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Showing 1-46 of 46 filtered sorcerer spells.

Spell Name Type Cost List Details
Antimatter Beam Energy, Space 39 points/level.
Antimatter Blast Bursts, Barrages, and Bombardment, Energy, Space 504,408 points.
Arc Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 15 points/level.
Ball of Annihilation Safeguards & Reliefs, Energy 512 points for level 1 + 44 points/additional level.
Ball of Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 26 points/level.
Blackbolt Shadows & Obscurity, Energy 8 points/level.
Body of Illusion Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration, Energy 61 points.
Body of Light Body Forms & Embodiments, Radiance, Sight, and Reflection, Energy 89 points.
Breathe Plasma Breath & Atmosphere, Flame Assaults & Battlefire, Energy 7 points/level.
Brilliant Energy Weapon Weapons & Battlework, Energy 36 points.
Charge Powerstone Energy, Enchantment 21 points.
Conversion Energy, Space 83 points/level.
Energy Transformation Field Battlefield Zones & Fields, Energy 248 points for level 1 + 33 points/additional level.
Energy Vulnerability Energy 30 points for level 1 + 2 points/additional level.
Explosive Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 16.5 points/level*.
Forked Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 15.5 points/level.
Great Deflect Energy Energy 30 points for level 1 + 5 points/additional level (or more).
Halt Annihilation Energy, Space 110 points for level 1 + 6 points/additional level.
Lend Energy Healing, Energy 27 points.
Light Speech Radiance, Sight, and Reflection, Communication & Empathy, Energy 25 points.
Lightning Armor Armor & Battle Shells, Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 26 points.
Lightning Stare Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 11.75 points/level*.
Lightning Whip Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 19 points.
Mana Storm Battlefield Zones & Fields, Tempests, Lightning, and Winter Weather, Energy 74 points.
Microwave Jet Energy 66 points.
Personal Deflect Energy Flame Assaults & Battlefire, Energy 30 points.
Personal Plasma Armor Armor & Battle Shells, Flame Assaults & Battlefire, Energy 20 points.
Personal Resist Energy Resistances & Immunities, Energy 43 points.
Personal Resist Plasma Resistances & Immunities, Flame Assaults & Battlefire, Energy 22.5 points/level.
Plasma Armor Armor & Battle Shells, Flame Assaults & Battlefire, Energy 32 points.
Plasma Ball Flame Assaults & Battlefire, Energy 9 points/level.
Plasma Jet Flame Assaults & Battlefire, Energy 20.5 points/level.
Psychic Surgery Thoughts & Memory, Memory, Thought, and Will, Energy 13 points.
Q-Mirror Energy, Space 159 points for level 1 + 147 points/additional level.
Rain of Plasma Flame Assaults & Battlefire, Rain, Wind, and Greater Weather, Energy 14 points (or more).
Recover Energy Healing, Energy 45 points.
Resist Energy Resistances & Immunities, Energy 61 points for level 1 + 45 points/additional level.
Resist Plasma Resistances & Immunities, Flame Assaults & Battlefire, Energy 41 points for level 1 + 25 points/additional level.
Seek Plasma Seekers & Trackers, Flame Assaults & Battlefire, Energy 10 or 12 points.
Sense Light Radiance, Sight, and Reflection, Energy 32 points.
Shocking Touch Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 10 points/level.
Spark Cloud Lightning of the Air, Lightning & Radiant Assaults, Rain, Wind, and Greater Weather, Energy 7 points for level 1 + 1 points/additional level.
Spark Storm Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 164 points for level 1 + 30 points/additional level.
Starbolt Energy 14 points/level.
Steal Energy Death Curses & Withering, Energy 14 points for level 1 + 3 points/additional level.
Wall of Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 45 points for level 1 + 5 points/additional level.

Antimatter Beam

39 points/level.

Energy, Space

Keywords

Damage, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

1,000 yards.

Duration

Instantaneous.

Description

This crude, yet effective, manipulation of the Lattice projects an unstable beam of antimatter. It inflicts 2d crushing damage per level with an armor divisor of (3), a significant increase in range and half-damage distance, a nasty radiation side-effect, and a respectable area of effect. The cost is 39 points per level, and success is determined by the caster's Innate Attack (Beam) skill. There is no resistance roll; if it hits, it hits hard.

Statistics

Crushing Attack 2d (Armor Divisor, (3), +100%; Explosion 1, +50%; Increased 1/2D, 2x, +5%; Increased Range, 10x, +30%; Radiation, +100%; Sorcery, -15%; Surge, +20%) [39/level].

Archmagister's Counsel

There's no subtlety here; this is a 'delete button' for things you don't like. Equip your shock troops with this and watch enemy fortifications become very expensive dust.

Source Spell

Antimatter Beam

Source Spell Types

Antimatter Spells

Antimatter Blast

504,408 points.

Bursts, Barrages, and Bombardment, Energy, Space

Keywords

Control, Damage, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

10,000 yards.

Duration

Instantaneous.

Description

This brutal manipulation launches 0.1 micrograms of antimatter at a chosen target. It manifests as a combined attack: 6d x 4 Burning Attack with a substantial explosion and extended range, linked to a 6d x 10,000 Toxic Attack which inflicts radiation damage, also with an explosion and impressive range. You'll use your Innate Attack (Projectile) skill to connect, subject to typical range penalties. The raw power makes it dangerous to parry.

Statistics

Burning Attack 6dx4 (Explosion 3, +150%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Magical, -10%; Nuisance Effect, Dangerous to be parried, -5%; Surge, +20%) [408] + Toxic Attack 6dx10,000 (Explosion, Variant, +20%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Nuisance Effect, Dangerous to be parried, -5%; Radiation, +25%; Sorcery, -15%) [504000].

Archmagister's Counsel

When a direct, unambiguous statement of power is required, fling antimatter. It’s what one employs against an entrenched enemy stronghold, not a minor nuisance, and it speaks volumes about who holds the real authority on the battlefield.

Source Spell

Antimatter Blast

Source Spell Types

Antimatter Spells

Arc

15 points/level.

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

Keywords

Control, Damage, Defense, Jet, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

A 10-yard beam of raw energy, emanating from your hand, scorches whatever it touches. This is a Burning Attack, delivered via Innate Attack (Beam), and it devastates with Surge (Arcing) and a chance of stunning the target. Further, it can parry thanks to its Melee-Capable and Reflexive nature, effectively using the Lattice to defend as well as attack.

Statistics

Burning Attack (Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Melee-Capable, Reach 1, +15%; Nuisance Effect, Behaves erratically around conductors, -5%; Reflexive, +40%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [15/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

Archmagister's Counsel

This raw manipulation of the Lattice is a blunt instrument, but effective. Teach your mages this spell, my Lord, and they will carve a path through any opposition, literally stunning them into submission. It is less elegant than some, perhaps, but quite decisive.

Source Spell

Arc

Source Spell Types

Lightning Spells

Ball of Annihilation

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

Safeguards & Reliefs, Energy

Keywords

Area, Control, Damage, Defense, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This 'Ball' isn't really a ball, it's a pinpoint of impossible density; a microscopic black hole you conjure that devours all, including the very threads of the Lattice. It's a 1-yard area, dealing 7d Corrosion that is utterly irresistible, plus it damps out 4 levels of mana within its vicinity. It’s mobile, persistent for 10 seconds, and radiates, because why not? Costs 512 points for the base, 44 points per additional 'level' to increase its mobility.

Statistics

Corrosion Attack 7d (Area Effect, 1 yard, +25%; Cosmic, Irresistible Attack, +300%; Link, +10%; Mobile 1, +40%; Persistent, +40%; Radiation, +100%; Sorcery, -15%) [420] + Mana Damper 4 (Area Effect, 1 yard, +50%; Ranged, +40%; Link, +10%; Magical, -10%; Mobile 1, +40%) [92]. Further levels add Mobile (+40%) to both advantages [+44].

Archmagister's Counsel

If you wish to truly deny your enemy ground, or simply erase inconvenient evidence, this is the tool. They won't just be dead; they'll be unmade.

Source Spell

Ball of Annihilation

Source Spell Types

Energy Spells

Ball of Lightning

26 points/level.

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

Keywords

Control, Damage, Defense, Information, Missile, Obvious

Casting Roll

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

Range

20 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice creates a projectile of pure lightning from your fingertips, flying up to 20 yards. It ignores non-metallic obstacles, ripping through walls and windows to seek its target, then exploding on impact in a 4-yard area. Besides burning damage (1d per level), the surge arcs to secondary targets and has a chance to stun, making it a rather uncivilized application of power.

Statistics

Burning Attack 1d (Area Effect, 4 yards, +100%; Cosmic, Passes through nonmetallic obstacles, +100%; Homing, +50%; Increased 1/2D, 2x, +5%; Reduced Range, x1/5, -20%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%; Triggered Delay, +50%) [26/level].

Archmagister's Counsel

If you're facing a Sorcerer who can whip up one of these, you'd best not hide behind a wooden door or a plaster wall. The Lattice doesn't care about such flimsy protections.

Source Spell

Ball of Lightning

Source Spell Types

Lightning Spells

Blackbolt

8 points/level.

Shadows & Obscurity, Energy

Keywords

Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

300 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice projects a focused beam of ultraviolet light, inflicting 1d(2) burning damage per level. The beam possesses Armor Divisor (2), extended half-damage range, and significantly increased maximum range, making it a potent energy attack.

Statistics

Burning Attack (Armor Divisor, (2), +50%; Increased 1/2D, x5, +10%; Increased Range, x3, +15%; Sorcery, -15%) [8/level].

Archmagister's Counsel

This is a direct application of force, useful for quickly removing obstacles, whether they be men or lesser defenses. Don't overthink it; just point and burn.

Source Spell

Blackbolt

Source Spell Types

Energy Spells

Body of Illusion

61 points.

Alteration, Growth, and Other Transmutations, Body Forms, Limbs, and Alteration, Energy

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute.

Description

This working transforms the subject and all they carry into a perfect illusion, lasting for one minute. The subject's will is suppressed, giving the caster complete control over their actions, with no memory of the event once the spell concludes. The subject can resist by making a Will roll against the caster's skill.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [41] + Mind Control (Accessibility, This illusion only, -80%; Based on Will, Own Roll, +20%; Link, +10%; Magical, -10%) [20].

Archmagister's Counsel

Use this to turn an enemy into a puppet, making them betray their allies or reveal secrets. The beauty is, they won't even remember doing it. Convenient, isn't it?

Source Spell

Body of Illusion

Source Spell Types

Energy Spells

Body of Light

89 points.

Body Forms & Embodiments, Radiance, Sight, and Reflection, Energy

Keywords

Buff, Control, Damage, No-Signature, Summoning, Travel

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 'Body of Light' meta-trait for 30 minutes, allowing them to shift into a luminous, flying form that is immune to metabolic hazards, doesn't breathe, eat, or sleep. This form is damaged by darkness-based attacks. Any clothing and gear up to the subject's Basic Lift will transform with them. This is an Affliction (HT; Advantage, Body of Light, +730%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [89]. No roll is required to cast, but aiming requires an Innate Attack (Gaze) roll, with a range of 100 yards. The 'Body of Light' meta-trait itself encompasses Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; Flight [40]; Immunity to Metabolic Hazards [30]; Nocturnal (Diurnal, +0%; Permanent Paralysis, +100%) [-40], meaning total darkness causes paralysis; Shadow Form (Damaged by darkness-based attacks rather than light, -25%) [-15]; and Supernatural Features (Glows in the dark) [-1], for a total of 64 points.

Statistics

Affliction 1 (HT; Advantage, Body of Light, +730%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [89]. Notes: “Body of Light” is Alternate Form (Body of Light*; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [73]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A meta-trait from p. 21 of Pyramid #3-115: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight [40]; Immunity to Metabolic Hazards [30]; Nocturnal (Diurnal,** +0%; Permanent Paralysis, +100%) [-40]; Shadow Form (Damaged by darkness-based attacks rather than light, -25%) [-15]; Supernatural Features (Glows in the dark) [-1]. 64 points. ** Diurnal means you are paralyzed if your entire body is in darkness (as opposed to in sunlight); with this, Permanent Paralysis requires total darkness, not merely the absence of sunlight.

Archmagister's Counsel

Equip your elite scouts with this. A loyal eye in the sky, unburdened by mortal needs, can survey enemy movements with unparalleled efficiency. The Guild would call it 'blasphemy,' I call it effective reconnaissance.

Source Spell

Body of Light

Source Spell Types

Energy Spells

Breathe Plasma

7 points/level.

Breath & Atmosphere, Flame Assaults & Battlefire, Energy

Keywords

Damage, Jet, Obvious

Casting Roll

None. Use Innate Attack (Breath) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice projects a 10-yard jet of superheated plasma from the caster’s mouth, delivering 1d burning damage per level with a x2 armor divisor. The raw energy bypasses much of standard protection, making this a favorite of those who prioritize — shall we say — 'direct negotiation.' Use Innate Attack (Breath) to determine accuracy.

Statistics

Burning Attack (Armor Divisor, (2), +50%; Increased 1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [7/level].

Archmagister's Counsel

This raw burst of energy will clear a path through most opposition, leaving little but ash for your enemies. It’s effective, albeit unsubtle, for when a king needs a problem 'addressed' immediately. No amount of 'courtly magic' is going to stop a plasma jet.

Source Spell

Breathe Plasma

Source Spell Types

Plasma Spells

Brilliant Energy Weapon

36 points.

Weapons & Battlework, Energy

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This remarkable manipulation of the Lattice transforms a melee weapon into a blade of pure, destructive energy. For three minutes, any weapon that attempts to parry it will automatically suffer its full damage. Cost: 36 points. Range: 100 yards.

Statistics

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

Archmagister's Counsel

Equip your elite guard with this, and watch as their enemies' defenses shatter. There’s no need for a protracted duel when your blade simply obliterates theirs. Efficacy, not fair play, wins battles.

Source Spell

Brilliant Energy Weapon

Source Spell Types

Individual Spell

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

Conversion

83 points/level.

Energy, Space

Keywords

Damage, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice projects a beam that converts a miniscule portion of the target into antimatter. This manifests as 2d Corrosion and 2d Burning damage, with the latter causing a 1-yard radius Surge explosion that includes Radiation, for a total of 83 points per level. Innate Attack (Beam) is used for targeting.

Statistics

Corrosion Attack 2d (Armor Divisor, (10), +200%; Sorcery, -15%) [57/level] + Burning Attack 2d (Explosion 1, +50%; Follow-Up, Corrosion Attack, +0%; Magical, -10%; Radiation, +100%; Surge, +20%) [26/level].

Archmagister's Counsel

Why bother with elaborate curses when you can simply unmake parts of your enemies? A few well-placed shots with this, and the 'invincible' hero starts looking quite vincible. Aim for the legs; it’s less messy, and they’ll still bleed out.

Source Spell

Conversion

Source Spell Types

Antimatter Spells

Energy Transformation Field

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

Battlefield Zones & Fields, Energy

Keywords

Area, Control, Damage, Defense, Leveled, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This spell conjures a persistent, shimmering dome capable of transforming incoming energy attacks into a different, predetermined energy type. It is a leveled spell; each additional level increases its area of effect. The initial cost is 248 points for a 2-yard radius, increasing by 33 points per additional level, which adds 2 yards to the radius. The chosen energy transformation is set at casting and cannot be altered. The dome lasts 30 seconds and is deployed up to 100 yards away using an Innate Attack (Gaze) roll.

Statistics

Energy Transformation Field (Accessibility, Energy type is determined upon casting, -10%; Accessibility, Only energy attacks, -20%; Affects Others, +50%; Area Effect, 2 yards, +50%; Cosmic, No die roll required, +100%; Extended Duration, 3x, +20%; Force Field, +20%; Magical, -10%; Persistent, +40%; Ranged, +40%; Variable, Area, +5%; Visible, -10%) [248]. Additional levels increase Area Effect (+50%) [+33]. Note: “Energy Transformation Field” is Imbue 3 (Limited Access, Four Skills, -20%) [32] + Unusual Training [1] + Burning Strike (VH) DX [8] + Chilling Strike (VH) DX [8] + Corrosive Strike (VH) DX [8] + Fulminating Strike (VH) DX [8] + Frost Strike [1] as per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11).

Archmagister's Counsel

Understanding this Lattice manipulation is key. When your enemies deploy this field, note the energy type it produces; perhaps your next volley should be of that same type, nullifying its advantage by not providing the 'transformation' fuel.

Source Spell

Energy Transformation Field

Source Spell Types

Individual Spell

Energy Vulnerability

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

Energy

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This manipulation of the Lattice renders a target significantly more susceptible to energy attacks. For 3 minutes, any energy damage penetrating DR is multiplied by \(2\) before wounding calculations, intensifying the harm. Additional levels increase this multiplier to \(3\) or \(4\), at a cost of 2 points per level beyond the first.

Statistics

Affliction 1 (HT; Disadvantage, Vulnerability (Energy, x2), +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [30]. Additional levels improve Disadvantage, Vulnerability (Energy, x2), +40% to Disadvantage, Vulnerability (Energy, x3), +60% and Disadvantage, Vulnerability (Energy, x4), +80% [+2/level].

Archmagister's Counsel

Against a well-armored foe, particularly those with energy-resistant plating, this spell shifts the scales entirely. Combine it with an energy blast, and watch their 'impenetrable' defenses crumble. The Guild calls it 'unsportsmanlike'; I call it practical.

Source Spell

Energy Vulnerability

Source Spell Types

Individual Spell

Explosive Lightning

16.5 points/level*.

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

Keywords

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

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Explosive Lightning

Source Spell Types

Lightning Spells

Forked Lightning

15.5 points/level.

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

Keywords

Control, Damage, Defense, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Forked Lightning

Source Spell Types

Lightning Spells

Great Deflect Energy

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

Energy

Keywords

Area, Buff, Defense, Leveled, No-Signature

Casting Roll

Will.

Range

100 yards.

Duration

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

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Great Deflect Energy

Source Spell Types

Individual Spell

Halt Annihilation

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

Energy, Space

Keywords

Area, Control, Damage, Persistent, Travel

Casting Roll

IQ.

Range

100 yards.

Duration

30 seconds.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Stop Annihilation

Source Spell Types

Antimatter Spells

Lend Energy

27 points.

Healing, Energy

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a subject, you may immediately heal him 1 FP per 1 FP spent to cast this spell (this spell may cost any amount of FP to cast, unlike normal spells). You may lend energy to subjects of your own race and any “similar” races (GM’s call); e.g., a human can lend energy to other humans but not dogs or plants. This spell cannot increase the subject’s FP score above its normal maximum. Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful lending. Failure costs you 1d FP instead of the usual 1 FP!

Description

This manipulation of the Lattice instantaneously restores 1 FP to a subject for each 1 FP you expend, requiring physical contact. There is no limit to the FP you may spend. It is only effective on your own or similar races and cannot exceed the subject's normal maximum FP. An unconscious target imparts a -2 penalty to your casting roll, and repeated uses on the same individual within a day incur a cumulative -3 penalty per success. Failure to properly pluck this thread exacts a price of 1d FP from you.

Statistics

Healing (Heals Fatigue Only, +0%; Magical, -10%) [27].

Archmagister's Counsel

Have your 'Gifted' individuals use this to maintain the stamina of your front-line forces. A well-rested soldier fights harder than a dozen winded ones, regardless of how many spells were slung their way.

Source Spell

Lend Energy

Source Spell Types

Healing Spells

Light Speech

25 points.

Radiance, Sight, and Reflection, Communication & Empathy, Energy

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

1 minute.

Description

This Lattice manipulation allows for subvocalized communication over long distances by emitting modulated beams of coherent light from the eyes, effectively granting Laser Communication. It costs 25 points, has a range of 100 yards, and lasts for 1 minute, with no casting roll required beyond an Innate Attack (Gaze) to hit the target.

Statistics

Affliction 1 (HT; Advantage, Light Speech, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [25]. Note: “Light Speech” is Laser Communication (Magical, -10%) [14].

Archmagister's Counsel

Why use fragile pigeons or noisy signals when you can whisper state secrets across a battlefield with a glance? A true master of the Lattice sees all methods of communication as tools. Use them.

Source Spell

Light Speech

Source Spell Types

Energy Spells

Lightning Armor

26 points.

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

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

The subject is surrounded by a crackling electrical field. Any metallic weapon striking the subject suffers 1d-1 burning surge damage, affecting the weapon and potentially stunning the attacker. The effect lasts for 3 minutes and can be initiated at a range of up to 100 yards, without a visible magical signature.

Statistics

Affliction 1 (HT; Advantage, Lightning Armor, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [26]. Note: “Lightning Armor” is Burning Attack 1d-1 (Aura, +80%; Cosmic, Conducting, +50%; Magical, -10%; Melee Attack, Reach C, -30%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [14].

Archmagister's Counsel

This isn't just a shock; it's a deterrent. Arm your guards with this, and watch as even the most armored thugs become hesitant to lay a hand on them. The Guild will call it 'uncivilized'; I call it efficient crowd control.

Source Spell

Lightning Armor

Source Spell Types

Lightning Spells

Lightning Stare

11.75 points/level*.

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

Keywords

Control, Damage, Defense, Jet, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This emanation of the Lattice projects a 10-yard jet of electrical energy from your eyes, inflicting 1d burning damage per level. It operates as an Innate Attack (Gaze) with the 'Increased 1/2D, 2x' and 'Surge, Arcing' modifiers, but be forewarned: it behaves erratically near conductors. Success with the attack also imposes a stunning side effect on the target.

Statistics

Burning Attack 1d (Increased 1/2D, 2x, +5%; Jet, +0%; Nuisance Effect, Behaves erratically around conductors, -5%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [11.75/level*]. * Calculate the total cost and then round up.

Archmagister's Counsel

A direct application of the Lattice's raw power. Employ this to incapacitate, or at the very least, disorient any 'diplomatic' problems that arise in court. The Guild would call it 'crude'; I call it efficient.

Source Spell

Lightning Stare

Source Spell Types

Lightning Spells

Lightning Whip

19 points.

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

Keywords

Control, Damage, Defense, Obvious

Casting Roll

None. Use Force Whip to hit.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice conjures a whip of pure lightning in the caster’s hand. It functions as a standard whip, but always readies in a single second. It cannot be used for parrying or entanglement, but carries the inherent destructive power of a surge of lightning.

Statistics

Natural Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Intangible, +50%; Side Effect, Stunning, +50%; Single, -20%; Sorcery, -15%; Surge, Arcing, +100%; Swing-Capable, +20%) [19].

Archmagister's Counsel

Why bother with a mundane whip when you can simply pluck a surge of the Lattice and brandish it for all to see? Let your enemies choke on the smell of ozone, and your allies know who is truly in command of the battlefield.

Source Spell

Lightning Whip

Source Spell Types

Lightning Spells

Mana Storm

74 points.

Battlefield Zones & Fields, Tempests, Lightning, and Winter Weather, Energy

Keywords

Area, Aura, Control, Damage, Debuff, Defense, Persistent, Resisted-Will, Summoning

Casting Roll

Will (against subjects with Magic Resistance, see below). Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds (Magic Resistance loss lasts 30 seconds, see below).

Description

This working unleashes a 4-yard-radius maelstrom of magical energy, stripping a target's magical resistance and inflicting crushing damage. It reduces Magic Resistance by 1 for 30 seconds and deals 1 point of Crushing Attack per second, provided they have no Magic Resistance. It affects only those with an aura. Casting requires a Will roll, modified by Magic Resistance, and aims like an Innate Attack (Gaze) with normal range penalties but a +4 for affecting an area. The effect persists for 10 seconds.

Statistics

Affliction 1 (Will; Accessibility, Only on beings with an aura, -5%; Area Effect, 4 yards, +100%; Based on Will, +20%; Cumulative, +400%; Fixed Duration, +0%; Link, +10%; Negated Advantage, Magic Resistance 1 (Improved), +5%; Persistent, +40%; Reduced Duration on Disadvantage, 1/6, -15%; Sorcery, -15%) [64] + Crushing Attack 1 point (Accessibility, Only on beings with an aura and no Magic Resistance, -10%; Area Effect, 4 yards, +100%; Cosmic, Irresistible Attack, +300%; Link, +10%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Persistent, +40%) [10]. Note: This spell originally appeared in GURPS Magic: Artillery Spells.

Archmagister's Counsel

A tactical application of the Lattice to soften up enemy magic-users. Let their 'resistances' fail, then watch as your true power, or that of your lessers, shreds them. It's not about how you apply the pressure, merely that you apply it.

Source Spell

Mana Storm

Source Spell Types

Artillery Spells

Microwave Jet

66 points.

Energy

Keywords

Control, Damage, Defense, Jet, No-Signature, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

This emanation of the Lattice projects an invisible, focused jet of microwaves up to 10 yards. While it can be dodged or blocked, it defies parrying. It drains 66 points from the caster and hits with a caster's Innate Attack (Beam) skill.

Statistics

Affliction 1 (HT; Accessibility, Only on Electrical, -20%; Cosmic, Irresistible Attack unless Sealed, +250%; Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Link, +10%; Melee-Capable, Reach 1, +15%; No Signature, +20%; Reflexive, +40%; Sorcery, -15%; Unconsciousness, +200%) [62] + Burning Attack 1 point (Destructive Parry, +10%; Increased 1/2D, 2x, +5; Jet, +0%; Link, +10%; Magical, -10%; Melee-Capable, Reach 1, +15%; No Signature, +20%; Reflexive, +40%) [4]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

Archmagister's Counsel

This spell is an excellent deterrent against technological threats, for it demonstrates that even the most advanced contraptions are but threads waiting to be unraveled by a skilled hand.

Source Spell

Microwave Jet

Source Spell Types

Energy Spells

Personal Deflect Energy

30 points.

Flame Assaults & Battlefire, Energy

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working forms a personal deflective barrier that grants a +3 bonus to Dodge rolls against incoming energy attacks. Its effect persists indefinitely, or until dismissed.

Statistics

Enhanced Dodge 3 (Limited, Energy, -20%; Sorcery, -15%) [30].

Archmagister's Counsel

Equip your elite guard with this, and watch as their resolve against mere 'magical' artillery becomes unshakable. The Lattice, it seems, can be quite the body armor.

Source Spell

Personal Deflect Energy

Source Spell Types

Personal Fire Spells

Personal Plasma Armor

20 points.

Armor & Battle Shells, Flame Assaults & Battlefire, Energy

Keywords

Aura, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

The caster is wreathed in a sheath of plasma, providing a persistent aura that inflicts 2d burning damage (with armor divisor (2)) on any enemy making physical contact. Additionally, this effect illuminates the immediate area like a torch.

Statistics

Burning Attack 2d (Armor Divisor, (2), +50%; Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%) [19] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

This 'Lattice-work' is a crude but effective deterrent. While your 'Gifted' royal may prefer more subtle methods, sometimes a visible show of power is all that is needed to keep lesser men at bay.

Source Spell

Personal Plasma Armor

Source Spell Types

Personal Fire Spells

Personal Resist Energy

43 points.

Resistances & Immunities, Energy

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This 'Lattice-work' grants you and all you carry DR 10 against any energy-based damage, be it a direct assault or environmental hazard. This protective field persists indefinitely once established.

Statistics

DR 10 (Force Field, +20%; Limited, Energy, -20%; Sorcery, -15%) [43].

Archmagister's Counsel

Equip your elite guard with this, my Lord. It renders most common magical assaults and environmental hazards utterly trivial, ensuring your assets remain intact.

Source Spell

Personal Resist Energy

Source Spell Types

Individual Spell

Personal Resist Plasma

22.5 points/level.

Resistances & Immunities, Flame Assaults & Battlefire, Energy

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell gifts the caster and their gear with an additional DR 10 per level against plasma damage, be it from assailants or the environment. It is an enduring protection, lasting indefinitely once cast.

Statistics

DR 10 (Force Field, +20%; Limited, Plasma, -60%; Sorcery, -15%) [22.5/level].

Archmagister's Counsel

Your shock troops, if they are to face these new plasma armaments, require this. A wizard or sorcerer, it matters not; the armor stands.

Source Spell

Personal Resist Plasma

Source Spell Types

Personal Fire Spells

Plasma Armor

32 points.

Armor & Battle Shells, Flame Assaults & Battlefire, Energy

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This Lattice manipulation sheathes the subject in plasma, a rather unsubtle protective layer. Any attacker foolish enough to make physical contact takes 2d(2) burning damage. As a side effect, the subject illuminates their surroundings like a torch. The effect lasts for 3 minutes for a cost of 32 points.

Statistics

Affliction 1 (HT; Advantage, Plasma Armor, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [32]. Note: “Plasma Armor” is Burning Attack 2d (Armor Divisor, (2), +50%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [19] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

While crude, this spell is an excellent deterrent for unruly commoners or a strong defensive layer for your personal guard. The Guild might call it 'unsophisticated,' but they're usually the ones screaming when they try to tackle a Plasma-armored warrior.

Source Spell

Plasma Armor

Source Spell Types

Plasma Spells

Plasma Ball

9 points/level.

Flame Assaults & Battlefire, Energy

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This crude, yet effective, manipulation of the Lattice conjures a ball of searing plasma. Upon impact, it deals 1d burning damage per level, ignoring two-thirds of the target's armor, and detonates in a 1-yard radius. The raw energy is barely contained; parrying it is ill-advised for anyone without specialized defenses.

Statistics

Burning Attack 1d (Armor Divisor, (2), +50%; Explosion 1, +50%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [9/level].

Archmagister's Counsel

Why bother with precise incantations when a brute-force plasma ball gets the message across just as effectively? Keep your court wizards focused on defense while your sorcerers clear the field for the cavalry.

Source Spell

Plasma Ball

Source Spell Types

Plasma Spells

Plasma Jet

20.5 points/level.

Flame Assaults & Battlefire, Energy

Keywords

Damage, Jet, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

This manipulation of The Lattice manifests as a 10-yard jet of plasma, inflicting 2d Burning Attack damage. The arcane structure grants it Armor Divisor (2), Destructive Parry, and increased 1/2D range. Notably, this particular iteration allows for a Reflexive, melee-capable parry despite the nature of a jet, costing 20.5 points per level.

Statistics

Burning Attack 2d (Armor Divisor, (2), +50%; Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [20.5/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

Archmagister's Counsel

A sorcerer with this 'trick' can easily devastate unprepared formations. Ensure your guards understand that a glowing hand means a very bad day, regardless of whether a spellbook was involved.

Source Spell

Plasma Jet

Source Spell Types

Plasma Spells

Psychic Surgery

13 points.

Thoughts & Memory, Memory, Thought, and Will, Energy

Keywords

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

Casting Roll

IQ. Use IQ (again) or Brainwashing to remove disadvantages.

Range

Unlimited.

Duration

Three days.

Description

This Lattice manipulation temporarily removes any mundane mental disadvantage from a target for three days. It costs 13 points to cast, rolled against IQ. The subject gets a Will roll to resist unless they are willing, in which case resistance is unnecessary. Removing a disadvantage permanently requires another IQ roll or the use of Brainwashing.

Statistics

Mind Control (Accessibility, Only to remove mental disadvantages, -10%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [13]. Persistent, +40%; Sorcery, -15%) [7].

Archmagister's Counsel

Why bother with arduous re-education or costly therapy when a simple flick of the mental switch can turn your troublesome courtier into a loyal, sane asset? Just remember, it expires; consider this a temporary patch, not a permanent fix, unless you're prepared to apply further 'conditioning.'

Source Spell

Psychic Surgery

Source Spell Types

Psychic Spells as Normal Spells

Q-Mirror

159 points for level 1 + 147 points/additional level.

Energy, Space

Keywords

Buff, Damage, Defense, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice manipulation transmutes successful ranged substantial attacks targeting the subject into antimatter, redirecting them back at the attacker. This works for any projectile or beam attack with base damage less than (Q-Mirror level)x2 dice. The effect lasts three minutes and has no signature. Aiming uses Innate Attack (Gaze). Each level beyond the first costs 147 points, adding an additional 2d to the reflected damage capacity.

Statistics

Affliction 1 (HT; Advantage, Q-Mirror 1, +1,470%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [159]. Additional levels add further Q-Mirror to the Advantage enhancement (+1,470%) [+147]. Notes: Each level of “Q-Mirror” is Damage Resistance 7 (All-or-Nothing, -10%; Armor Divisor, (3), +100%; Cosmic, Reflected attack becomes crushing, +50%; Force Field, +20%; Limited, Ranged Substantial, -40%; Magical, -10%; Nuisance Effect, Reduces higher armor divisors to (3), -10%; Radiation, +100%; Reflection, +100%; Surge, +20%) [147] with each DR 7 converted into 2d per p. B269. Attack modifiers are applied to the Damage Resistance to modify the reflected attack.

Archmagister's Counsel

Ensure your shock troops are equipped with this. Watching an enemy's own cannon fire eradicate their lines is a more effective method of demoralization than any flag-waving speech.

Source Spell

Q-Mirror

Source Spell Types

Antimatter Spells

Rain of Plasma

14 points (or more).

Flame Assaults & Battlefire, Rain, Wind, and Greater Weather, Energy

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This Lattice manipulation calls down plasma bursts in an area, dealing 1d burning damage with an Armor Divisor (2). The area can be adjusted in 2-yard increments by further 'plucking' at the Lattice. The effect persists for 30 seconds. One must still aim the initial burst; use Innate Attack (Gaze) at +4, and yes, it scatters if you botch the aim. Some 'scholars' improve this to 2d-1 damage, but I find precise targeting more effective.

Statistics

Burning Attack 1d (Armor Divisor, (2), +50%; Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [14]. Improved versions add Area Effect (+50%/level) and/or improve to Burning Attack 2d-1.

Archmagister's Counsel

You can deny an enemy advance, or better yet, roast their supply lines with this. Tell me, Lord, is an army of ash still an army?

Source Spell

Rain of Plasma

Source Spell Types

Plasma Spells

Recover Energy

45 points.

Healing, Energy

Keywords

Healing, Persistent, Utility

Casting Roll

None. Does not cost FP.

Range

Self.

Duration

Indefinite.

Description

This indefinite magical effect allows the caster to recover 1 FP per minute. It demands no casting roll, costs no FP to activate, and requires no maintenance, making it a persistent and self-sustaining energy source.

Statistics

Regeneration (Fast; Fatigue Only, -0%; Magical, -10%) [45].

Archmagister's Counsel

Your royal students will find this far more useful than waiting for a wizard to share their carefully hoarded mana. There's power in tireless work, my Lord, and the Lattice provides it to those who simply ask.

Source Spell

Recover Energy

Source Spell Types

Healing Spells

Resist Energy

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

Resistances & Immunities, Energy

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Lattice manipulation grants the subject and their gear an additional DR 10 against all energy damage, be it from an attack or environmental source. Each additional level provides another DR 10. The effect lasts 30 minutes, more than enough time to cross a lava stream or weather a lightning storm. It does not carry a detectable magical signature.

Statistics

Affliction 1 (HT; Advantage, Resist Energy 1, +450%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [61]. Each additional level adds more levels of Resist Energy to the Advantage (+450%) [+45]. Note: Each level of “Resist Energy” is DR 10 (Force Field, +20%; Limited, Energy, -20%; Magical, -10%) [45].

Archmagister's Counsel

Ensure your shock troops are warded with this before they breach a Dragon's lair or face a court magus. A dead soldier is a waste of good coin and training; a warded one is a tactical advantage.

Source Spell

Resist Energy

Source Spell Types

Buff Spells

Resist Plasma

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

Resistances & Immunities, Flame Assaults & Battlefire, Energy

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This lattice-work grants the subject and their gear DR 10 against plasma damage, per level, for 30 minutes, whether from direct attacks or environmental hazards. No one will sense a manipulation of the Lattice at play.

Statistics

Affliction 1 (HT; Advantage, Plasma Resistance 1, +250%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [41]. Note: Each level of “Plasma Resistance” is DR 10 (Force Field, +20%; Limited, Plasma, -60%; Magical, -10%) [25].

Archmagister's Counsel

Protect your assets, my Lord. A shrewd ruler understands that even the most formidable warrior is useless if they're melted into slag by enemy plasma weaponry. This spell ensures they arrive intact.

Source Spell

Resist Plasma

Source Spell Types

Plasma Spells

Seek Plasma

10 or 12 points.

Seekers & Trackers, Flame Assaults & Battlefire, Energy

Keywords

Information

Casting Roll

Per.

Range

Unlimited.

Duration

Instantaneous. After casting, the GM rolls the sorcerer’s Per, with a penalty based on the distance to the nearest plasma. The basic (10-point) version of this spell takes standard range penalties. The improved (12-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the plasma, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a firing plasma rifle” or “it’s a star”).

Description

This working allows the practitioner to locate plasma. After expending 10 or 12 points, the caster makes a Per roll, with penalties dependent on the proximity of the nearest plasma. Success reveals the precise distance and direction to the plasma. A subsequent, unpenalized IQ roll can yield basic details. The 10-point version incurs standard range penalties; the 12-point version utilizes long-distance modifiers for its Per roll.

Statistics

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

Archmagister's Counsel

Understanding where energy weapons are deployed, or even the location of a rogue starship, can mean the difference between victory and an embarrassing defeat. Don't let your enemies find you before you find them.

Source Spell

Seek Plasma

Source Spell Types

Plasma Spells

Sense Light

32 points.

Radiance, Sight, and Reflection, Energy

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This deft manipulation of the Lattice grants the subject a tactile warning—a tickle or heat—whenever focused light, be it visible, infrared, or ultraviolet, illuminates their bare skin. They also gain an approximate vector to the source. This is effectively an Affliction 1 (HT) that bestows the Sense Light advantage, with a range of 100 yards and a duration of 30 minutes, all for a cost of 32 points with no casting roll required beyond aiming as per an Innate Attack (Gaze).

Statistics

Affliction 1 (HT; Advantage, Sense Light, +160%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Note: “Sense Light” is Detect Focused Light (Cannot Analyze, -10%; Magical, -10%; Precise, +100%; Touch-Based, Reversed, -20%) [16].

Archmagister's Counsel

Inform your guards. A foe who thinks they're using a 'stealthy' laser designator or even a simple flashlight to mark a target will be surprised when their quarry recoils or takes cover. A useful edge in the dark alleys.

Source Spell

Sense Light

Source Spell Types

Energy Spells

Shocking Touch

10 points/level.

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

Keywords

Control, Damage, Defense, Melee, Obvious, Touch

Casting Roll

None. Use unarmed combat skill or DX to hit.

Range

Touch.

Duration

Instantaneous.

Description

This working infuses your touch with a potent electrical discharge, dealing Burning Attack 1d per level. It requires a successful unarmed attack, but bypasses defenses, delivering a stunning shock upon impact. It's rather unsubtle, like a drunken master applying a cattle prod.

Statistics

Burning Attack 1d (Melee Attack, Reach C, Cannot Parry, -35%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [10/level].

Archmagister's Counsel

Equip your finest guardsmen with this rather crude but effective lattice-work. It subdues without lethal force, a useful tool for maintaining decorum among the public, or ensuring a captive remains… compliant while being led away.

Source Spell

Shocking Touch

Source Spell Types

Lightning Spells

Spark Cloud

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

Lightning of the Air, Lightning & Radiant Assaults, Rain, Wind, and Greater Weather, Energy

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Creates a cloud of electrical sparks. It does not block vision, but it inflicts burning surge damage to anyone standing in it. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind. Every creature in the area takes 1d-2 burning surge damage per turn. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover.

Description

This spell conjures a persistent, drifting cloud of electrical sparks that occupies an area. It causes 1d-2 burning surge damage per turn to anyone within its bounds. While it won't obscure vision, metallic armor offers only DR 1 against its effects, though other armor functions normally. Anyone struck must make an HT roll, penalized by -1 per 2 points of penetrating damage, or be stunned. Subsequent turns allow an HT roll to recover.

Statistics

Burning Attack 1d-2 (Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%; Variable, Area, +5%) [7]. Further levels add Area Effect (+50%) to the advantage [+1].

Archmagister's Counsel

This 'spark cloud' is rather useful for area denial or as a persistent harassment tool against tightly packed formations. A lesser mind might call it 'Sorcery,' but the Lattice simply cares that it 'shocks enemies' not 'how it shocks enemies'.

Source Spell

Spark Cloud

Source Spell Types

Lightning Spells

Spark Storm

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

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

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Create a circular windstorm with an “eye” of calm inside (a good place for the caster to stand). The radius of the eye can be up to half that of the storm – or smaller, if the caster wishes. The caster may move the area at Move 1 with a Concentrate maneuver. Roll 4d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage or blunt trauma from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the storm. Second, Dodge values of all creatures within the area of effect are increased by 2 against projectile attacks. Finally, each second a random creature in the area of effect gets struck by a lightning bolt for 2d burning surge damage with an effective skill of 12, modified only for the target’s SM. Targets may raise their shields as cover, at the risk of damaging them (p. B484). Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover.

Description

This manipulation of The Lattice generates a circular windstorm with a calm 'eye' at its center, where the caster can stand, up to half the storm's radius. The storm lasts 10 seconds and can be moved at Move 1. Within the storm, targets suffer 4d crushing damage for knockback, which is then doubled and moves them sideways (clockwise or anticlockwise, determined at activation) without causing actual damage or blunt trauma, merely displacement. Projectile attacks against anyone within the storm face a +2 Dodge penalty. Furthermore, each second, a random creature in the storm is struck by a 2d burning surge lightning bolt, with an effective skill of 12 (modified by target SM), requiring an HT roll at -1 per 2 points of penetrating damage to avoid stunning. Metallic armor provides DR 1 against this, while nonmetallic armor functions normally.

Statistics

Burning Attack 2d (HT; Accessibility, Only one bolt per second at a random target, -30%; Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Environmental, Air, -5%; Link, +10%; Magical, -10%; Mobile 1, +40%; Overhead, +30%; Persistent, +40%; Selective Area, Only to create an “eye”, +10%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [38] + Crushing Attack 4d (Area Effect, 2 yards, +50%; Double Knockback, +20%; Environmental, Air, -5%; Link, +10%; Magical, -10%; Mobile 1, +40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Selective Area, Only to create an “eye”, +10%) [37] + Enhanced Dodge 2 (Affects Others 1, +50%; Area Effect, 2 yards, +50%; Environmental, Air, -5%; Force Field, +20%; Limited, Projectiles, -40%; Link, +10%; Magical, -10%; Mobile 1, +40%; Persistent, +40%; Ranged, +50%) [89]. Additional levels add further levels of Area Effect (+50%) to all advantages [+30].

Archmagister's Counsel

While the Guild frets over 'proper' weather magic, this Sorcerous manipulation of the self-same Lattice clears battlefields and delivers targeted strikes with brutal efficiency. Use it to scatter enemy formations, deny archer lines, and ensure your own forces can advance unhindered.

Source Spell

Spark Storm

Source Spell Types

Lightning Spells

Starbolt

14 points/level.

Energy

Keywords

Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

1,500 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice weaponizes coherent X-rays into a beam, inflicting 1d(5) burning damage per level. It offers exceptional range and armor penetration, bypassing typical defenses with brutal efficiency.

Statistics

Burning Attack (Armor Divisor, (5), +150%; Increased 1/2D, x5, +10%; Increased Range, x15, +35%; Sorcery, -15%) [14/level].

Archmagister's Counsel

Why bother with crude siege engines when a single adept can obliterate an enemy's fortifications from a mile off? This is how you win a siege, my Lord, not with months of starvation.

Source Spell

Starbolt

Source Spell Types

Energy Spells

Steal Energy

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

Death Curses & Withering, Energy

Keywords

Defense, Healing, Persistent, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite.

Description

This spell allows you to drain another's fatigue points (FP) and transfer them to yourself. While there is no resistance roll, the target must either consent or be utterly defenseless. Each level of this manipulation grants 1 FP, at a cost of 14 points for the first level and 3 points for each subsequent level. The effect is persistent and indefinite, enduring until your FP is sated or the source is depleted.

Statistics

Leech 1 (Only Heals FP, -20%; Sorcery, -15%; Takes Extra Time 1, -10%) [14 + 3/additional level].

Archmagister's Counsel

A fine way to ensure your 'lesser' staff remain productive, even after a long day. A well-placed touch can revitalize a flagging guard or a weary scholar, ensuring the wheels of your demesne continue to turn without pause.

Source Spell

Steal Energy

Source Spell Types

Necromantic Spells

Wall of Lightning

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

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

Keywords

Control, Damage, Defense, Information, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This working creates a persistent, transparent wall of lightning at up to 100 yards, which inflicts 2d burning damage upon contact, with a —5 to —9 Fright Check for those witnessing it and a chance of stunning those who touch it. Each level after the first increases the wall's area, costing an additional 5 points. It lasts for five minutes once conjured. The spell doesn't require concentration; once formed, it operates on its own.

Statistics

Burning Attack 2d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent, +40%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%; Variable, Area, +5%; Wall, Shapeable, +60%) [45]. Additional levels increase Area Effect (+50%) [+5].

Archmagister's Counsel

A Wall of Lightning is a superb tactical tool. Place it to funnel enemy forces, deny access to vital chokepoints, or simply to make a statement. The Guild will call it 'crude,' but the enemy will call it 'painful.'

Source Spell

Wall of Lightning

Source Spell Types

Lightning Spells