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Showing 1-16 of 16 filtered sorcerer spells.

Spell Name Type Cost List Details
Alter Dreamscape Dreams, Sleep, and Delusion, Dream 24 points.
Animal Sleep Animal Command & Repelling, Dream 40 points.
Dream Projection Dreams, Sleep, and Delusion, Communication & Empathy, Dream 18 points.
Dream Search Dreams, Sleep, and Delusion, Dream 12 points.
Dream Sending Dreams, Sleep, and Delusion, Communication & Empathy, Dream 17 points.
Dream Travel Dreams, Sleep, and Delusion, Forced Movement & Restraint, Dream 80 or 130 points.
Dream Viewing Dreams, Sleep, and Delusion, Dream 14 points.
Dream Visit Dreams, Sleep, and Delusion, Dream 50 points.
Mass Sleep Dreams, Sleep, and Delusion, Dream 48 points for level 1 + 5 points/additional level.
Morphean Extraction Dreams, Sleep, and Delusion, Dream 22 points.
Night Terror Emotion & Morale, Dream 15 points for level 1 + 5 points/additional level.
Nightmare Dreams, Sleep, and Delusion, Dream 38 points.
Peaceful Sleep Dreams, Sleep, and Delusion, Dream 56 points.
Seek Sleepers Seekers & Trackers, Dreams, Sleep, and Delusion, Dream 41 points or 51 points.
Sleep Dreams, Sleep, and Delusion, Dream 42 points.
Sleep Cloud Winds, Vapors, and Sky Passage, Dream 52 points for level 1 + 8 points/additional level.

Alter Dreamscape

24 points.

Dreams, Sleep, and Delusion, Dream

Keywords

Control, Damage, Debuff, Melee, Resisted-Will, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This working allows you to reshape a target's dream in any manner you choose. You must either be within their dreamscape, having used a spell like Dream Visit or Dream Travel, or establish direct skin-to-skin contact with the sleeping individual. The effect is instantaneous.

Statistics

Illusion (Accessibility, Only on sleeping subjects, -20%; Contact Agent, -30%; Melee Attack, Reach C, -30%; Mental, +100%; Requires IQ Roll, -10%; Sorcery, 15%) [24].

Archmagister's Counsel

Why bother with intricate illusions when you can simply rewrite the target's reality in their sleep? A well-placed nightmare or an inspiring vision can turn the tide of any court intrigue or battle before the sun even rises for your Lord.

Source Spell

Alter Dreamscape

Source Spell Types

Dream Spells

Animal Sleep

40 points.

Animal Command & Repelling, Dream

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This manipulation of the Lattice causes a targeted animal to instantly fall into a deep slumber for 3 minutes, provided it fails its Will resistance. After this duration, it can be roused, though a pre-existing state of fatigue might prolong its rest.

Statistics

Affliction 1 (Will; Accessibility, Only on animals, -25%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sleep, +150%; Sorcery, ‑15%) [40].

Archmagister's Counsel

Why bother with nets or arrows when a simple pluck of the Lattice can render a charging beast utterly inert? It's efficient pest control for your Lord's farmlands or hunting grounds.

Source Spell

Animal Sleep

Source Spell Types

Animal Spells

Dream Projection

18 points.

Dreams, Sleep, and Delusion, Communication & Empathy, Dream

Keywords

Control, Persistent, Utility

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

This spell establishes a two-way psychic link with a sleeping subject, allowing communication over any distance. The casting roll is IQ, and it suffers standard long-distance penalties. Once cast, the effect persists indefinitely until dismissed.

Statistics

Avatar (Magical, -10%) [1] + Mind Reading (Accessibility, Only on sleepers, -20%; Accessibility, Projected thoughts only, -20%; Increased Immunity 3, -30%; Link, +10%; Magical, -10%; Telecommunication, -20%) [6] + Telesend (Accessibility, Only on sleepers, -20%; Increased Immunity 3, -30%; Link, +10%; Sorcery, -15%; Visible, -10%) [11]. Note: When using this spell as a Mind Control spell, add Accessibility, Only on sapient beings, -10% to both advantages. This makes the spell cost 15 points.

Archmagister's Counsel

A sleeping mind is an open mind. This is how you plant thoughts, gather intelligence covertly, or deliver commands to a target without them ever knowing you were there – a far more elegant solution than a dagger in the dark, and much less messy for the royal coffers.

Source Spell

Dream Projection

Source Spell Types

Dream Spells

Dream Search

12 points.

Dreams, Sleep, and Delusion, Dream

Keywords

Control, Debuff, Information, Resisted-Will, Touch, Travel

Casting Roll

IQ or Dreaming.

Range

Touch or Unlimited (see text).

Duration

Instantaneous.

Description

This spell allows the caster to pluck a single, specific answer from the deep subconscious of a sleeping target. It forces the subject to formulate a concise, sentence-long response to any question the caster poses, provided the subject possesses the information. Whether you call it Sorcery or Wizardry, the Lattice reveals secrets to those who know how to ask. Costs 12 points and the target resists with Will. This spell creates a vivid dream for the subject.

Statistics

Mind Probe (Accessibility, Only on sleepers, -20%; Nuisance Effect, Causes a vivid dream, -5%; Sorcery, -15%) [12].

Archmagister's Counsel

A sleeping advisor is an exposed one. Ensure your own agents know this trick, and that your rivals' sleeping quarters are less than secure if you wish to gather their secrets without the unpleasantness of a full interrogation.

Source Spell

Dream Search

Source Spell Types

Dream Spells

Dream Sending

17 points.

Dreams, Sleep, and Delusion, Communication & Empathy, Dream

Keywords

Control, Information, Utility

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous.

Description

This Lattice manipulation allows the caster to transmit a message, up to one minute in length, directly into the dream-state of a sleeping subject, regardless of distance. The message manifests symbolically; the recipient must succeed at an IQ-5 roll or a relevant skill like Fortune-Telling (Dream Interpretation) to decipher its true meaning. This is an instantaneous effect.

Statistics

Telesend (Accessibility, Only on sleepers, -20%; Nuisance Effect, Must be interpreted, -10%; Sorcery, ‑15%) [17]. Note: When using this spell as a Mind Control spell, add Accessibility, Only on sapient beings, -10%. This makes the spell cost 14 points.

Archmagister's Counsel

A fine way to convey orders to a distant agent without the inconvenience of messy couriers or those chatty scrying pools. The Guild calls it 'Dream Sending'; I call it efficient, clandestine communication.

Source Spell

Dream Sending

Source Spell Types

Dream Spells

Dream Travel

80 or 130 points.

Dreams, Sleep, and Delusion, Forced Movement & Restraint, Dream

Keywords

Control, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Self.

Duration

Instantaneous.

Description

This manipulation of The Lattice allows you to bodily shunt yourself into the Region of Dreams. It requires 10 seconds of concentration, followed by an IQ roll. At its base, this is Jumper (World; Improved, +10%; Limited Access, -20%; Magical, -10%), costing 80 points. For 130 points, the improved version adds Extra Carrying Capacity, Extra-Heavy, +50%, removing the auto-fail on 14+.

Statistics

Jumper (World; Improved, +10%; Limited Access, ‑20%; Magical, ‑10%) [80]. The improved version adds Extra Carrying Capacity, Extra-Heavy, +50% [+50]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Why bother with gates and guards when you can bypass the entire world? This is how your enemies' secrets vanish, or how your own agents infiltrate without so much as a disturbed dust mote. The Guild prattles about 'dimensions'; I call it a shortcut.

Source Spell

Dream Travel

Source Spell Types

Dream Spells

Dream Viewing

14 points.

Dreams, Sleep, and Delusion, Dream

Keywords

Control, Debuff, Malediction, Persistent, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

This manipulation of the Lattice allows you to perceive the dreams of a sleeping target. You must establish visual or physical contact with the subject to initiate this viewing. The cost is 14 points, drawing upon your IQ, and it lasts indefinitely with unlimited range. There is no defense to the initial connection, though some minds may be naturally resistant to the reading of their thoughts.

Statistics

Mind Reading (Accessibility, Only on sleepers, -20%; Sensory Only, -20%; Sorcery, -15%) [14].

Archmagister's Counsel

If you wish to understand a man's true fears, his dreams are a more honest ledger than his waking words. Use this not to entertain, but to uncover loyalties and weaknesses. The Guild still has not figured this Lattice-trick out.

Source Spell

Dream Viewing

Source Spell Types

Dream Spells

Dream Visit

50 points.

Dreams, Sleep, and Delusion, Dream

Keywords

Control, Defense, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Self.

Duration

Instantaneous.

Description

Through 10 seconds of concentration, this manipulation of The Lattice launches your consciousness into the Region of Dreams, requiring an IQ roll. Success means you've projected yourself. This is a Jumper (World) ability, limited to the dream realm, with the added benefit that you won't auto-fail on a natural 14+ on the roll. You arrive naked, of course; the dreamscape cares little for your finery.

Statistics

Jumper (World; Improved, +10%; Limited Access, ‑20%; Magical, ‑10%; Naked, -30%; Projection, -0%) [50]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Your spies could use this to infiltrate the very slumber of your enemies, planting thoughts and extracting intel where even the thickest castle walls offer no protection. Or, more simply, they could learn enemy troop movements directly from the captain's unguarded thoughts.

Source Spell

Dream Visit

Source Spell Types

Dream Spells

Mass Sleep

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

Dreams, Sleep, and Delusion, Dream

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes. Creatures in the area fall asleep for 3 minutes, if they fail to resist. After this, they can be woken normally, but they will not necessarily wake up right away, especially if already tired. Upon waking up, each subject is stunned (p. B420) and may roll vs. Will once per second to recover. You can omit any creatures from the effect. This spell can only affect sapient (IQ 6+) beings.

Description

This manipulation of the Lattice causes all sapient beings (IQ 6+) within a 2-yard radius to fall asleep for 3 minutes, unless they successfully resist a Will roll. Each additional level extends the area of effect by 2 yards. Affected individuals awaken stunned, requiring a Will roll each second to recover. You may selectively omit targets from the effect.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%; Sleep, +150%; Sorcery, ‑15%) [48]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Why bother with elaborate assassinations or messy battles when you can simply put the entire enemy command to sleep? A quiet approach often yields far better results when dealing with the Lattice.

Source Spell

Mass Sleep

Source Spell Types

Mind Control Spells

Morphean Extraction

22 points.

Dreams, Sleep, and Delusion, Dream

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This deft manipulation of the Lattice drains mental energy directly, inflicting 1d-1 fatigue on the victim, which precisely simulates exhaustion from missed sleep. There is no tell-tale magical signature on the effect, making it difficult to trace. The victim resists with a Will roll.

Statistics

Fatigue Attack 1d-1 (Malediction 2, +150%; Missed Sleep, +50%; No Signature, +20%; Sorcery, ‑15%) [22].

Archmagister's Counsel

Why bother with poisons or bladed assassins when a few well-placed "sleepless nights" can bring down even the most stalwart foe? The Guild still thinks all magic has to glow, the fools.

Source Spell

Morphean Extraction

Source Spell Types

Dream Spells

Night Terror

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

Emotion & Morale, Dream

Keywords

Control, Damage, Debuff, Malediction, Melee, Resisted-Will, Touch

Casting Roll

Will.

Range

Touch.

Duration

Instantaneous.

Description

This Lattice manipulation allows a touch to inflict a terrifying nightmare upon a sleeping sapient being. A Quick Contest of Will determines success. Each additional level applied to this spell provides a -1 penalty to the subject's Fright Check upon waking.

Statistics

Terror (Accessibility, Only on sapient beings, -10%; Accessibility, Only on sleepers, -20%; Active, +0%; Melee Attack, Reach C, -30%; Presence, +25%; Sorcery, -15%) [15]. Additional levels add ‑1 to the Fright Check [+5].

Archmagister's Counsel

Why bother with messy assassins when a few well-placed nightmares can send an enemy leader into a screaming fit, or better yet, make them incompetent? The Guilders might call it "uncivilized"; I call it effective statecraft.

Source Spell

Night Terror

Source Spell Types

Dream Spells

Nightmare

38 points.

Dreams, Sleep, and Delusion, Dream

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 day or until awakened.

Description

This manipulation of the Lattice inflicts the Nightmare disadvantage upon a sleeping sapient target. The torment lasts until they awaken or for 24 hours, whichever comes first.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient sleepers, -30%; Based on Will, +20%; Disadvantage, Nightmare (No Self-Control Roll, x2.5), +12%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [38].

Archmagister's Counsel

Cast this upon a rival before a crucial negotiation or battle. A sleepless mind is a dull mind, and even the strongest will crumbles under persistent terror. The method matters less than the result: a broken man.

Source Spell

Nightmare

Source Spell Types

Mind Control Spells

Peaceful Sleep

56 points.

Dreams, Sleep, and Delusion, Dream

Keywords

Buff, Control, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day. Sapient subject becomes able to get a night of peaceful sleep regardless of any condition. He loses such advantages as Insomniac, Light Sleeper, and Nightmares, and becomes immune to effects that impose such advantages. In addition, he never suffers any ill effects due to the quality of his sleep. He gets an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if he has Combat Reflexes.

Description

An elegant manipulation of the Lattice that nullifies a target's Insomniac, Light Sleeper, and Nightmares disadvantages for one day, rendering them immune to similar effects. The subject gains "Peaceful Sleep" (essentially a magical Deep Sleeper) and suffers no ill effects from sleep quality. Effective up to 100 yards, this doesn't prevent normal awakening due to disturbances; Combat Reflexes grants an automatic IQ roll for this.

Statistics

Affliction 1 (HT; Accessibility, Only on sapient creatures, -10%; Advantage, Peaceful Sleep, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Insomniac, +150%; Negated Disadvantage, Light Sleeper, +50%; Negated Disadvantage, Nightmares, +120%; No Signature, +20%; Sorcery, -15%) [56]. Note: “Peaceful Sleep” is Deep Sleeper (Magical, -10%) [1].

Archmagister's Counsel

Ensure your spies, or your most valuable strategists, are well-rested before any crucial mission. A clear head is worth any amount of magical effort, and it doesn't matter if it's Sorcery or Wizardry that provides it.

Source Spell

Peaceful Sleep

Source Spell Types

Mind Control Spells

Seek Sleepers

41 points or 51 points.

Seekers & Trackers, Dreams, Sleep, and Delusion, Dream

Keywords

Control, 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 sleeping creature. The basic (41-point) version of this spell takes standard range penalties. The improved (51-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the sleeper, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a male human” or “it’s a badger”). Any known sleepers may be excluded if the caster mentions them before casting.

Description

This working allows the caster to locate sleeping creatures. The basic 41-point version takes standard range penalties, while the 51-point improved version uses long-distance modifiers. Casting is instantaneous, requiring a Perception roll (or IQ for analysis) by the GM against the sorcerer's Per, penalized by distance to the nearest sleeper. Success reveals the exact distance and direction, allowing a follow-up IQ roll (no penalty) for basic details like species or gender. Known sleepers can be excluded prior to casting.

Statistics

Detect Sleepers (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [41]. The improved version adds Long-Range 1 (+50%) [+10].

Archmagister's Counsel

Why bother with scouts when the Lattice itself whispers the location of every vulnerable, slumbering foe? Just remember to specify which 'friends' you don't wish to awaken.

Source Spell

Seek Sleepers

Source Spell Types

Dream Spells

Sleep

42 points.

Dreams, Sleep, and Delusion, Dream

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This unraveling of The Lattice forces a sapient target into a 3-minute slumber, requiring a failed Will roll to take effect. They can be roused afterward, though existing fatigue may prolong their grogginess.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sleep, +150%; Sorcery, ‑15%) [42].

Archmagister's Counsel

There's no better way to silence a nuisance or bypass a guard than by simply putting them to sleep. A single Sorcerer can neutralize a whole watch with this, all without alerting the others to the intrusion.

Source Spell

Sleep

Source Spell Types

Mind Control Spells

Sleep Cloud

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

Winds, Vapors, and Sky Passage, Dream

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This manipulation of the Lattice creates a 2-yard radius cloud of sleep-inducing gas, obstructing vision within it by -3. The cloud persists for 10 seconds. Each additional level increases the area of effect for both the vision penalty and the sleep effect for 8 points, on top of the base 52 points.

Statistics

Obscure Vision 3 (Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Variable, Area, +5%) [11] + Affliction 1 (HT; Area Effect, 2 yards, +50%; Drifting, +20%; Fixed Duration, +0%; Link, +10%; Persistent, +40%; Respiratory Agent, +50%; Sleep, +150%; Sorcery, -15%; Variable, Area, +5%) [41]. Further levels add Area Effect (+50%) to both advantages [+8].

Archmagister's Counsel

A fine way to clear out a room, assuming your enemies are not cannily equipped with breathing apparatus. Remember, even a sorcerer's 'gifts' can be nullified by simple common sense, my Lords.

Source Spell

Sleep Cloud

Source Spell Types

Individual Spell