashy ones.

Source Spell

Fog Cloud

Source Spell Types

Individual Spell

Foolishness

32 points.

Mental Curses & Counterwill

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

The target's intellect is momentarily scrambled, suffering a cumulative IQ loss equal to your margin of victory, capped at -10. All skills and spells relying on IQ are diminished by the same amount for 3 minutes. The Malediction is subtle, leaving no visible trace of its origin.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Attribute Penalty, IQ-10, +100%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of victory, -50% Sorcery, ‑15%) [32].

Archmagister's Counsel

This spell is remarkably effective for disrupting enemy mages or strategists; a simple drop in IQ can make a seasoned general forget his right from his left, or a powerful wizard fumble their own spells. It is best used to create opportunities rather than achieve outright victory.

Source Spell

Foolishness

Source Spell Types

Individual Spell

Fool’s Banquet

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

Safeguards & Reliefs

Keywords

Area, Buff, Defense, Leveled, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim. Use IQ or Artist (Illusion) to determine how convincing the illusion is.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice transforms a mundane, edible object into a convincing illusion of attractive, tasty food. The target object gains the sights, sounds, feels, tastes, and smells of a delicious meal. It functions as an Affliction 1 (HT) with the "Fool’s Banquet" advantage, costing 42 points for level 1 and 12.5 points for each additional level of Area Effect.

Statistics

Affliction 1 (HT; Accessibility, Only on objects that can be eaten, -20%; Advantage, Fool’s Banquet, +280%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [52]. Notes: “Fool's Banquet” is Illusion (Accessibility, Only to make the object look like tasty food, -40%; Emanation, -20%; Extended, Taste/Smell, +20%; Extended, Touch, +20%; Independence, +40%; Magical, -10%) [28*]. Additional levels add Area Effect (+50%) to the Fool’s Banquet advantage [+12.5*]. * Calculate the total cost and then round down (because the base ability costs just 27.5 points before rounding). Level 2 of the spell costs 44 points, level 3 costs 57 points, level 4 costs 69 points, level 5 costs 82 points, and so on.

Archmagister's Counsel

If you wish to distract a guard or disarm an enemy without bloodshed, making their rations appear as a feast of excrement is remarkably effective. Both Sorcerers and Wizards can manage this trick; it is the intent, not the method, that truly matters here.

Source Spell

Fool’s Banquet

Source Spell Types

Individual Spell

Forbidden Wisdom

68 points.

Pain, Stun, and Collapse

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous. Reveals a truth that’s forbidden to living. Subjects with IQ 0-5 are immune. An IQ 6+ target must resist with IQ. Failure to resist means the subject is unmade, along with anything carried. A critical failure on the casting roll means the caster is unmade instead!

Description

This Malediction, costing 68 points and resisted by IQ, reveals a forbidden truth, instantly unmaking any IQ 6+ subject who fails to resist, along with their possessions. Subjects with IQ 0-5 are immune. A critical casting failure turns the effect back on the caster.

Statistics

Affliction 1 (IQ; Accessibility, Only on IQ 6+ beings, -10%; Based on IQ, +20%; Cosmic, Leaves no trace of victim or gear, +50%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Affects the caster on a critical failure, -40%; Sorcery, -15%) [68].

Archmagister's Counsel

There will always be knowledge too terrible for the living; this spell allows you to weaponize it. While the Guild twaddles about ethics, you'll be removing problems, quietly and completely.

Source Spell

Forbidden Wisdom

Source Spell Types

Individual Spell

Force Ball

10 points/level.

Missiles, Jets, and Rays, Force

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

50 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice projects a ball of pure force, inflicting 1d crushing damage per level. The force doubles its knockback potential and reliably affects insubstantial beings. Range is 50 yards, and the effect is instantaneous.

Statistics

Crushing Attack 1d (Affects Insubstantial, +20%; Double Knockback, +20%; Increased 1/2D, x10, +15%; Rapid Fire, Chaining, 7 targets, +70%; Reduced Range, ½, -10%; Sorcery, -15%) [10/level]. Notes: Rapid Fire, Chaining is taken from Ravens N’ Pennies blog post.

Archmagister's Counsel

A brute-force solution, effective at clearing a path through any opposition, solid or otherwise. Focus on accuracy; a forceful push means nothing if your target is untouched.

Source Spell

Force Ball

Source Spell Types

Artillery Spells

Force Bolt

6 points/level.

Force

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This crude, yet effective, manipulation of the Lattice launches a crushing missile of pure force at a single target. Each level of investment grants 1d crushing damage, also affecting insubstantial entities and imparting double knockback. Hitting the target requires an Innate Attack (Projectile) roll, subject to standard range penalties, up to 100 yards.

Statistics

Crushing Attack 1d (Affects Insubstantial, +20%; Blockable, -5%; Double Knockback, +20%; Sorcery, -15%) [6/level].

Archmagister's Counsel

Why bother with fancy incantations when a simple shove, scaled for battlefield efficiency, can clear a path? This is how you shatter a unit’s morale before they even reach your lines.

Source Spell

Force Bolt

Source Spell Types

Individual Spell

Force Harpoon

97 points.

Force

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This channels raw force into a 'harpoon' that impales a single target, dealing 2d-1 impaling damage. The target must immediately make an Acrobatics roll to avoid falling prone, assuming the harpoon strikes the ground or a sufficiently rigid surface behind them. This can affect insubstantial entities. No casting roll; accuracy is determined by an Innate Attack (Projectile) roll, subject to standard range penalties out to 100 yards.

Statistics

Impaling Attack 2d-1 (Affects Insubstantial, +20%; Blockable, -5%; Link, +10%; Magical, -10%) [17] + Warp (Accessibility, Only where the harpoon hits, -20%; Blind Only, -50%; Cosmic, No roll required, +100%; Extra Carrying Capacity, Light, +10%; Link, +10%; Nuisance Effect, Acrobatics roll, -15%; Range Limit, 100 yards, -40%; Sorcery, -15%) [80].

Archmagister's Counsel

A fine way to ensure a problematic 'negotiator' understands the urgency of your demands, or to simply ensure a fleeing brigand finds himself staring at the sky. Effective, direct, and rarely subtle.

Source Spell

Force Harpoon

Source Spell Types

Individual Spell

Force Spear

34 points.

Force

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This Sorcery manifests a spear of pure force that launches at a single target. It deals 2d-1 impaling damage, impacts the incorporeal, and, once embedded, anchors the target for as long as it remains. Hitting requires an Innate Attack (Projectile) roll, subject to standard range penalties to the target. It costs 34 points to maintain this effect.

Statistics

Impaling Attack 2d-1 (Affects Insubstantial, +20%; Blockable, -5%; Cosmic, Anchoring, +100%; Cosmic, Gets stuck, +50%; Sorcery, -15%; Terminal Condition, Removed, -10%) [34].

Archmagister's Counsel

Rather than relying on clumsy nets or expensive binds, a well-placed Force Spear can anchor an escaping enemy or even a stubborn beast. Far more efficient than a dozen guards, wouldn't you say?

Source Spell

Force Spear

Source Spell Types

Individual Spell

Forceful Hand

25 points.

Force

Keywords

Control, 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 Forceful Hand shove (p. B372) the designated opponent. 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 spell conjures a SM+0 hand of shimmering force, appearing between the caster and an opponent. It automatically maintains this position, offering cover (HP 20, DR 20). The caster can Concentrate to move it at Move 4 (towards either caster or designated opponent, not closer than 3 yards to caster) or to make it shove the opponent (using the caster's DX, ST 12). The hand's presence forces the opponent to evade if approaching. It can block even insubstantial foes. It dispels if bypassed or destroyed, and the caster can redirect it to a new opponent with Concentration.

Statistics

Telekinesis 4 (Affects Insubstantial, +20%; Independent, +40%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing and shoving, -60%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [11] + Telekinesis 8 (Affects Insubstantial, +20%; Independent, +40%; Lift Only, -20%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing and shoving, -60%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [14].

Archmagister's Counsel

This 'Forceful Hand' is an invaluable tool for keeping a troublesome individual off-balance and at bay, offering your archers or sorcerers a critical moment to strike. Whether it's a Wizard's construct or a Sorcerer's 'pure' power, the Lattice doesn't care which method provides this advantage on the battlefield.

Source Spell

Forceful Hand

Source Spell Types

Force Spells

Forceful Weapon

32 points.

Weapons & Battlework, Force

Keywords

Buff, Control, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working applies the "Forceful Weapon" effect to any weapon, enhancing its knockback. The attack effectively gains the Double Knockback modifier. The cost is 32 points, and it lasts for three minutes. There is no casting roll required; simply aim using Innate Attack (Gaze) and ensure the target is within 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Forceful Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Forceful Weapon” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Forceful Blow imbuement skill.

Archmagister's Counsel

Why simply cut a foe when you can send them sprawling into their comrades, disrupting their line? This spell is simple, effective, and quite ungentlemanly in its application of raw force.

Source Spell

Forceful Weapon

Source Spell Types

Individual Spell

Forest Defense

27 points.

Safeguards & Reliefs

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working animates nearby vegetation to intercept attacks, granting the subject Damage Resistance 5, which stacks with other armor. This protection is effective only when the subject occupies a hex with vegetation. The DR is considered Environmental (Vegetation), Force Field, and Magical, but its strength is dependent on the density of the surrounding plants. This spell lasts for three minutes and has no signature.

Statistics

Affliction 1 (HT; Advantage, Forest Defense, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [27]. Note: “Forest Defense” is Damage Resistance 5 (Environmental, Vegetation, -40%; Force Field, +20%; Magical, -10%; Nuisance Effect, Strength is based on vegetation density, -10%) [15].

Archmagister's Counsel

A sorcerer with this trick up their sleeve turns any forest or garden into a personal shield wall. Give your archers this rather than plate; it makes them harder to hit and doesn’t slow them down when they retreat.

Source Spell

Forest Defense

Source Spell Types

Individual Spell

Forest Warning

47 points + 5 points/additional level.

Wood, Vines, and Plant Forms

Keywords

Area, Debuff, Leveled, Malediction, No-Signature, Persistent, Resisted-DX

Casting Roll

Will. Use Hearing to notice threats.

Range

Unlimited.

Duration

Eight hours.

Description

This manipulation of the Lattice causes vegetation within the affected area to become preternaturally noisy. The sorcerer's margin of success sets the ambient noise level, granting anyone within the area a bonus to their Hearing rolls equal to that margin to detect movement. This effect lasts eight hours, covers a 2-yard radius, and penalizes the movement of anyone on the ground in vegetation with a -5 DX penalty for sound-based detection, effectively making their movement noisier. Each additional level expands the affected area by 2 yards.

Statistics

Affliction 1 (DX; Accessibility, Only targets moving on the ground, -10%; Area Effect, 2 yards, +50%; Based on DX, +20%; Disadvantage, Noisy 5, +10%; Environmental, Vegetation, -20%; Extended Duration on Persistent, 3,000x, +140%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%; Terminal Condition, Leaving the area, -20%; Variable, Area, +5%) [47]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

A clever lord uses this not for killing, but for control. Every rustle and snap becomes a sentinel’s alert. No peasant, spy or beast can cross your lands unnoticed without revealing their presence through the very foliage meant to conceal them.

Source Spell

Forest Warning

Source Spell Types

Plant Spells

Foretelling

13 points.

Divination & Omens

Keywords

Control, Defense, Information

Casting Roll

IQ.

Range

Self.

Duration

Instantaneous.

Description

This instant manipulation of the Lattice, requiring an IQ roll, guides the caster toward a favorable decision when faced with multiple options. A standard success identifies a good choice, while a critical success reveals the optimal path. The 'why' of the decision is not provided; only the outcome.

Statistics

Intuition (Sorcery, -15%) [13].

Archmagister's Counsel

There are those who call this 'intuition.' I call it ensuring your scouts always pick the least-guarded route home, or your investments always turn a profit. The Guild would try to overcomplicate the 'logic' of the outcome; you, my Lord, simply need to know it works.

Source Spell

Foretelling

Source Spell Types

Divination Spells

Forgetfulness

34 points.

Mental Curses & Counterwill

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

30 minutes.

Description

This manipulation of the Lattice — regardless of whether a 'wizard' or 'sorcerer' performs it — causes a sapient being (IQ 6+) to forget a specific fact, as well as the memory of ever having known it, for 30 minutes. This is a resistible affliction based on Will, costing 34 points.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Accessibility, One fact at a time, -10%; Based on Will, +20%; Disadvantage, Total Amnesia, +25%; Extended Duration, 10x, +40%; Malediction 2, +150%; No Signature, +20%; Selective Effect, +20%; Sorcery, ‑15%) [34].

Archmagister's Counsel

If you wish to control information, there are subtler ways than outright mind control. This little trick ensures your enemy never knew that inconvenient truth, not just that they forgot it. Useful for rewriting history, or just winning a very important game of cards.

Source Spell

Forgetfulness

Source Spell Types

Mind Control Spells

Forked Lightning

15.5 points/level.

Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy

Keywords

Control, Damage, Defense, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This spell projects a cone of lightning, inflicting 1d burning surge damage per level. Metallic armor offers only DR 1 protection, while non-metallic armor defends as usual. The raw power of the Lattice indifferent to your chosen method.

Statistics

Burning Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Range, 1/10, -30%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [15.5/level].

Archmagister's Counsel

If you're going to glass a section of a battlefield, you could do worse than using this. It's an efficient way to 'clear' an area before your cavalry charge through.

Source Spell

Forked Lightning

Source Spell Types

Lightning Spells

Form of the Dragon

60 points or 140 points or more; see text.

Alteration, Growth, and Other Transmutations

Keywords

Persistent, Utility

Casting Roll

None. Special casting time.

Range

Self.

Duration

Indefinite.

Description

This Lattice-shaping allows the caster to assume draconic forms, precisely as with the Morph advantage, for an indefinite duration. The base transformation takes 10 seconds. For a considerably greater investment of the caster's internal reserves, this transformation can be expedited by a factor of 4, allowing for much quicker shifts when the need arises.

Statistics

Morph (Accessibility, Dragons Only, -25%; Sorcery, -15%) [60]. The improved version adds Reduced Time 4, +80% [+80].

Archmagister's Counsel

Why bother with mere intimidation when you can become the terror itself? A lord who understands this spell can make his enemies think twice about raiding by occasionally letting a literal dragon fly over their keeps, or better yet, land within his own.

Source Spell

Form of the Dragon

Source Spell Types

Assorted Spells

Fortify

15 points for level 1 + 4.5 points/additional level*.

Armor & Battle Shells

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice grants targeted clothing or armor DR 1 (Magical) per level. It costs 15 points for the first level, with each additional level costing 4.5 points, lasting for 3 minutes. Aiming requires an Innate Attack (Gaze) roll, with a range of 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Fortify 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Each level adds additional Fortify to the Advantage enhancement (+50%) [+4.5*]. Note: Each level of “Fortify” is DR 1 (Magical, -10%) [5]. * Calculate the total cost then round down.

Archmagister's Counsel

Armorers will tell you that plate is superior to mail, and mail to leather. An Enlightened Sorcerer simply makes the leather perform like plate, confounding all battlefield intelligence and saving your coffers a fortune.

Source Spell

Fortify

Source Spell Types

Individual Spell

Foster Hatred

44 points.

Seekers & Trackers, Memory, Thought, and Will

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

One day.

Description

This insidious manipulation of the Lattice instills profound hatred in a sapient subject toward a specified group. The target group can be customized by the caster, based on social standing, ethnicity, species, sex, nationality, or religion. The spell requires a Will roll to cast and, if successful, lasts for one full day, influencing the subject's perceptions and actions. It has an unlimited range.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Extended Duration, 1,000x, +120%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable Enhancement, +50%) [44]. Note: Variable Enhancement provides +10% of enhancements (+100%) but is limited by “Accessibility, Only for Intolerance” (-50%) for a net +50%.

Archmagister's Counsel

While crude, fostering division can be an effective, albeit risky, strategy to weaken a rival nation from within, sowing discord among their populace against a target demographic.

Source Spell

Foster Hatred

Source Spell Types

Psychic Spells as Normal Spells