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Showing 801-900 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Hammerhands Sorcerous Services & Rites 1 point.
Harden Air Breath & Atmosphere 16 points for level 1 + 2.5 points/additional level*.
Hardiness Grand Arcana & Constructs 6.5 points/level.
Harvest Battlefield Zones & Fields 54 points for level 1 + 15 points/additional level.
Haste Speed, Haste, and Handling, Communication & Empathy 30 points for level 1 + 18 points/additional level.
Hawk Flight Ways, Passage, and Travel, Radiance, Sight, and Reflection 66 points for level 1 + 18 points/additional level.
Hawk Vision Senses & Perception, Radiance, Sight, and Reflection 17 points for level 1 + 4.5 points/additional level*.
Haze Winds, Vapors, and Sky Passage, Glamour, Color, and Prism 4 points for level 1 + 1 point/additional level.
Heal Fungus Plant Lore, Speech, and Passage, Healing 26 points.
Heal Plant Growth, Blessing, and Husbandry, Healing 26 points.
Healing Slumber Healing 60 points.
Healthful Armor Armor & Battle Shells, Poison 44 points for level 1 + 40 points/additional level.
Healthful Rest Healing 29 points or 38 points.
Hearing Protection Resistances & Immunities 17 or 21 points.
Heart of Stone Stone, Soil, and Sand, Internal Ruin, Fatigue, and Decline 60 points.
Heartburn Internal Ruin, Fatigue, and Decline 32 points.
Heat Heat, Fuel, and Hearthwork 25 points for level 1 + 1 point/additional level.
Heat Flash Senses & Perception, Lightning & Radiant Assaults, Heat, Fuel, and Hearthwork 28 points for level 1 + 5 points/additional level.
Heat Metal Lesser Hexes & Afflictions, Crafting, Repair, and Reshaping, Metal & Glass, Heat, Fuel, and Hearthwork 26 points.
Heat Water Heat, Fuel, and Hearthwork, Water Shaping & Passage 4 points for level 1 + 5 points/additional level (or more).
Hell Zone Battlefield Zones & Fields 80 points for level 1 + 8 points/additional level.
Hellfire Breath Breath & Atmosphere, Flame Assaults & Battlefire, Death Curses & Withering 8 points/level.
Hellfire Jet Flame Assaults & Battlefire, Death Curses & Withering 11 points/level.
Hellfire Orb Flame Assaults & Battlefire, Death Curses & Withering 7.5 points/level.
Hellfire Rain Flame Assaults & Battlefire, Undead Animation & Command, Rain, Wind, and Greater Weather 12 points (or more).
Hellspawn Commands & Compulsion 33 points.
Helping Hands Grand Arcana & Constructs 7 points/level.
Herbivory Food 48 points.
Hex Enchantment 273 points.
Hide Glamour, Color, and Prism, Stealth 19 points for level 1 + 3 points/additional level.
Hide Emotion Communication & Empathy, Stealth 50 points.
Hide from Animals Animal Command & Repelling, Stealth 54 or 62 points.
Hide from Undead Undead Animation & Command, Stealth 44 or 52 points.
Hide Object Stealth 1.35 points/level*.
Hide Path Stealth 22 points.
Hide Thoughts Communication & Empathy, Stealth 39 points.
Hideaway Safeguards & Reliefs 29 points for level 1 + 7 points/additional level.
Hideous Laughter Commands & Compulsion 29 points.
Hinder Lesser Hexes & Afflictions 26 points for level 1 + 2 points/additional level.
History Divination & Omens, Time 15 points.
Hoard-Reading Readings & Analysis 42 or 92 points.
Hold Breath Breath & Atmosphere 29 points.
Hold Fast Ways, Passage, and Travel 21 points.
Hold Metal Stone, Soil, and Sand 38 points for level 1 + 5 points/additional level.
Holy Smite Holy 44 points.
Homing Weapon Weapons & Battlework 44 points for level 1 + 8 points/additional level.
Hot Smoke Breath & Atmosphere 18 points for level 1 + 5 points/additional level.
Hunger Food 13 points.
Hybrid Control Animal Command & Repelling 10 points.
Hydration Food 28 points.
Hydromancy Divination & Omens 40 or 90 points.
Hyperjump Grand Arcana & Constructs 50 points for level 1 + 5 points/additional level.
Hypervision Senses & Perception 30 points.
Hypnotic Leaves Commands & Compulsion 33 points for level 1 + 5 points/additional level.
Hypnotize Commands & Compulsion 2 points.
Ice Armor Armor & Battle Shells, Ice, Snow, and Frost 34 points.
Ice Dagger Ice, Snow, and Frost 4.8 points/level*.
Ice Movement Ice, Snow, and Frost 34 points.
Ice Shield Wards, Shields, and Barriers, Ice, Snow, and Frost 33 points.
Ice Slick Ice, Snow, and Frost, Tempests, Lightning, and Winter Weather 42 points for level 1 + 13.5 points/additional level*.
Ice Sphere Ice, Snow, and Frost, Tempests, Lightning, and Winter Weather 4.5 points/level*.
Ice Storm Battlefield Zones & Fields, Ice, Snow, and Frost, Tempests, Lightning, and Winter Weather 77 points.
Icewalking Ice, Snow, and Frost, Tempests, Lightning, and Winter Weather 22 points.
Icy Breath Breath & Atmosphere 8.5 points/level.
Icy Missiles Weapon Boons & Retaliations 13 points.
Icy Rune Weapon Boons & Retaliations 20 points.
Icy Touch Lesser Hexes & Afflictions 30 points.
Identify Fungus Detection & Appraisal, Plant Lore, Speech, and Passage 14 points.
Identify Loot Detection & Appraisal 37 points.
Identify Metal Detection & Appraisal, Metal & Glass 14 points.
Identify Plant Detection & Appraisal, Plant Lore, Speech, and Passage 14 points.
Identify Plastic Detection & Appraisal 14 points.
Identify Psi Detection & Appraisal 16 points.
Identify Spell Detection & Appraisal 16 points.
Identify True Name Divination & Omens 18 points.
Ignite Poison Poison 45 points for level 1 + 3.5 points/additional level*.
Illuminated Writing Detection & Appraisal 6 points.
Illusion Disguise Illusion & Creation 40 points for level 1 + 12.5 points/additional level*.
Illusion Shell Illusion & Creation 39 points for level 1 + 12.5 points/additional level*.
Illusory Wall Battlefield Zones & Fields 35 points for level 1 + 12.5 points/additional level*.
Image Bursts, Barrages, and Bombardment 5 points for level 1 + 12.5 points/additional level*.
Images of the Past Divination & Omens, Time 41 points.
Imp Face Pain, Stun, and Collapse 41 points.
Impart Skill Safeguards & Reliefs 27 points.
Impenetrable Armor Armor & Battle Shells 44 points for level 1 + 40 points/additional level.
Impression Blocker Wards, Shields, and Barriers 60 points.
Imprint Monster Animal Command & Repelling 28 points.
Improved Explosive Fireball Missiles, Jets, and Rays 12 points/level.
Improved Explosive Lightning Bursts, Barrages, and Bombardment, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather 19 points/level.
Improved Firewood Safeguards & Reliefs 23 points.
Incarnum Arc Missiles, Jets, and Rays 18 points.
Incarnum Bladestorm Tempests, Lightning, and Winter Weather 6 points.
Incorporeal Chains Thoughts & Memory, Memory, Thought, and Will 76 points/level.
Increase Burden Ways, Passage, and Travel 49 points for level 1 + 16 points/additional level.
Increase Gravity Gravity 54 points for level 1 + 9 points/additional level.
Increase Potency Bursts, Barrages, and Bombardment 6 points for level 1 + 3 points/additional level.
Infiltrate Water Shaping & Passage 20 points.
Inflict Pain Seekers & Trackers, Pain, Stun, and Collapse 32 points.
Infravision Senses & Perception, Radiance, Sight, and Reflection 25 points.
Inscribe Speed, Haste, and Handling, Communication & Empathy 12 points.

Hammerhands

1 point.

Sorcerous Services & Rites

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This minor manipulation of the Lattice allows the caster to affect nails with their bare hand as if wielding a hammer. The effect is constant and entirely mundane in appearance, costing 1 point for the accessory. No casting roll or duration to worry about; the power persists indefinitely.

Statistics

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

Archmagister's Counsel

While seemingly trivial, a builder or siege engineer with this mundane trick can ensure their structures hold the line, unhampered by dropped tools. Magic, or bloodline power, it all serves the same master.

Source Spell

Hammerhands

Source Spell Types

Individual Spell

Harden Air

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

Breath & Atmosphere

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This working hardens existing air, manifesting as a rigid wall. It creates a 1d crushing attack. The effect is persistent for five minutes, requiring no concentration. Costs 16 points for level 1, increasing by 2.5 points per additional level, which expands the area of effect.

Statistics

Crushing Attack 1d (Area Effect, 2 yards, +50%; Environmental, Air, -5%; Extended Duration, 30x, +60%; No Signature, +20%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [16]. Additional levels increase Area Effect (+50%) [+2.5*]. * Calculate the total cost and round up.

Archmagister's Counsel

A hard wall of seemingly nowhere? An excellent way to impede a charge, trap a fool, or simply deny an area without leaving any physical trace of your method. Wizards can only dream of such elegant subtlety.

Source Spell

Harden Air

Source Spell Types

Individual Spell

Hardiness

6.5 points/level.

Grand Arcana & Constructs

Keywords

Damage, Defense, Utility

Casting Roll

IQ/2 + 3

Range

Self.

Duration

Instantaneous.

Description

Upon activation, the caster gains Damage Resistance 2 per level against a single attack, thanks to a localized force field. This is an active defense, requiring a casting roll for each instance of damage, effectively adding to one’s inherent toughness at the precise moment it is needed. Cost is 6.5 points per level.

Statistics

Damage Resistance 2 (Active Defense, -40%; Force Field, +20%; Sorcery, -15%) [6.5/level].

Archmagister's Counsel

This is not some parlor trick to make you look stronger; it is an actual enhancement of your ability to withstand harm. A smart lord invests in ensuring their most valuable assets can survive unexpected 'challenges,' and this spell is an undeniable advantage in such circumstances. Do not underestimate what it means to simply *not* be damaged when your opponent expects you to fall.

Source Spell

Hardiness

Source Spell Types

Assorted Spells

Harvest

54 points for level 1 + 15 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

30 seconds.

Description

This spell, for 54 points, creates a 2-yard zone of telekinetic force up to 100 yards away, persistent for 30 seconds, specifically designed to harvest crops. Each additional level costs 15 points and increases the area of effect. The Guild calls this 'agricultural magic'; I call it efficient resource management.

Statistics

Telekinesis 6 (Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; One Task, Harvest Crops, -65%; Persistent, +40%; Selective Effect, +20%; Sorcery, -15%) [54]. Additional levels add more Area Effect (+50%) to the advantage [+15].

Archmagister's Counsel

Why expend a regiment of peasants and a week of labor when a single sorcerer can clear a field in minutes? If you intend to wage war, ensuring your supplies are gathered quickly and cleanly is paramount, regardless of whether a robed academic approves of the method.

Source Spell

Harvest

Source Spell Types

Individual Spell

Haste

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

Speed, Haste, and Handling, Communication & Empathy

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice increases the target's Basic Speed, and thus their Basic Move and Dodge, by 1.00 per level for 3 minutes. The initial application costs 30 points, with each subsequent level costing an additional 18 points.

Statistics

Affliction 1 (HT; Advantage, Haste 1, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30]. Additional levels add further Haste to the Advantage enhancement (+180%) [+18]. Note: Each level of “Haste” is Basic Speed 1.00 (Magical, -10%) [18].

Archmagister's Counsel

Employ this on your messengers, scouts, or even your cavalry. The Guild may quibble over 'proper' methods, but a quicker blade or a swifter escape decides more battles than their academic debates.

Source Spell

Haste

Source Spell Types

Movement and Communication Spells

Hawk Flight

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

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

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

Through a direct plucking of the Lattice, the subject gains flight and enhanced air movement for 3 minutes, capable of soaring across 100 yards. The Guild calls it 'Aeromancy,' I call it ensuring our messengers arrive before the enemy’s.

Statistics

Affliction 1 (HT; Advantage, Hawk Flight, +540%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [66]. Notes: “Hawk Flight” is Flight (Magical, -10%) [36] + Enhanced Move 1 (Air; Magical, -10%) [18]. Each additional level adds an additional level of Enhanced Move 1 (Air; Magical, -10%) [+18].

Archmagister's Counsel

If a wizard sends a messenger by horse and a sorcerer sends one by 'Hawk Flight', which message do you think reaches the front lines first, my Lord? Focus on results, not the method. The Lattice provides, regardless of pedigree.

Source Spell

Hawk Flight

Source Spell Types

Movement Spells

Hawk Vision

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

Senses & Perception, Radiance, Sight, and Reflection

Keywords

Buff, Damage, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice allows the subject to zoom their vision as if using high-quality binoculars. Each level negates 1 point of range penalty for Vision rolls normally, or 2 points if an Aim maneuver is used to focus on a particular target. This effect lasts 3 minutes and has a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Hawk Vision 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Hawk Vision to the Advantage enhancement (+50%) [+4.5*]. Note: Each level of “Hawk Vision” is Telescopic Vision 1 (Magical, -10%) [4.5]. * Calculate the total cost, then round up.

Archmagister's Counsel

Understanding what your enemies see, and what they *don't*, is paramount. Use this to scout their troop movements, identify crucial weaknesses in their defenses, or verify an assassin's success from a distance safe enough to be called 'cowardly' by those who've never stared down a dragon.

Source Spell

Hawk Vision

Source Spell Types

Light and Darkness Spells

Haze

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

Winds, Vapors, and Sky Passage, Glamour, Color, and Prism

Keywords

Area, Control, Healing, Information, Leveled, Obvious

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Air in the area of effect becomes muggy, hazy, or shimmers with mirages depending on local conditions. This gives -1 to all vision rolls made through it with normal vision or Infravision. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.

Description

This manipulation of the Lattice creates a shimmering haze or mist in a designated area, inflicting a -1 penalty on all vision rolls, including Infravision. It costs 4 points for the first level, increasing by 1 point for each additional level. No casting roll, but requires an Innate Attack (Gaze) roll to aim at 100 yards, with a +4 bonus for area effect despite normal range penalties. The effect lasts 10 seconds.

Statistics

Obscure Vision 1 (Environmental, Air, -5%; Extended, Infravision, +20%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [4]. Further levels add Area Effect (+50%) [+1].

Archmagister's Counsel

A cost-effective disruption. Use it to blind archers, obscure troop movements, or simply to infuriate an arrogant duelist who relies on their perfect aim. The Guild may call it a 'lesser' spell; I call it practical.

Source Spell

Haze

Source Spell Types

Air Spells

Heal Fungus

26 points.

Plant Lore, Speech, and Passage, Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a fungus, you may immediately heal it 1d HP. You can also cure a diseased fungus. This requires an IQ roll at a modifier determined by the GM. Some particularly strong diseases (with a modifier of -5 or lower) cannot be cured with this spell. Your casting roll is at ‑2 if the subject is unconscious (in case of some sentient fungus creatures). 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! The fungus must still be alive for the spell to work.

Description

This Lattice manipulation allows immediate healing of 1d HP to a fungus upon physical contact. It also cures fungal diseases, requiring an IQ roll with GM-determined modifiers; some diseases (-5 or less) are immune. Casting on an unconscious fungus incurs a -2 penalty. Subsequent uses on the same subject within a day suffer a cumulative -3 penalty. Failure costs 1d FP, not 1 FP. The fungus must be alive.

Statistics

Healing (Accessibility, Fungi only, -40%; Affects Self, +50%; Cannot restore crippled limbs, ‑10%; Capped, 2 FP, ‑25%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%) [26]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

While healing fungi might seem an esoteric pursuit, a healthy underground network can mean the difference between a thriving forest and barren soil, controlling resources far more effectively than any paltry wall. Do not dismiss its utility out of hand, my lord; a living weapon is always preferable to a dead one.

Source Spell

Heal Fungus

Source Spell Types

Individual Spell

Heal Plant

26 points.

Growth, Blessing, and Husbandry, Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a plant, you may immediately heal it 1d HP. You can also cure a diseased plant. This requires an IQ roll at a modifier determined by the GM. Some particularly strong diseases (with a modifier of -5 or lower) cannot be cured with this spell. Your casting roll is at ‑2 if the subject is unconscious (in case of some sentient plant creatures). 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! The plant must still be alive for the spell to work.

Description

This spell immediately restores 1d HP to a plant upon touch. It also cures plant diseases, requiring an IQ roll with GM-determined modifiers; severe diseases (modifier -5 or less) are immune. Casting on an unconscious subject (e.g., sentient plant creatures) incurs a -2 penalty to the casting roll. Repeated use on the same subject within a day applies a cumulative -3 penalty per successful healing. Failure costs 1d FP. The spell only works on living plants.

Statistics

Healing (Accessibility, Plants only, -40%; Affects Self, +50%; Cannot restore crippled limbs, ‑10%; Capped, 2 FP, ‑25%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%) [26]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

Ensure your botanists and agricultural advisors understand this. A healthy harvest means a healthy treasury, regardless of whether it's 'sorcerous' or 'wizardly' tending the fields.

Source Spell

Heal Plant

Source Spell Types

Plant Spells

Healing Slumber

60 points.

Healing

Keywords

Buff, Control, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

8 hours.

Description

This manipulation of the Lattice places a target into an 8-hour slumber upon a failed Will roll. They awaken refreshed, having benefited from accelerated natural healing as if resting comfortably for the duration. The casting requires pointing, as with an Innate Attack (Gaze), and affects targets up to 100 yards away.

Statistics

Affliction 1 (HT; Advantage, Healing Slumber, +230%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Increased 1/2D, x10, +15%; No Signature, +20%; Sleep, +150%; Sorcery, ‑15%) [60]. Note: “Healing Slumber” is Regeneration (Regular; Magical, -10%) [23].

Archmagister's Counsel

A tired scout is a dead scout. An enemy too tired to fight is an enemy easily captured. Use this for strategic advantage, not just to re-energize your own. The Guild calls it 'restorative'; I call it a tactical asset.

Source Spell

Healing Slumber

Source Spell Types

Healing Spells

Healthful Armor

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

Armor & Battle Shells, Poison

Keywords

Buff, Damage, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working surrounds armor with potent healing energies, granting a +3 bonus to the wearer's HT rolls against disease and poison. Each additional level applied increases this bonus by +5, allowing even a weak constitution to shrug off toxins. The effect lasts three minutes and can be delivered at 100 yards with an Innate Attack (Gaze) roll.

Statistics

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

Archmagister's Counsel

A fine piece of work to keep your front-line soldiers from dropping to some peasant's poisoned blade or a disease-ridden enemy encampment. No point in well-armored men if they're too sick to fight; this ensures they remain viable.

Source Spell

Healthful Armor

Source Spell Types

Individual Spell

Healthful Rest

29 points or 38 points.

Healing

Keywords

Buff, Healing, No-Signature, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day. Whenever the subject rolls to recover lost HP or to see if they can get over a crippling injury, they get +5 to their effective HT. In addition, if the improved (38-point) version of this spell is used, when the subject rolls to recover lost HP, a successful HT roll means they heal two HP, not one.

Description

This manipulation of the Lattice grants the subject a day's worth of superior recovery. Any rolls made to regain HP or overcome crippling injuries receive a +5 bonus to effective HT. A more potent application of this effect, costing 38 points, doubles the normal HP recovery rate on successful rolls; subjects heal 2 HP instead of the usual 1.

Statistics

Affliction 1 (HT; Advantage, Healthful Rest, +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [29]. Notes: “Healthful Rest” is Rapid Healing (Magical, -10%) [5]. The improved version replaces Rapid Healing (Magical, -10%) [5] with Very Rapid Healing (Magical, -10%) [14].

Archmagister's Counsel

Ensure your shock troops are always under this effect when they bed down for the night, especially after a skirmish; it will halve the time they spend in the infirmary, and a rapid return to the fray means more than any arcane guild’s fuss about 'propriety'.

Source Spell

Healthful Rest

Source Spell Types

Adventurer Spells

Hearing Protection

17 or 21 points.

Resistances & Immunities

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This working makes the subject's hearing less prone to overloading, allowing them to ignore -1 in Hearing penalties from noise and granting a +1 to HT rolls against deafening effects. The improved version, for a cost of 21, allows subject to ignore a further penalty, and provides an additional bonus to HT rolls. The effect lasts 30 minutes and costs 17 or 21 points.

Statistics

Affliction 1 (HT; Advantage, Hearing Protection, +10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. The improved version changes the advantage to Improved Hearing Protection (+50%) [+4]. Notes: “Hearing Protection” is Robust Hearing (Magical, -10%) [1]. “Improved Hearing Protection” is Protected Hearing (Magical, -10%) [5].

Archmagister's Counsel

Ensure your scouts can operate effectively where the cacophony of battle would render lesser ears useless. The Lattice offers this protection to all, regardless of Guild membership.

Source Spell

Hearing Protection

Source Spell Types

Individual Spell

Heart of Stone

60 points.

Stone, Soil, and Sand, Internal Ruin, Fatigue, and Decline

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This is a direct, brutal manipulation of the Lattice that petrifies a living creature's heart. If the target fails to resist with a Will roll, they suffer an immediate, catastrophic heart attack. The damage is irreversible by mundane means; only potent magical healing can avert death. The cost is 60 points.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures with a heart, -10%; Cosmic, Needs magical healing, +50%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [60].

Archmagister's Counsel

Why bother with armies when a single Sorcerer can end a king from across the realm without so much as a whisper? A truly expedient way to remove a problem. Just ensure your own physicians understand that only potent magical healing can fix this particular heart if it happens to be one of yours.

Source Spell

Heart of Stone

Source Spell Types

Earth Spells

Heartburn

32 points.

Internal Ruin, Fatigue, and Decline

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

30 minutes.

Description

This crude but effective manipulation of the Lattice inflicts moderate pain upon the subject, mimicking severe heartburn. It's an Affliction (HT) with a duration of 30 minutes, and notably carries no signature of its magical origin.

Statistics

Affliction 1 (HT; Extended Duration, 10x, +40%; Malediction 2, +150%; Moderate Pain, +20%; No Signature, +20%; Sorcery, -15%) [32].

Archmagister's Counsel

A simple way to distract an opponent or discomfort a witness. No obvious magical trace means your targets just assume they had a bad meal, making it ideal for creating chaos without suspicion.

Source Spell

Heartburn

Source Spell Types

Individual Spell

Heat

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

Heat, Fuel, and Hearthwork

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

30 seconds.

Description

This working raises the ambient temperature in a 2-yard radius around an object. It causes the target object to become hotter, increasing its temperature by up to 20°F per spell level, at a rate of 2°F per level per second for 30 seconds. This is an Affliction against HT, accessible only to objects, manifesting as a Heat advantage; it's a Malediction with no signature.

Statistics

Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Heat 1, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/6, -15%; Sorcery, 15%; Variable, +5%) [25]. Note: Each level of “Heat” is Temperature Control 1 (Emanation, -20%; Heat, -50%; Magical, -10%) [1]. Additional levels add more Heat to the Advantage enchantment (+10%) [+1]. Inspired Creation (GURPS Thaumatology: Sorcery, p. 20) Add No Signature, +20% to Affliction. This changes the full cost from 30 points to 32 points. Keen Hearing (GURPS Sorcery: Sound Spells, p. 7) When using this spell as a Mind Control spell, add Accessibility, Only on sapient beings, -10% to Affliction and add "This spell can only affect sapient beings." at the end of the first paragraph. This changes the full cost from 18 points for level 1 + 2 points/additional level points to 17 points for level 1 + 2 points/additional level points. Lesser Geas (GURPS Thaumatology: Sorcery, p. 21) Add Accessibility, Only on sapient beings, -10% to Affliction. Change "a subject" in the first sentence to "a sapient subject". This changes the full cost from 54 points to 53 points. Mental Stun (Pyramid #3-82, p. 13) Add Accessibility, Only on sapient beings, -10% and No Signature, +20% to Affliction. Change "your target" in the first sentence to "a sapient target". This changes the full cost from 26 points to 27 points. No-Smell (GURPS Thaumatology: Sorcery, p. 13) Add No Area of Effect, -50% to No-Smell. This changes the full cost from 63 points to 53 points. Protect Animals (GURPS Sorcery: Protection and Warning Spells, p. 9) Change the name to Protect Animal. Rain of Fire (Pyramid #3-63, p. 9)To make the spell a proper Area (Leveled) spell, we should make it start at 2 yards, not 16 yards. The 1d-1 version for 2 yards costs 9 points, 4 yards costs 11 points, 8 yards costs 13 points. The 2d-2 version for 2 yards costs 16 points, 4 yards costs 20 points, 8 yards costs 23 points. Relieve Madness (GURPS Thaumatology: Sorcery, p. 17) When using this spell as a Mind Control spell, add Accessibility, Only on sapient beings, -10% to Mind Control and replace "a subject" with "a sapient subject" in the first sentence. This does not change the cost. Resist Cold (Pyramid #3-63, p. 9) Rework the spell using Resist (Element) spells from GURPS Sorcery: Protection and Warning Spells as examples.

Archmagister's Counsel

If you need a specific item to suffer or burst into flame, this is a passable, if slow, answer. The key is in the 'object only' clause – aim for the opponent's gear, not the opponent directly.

Source Spell

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

Source Spell Types

Individual Spell

Heat Flash

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

Senses & Perception, Lightning & Radiant Assaults, Heat, Fuel, and Hearthwork

Keywords

Area, Defense, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

5 seconds.

Description

An infrared flash, a manipulation of the Lattice's heat-sensing threads, becomes visible only to those with Infravision within a 2-yard area. For each additional level, the area increases. The flash lasts a fleeting 5 seconds.

Statistics

Affliction 1 (HT; Area Effect, 2 yards, +50%; Fixed Duration, +0%; Low Signature, +10%; Negated Advantage, Infravision, +10%; Reduced Duration, 1/30, -30%; Sorcery, -15%; Variable, Area, +5%; Vision-Based, +150%) [28]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

This 'Heat Flash' is a cheap trick for scouting, useful for identifying foes lurking with Infravision, or simply revealing who among your ranks is less human than they appear.

Source Spell

Heat Flash

Source Spell Types

Infravision Spells

Heat Metal

26 points.

Lesser Hexes & Afflictions, Crafting, Repair, and Reshaping, Metal & Glass, Heat, Fuel, and Hearthwork

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This spell, priced at 26 points, channels ambient energy into a targeted metal object, heating it intensely. The focused metal inflicts 1 point of burning damage per second to anyone in direct contact. Its duration is 3 minutes, its reach is effectively unlimited, and the target resists with a Will roll. The 'Sorcery' aspect is not a defect, merely a different approach to manipulating the Lattice.

Statistics

Affliction 1 (HT; Accessibility, Only on metal objects, -30%; Advantage, Heat Metal, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [26]. Note: “Heat Metal” is Burning Attack 1 point (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [3].

Archmagister's Counsel

Frankly, this is less about grandeur and more about making someone drop their weapon or get off your damned metal chair. Don't overthink it; just use it to inconvenience and disarm.

Source Spell

Heat Metal

Source Spell Types

Metal Spells

Heat Water

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

Heat, Fuel, and Hearthwork, Water Shaping & Passage

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None.

Range

100 yards.

Duration

Indefinite.

Description

This working raises the temperature of water within a 100-yard radius. The basic manipulation increases the temperature by up to 40°F. Further investment into this 'Lattice-work' can increase the temperature by an additional 40°F per level, each level costing 5 points beyond the initial 4.

Statistics

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

Archmagister's Counsel

You want hot baths anywhere? Instant sterilization for medical instruments? To boil a scout alive in his own waterskin? This is how it's done. Don't let anyone tell you 'Sorcerers can't do utility magic.' Nonsense. They simply choose not to, usually.

Source Spell

Heat Water

Source Spell Types

Water Spells

Hell Zone

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

Battlefield Zones & Fields

Keywords

Area, Control, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. “Softens up” local space-time for hostile extradimensional entities: elemental spirits, demons, nightmares from the Dream World, goateed mirror-universe selves, Things Man Was Not Meant To Know, or worse. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. These attack everyone in the area with an effective skill of 12 from the safety of their native realm(s). Every turn, roll for each victim: Direction (Roll 1d) 1 Behind! Normally, no defense possible. 2-3 Left (2) or right (3) side. Defenses are at -2. Shield or weapon on opposite side cannot defend 4-5 Above (4) or below (5). Defenses are at -2. 6 Front. Defend normally. Allowed Defenses (Roll 1d) 1-3 Dodge, parry, or block. 4-5 Dodge or block. 6 Dodge only. Damage Type (Roll 1d) 1 Direct injury (DR ineffective) 2 Impaling 3 Cutting 4 Crushing 5 Burning 6 Toxic If the victim fails to defend in the permitted fashion, the attack inflicts 2d damage of the relevant type to a random hit location.

Description

This manipulation of the Lattice creates a 2-yard radius area, lasting 10 seconds, that attracts hostile extra-dimensional entities. Aiming this zone is done via an Innate Attack (Gaze) roll at +4. Every turn, these entities, with an effective skill of 12, inflict 2d damage of a random type (Impaling, Cutting, Crushing, Burning, Toxic, or direct injury ignoring DR) to a random hit location on everyone within the area. Defenses are randomized: 1d determines attack direction (1: Behind; 2-3: Side, -2 defense; 4-5: Above/Below, -2 defense; 6: Front, normal defense) and another 1d determines allowed defense types (1-3: Dodge, Parry, Block; 4-5: Dodge, Block; 6: Dodge only). Additional levels increase the area's radius by 2 yards.

Statistics

Impaling Attack 2d (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Cosmic, Irresistible Attack, Unreliable, 8, +180%; Nuisance Effect, Random Defenses, -10%; Persistent, +40%; Random Damage Type, +40%; Sorcery, -15%; Surprise Attack, Random, +120%; Variable, Area, +5%) [80]. Additional levels add Area Effect (+50%/level) to the advantage [+8]. Note: Impaling was chosen because it is the most expensive damage type of the ones in the table.

Archmagister's Counsel

Zone spells are excellent for controlling battlefields. This one doesn't just block a path; it shreds anyone foolish enough to remain in it. Great for denying ground, breaking formations, or simply making a nuisance of yourself on the Lattice.

Source Spell

Hell Zone

Source Spell Types

Individual Spell

Hellfire Breath

8 points/level.

Breath & Atmosphere, Flame Assaults & Battlefire, Death Curses & Withering

Keywords

Damage, Jet, Obvious

Casting Roll

None. Use Innate Attack (Breath) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This crude, yet effective, manipulation of the Lattice conjures a 10-yard jet of pure hellfire. It functions as a Burning Attack with Armor Divisor (2), and affects insubstantial beings. Use your Innate Attack (Breath) to determine accuracy. It costs 8 points per level of damage.

Statistics

Burning Attack (Affects Insubstantial, +20%; Armor Divisor, (2), +50%; Increased 1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [8/level].

Archmagister's Counsel

While utterly unsubtle, this 'Lattice-work' is undeniably effective for clearing out any… inconveniences your Lord might encounter. Just be sure to aim away from your own retainers, my dear Sorcerer.

Source Spell

Hellfire Breath

Source Spell Types

Hellfire Spells

Hellfire Jet

11 points/level.

Flame Assaults & Battlefire, Death Curses & Withering

Keywords

Damage, Jet, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

This potent manipulation of the Lattice manifests a 10-yard jet of pure hellfire from the caster's hand, causing Burning Attack damage. It possesses an Armor Divisor (2) and can affect insubstantial foes, a feature many Guild mages fail to grasp. The raw power is obvious and requires an Innate Attack (Beam) roll to hit. It costs 11 points per level and lasts for one second per activation. This is far more efficient than any alchemical solution for a similar effect.

Statistics

Burning Attack (Affects Insubstantial, +20%; Armor Divisor, (2), +50%; Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [11/level].

Archmagister's Counsel

Equip your elite guard with capable Sorcerers who can unleash this upon enemy fortifications or lines. The destruction of materiel and morale is often underestimated by those who focus only on the grand gestures of battle.

Source Spell

Hellfire Jet

Source Spell Types

Hellfire Spells

Hellfire Orb

7.5 points/level.

Flame Assaults & Battlefire, Death Curses & Withering

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This unsightly display of raw power hurls an orb of pure hellfire at a target, dealing 7.5 points of burning damage per level. The force behind it is sufficient to cut through armor (Armor Divisor 2) and even strike those who foolishly believe themselves safe in their insubstantial forms. It also carries a small risk: anyone attempting to parry it faces a -5% penalty to their defenses, as the vile flames themselves are dangerous to touch. Innate Attack (Projectile) is used to determine if the attack hits, applying standard range penalties, and the effect is instantaneous.

Statistics

Burning Attack (Affects Insubstantial, +20%; Armor Divisor, (2), +50%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [7.5/level].

Archmagister's Counsel

When a direct, unambiguous statement of power is required, this spell delivers. It’s hardly subtle, but a direct hit from such an orb often ends arguments rather abruptly, leaving nothing but slag and ash. A true favorite among those who prefer to negotiate with overwhelming force.

Source Spell

Hellfire Orb

Source Spell Types

Hellfire Spells

Hellfire Rain

12 points (or more).

Flame Assaults & Battlefire, Undead Animation & Command, Rain, Wind, and Greater Weather

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This spell calls down a rain of hellfire, manifesting as a Burning Attack 1d-1, armor divisor (2), affecting insubstantial targets and persistently damaging an area. Aim using Innate Attack (Gaze) at +4. Missing results in Scatter. The base area is 2 yards, lasting 30 seconds, and can be expanded or intensified.

Statistics

Burning Attack 1d-1 (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Armor Divisor, (2), +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [12]. Improved versions add Area Effect (+50%/level) and/or improve to Burning Attack 2d-2.

Archmagister's Counsel

Unleashing this upon enemy formations turns their coordinated advance into panicked retreat. A truly demoralizing sight for any Lord foolish enough to stand against you.

Source Spell

Hellfire Rain

Source Spell Types

Hellfire Spells

Hellspawn

33 points.

Commands & Compulsion

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent until the child is born.

Description

This is an application of the Lattice to afflict a pregnant woman, drawing a malignant entity to possess the unborn child. The casting requires a Will roll and, if successful, permanently changes the fetus. The result is typically a demonic familiar, a fiendish creature, or a cursed half-fiend. This is a Malediction with no signature, resisted by the target's Will. It carries a 33-point cost.

Statistics

Affliction 1 (Will; Accessibility, Only on pregnant women, -80%; Based on Will, +20%; Disadvantage, Divine Curse (The next child is going to be demonic), +5%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Critical failure is dangerous, -20%; Sorcery, -15%) [33].

Archmagister's Counsel

A truly vicious strike, my lord. It will not kill the mother, and the subsequent birth will be… memorable. Ensure your enemies understand that such 'Lattice-work' can be applied to their lineage. A deterrent, not a battle spell.

Source Spell

Hellspawn

Source Spell Types

Individual Spell

Helping Hands

7 points/level.

Grand Arcana & Constructs

Keywords

Control, Defense, Persistent, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This working creates an invisible, intangible force. It mimics a pair of hands with ST equal to twice the spell’s level, capable of performing slow, repeatable, non-combat actions. It cannot manipulate living beings, and any significant resistance immediately dispels it. This is a persistent effect, requiring no further concentration once cast.

Statistics

Telekinesis 2 (Accessibility, Only slow, repetitive, non-combat actions, -45%; Independent, +40%; Sorcery, -15%; Temporary Disadvantage, Ham-Fisted 2, -10%) [7]. Each additional level adds Telekinesis 2 [+7].

Archmagister's Counsel

Rather than bribing servants, have your 'gifted' heir automate their chores or organize their libraries with a silent, unseen hand. The magic itself doesn't care if it's employed for grandeur or mere convenience.

Source Spell

Helping Hands

Source Spell Types

Assorted Spells

Herbivory

48 points.

Food

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This brutal manipulation forces a living creature's digestive system to process only plant matter. Carnivores subjected to this lose their Restricted Diet (Carnivore/Fresh Meat), gaining Restricted Diet (Herbivore) for one day. This is an Affliction (HT), costing 48 points and taking 1 day to be fully effective, with unlimited range.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Disadvantage, Restricted Diet (Herbivore), +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; Negated Disadvantage, Restricted Diet (Carnivore/Fresh Meat), +100%; No Signature, +20%; Sorcery, -15%) [48].

Archmagister's Counsel

Against a beast-master, this spell turns their prized hunting hawk into a glorified pigeon; against a rival lord, it forces them into a peculiar fast. The Lattice doesn't care if it's 'honorable,' only that it's effective.

Source Spell

Herbivory

Source Spell Types

Food Spells

Hex

273 points.

Enchantment

Keywords

Buff, Damage, Defense, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Makes the item impossible to put down/take off/get out of/etc. In itself, this effect is merely inconvenient, and can even be useful – for instance, you will never drop a hexed weapon, and a hexed pair of glasses will never fall off. However, if the hexed object has another malign spell on it, it becomes much more dangerous. The hex effect is “always on.” To escape from a hexed object, you must remove or suppress the enchantment, find someone to cast a Remove Curse spell (Dispel Magic does not work), or amputate the body part involved. Attempts to break or cut off the hexed item will fail (or result in amputation). GMs should permit this rule to have illogical results, if necessary, to keep the hexed object on the victim. Hexes aren’t logical!

Description

This manipulation of the Lattice renders an object inextricably bound to its current wearer or wielder for 30 minutes, preventing removal by any conventional means. Attempts to force removal, even destruction, will result in failure or self-harm (e.g., amputation). This effect, by itself, is merely an inconvenience, though it can prove useful – a weapon will not be dropped, or spectacles will not fall off. This hex effect is "always on," and can only be overcome by a dedicated "Remove Curse" spell or by severing the afflicted body part. Dispel Magic will not work. This displays remarkable efficacy, costing 273 points to create.

Statistics

Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Hex, +2,530%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [273]. Notes: “Hex” is 253 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Summonable Gear imbuement skill from this blog post.

Archmagister's Counsel

Hexes are a fine way to ensure a rival cannot suddenly discard a cursed trinket you've gifted them. A simple inconvenience on its own, but combined with another malediction, it guarantees lasting discomfort. The Lattice doesn't care if it's 'polite' to be so insidious.

Source Spell

Hex

Source Spell Types

Enchantment Spells

Hide

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

Glamour, Color, and Prism, Stealth

Keywords

Buff, Healing, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice renders a subject harder to discern. A standard Vision roll is required to spot the subject if in plain sight; however, if the target is already concealed, Vision rolls to detect them suffer a -1 penalty per level of this spell. This effect lasts 30 minutes, projects 100 yards, and costs 19 points for level 1, plus 3 points per additional level.

Statistics

Affliction 1 (HT; Advantage, Hide, +30%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Notes: Each level of “Hide” is Obscure 1 (Vision; Accessibility, Only while standing still, -40%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [3]. Additional levels add further Hide to the Advantage enhancement (+30%) [+3].

Archmagister's Counsel

Excellent for keeping key agents out of sight during sensitive negotiations or, more practically, for positioning an assassin just so. The Lattice simply makes them less 'there.'

Source Spell

Hide

Source Spell Types

Light & Darkness Spells

Hide Emotion

50 points.

Communication & Empathy, Stealth

Keywords

Buff, Healing, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This application of Lattice manipulation renders an individual's current emotional state completely inscrutable for three minutes. Efforts to discern their feelings, whether through mundane observation, Empathy, or other such traits, will fail. Cost is 50 points, with no casting roll, and a range of 100 yards, requiring an Innate Attack (Gaze) roll to aim.

Statistics

Affliction 1 (HT; Advantage, Hide Emotion, +380%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [50]. Note: “Hide Emotion” is Obscure 10 (Emotions; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [38].

Archmagister's Counsel

A useful trick for your spies and diplomats. Let their foes attempt to read them, only to meet a blank wall. It prevents the other side from gaining any advantage from their bluster or tells.

Source Spell

Hide Emotion

Source Spell Types

Individual Spell

Hide from Animals

54 or 62 points.

Animal Command & Repelling, Stealth

Keywords

Buff, Damage, Information, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice renders a subject imperceptible to animals. They won't see, but they will still smell, hear, and track. This effect applies to anything the subject carries, up to Medium encumbrance. This effect lasts 30 minutes, and the cost for this trick is 54 points, with an improved version removing the 'dispels on attack' limitation for 62 points.

Statistics

Affliction 1 (HT; Advantage, Hide from Animals, +380%; Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [54]. Notes: “Hide from Animals” is Invisibility (Accessibility, Animals Only, -25%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Magical, -10%) [38]. The improved version removes the Dispels after an attack limitation from the advantage [+8].

Archmagister's Counsel

Have your scouts employ this to bypass animal-guarded perimeters; it greatly simplifies troop movements through hostile wilderness. A fool ignores the subtle currents of the Lattice that shield one from tooth and claw; a wise commander utilizes them.

Source Spell

Hide from Animals

Source Spell Types

Animal Spells

Hide from Undead

44 or 52 points.

Undead Animation & Command, Stealth

Keywords

Buff, Damage, Information, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice renders its subject invisible to undead, extending its effect to anything the subject carries up to Medium encumbrance. Note that noise, scent, and tracks are not suppressed. This effect lasts for 30 minutes, and the spell has a range of 100 yards. The cost is high, from 44 to 52 points, but what is gold when compared to escaping death?

Statistics

Affliction 1 (HT; Advantage, Hide from Undead, +280%; Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Hide from Undead” is Invisibility (Accessibility, Undead Only, -50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Magical, -10%) [28]. The improved version removes the Dispels after an attack limitation from the advantage [+8].

Archmagister's Counsel

Understanding undead isn't about their creation but about their defeat. This trick of the Lattice allows a Lord’s agent to bypass these mindless automatons, or to simply observe their numbers, which is far more useful than a head-on assault. Plan, don't rush.

Source Spell

Hide from Undead

Source Spell Types

Individual Spell

Hide Object

1.35 points/level*.

Stealth

Keywords

Damage, Defense, Persistent, Touch, Travel, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to store objects in an extraplanar space, intrinsically linked to their person. Each level of this effect provides a storage capacity of \( (HP \times HP) / 1,000 \) cubic feet. The cost is \( 1.35 \) points per level, calculated and rounded up.

Statistics

Payload 1 (Cosmic, Extraplanar, +50%; Sorcery, -15%) [1.35/level*]. * Calculate the total cost then round up.

Archmagister's Counsel

Equip your agents with this, and they'll never be caught with illicit goods. The Guild calls it 'extradimensional storage'; I call it deniable assets for every king and lord, regardless of how the Lattice is plucked.

Source Spell

Hide Object

Source Spell Types

Individual Spell

Hide Path

22 points.

Stealth

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This manipulation of the Lattice allows a subject to traverse dense vegetation—grass, undergrowth, jungle—without disturbing a single leaf or breaking a twig. Any attempt to track them by sight through such terrain automatically fails. Note that other senses, like scent, remain unimpeded. The effect lasts three minutes and costs 22 points.

Statistics

Affliction 1 (HT; Advantage, Hide Path, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Note: “Hide Path” is Unusual Training (Light Walk, no Stealth bonus, only through vegetation) [1] + Light Walk (H) DX [4] modified with Cosmic, No die roll required, +100% and Magical, -10% for a final cost of 10 points.

Archmagister's Counsel

A fine spell for a scout, or for a swift withdrawal from an ambush. Just remember, a blind tracker is still better than no tracker if the enemy uses bloodhounds or similarly astute companions. The Lattice provides, but it doesn't solve every problem.

Source Spell

Hide Path

Source Spell Types

Individual Spell

Hide Thoughts

39 points.

Communication & Empathy, Stealth

Keywords

Buff, Control, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice renders the subject's mind impenetrable. For 3 minutes, they gain complete Immunity to Mind Control. There is no casting roll; simply fix your gaze upon the target within 100 yards. This effect carries no magical signature, making its origin untraceable to all but the most discerning.

Statistics

Affliction 1 (HT; Advantage, Hide Thoughts, +270%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [39]. Note: “Hide Thoughts” is Immunity to Mind Control (Magical, -10%) [27].

Archmagister's Counsel

Against a foe who relies on psychic interrogation or mind-influencing sorcery, this spell ensures your assets remain silent. It's not about what they know, but what they can't be forced to reveal.

Source Spell

Hide Thoughts

Source Spell Types

Communication and Empathy Spells

Hideaway

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

Safeguards & Reliefs

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This spell manipulates The Lattice to make a container’s interior volume vastly exceed its exterior. Each level of Hideaway provides an additional (caster’s HP x caster’s HP)/200 cubic feet toward this dimensional expansion. With a duration of one day, its effects are remarkably stable for such a profound spatial alteration. There is no casting roll required; simply use Innate Attack (Gaze) to direct the effect at a suitable container within 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on containers, -20%; Advantage, Hideaway 1, +70%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [29]. Note: Each level of “Hideaway” is Payload 5 (Cosmic, Extraplanar, +50%; Magical, -10%) [7].

Archmagister's Counsel

This is how you move armies with a single wagon, or transport a throne room in a trunk. Don't be constrained by what the eye can see; the Lattice doesn't care about such trivialities.

Source Spell

Hideaway

Source Spell Types

Individual Spell

Hideous Laughter

29 points.

Commands & Compulsion

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This manipulation of the Lattice forces a sapient target into uncontrollable laughter for 3 minutes, inflicting a -3 penalty to DX and -1 to IQ, and rendering stealth impossible. It's less amusing for the target than for any observers.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Based on Will, +20%; Coughing, Variant, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [29].

Archmagister's Counsel

Force your enemies to make a fool of themselves on the battlefield, or better yet, in the royal court, and their reputation will suffer far worse than a few sword cuts. A well-placed 'accident' during a rival's speech can be invaluable.

Source Spell

Hideous Laughter

Source Spell Types

Individual Spell

Hinder

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

Lesser Hexes & Afflictions

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

10 seconds.

Description

This manipulation of the Lattice reduces the subject's Basic Speed. Each level of this spell decreases their speed by 1, making them noticeably slower for 10 seconds. Not quite a full stop, but enough to spoil a good charge.

Statistics

Affliction 1 (HT; Disadvantage, Basic Speed -1, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/10, -20%; Sorcery, 15%) [26]. Note: Additional levels add extra levels of Basic Speed to the Disadvantage enhancement [+2].

Archmagister's Counsel

Employ this on an enemy commander. A sudden loss of speed on the battlefield makes even the bravest look like a fool and can turn the tide faster than a thousand arrows.

Source Spell

Hinder

Source Spell Types

Individual Spell

History

15 points.

Divination & Omens, Time

Keywords

Information, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This unraveling of the Lattice, when applied to an inanimate object (or a 1-yard section), instantly reveals the subject's recent past, including the personalities of its users. Do not expect names; only impressions. Casting requires a touch, a single second of concentration, and an IQ roll.

Statistics

Psychometry (Accessibility, Limited to 1 year in the past, -20%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [15].

Archmagister's Counsel

Understanding what an enemy's discarded tools or seized fortress has been used for can be more valuable than any spy report. This is how you discern true intent, not parlor gossip.

Source Spell

History

Source Spell Types

Spells of the Past

Hoard-Reading

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.Hoard-reading is a dragon-specific type of divination that requires a hoard of gold, silver, and precious gems worth at least five times the campaign’s average starting wealth level. This is the plain material value – extra value from craftsmanship, enchantment, etc., does not count! The dragon spends the casting time adjusting and manipulating the treasure; the patterns that form suggest the answer to the question.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 spell allows a user to divine information by manipulating a hoard of gold, silver, and gems, valued at five times the campaign's average starting wealth. The material value is strictly base; craftsmanship or enchantments do not contribute. The casting roll is against IQ, with a 10-minute casting time for the 42-point version, and 1-2 seconds for the 92-point version. Questions about the past or future incur time penalties, treating miles as weeks for the purpose of Long-Distance Modifiers.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a hoard, -15%) [42]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

If you wish to understand a dragon's past actions or future intentions, observe its hoard. An active dragon will be adjusting its wealth, not simply guarding it. This is not some mystical bond; it is a working calculation of probability and cause-and-effect. It doesn't matter if it's a wizard with a crystal ball or a dragon with a pile of coins – the Lattice gives up its secrets to those who manipulate it correctly.

Source Spell

Hoard-Reading

Source Spell Types

Individual Spell

Hold Breath

29 points.

Breath & Atmosphere

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 minute.

Description

This rather elegant bit of Lattice-work grants the recipient the Doesn't Breathe advantage for one minute. It won't give them air, mind you, but it will delay suffocation long enough for them to find some.

Statistics

Affliction 1 (HT; Advantage, Hold Breath, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [29]. Note: “Hold Breath” is Doesn’t Breathe (Magical, -10%) [18].

Archmagister's Counsel

Useful for covert insertions into noxious environments, or for giving a diver that extra minute to retrieve something 'lost' at the bottom of a harbor. Remember, it's about efficacy, not the petty squabbles between Sorcerers and Wizards.

Source Spell

Hold Breath

Source Spell Types

Individual Spell

Hold Fast

21 points.

Ways, Passage, and Travel

Keywords

Buff, Control, Defense, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice renders the subject utterly immune to all forms of knockback. It is, for all intents and purposes, Immunity to Knockback, costing 21 points to apply and lasting for three minutes, with no casting roll, simply an aimed gesticulation.

Statistics

Affliction 1 (HT; Advantage, Hold Fast, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Hold Fast” is Immunity to Knockback (Magical, -10%) [9].

Archmagister's Counsel

Equip your frontline forces or your royal guards with this, and watch them stand firm against any charge, blast, or uncouth shove the enemy can muster. They won't budge, the method of the magic is irrelevant, only the outcome.

Source Spell

Hold Fast

Source Spell Types

Movement Spells

Hold Metal

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

Stone, Soil, and Sand

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Six seconds. By casting this spell, the priest causes all ferrous metal (iron, iron alloys, and steel) within the spell’s area of effect to be held fast. Swords being swung, pendulum blades arcing, and other metallic objects stop in midstrike. Although these metal objects can be touched, they cannot be moved for the duration of the spell. It is as if the metal weighed tons or was held fast by sovereign glue. This spell is often used to prevent individuals in the area of effect from drawing weapons or from removing metallic or partially metallic objects from the affected area. The spell is especially useful against individuals clad in chain or plate mail. Beings wearing any ferrous armor find that while under the effects of this spell they cannot move, unless they can somehow remove these items without moving any metal parts. This may require DX or Escape rolls with a penalty that depends on the specifics of the situation. Unattended ferrous items resist with their HT. Creatures wielding, wearing, or holding ferrous items use their HT to resist. Roll once for each creature. You cannot omit any creatures or objects from the effect.

Description

This manipulation of the Lattice causes all ferrous metal within its area to instantly cease movement. Swords, pendulum blades, and even armored individuals find themselves immobilized. Those wielding, wearing, or holding ferrous items resist with their HT. Unattended ferrous items also resist with their HT. If resisted, the effect is negated. If not, movement is impossible for six seconds, as if the metal gained immense weight or was fixed in place. Individuals in metal armor are effectively paralyzed unless they can shed the restrictive gear without moving any metallic parts, often requiring a DX or Escape roll with a situational penalty. This spell affects all ferrous items in the area without discrimination.

Statistics

Affliction 1 (HT; Accessibility, Ferrous Metals, -50%; Area Effect, 2 yards, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Reduced Duration, 1/30, -30%; Sorcery, ‑15%; Variable, Area, +5%) [38]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

When facing heavily armored opponents or attempting to disarm multiple foes at once, this is the spell of choice. Its indiscriminate nature means even your own guards might be caught if you're not careful, but the tactical advantage of immobilizing an entire vanguard is often worth the risk.

Source Spell

Hold Metal

Source Spell Types

Assorted Spells

Holy Smite

44 points.

Holy

Keywords

Area, Control, Damage, Defense, Obvious

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

Upon activation, all individuals with an evil disposition within a 4-yard radius instantly suffer 2d crushing damage. This damage bypasses all Defense Ratings and affects even insubstantial entities. From the perspective of the afflicted, the damage emanates as a burst of holy energy from the caster, yet those not aligned with evil perceive no visible effect.

Statistics

Crushing Attack 2d (Accessibility, Evil Creatures Only, -50%; Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Cosmic, Irresistible Attack, +300%; Emanation, -20%; Low Signature, +10%; No Knockback, -10%; Sorcery, -15%) [44].

Archmagister's Counsel

This doesn't impress the Guild, but it certainly clears a room of undesirables. No need for an expensive trial when a king suspects treason; let the Lattice sort them out.

Source Spell

Holy Smite

Source Spell Types

Individual Spell

Homing Weapon

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

Weapons & Battlework

Keywords

Buff, Damage, Healing, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working enchants a ranged weapon, allowing its projectiles to guide themselves to a target using the wielder’s vision for three minutes. The wielder must take an Aim maneuver and make an unmodified weapon skill roll to lock on, but can ignore all ranged combat modifiers except those obscuring vision. Cost is 44 points for level 1, plus 8 points for each additional level; each additional level negates an additional -1 in penalties. Range is 100 yards.

Statistics

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

Archmagister's Counsel

Why bother teaching a man to shoot straight when you can simply ensure his arrow finds its mark? Equip your elite archers here, my Lord, and watch opposing formations crumble as every shaft finds an eye.

Source Spell

Homing Weapon

Source Spell Types

Individual Spell

Hot Smoke

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

Breath & Atmosphere

Keywords

Area, Damage, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This manipulation of the Lattice fills a 2-yard radius area with thick, hot smoke, costing 18 points. It inflicts a -5 penalty on all vision rolls made through it, regardless of whether the observer uses normal vision, Infravision, Night Vision, or Hyperspectral Vision. While unpleasant, it causes no ill effects. Each additional 5 points spent increases the area of effect. The effect lasts 10 seconds and has a range of 100 yards, requiring an Innate Attack (Gaze) roll to aim.

Statistics

Obscure Vision 5 (Extended, Infravision and Hyperspectral Vision, +40%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [18]. Further levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Obscuring the enemy's view allows for redeployment, flanking maneuvers, or a strategic retreat without them knowing if you're coming or going. Good for battle, better for escaping a bad negotiation.

Source Spell

Hot Smoke

Source Spell Types

Assorted Spells

Hunger

13 points.

Food

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This manipulation of the Lattice inflicts 1d-2 fatigue damage upon a subject who fails a HT resistance roll. The subject experiences this fatigue precisely as if they were starving, a rather unpleasant sensation.

Statistics

Fatigue Attack 1d-2 (HT; Based on HT, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%; Starvation, +40%) [13].

Archmagister's Counsel

Fatten your enemies for slaughter, then use this to ensure they feel every pound of their indulgence. A well-placed 'Hunger' can drain the fight from even the most stubborn foe, regardless of how they access The Lattice.

Source Spell

Hunger

Source Spell Types

Individual Spell

Hybrid Control

10 points.

Animal Command & Repelling

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This spell allows you to seize control of a single hybrid creature, or a square yard of smaller hybrids, with a roll against IQ. Be advised: each additional hybrid you currently command imposes a -1 penalty to your casting roll for subsequent attempts, demonstrating a rather obvious limitation of the Lattice’s patience in such matters. Range penalties also apply, naturally.

Statistics

Mind Control (Accessibility, Hybrids only, -40%; Suggestion, -40%; Sorcery, -15%) [10].

Archmagister's Counsel

Rather than suffer the nuisance of a hybrid attack, seize control and turn the beast upon your enemies. A true tactical advantage, regardless of whether a Wizard or Sorcerer plucks the Lattice to achieve it.

Source Spell

Hybrid Control

Source Spell Types

Animal Spells

Hydration

28 points.

Food

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This manipulation of the Lattice allows a subject to forgo water for a full day without ill effects. While the cost is trivial, its application is precise, requiring an Innate Attack (Gaze) roll to deliver at up to 100 yards. The Guild calls this 'minor'; I call it damnably practical.

Statistics

Affliction 1 (HT; Advantage, Hydration, +40%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Note: “Hydration” is Doesn’t Eat or Drink (Magical, -10%; Water Only, -50%) [4].

Archmagister's Counsel

This spell means logistics for your armies just got a whole lot simpler. Keep your troops hydrated in arid lands without lugging countless barrels. It's not flashy, but it's effective.

Source Spell

Hydration

Source Spell Types

Food Spells

Hydromancy

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.Hydromancy is divination by water, or more specifically, the motion of water. Normally, a brook or river is observed, but underground lakes and the like work with no skill penalty. If a tub or basin is used, precious stones (at least $800 worth of blue or clear ones) must be dropped into the water to cause the motion to occur. Unlike the herbs needed for pyromancy, however, the stones may be used repeatedly.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

This spell grants precognitive and retrocognitive insights by observing patterns in moving water. While a natural water source (river, lake) is ideal, a basin requires precious stones (Minimum $800 value in blue or clear gems) to induce the necessary motion. Asking questions about the past or future incurs a time penalty, equivalent to Long-Distance Modifiers where 'miles' are read as 'weeks.' The base version (40 points) demands 10 minutes to cast, while the improved version (90 points) casts in 1-2 seconds.

Statistics

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

Archmagister's Counsel

Understanding what lies ahead, or behind, for your kingdom through a basin of water is far more reliable than the ravings of so-called 'prophets.' The method is irrelevant, only the foresight matters.

Source Spell

Hydromancy

Source Spell Types

Individual Spell

Hyperjump

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

Grand Arcana & Constructs

Keywords

Travel, Utility

Casting Roll

IQ or Navigation (Hyperspace); Special casting time and FP cost.

Range

Self.

Duration

Instantaneous. Shift yourself into hyperspace, travel at great speeds, and then shift back into normal reality, having arrived at the destination. You can carry up to Medium Encumbrance when you travel. Neither your start nor end point can be within an atmosphere, and you must travel a minimum of one light-second (186,000 miles or 0.002 AU); hyperjumping is intended for space travel. As a Concentrate maneuver make an IQ or Navigation (Hyperspace) roll, modified by Talent, when casting this spell, modified as follows: Distance: See the Distance Table (Pyramid #3-49, page 27). Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows: Preparation Time IQ Modifier None -10 1 second -5 2 seconds -4 4 seconds -3 8 seconds -2 15 seconds -1 30 seconds 0 1 minute +1 2 minutes +2 4 minutes +3 8 minutes +4 15 minutes +5 30 minutes +6 1 hour +7 2 hours +8 4 hours +9 8 hours +10 This table is not open-ended; +10 is the maximum possible bonus. Removal: If you know nothing, but a name and a description of the destination, you roll at an extra -10. Anything, but a critical failure, counts as a failure with a minimum margin of failure of 10. Critical failures produce bad results. If you have only basic data on where the destination is, you roll at -5 and all FL costs are doubled. If you know exactly where your destination is and have star charts, then you roll at -4. This may require a computer or an Astronomy roll at -4. If you have a hyperjump data file or a detailed description of a way to reach your destination via hyperspace, you roll at -2. If you have visited the place before, you roll at -2. If you have visited the place before and have hyperjump data, you roll at -1. If you can see the destination with your own eyes or sensors, you roll at +0. Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation. On a critical success, you appear at your destination and the hyperjump takes less time. Move up one step on the Hyperjump Table to determine your effective speed; if you’re already traveling at one light-year per second, the hyperjump takes 1/10 as long. On a success, you appear at your target destination. On a failure, you pop out into normal space (total distance traveled/10)*margin of failure AU (minimum 1 AU) from your intended destination and strain your hyperjumping ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you end up somewhere wrong. Multiply the distance you were traveling by 1d+1; that’s how far you end up from your origin. The GM determines the direction, and is expressly allowed to place you somewhere weird, unlikely, and/or unpleasant. Even worse, your spell burns out; you can’t use your Hyperjump at all for the next 1d hours! On the 1st level, this spell lets you travel at 1c. Each additional level increases the speed by one step on the Hyperjump Table (see Pyramid #3-49, page 26). You can cast this spell to evade attacks in combat. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent roll will be at -10 for instant use, so you might want to spend FP to improve your odds! Even then, this feat will likely cause more problems than taking damage from the attack.

Description

This Grand Arcana allows instantaneous translation through the Lattice, bypassing normal space. You shift into hyperspace, traverse at speeds up to 1c per level, and re-emerge at a chosen destination, carrying up to Medium Encumbrance. This cannot be initiated or concluded within a planetary atmosphere and requires a minimum jump of one light-second. Casting involves an IQ or Navigation (Hyperspace) roll, modified by preparation time (from -10 for instant to +10 for 8 hours), destination knowledge (from -10 for a vague name to +0 when physically seen), and an optional FP expenditure (+1 per FP) to boost the roll. Success means arrival; failure strands you 1/10th the distance traveled (minimum 1 AU) from your target and imposes a -5 penalty to subsequent castings for 10 minutes. Critical failure displaces you significantly (GM's discretion for 'unpleasant' locations) and burns out the spell for 1d hours. A critical success moves you faster. This also allows a combat evasion teleport within 10 yards as a Dodge, at a -10 IQ roll.

Statistics

Warp (Extra Carrying Capacity, Medium, +20%; Hyperjump, 1c, -50%; Requires Concentrate, -15%; Risky Blind, +10%; Sorcery, -15%) [50]. Each additional level increases the speed by one step on the Hyperjump Table (see Pyramid #3-49, page 26) [+5].

Archmagister's Counsel

A truly efficient lord ensures his assets—or himself—can be anywhere they are needed, instantly. This Lattice-work makes traditional travel obsolete for those who master it, allowing for unmatched rapid deployment or escape. Do not bother with the Wizard's debates on 'teleportation circles'; simply arrive.

Source Spell

Hyperjump

Source Spell Types

Individual Spell

Hypervision

30 points.

Senses & Perception

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

Through a sophisticated manipulation of the Lattice, the subject gains the ability to perceive in four spatial dimensions, effectively seeing into hyperspace without visual impediment. This spell has no casting roll, but requires an Innate Attack (Gaze) roll to aim at a target up to 100 yards away and lasts for 30 minutes, extending one's perception far beyond mortal limits.

Statistics

Affliction 1 (HT; Advantage, Hypervision, +140%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [30]. Note: “Hypervision” is See Invisible (Hyperspatial; Magical, -10%) [14].

Archmagister's Counsel

You cannot defend against what you cannot see, and vice-versa. This is how you spot the hidden things before they become a nasty surprise, regardless of whether a Wizard or a Sorcerer pulls the strings of the Lattice.

Source Spell

Hypervision

Source Spell Types

Individual Spell

Hypnotic Leaves

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

Commands & Compulsion

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This working animates all leaves, petals, or similar botanical detritus within a 2-yard area per level. Any sapient creature observing these animated elements must resist with IQ or become Dazed for 3 minutes. A dazed victim remains upright but is entirely incapacitated, unable to act.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Daze, +50%; Environmental, Leaves, -40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%; Sight-Based, -20%; Sorcery, ‑15%) [33]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

A clever Sorcerer uses this to clear a path, incapacitate guards without spilling blood, or simply watch Guild Mages trip over their own, utterly useless, theories. The Lattice doesn't care whether you use a degree or a pulse to make foliage into a weapon.

Source Spell

Hypnotic Leaves

Source Spell Types

Individual Spell

Hypnotize

2 points.

Commands & Compulsion

Keywords

Control, Debuff, Malediction, Resisted-Will

Casting Roll

IQ. Special casting time.

Range

Unlimited.

Duration

1d minutes.

Description

This manipulation of the Lattice imitates the Hypnotism skill, compelling a target to your will. The duration is 1d minutes, a reduction from standard hypnotic states, and it costs 2 FP. Apply standard range penalties. The IQ roll is made over a special casting time.

Statistics

Hypnotism (H) IQ [4] modified with Reduced Duration, 1/60, -35%; Sorcery, -15% for a final cost of 2 points.

Archmagister's Counsel

This short-term influence is less potent than a true mind-control, but perfect for convincing a guard to 'relocate' himself for a few critical moments. The Guild would call it 'unethical'; I call it efficient.

Source Spell

Hypnotize

Source Spell Types

Least Spells

Ice Armor

34 points.

Armor & Battle Shells, Ice, Snow, and Frost

Keywords

Buff, Damage, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This working covers the subject with a layer of ice, granting DR 8 that covers the entire body, including the eyes. It lasts for 3 minutes. The 'Ice Armor' is DR 8 (Magical, -10%; Nuisance Effect, Acts as Ablative against fire, -25%; Semi-Ablative, -20%) [18] + Nictitating Membrane 8 (Magical, -10%; Nuisance Effect, Acts as Ablative against fire, -25%; Semi-Ablative, -20%) [4]. This manipulation costs 34 points.

Statistics

Affliction 1 (HT; Advantage, Ice Armor, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [34]. Note: “Ice Armor” is DR 8 (Magical, -10%; Nuisance Effect, Acts as Ablative against fire, -25%; Semi-Ablative, -20%) [18] + Nictitating Membrane 8 (Magical, -10%; Nuisance Effect, Acts as Ablative against fire, -25%; Semi-Ablative, -20%) [4].

Archmagister's Counsel

If you're going to put your men in harm's way, perhaps invest in more than just leather. This 'ice' is a damn sight better than raw hide and provides a useful deterrence against the sharp edges of your enemies, unless they have a fondness for fire. It's a quick way to harden your forces, regardless of their 'training.'

Source Spell

Ice Armor

Source Spell Types

Individual Spell

Ice Dagger

4.8 points/level*.

Ice, Snow, and Frost

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This minor manipulation of the Lattice allows a practitioner to conjure a shard of ice and hurl it at a singular target. It manifests as a 1d-1 impaling attack, blockable, but it is cast with Innate Attack (Projectile), not some arcane incantation. The range is a generous 100 yards.

Statistics

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

Archmagister's Counsel

A fine way to silence a noisy dog or send a 'chilling' message to a bandit. Don’t expect it to fell a dragon, but it’s certainly more reliable in a pinch than a poorly aimed rock.

Source Spell

Ice Dagger

Source Spell Types

Individual Spell

Ice Movement

34 points.

Ice, Snow, and Frost

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This working allows the subject to glide effortlessly across frozen surfaces and water as if skating, doubling their normal running speed. It's a simple, elegant manipulation of the Lattice that ensures rapid traversal over challenging terrain for 3 minutes, provided they keep moving.

Statistics

Affliction 1 (HT; Advantage, Ice Movement, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [34]. Note: “Ice Movement” is Enhanced Move 1 (Ground; Magical, -10%; Nuisance Effect, Skating rolls, -10%) [16] + Walk on Liquid (Accessibility, Only when moving at his full Move, -30%; Magical, -10%; Nuisance Effect, Skating rolls, -10%; Specific, Water, -10%) [6].

Archmagister's Counsel

A skirmish on a frozen lake or a swift crossing of a moat becomes trivial with this. Give your scouts this blessing; swiftness wins battles, not fancy parlor tricks.

Source Spell

Ice Movement

Source Spell Types

Individual Spell

Ice Shield

33 points.

Wards, Shields, and Barriers, Ice, Snow, and Frost

Keywords

Buff, Damage, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

90 minutes.

Description

This manipulation of the Lattice encases the subject in a barrier of ice, granting an impressive DR 15 for 90 minutes. It's a straightforward application of power for protection.

Statistics

Affliction 1 (HT; Advantage, Ice Shield, +150%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33]. Note: “Ice Shield” is DR 15 (Ablative, -80%; Includes Eyes, +10%; Magical, -10%) [15].

Archmagister's Counsel

You cannot conquer if your troops are falling to every minor skirmish. Armor your elite, whether with steel or ice, and watch them hold the line. The method is irrelevant, the result is all.

Source Spell

Ice Shield

Source Spell Types

Assorted Spells

Ice Slick

42 points for level 1 + 13.5 points/additional level*.

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

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

30 seconds. Covers a patch of ground with a thin layer of ice, making it extremely slippery. This may affect an area up to (Ice Slick level)+1 yards in radius. Ice slicks are very difficult to see. Anyone not actively watching the ground for ice must make a roll against IQ-3 to notice an ice slick before stepping onto it. All DX-based activities, including attack and defense rolls, are at -2 in the slippery area. In addition, those moving into or through the area must roll against DX-2 every turn or fall; this roll is at +1 if walking at Move/2, +2 at Move/4, and +3 at Move/8 (round down, minimum 0). Critical failure causes 1d-2 injury to a randomly chosen limb. An ice slick will extinguish an area of normal fire that it overlaps, and vice versa. Anyone with Perfect Balance or Terrain Adaptation (Ice) may ignore the effects of this spell. Anything less, including special footwear, doesn’t help. Character on skates can skate (B220) on the area of effect.

Description

This manipulation of The Lattice coats a patch of ground, up to (Ice Slick level)+1 yards in radius, with an extremely slippery, nearly invisible layer of ice for 30 seconds. Those not actively looking must pass an IQ-3 roll to notice it. Within the area, all DX-based actions, including attacks and defenses, suffer a -2 penalty. Movement through the area requires a DX-2 roll each turn to avoid falling, with bonuses for slower movement (Move/2: +1, Move/4: +2, Move/8: +3). A critical failure on this roll results in 1d-2 injury to a random limb. This ice extinguishes normal fires it covers. Only those with Perfect Balance or Terrain Adaptation (Ice) are immune.

Statistics

Control Ground Friction 2 (Accessibility, Only to reduce friction, -25%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Persistent, +40%; Ranged, +40%; Sorcery, -15%; Visible, -10%) [42]. Additional levels add Control Ground Friction (Accessibility, Only to reduce friction, -25%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%; Visible, -10%) [13.5/level*]. Note: Based on Control Friction from GURPS Supers. * Calculate the total cost and then round up.

Archmagister's Counsel

A strategically placed patch of ice can turn a charging cavalry unit into a pile of broken limbs, or simply route an enemy away from a vital choke point. The Guild calls it 'hindrance'; I call it a decisive tactical advantage.

Source Spell

Ice Slick

Source Spell Types

Ice Spells

Ice Sphere

4.5 points/level*.

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

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice conjures a sphere of ice, which is then hurled at a target. It functions as a Crushing Attack, dealing 1d crushing damage per level of power purchased. The sphere can also extinguish fires, which is a minor but sometimes useful byproduct of this frosty expulsion. Range is 100 yards; use Innate Attack (Projectile) to determine accuracy.

Statistics

Crushing Attack (Blockable, -5%; Can Extinguish Fire, +10%; Sorcery, -15%) [4.5/level*]. * Calculate the total cost and then round up.

Archmagister's Counsel

Why bother with flaming arrows when you can have a skilled Sorcerer hurl icy projectiles that also offer a chilling form of crowd control or, say, extinguish an enemy's campfires from a distance? It’s far more efficient. And far less flammable.

Source Spell

Ice Sphere

Source Spell Types

Ice Spells

Ice Storm

77 points.

Battlefield Zones & Fields, Ice, Snow, and Frost, Tempests, Lightning, and Winter Weather

Keywords

Area, Control, Damage, Persistent

Casting Roll

IQ. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous damage and 10 seconds of ice.

Description

This working unleashes a tempest of ice shards within a 4-yard radius, inflicting 1d cutting damage. The area then becomes slick with ice for 10 seconds. You aim this by focusing your will, much like a gaze attack, albeit with a +4 bonus due to its area of effect. The Guild calls this 'weather manipulation'; I call it a tactical advantage.

Statistics

Cutting Attack 1d (Area Effect, 4 yards, +100%; Link, +10%; Magical, -10%) [14] + Control Ground Friction 2 (Accessibility, Only to reduce friction, -25%; Cannot concentrate to extend duration, -10%; Link, +10%; Persistent, +40%; Ranged, +40%; Sorcery, -15%; Visible, -10%) [39] + Control Ground Friction 2 (Accessibility, Only to reduce friction, -25%; Cannot concentrate to extend duration, -10%; Link, +10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%; Visible, -10%) [24]. Note: Based on Control Friction from GURPS Supers.

Archmagister's Counsel

When besieging a fortification, an Ice Storm on the outer works is worth a dozen sappers. It reduces their footing as well as their numbers, buying time and chaos for your forces. Note that the ice's slickness cannot be extended, so time your push accordingly.

Source Spell

Ice Storm

Source Spell Types

Artillery Spells

Icewalking

22 points.

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

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice grants the subject the ability to walk or crawl on ice walls and ceilings, adhering to the surface without falling. It costs 22 points, lasts 30 minutes, and is applied at a range of 100 yards with no casting roll, though it requires an Innate Attack (Gaze) to aim. Essentially, it's Clinging (Magical, Specific to Ice).

Statistics

Affliction 1 (HT; Advantage, Icewalking, +60%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Note: “Icewalking” is Clinging (Magical, -10%; Specific, Ice, -60%) [6].

Archmagister's Counsel

Rather than building stairs, simply have a few Gifted individuals with this knack; much faster, much more efficient, and certainly more dramatic for surprising a fortified position.

Source Spell

Icewalking

Source Spell Types

Ice Spells

Icy Breath

8.5 points/level.

Breath & Atmosphere

Keywords

Damage, Jet, Obvious

Casting Roll

None. Use Innate Attack (Breath) to hit.

Range

10 yards.

Duration

One second.

Description

This icy jet delivers 1d of cold damage per level of the spell, and anyone hit must contend with a -2 DX penalty plus a Numb effect for one second. It travels up to 10 yards, a direct manipulation of the Lattice that chills and impairs.

Statistics

Burning Attack 1d (Increased 1/2D, 2x, +5%; Jet, +0%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [8.5/level].

Archmagister's Counsel

An excellent tool to slow and debilitate targets; a truly gifted Sorcerer can pin an enemy in place with repeated castings, creating a tactical advantage that even the most 'learned' Guild Wizard would envy.

Source Spell

Icy Breath

Source Spell Types

Individual Spell

Icy Missiles

13 points.

Weapon Boons & Retaliations

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes. Once cast upon a projectile weapon, this spell causes its projectiles to do an additional 1d of follow-up (p. B105) burning damage. This damage is from extreme cold, not fire; it will never set anything ablaze. The wielder will find the weapon cool to the touch, but not uncomfortable to use.

Description

This spell, when applied to a projectile weapon, imbues its projectiles with an additional 1d of follow-up damage. This damage manifests as extreme cold, not fire, ensuring it will not cause incineration. The weapon itself will feel cool but not uncomfortably so. The effect lasts for three minutes and costs 13 points to conjure from the Lattice.

Statistics

Affliction 1 (HT; Accessibility, Only on projectile weapons, -30%; Advantage, Icy Missiles, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [13]. Note: “Icy Missiles” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect, -10%; Visible, -10%) [4].

Archmagister's Counsel

Equip your skirmishers with this, and watch as even their arrows bite deeper. It’s a simple manipulation of the Lattice, but few foes will appreciate their wounds freezing over.

Source Spell

Icy Missiles

Source Spell Types

Unmerged Spells

Icy Rune

20 points.

Weapon Boons & Retaliations

Keywords

Buff, Damage, Defense, Touch

Casting Roll

Symbol Drawing.

Range

Touch.

Duration

Instantaneous. Once inscribed on a weapon, this spell causes it to do an additional 1d of follow-up (p. B105) burning damage. This damage is from extreme cold, not fire; it will never set anything ablaze. This discharge can be triggered only once. Usually, this rune is triggered by the wielder or, for example, by the type of the enemy struck.

Description

Upon inscribing a weapon, this manipulation of the Lattice imbues it with a singular charge delivering 1d of follow-up damage. This is a frigid, 'burning' effect, not incendiary, and discharges once, typically by wielder activation or hitting a specific target type.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Icy Rune, +10%; Runic Magic, +110%) [20]. Notes: “Icy Rune” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect, -10%; Single Use, x1/5) [1].

Archmagister's Counsel

Equip your elite guard with these runes. A single blow from a common soldier becomes a killing strike, reducing casualties and demonstrating overwhelming force on the battlefield. The method of plucking the Lattice thread is irrelevant; the enemy’s demise is not.

Source Spell

Icy Rune

Source Spell Types

Individual Spell

Icy Touch

30 points.

Lesser Hexes & Afflictions

Keywords

Control, Damage, Defense, Melee, Obvious, Persistent, Summoning, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Permanent, until destroyed, or until the victim breaks free.

Description

This rather blunt application of Lattice manipulation encases a target in ice. It's a Binding 15 affliction, with engulfing properties. Deliver it as a Melee Attack, using your DX or an unarmed combat skill to connect. Once ensnared, the ice must be destroyed or the victim must break free, though it will eventually succumb to natural melting.

Statistics

Binding 15 (Engulfing, +60%; Melee Attack, Reach C, Cannot Parry, -35%; Melts Naturally, -10%; Sorcery, -15%) [30].

Archmagister's Counsel

While crude, encasing your enemies in a block of ice tends to simplify negotiations. A Lord who understands this can turn a bustling battlefield into a sculpture garden of frozen adversaries, all without the endless 'preparatory rituals' the Guild insists upon.

Source Spell

Icy Touch

Source Spell Types

Individual Spell

Identify Fungus

14 points.

Detection & Appraisal, Plant Lore, Speech, and Passage

Keywords

Information

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Determines the type and species of any one fungus. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see or touch. If the sorcerer is familiar with the fungus in question, this will reveal it. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.

Description

This instant-duration Lattice-work allows the identification of a single fungus, provided it's within sight or touch. The GM rolls against your effective IQ (factoring range penalties) to reveal its type and species. Familiarity with the fungus offers full disclosure; otherwise, the margin of success dictates the depth of information provided.

Statistics

Detect (Fungi; Sorcery, ‑15%; Touch- or Vision-Based, ‑15%) [14].

Archmagister's Counsel

A fine way to ensure your foragers aren't poisoning the troops. Or, conversely, to verify your enemies *are* poisoning their own without realizing it.

Source Spell

Identify Fungus

Source Spell Types

Individual Spell

Identify Loot

37 points.

Detection & Appraisal

Keywords

Information

Casting Roll

Per. Use IQ for analysis.

Range

Unlimited.

Duration

Instantaneous. After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest inanimate valuable object. Use the standard range penalties (p. B550). If successful, the object is revealed to the caster’s eyes, and the caster may make a follow-up IQ roll (at no penalty) to get a vague sense of why the object is valuable and its value relative to other detected objects. The GM should estimate the value for each item as if it were assessed by the nearest appropriate merchant for this type of item. The GM should feel free to approximate, since the spell doesn’t tell the caster the actual price! Any known valuable objects may be excluded if the caster mentions them before casting.

Description

This Lattice manipulation instantly reveals the presence of valuable inanimate objects within range. The caster makes a Perception roll, penalized by distance using standard range penalties (B550). Success allows a follow-up IQ roll to ascertain the general reason for an object's worth and its relative value compared to others detected. The GM provides an estimated value as a relevant merchant would, not a precise market price. The caster may specify known valuable objects to be excluded.

Statistics

Detect Valuable Object (Precise, +100%; Selective Effect, +20%; Sorcery, -15%; Vision-Based, -20%) [37].

Archmagister's Counsel

Why send scouts to search every dusty corner when you can have a Sorcerer merely *look* for the most profitable prize? Focus their eyes, then send in your acquisition team.

Source Spell

Identify Loot

Source Spell Types

Individual Spell

Identify Metal

14 points.

Detection & Appraisal, Metal & Glass

Keywords

Information

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Determines the type metal. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see or touch. If the sorcerer is familiar with the metal in question, this will reveal it. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.

Description

A precise plucking of the Lattice to identify metal. You make an IQ roll, modified by range, to discern the metal's type. Familiar metals are named directly; unfamiliar ones reveal details proportional to your success. This costs 14 points.

Statistics

Detect (Metal; Sorcery, ‑15%; Touch- or Vision-Based, ‑15%) [14].

Archmagister's Counsel

Understanding what your enemies are building, or what your miners are digging, is always worth a few moments of effort. This 'trick' can prevent your coffers from being filled with fool's gold engineered as 'steel'.

Source Spell

Identify Metal

Source Spell Types

Individual Spell

Identify Plant

14 points.

Detection & Appraisal, Plant Lore, Speech, and Passage

Keywords

Information

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Determines the type and species of any one plant. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see or touch. If the sorcerer is familiar with the plant in question, this will reveal it. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.

Description

This Lattice-work allows you to Instantly determine the type and species of any one plant you can see or touch. If you possess prior knowledge of the specimen, its identity is immediately revealed. Otherwise, the clarity of information received is directly proportional to your IQ roll's margin of success, factoring in standard range penalties.

Statistics

Detect (Plants; Sorcery, ‑15%; Touch- or Vision-Based, ‑15%) [14].

Archmagister's Counsel

Understanding the flora in your domain is not merely academic; it is how you distinguish valuable medicine from deadly poison, or a profitable crop from a useless weed. Send your scouts with this knowledge, and they will truly report what they see, not what they merely observe.

Source Spell

Identify Plant

Source Spell Types

Plant Spells

Identify Plastic

14 points.

Detection & Appraisal

Keywords

Information

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Determines the type of plastic. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see or touch. If the sorcerer is familiar with the plastic in question, this will reveal it. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.

Description

An instantaneous manipulation of the Lattice that, when focused upon a plastic object (perceivable by sight or touch), determines its specific type. If the sorcerer already knows the plastic, it is identified immediately. Otherwise, the clarity and detail of the information delivered depend on the caster's margin of success on an IQ roll, modified by range penalties.

Statistics

Detect (Plastic; Sorcery, ‑15%; Touch- or Vision-Based, ‑15%) [14].

Archmagister's Counsel

Understanding what something is made of can inform how you might destroy it, or even how to copy it. Remember that, my Lord; knowledge is simply another weapon.

Source Spell

Identify Plastic

Source Spell Types

Individual Spell

Identify Psi

16 points.

Detection & Appraisal

Keywords

Information, Persistent

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

This Persistent Lattice-work, costing 16 points, grants the caster the ability to automatically identify all active psionic effects and psionic abilities being used within line of sight or touch. It clarifies the 'what' and 'when' of psionic activity, but not the 'who' or 'why.' Psionic items are beneath its notice.

Statistics

Detect (Psionics Use; Analysis Only, -50%; Analyzing, +100%; Reflexive, +40%; Sorcery, -15%; Touch- or Vision-Based, -15%) [16].

Archmagister's Counsel

Understanding who is plucking the Lattice with their minds is paramount. This spell reveals the invisible war being waged around your Lord; use it to unmask the silent manipulators.

Source Spell

Identify Psi

Source Spell Types

Individual Spell

Identify Spell

16 points.

Detection & Appraisal

Keywords

Defense, Information, Persistent

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.While this spell is active, the caster automatically identifies all currently active spells and all spells being cast in their presence; enchanted items do not count.

Description

This Persistent spell, costing 16 points, grants the caster the automatic ability to identify any active spells or spells being cast within their presence. The caster merely needs to perceive the subject of an active spell or the caster of one in progress. Note well: this does not apply to enchanted items. The casting roll is IQ, and this effect, once established, is indefinite.

Statistics

Detect (Magic; Analysis Only, -50%; Analyzing, +100%; Reflexive, +40%; Sorcery, -15%; Touch- or Vision-Based, -15%) [16].

Archmagister's Counsel

Understanding what magic is being woven around your court is paramount. This allows your advisors to discern threats or opportunities before they fully manifest, irrespective of whether some over-educated Guildsman or an 'untamed' Sorcerer plucks the Lattice.

Source Spell

Identify Spell

Source Spell Types

Knowledge Spells

Identify True Name

18 points.

Divination & Omens

Keywords

Debuff, Defense, Information, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous.

Description

This spell, when successfully cast against a subject who fails a resistance roll, reveals their True Name to the caster. This knowledge is not inherent; one must purchase a perk for 18 character points to properly integrate and retain this information, enabling its use in conjunction with other Lattice manipulations that require a True Name. The duration is instantaneous, but the effect of the name endures.

Statistics

Detect (True Name; Analyzing, +100%; Analysis Only, -50%; Easily Resisted 10, -50%; Requires IQ vs. Will Roll, -10%; Sorcery, -15%; Touch- or Vision-Based, -15%) [18].

Archmagister's Counsel

Understanding an enemy's True Name is akin to knowing the deep currents of The Lattice around them. It is a potent political and magical weapon; ensure your own name remains unplucked, and always seek those of your adversaries.

Source Spell

Identify True Name

Source Spell Types

Divination Spells

Ignite Poison

45 points for level 1 + 3.5 points/additional level*.

Poison

Keywords

Area, Cyclic, Damage, Debuff, Leveled, Malediction, Persistent, Resisted-HT

Casting Roll

None for the cloud effect. Use Innate Attack (Gaze) to aim. Will for internal burning.

Range

100 yards.

Duration

10 seconds. All poisons in the area burst into flames. This does not block vision, but inflicts burning damage to anyone standing in it. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind, if the poison is gaseous. Every creature in the area takes 1d-2 burning damage per turn. Poisonous and poisoned creatures in the initial area of effect begin to burn from within, taking 1d burning damage each second for 10 seconds, if they fail to resist with a Quick Contest of HT versus the caster’s Will. Armor does not protect against this damage. Every second an internally burning creature can make a HT roll. A successful roll means that the internal fire is neutralized. If the subject loses ½ of his HP or more to this internal burning, he begins experiencing terrible pain (p. B428) until he is healed above this threshold. The basic (45-point) version of this spell covers a two-yard radius. For each additional 3.5 points, you may double this radius; e.g., four yards for 49 points, 8 yards for 52 points, or 16 yards for 56 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.

Description

This spell compels all poisons within a specified area to combust. The affected area, a 2-yard radius at base cost (45 points), expands with additional investment (3.5 points doubles the radius). While visibility is unaffected, anyone in the zone takes 1d-2 burning damage per second. More critically, poisonous or poisoned creatures within the initial area of effect suffer 1d internal burning damage per second for 10 seconds, resisted by a Quick Contest of HT vs. the caster's Will. Armor offers no protection against this internal combustion. If a creature loses half or more of its HP to this internal burning, it endures agonizing pain.

Statistics

Burning Attack 1d-2 (Area Effect, 2 yards, +50%; Drifting, +20%; Environmental, Poison, -60%; Link, +10%; Magical, -10%; Persistent, +40%; Variable, Area, +5%) [4] + Burning Attack 1d (Accessibility, Only on poisonous or poisoned, -70%; Area Effect, 2 yards, +50%; Based on HT, +20%; Cyclic, 1 second interval, 9 seconds, +450%; Link, +10%; Malediction 2, +150%; Sorcery, ‑15%; Symptoms, ½ HP, Terrible Pain, +120%; Variable, Area, +5%) [41]. Further levels add Area Effect (+50%) to both advantages [+3.5]. * Calculate the total cost, then round up.

Archmagister's Counsel

Consider deploying this spell when facing a numerically superior enemy who employs poisoned weapons or is known to inhabit pestilent environments. A well-placed 'Ignite Poison' can decimate their ranks and create opportune chaos, regardless of whether your practitioner is a Wizard or a Sorcerer.

Source Spell

Ignite Poison

Source Spell Types

Poison Spells

Illuminated Writing

6 points.

Detection & Appraisal

Keywords

Information, Persistent, Utility

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to experientially internalize the content of written material. Reading a text causes a vivid sensory playback in the mind, as if one were an observer within the written world. While non-interactive and inherently safe, the intensity can be startling enough to require a Fright Check.

Statistics

Mind Reading (Accessibility, Only on books, -50%; Sensory Only, -20%; Sorcery, -15%; Vision-Based, Variant, -20%) [6].

Archmagister's Counsel

Understanding your enemy, or even your allies, often hinges on knowing what they've read. This spell turns mere words into living experience, and a cunning player can use that to dissect anything from a battle plan to a lover's letter.

Source Spell

Illuminated Writing

Source Spell Types

Book Spells

Illusion Disguise

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

Illusion & Creation

Keywords

Area, Buff, Damage, Information, Leveled

Casting Roll

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

Range

100 yards.

Duration

3 minutes.

Description

This particular Lattice-work makes a chosen creature appear, sound, and feel altered to observers. It will not, however, fool specialized senses such as Infravision or Vibration Sense. The base creature must be of a suitable size and general shape for the illusion to take hold properly.

Statistics

Archmagister's Counsel

Understand that the most convincing lies are built on a foundation of truth. If your target is looking for a large man, an altered goblin will not suffice, regardless of the spell's power.

Source Spell

Illusion Disguise

Source Spell Types

Illusion Spells

Illusion Shell

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

Illusion & Creation

Keywords

Area, Buff, Damage, Information, Leveled

Casting Roll

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

Range

100 yards.

Duration

3 minutes.

Description

An illusory shell that conceals or alters the appearance, sound, and tactile properties of a chosen object. This manipulation does not deceive specialized senses such as Infravision or Vibration Sense. The base object must be suitably sized and shaped for the illusion to adhere.

Statistics

Archmagister's Counsel

You can use this to make a siege engine appear as a harmless cart, or a vital supply wagon seem like a pile of refuse. The Lattice doesn't care if your deception is 'Sorcerous' or 'Wizardly'; only that it fools the enemy.

Source Spell

Illusion Shell

Source Spell Types

Illusion Spells

Illusory Wall

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

Battlefield Zones & Fields

Keywords

Area, Control, Information, Leveled, Persistent

Casting Roll

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

Range

100 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice creates a convincing visual illusion of a physical wall within 100 yards. The strength of the illusion, or how readily it fools the senses, is determined by the caster's IQ or Artist (Illusion) skill. This effect requires no concentration to maintain once cast, persisting indefinitely.

Statistics

Illusion (Accessibility, Walls Only, -60%; Independence, +40%; Ranged, +40%; Sorcery, ‑15%; Variable, Area, +5%; Visual Only, -30%; Wall, Shapeable, +60%) [35]. Additional levels add Area Effect (+50%) [+12.5*]. * Calculate the total cost and then round up.

Archmagister's Counsel

A clever lord doesn't need to build a new fortress when a well-placed illusory wall can divert an invading army or hide a vulnerable flank. The Lattice provides, whether you call it Sorcery or Wizardry.

Source Spell

Illusory Wall

Source Spell Types

Individual Spell

Image

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

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Damage, Information, Leveled, Persistent

Casting Roll

Artist (Illusion) to determine how convincing the image is.

Range

100 yards.

Duration

Indefinite. You can project a stationary, unchanging, two-dimensional image onto a vertical surface anywhere that you can see within 100 yards. This requires constant concentration.

Description

This manipulation of the Lattice allows you to project a stationary, two-dimensional image onto any vertical surface you can see within 100 yards. The convincingness is determined by an Artist (Illusion) roll. The base cost is 5 points for a six square-yard image, with each additional level doubling the maximum area and costing another 12.5 points.

Statistics

Illusion (Automatic Disbelief, -50%; Dispels on attack or touch, -35%; Environmental, Vertical Surfaces, -20%; Nuisance Effect, Only Artist (Illusion) roll, -5%; Ranged, +40%; Sorcery, -15%; Static, -30%; Variable, Area, +5%; Visual Only, -30%; Wall, Shapeable, +60%) [5]. Additional levels add Area Effect (+50%) [+12.5*]. * Calculate the total cost and then round up.

Archmagister's Counsel

Propaganda, my Lord, is a powerful weapon. A well-placed 'divine' omen or a timely 'ghost' can sway a commoner's will more effectively than any banner. The Guild prattles about 'visual fidelity'; I speak of practical application.

Source Spell

Image

Source Spell Types

Least Spells

Images of the Past

41 points.

Divination & Omens, Time

Keywords

Information, Persistent, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite.When cast on a mirror or reflective surface, this spell “plays back” whatever images it may have “seen” in the past.To cast Images of the Past, you must touch the subject item or location, concentrate for one second, and make an IQ roll.

Description

By channeling power into a reflective surface, this spell allows the user to replay visual events that the surface "witnessed." The difficulty of recalling events scales with time: a straight IQ roll for same-day events, penalized by -1 for events up to 10 days prior, -2 for up to 100 days, -3 for up to 3 years, -4 for up to 30 years, and -5 for up to 300 years.

Statistics

Psychometry (Accessibility, Must be cast on a reflective surface, -20%; Accessibility, Visual Only, -10%; Active Only, -20%; Affects Others, +50%; Immersive, +100%; Sensitive, +30%; Sorcery, -15%; Visible, -10%) [41]. Notes: Affects Others makes it so others can see the playback of the spell. This affects any number of nearby subjects without requiring the usual multiple levels of that trait. This is a fair trade-off since this ability is so limited.

Archmagister's Counsel

Forget your detectives and scrying pools; a keen eye and this specific manipulation of The Lattice can reveal precisely who poisoned the Duke, or more importantly, precisely where the Duke hid his treasury before he expired. It's not about the method, but the inconvenient truth it reveals.

Source Spell

Images of the Past

Source Spell Types

Spells of the Past

Imp Face

41 points.

Pain, Stun, and Collapse

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This cynical manipulation of the Lattice causes a 4"x2" imp face to manifest on the victim; typically on the neck or cheek. This audible stigma constantly insults and mocks those it perceives, inflicting a -2 penalty to all reaction rolls for one day. This effect is an Affliction 1 (Will) that includes Odious Personal Habits 2, and functions with Malediction 2 and No-Signature. It costs 41 points to weave.

Statistics

Affliction 1 (Will; Based on Will, +20%; Disadvantage, Odious Personal Habits 2, +20%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Can be gagged, -5%; Sorcery, ‑15%) [41].

Archmagister's Counsel

A perfectly petty way to ruin a rival's reputation without ever laying a hand on them. No physical harm, just pure, unadulterated social wreckage. The Guild would call it 'undignified'; I call it effective.

Source Spell

Imp Face

Source Spell Types

Forgotten Spells

Impart Skill

27 points.

Safeguards & Reliefs

Keywords

Buff, Defense, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This efficient Lattice manipulation imbues an inanimate object with the caster's knowledge, specifically a skill at a particular level. For 27 points, this enchantment, lasting 30 minutes, transfers a skill the caster possesses to whosoever wields the item. There is no casting roll, merely a precise aim with Gaze at 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Objects Only, -10%; Advantage, Impart Skill, +120%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [27]. Note: “Impart Skill” is Cosmic Power 4 (Accessibility, Cannot have relative skill level better than the caster, -10%; Accessibility, Only when using the object, -10%; Limited, One Skill, -40%; Magical, -10%) [12].

Archmagister's Counsel

Arm your guards with objects imbued with Swordsmanship 15, or your scribes with Calligraphy 14. This is how you ensure even the most talentless functionary can perform their duty, all for the cost of one mere enchantment.

Source Spell

Impart Skill

Source Spell Types

Individual Spell

Impenetrable Armor

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

Armor & Battle Shells

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

An elegant manipulation of the Lattice, this spell enhances armor by multiplying its Damage Resistance against piercing and impaling damage. The base casting costs 44 points and lasts three minutes, with additional levels costing 40 points each to further remove penalties to the armor's DR.

Statistics

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

Archmagister's Counsel

Armor is often a mere suggestion against a well-aimed thrust; this bit of Lattice-work makes it more than that. Use it on your champions, my Lord, and watch them laugh as lesser blades shatter against their reinforced defenses.

Source Spell

Impenetrable Armor

Source Spell Types

Individual Spell

Impression Blocker

60 points.

Wards, Shields, and Barriers

Keywords

Buff, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day. Seeker (GURPS Magic, p. 105) and related spells require an object associated with the item or person sought in order to work. This spell enchants a container so that it allows people to carry items without them becoming “associated” with the carrier. An object in a closed blocker container retains the impressions it had when the container was shut. If removed, handled briefly, and replaced, the object will acquire a very faint impression of the handler, but it won’t be enough for a Seeker spell unless the handler does so once a day for decades.

Description

This spell enchants a container, rendering its contents impervious to 'impression' spells like Seeker. An object placed within retains its original magical signature indefinitely. Brief handling upon removal and replacement will leave only the faintest, unusable trace, nullifying tracking over decades of use.

Statistics

Affliction 1 (HT; Accessibility, Only on containers, -20%; Advantage, Impression Blocker, +380%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [60]. Note: “Impression Blocker” is Obscure 10 (Impressions; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [38].

Archmagister's Counsel

This bit of Lattice-work allows your agents to transport sensitive items without leaving a magical breadcrumb trail, ensuring rival seers and blood-magicians cannot trace their movements or true allegiances back to you. Very useful for state secrets, or incriminating evidence.

Source Spell

Impression Blocker

Source Spell Types

Individual Spell

Imprint Monster

28 points.

Animal Command & Repelling

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

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

Range

Unlimited.

Duration

Three days.

Description

This spell allows one to forge a permanent bond with a monster, given it is within a minute of its birth. By manipulating the Lattice at this critical juncture, you can instill in the creature a Sense of Duty (Caster), effectively making it your loyal servant. This requires a successful IQ roll, or a Brainwashing roll to impress the disadvantage. If the monster is willing, no resistance is needed. The effect is permanent.

Statistics

Mind Control (Accessibility, Only on monsters within 1 minute of birth, -80%; Accessibility, Only to add Sense of Duty (Caster), -50%; Conditioning Only, -50%; Extended Duration, Permanent, +150%; Sorcery, -15%) [28].

Archmagister's Counsel

Waiting for a monster to be born to claim its loyalty is an investment. But think of the advantages: a king with loyal monsters, rather than simply dead ones, is a king who knows how to truly wield power.

Source Spell

Imprint Monster

Source Spell Types

Monster Spells

Improved Explosive Fireball

12 points/level.

Missiles, Jets, and Rays

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This potent manipulation of the Lattice manifests as a fireball; on impact, it explodes with 1d burning damage for every 12 points invested, affecting a 3-yard radius. Its effective half-damage range is five times normal, but be warned: anyone parrying or blocking it risks 1d burning damage themselves, a trifling nuisance for the attacker.

Statistics

Burning Attack 1d (Explosion 3, +150%; Increased 1/2D, x5, +10%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [12/level].

Archmagister's Counsel

If you wish to truly send a message to a rebellious village or an entrenched enemy position, this is a suitably blunt instrument. Why bother with precise strikes when you can simply apply overwhelming force?

Source Spell

Improved Explosive Fireball

Source Spell Types

Artillery Spells

Improved Explosive Lightning

19 points/level.

Bursts, Barrages, and Bombardment, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather

Keywords

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

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This Lattice manipulation unleashes a torrent of electrical energy, covering an 8-yard area upon impact. While not a true explosion, its effect is similar: 1d burning damage per level, with additional arcing surges that can stun targets. Accuracy for an area-effect is +4, but range penalties still apply. Be warned: the energy is predictably unpredictable around conductive materials.

Statistics

Burning Attack 1d (Area Effect, 8 yards, +150%; Nuisance Effect, Behaves erratically around conductors, -5%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [19/level].

Archmagister's Counsel

Why bother with precise shots when you can simply electrify a whole skirmish line? A Lord understands that suppressing an enemy group with overwhelming force is more efficient than picking them off one by one.

Source Spell

Improved Explosive Lightning

Source Spell Types

Artillery Spells

Improved Firewood

23 points.

Safeguards & Reliefs

Keywords

Buff, Control, Defense, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent.

Description

This manipulation of The Lattice renders dead wood Highly Flammable, but only when the caster intends it to ignite. It's a permanent effect, costly at 23 points, and can be applied at a range of 100 yards with no casting roll, though careful aim is required.

Statistics

Affliction 1 (HT;Accessibility, Only on wood, -60%; Advantage, Improved Firewood, +20%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [23]. Note: “Improved Firewood” is Controllable Disadvantage (Flammable, Variant; Magical) [1] + Sanitized Metabolism (Variant; Magical, -10%) [1].

Archmagister's Counsel

Why bother with tinder when a flick of the wrist ensures your enemy's siege engines—or your personal bonfire—erupts on command? A strategic burn saves much trouble.

Source Spell

Improved Firewood

Source Spell Types

Individual Spell

Incarnum Arc

18 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

5 seconds.

Description

At the designated point up to 10 yards away, an Incarnum Arc manifests as a drifting lightning rod. This creates a persistent 5-second arc of soul energy between you and the rod, dealing 1d-1 toxic damage via Innate Attack (Beam). This beam is truly irresistible, and its cosmic nature ensures it bypasses typical defenses, though its range means distance can break the connection. The rod itself is mobile, but only for a brief duration.

Statistics

Toxic Attack 1d-1 (Bombardment, Skill 12, -10%; Cone 1, +60%; Cosmic, Irresistible Attack, +300%; Costs Essentia, -5%; Increased 1/2D, x10, +15%; Mobile 3, +120%; Nuisance Effect, Stops when too far, -5%; Persistent, +40%; Reduced Duration, ½, -5%; Reduced Range, 1/5, -20%; Sorcery, -15%) [18].

Archmagister's Counsel

This Lattice-work is a reliable way to clear a path or deny an area to foot soldiers, creating a persistent zone of death. Direct the arc to block a chokepoint or cut off an escape; they won't simply walk through it, Guild training or no.

Source Spell

Incarnum Arc

Source Spell Types

Individual Spell

Incarnum Bladestorm

6 points.

Tempests, Lightning, and Winter Weather

Keywords

Area, Damage, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Creates a ground-level cloud of swirling Incarnum blades. It does not block vision, but it inflicts cutting damage to anyone standing in it. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. This spell covers a two-yard radius. Every creature in the area takes 1d-2 cutting damage per turn. This spell’s cost can only be paid with essentia.

Description

This spell, a rather blunt application of Incarnum, conjures a two-yard radius cloud of swirling blades at ground level. It doesn't obscure sight, but anything within it takes 1d-2 cutting damage per turn for 10 seconds. Aiming this persistent threat uses Innate Attack (Gaze), with standard range penalties, though one gains a +4 bonus for targeting an area. Note: this particular bit of Lattice-work demands essentia for its cost.

Statistics

Cutting Attack 1d-2 (Area Effect, 2 yards, +50%; Costs Essentia, -5%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [6].

Archmagister's Counsel

A fine way to establish an area denial against an unarmored mob, or to force armored adversaries to move. Don't expect it to fell a knight, but it will certainly inconvenience him while your other forces maneuver.

Source Spell

Incarnum Bladestorm

Source Spell Types

Individual Spell

Incorporeal Chains

76 points/level.

Thoughts & Memory, Memory, Thought, and Will

Keywords

Control, Damage, Debuff, Defense, Information, Malediction, No-Signature, Persistent, Resisted-DX

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent, until destroyed, or until the victim breaks free.

Description

This Lattice manipulation conjures insubstantial chains that bind an incorporeal target with Binding 10, pinning limbs and covering the mouth. This enchantment is permanent until released or destroyed.

Statistics

Binding 10 (Based on DX, +20%; Constricting, +75%; Engulfing, +60%; Insubstantial Only, -30%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [76/level].

Archmagister's Counsel

These 'chains' are excellent for silencing a spectral nuisance or ensuring a troublesome ghost stays exactly where you put it. The Guild prattles on about 'ethereal warding;' I say just bind the damn thing.

Source Spell

Incorporeal Chains

Source Spell Types

Psychic Spells as Normal Spells

Increase Burden

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

Ways, Passage, and Travel

Keywords

Damage, Debuff, Defense, Malediction, No-Signature, Resisted-Variable, Travel

Casting Roll

Will.

Range

Unlimited.

Duration

Three minutes.

Description

This manipulation of the Lattice increases an object's effective weight for encumbrance. The spell is resisted by the object's HT (if unattended) or the wearer's Will. Each level beyond the first adds more effective weight and removes 2 points of penalties.

Statistics

Affliction 1 (HT or wearer’s Will; Accessibility, Only on objects, -10%; Advantage, Increase Burden, +220%; Based on wearer’s Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [49]. Additional levels add further Increase Burden to the Advantage enhancement (+160%) [+16]. Notes: “Increase Burden” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -2 in effect penalties. This spell is based on a variation of the Lighten Armor imbuement skill from Pyramid #3-4.

Archmagister's Counsel

A fine way to ensure a rival's supplies never reach the front lines, or that a heavily armored knight is simply too slow to intercept your forces, regardless of their 'magical protections'.

Source Spell

Increase Burden

Source Spell Types

Movement Spells

Increase Gravity

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

Gravity

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

10 seconds.

Description

This working increases the gravitational pull within a specified area (100 yards range, 10-second duration). Each level of this spell increases the effective gravity. The initial casting costs 54 points to establish a level 1 gravity increase, with subsequent levels costing 9 points per additional level. Remember, the Lattice doesn't care if you call it "sorcery" or "gravity magic"; it just responds to the raw power.

Statistics

Control Gravity 5 (Accessibility, Only to increase gravity, -60%; Cannot concentrate to extend duration, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [45] + Control Gravity 1 (Accessibility, Only to increase gravity, -60%; Cannot concentrate to extend duration, -10%; Does not increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [9/level].

Archmagister's Counsel

A tactical genius can use this to turn a battlefield into a quagmire, making light cavalry feel like plate-armored knights. It’s an excellent way to slow a charging enemy or force them to abandon heavy siege equipment.

Source Spell

Increase Gravity

Source Spell Types

Individual Spell

Increase Potency

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

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Defense, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice boosts the efficacy of poisons on a target, affecting a creature, a container of toxins, or even a poisoned area. Each level spent increases the potency of the chosen poison, making its effects more severe. It costs 6 points for the initial level, and 3 points for each additional level of increased potency.

Statistics

Control Poison 1 (Only to increase potency, -85%; Ranged, +40%; Sorcery, -15%) [6]. Additional levels add Control Poison 1 (Does not increase area, -50%; Magical, -10%; Only to increase potency, -85%; Ranged, +40%) [3/level].

Archmagister's Counsel

Understanding this Lattice-work is crucial. When your enemies deploy their 'special brews,' remember that a Sorcerer can make a mild sedative into a lethal dose, turning a subtle inconvenience into a strategic victory (or disaster).

Source Spell

Increase Potency

Source Spell Types

Individual Spell

Infiltrate

20 points.

Water Shaping & Passage

Keywords

Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This instant-duration touch spell allows the caster to flow bodily through any porous barrier, carrying up to their Basic Lift. The Lattice provides convenient passage, regardless of the 'method' used to pluck it.

Statistics

Warp (Accessibility, Only pass through porous obstacles, -50%; Blind Only, -50%; Cannot Spend Extra FP, -10%; No Strain, +25%; No Preparation, -10%; Range Limit, 10 yards, -50%; Reliable 10, +50%; Sorcery, -15%) [20].

Archmagister's Counsel

Inform your castle guards that a 'gifted' individual might attempt clandestine entry through grates, loose stonework, or even packed dirt. The clever ones exploit every avenue—even the ones designed to keep water out.

Source Spell

Infiltrate

Source Spell Types

Fluid Spells

Inflict Pain

32 points.

Seekers & Trackers, Pain, Stun, and Collapse

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute.

Description

This spell inflicts debilitating pain upon a sapient target for one minute, forcing a Will roll to avoid crying out. It's a Malediction with no signature, based on Will, and it costs 32 points.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%; Terrible Pain, +60%; Variable, +5%) [32].

Archmagister's Counsel

A clever lord with even a middling Sorcerer can extract information from anyone without laying a hand on them. The Guild would call it 'torture'; I call it a quick way to loosen a prisoner's tongue.

Source Spell

Inflict Pain

Source Spell Types

Psychic Spells as Normal Spells

Infravision

25 points.

Senses & Perception, Radiance, Sight, and Reflection

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of The Lattice grants the subject the ability to perceive infrared radiation, effectively providing Infravision for 30 minutes. It costs 25 points to manifest, requires no skill roll, and can be aimed up to 100 yards.

Statistics

Affliction 1 (HT; Advantage, Infravision, +90%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Infravision” is Infravision (Magical, -10%) [9].

Archmagister's Counsel

Equip your scouts with this and they will spot heat signatures through smoke and darkness, giving your army the edge in any nighttime skirmish. The Guild calls it 'divination'; I call it a tactical advantage.

Source Spell

Infravision

Source Spell Types

Light and Darkness Spells

Inscribe

12 points.

Speed, Haste, and Handling, Communication & Empathy

Keywords

Debuff, Malediction, Resisted-Will, Travel

Casting Roll

DX or Artist (Calligraphy, Illumination, etc.).

Range

10 yards.

Duration

Instantaneous. Creates an inscription (either writing or images) on any surface within 10 yards. Appropriate specializations of Artist (Calligraphy, Illumination, etc.) should be used to assess the aesthetics of the result. The image can be as stylish as the caster desires: letters of silver flame, simple block-lettering, reflected light on the surface of water, and so on. The inscription is integral to the subject’s surface, fading only when the spell is washed off or dispelled. An unsuspecting or unwilling subject resists with Will. A willing target can waive his resistance. This spell can never cause damage or an affliction.

Description

This spell allows the caster to etch writing or imagery onto any surface within 10 yards. The inscription is instantaneous, becoming an integral part of the surface itself, and persists until specifically washed off or dispelled. For unwilling subjects, resistance is rolled against their Will, though a willing target can forgo this. This Lattice manipulation cannot inflict harm or conditions.

Statistics

Accessory (TK Pen) (Magical, -10%) [1] + Telekinesis 1 (One Task, Inscription, -60%; Reduced Time 10, +200%; Requires DX vs. Will roll, -10%; Results can be dispelled, -10%; Sorcery, -15%) [11]. Notes: See GURPS Thaumatology: Sorcery, p.14 for the One Task limitation. Here, Reduced Time is used to shorten a 10-minute inscription to one second, which was chosen because it costs the same as an Average technique to buy off the -10 for “instant use.”

Archmagister's Counsel

Why use parchment and ink when you can brand your decrees directly onto the very stones of the city? A persistent, magically etched law is quite a deterrent against petty infringements, far more so than a royal proclamation that can be torn down by hooligans.

Source Spell

Inscribe

Source Spell Types

Movement and Communication Spells