All Spells (Alphabetical)

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Showing 701-800 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Foul Water Water Shaping & Passage 56 points.
Fount of Wine Grand Arcana & Constructs 11 points/level.
Frailty Arcane Siphons & Frailties 26 points.
Freeze Ice, Snow, and Frost, Tempests, Lightning, and Winter Weather 2 points/level.
Freezing Fog Breath & Atmosphere 31 points for level 1 + 5 points/additional level.
Freezing Sphere Missiles, Jets, and Rays, Drowning, Dehydration, and Fluid Assaults 77 points.
Frost Rain, Wind, and Greater Weather 5 points.
Frost Nova Bursts, Barrages, and Bombardment 12 points/level.
Frost Weapon Shapeshifting & Polymorph, Weapons & Battlework 45 points.
Frostbite Ice, Snow, and Frost 19 points.
Frostburn Tempests, Lightning, and Winter Weather 43 points.
Frozen Heart Internal Ruin, Fatigue, and Decline 33 points.
Fulminating Weapon Shapeshifting & Polymorph, Weapons & Battlework 44 points for level 1 + 40 points/additional level.
Fumble Internal Ruin, Fatigue, and Decline 38 points.
Fungal Pestilence Lesser Hexes & Afflictions 84 points.
Fungal Ruin Lesser Hexes & Afflictions 104 points.
Fungus Control Wood, Vines, and Plant Forms 7 points/level.
Fungus Form Alteration, Growth, and Other Transmutations, Wood, Vines, and Plant Forms 45 points.
Fungus Form Other Alteration, Growth, and Other Transmutations, Wood, Vines, and Plant Forms 66 points.
Fungus Growth Growth, Blessing, and Husbandry 70 points.
Fungus Speech Plant Lore, Speech, and Passage, Communication & Empathy 13 points.
Fur Armor & Battle Shells 19 or 26 points.
Galactomancy Divination & Omens 35 or 85 points.
Gargoyle Skin Armor & Battle Shells 1 or 12 points.
Gastromancy Divination & Omens 37 or 87 points.
Gate Seal Locks, Seals, and Traps, Gate 26 points or 33 points.
Gather Moss Lesser Hexes & Afflictions 49 points or 54 points.
Gauntness Body Forms, Limbs, and Alteration 24 points.
Gemjump Grand Arcana & Constructs 30 points.
Genomancy Divination & Omens 40 or 90 points.
Gentle Repose Safeguards & Reliefs 29 points.
Geomancy Divination & Omens 35 or 85 points.
Geyser Drowning, Dehydration, and Fluid Assaults 83 points for level 1 + 15 points/additional level.
Ghost Touch Armor Armor & Battle Shells, Spirits, Wards, and the Dead 32 points.
Ghost Weapon Weapons & Battlework, Spirits, Wards, and the Dead 25 points.
Ghost Whip Detection & Appraisal, Memory, Thought, and Will, Spirits, Wards, and the Dead 12 points.
Ghost Wind Winds, Vapors, and Sky Passage, Spirits, Wards, and the Dead 48 points for level 1 + 11 points/additional level.
Ghoul Touch Lesser Hexes & Afflictions 32 points.
Giant Form Alteration, Growth, and Other Transmutations 60 points or 140 points or more; see text.
Giant Spider Alteration, Growth, and Other Transmutations, Beast Forms & Traits 16 points for level 1 + 9 points/level + ST to support the new size.
Gift of Letters Communication & Empathy 28 points.
Gifts from Heavens Bursts, Barrages, and Bombardment 75 points or 200 points.
Glandular Rupture Poison 56 points for level 1 + 40 points/additional level.
Glass Missile Crafting, Repair, and Reshaping, Metal & Glass 3.5 points/level*.
Glass to Air Crafting, Repair, and Reshaping, Metal & Glass, Breath & Atmosphere 2 points/level.
Glass Transparency Crafting, Repair, and Reshaping, Metal & Glass 9 points.
Glass Vision Senses & Perception, Crafting, Repair, and Reshaping, Metal & Glass 15 points for level 1 + 3 points/additional level.
Glass Wall Stone, Soil, and Sand 52 points.
Glasswraith Stone, Soil, and Sand 52 points.
Glib Tongue Pain, Stun, and Collapse 8 points.
Glimpse of Hell Emotion & Morale 328 points.
Glitch Lesser Hexes & Afflictions 28 points.
Glitterdust Glamour, Color, and Prism 37 points for level 1 + 5 points/additional level.
Globe of Invulnerability Wards, Shields, and Barriers 100 points for level 1 + 15 points/additional level.
Gloom Glamour, Color, and Prism 33 points for level 1 + 10 points/additional level.
Glow Glamour, Color, and Prism 30 points for level 1 + 10 points/additional level.
Glue Forced Movement & Restraint 35 points for level 1 + 10 points/additional level.
Gluttony Food 38 points for level 1 + 1 point/additional level.
Glutton’s Cheat Battle Blessings & Readiness 1 or 12 points.
Goggles Battle Blessings & Readiness 1 or 12 points.
Golem Enchantment 44 points.
Grace Battle Blessings & Readiness 30 points for level 1 + 18 points/additional level.
Graceful Weapon Weapons & Battlework 24 points.
Grant Plant Intelligence Growth, Blessing, and Husbandry 26 points for level 1 + 18 points/additional level.
Graphology Readings & Analysis 42 or 92 points.
Grasping Branch Commands & Compulsion 15 points/level.
Grasping Doom Battlefield Zones & Fields 22 points for level 1 + 10 points/additional level.
Grasping Hand Grand Arcana & Constructs 3 points/level.
Grasping Hand Force 37 points.
Grave Grounding Death Curses & Withering 69 points.
Graveweed Smoking Readings & Analysis, Death Curses & Withering 5 points.
Gravity Crush Forced Movement & Restraint, Gravity 28.5 points/level*.
Gravity Push Forced Movement & Restraint, Gravity 34.5 points/level*.
Gravity Tolerance Speed, Haste, and Handling, Gravity 17 points or more.
Great Deflect Energy Energy 30 points for level 1 + 5 points/additional level (or more).
Great Deflect Missile Force 27 points for level 1 + 5 points/additional level (or more).
Great Geas Commands & Compulsion 59 points.
Great Hallucination Dreams, Sleep, and Delusion 39 points.
Great Haste Speed, Haste, and Handling, Communication & Empathy 88 points.
Great Healing Healing 86 points.
Great Shapeshift Shapeshifting & Polymorph, Forced Movement & Restraint 85 points or 165 points or more; see text.
Great Ward Wards, Shields, and Barriers 79 points for level 1 + 15 points/additional level (or fewer).
Green Death Death Curses & Withering 26 points.
Green Telurgy Sorcerous Services & Rites 17 points.
Grind Meat Sorcerous Services & Rites 1 point.
Groom Battle Blessings & Readiness 1 or 19 points.
Guardian Spirit Sorcerous Services & Rites, Safeguards & Reliefs, Spirits, Wards, and the Dead 58 points.
Guided Weapon Weapons & Battlework 35 points for level 1 + 8 points/additional level.
Hail Rain, Wind, and Greater Weather 46 points for level 1 + 41 points/additional level.
Hair Growth Body Forms, Limbs, and Alteration 51 points.
Hallucination Dreams, Sleep, and Delusion 31 points.
Hallucinogenic Cloud Winds, Vapors, and Sky Passage 42 points for level 1 + 8 points/additional level.
Halt Ageing Healing 44 points.
Halt Annihilation Energy, Space 110 points for level 1 + 6 points/additional level.
Halt Healing Death Curses & Withering, Healing 48 points.
Halt Impulse Technological 70 points.
Halt Paralysis Arcane Utilities & Implements 74 points.
Halt Power Mana, Ley, and Power 230 points for level 1 + 13 points/additional level.
Halt Spasm Arcane Utilities & Implements 45 points.
Halt Undead Undead Animation & Command, Souls, Possession, and Bindings 42 points for level 1 + 5 points/additional level.

Foul Water

56 points.

Water Shaping & Passage

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent. Renders a gallon of water undrinkable. Foul water is readily recognizable by its uninviting color and smell, whereas fouled beer or wine may be more difficult to detect. Anyone foolish enough to drink it must make a HT roll. On a failed roll, he is seized by painful stomach cramps, taking 1d toxic damage; he is at -3 to DX and IQ for 1 hour. Foul water also fails to satisfy thirst, and cannot support fish or other water-dwellers (a fish of any sort slowly suffocates in fouled water; a sea-mammal becomes ill from ingesting it). In a body of water, the foul water is eventually diluted to harmlessness; if cast in a mountain stream, for instance, this spell effectively lasts only a second or two.

Description

This manipulation of the Lattice renders one gallon of water undrinkable, changing its color and smell. If consumed, the victim must make a HT roll or suffer 1d toxic damage and a -3 penalty to both DX and IQ for one hour, along with painful stomach cramps. It does not quench thirst and is lethal to aquatic life. The effect is permanent unless diluted, meaning large bodies of water will eventually render it harmless.

Statistics

Affliction 1 (HT; Accessibility, Can only be cast on water, -10%; Advantage, Foul Water, +300%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [56]. Note: “Foul Water” is Affliction 1 (HT; Aura, +80%; Attribute Penalty, DX-3, IQ-3, +60%; Blood Agent, -40%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Link, +10%; Melee Attack, Reach C, -30%) [26] + Toxic Attack 1d (Aura, +80%; Blood Agent, -40%; Link, +10%; Melee Attack, Reach C, -30%; Resistible, HT, -25%) [4].

Archmagister's Counsel

Sabotage is rarely elegant, but poisoning a well is effective. A subtle touch of this 'foul water' in a supply line can turn a siege or defense into a logistical nightmare. Just be sure your enemy isn't expecting it; the smart ones always taste-test the vintage.

Source Spell

Foul Water

Source Spell Types

Water Spells

Fount of Wine

11 points/level.

Grand Arcana & Constructs

Keywords

Persistent, Touch, Utility

Casting Roll

IQ or Connoisseur (Wine) or Professional Skill (Brewer).

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This spell allows the caster to conjure wine. Success causes the wine to materialize in their hand or within reach. It costs 11 points per level to create, with each level producing progressively more volume. The wine is either ephemeral, lasting only 10 seconds, or can be made permanent at additional fatigue cost. The creation rolls against IQ, Connoisseur (Wine), or Professional Skill (Brewer).

Statistics

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

Archmagister's Counsel

Instead of bothering with vineyards, a Lord might simply employ a capable Sorcerer. Instant vintages for feasts, and no more worrying about bad harvests. What your guests don't know won't cost you gold.

Source Spell

Fount of Wine

Source Spell Types

Individual Spell

Frailty

26 points.

Arcane Siphons & Frailties

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This spell siphons the subject's vigor, imposing a temporary HT penalty equal to the caster's margin of victory, up to -10 HT. All skills derived from HT are likewise reduced. This effect endures for 3 minutes.

Statistics

Affliction 1 (HT; Attribute Penalty, HT-10, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of victory, -50%; Sorcery, ‑15%) [26].

Archmagister's Counsel

Frailty turns a thriving soldier into a wheezing invalid. Effective against champions, but remember, a true tactician uses a blade, not just a wheeze, to win a war.

Source Spell

Frailty

Source Spell Types

Individual Spell

Freeze

2 points/level.

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

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent or until the ice melts naturally.

Description

This manipulation of the Lattice converts liquid water into ice, permanently, or until natural melting occurs. Cost is 2 energy points per level to transmute the target matter.

Statistics

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

Archmagister's Counsel

A clever strategist understands the value of denying resources. Freeze a well dry, shatter an enemy's water supply, or simply create an impassable icy barrier. The method matters less than the result.

Source Spell

Freeze

Source Spell Types

Ice Spells

Freezing Fog

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

Breath & Atmosphere

Keywords

Area, Damage, Healing, Information, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This manipulation of the Lattice creates a 2-yard radius of light blue, freezing fog, applying a -3 penalty to all normal vision and Infravision rolls made through it for 10 seconds. Each additional level expands the Area Effect.

Statistics

Obscure Vision 3 (Drifting, +20%; Extended, Infravision, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Variable, Area, +5%) [12] + Fatigue Attack 1d-2 (HT; Area Effect, 2 yards, +50%; Contact Agent, +150%; Drifting, +20%; Fixed Duration, +0%; Freezing, +20%; Link, +10%; Persistent, +40%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%; Variable, Area, +5%) [19]. Further levels add Area Effect (+50%) to both advantages [+5].

Archmagister's Counsel

A fine way to slow down a pursuing force, or perhaps obscure the movements of your own. The Guild calls it 'tactical deployment'; I call it using the Lattice to your advantage.

Source Spell

Freezing Fog

Source Spell Types

Individual Spell

Freezing Sphere

77 points.

Missiles, Jets, and Rays, Drowning, Dehydration, and Fluid Assaults

Keywords

Area, Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This unsightly manipulation launches a projectile of pure cold. Upon impact, it radiates outward to cover a 4-yard area, inflicting 3d burning damage. Moreover, any water within that radius instantly becomes "binding ice," effective as Binding 10. Guild Masters love to call this an 'explosion,' but the Lattice merely expands the cold. Those who foolishly attempt to parry it will find their hands stiffened and their dexterity diminished by 2. It is an obvious, if brutish, display of power.

Statistics

Burning Attack 3d (Area Effect, 4 yards, +100%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Nuisance Effect, Dangerous to be parried, -5%; Side Effect, DX-2 and Numb, +90%) [42] + Binding 10 (Area Effect, 4 yards, +100%; Environmental, Water, -20%; Link, +10%; Sorcery, -15%) [35].

Archmagister's Counsel

You can use this to clear a crowd, or to freeze a moat, or to force an enemy to choose between their life and a swim in icy water. It’s not elegant, but it is effective when you need to make a point quickly.

Source Spell

Freezing Sphere

Source Spell Types

Blasting Spells

Frost

5 points.

Rain, Wind, and Greater Weather

Keywords

Area, Damage

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This Lattice manipulation covers up to a 16-yard radius with frost. You may choose a smaller area. At its core, it's a 1d6 burning attack that specifically targets flaming creatures, ignoring their fiery resistances, hence the damage type. The cost is 5 points for an instantaneous effect with a range of 100 yards, requiring an Innate Attack (Gaze) roll to aim.

Statistics

Burning Attack 1 (Accessibility, Only against flaming creatures, -60%; Area Effect, 16 yards, +200%; No Incendiary Effect, -10%; Sorcery, -15%; Variable, Area, +5%) [5].

Archmagister's Counsel

While this particular application proves excellent for extinguishing elemental threats or sabotaging a rival's fiery traps, note how easily the Lattice yields cold. One day, I expect to see a more refined application that doesn't just put out fires, but freezes men solid.

Source Spell

Frost

Source Spell Types

Weather Spells

Frost Nova

12 points/level.

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This spell unleashes a frost nova with 4-yard radius, dealing burning damage. A successful hit imposes a DX-2 penalty and Numbness for 1 minute on affected targets. This ignores standard resistances but is subject to damage reduction. It carries no magical signature and has a variable damage type. Cost is 12 points per level, with a range of 100 yards and an instantaneous duration. Innate Attack (Gaze) is used to hit, with a +4 bonus for targeting an area, still accounting for range penalties.

Statistics

Burning Attack (Area Effect, 4 yards, +100%; Dissipation, -50%; No Incendiary Effect, -10%; No Signature, +20%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%; Variable, +5%) [12/level].

Archmagister's Counsel

This is a fine tool for crowd control, quickly debilitating multiple foes. A king can clear a courtyard of rabble without the messy collateral of fire, or freeze a charging enemy formation in their tracks. It’s effective, efficient, and quite frankly, rather amusing to watch the brutes flail.

Source Spell

Frost Nova

Source Spell Types

Individual Spell

Frost Weapon

45 points.

Shapeshifting & Polymorph, Weapons & Battlework

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working transforms a weapon into one imbued with chilling negative energy, delivering fatigue damage that mirrors the debilitating effects of severe cold. The damage inflicted is notably difficult to recover from, ensuring prolonged incapacitation rather than simple exhaustion.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Frost Weapon, +350%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [45]. Notes: “Frost Weapon” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11) + Frost Strike (Magical, -10%) [1]. This spell is based on the Chilling Strike imbuement skill.

Archmagister's Counsel

Equip your elite guard with this — a sword that freezes the blood is far more demoralizing than one that merely spills it. A king's blade should send shivers down the spine of his enemies, literally.

Source Spell

Frost Weapon

Source Spell Types

Elemental Weapon Transformation Spells

Frostbite

19 points.

Ice, Snow, and Frost

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This brutal manipulation drains thermal energy from a living target’s tissues, inflicting 1d-2 fatigue damage and 1d-2 toxic damage if they fail to resist with HT. The fatigue damage specifically mimics the effects of extreme cold, which means it’s perfect for ensuring they collapse where you want them to.

Statistics

Fatigue Attack 1d-2 (HT; Based on HT, +20%; Freezing, +20%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [13] + Toxic Attack 1d-2 (HT; Accessibility, Only on living creatures of flesh, -20%; Based on HT, +20%; Link, +10%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [6].

Archmagister's Counsel

A fine way to disable a target without leaving obvious wounds for those pesky investigators. Ensure your assassins understand the value of leaving no trace, regardless of whether they call it 'sorcery' or 'wizardry'.

Source Spell

Frostbite

Source Spell Types

Water Spells

Frostburn

43 points.

Tempests, Lightning, and Winter Weather

Keywords

Cyclic, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

An orb of frost, launched as an Innate Attack (Projectile) at a range of 100 yards, deals 1d-1 burning damage. Once it strikes, the target suffers this damage cyclically for 9 seconds, with 1-second intervals. Additionally, the target's DX is reduced by 2 and they become numbed, with parrying the attack posing a risk to the parrying limb.

Statistics

Burning Attack 1d-1 (Blockable, -5%; Cyclic, 9 cycles, 1 second intervals, +900%; No Incendiary Effect, -10%; Nuisance Effect, Dangerous to be parried, -5%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [43].

Archmagister's Counsel

This is less a missile and more a persistent annoyance. Keep your skirmishers equipped with shields; a parried Frostburn can be a greater nuisance to the wielder than the target if they expect quick action.

Source Spell

Frostburn

Source Spell Types

Cyclic Elemental Spells

Frozen Heart

33 points.

Internal Ruin, Fatigue, and Decline

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

30 seconds.

Description

This manipulation of the Lattice causes a living being's heart to 'freeze,' inducing incapacitating agony for 30 seconds. It targets HT and carries the Malediction advantage, making it difficult to resist for even the hardiest of subjects. Note that it only functions on creatures possessing a heart.

Statistics

Affliction 1 (HT; Accessibility, Only on creatures with hearts, -10%; Agony, +100%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/6, -15%; Sorcery, ‑15%) [33].

Archmagister's Counsel

Your royal physician will tell you a poisoned blade is the quickest way to incapacitate a foe, but a Sorcerer with this trick ensures they fall without a scratch. Just be certain the target isn't some construct lacking a proper heart; even the Lattice has its limits.

Source Spell

Frozen Heart

Source Spell Types

Individual Spell

Fulminating Weapon

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

Shapeshifting & Polymorph, Weapons & Battlework

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working transforms a weapon into raw lightning, making its damage burning and granting it the surge modifier. It's an Affliction 1 (HT) that costs 44 points for level 1 (plus 40 points per additional level), with a range of 100 yards and a duration of three minutes. To aim, use Innate Attack (Gaze).

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Fulminating Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Fulminating 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 Fulminating Strike imbuement skill from Pyramid #3-60.

Archmagister's Counsel

Why bother with forged steel when you can have raw, crackling power? This spell turns any weapon into a conduit of pure destruction, a rather efficient way to ensure your enemies are ash, not just defeated.

Source Spell

Fulminating Weapon

Source Spell Types

Elemental Weapon Transformation Spells

Fumble

38 points.

Internal Ruin, Fatigue, and Decline

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 second.

Description

This spell, if unresisted, imposes a -10 penalty to the subject's next DX-based roll within the next second. It can be reflexively cast to apply this penalty to an incoming attack roll, ensuring a significant impediment to the attacker's precision. A simple and effective disruption of the Lattice's natural flow, for 38 points.

Statistics

Affliction 1 (DX; Attribute Penalty, DX-10, +100%; Based on DX, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/180, -40%; Reflexive, +40%; Sorcery, -15%) [38].

Archmagister's Counsel

Against a skilled duelist or archer, a well-timed 'Fumble' can turn their precision into a liability, making them waste their meticulously honed skills. It’s about creating an opening, not about arcane aesthetics.

Source Spell

Fumble

Source Spell Types

Body Control Spells

Fungal Pestilence

84 points.

Lesser Hexes & Afflictions

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent until cured.

Description

This manipulation of the Lattice infects a subject with a fungal disease, chosen by the caster from those he understands. The target resists with HT. Once inflicted, this condition persists until cured.

Statistics

Affliction 1 (HT; Accessibility, Only fungal diseases, -70%; Variable Enhancements, +500%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [84].

Archmagister's Counsel

Why bother with poison when a well-placed hex can deliver a lingering illness from afar? It’s a quiet way to remove an inconvenient rival, leaving no traceable 'murder weapon.' Your enemies will simply sicken and fade.

Source Spell

Fungal Pestilence

Source Spell Types

Individual Spell

Fungal Ruin

104 points.

Lesser Hexes & Afflictions

Keywords

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

Casting Roll

Will.

Range

100 yards.

Duration

1 minute, the effect stays permanently.

Description

This foul Lattice-work accelerates organic decay, causing biological materials—be they wood, leather, or textiles—to rapidly rot and break down. The effect is persistent once activated, continuing indefinitely after the spell's initial duration expires. The target resists with HT.

Statistics

Affliction 1 (HT; Accessibility, Only on organic materials, -50%; Advantage, Fungal Ruin, +840%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [104]. Note: “Fungal Ruin” is Unaging (Age Control, Only Forwards, +10%; Magical, -10%; Reduced Time 23, +460%) [84].

Archmagister's Counsel

This is not for parlor tricks, my lord. Use it to degrade enemy supply lines, ruin their siege engines, or turn their meticulously crafted armor into so much dust. The Guild will call it 'unsightly'; I call it victory.

Source Spell

Fungal Ruin

Source Spell Types

Individual Spell

Fungus Control

7 points/level.

Wood, Vines, and Plant Forms

Keywords

Control, Persistent, Travel, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This working enables the controlled flexing of living, non-intelligent, and immobile fungi. The minimum power level required for animation equals 1/4th of the fungus's HP. Each level of this Sorcery adds another 4 levels of effective Telekinesis, allowing the manipulation of larger or more resilient fungal forms.

Statistics

Telekinesis 4 (Accessibility, Living Fungi Only, -30%; Animation, -20%; Sorcery, -15%) [7]. Every additional level adds 4 more levels of Telekinesis [+7].

Archmagister's Counsel

While this particular thread-pulling may seem trivial, controlling molds and mildews can clear structural damage, open new paths, or simply prevent your lord from suffering a nasty fungal infection. A small price for such utility.

Source Spell

Fungus Control

Source Spell Types

Fungus Spells

Fungus Form

45 points.

Alteration, Growth, and Other Transmutations, Wood, Vines, and Plant Forms

Keywords

Damage, Persistent, Utility

Casting Roll

None. Special casting time.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation allows the caster to assume the form of any non-intelligent fungus between half and five times their original mass, a morphological shift that takes a mere ten seconds. Essentially, you become a mushroom; a rather large one, if you so choose.

Statistics

Morph (Accessibility, Non-Intelligent Fungi Only, -60%; Can Carry Objects, Light Encumbrance, +20%; Sorcery, -15%) [45].

Archmagister's Counsel

A sorcerer disguised as an innocuous fungal growth can easily infiltrate enemy territory or observe without detection, proving that even the most mundane forms can be lethal instruments in the right hands. The Guild would call it 'crude,' I call it 'effective reconnaissance.'

Source Spell

Fungus Form

Source Spell Types

Fungus Spells

Fungus Form Other

66 points.

Alteration, Growth, and Other Transmutations, Wood, Vines, and Plant Forms

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell ruthlessly transforms a subject into a fungus. This is not some temporary illusion; it's a full physical metamorphosis into any natural fungus, scaling from half to five times the subject's original size, including their lightly encumbering gear. The transformation lasts 30 minutes, giving ample time for… other plans. No casting roll, just aim with your Innate Attack (Gaze) up to 100 yards.

Statistics

Affliction 1 (HT; Advantage, Fungus Form Other, +500%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [66]. Note: “Fungus Form Other” is Morph (Accessibility, Non-Intelligent Fungi Only, -60%; Can Carry Objects, Light Encumbrance, +20%; Magical, -10%) [50].

Archmagister's Counsel

You can transform a troublesome courtier into a mushroom under a carriage, or, more usefully, turn a spy into something that can get through a keyhole to relay information, all without leaving a trace of arcane influence. The Lattice cares not for the original form, only the new one.

Source Spell

Fungus Form Other

Source Spell Types

Fungus Spells

Fungus Growth

70 points.

Growth, Blessing, and Husbandry

Keywords

Buff, Control, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

1 minute. Causes the equivalent of one month’s growth in one minute. Giant mushrooms might change only slightly, while normal mushrooms grow tremendously.

Description

This bit of Lattice-work accelerates fungal growth, compressing a month's natural development into a single minute. The effect is proportional; while a colossal mushroom might see only marginal change, common fungi become dramatically larger. Cost is 70 points for 1 minute.

Statistics

Affliction 1 (HT; Accessibility, Only on fungi, -40%; Advantage, Fungus Growth, +630%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [70]. Note: “Fungus Growth” is Unaging (Age Control, Only Forwards, +10%; Magical, -10%; Reduced Time 16, +320%) [63].

Archmagister's Counsel

Need a quick meal in a cave? Or perhaps a new obstruction for pursuing enemies? This little trick, regardless of whether it's Sorcery or Wizardry, will give you either with minimal fuss.

Source Spell

Fungus Growth

Source Spell Types

Individual Spell

Fungus Speech

13 points.

Plant Lore, Speech, and Passage, Communication & Empathy

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Personal.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the caster to converse with fungi. A fungus can report on its immediate environment and well-being, such as when it was watered or if it has been disturbed, but its perceptive range and consciousness are extremely limited, preventing it from relaying complex or external information.

Statistics

Speak with Fungi (Sorcery, -15%) [13].

Archmagister's Counsel

Plant a few discreet fungal colonies near your enemy's fortifications. While they won't report cavalry movements, they'll certainly tell you if someone has been tampering with the foundations or if the water supply was recently poisoned.

Source Spell

Fungus Speech

Source Spell Types

Individual Spell

Fur

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 causes the subject to sprout fur, granting either protection from sunburn (19 points) or a flexible Damage Resistance of 2 against all attacks (26 points). The effect lasts for 90 minutes and works at a range of 100 yards.

Statistics

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

Archmagister's Counsel

A surprising number of court-appointed bodyguards find this 'uncouth' until it stops an assassin's blade or prevents sunstroke on a desert march. What matters are results, not the superficial aesthetics of fur.

Source Spell

Fur

Source Spell Types

Individual Spell

Galactomancy

35 or 85 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.Galactomancy is divination by examining the shape of a puddle of milk after a cat has lapped it up. Sacred cats may offer a bonus.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 (35-point) version of this spell requires 10 minutes to cast! The improved (85-point) version requires only the usual one or two seconds.

Description

This divination spell peers into the Lattice by examining the patterns left in lapped milk. It functions like standard Divination, but specifically requires a cat and a milk puddle. Asking about the past or future incurs a time penalty; apply Long-Distance Modifiers (B241) with 'miles' as 'weeks'. The basic 35-point version requires 10 minutes to cast, while the 85-point version casts in 1-2 seconds. Sacred cats may confer a bonus.

Statistics

Precognition (Accessibility, Requires a puddle of milk and a cat, -40%; Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [35]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

If you are truly desperate for insight, and your diviners are otherwise occupied, sending a servant with a cat and milk can often yield results faster than waiting for a stuffy Guild wizard to consult their 'proper' implements. The Lattice cares not for cat hair or milk on the carpet, only the thread plucked.

Source Spell

Galactomancy

Source Spell Types

Individual Spell

Gargoyle Skin

1 or 12 points.

Armor & Battle Shells

Keywords

Buff, 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 skin acquires the appearance of stone, giving +2 to Camouflage and Stealth when posed still and unclad against a stony or rocky background. In addition, it gives +2 to Acting to “impersonate” statuary! The basic (1-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (12-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.

Description

This manipulation of the Lattice grants the subject +2 to Camouflage and Stealth when still and unclad against a stone or rock background, making them appear as chiseled stone. It also grants +2 to Acting to perfectly impersonate statuary. The basic (1-point) version benefits only the caster, has an indefinite duration, and demands maintenance. The improved (12-point) version can affect anyone, works at range, and has a fixed, lasting duration, requiring no maintenance.

Statistics

The basic version is Limited Camouflage (Stone; Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Gargoyle Skin, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [12]. Note: “Gargoyle Skin” is Limited Camouflage (Stone; Magical, -10%) [1].

Archmagister's Counsel

Employ this to hide scouts in plain sight among ruins or fortifications, allowing them to gather intelligence without giving away their position. A silent observer is more valuable than a loud one, my lord.

Source Spell

Gargoyle Skin

Source Spell Types

Least Spells

Gastromancy

37 or 87 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.Gastromancy requires a willing subject. The subject is placed in a trance (requires a successful Hypnotism roll), during which he utters things of a prophetic and cryptic nature. When the spell is cast, the subject loses 5 FP in addition to the energy spent by the caster, whether or not the spell was successful.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 (37-point) version of this spell requires 10 minutes to cast! The improved (87-point) version requires only the usual one or two seconds.

Description

This spell compels a willing subject into a trance, requiring a successful Hypnotism roll. Once entranced, the subject utters cryptic and prophetic pronouncements regarding the past or future. The casting roll incurs time penalties based on the temporal distance of the query, using Long-Distance Modifiers where 'miles' equals 'weeks.' Casting costs the subject 5 FP, in addition to the caster's energy. The 37-point version demands 10 minutes to cast, while the 87-point improved version functions in 1-2 seconds.

Statistics

Precognition (Active Only, -60%; Costs Fatigue, 5 FP, Variant, -25%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires Hyptonism Roll, -10%) [37]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

Have your court mystics identify prospective subjects for this 'trance work.' The Guild calls it 'divination'; I call it a cost-effective way to peer into the past or scout futures, provided you have a pliable individual willing to sacrifice some fatigue for the cause.

Source Spell

Gastromancy

Source Spell Types

Individual Spell

Gate Seal

26 points or 33 points.

Locks, Seals, and Traps, Gate

Keywords

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

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Five hours (basic) or Permanent (improved).

Description

Upon touching a gate or portal, this manipulation of The Lattice renders it inactive. The basic version seals it for five hours, while a more potent application can seal it permanently. A simple Dispel Magic can undo this work, but otherwise, the gate remains useless.

Statistics

Affliction 1 (HT; Accessibility, Only portals and gates, -50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Sorcery, -15%) [26]. The improved version replaces Extended Duration, 100x, +80% with Extended Duration, Permanent, +150% [+7].

Archmagister's Counsel

Foolish Guild wizards might try to bar a mundane door with a simple Lock spell; a true strategist uses Gate Seal to deny entire armies access to critical locations. Control the gates, and you control the movement of your enemies, or the escape of your quarry.

Source Spell

Gate Seal

Source Spell Types

Assorted Spells

Gather Moss

49 points or 54 points.

Lesser Hexes & Afflictions

Keywords

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

Casting Roll

Will. Use DX or unarmed combat skill to hit when using the touch version.

Range

Unlimited or Touch.

Duration

1 minute. Patches of moss grow out of the subject’s skin, beginning with his hands and feet. At this point, he gains Bad Grip 1. The moss expands every 5 seconds to cover a new body location, following the following progression: 5th second: Lower arms and lower legs. All DX rolls are at -2. 10th second: Upper arms and upper legs. Reduce Basic Move by 3. 15th second: Torso. Worsen the DX penalty to -4. 20th second: Neck/throat. The subject begins choking (p. B428). 25th second: Head. Blind, no sense of smell, cannot speak. Hearing rolls are at -5. The subject, and his friends, may attempt to scrape the moss off. It takes two Ready maneuvers to remove moss from a location (both feet and hands, both lower arms and lower legs, and so on). Suitable tools (knife, shovel, etc.) can reduce the time needed to a single Ready maneuver. Skill or DX checks should be required to avoid inflicting 1 HP damage on the subject by accident. When the spell ends, the moss falls off. If the subject was choking, he is stunned (p. B420) and may roll vs. HT once per second to recover. The caster can alternatively cast this spell as a touch spell to begin the spread of the moss at the touched location. If, for example, you touch the subject’s neck when you make the spell roll, moss appears on his neck first. It then spreads to the other locations, in the established order. The improved (54-point) version of this spell makes the moss contagious. Anyone who touches the subject of your Gather Moss spell must make a HT roll. If he fails, he is infected by the spell and suffers right along with the subject. If his roll succeeds, he is immune for five seconds.

Description

This unsightly hex manifests moss directly from the subject's skin. Initially, it inflicts Bad Grip 1. Over 25 seconds, it spreads, imposing a cumulative -4 DX penalty, reducing Basic Move by 3, inducing choking (B428), and eventually causing blindness, inability to speak, and loss of smell (Hearing -5). Removing it requires two Ready maneuvers per location, or one with a suitable tool, risking 1 HP damage per attempt. The spell's duration is 1 minute, after which the moss dissipates; if choking, the subject is stunned (B420) and rolls vs. HT to recover. Touching the subject can spread it (HT resistance roll to avoid infection, 5-second immunity on success) if the improved (54-point) version is used. A touch variant (melee attack, DX or unarmed skill to hit) allows for initial moss growth at the point of contact.

Statistics

Affliction 1 (HT; Alternative Enhancements (Melee Attack, Reach C, Cannot Parry, -35% and Malediction 1, +100% and Selective Effect, +20% or Malediction 2, +150%), +170%; Attribute Penalty, DX-4, +40%; Choking, +100%; Delay, +0%; Disadvantage, Bad Grip 1, +5%; Disadvantage, Basic Move -3, +15%; Disadvantage, Blindness, +50%; Disadvantage, Cannot Speak, +15%; Disadvantage, No Sense of Smell/Taste, +5%; Fixed Duration, +0%; No Signature, +20%; Nuisance Effect, Can be scraped off, -10%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [49]. The improved version adds Cosmic, Contagious, +50% [+5].

Archmagister's Counsel

A clever Sorcerer, or even a middling Wizard with a flair for the dramatic, recognizes this isn't just about discomfort; it’s about making an enemy useless. Imagine rendering a sword-master blind and choking before he can even lift his blade. It’s effective, if a bit unpleasant for the target.

Source Spell

Gather Moss

Source Spell Types

Individual Spell

Gauntness

24 points.

Body Forms, Limbs, and Alteration

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This deft manipulation of the Lattice causes the subject to become temporarily emaciated, reducing their weight by one category, down to Skinny. This unwelcome effect imposes a -2 to DX, as their attire becomes an inconvenient burden. The subject may resist with a HT roll; if successful, the effect is nullified.

Statistics

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

Archmagister's Counsel

Employ this to disarm a well-armored foe or simply to make a target appear ridiculous. It truly doesn’t matter if it’s a Wizard’s formula or a Sorcerer’s blood; the effect on a knight’s dexterity is the same.

Source Spell

Gauntness

Source Spell Types

Body Control Spells

Gemjump

30 points.

Grand Arcana & Constructs

Keywords

Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Unlimited.

Duration

Instantaneous.

Description

This working allows for instantaneous relocation to a pre-prepared gem. Only one gem may be attuned at a time; attuning to a new gem (one minute of concentration) severs the connection to the previous one, thus preventing teleportation to it. The cost to learn this manipulation of the Lattice is 30 points.

Statistics

Warp (Anchored, Gem, -60%; Extra Carrying Capacity, Medium, +20%; Requires Concentrate, -15%; Sorcery, -15%) [30].

Archmagister's Counsel

Your scouts can be anywhere, instantly, with this. A king who masters this will never be truly cornered nor find his messages delayed – a simple trinket is all that separates him from victory.

Source Spell

Gemjump

Source Spell Types

Assorted Spells

Genomancy

40 or 90 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.Genomancy is divination by examining the pattern of introns in someone’s DNA. A blood sample and some means of viewing the introns (e.g., a genetics lab) is required.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 (40-point) version of this spell requires 10 minutes to cast! The improved (90-point) version requires only the usual one or two seconds.

Description

Genomancy is the art of divining information by sifting through the subject's genetic code, specifically their introns. This requires a fresh blood sample and a mechanism for detailed genetic analysis, such as a laboratory — the Lattice doesn't just hand out secrets, you still need to apply some rigor. Casting takes 10 minutes for the 40-point version; the 90-point variant reduces this to a mere second or two. The further into the past or future you seek, the harsher the time penalties on your casting roll, calculated as Long-Distance Modifiers with 'miles' as 'weeks.'

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a blood sample, -10%; Requires a genetics lab, -10%) [40]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

Understanding a person's genetic predispositions or lineage can offer profound strategic advantages, my lord, whether for alliance building, identifying threats, or uncovering hidden claims to power. The Guild still thinks bloodlines are about 'breeding'; I tell you, it's about the information encoded within.

Source Spell

Genomancy

Source Spell Types

Individual Spell

Gentle Repose

29 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

An invaluable manipulation of the Lattice that perfectly preserves a corpse, preventing any decay for a full day. This effect, a form of Immunity to Rot (Magical), costs 29 points and can be applied at 100 yards with no casting roll, only an Innate Attack (Gaze) to aim. Efficient, effective, and leaves no magical signature.

Statistics

Affliction 1 (HT; Advantage, Gentle Repose, +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [29]. Note: “Gentle Repose” is Immunity to Rot (Magical, -10%) [5].

Archmagister's Counsel

Ensure your fallen nobles are presentable for their grand funeral or that a vital witness's body maintains its integrity for meticulous examination. The Guild would try to overcomplicate such a simple utility.

Source Spell

Gentle Repose

Source Spell Types

Individual Spell

Geomancy

35 or 85 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.Geomancy is divination by examining the earth. Geomancy must be practiced outdoors, where the geomancer can examine the lay of the land. Geomancy is very location-specific; any questions that do not pertain to the area where the divination is being performed are at -8.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 (35-point) version of this spell requires 10 minutes to cast! The improved (85-point) version requires only the usual one or two seconds.

Description

This Lattice manipulation, costing 35 or 85 points, allows one to discern information by examining the earth. It requires an outdoor setting and is inherently location-specific; inquiries beyond the immediate area suffer an -8 penalty. When probing the past or future, a time penalty applies, substituting weeks for miles from the Long-Distance Modifiers. The 35-point version demands a 10-minute casting time, while the 85-point variant casts in a mere one to two seconds.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Environmental, Outdoors, -20%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, Only regarding the area, +20%) [35]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

Have your 'gifted' court scholar use this to scope out enemy encampments or to tell you exactly where they buried their spoils. Don't let the Guild fool you with their 'sacred rituals'; any fool can pluck the Lattice if they know the right threads.

Source Spell

Geomancy

Source Spell Types

Individual Spell

Geyser

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

Drowning, Dehydration, and Fluid Assaults

Keywords

Area, Damage, Defense, Leveled, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice conjures a burst of scalding water from the ground, creating a hole up to a 2-yard radius. At its core, the spell is a combination of Affliction 1 (DX; various modifiers apply) and Burning Attack 3d, linked to an additional 1d Burning Attack that expands to a 4-yard area after a 2-second delay. Each level beyond the first improves the area effect by 50%. The cost is 83 points for level 1, plus 15 points per additional level. Range is 100 yards, and the effect is instantaneous.

Statistics

Affliction 1 (DX; Accessibility, Legs and similar supportive body parts only, -20%; Area Effect, 2 yards, +50%; Based on DX, +20%; Cosmic, Irresistible Attack, +300%; Environmental, Ground, -20%; Fixed Duration, +0%; Link, +10%; No fatigue loss from Seizure, -20%; No Signature, +20%; Seizure, +100%; Sorcery, -15%; Reduced Duration, 1/180, -40%; Variable, Area, +5%) [49] + Burning Attack 3d (Area Effect, 2 yards, +50%; Environmental, Ground, -20%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Variable, Area, +5%) [22] + Burning Attack 1d (Area Effect, 4 yards, +100%; Delay, 2 seconds, +0%; Environmental, Ground, -20%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Overhead, +30%; Variable, Area, +5%) [12]. Improved versions add Area Effect (+50%/level) to all advantages [+15].

Archmagister's Counsel

A fine way to create an instant moat or disrupt enemy formations. The Lattice provides, whether you call it a 'spell' or an 'energetic displacement'.

Source Spell

Geyser

Source Spell Types

Water Spells

Ghost Touch Armor

32 points.

Armor & Battle Shells, Spirits, Wards, and the Dead

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes. Gives the armor or shield the Affects Insubstantial enhancement (p. B102), allowing it affect insubstantial beings. Mostly, this is useful only for slams.

Description

This Lattice manipulation applies the Affects Insubstantial enhancement to an armor or shield, allowing it to interact with insubstantial beings. It lasts for 3 minutes and is primarily useful for slams against such entities.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, ‑20%; Advantage, Ghost Touch Armor, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [32]. Notes: “Ghost Touch Armor” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Spiritual Defense imbuement skill from Pyramid #3-4.

Archmagister's Counsel

Equip your elite guard with this, my Lord. A ghost cannot harm what it cannot touch, but with this, your men can certainly return the favor during an inconvenient spectral visitation.

Source Spell

Ghost Touch Armor

Source Spell Types

Individual Spell

Ghost Weapon

25 points.

Weapons & Battlework, Spirits, Wards, and the Dead

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working allows a weapon to strike and affect incorporeal entities with full force, as if it naturally possessed the Affects Insubstantial enhancement. It costs 25 points, with a duration of three minutes. There is no casting roll; simply aim and observe the results.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Ghost Weapon, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Notes: “Ghost Weapon” is Blessed (Ghost Weapon; Magical, -0%) [15]. Magical costs -0% because Blessed already includes the Divine power modifier. Magical, -0% just replaces it.

Archmagister's Counsel

Equip your elite guard with this enchantment before engaging any spectral threats. A ghost, after all, is just another enemy that needs cleaving, and the method by which it is accomplished matters little.

Source Spell

Ghost Weapon

Source Spell Types

Individual Spell

Ghost Whip

12 points.

Detection & Appraisal, Memory, Thought, and Will, Spirits, Wards, and the Dead

Keywords

Control, Damage, Information, Obvious

Casting Roll

None. Use Force Whip to hit.

Range

Self.

Duration

Instantaneous.

Description

This Lattice manipulation conjures a 'whip' of pure spectral force in your hand. It functions as a Natural Weapon with specific traits: Crushing damage, affecting the insubstantial, impossible to parry, capable of disarming, and granting Extra Reach 1-4. It is Flexible, Intangible, requires a Ready maneuver, and is Swing-Capable, though it is Unbalanced. Generating the whip is the cost; hitting with it uses the Force Whip spell. This isn't a spell you cast, it's a weapon you wield.

Statistics

Natural Weapon (Crushing; Affects Insubstantial, +20%; Cannot Parry, -40%; Disarming, +20%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Flexible, +30%; Intangible, +50%; Single, -20%; Sorcery, -15%; Swing-Capable, +20%; Unbalanced, -30%) [12].

Archmagister's Counsel

Why bother with mundane steel when you can literally hit ghosts? Arm your sentinels with this; a patrol that can't be surprised by the ethereal is a patrol that actually earns its keep.

Source Spell

Ghost Whip

Source Spell Types

Psychic Spells as Normal Spells

Ghost Wind

48 points for level 1 + 11 points/additional level.

Winds, Vapors, and Sky Passage, Spirits, Wards, and the Dead

Keywords

Area, Debuff, Resisted-Will

Casting Roll

Will.

Range

10 yards.

Duration

Instantaneous. All subjects within an area with a 2-yard radius see a vivid apparition of their own deaths. This might be a vision of the future or a false vision from another possible future – but it is always chilling. Roll a Quick Contest of Will with every subject. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Ghost Wind for one hour. Each additional level of this spell imposes ‑1 to the Fright Check. For example, with Ghost Wind 4, the subjects must make Fright Checks at ‑3. This spell can also be useful to the subject, by pointing out a possibly deadly hazard.

Description

This trick causes all within a 2-yard radius to perceive their own demise, a chilling vision regardless of its veracity. A Quick Contest of Will determines success for each subject. If successful, use 3d and add your margin of victory to determine the outcome. Subsequent Fright Checks within 24 hours receive a +1 bonus for the subject. Success on a Fright Check grants immunity for one hour. Each spell level beyond the first imposes a cumulative -1 penalty on the subject's Fright Check. Though this can, I suppose, serve as a warning to the foolish.

Statistics

Terror (Active, +0%; Area Effect, 2 yards, +50%; Presence, +25%; Sorcery, -15%) [48]. Additional levels add ‑1 to the Fright Check [+11].

Archmagister's Counsel

Employ this to sow terror and division among enemy ranks; a frightened soldier is a useless one, regardless of whether their fear is 'real' or simply a whisper on the Lattice.

Source Spell

Ghost Wind

Source Spell Types

Forgotten Spells

Ghoul Touch

32 points.

Lesser Hexes & Afflictions

Keywords

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

Casting Roll

Will. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

1 minute.

Description

Upon a successful unarmed strike to the head, this Lattice-work paralyzes the subject completely for one minute, unless they resist with HT. It carries no discernible magical signature, but be mindful of the -5 penalty to the attack roll due to the precise targeting requirement.

Statistics

Affliction 1 (HT; Disadvantage, Bad Smell, +10%; Hard to Use 2, Variant, -10%; Melee Attack, Reach C, -30%; Malediction 1, +100%; No Signature, +20%; Paralysis, +150%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [32].

Archmagister's Counsel

You cannot extract information, hold a position, or silence a troublesome courtier if they cannot move. This particular manipulation has few tells from a distance, making it rather useful for swift, quiet engagements.

Source Spell

Ghoul Touch

Source Spell Types

Individual Spell

Giant Form

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 manipulation grants the caster the ability to assume the forms of various giants (ogres, trolls, hill giants, etc.), effectively mimicking the Morph advantage. The Guild, in its infinite wisdom, calls this 'transmutation'; I call it practical. The transformation requires 10 seconds. For a mere 60 points, one gains Morph (Accessibility, Giants Only, -25%; Sorcery, -15%). An improved version at 140 points reduces the transformation time to a swift one second, thanks to Reduced Time 4, +80%.

Statistics

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

Archmagister's Counsel

Why use an army when a single 'giant' can sow enough terror and misinformation to achieve the same ends? A well-timed transformation can route a lesser foe before a single blade is drawn. These parlor tricks are often more effective than any grand battle formation.

Source Spell

Giant Form

Source Spell Types

Assorted Spells

Giant Spider

16 points for level 1 + 9 points/level + ST to support the new size.

Alteration, Growth, and Other Transmutations, Beast Forms & Traits

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice manipulation enlarges a chosen spider. The subject's ST must also increase proportionally to support its new mass. The effect is an Affliction 1 (HT) costing 16 points for level 1, plus 9 points per additional level, and additional ST to support the increased size. It has a range of 100 yards and lasts for three minutes. This is a subtle enchantment, leaving no magical signature.

Statistics

Affliction 1 (HT; Accessibility, Spiders Only, -50%; Advantage, Giant Spider, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [16]. Notes: “Giant Spider” is Growth (Magical, -10%; Maximum Size Only, +0%) [9]. Additional levels add further Giant Spider to the Advantage enhancement [+9].

Archmagister's Counsel

A truly efficient way to turn a nuisance into an asset. Some Guild wizards waste time on elaborate summons; a cunning sorcerer simply grows what is already at hand. Perfect for securing a siege line or a particularly nasty interrogation cell.

Source Spell

Giant Spider

Source Spell Types

Assorted Spells

Gift of Letters

28 points.

Communication & Empathy

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. For the duration, the subject is literate in one written language, chosen when you cast the spell. You do not have to be literate in the language – in fact, this is an excellent way to get around that problem! However, the GM is within rights to declare certain languages “secret” or “lost” and thus unavailable unless you first learn the language (to at least Broken) legitimately.

Description

This manipulation of the Lattice grants the subject literacy in a single written language for 30 minutes. The caster chooses the language upon casting and does not need to know it themselves. The Arcane Cartographers at the Guild claim some languages are "secret" or "lost" and unavailable unless learned legitimately; I find this entirely subjective. The cost is 28 points, with no casting roll, but it requires an Innate Attack (Gaze) to aim at up to 100 yards.

Statistics

Affliction 1 (HT; Advantage, Gift of Letters, +120%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Note: “Gift of Letters” is Cosmic Power 3 (Limited, One Written Language, -50%; Magical, -10%) [12].

Archmagister's Counsel

Why bother with scribes and their tedious lessons when you can instantly understand a captured enemy's dispatches or ancient maps? A Lord who grasps this truth has a distinct advantage over one who relies on slow, mortal means.

Source Spell

Gift of Letters

Source Spell Types

Communication and Empathy Spells

Gifts from Heavens

75 points or 200 points.

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Damage, Defense, Missile

Casting Roll

None. Use Innate Attack (Gaze) to hit (see text).

Range

100 yards.

Duration

Instantaneous.

Description

This spell yanks a meteor from the Astral Plane, sending it crashing down with an explosive 10d crushing damage, or 20d with the improved version. It hits an 8-yard area, or 16-yard area for the upgraded version, but only works outdoors. There's a 2-second delay from casting to impact, and it's wildly inaccurate, imposing a -3 penalty to hit. What the Guild calls 'Elemental Evocation,' I simply call rearranging the landscape with extreme prejudice.

Statistics

Crushing Attack 10d (Area Effect, 8 yards, +150%; Delay, 2 seconds, +0%; Dissipation, -50%; Environmental, Outdoors, -20%; Inaccurate 3, -15%; Incendiary, +10%; Overhead, +30%; Sorcery, -15%; Untrainable, -40%) [75]. The improved version increases the damage to 20d and improves Area Effect to 16 yards, +200% [+125].

Archmagister's Counsel

When battle turns sour and your forces are bogged down, a well-placed celestial rock shower can clear the field, or at least strategically dissuade pursuit. A King who uses this effectively can shatter enemy morale—and their front lines—with divine fury.

Source Spell

Gifts from Heavens

Source Spell Types

Dominions Spells

Glandular Rupture

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

Poison

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Depends on the poison.

Description

This spell forces a target creature's venom glands to rupture, causing it to suffer the full effects of its own natural poison. The target immediately rolls to resist the poison as though it were inflicted externally. It is effectively a Toxic Attack 2d, modified by Variable Enhancements (+500%), Malediction 2 (+150%), and No Signature (+20%), at a cost of 56 points for Level 1. Each additional level increases the Variable Enhancements by 500%, increasing the potency of the poison effect.

Statistics

Toxic Attack 2d (HT; Accessibility, Only the poison innate to the victim, -60%; Variable Enhancements, +500%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [56]. Each additional level increases the Variable Enhancements by 500%.

Archmagister's Counsel

When facing beasts or even men with natural venoms, this is how you turn a creature’s own strength into its greatest weakness. A smart ruler knows how to use an enemy's inherent dangers against them.

Source Spell

Glandular Rupture

Source Spell Types

Individual Spell

Glass Missile

3.5 points/level*.

Crafting, Repair, and Reshaping, Metal & Glass

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This Sorcerous method rips a shard of glass from the Lattice to hurl at a single target. The base damage is equivalent to 1d cutting per level, with an Armor Divisor (0.5), and subject to normal range penalties up to 100 yards. It's a projectile, so use Innate Attack (Projectile) to hit. Predictable, but effective.

Statistics

Cutting Attack (Armor Divisor, (0.5), -30%; Blockable, -5%; Sorcery, -15%) [3.5/level*]. * Calculate the cost, then round up.

Archmagister's Counsel

A king's enemies, like inconvenient glassware, are brittle things. This spell, though crude, offers a simple solution if you have a sorcerer with enough raw power to apply it.

Source Spell

Glass Missile

Source Spell Types

Glass Spells

Glass to Air

2 points/level.

Crafting, Repair, and Reshaping, Metal & Glass, Breath & Atmosphere

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

This spell manipulates the Lattice to transmute a glass or obsidian object, turning it into breathable air. The cost is 2 points per level, permanently altering the object upon a successful IQ roll. The more potent the application, the more expansive the glass an Arch-Magister can convert into life-giving atmosphere.

Statistics

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

Archmagister's Counsel

Provide your scouts with a few glass or obsidian marbles; should they find themselves sealed in a tomb or oubliette, they can simply 'breathe out' a new supply of air. A sorcerer who understands this distinction will always be more valuable than some robed academic who insists on 'proper' ingredients.

Source Spell

Glass to Air

Source Spell Types

Glass Spells

Glass Transparency

9 points.

Crafting, Repair, and Reshaping, Metal & Glass

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes. Makes an object made of earth, stone, sand, brick, glass, obsidian, or ceramics transparent. The object’s outlines remain visible and its physical characteristics remain unchanged (hardness, weight, etc.). The caster can choose to tint the object as he desires instead of making it colorless.

Description

This spell renders an object of specific geological composition—earth, stone, sand, brick, glass, obsidian, or ceramics—transparent for 3 minutes. The object retains its physical properties, such as hardness and weight, and its outlines remain visible. The caster can also choose to tint the transparency, rather than making it colorless. This is a low-cost manipulation, requiring 9 points to maintain per cast.

Statistics

Affliction 1 (HT; Accessibility, Only on earthen objects, -40%; Advantage, Glass Transparency, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [9]. Note: “Glass Transparency” is Transparency (Magical, -10%) [1].

Archmagister's Counsel

Transparency is a king's tool, allowing vision where none should exist. Use it to observe the enemy's movements through a castle wall, or to reveal hidden siege preparations. The Guild might call it 'trivial magic,' but seeing through stone is rarely trivial when a siege is underway.

Source Spell

Glass Transparency

Source Spell Types

Glass Spells

Glass Vision

15 points for level 1 + 3 points/additional level.

Senses & Perception, Crafting, Repair, and Reshaping, Metal & Glass

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 grants the subject the ability to perceive through glass, regardless of its opacity or distortion. Each level of this spell allows vision through up to six inches of glass for three minutes. There is no casting roll; the effect is aimed like any Innate Attack.

Statistics

Affliction 1 (HT; Advantage, Glass Vision 1, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Additional levels add further Glass Vision to the Advantage enhancement [+3]. Note: Each level of “Glass Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Glass, -60%) [3].

Archmagister's Counsel

If you wish to know what your 'allies' are truly doing in their glass-walled council chambers, this — or a similar magical observation — is how you will find out. Remember, the Lattice does not care for architectural obfuscation.

Source Spell

Glass Vision

Source Spell Types

Glass Spells

Glass Wall

52 points.

Stone, Soil, and Sand

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice manipulation grants the subject the ability to perceive through substantial barriers, up to four feet in thickness, irrespective of the material. There's a faint outline of the barrier, but it won't impede useful vision. It costs 52 points and lasts for three minutes. Aiming is done via Innate Attack (Gaze), requiring no casting roll.

Statistics

Affliction 1 (HT; Advantage, Glass Wall, +400%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [52]. Note: “Glass Wall” is Penetrating Vision 8 (Magical, -10%; Specific, Barriers, -40%) [40].

Archmagister's Counsel

Understanding what lies behind a king's audience chamber or within a rival's war tent is invaluable; a simple glance through a wall can avert an ambush or confirm a betrayal. Guild wizards pretend this is complicated; it isn't. The Lattice simply allows the eye to disregard certain matter.

Source Spell

Glass Wall

Source Spell Types

Individual Spell

Glasswraith

52 points.

Stone, Soil, and Sand

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Nine minutes.

Description

This rather specialized manipulation of the Lattice renders a subject intangible to glass and obsidian, as if they were Permeation (Glass) with Injury Tolerance (Diffuse; Limited to Glass). This effect is always on for the duration of the spell, preventing normal interaction with glass architecture or objects, and negating damage from glass-based attacks. The cost is 52 points, with a range of 100 yards and a duration of nine minutes. One launches this effect with an Innate Attack (Gaze) skill roll, not a casting roll.

Statistics

Affliction 1 (HT; Advantage, Glasswraith, +380%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [52]. Note: “Glasswraith” is Permeation (Glass; Always On, -40%; Can Carry Objects, Medium Encumbrance, +50%; Magical, -10%; Nuisance Effect, Can’t carry anything glass, -20%) [8] + Injury Tolerance (Diffuse; Limited, Glass, -60%; Magical, -10%) [30].

Archmagister's Counsel

If you wish for a target to 'pass through' a foe's prized obsidian defenses, or perhaps make a grand exit via a stained-glass window, this is your Lattice-work. Just ensure they aren't carrying a glass potion; the fool won't be able to grasp it.

Source Spell

Glasswraith

Source Spell Types

Individual Spell

Glib Tongue

8 points.

Pain, Stun, and Collapse

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

Will.

Range

Self.

Duration

1 minute.

Description

This manipulation of the Lattice allows the caster to speak utter nonsense, yet the target — which must be a sapient creature — perceives it as precisely what they wish to hear, leading to hearty and irrational agreement. The caster gains Charisma 3, but is unaware of the actual words spoken. This effect lasts for 1 minute and is resisted by the target's Will.

Statistics

Charisma 3 (Nuisance Effect, Caster is unaware of what he is saying, -20%; Requires Will vs. Will Roll, -15%; Selective Area, +20%; Short-Range 2, -20%; Sorcery, -15%) [8].

Archmagister's Counsel

Understanding this spell's mechanics is critical, my Lord. Your advisors must discern when their counsel is truly heard, or merely perceived as such by a 'gifted' glib tongue.

Source Spell

Glib Tongue

Source Spell Types

Mind Control Spells

Glimpse of Hell

328 points.

Emotion & Morale

Keywords

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

Casting Roll

Will.

Range

10 yards.

Duration

Instantaneous.

Description

This spell rips a vision of unending torment through the subject's mind, imposing Terror with a -5 penalty to their Fright Checks. The horrors are so profound, they bypass typical resistances, inflicting an undeniable, albeit brief, moment of pure dread. The Lattice, it seems, has a dark side to reveal, and the method of revelation is irrelevant.

Statistics

Terror (-5) (Active, +0%; Cosmic, Irresistible Attack, +300%; Presence, +25%; Sorcery, -15%) [328].

Archmagister's Counsel

Point this horror at an enemy warlord's champions before battle; a mind broken by fear is far more potent than one merely pierced by a blade. It works just as well for Sorcerers as for any Guild Wizard, despite their pronouncements on 'proper' methods.

Source Spell

Glimpse of Hell

Source Spell Types

Individual Spell

Glitch

28 points.

Lesser Hexes & Afflictions

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This working causes a momentary, critical malfunction in a machine. The subject suffers the effects of Affliction 1 (Seizure) with a Reduced Duration of 1/180 and No Fatigue Loss, applied only to machines. This means gears jam, data corrupts, or grasp fails, for all intents and purposes rendering the machine useless for an instant. It is a Malediction with no visible signature, resisted by HT.

Statistics

Affliction 1 (HT; Accessibility, Machines Only, -20%; Fixed Duration, +0%; Malediction 2, +150%; No fatigue loss from Seizure, -20%; No Signature, +20%; Seizure, +100%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [28].

Archmagister's Counsel

A carefully timed Glitch can turn a siege engine into scrap or a guard automaton into a pile of parts. It won't destroy it, but the disruption is often all you need for your forces to press the advantage.

Source Spell

Glitch

Source Spell Types

Individual Spell

Glitterdust

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

Glamour, Color, and Prism

Keywords

Area, Debuff, Defense, Information, Leveled, Malediction, No-Signature, Resisted-HT-or-DX

Casting Roll

Will.

Range

Unlimited.

Duration

5 seconds or 3 minutes.

Description

This Lattice-work blankets a 2-yard radius with golden motes, blinding those who fail a HT roll for 5 seconds and revealing invisible entities for 3 minutes on a failed DX roll. Each additional level expands the effective area.

Statistics

Affliction 1 (HT or DX; Area Effect, 2 yards, +50%; Based on DX for Negated Advantage, +20%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Invisibility, +40%; No Signature, +20%; Reduced Duration, 1/30, on Blindness, -30%; Sorcery, ‑15%; Vision-Based on Blindness, -20%) [37]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Employ this to disrupt enemy formations and expose hidden threats; the Guild calls it 'Glamour,' I call it effective battlefield control. Your court sorcerers will find it invaluable for flushing out assassins and disorienting guard details.

Source Spell

Glitterdust

Source Spell Types

Light Spells

Globe of Invulnerability

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

Wards, Shields, and Barriers

Keywords

Area, Control, Damage, Defense, Leveled, Persistent

Casting Roll

None.

Range

Self.

Duration

10 seconds.

Description

This working creates an immobile spherical null-magic zone around the caster, preventing all magical powers from affecting anyone or anything within its area. Each level beyond the first costs an additional 15 points, and increases the area of effect by 50%. A level 1 globe costs 100 points and affects a 2-yard radius, lasting 10 seconds. The caster is unhindered; any magical abilities they possess can still function within the globe.

Statistics

Static (Magic; Area Effect, 2 yards, +100%; Discriminatory, +150%; Persistent, +40%; Resistible, -50%; Sorcery, -15%; Variable, Area, +5%) [99] + Rules Exemption (Magical abilities can coexist with anti-magic Static) [1]. Additional levels increase Area Effect (+50%) [+15].

Archmagister's Counsel

A lord who cannot control the battlefield cannot control his domain. This nullifies enemy spellcasters inside its radius, giving your warriors clear advantage. A Wizard's tower in a pinch, if you will.

Source Spell

Globe of Invulnerability

Source Spell Types

Assorted Spells

Gloom

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

Glamour, Color, and Prism

Keywords

Area, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This manipulation of the Lattice darkens a targeted area, reducing the illumination level by up to 10 points for 30 seconds. This effect cannot make the area darker than -10. Each additional level increases the area affected for 10 points.

Statistics

Obscure Vision 10 (Extended Duration, 3x, +20%; Ranged, +50%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [33]. Further levels add Area Effect (+50%) to the advantage [+10].

Archmagister's Counsel

Obscuring the enemy’s vision costs little and buys your forces precious time. A sorcerer who understands this can sow chaos; you, my lord, must understand how to exploit it.

Source Spell

Gloom

Source Spell Types

Light and Darkness Spells

Glow

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

Glamour, Color, and Prism

Keywords

Area, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This working, a rather straightforward plucking of the Lattice, manipulates ambient light. It increases illumination by up to 10 levels within a 10-yard radius per level, up to level 4. However, it cannot exceed the current local illumination level; one cannot create light where there is none. Each level beyond the first adds another 10 yards to the radius. Costs 30 points for level 1, plus 10 points per additional level. Duration is 30 seconds. No casting roll is required; use Innate Attack (Gaze) to aim its effect.

Statistics

Obscure Vision 10 (Extended Duration, 3x, +20%; Nuisance Effect, Does not increase illumination above zero, -15%; Ranged, +50%; Reversed, -0%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [30]. Further levels add Area Effect (+50%) to the advantage [+10].

Archmagister's Counsel

Rather quaint for direct combat, but an illuminated battlefield reveals all the enemy's little secrets, doesn't it? Or, for the truly subtle, a sudden, blinding flash to disrupt those assassins lurking in the dark.

Source Spell

Glow

Source Spell Types

Light and Darkness Spells

Glue

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

Forced Movement & Restraint

Keywords

Area, Control, Damage, Leveled, Persistent, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This spell allows the caster to manipulate The Lattice to render a surface intensely adhesive, effectively creating a Binding 10 effect on an area. Initial application requires an Innate Attack (Gaze) roll; a miss results in scatter. The effect persists for 10 seconds. Each additional level applied expands the area of effect, allowing greater coverage. This is a practical application of fundamental principles, regardless of the 'school' of thought one adheres to. Total cost is 35 points for the first level, with an additional 10 points per subsequent level.

Statistics

Binding 10 (Area Effect, 2 yards, +50%; Persistent, +40%; Sorcery, -15%) [35]. Each additional level adds more Area Effect [+10].

Archmagister's Counsel

Why bother with intricate traps when a simple application of this spell can turn a corridor into a quagmire for your enemies? Forget their fancy footwork; few can fight when stuck fast.

Source Spell

Glue

Source Spell Types

Movement Spells

Gluttony

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

Food

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This spell, priced at 38 points for level 1 and an additional point per level thereafter, is resisted by HT. It causes the subject's digestive system to become less efficient. At level 1, it introduces 'Increased Consumption 1' and negates any existing 'Reduced Consumption' advantage related to food. Each subsequent level increases the 'Increased Consumption' disadvantage by one. Duration is 1 day, and range is unlimited.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Disadvantage, Increased Consumption 1, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Reduced Consumption 4 (Food Only, -50%), +4%; No Signature, +20%; Sorcery, -15%) [38]. Additional levels add more levels of Disadvantage, Increased Consumption (+10%) [+1].

Archmagister's Counsel

You want to disrupt a siege without outright murder? Hit their supply lines and then hit their stomachs. Make the enemy's own rations turn against them; they'll eat themselves out of existence far faster than any blockade could manage.

Source Spell

Gluttony

Source Spell Types

Food Spells

Glutton’s Cheat

1 or 12 points.

Battle Blessings & Readiness

Keywords

Buff, 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.

Description

This Lattice manipulation allows the subject to consume food without making a mess, redirecting all edible matter directly into their mouth. It offers no protection against non-food substances. The basic version is a persistent effect costing 1 point. An improved version, costing 12 points, temporarily grants this ability for one minute, requiring an Innate Attack (Gaze) roll to target. The improved version has an effective range of 1,000 yards.

Statistics

The basic version is Accessory (Bib; Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Glutton’s Cheat, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [12]. Note: “Glutton’s Cheat” is Accessory (Bib; Magical, -10%) [1].

Archmagister's Counsel

Equip your gourmands, your gluttonous generals, or your slovenly spies with this; they'll look pristine while raiding the royal coffers or scarfing down battle rations. It’s about maintaining appearances, not hygiene, and appearances matter to the rabble.

Source Spell

Glutton’s Cheat

Source Spell Types

Least Spells

Goggles

1 or 12 points.

Battle Blessings & Readiness

Keywords

Buff, Defense, Information, 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 may ignore -1 in Vision penalties due to bright light and get +1 to HT rolls to resist dazzling effects (flash-bang grenades, Flash spells, etc.). The basic (1-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (12-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.

Description

After a brief manipulation of the Lattice, the subject may ignore -1 Vision penalties from bright light and gains +1 to HT rolls to resist dazzling effects. The basic version (1 point) is self-only and lasts indefinitely as long as maintained. The improved version (12 points) works at range, affects others, and lasts for 1 minute without maintenance.

Statistics

The basic version is Robust Vision (Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Goggles, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [12]. Note: “Goggles” is Robust Vision (Magical, -10%) [1].

Archmagister's Counsel

You cannot blind what they cannot see. Equip your scouts with this, and their reports, however grim, will at least be accurate. It is a small thing, but foresight is built upon many small things.

Source Spell

Goggles

Source Spell Types

Least Spells

Golem

44 points.

Enchantment

Keywords

Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite, see text.The caster animates a golem.

Description

This 'golem' spell animates a prepared body, creating an Ally that reliably serves you. The cost of 44 points reflects its constant, adjustable nature, but remember, the magic is in the animating, not the forming, so if your golem is destroyed, you must wait a full day to animate another.

Statistics

Ally (Golem; Built on 100%; Constantly, no roll required; Adjustable, Golems, +100%; Magical, -10%; Minion, +50%; Requires preparation, -20%) [44].

Archmagister's Counsel

Why bother with unreliable soldiers when you can have a loyal Golem? This is an investment in unwavering security or, if you prefer, a disposable distraction against your enemies. No need to worry about morale, only maintenance.

Source Spell

Golem

Source Spell Types

Enchantment Spells

Grace

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

Battle Blessings & Readiness

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 the subject a +1 bonus to DX per level of the spell, for a full 3 minutes. This directly enhances all DX-based skills and their Basic Speed. The Guild calls it 'finesse'; I call it a better chance of not tripping over one's own feet. Cost is 30 points for level 1, plus 18 points per additional level.

Statistics

Affliction 1 (HT; Advantage, Grace 1, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30]. Additional levels add further Grace to the Advantage enhancement (+180%) [+18]. Note: Each level of “Grace” is DX 1 (Magical, -10%) [18].

Archmagister's Counsel

Applying this to your champions before a duel or to your scouts before an infiltration mission can quite literally be the difference between victory and a rather undignified failure. Remember, the Lattice itself only cares about the result.

Source Spell

Grace

Source Spell Types

Individual Spell

Graceful Weapon

24 points.

Weapons & Battlework

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice renders a weapon — any weapon — so perfectly balanced that it never becomes unready, even after a critical failure. The effect lasts for 3 minutes and costs 24 points to impart. Aiming is done via Innate Attack (Gaze) at a range of 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Graceful Weapon, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [24]. Note: “Graceful Weapon” is Perfect Balance (Variant; Magical, -10%) [14].

Archmagister's Counsel

Equip your elite guard with this before a skirmish. While their opponents fumble and recover, your men will be landing blow after blow, a measurable advantage regardless of whether some 'Wizard' or 'Sorcerer' plucked the Lattice thread.

Source Spell

Graceful Weapon

Source Spell Types

Individual Spell

Grant Plant Intelligence

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

Growth, Blessing, and Husbandry

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This spell elevates a living plant's intellect, granting +1 IQ per level for 3 minutes. This directly enhances its mental attributes and associated skills, making it unusually perceptive or capable for the duration. It's a precise plucking of the Lattice to awaken dormant potential.

Statistics

Affliction 1 (HT; Accessibility, Only on living plants, -40%; Advantage, Grant Plant Intelligence 1, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Additional levels add further Grant Plant Intelligence to the Advantage enhancement (+180%) [+18]. Note: Each level of “Grant Plant Intelligence” is IQ 1 (Magical, -10%) [18].

Archmagister's Counsel

Why bother with druids when a King can bestow wisdom upon his orchards to warn of approaching enemies or, more practically, identify optimal growing conditions? The Guild would call it 'unnatural'; I call it efficient intelligence gathering.

Source Spell

Grant Plant Intelligence

Source Spell Types

Plant Spells

Graphology

42 or 92 points.

Readings & Analysis

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.Graphology is reading the handwriting of someone to gain information about them. At least 30 words are required for a proper reading, and the signature must be among them. The signature alone may be read at -5. Graphology is only really suited to answering questions about the subject; attempts to divine information about absent persons are at -5.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 (42-point) version of this spell requires 10 minutes to cast! The improved (92-point) version requires only the usual one or two seconds.

Description

This Lattice manipulation allows one to glean information about an individual by deciphering their handwriting. A proper reading necessitates at least 30 words, including the signature; a signature alone incurs a -5 penalty. This spell is primarily for direct inquiry into the subject; divining information about others through this method suffers a -5 penalty. When inquiring about past or future events, a time penalty applies, using weeks as 'miles' for Long-Distance Modifiers. The basic version (42 points) requires 10 minutes, while the improved version (92 points) is cast in seconds.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Penalty for impersonal questions, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a handwriting sample, -10%) [42]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

Understanding why a vassal has been delaying their tithes is far more valuable to a Lord than wondering about the 'propriety' of reading their private correspondence. The Lattice doesn't care how you get the information, only that you do.

Source Spell

Graphology

Source Spell Types

Individual Spell

Grasping Branch

15 points/level.

Commands & Compulsion

Keywords

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

Casting Roll

ST.

Range

10 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the caster to command a tree branch or shrub limb. It requires a Quick Contest between your ST roll and the target's resistance (often IQ or ST, depending on the target's nature). Each level costs 15 points and grants increased control over the branch.

Statistics

Telekinesis 4 (Accessibility, Branches Only, -10%; Accessibility, Plants Only, -40%; Animate Life-forms, Partial, +20%; Based on IQ, +20%; Sorcery, -15%) [15]. Each additional level adds 4 extra levels of Telekinesis [+15].

Archmagister's Counsel

Why bother with a petty quarrel when nature itself can be your whip and shield? Position these 'animated' branches to blockade a roadway or ensnare a fleeing enemy; the message of your reach will be clear to any Lord with a shred of sense.

Source Spell

Grasping Branch

Source Spell Types

Individual Spell

Grasping Doom

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

Battlefield Zones & Fields

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This rather morbid manipulation of the Lattice compels the deceased within a 2-yard radius to restrain those in the area. Each level beyond the first expands the radius by 2 yards. Casting requires an Innate Attack (Gaze) roll plus Talent, and misses risk scattered effects. The binding force is 10. The effect is persistent for 10 seconds.

Statistics

Binding 10 (Area Effect, 2 yards, +50%; Can be defended against, -5%; Environmental, Surfaces with interred dead, -80%; Persistent, +40%; Selective Area, +20%; Sorcery, -15%) [22]. The additional levels add more levels of Area Effect (+50%) [+10].

Archmagister's Counsel

If dealing with rebels in a crypt or an old cemetery, this "Lattice-work" clears the rabble efficiently. The Guild might call it necromancy; I call it effective crowd control.

Source Spell

Grasping Doom

Source Spell Types

Individual Spell

Grasping Hand

3 points/level.

Grand Arcana & Constructs

Keywords

Control, Defense, Persistent, Utility

Casting Roll

DX or grappling skill.

Range

Unlimited.

Duration

Indefinite.

Description

This manipulation of the Lattice conjures a hand of stone from any earth or stone surface within your line of sight, capable of grappling a target within one yard of its emergence. You roll against your DX or a relevant grappling skill to hit, and the target defends as usual. This construct persists indefinitely and costs 3 points per level to create.

Statistics

Telekinesis 1 (Breakable, DR 2, SM+1, -45%; Environmental, Earth or Stone, -20%; Increased Range, LOS, +70%; One Task, Grappling, -20%; Sorcery, -15%; Visible, -10%) [3/level].

Archmagister's Counsel

Why bother with a costly dungeon when you can simply have the very walls seize your enemies? A well-placed 'Grasping Hand' offers a persistent, low-maintenance guard, proving that sometimes, the simplest 'Lattice-work' is the most effective in securing your assets—or your prisoners.

Source Spell

Grasping Hand

Source Spell Types

Dungeon Fantasy Spells

Grasping Hand

37 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 Grasping Hand shove (p. B372) or grapple 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 manipulation of The Lattice generates a visible, shimmering hand of force between you and an opponent. It acts as an independent guardian with 20 HP and DR 20, automatically repositioning to block attacks. With concentration, you can direct it at Move 4 to shove or grapple the specified target. Its ST is 12, and its DX equals yours. The Grasping Hand can even obstruct insubstantial foes, but it dissipates if an opponent bypasses or destroys it. You may redirect it to a different opponent through concentration.

Statistics

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

Archmagister's Counsel

This is a simple, effective tool for any lord who understands that staying alive is often a matter of creating a nuisance for your enemies, whether through raw magic or simply by deploying a peasant with a pointy stick. The Lattice doesn't care about the means, only the obstruction.

Source Spell

Grasping Hand

Source Spell Types

Force Spells

Grave Grounding

69 points.

Death Curses & Withering

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This working transforms the subject into pure electrical energy, which is then catastrophically grounded, resulting in immediate and fatal cardiac arrest. The attack, a Malediction, offers no discernible signature, and the target's physical form is utterly consumed, leaving no trace. This effect is resisted by the target's HT. The cost of such a precise manipulation of the Lattice is 69 points.

Statistics

Affliction 1 (HT; Cosmic, Leaves no trace of the victim, +50%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Environmental, Electrical Contact, -20%; Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [69].

Archmagister's Counsel

A swift and utterly clean removal of a problem. The Guild wizards will fuss over the lack of a body, but your enemies will simply disappear. Useful for eliminating inconvenient witnesses or rival claimants. Just make sure your wizard isn’t pulling this trick on your own kin.

Source Spell

Grave Grounding

Source Spell Types

Individual Spell

Graveweed Smoking

5 points.

Readings & Analysis, Death Curses & Withering

Keywords

Information, Touch

Casting Roll

IQ. Special casting time.

Range

Touch.

Duration

Instantaneous. Graveweed Summoning is divination by smoking the weeds growing on a person’s grave in a pipe. This requires a minute of time. When the smoke appears, the smoker may ask a single question before the smoke dissipates. The answering voice will be that of the deceased, who can only answer questions about his own experiences and knowledge. The answer is what the subject believes to be true – if he doesn’t know, he’ll tell you. This spell is useless until weeds have had a chance to grow on the grave; weeds forced to grow magically will not work. You must also share a language with the deceased.The subject cannot resist, but your IQ (plus Talent) roll is at a penalty equal to the number of full days the subject has been dead, and you only get one try.

Description

This Lattice manipulation, costing 5 points and a minute of preparation, allows you to briefly pluck information directly from the deceased. By smoking weeds grown on the subject's grave, you contact their spirit to ask one question. The deceased can only relay what they knew in life. Your IQ roll is penalized by the number of full days since death, and you only get one attempt.

Statistics

Mind Probe (Accessibility, Requires smoking weed that grew on the subject’s grave, -60%; Accessibility, Only on corpses, -20%; Cosmic, Works on the dead, +50%; Immediate Preparation Required, 1 minute, -30%; Sorcery, -15%) [5]. Feature: Time penalty replaces the normal Quick Contest.

Archmagister's Counsel

A king doesn't need to exhume a body to understand history. This technique, though crude, offers direct answers from those who lived through it, answers that even the Guild's most meticulous 'research' rarely unearths.

Source Spell

Graveweed Smoking

Source Spell Types

Individual Spell

Gravity Crush

28.5 points/level*.

Forced Movement & Restraint, Gravity

Keywords

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

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice applies a focused gravity field to a subject, crushing or vibrating their internal organs. For each level of this spell, the target suffers 2d crushing damage, with no accompanying knockback. The target may resist this dire effect with a HT roll.

Statistics

Crushing Attack 2d (Based on HT, +20%; Based on IQ, Own Roll, +20%; Malediction 2, +150%; No Knockback, -10%; No Signature, +20%; Sorcery, -15%) [28.5/level*]. * Calculate the total cost, then round up.

Archmagister's Counsel

This brutal method for dismembering your enemies from the inside out is far more efficient than any blade, so long as your 'Gifted' can manage the power. A wise leader uses such tools to remove threats, not merely wound them.

Source Spell

Gravity Crush

Source Spell Types

Gravity Spells

Gravity Push

34.5 points/level*.

Forced Movement & Restraint, Gravity

Keywords

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

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous.

Description

This Sorcery conjures a focused gravitational wave, instantly pushing the target in a chosen direction, even skyward. It inflicts 2d of knockback damage per level. The cost is 34.5 points per level, rounded up, for an instantaneous effect with unlimited range, resisted by HT.

Statistics

Crushing Attack 2d (Based on HT, +20%; Based on IQ, Own Roll, +20%; Directional Knockback, +100%; Malediction 2, +150%; No Signature, +20%; No Wounding, -50%; Sorcery, -15%) [34.5/level*]. * Calculate the total cost, then round up.

Archmagister's Counsel

A fine way to clear unruly commoners from a royal procession, or, with sufficient power, to send a particularly annoying 'ally' plummeting from the walls of a castle. The Lattice doesn't care if you call it polite persuasion or strategic repositioning.

Source Spell

Gravity Push

Source Spell Types

Gravity Spells

Gravity Tolerance

17 points or more.

Speed, Haste, and Handling, Gravity

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice manipulation allows a subject to operate effectively under varying gravitational conditions. For every 17 energy points invested, the subject gains a base tolerance that mitigates penalties for non-native gravities, typically applying in 0.2G increments as per the "Different Gravity" rules. Additional levels can be purchased for 4.5 energy points each, enhancing this tolerance further. This spell has no overt magical signature and is delivered via an Innate Attack (Gaze) from up to 100 yards, lasting three minutes.

Statistics

Affliction 1 (HT; Advantage, Gravity Tolerance 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Gravity Tolerance to the Advantage enhancement [+4.5]. Note: Each level of “Gravity Tolerance” is Improved G-Tolerance (Magical, -10%) [4.5].

Archmagister's Counsel

Never be caught flat-footed in a campaign on a foreign world. A smart leader ensures their key personnel are always adjusted to the local physics. Knowing how to grant this allows your agents to function, and knowing how to spot it allows you to identify enemy infiltrators who are too comfortable where they shouldn't be.

Source Spell

Gravity Tolerance

Source Spell Types

Gravity Spells

Great Deflect Energy

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

Energy

Keywords

Area, Buff, Defense, Leveled, No-Signature

Casting Roll

Will.

Range

100 yards.

Duration

3 minutes. Cast on an area, this spell protects all creatures from energy attacks within its borders. The sorcerer choose which subjects (either individually or by type) receive the protection. Every protected subject a bonus to Dodge against energy attacks. If a particular subject possesses DR with no Tough Skin limitation, the sorcerer’s casting roll is penalized by their DR as well as the normal range penalties. Calculate effective DR for this penalty according to the rules for Large-Area Injury (p. B400). By default, the Dodge bonus is +1. More potent versions of this spell are available, as show below. Dodge Bonus Full Cost +1 30 points for level 1 + 5 points/additional level +2 40 points for level 1 + 5 points/additional level +3 51 points for level 1 + 5 points/additional level

Description

This manipulation of The Lattice grants all designated subjects within a 2-yard area an Enhanced Dodge bonus against energy attacks. The base spell costs 30 points for a +1 bonus, with options for +2 (40 points) and +3 (51 points) available; each additional level of Area Effect adds 5 points. The ranged duration is 3 minutes. The caster chooses who benefits, and their Will must overcome any DR of the protected subjects as a penalty to the casting roll, in addition to standard range penalties. This effectively means applying Large-Area Injury rules for DR calculation to the caster's roll.

Statistics

Affliction 1 (HT; Advantages, Great Deflect Energy 1, +110%; Area Effect, 2 yards, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [30]. Additional levels add Area Effect (+50%) [+5]. Notes: “Great Deflect Energy 1” is Enhanced Dodge 1 (Limited, Energy, -20%; Magical, -10%) [11]. Variants increase the bonus to +2 [+10] and to +3 [+21]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.

Archmagister's Counsel

This 'Lattice-work' protects a war party from incidental energy blasts or an entire entourage from an ambush. It’s not subtle, but a live lord is better than a dead one. Don’t get caught without it if you expect any resistance.

Source Spell

Great Deflect Energy

Source Spell Types

Individual Spell

Great Deflect Missile

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

Force

Keywords

Area, Buff, Control, Defense, Leveled, No-Signature

Casting Roll

Will.

Range

100 yards.

Duration

3 minutes. Cast on an area, this spell protects all creatures from missiles within its borders. The sorcerer may choose which subjects (either individually or by type) receive the protection. Every protected subject a bonus to Dodge against projectile attacks. If a particular subject possesses DR with no Tough Skin limitation, the sorcerer’s casting roll is penalized by their DR as well as the normal range penalties. Calculate effective DR for this penalty according to the rules for Large-Area Injury (p. B400). By default, the Dodge bonus is +1. More potent versions of this spell are available, as show below. Dodge Bonus Full Cost +1 27 points for level 1 + 5 points/additional level +2 34 points for level 1 + 5 points/additional level +3 42 points for level 1 + 5 points/additional level

Description

This manipulation of the Lattice grants targeted subjects within a 100-yard area an Enhanced Dodge bonus against projectile attacks for three minutes. By default, this bonus is +1, increasing to +2 or +3 with more potent castings. The Sorcerer may selectively apply this protection. A subject's unpenetrated DR with no Tough Skin limitation imposes a penalty to the Sorcerer's casting roll, calculated as per Large-Area Injury rules, in addition to range penalties.

Statistics

Affliction 1 (HT; Advantages, Great Deflect Missile 1, +80%; Area Effect, 2 yards, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [27]. Additional levels add Area Effect (+50%) [+5]. Notes: “Great Deflect Missile 1” is Enhanced Dodge 1 (Limited, Projectiles, -40%; Magical, -10%) [8]. Variants increase the bonus to +2 [+7] and to +3 [+15]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.

Archmagister's Counsel

Rather than relying on steel, a Lord could simply have a Sorcerer weave this into the Lattice, protecting entire formations from archers. Why bother with heavy armor when a well-placed ward does the job?

Source Spell

Great Deflect Missile

Source Spell Types

Individual Spell

Great Geas

59 points.

Commands & Compulsion

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent (until fulfilled). Give a sapient subject a command to do one specific thing. It can even be something a person could not feasibly, realistically accomplish; “destroy every tree in the world” would be valid. If the subject fails to resist, he must make this command his first priority at all times. He is free to decide how to go about it, however, and may approach the situation intelligently; e.g., rather than grabbing an axe, he could contact a temp agency to hire a small army of woodcutters. In effect, he has an Obsession (p. B146) with no self-control roll. Once the subject accomplishes the goal, the geas ends. The only way to remove the geas before then is with Remove Curse (GURPS Thaumatology: Sorcery, p. 21); Dispel Magic (GURPS Thaumatology: Sorcery, p. 21) has no effect.

Description

This manipulation of the Lattice forces a sapient subject to relentlessly pursue a single command, no matter how impossible the task. The target gains an Obsession, with no self-control roll, and dedicates all resources to fulfilling the geas until it is complete or removed by a greater spell. It will persist through all attempts to dispel it, and only a dedicated spell of removal can break its grip.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable Enhancement, +125%) [59]. Note: Variable Enhancement provides +25% of enhancements (+250%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +125%.

Archmagister's Counsel

Understanding what compels your enemies is far more useful than understanding GURPS page references, my lords. Force this on a rival and watch them waste resources on a fool’s errand, rather than plotting against you.

Source Spell

Great Geas

Source Spell Types

Individual Spell

Great Hallucination

39 points.

Dreams, Sleep, and Delusion

Keywords

Control, Debuff, Malediction, Persistent, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

This Lattice-work hijacks a sapient subject's senses entirely, controlling their perceptions of sight, sound, smell, and more. A successful Quick Contest of the caster's IQ against the subject's Will (with standard range penalties) allows the caster to project any desired sensory input directly into their victim's mind. The effect is persistent.

Statistics

Illusion (Accessibility, Only on sapient beings, -10%; Mental, +100%; Short-Range 2, -20%; Sorcery, -15%) [39].

Archmagister's Counsel

Why bother with intricate poisons or clumsy ambushes when you can drive a rival lord mad with delusions? A mind poisoned by its own senses is far more compliant.

Source Spell

Great Hallucination

Source Spell Types

Individual Spell

Great Haste

88 points.

Speed, Haste, and Handling, Communication & Empathy

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This manipulation of the Lattice accelerates the target's subjective experience of time, effectively doubling their perceived rate of existence. The cost is 88 points for 10 seconds of effect, a subtle yet profound alteration of the natural rhythms. This is effectively Altered Time Rate 1, with a secondary cost of 5 FP after the effect ceases.

Statistics

Affliction 1 (HT; Advantage, Great Haste, +780%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/10, -20%; Sorcery, ‑15%) [88]. Notes: “Great Haste” is Altered Time Rate 1 (Aftermath Costs 5 FP, -12%; Magical, -10%) [78].

Archmagister's Counsel

Employ this on your fastest messenger before battle, or on an assassin needing merely seconds to reposition. A king who commands the flow of time commands loyalty, for his will is done with impossible speed.

Source Spell

Great Haste

Source Spell Types

Movement and Communication Spells

Great Healing

86 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a subject, you may immediately heal him 5d HP. This also automatically stops any bleeding. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

An immediate restorative effect, delivered via touch, that mends the physical form by granting 5d HP and staunching any bleeding. Healing your own race comes easily, though an unconscious subject imposes a -2 penalty to your casting roll. Repeated applications on the same subject within a day incur a cumulative -3 penalty, and failure will cost you 1d FP, not the usual trivial drain.

Statistics

Healing (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 10 FP, -5%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 9, +180%) [86]. Note: The 20 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

This is less a 'healing art' and more a battlefield repair job. Keep your combat physicians well-versed in this, for a few well-placed touches can keep your best blades from bleeding out where they fall, allowing them to fight another day. Do not let sentiment lead you to overuse it on the same individual; the Lattice punishes such inefficiencies harshly.

Source Spell

Great Healing

Source Spell Types

Individual Spell

Great Shapeshift

85 points or 165 points or more; see text.

Shapeshifting & Polymorph, Forced Movement & Restraint

Keywords

Persistent, Travel, Utility

Casting Roll

None. Special casting time.

Range

Self.

Duration

Indefinite.

Description

This potent manipulation of the Lattice allows the caster to assume different forms at will, precisely as if they possessed the Morph advantage. The initial transformation demands 10 seconds. An improved version, costing an additional 80% to the base 85 points, reduces this time to a mere 0.5 seconds.

Statistics

Morph (Sorcery, -15%) [85]. The improved version adds Reduced Time 4, +80% [+80].

Archmagister's Counsel

A lord gifted with this control over their own form is not merely a master of disguise; they are an enigma, capable of appearing where they are least expected and vanishing when security tightens. Consider the strategic implications — infiltration, escape, or simply inspiring awe and fear among your rivals. The Guild's mages prattle about 'polymorph,' but the Lattice simply cares about the 'what,' not the 'how.'

Source Spell

Great Shapeshift

Source Spell Types

Individual Spell

Great Ward

79 points for level 1 + 15 points/additional level (or fewer).

Wards, Shields, and Barriers

Keywords

Area, Control, Defense, Information, Leveled

Casting Roll

IQ/2 + 3

Range

Self.

Duration

Instantaneous.

Description

This spell allows a sorcerer to create an instantaneous magical ward as an active defense. It protects against any spell affecting an area around the caster, provided the caster themselves knows that spell. It operates as an IQ-based active defense roll, and subsequent levels increase the area of effect. The initial cost is 79 points for a 2-yard radius, increasing by 15 points per additional level.

Statistics

Static (Magic; Accessibility, Only spells the caster could cast, -5%; Active Defense, -40%; Area Effect, 2 yards, +100%; Selective Area, +20%; Sorcery, -15%; Switchable, +100%) [78] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1]. Additional levels add Area Effect (+50%) to Static [+15]. Notes: Active Defense being IQ-based is a special feature. The limitation value of Accessibility, Only spells the caster could cast is equal to -5% if the caster’s Sorcerous Empowerment is not limited in scope. If their Sorcerous Empowerment has the Limited Colleges or Limited Scope limitation, increase the value by the same number. Thus, the first level of this spell costs 76 points if the caster is limited to four colleges or the equivalent, 73 points if they are limited to three colleges, 70 points if they are limited to two colleges, and 67 points if they are limited to a single college.

Archmagister's Counsel

Foolish Guild wizards cling to their abjurations. Your Sorcerer, however, need only understand a spell to defend against it. This isn't about rote learning; it's about anticipating the Lattice's manipulation and countering it instantly. Use it to keep your mages from turning into newts during diplomatic dinners.

Source Spell

Great Ward

Source Spell Types

Assorted Spells

Green Death

26 points.

Death Curses & Withering

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 hour.

Description

This Malediction conjures invasive, leafy growth within the subject's body, functioning as a toxic poison. It inflicts 1d-1 toxic damage every 5 minutes for one hour. At 2/3 HP, the subject begins choking; at 1/2 HP, they suffer agony; and at 1/3 HP, they manifest unnatural features. The casting roll is Will, the range is unlimited, and the duration is 1 hour.

Statistics

Toxic Attack 1d-1 (Accessibility, Only on living beings, -10%; Based on HT, +20%; Cyclic, 5 minute interval, 12 cycles, +360%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%; Symptoms, 1/2 HP, Agony, +200%; Symptoms, 1/3 HP, Unnatural Features, +5%; Symptoms, 2/3 HP, Choking, +50%) [26].

Archmagister's Counsel

Understanding this Lattice-work is crucial for any Lord seeking to eliminate a rival covertly; it leaves no direct signature, merely a 'natural' decline. However, ensure your own advisors can spot such a manipulation, for what can be wrought, can often be unwrought, or at the very least, anticipated.

Source Spell

Green Death

Source Spell Types

Individual Spell

Green Telurgy

17 points.

Sorcerous Services & Rites

Keywords

Persistent, Utility

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

Green Telurgy works by establishing a two-way psychic communication channel between two individuals, provided both are in physical contact with the same plant. It costs 17 points to establish, is sustained indefinitely, and has an unlimited range. The caster must roll against IQ to successfully initiate this connection.

Statistics

Mind Reading (Accessibility, Both participants must be touching the plant, -60%; Accessibility, Projected thoughts only, -20%; Link, +10%; Magical, -10%; Telecommunication, -20%) [6] + Telesend (Accessibility, Both participants must be touching the plant, -60%; Link, +10%; Sorcery, -15%) [11].

Archmagister's Counsel

This 'green phone line' is a remarkably subtle way to keep your agents connected across vast distances. Just ensure your couriers are familiar with local flora, lest they look like fools hugging every tree in sight.

Source Spell

Green Telurgy

Source Spell Types

Individual Spell

Grind Meat

1 point.

Sorcerous Services & Rites

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent utility allows a sorcerer to grind food with but a touch. When fingers form a ring and raw material, be it meat or vegetable, is passed through, the Lattice mimics the action of a grinder. The spell costs 1 point and requires no casting roll, functioning indefinitely once the Accessory is acquired.

Statistics

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

Archmagister's Counsel

You can feed an army with this, my lord. No need for cumbersome machinery; just a few gifted hands and endless provisioning. The Guild would be aghast at such mundane use of 'magic,' but they're not the ones winning wars or feeding the populace efficiently.

Source Spell

Grind Meat

Source Spell Types

Individual Spell

Groom

1 or 19 points.

Battle Blessings & Readiness

Keywords

Buff, 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 90 minutes. Subject can use their bare hands to brush, comb, and otherwise care for the fur of any beast. The basic (1-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

This Lattice manipulation allows the subject to groom any animal with their bare hands, effectively replacing brushes and combs. The basic 1-point version benefits only the caster, with an indefinite duration requiring maintenance. The superior 19-point version affects others at 100 yards, carries a 90-minute fixed duration, and requires no upkeep.

Statistics

The basic version is Accessory (Grooming Tools; Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Groom, +10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Note: “Groom” is Accessory (Grooming Tools; Magical, -10%) [1].

Archmagister's Counsel

A well-groomed mount is a healthy mount. Use the improved version of this 'Lattice-work' on war-beasts before battle; it costs little, but the benefits in morale and readiness are significant.

Source Spell

Groom

Source Spell Types

Least Spells

Guardian Spirit

58 points.

Sorcerous Services & Rites, Safeguards & Reliefs, Spirits, Wards, and the Dead

Keywords

Buff, Defense, No-Signature, Utility

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

1 hour or until awoken. After the awakening, the spell’s bonuses last for 3 minutes.

Description

This Manipulation of The Lattice bestows a prescient unborn soul upon the subject, which lies dormant for up to one hour. The subject can awaken it with a Concentrate maneuver and a successful Will roll. Once awake, the Guardian Spirit provides Danger Sense and a +1 to all active defenses for 3 minutes. The sorcerous energies have no visible signature.

Statistics

Affliction 1 (HT; Advantage, Guardian Spirit, +270%; Advantage, Guardian Spirit Bonus (Accessibility, Costs 1 ER, -10%), +135%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Sorcery, -15%) [58]. Notes: “Guardian Spirit” is Defense Bonus 1 (Magical, -10%) [27]. “Guardian Spirit Bonus” is Danger Sense (Magical, -10%) [14].

Archmagister's Counsel

While the Guild argues over the ethics of 'unborn souls,' a savvy Lord understands this is merely a defensive augmentation. Deploy it on your personal guards or vital couriers; it's cheap insurance against ambush, regardless of whether it's 'spiritual' or 'telepathic' in nature.

Source Spell

Guardian Spirit

Source Spell Types

Incarnum Spells

Guided Weapon

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

Weapons & Battlework

Keywords

Buff, Control, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working enchants a ranged weapon, imbuing it with a +260% Guided Weapon power which allows post-launch control of projectiles. While the Guild argues about 'signatures,' this 'Lattice-work' cleverly applies its effect with None. It has a variable energy cost of 35 points per level, with an additional 8 points per level thereafter. It lasts a full three minutes and has a range of 100 yards, a respectable distance for any marksman. The aiming is done through the mundane, yet effective, Innate Attack (Gaze) skill. Each additional level removes -1 in penalties.

Statistics

Affliction 1 (HT; Accessibility, Only on ranged weapons, -30%; Advantage, Guided Weapon, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [35]. Notes: “Guided Weapon” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -1 in penalties [+8]. This spell is based on the Guided Weapon imbuement skill.

Archmagister's Counsel

Equip your elite archers with this, my lord. No more 'missed' shots at a fleeing enemy; every arrow becomes a viper, relentlessly pursuing its target. The Lattice cares not for the path of the projectile, only its destination.

Source Spell

Guided Weapon

Source Spell Types

Individual Spell

Hail

46 points for level 1 + 41 points/additional level.

Rain, Wind, and Greater Weather

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

Self.

Duration

Indefinite.

Description

This manipulation of The Lattice compels hail to fall within a 0.1-mile radius around you, provided there are clouds and the temperature is below freezing. You may also dispel existing hail. Each level costs 41 points for additional control, with the first level costing 46 points.

Statistics

Control Hail 1 (Natural Phenomenon, +100%; Sorcery, -15%) [19] + Control Hail +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [27]. Additional levels add Control Hail +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41/level]. Note: As this is one advantage (Control Hail) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

If you wish to truly disrupt enemy logistics, this Sorcery can decimate a marching army or ruin a harvest, making their gold as frozen as your enemies’ morale. The Guild has no monopoly on tactical weather. Use it.

Source Spell

Hail

Source Spell Types

Weather Spells

Hair Growth

51 points.

Body Forms, Limbs, and Alteration

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent until cut or until falls out naturally. Causes the subject’s hair and nails to grow at a faster rate. If left unchecked, such growth interferes with vision (as hair falls in the eyes; penalty up to -4 to Vision), movement (as the subject trips on his beard; slows Move to x0.6) and handling ability (as nails get in the way; penalty up to -4 to DX). Some bald people appreciate this spell, while it lasts (baldness returns within about a month as the hair falls out naturally). The caster may cause the spell to affect only a particular body part, and may choose the desired length of hair and nails, determining the penalties, if any. Should the hair be cut, it vanishes, so this spell is not very useful when shearing sheep.

Description

This Malediction manipulates the Lattice to accelerate hair and nail growth. Unchecked, this can impose penalties up to -4 to Vision or DX, and reduce Move to x0.6. The effect is permanent until trimmed or naturally shed, and the caster can target specific body parts and control the final length to dictate the exact penalties, or lack thereof. It requires a Will roll to cast and targets HT for resistance.

Statistics

Affliction 1 (HT; Attribute Penalty, DX-4, +40%; Attribute Penalty, Per-4, +20%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Effect, +20%; Slower Move, x0.6, +20%; Sorcery, ‑15%; Variable, +5%) [51].

Archmagister's Counsel

A clever Malediction for undermining a political rival's public appearance, or simply incapacitating a bandit without resorting to lethal force. Remember, a man tripping over his own beard is far less dangerous than one with a clear line of sight to your Lord.

Source Spell

Hair Growth

Source Spell Types

Body Control Spells

Hallucination

31 points.

Dreams, Sleep, and Delusion

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute. Sapient subject hallucinates (p. B429) for 1 minute. After that the subject is stunned (p. B420) and may roll vs. Will once per second to recover.

Description

This Malediction forces a sapient target to experience vivid hallucinations for one minute. The target then becomes stunned, but can attempt a Will roll each second to recover. This plucks a chaotic string on the Lattice, rendering even the most disciplined mind vulnerable. The initial effect is resisted by the target's Will.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Hallucinating, +50%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [31].

Archmagister's Counsel

Against unruly crowds or insubordinate officers, this spell provides a swift, if temporary, path to disorder. Let them fight phantoms while your forces restore order – a far more efficient solution than a lengthy inquiry.

Source Spell

Hallucination

Source Spell Types

Individual Spell

Hallucinogenic Cloud

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

Winds, Vapors, and Sky Passage

Keywords

Area, Control, Damage, Healing, Information, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This spell fills a two-yard radius with hallucinogenic gases for 10 seconds. Anyone attempting to see through it suffers a -3 penalty to vision rolls. For each additional level, the area effect of both the vision obscuration and the hallucinogenic affliction increases, costing an additional 8 points per level.

Statistics

Obscure Vision 3 (Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Variable, Area, +5%) [11] + Affliction 1 (HT; Area Effect, 2 yards, +50%; Drifting, +20%; Fixed Duration, +0%; Hallucinating, +50%; Link, +10%; Persistent, +40%; Respiratory Agent, +50%; Sorcery, -15%; Variable, Area, +5%) [31]. Further levels add Area Effect (+50%) to both advantages [+8].

Archmagister's Counsel

Obscuring the enemy's vision while simultaneously making them see phantoms is a classic tactic. Use this to sow chaos in their ranks before a charge, or to mask your own movements. The Guild will tell you to cast 'Darkness;' I say, why not make them see fire-breathing goblins while you're at it?

Source Spell

Hallucinogenic Cloud

Source Spell Types

Individual Spell

Halt Ageing

44 points.

Healing

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 month.

Description

For one month, the subject's biological aging process is suspended. This is an Affliction (HT) that bestows the Unaging (Magical) advantage, with an Extended Duration of 30,000x and no magical signature. It costs 44 points and can be aimed up to 100 yards with an Innate Attack (Gaze) roll.

Statistics

Affliction 1 (HT; Advantage, Halt Ageing, +140%; Extended Duration, x30,000x, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Note: “Halt Ageing” is Unaging (Magical, -10%) [14].

Archmagister's Counsel

Your royal patron doesn’t need to look a day over forty, even if they're a hundred and twenty. A month of youth for 44 points? A king’s vanity is often a kingdom’s stability.

Source Spell

Halt Ageing

Source Spell Types

Healing Spells

Halt Annihilation

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

Energy, Space

Keywords

Area, Control, Damage, Persistent, Travel

Casting Roll

IQ.

Range

100 yards.

Duration

30 seconds.

Description

This working creates a bubble of suppressed annihilation with a radius of (9 + spell level) yards, preventing matter and antimatter from reacting within the area for 30 seconds. This renders antimatter reactors inert, neuters pulsar damage, and disarms antimatter warheads. Cost is 110 points for level 1, plus 6 points per additional level. Your casting roll is against IQ, with a range of 100 yards.

Statistics

Control Antimatter 10 (Accessibility, Only to stop annihilation, -65%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [110]. Additional levels add Control Antimatter (Accessibility, Only to stop annihilation, -65%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [6/level].

Archmagister's Counsel

A weaponized use of this working can shut down an enemy's energy supply or disarm their most potent munitions. Send in an assassin with this ability and your opponent's antimatter arsenal becomes so much expensive junk.

Source Spell

Stop Annihilation

Source Spell Types

Antimatter Spells

Halt Healing

48 points.

Death Curses & Withering, Healing

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 week.

Description

This manipulation of the Lattice causes a subject's natural regenerative processes to cease entirely for one week. They cannot recover hit points naturally, nor can they steal life from others. Magical healing, however, remains effective. This is an Affliction 1 targeting HT; it is immune to Dispel Magic, has no signature, and applies Unhealing (Total). Its duration is extended to one week and is Malediction 2.

Statistics

Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Unhealing (Total), +30%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [48].

Archmagister's Counsel

A fine way to ensure a troublesome foe stays troublesome, regardless of how many healers their coin can buy. Natural recovery means nothing once this Lattice-work takes hold.

Source Spell

Stop Healing

Source Spell Types

Necromantic Spells

Halt Impulse

70 points.

Technological

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous (heart attack) and 3 minutes (paralysis).

Description

This working forcefully severs the connection between a subject's brain and their body, delivered as an Affliction. It targets the subject's HT (resistible by HT) and, if successful, immediately induces a heart attack and paralyzes them for 3 minutes. The Malediction ensures its reach, and a lack of overt magical signature makes its origin difficult to trace. Cost: 70 points. It requires a Will roll to cast. The range is technically unlimited, affecting any being with a brain, but the results are instant for the heart attack and leave the subject paralyzed for 3 minutes.

Statistics

Affliction 1 (HT; Accessibility, Only on beings with a brain, -10%; Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Paralysis, +150%; Sorcery, ‑15%) [70].

Archmagister's Counsel

Why bother with elaborate poisons or messy blades when you can simply turn off an enemy's brain from across the continent? This isn't just an assassination tool; it's a statement: your enemies aren't safe anywhere, even in a locked room.

Source Spell

Stop Impulse

Source Spell Types

Technological Spells

Halt Paralysis

74 points.

Arcane Utilities & Implements

Keywords

Control, Healing, Utility

Casting Roll

IQ. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This spell, requiring a successful IQ roll and 1 FP, neutralizes paralysis from spells, powers, and Afflictions. It doesn't matter if it's 'magical' paralysis or some exotic poison affecting the Lattice; this spell cuts through it all.

Statistics

Healing (Accessibility, Only to stop paralysis, -60%; Affects Self, +50%; Affliction Only, -40%; Capped, 6 FP, ‑15%; Magical, ‑10%; Ranged, +40%; Reduced Fatigue Cost 5, +100%; Xenohealing, Anything Alive, +80%) [74].

Archmagister's Counsel

Paralysis is a common battlefield tactic, whether arcane or alchemical. Equipping your healers with this spell ensures your vital assets aren't left as static targets, regardless of how they got that way.

Source Spell

Stop Paralysis

Source Spell Types

Individual Spell

Halt Power

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

Mana, Ley, and Power

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

30 seconds. Stops the flow of power in the area, causing all powered devices to cease to function. This may or may not cause permanent damage to the devices, depending on their design. Barring this, any affected device works normally when it leaves the area. This spell stops the flow of power in an area with a radius equal to (9 + spell level) yards.

Description

This spell, for 230 points, halts the flow of any power source within a radius of (9 + spell level) yards, causing all devices reliant on that power to cease function for 30 seconds. Permanent damage to affected devices is a possibility, depending on their design, but they otherwise resume normal operation once removed from the area of effect. Further levels cost 13 points each, solely to increase the area of effect.

Statistics

Control Power 10 (Accessibility, Only to stop the flow of power, -60%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [230]. Additional levels add Control Power (Accessibility, Only to stop the flow of power, -60%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [13/level].

Archmagister's Counsel

A truly disruptive lattice manipulation. When facing an enemy obsessed with their 'modern' conveyances and weapons, simply halt their power. Watch their confidence flicker as their superior technology becomes so much useless scrap!

Source Spell

Stop Power

Source Spell Types

Power Spells

Halt Spasm

45 points.

Arcane Utilities & Implements

Keywords

Healing, Utility

Casting Roll

IQ. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This instant-duration manipulation of the Lattice, costing 1 FP, neutralizes ongoing seizures caused by spells, powers, or Affliction-like effects. A successful IQ roll is required, fired with Innate Attack (Gaze) up to 100 yards. It's a precise pluck for a precise problem, nothing more, nothing less.

Statistics

Healing (Accessibility, Only to stop seizures, -60%; Affliction Only, -40%; Capped, 4 FP, ‑20%; Magical, ‑10%; Ranged, +40%; Reduced Fatigue Cost 3, +60%; Xenohealing, Anything Alive, +80%) [45].

Archmagister's Counsel

Stopping an enemy's seizure is a terrible waste of talent, but consider how quickly a useful ally can be returned to the fight. This isn't about healing; it's about optimizing your assets on the battlefield.

Source Spell

Stop Spasm

Source Spell Types

Individual Spell

Halt Undead

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

Undead Animation & Command, Souls, Possession, and Bindings

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

6 seconds. Undead creatures in the area are paralyzed. Each undead creature resists with a Quick Contest of Will. You can omit any creatures from the effect.

Description

This manipulation of the Lattice paralyzes undead within a 2-yard radius for 6 seconds. Each undead resists with a Quick Contest of Will. More dedicated Sorcerers can expand this area. You can, of course, choose which creatures within the area are affected; no need to stop your own shambling minions by accident.

Statistics

Affliction 1 (Will; Accessibility, Undead Only, -50%; Area Effect, 2 yards, +50%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Paralysis, +150%; Reduced Duration, 1/30, -30%; Selective Area, +20%; Sorcery, ‑15%) [42]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

When facing a horde of the walking dead, paralyzing the most dangerous specimens, while your own forces close the distance, is simply good battlefield management. The method matters not; only the outcome.

Source Spell

Halt Undead

Source Spell Types

Individual Spell