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Showing 1-11 of 11 filtered sorcerer spells.

Spell Name Type Cost List Details
Adjustable Clothing Armor & Battle Shells, Enchantment 47 points for level 1 + 18 points/additional level.
Charge Powerstone Energy, Enchantment 21 points.
Golem Enchantment 44 points.
Hex Enchantment 273 points.
Loyal Sword Enchantment 40 or 51 points.
Remove Enchantment Enchantment 260 points.
Resist Enchantment Resistances & Immunities, Enchantment 28 points or 30 points.
Rune Enchantment Enchantment 37 points.
Simulacrum Enchantment 44 points.
Suspend Enchantment Enchantment 90 points.
Swift Draw Enchantment 14 points for level 1 + 4 points/additional level.

Adjustable Clothing

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

Armor & Battle Shells, Enchantment

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day. Causes an item of clothing to adjust to fit whoever wears it, within limits. The adjustment occurs as the wearer begins to put it on, so the enchantment won’t be discovered if someone picks up the item and immediately discards it as “obviously” the wrong size. When removed, the item returns to its original size. The change in size does change weight as well; an object that doubled in size would increase in weight eightfold. If the duration runs out when the item is not of its original size, it returns to its original size as soon as the wearer takes it off. Each level of this spell allows the item to grow or shrink up to (1 – spell level) band of SM. For example, a pair of SM+0 pants affected by Adjustable Clothing 2 would be able to grow or shrink to fit a SM-1 or SM+1 being, and SM+0 suit affected by Adjustable Clothing 1 would be “one size fits all” as long as the wearer is SM+0. This spell acts as if it were one level lower for rigid or metal armor (or two levels lower for both), and as two levels lower if the item covers all hit locations.

Description

This manipulation of the Lattice renders an item of clothing or armor perfectly adaptable within certain size ranges. The item adjusts to the wearer upon donning, cleverly masking its true nature until worn. It reverts to original size when removed. Each level of this spell allows the item to grow or shrink by up to (1 - spell level) bands of Size Modifier. Note: this effect is less potent on rigid or full-body armor, effectively reducing the spell's level for such items. The item's weight scales with size; a doubling in size increases weight eightfold.

Statistics

Affliction 1 (HT; Accessibility, Only on clothing and armor, -20%; Advantage, Adjustable Clothing 1, +250%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [47]. Additional levels add further Adjustable Clothing to the Advantage enhancement (+180%) [+18]. Notes: “Adjustable Clothing 1” is 25 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 the Adjustable Gear imbuement skill from this blog post.

Archmagister's Counsel

Equip your elite guard with armor that defies conventional sizing, ensuring peak performance for any stalwart warrior, not just those of 'standard' build. Your enemies will never predict such adaptability.

Source Spell

Adjustable Clothing

Source Spell Types

Enchantment Spells

Charge Powerstone

21 points.

Energy, Enchantment

Keywords

Healing, Touch, Utility

Casting Roll

IQ. Special casting cost (see below).

Range

Touch.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows a sorcerer to transfer their own Fatigue Points (FP) directly into a Powerstone, recharging it. Each FP expended during casting — and yes, you can decide how much to spend — restores one point of energy to the stone. The Guild tries to claim this is a 'healing' art, but it's just moving energy, plain and simple.

Statistics

Healing (Accessibility, Only on Powerstones, -10%; Heals Fatigue Only, -0%; Magical, -10%; Nuisance Effect, Quirk on a failure and destruction on a critical failure, -10%) [21]. Note: The Heals Fatigue Only, -0% allows restoring FP at the rate of 1:1.

Archmagister's Counsel

Ensure your court sorcerers always have a ready supply of charged powerstones by having a few apprentices devoted solely to this mundane, yet strategically vital, task. Every bit of magical economy serves the crown.

Source Spell

Charge Powerstone

Source Spell Types

Assorted Spells

Golem

44 points.

Enchantment

Keywords

Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite, see text.The caster animates a golem.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Golem

Source Spell Types

Enchantment Spells

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

Loyal Sword

40 or 51 points.

Enchantment

Keywords

Buff, Information, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes or Permanent.

Description

This enchantment ensures a weapon, once dropped or thrown, actively seeks to return to the wielder’s hand on their next turn, even should the wielder be incapacitated. This effect is persistent, costing 40 points for 30 minutes, or 51 points for a permanent bond with the weapon. No casting roll is required; merely aim with Innate Attack (Gaze) at a range of up to 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Loyal Sword, +260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [40]. Notes: “Loyal Sword” is Imbue 2 (Limited Skill Access, One Skill, -80%) [4] + Unusual Training [1] + Returning Weapon (VH) DX [8] modified with Cosmic, No die roll required (+100%), Magical (‑10%), Reduced Fatigue Cost 1 (+20%), Nuisance Effect, Does not return projectiles (-10%) for a final cost of 26 points. The improved version replaced Extended Duration, 10x, +40% with Extended Duration, Permanent, +150% [+11]. This spell is based on the Returning Weapon imbuement skill from Pyramid #3-13.

Archmagister's Counsel

Equip your elite guard with these; a disarmed soldier is a dead soldier, and a lord's protection shouldn't rely on whether a peasant can hold onto his blade. The Lattice doesn't care about 'fair fights,' only outcomes.

Source Spell

Loyal Sword

Source Spell Types

Enchantment Spells

Remove Enchantment

260 points.

Enchantment

Keywords

Debuff, Defense, Malediction, Persistent, Resisted-Variable

Casting Roll

Will.

Range

Unlimited.

Duration

Truly Permanent.

Description

This manipulation of the Lattice allows the user to permanently neutralize a single enchantment from an item, provided the specific enchantment is identified. Costing 260 points, it functions at unlimited range and requires a Will roll to succeed.

Statistics

Neutralize (Magic; Accessibility, Must target an enchanted item, -20%; Accessibility, One spell at a time, -5%; Cosmic, Removes Enchantments, +100%; Extended Duration, Truly Permanent, +300%; Fixed Duration, +0%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [260].

Archmagister's Counsel

Understanding this spell is crucial for any Lord. It means a rival's charmed blade or protected artifact can be rendered utterly mundane. Identify the enchantment, and it ceases to be a threat.

Source Spell

Remove Enchantment

Source Spell Types

Individual Spell

Resist Enchantment

28 points or 30 points.

Resistances & Immunities, Enchantment

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This spell, whether you call it Sorcery or Wizardry, applies a manipulation to objects that grants a target item a +3 bonus to resist attempts at enchantment, imposing a -3 penalty on any enchanter foolish enough to try. The improved variant provides a +8 bonus. Costs 28 or 30 points for a full day of protection.

Statistics

Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Resist Enchantment, +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Notes: “Resist Enchantment” is Resistant to Enchantment (+3) (Magical, -10%) [5]. Improved version increases the bonus to +8 [+2].

Archmagister's Counsel

Foolish mages might try to enchant your lord's regalia or weapons. Ensure their armaments are protected with this common lattice-work, making such attempts far more difficult, if not impossible.

Source Spell

Resist Enchantment

Source Spell Types

Individual Spell

Rune Enchantment

37 points.

Enchantment

Keywords

Damage, Melee, Obvious, Persistent, Touch

Casting Roll

Symbold Drawing.

Range

Touch.

Duration

Truly Permanent. See Chapter 3 of GURPS Thaumatology: Sorcery for details on this spell and enchanting items in general. The Rune Enchantment spell itself cannot be enchanted into an item!

Description

This Sorcerous work directly imbues an item with a permanent runic effect, a truly potent manipulation of the Lattice. It is not cheap, requiring 37 points from the Sorcerer, but it makes an item *truly* magical. It is Persistent, Touch, and Obvious. This particular enchantment, unlike many, cannot itself be enchanted into an item. The full complexities of its use are outlined in Chapter 3 of *GURPS Thaumatology: Sorcery*.

Statistics

Affliction 1 (HT; Accessibility, Only to build magical items, ‑40%; Based on Symbold Drawing, Own Roll, +20%; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Limited Use, 1/day, ‑40%; Magical, -10%; Melee Attack, Reach C, ‑30%; Special Enhancements, see p. 31 of GURPS Thaumatology: Sorcery, +1,080%; Trigger, Writing Implements, -10%) [36] + Extra Option (Limited access to meditative study for enchanting) [1]. Note: The actual cost of 177 points is divided by five due to this ability being character-point powered.

Archmagister's Counsel

Understanding this spell is crucial for any Lord. It means paying attention to what items touch your Sorcerers' hands, and for how long. A truly permanent enchantment is not to be taken lightly – inspect the items, not just the caster.

Source Spell

Rune Enchantment

Source Spell Types

Individual Spell

Simulacrum

44 points.

Enchantment

Keywords

Information, Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite, see text.The caster animates a golem in the exact image of a particular victim.

Description

This Lattice-weaving creates a permanent animated construct, a simulacrum, in the image of a target. Its creation demands a biological sample from the original and requires an appropriate Shape spell or a severe −10 penalty on an Artist (Sculpting) roll to achieve a proper likeness. The cost is "44 points," reflecting its nature as an Ally built on 100% of the caster's points, constantly active, adjustable, magical, and a minion, but with the caveat of needing preparation.

Statistics

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

Archmagister's Counsel

You want eyes and ears everywhere? This is how you do it. No one questions a trusted servant, especially if they believe them to be a real person. Keep these agents loyal, and you'll always have the advantage.

Source Spell

Simulacrum

Source Spell Types

Enchantment Spells

Suspend Enchantment

90 points.

Enchantment

Keywords

Debuff, Defense, Malediction, Resisted-Variable

Casting Roll

Will.

Range

Unlimited.

Duration

90 minutes.

Description

This Lattice manipulation suppresses one active spell, making it vanish as if never cast. Once 90 minutes pass, or this spell ends prematurely, the original enchantment reappears. Cost to learn is 90 points.

Statistics

Neutralize (Magic; Accessibility, Must target an enchanted item, -20%; Accessibility, One spell at a time, -5%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [90].

Archmagister's Counsel

Understanding this counter-measure is crucial. Your enemies will use it to temporarily disarm your magical defenses, turning an enchanted blade into a common piece of steel just when you need it most. Be warned: the blade is not disarmed, merely sleeping.

Source Spell

Suspend Enchantment

Source Spell Types

Individual Spell

Swift Draw

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

Enchantment

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working enchants a weapon, granting the user +1 to Fast-Draw rolls for that specific weapon per level of the spell, lasting three minutes. It operates within 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Quick-Draw 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [14]. Additional levels add further Accuracy to the Advantage enhancement [+4]. Note: Each level of “Quick-Draw” is DX 1 (Accessibility, Only to Fast-Draw this weapon, -80%; Magical, -10%) [4/level].

Archmagister's Counsel

Arm your elite guards or assassins with this; it drastically improves their reaction time in a sudden engagement. The method matters less than the swift, bloody outcome.

Source Spell

Quick-Draw

Source Spell Types

Enchantment Spells