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Showing 1-37 of 37 filtered sorcerer spells.

Spell Name Type Cost List Details
Aerial Entombment Winds, Vapors, and Sky Passage, Gate 112 points.
Astral Projection Souls, Possession, and Bindings, Gate 30 points.
Banish Spirits of the Dead, Spirits, Wards, and the Dead, Gate 58 points.
Beacon Gate 120 points for level 1 + 19 points/additional level (or more).
Blink Gate 35 points.
Blink Other Gate 48 points.
Control Gate Gate 12.5 points for level 1 + 7.5 points/additional level*.
Create Door Gate 130 points.
Create Gate Gate 220 points.
Create Planar Gate Forced Movement & Restraint, Gate 230 points or 250 points.
Create Temporal Gate Forced Movement & Restraint, Time, Gate 250 points.
Dimensional Lock Locks, Seals, and Traps, Gate 84 points for level 1 + 15 points/additional level.
Divert Plane Shift Ways, Passage, and Travel, Gate 214 points or 234 points.
Divert Teleport Ways, Passage, and Travel, Gate 224 points.
Divert Timeport Gate 234 points.
Duodimensional Weapon Weapons & Battlework, Gate 36 points.
Fetch Gate 37 points.
Gate Seal Locks, Seals, and Traps, Gate 26 points or 33 points.
Magnificent Mansion Gate, Illusion & Creation 345 points.
Monodimensional Weapon Weapons & Battlework, Gate 44 points or 84 points.
Phase Gate 35 points.
Phase Other Gate 38 points.
Phase Trap Locks, Seals, and Traps, Gate 55 points.
Planar Portal Gate 220 points for level 1 + 50 points/additional level.
Planar Summons Summoning, Gate 27 points.
Plane Shift Forced Movement & Restraint, Gate, Holy 50 points.
Plane Shift Other Ways, Passage, and Travel, Gate 218 points or 238 points.
Portal Gate 190 points for level 1 + 50 points/additional level.
Portal Architecture Gate 75 points/level.
Rapid Journey Gate 205 points.
Rapid Time Journey Time, Gate 280 points.
Sanctuary Forced Movement & Restraint, Gate 130 points.
Scry Gate Gate 50 points.
Seek Gate Seekers & Trackers, Gate 11 points or 13 points.
Town Portal Gate 110 points or 130 points.
Trace Teleport Seekers & Trackers, Ways, Passage, and Travel, Gate 15 points.
Underworld Imprisonment Gate 71 points.

Aerial Entombment

112 points.

Winds, Vapors, and Sky Passage, Gate

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent.

Description

This spell, cast outdoors, condemns a subject to the boundless sky if they fail a HT roll. They are placed in suspended animation, immune to aging, hunger, thirst, or the need to breathe, until someone retrieves them through sufficient altitude and ingenuity. This is a permanent entanglement of the Lattice.

Statistics

Affliction 1 (HT; Advantage, Suspended Animation, +590%; Environmental, Outdoors, -20%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Selectivity, Only to remove suspended animation on yourself, +5%; Terminal Condition, Freeing physically, -10%; Sorcery, -15%) [112]. Note: “Suspended Animation” is Doesn’t Breathe (Magical, -10%) [18] + Doesn’t Eat or Drink (Magical, -10%) [9] + Doesn’t Sleep (Magical, -10%) [18] + Unaging (Magical, -10%) [14].

Archmagister's Counsel

This isn't just a prison; it's a permanent disappearance, a flawless solution for troublesome enemies or inconvenient heirs. The Guild will squawk about 'ethics,' but your lords will appreciate the practicality.

Source Spell

Aerial Entombment

Source Spell Types

Air Spells

Astral Projection

30 points.

Souls, Possession, and Bindings, Gate

Keywords

Control, Persistent, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to project their spirit from their physical form, which remains unconscious, to the Astral Plane. While in this spectral state, they gain the Jumper (World) advantage at a cost of 30 points, allowing travel to other worlds and planes. However, they cannot interact with, or otherwise affect, the physical world or cast spells within the Astral Plane. The projection is indefinite.

Statistics

Jumper (World; Improved, +10%; Limited Access, -20%; Magical, -10%; Projection, Cannot affect new world, -50%) [30]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

A useful, albeit passive, way for your intelligence assets to observe the machinations of rivals without direct interference. The truly ambitious might use this to scout forbidden knowledge. Both Sorcerers and Wizards can perform this trick; the method is irrelevant, the information gained is all that matters.

Source Spell

Astral Projection

Source Spell Types

Assorted Spells

Banish

58 points.

Spirits of the Dead, Spirits, Wards, and the Dead, Gate

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous, the subject cannot return for 1 month.

Description

This spell, if resisted unsuccessfully (Will roll), forcibly removes a subject from our plane. They are instantly shunted back to their native plane and cannot re-enter for one month.

Statistics

Affliction 1 (Will; Based on Will, +20%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [58].

Archmagister's Counsel

Understanding this Lattice-work is crucial: your enemies can be banished, but more importantly, anyone claiming a return for a vanished spirit within a month is either a fool or a liar.

Source Spell

Banish

Source Spell Types

Spirit Spells

Beacon

120 points for level 1 + 19 points/additional level (or more).

Gate

Keywords

Area, Control, Persistent, Travel

Casting Roll

IQ.

Range

100 yards.

Duration

1 day. Anyone attempting to magically teleport into the area is at +5 to skill. This includes spells or magical abilities to travel through time, dimensions, or gates. The first level of this spell covers an area five yards in radius; each additional level increases this by one yard. More potent versions of this spell bestow a greater bonus to teleportation rolls and increase the initial area of effect. In all cases, further levels add the same +1 yard/level. Bonus Initial Radius Full Cost +5 Five yards 120 points for level 1 + 19 points/additional level +10 10 yards 240 points for level 1 + 19 points/additional level +15 15 yards 360 points for level 1 + 19 points/additional level

Description

This Lattice manipulation, costing 1 FP, facilitates magical travel, making it easier to teleport into a designated area. For 120 points, the initial level grants a +5 skill bonus to anyone attempting to magically teleport, travel through gates, or shift dimensions into a 5-yard radius, lasting one day. Each additional level costs 19 points and expands the radius by 1 yard. Stronger versions are available, costing 240 or 360 points, which respectively provide an initial +10 bonus to teleportation into a 10-yard radius, or a +15 bonus into a 15-yard radius, with subsequent levels still expanding the area by 1 yard for 19 points each. No one can be exempted from its effects.

Statistics

Control Teleportation Magic 5 (Accessibility, Only to ease use when teleporting into the area, -70%; Cannot concentrate to extend duration, -10%; Extended Duration, x10,000, +160%; Nuisance Effect, Cannot exempt people from effects, -5%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [120]. Additional levels add Control Teleportation Magic +1 (Accessibility, Only to ease use when teleporting into the area, -70%; Cannot concentrate to extend duration, -10%; Extended Duration, x10,000, +160%; Nuisance Effect, Cannot exempt people from effects, -5%; Only increases area of effect, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [19/level]. The two stronger versions change the initial Control level to 10 [240] or 15 [360]. Note: As this is one advantage (Control Teleportation Magic) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

Employ this to establish a secure, designated rendezvous point for your forces, or to expedite reinforcements to a strategic location. The method of arrival is inconsequential; what matters is their prompt presence on the battlefield.

Source Spell

Beacon

Source Spell Types

Gate Spells

Blink

35 points.

Gate

Keywords

Damage, Travel, Utility

Casting Roll

IQ.

Range

Self.

Duration

Instantaneous.

Description

Upon activating this spell, the caster gains an instantaneous, per-turn reactive teleportal evasion. When an attack is declared, the caster may immediately teleport to a random adjacent hex, effectively dodging the assault. This is not a flight, but a sudden, short-range shift in the fabric of the Lattice itself.

Statistics

Warp (Blink Only, -60%; Gyroscopic, +10%; Sorcery, -15%) [35].

Archmagister's Counsel

Understand that this is not mobility, but an escape. A useful trick for an agent to reposition, or to simply survive long enough for a proper sorcerer to deal with the threat.

Source Spell

Blink

Source Spell Types

Gate Spells

Blink Other

48 points.

Gate

Keywords

Buff, Damage, Defense, No-Signature, Travel

Casting Roll

Power Dodge (DX/2+3). Use Innate Attack (Gaze) to aim. IQ to teleport.

Range

100 yards.

Duration

Instantaneous.

Description

This effect allows you to instantly teleport another individual after successfully targeting them with an Innate Attack (Gaze) roll and they fail a Power Dodge, based on their HT. Immediately following that, if you succeed on an IQ roll, you may teleport them away from an incoming attack. The destination is random.

Statistics

Affliction 1 (HT; Active Defense, -40%; Advantage, Blink Other, +400%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [48]. Note: “Blink Other” is Warp (Blink Only, -60%; Gyroscopic, +10%; Magical, -10%) [40].

Archmagister's Counsel

Rather than relying on fancy footwork, simply pluck the Lattice to reposition your high-value assets out of harm's way. Far more efficient than retraining an entire guard detail.

Source Spell

Blink Other

Source Spell Types

Gate Spells

Control Gate

12.5 points for level 1 + 7.5 points/additional level*.

Gate

Keywords

Control, Persistent, Travel, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice allows you to force an existing gate (open or closed) to change its state. The gate can also be moved or tilted at a rate equal to your spell level. Closing a temporary gate destroys it; a permanent gate remains, ready for another fool to open.

Statistics

Control Gate 1 (Ranged, +40%; Sorcery, -15%) [12.5]. Additional levels add Control Gate +1 (Only to increase area, -50%; Ranged, +40%; Sorcery, -15%) [7.5/level*]. * Calculate the total cost and round up.

Archmagister's Counsel

Understanding the movements of these 'Lattice tears' can turn a strategic retreat into an ambush, or deny an enemy their escape route. A king who understands how to manage the transit points between realms has tactical superiority.

Source Spell

Control Gate

Source Spell Types

Gate Spells

Create Door

130 points.

Gate

Keywords

Touch, Travel, Utility

Casting Roll

IQ.

Range

Touch.

Duration

3d seconds.

Description

This Lattice manipulation opens a short-lived gate through a solid obstruction, instantly teleporting users from one side to the other. Its cost is 130 points, cast with IQ, touching the surface, and lasts for 3d seconds. The intervening distance is null, a mere illusion for those who step through.

Statistics

Warp (Accessibility, Only to create a door through an obstacle, -20%; Blind Only, -50%; Cannot Spend Extra FP, -10%; Extra Carrying Capacity, Extra-Heavy, +50%; No Preparation, -10%; Range Limit, 10 yards, -50%; Reliable 10, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, Before, +100%) [130].

Archmagister's Counsel

Why bother with besieging a castle's walls when a simple "pluck" of the Lattice can transport your elite forces to the other side? It makes short work of "impenetrable" defenses, regardless of whether the practitioner is a Wizard or a Sorcerer.

Source Spell

Create Door

Source Spell Types

Gate Spells

Create Gate

220 points.

Gate

Keywords

Information, Touch, Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Touch.

Duration

3d seconds.

Description

This working creates a temporary magical portal, lasting 3d seconds, to a location you can clearly visualize—either seen directly, viewed remotely, or previously visited. Traversing the gate, individuals can carry up to Extra-Heavy Encumbrance.

Statistics

Warp (Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, Before, +100%) [220].

Archmagister's Counsel

You wish to transport a siege engine or a treasury across hostile territory? Forget the roads and the fools who guard them. This spell moves your assets directly, circumventing all earthly obstacles. Let lesser mages bicker over 'teleportation vs. gate;' you simply move what needs to be moved.

Source Spell

Create Gate

Source Spell Types

Gate Spells

Create Planar Gate

230 points or 250 points.

Forced Movement & Restraint, Gate

Keywords

Information, Touch, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

3d seconds.

Description

This working creates a temporary planar gate, a stable opening to another plane of existence you have previously visited and can conceptualize. The portal endures for 3d seconds and allows passage for creatures up to Extra-Heavy Encumbrance. The exact cost is 230 points, or 250 points for an improved version that removes the 'Limited Access' flaw and the risk of catastrophic failure on a roll of 14+.

Statistics

Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, ‑20%; Magical, ‑10%; Tunnel, Before, +100%) [230]. The improved version removes Limited Access [+20]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Why bother with long, tedious journeys when a simple pluck on the Lattice can bring the destination to you? This is how you seize resources, move armies, and secure escape routes. Focus on the 'Improved' version; a gate that might devour your forces is hardly useful, is it?

Source Spell

Create Planar Gate

Source Spell Types

Gate Spells

Create Temporal Gate

250 points.

Forced Movement & Restraint, Time, Gate

Keywords

Information, Touch, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

3d seconds.

Description

This working creates a temporary gateway to a specific moment in time you have previously experienced. Any creature utilizing it can transport up to Extra-Heavy Encumbrance. The gate persists for 3d seconds. The casting roll is IQ, but note the extended casting time as per your investment in the Jumper (Time) advantage.

Statistics

Jumper (Time; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Magical, ‑10%; Tunnel, Before, +100%) [250]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

While this particular application is limited to previously visited times, the strategic implications of moving troops or critical supplies through the Lattice, bypassing all conventional defenses, should be obvious to even the most obtuse lord.

Source Spell

Create Temporal Gate

Source Spell Types

Gate Spells

Dimensional Lock

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

Locks, Seals, and Traps, Gate

Keywords

Area, Leveled, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This spell, a manipulation of the Lattice's dimensional integrity, creates an emerald dome that utterly prevents all interdimensional travel—teleportation, plane shifting, time travel, summoning, or astral projection—into or from an area. Costs 84 points for Level 1, plus 15 points per additional level. Duration is five minutes, with a range of 100 yards. No casting roll, but requires an Innate Attack (Gaze) roll to aim.

Statistics

Static (Dimensional Travel; Area Effect, 2 yards, +100%; Extended Duration, 30x, +60%; Ranged, +40%; Sorcery, -15%; Variable, Area, +5%; Visible, -10%) [84]. Additional levels increase Area Effect (+50%) [+15]. Note: As a special effect, this forms a hemispherical dome, not a cylinder.

Archmagister's Counsel

If you wish to prevent a meddlesome summoner from bringing in their 'friends' or a cowardly wizard from 'poofing' away, this is your answer. Simple. Effective. No arcane rituals required, just the will to keep them contained.

Source Spell

Dimensional Lock

Source Spell Types

Assorted Spells

Divert Plane Shift

214 points or 234 points.

Ways, Passage, and Travel, Gate

Keywords

Debuff, Defense, Information, Malediction, No-Signature, Resisted-Will, Travel

Casting Roll

Will. IQ to plane shift. Special casting cost.

Range

Unlimited.

Duration

Instantaneous.

Description

When active, this spell allows the caster to instantly divert a subject observed plane-shifting. If the subject fails a Will roll to resist, the caster may immediately make an IQ roll to redirect them to an alternate plane of existence, emulating the Jumper advantage. This requires a special casting cost and has an unlimited range, resolving instantaneously.

Statistics

Affliction 1 (Will; Accessibility, Only to divert planeshifters, -80%; Advantage, Divert Plane Shift, +1,900%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Reflexive, +40%; Sorcery, -15%) [214]. Notes: “Divert Plane Shift” is Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, ‑20%; Reliable +10, +50%) [190]. The +10 for Reliable cancels the -10 for no preparation. The improved version removes Limited Access [+20]. The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

This bit of Lattice-work turns an enemy's planned escape into their unplanned demise. Divert a retreating magus to a plane of elemental fire; their 'plane shift' just became an 'incineration.'

Source Spell

Divert Plane Shift

Source Spell Types

Gate Spells

Divert Teleport

224 points.

Ways, Passage, and Travel, Gate

Keywords

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

Casting Roll

Will. IQ to teleport. Special casting cost.

Range

Unlimited.

Duration

Instantaneous.

Description

This spell, when active, allows you to instantly divert an observed teleportation. If the target fails a Will roll, you make an immediate IQ roll to redirect their teleport as if using a potent Warp ability capable of moving 'Extra-Heavy' loads with perfect reliability, requiring no preparation. The Guild calls it 'counter-magic'; I call it asserting control over arbitrary physics.

Statistics

Affliction 1 (Will; Accessibility, Only to divert teleporters, -80%; Advantage, Divert Teleport, +2,000%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Reflexive, +40%; Sorcery, -15%) [224]. Notes: “Divert Teleport” is Warp (Extra Carrying Capacity, Extra-Heavy, +50%; Reliable +10, +50%) [200]. The +10 for Reliable cancels the -10 for no preparation.

Archmagister's Counsel

Understanding this spell is crucial for any Lord. It means a wizard or sorcerer, if quick-witted, can turn your 'strategic retreat' into a very public, very embarrassing, and potentially fatal misdirection. Be wary of who watches your comings and goings, especially when your agents plan to teleport into enemy territory.

Source Spell

Divert Teleport

Source Spell Types

Gate Spells

Divert Timeport

234 points.

Gate

Keywords

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

Casting Roll

Will. IQ to timeport.

Range

Unlimited.

Duration

Instantaneous.

Description

When a target attempts to timeport within observation, this spell allows an instant, resisted Will roll. Failure to resist allows the caster an immediate IQ roll to redirect the target's timeport, applying the effects of Jumper (Time) with specific enhancements for reliability and carrying capacity. The Lattice cares not if they jump across a room or across an eon, only that the thread is plucked.

Statistics

Affliction 1 (Will; Accessibility, Only to divert timeporters, -80%; Advantage, Divert Timeport, +2,100%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Reflexive, +40%; Sorcery, -15%) [234]. Notes: “Divert Timeport” is Jumper (Time; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Reliable +10, +50%) [210]. The +10 for Reliable cancels the -10 for no preparation. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Understanding what your enemies are truly seeking when they try to slip between the threads of time often reveals more than any interrogation. Use this to ensure valuable assets, or threats, end up precisely where you desire, rather than where they intend.

Source Spell

Divert Timeport

Source Spell Types

Gate Spells

Duodimensional Weapon

36 points.

Weapons & Battlework, Gate

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This spell, a rather straightforward manipulation of the Lattice, flattens a weapon into two dimensions. It grants the weapon the Duodimensional Weapon advantage, converting the damage of a non-cutting attack to cutting damage for three minutes. It operates up to 100 yards and has no visible magical signature, making it difficult for the uninitiated to track. The cost is 36 points, applied via an Innate Attack (Gaze) roll.

Statistics

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

Archmagister's Counsel

This 'Lattice-work' is excellent for turning blunt instruments into lethal razors. Your shock troops, previously armed with hammers or staves, can now cleave through armor as if it were parchment. A simple, effective upgrade for battlefield superiority.

Source Spell

Duodimensional Weapon

Source Spell Types

Individual Spell

Fetch

37 points.

Gate

Keywords

Summoning, Travel, Utility

Casting Roll

Will. Special casting time, see below.

Range

Special, see below.

Duration

Instantaneous.

Description

This spell allows one to summon an Ally, specifically an outsider worth no more than 75% of your point value, from a pre-selected plane of existence. It's not about contacting a specific entity, but rather pulling a suitable 'tool' from the cosmic workshop. The casting requires a Will roll and a 10-minute preparation for the standard version (less for 'Lesser Fetch', more for 'Greater Fetch'). The magic is instantaneous in effect, but the 'free maintenance' of the summoned entity is balanced by FP costs and dimensional range penalties, an example of the Lattice demanding its due.

Statistics

Ally (A type of outsiders; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Will Roll, -5%; Magical, -10%; Nuisance Effect, Can only be used with Impulse Points, -15%; Special Abilities, +50%) [27] + Impulse Points 5 (Game Time, +0%; Triply Aspected, Changing the world, Allies, -60%) [10]. Lesser Fetch has Ally, built on 25%, Immediate Preparation Required decreased to 1 minute, -30%, and has 2 levels of Impulse Points. Greater Fetch is built on 150%, increases Immediate Preparation Required to 1 hour, -75%, and has 16 levels of Impulse Points. Note: As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and dimensional “range” penalties.

Archmagister's Counsel

Your Lord need not dirty their hands with inter-dimensional travel when a properly plucked thread of the Lattice can bring the necessary 'assets' directly to them. This isn't about pleasantries; it's about practical acquisition.

Source Spell

Fetch

Source Spell Types

Assorted Spells

Gate Seal

26 points or 33 points.

Locks, Seals, and Traps, Gate

Keywords

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

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Five hours (basic) or Permanent (improved).

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Gate Seal

Source Spell Types

Assorted Spells

Magnificent Mansion

345 points.

Gate, Illusion & Creation

Keywords

Control, Defense, Touch, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

3d seconds.

Description

This Lattice-work conjures an extradimensional dwelling, accessible via a shimmering portal (4 ft. wide, 8 ft. high) at the touch point. It's essentially a Jumper (Pocket Dimension) advantage, with built-in access regulation, extra-heavy carrying capacity, improved gyroscopic stability, and a larger internal volume (Size 6). It's magical, for those who care about such distinctions, and allows for 'tunneling' access before the main entry. Cost is 345 points, with a variable casting time instead of a roll.

Statistics

Jumper (Pocket Dimension; Access Regulation, +25%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Improved, +10%; Larger Size 6, +60%; Magical, ‑10%; Tunnel, Before, +100%) [345].

Archmagister's Counsel

Why bother with the petty concerns of castle walls when one can simply conjure a fortress? This allows for instant, secure lodging, perfect for a lord's retreat or a mobile command post, regardless of where they are on the map.

Source Spell

Magnificent Mansion

Source Spell Types

Assorted Spells

Monodimensional Weapon

44 points or 84 points.

Weapons & Battlework, Gate

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working transforms a weapon into a one-dimensional version of itself, converting its non-impaling damage to impaling. The 44-point version inflicts -1 per die on the basic damage roll. For 84 points, this penalty is removed.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Monodimensional Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Monodimensional Weapon” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The improved version buys off a -5 penalty [+40]. This spell is based on the Impaling Strike imbuement skill.

Archmagister's Counsel

Against heavily armored foes, a single well-aimed impaling strike, even with a minor penalty, is worth a dozen glancing blows. Don't send your skirmishers to raid a plate-armored guard patrol without this enhancement; it's a waste of their lives and your coin.

Source Spell

Monodimensional Weapon

Source Spell Types

Individual Spell

Phase

35 points.

Gate

Keywords

Damage, Travel, Utility

Casting Roll

Power Dodge (IQ/2+3).

Range

Self.

Duration

Instantaneous.

Description

This effect allows you to instantly shift to the Ethereal Plane, reappearing a moment later to avoid an attack. It functions as Jumper (World) but negates the normal -10 penalty for unprepared-for shifts. Instead, you must succeed at a Power Dodge (IQ/2+3) roll.

Statistics

Jumper (World; Active Defense, -40%; Extra Carrying Capacity, Heavy, +30%; Faster Concentration 5, +25%; Improved, +10%; Limited Access, Ethereal Plane for a moment, -80%; Magical, ‑10%) [35]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

A fine trick for avoiding an assassin’s blade, or for making a dramatic escape. The Guild calls it 'phasing'; I call it not dying.

Source Spell

Phase

Source Spell Types

Individual Spell

Phase Other

38 points.

Gate

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

Power Dodge (DX/2+3). Use Innate Attack (Gaze) to aim. IQ to phase.

Range

100 yards.

Duration

Instantaneous.

Description

An immediate, powerful manipulation of the Lattice, allowing you to force a subject into the Ethereal Plane to evade an impending attack. This is a purely defensive measure, requiring an IQ roll to phase the target. It’s an active defense, nothing more, nothing less.

Statistics

Affliction 1 (HT; Active Defense, -40%; Advantage, Phase Other, +300%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [38]. Note: “Phase Other” is Warp (Blink Only, -60%; Gyroscopic, +10%; Magical, -10%; Stays in place, -10%) [30].

Archmagister's Counsel

If you wish your knights to survive beyond the first clash, ensure they have someone nearby who can perform this parlor trick. It saves lives, and thus, resources.

Source Spell

Phase Other

Source Spell Types

Individual Spell

Phase Trap

55 points.

Locks, Seals, and Traps, Gate

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This insidious manipulation of the Lattice anchors a creature to its current plane, preventing any voluntary or involuntary planar travel—a proper inconvenience for those who fancy themselves above us. It’s a Malediction, resisted by Will, and lasts for a solid three minutes. The caster pays 55 points, and the range is effectively unlimited.

Statistics

Affliction 1 (Will; Advantage, Phase Trap, +270%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [55]. Note: “Phase Trap” is Static (Plane Shifting; Magical, -10%) [27].

Archmagister's Counsel

Employ this on rival court sorcerers just as they attempt a dramatic escape to their 'demi-plane,' watching them flail about quite pathetically. It demonstrates that not even the Lattice cares for their grandstanding.

Source Spell

Phase Trap

Source Spell Types

Assorted Spells

Planar Portal

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

Gate

Keywords

Area, Leveled, Touch, Travel

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

1d+2 minutes.

Description

This is a limited Planar Gate working that opens a portal between two pre-constructed, identical arches on different planes. Level 1 costs 220 points and creates a Jumper (Interplanar) with Anchored, Single Fixed Site (-80%); Cosmic, Do not have to visit the other side (+50%); Extended Duration, 30x (+60%); Extra Carrying Capacity, Extra-Heavy (+50%); Improved (+10%); Magical (-10%); Special Portal, Prebuilt Portal (-60%); Tunnel, Before (+100%). Each additional level costs 50 points and extends the Area Effect (+50%). The Improved enhancement prevents automatic failure on a 14+ during the casting roll.

Statistics

Jumper (Interplanar; Anchored, Single Fixed Site, -80%; Cosmic, Do not have to visit the other side, +50%; Extended Duration, 30x, +60%; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Magical, ‑10%; Special Portal, Prebuilt Portal, -60%; Tunnel, Before, +100%) [220]. Each additional level adds Area Effect (+50%) [+50]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

You spend fortunes on roads and ships, yet balk at the cost of building a fixed gateway to another world? Use this to move goods, armies, or a Lord who thinks himself too important to travel by conventional means.

Source Spell

Planar Portal

Source Spell Types

Assorted Spells

Planar Summons

27 points.

Summoning, Gate

Keywords

Defense, Information, Summoning, Travel, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned being’s Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.

Description

This 'Lattice-work' calls an entity (from a pre-chosen plane) to your service. The being's power is limited to 75% of your own. Your will is pitted against theirs in a Quick Contest; success determines the duration of their servitude in hours, equal to your margin of victory. Preparation takes 10 minutes. More power means more time, as a Lesser Summons (25% power) requires 1 minute, and a Greater Summons (150% power) demands an hour.

Statistics

Ally (A type of outsiders; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [27]. Lesser Planar Summons has Ally, built on 25%, and Immediate Preparation Required decreased to 1 minute, -30%. Greater Planar Summons is built on 150%, and increases Immediate Preparation Required to 1 hour, -75%. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and dimensional “range” penalties.

Archmagister's Counsel

A cunning lord understands the value of assets not bound by fealty or coin. Let petty warlocks squabble over elementals; a King demands something that whispers secrets from another plane, or, better yet, carries out an assassination on one!

Source Spell

Planar Summons

Source Spell Types

Gate Spells

Plane Shift

50 points.

Forced Movement & Restraint, Gate, Holy

Keywords

Control, Defense, Travel, Utility

Casting Roll

Skill or IQ-3, special casting time (see below).

Range

Self.

Duration

Instantaneous.

Description

This working allows you to tear a hole in the Lattice and transport yourself instantaneously to another plane of existence, provided you have visited that plane before. It requires 10 seconds of focused concentration and an IQ-3 or skill roll, costing 50 points of power.

Statistics

Jumper (World; Drift, Variant, -40%; Improved, +10%; Magical, -10%; Requires an appropriate forked metal rod, -15%; Requires gestures, -10%; Requires magic words, -10%; Uncertain Encumbrance, +25%) [50].

Archmagister's Counsel

Why use clunky gates when a seasoned practitioner can simply step from one world to another? A ruler with agents capable of such travel can bypass any earthly defense; ensure your own borders are equally traversable for your friends and impassable for your enemies.

Source Spell

Plane Shift

Source Spell Types

Angelic Spells

Plane Shift Other

218 points or 238 points.

Ways, Passage, and Travel, Gate

Keywords

Debuff, Defense, Information, Malediction, No-Signature, Resisted-Will, Travel

Casting Roll

Will. IQ to plane shift. Special casting cost.

Range

Unlimited.

Duration

Instantaneous.

Description

This spell, if resisted unsuccessfully by the subject (Will roll), allows the caster to make an immediate IQ roll to teleport the subject and their gear, up to Extra-Heavy encumbrance, to a specific, pre-selected plane of existence. It mimics the Jumper advantage, with unlimited range and instantaneous duration. The cost is 218 points, or 238 points for an improved version.

Statistics

Affliction 1 (Will; Advantage, Plane Shift Other, +1,900%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [218]. Notes: “Plane Shift Other” is Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, ‑20%; Reliable +10, +50%) [190]. The +10 for Reliable cancels the -10 for no preparation. The improved version removes Limited Access [+20]. The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Why bother with arduous sieges when you can simply banish your enemies, along with their siege engines, to a plane of pure fire or endless ice? The method matters little, only the outcome.

Source Spell

Plane Shift Other

Source Spell Types

Movement Spells

Portal

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

Gate

Keywords

Area, Leveled, Touch, Travel

Casting Roll

IQ; Special casting time and FP cost.

Range

Touch.

Duration

1d+2 minutes.

Description

This spell establishes a stable, temporary portal between two precisely prepared, arch-shaped structures. It is a lesser version of a true Gate, requiring identical pre-built arches at both ends. Its base cost is 190 points for a level-1 effect, permitting the transit of "extra-heavy" loads for 1D+2 minutes. Each additional level costs 50 points and increases the portal's capacity, allowing for the transportation of larger groups or more substantial materials.

Statistics

Warp (Anchored, Single Fixed Site, -80%; Cosmic, Do not have to visit the other side and no removal penalties, +50%; Extended Duration, 30x, +60%; Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Special Portal, Prebuilt Portal, -60%; Tunnel, Before, +100%) [190]. Each additional level adds Area Effect (+50%) [+50].

Archmagister's Counsel

Why expend fortunes on armies when a well-placed portal can move an entire company, or its supplies, instantly? This is not mere parlor trickery; this is decisive logistical advantage for any smart ruler.

Source Spell

Portal

Source Spell Types

Assorted Spells

Portal Architecture

75 points/level.

Gate

Keywords

Control, Damage, Persistent, Travel, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite, until merging is complete.

Description

This 'Lattice-work' allows the caster to merge existing rooms, making two distinct spaces occupy the same physical area while remaining accessible through separate portals. The larger of the two rooms cannot exceed a radius (in yards) greater than your spell level. This is a persistent effect, costing 75 points per level, and its duration is indefinite until the spatial realignment is complete.

Statistics

Control Space (Accessibility, Only to “stack” rooms, -65%; Extended Duration on Persistent, Permanent, +150%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [75/level].

Archmagister's Counsel

Why build new wings when you can simply stack your treasury beneath the privy? This spell provides a rather elegant solution for the creatively parsimonious Lord who understands the true value of space… or the lack thereof.

Source Spell

Portal Architecture

Source Spell Types

Individual Spell

Rapid Journey

205 points.

Gate

Keywords

Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Self.

Duration

Instantaneous.

Description

This Lattice manipulation, costing 205 points to achieve, allows instantaneous teleportation. The caster designates a visible or clearly imagined location, teleports there, and later returns to the origin. This requires a Concentrate maneuver both ways. It is functionally a Warp: the initial trip includes Extra Carrying Capacity (Heavy) and Link, but requires Concentration (-15%). The return trip is similarly enhanced with Extra Carrying Capacity (Heavy) and Link, but is limited by Accessibility (Only to come back), has a Variable Delay (the length of time spent at the destination), and also requires Concentration. The Guild calls it 'Warp'; I call it efficient travel.

Statistics

Warp (Extra Carrying Capacity, Heavy, +30%; Link, +10%; Requires Concentrate, -15%; Sorcery, -15%) [110] + Warp (Accessibility, Only to come back, -30%; Delay, Variable, +10%; Extra Carrying Capacity, Heavy, +30%; Link, +10%; Magical, -10%; Requires Concentrate, -15%) [95].

Archmagister's Counsel

This 'rapid journey' is how your skirmishers scout deep into enemy territory, or how a valuable asset is extracted from a compromised location. Don't ask how; ask what it can do for your dominion.

Source Spell

Rapid Journey

Source Spell Types

Gate Spells

Rapid Time Journey

280 points.

Time, Gate

Keywords

Travel, Utility

Casting Roll

IQ. Special casting time (see Jumper (p. B64)).

Range

Self.

Duration

Instantaneous.

Description

This highly advanced manipulation of the Lattice allows the user to instantly traverse through time, similar to the Jumper advantage, carrying up to their Heavy Load. The user remains in the future or past for a brief period before being automatically returned to their original temporal point. The casting roll is IQ, and it uses a special casting time. Unlike lesser temporal shifts, this avoids auto-failure on a roll of 14+.

Statistics

Jumper (Time; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Link, +10%; Magical, ‑10%) [140] + Jumper (Time; Accessibility, Only to come back, -30%; Delay, Variable, +10%; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Link, +10%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%) [140]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Understanding why your enemies consistently outmaneuver you requires considering if they're not just moving faster, but <i>when</i> they're moving. A foe who can peek into the immediate future, or revisit a recent past blunder to correct it, is one who operates on a fundamentally different playing field.

Source Spell

Rapid Time Journey

Source Spell Types

Gate Spells

Sanctuary

130 points.

Forced Movement & Restraint, Gate

Keywords

Defense, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Self.

Duration

Instantaneous.

Description

This Lattice manipulation lets you instantaneously shift yourself, and whatever you carry, to a private pocket dimension. Preparing for the jump requires 10 seconds of focused visualization and an IQ roll. You're effectively employing a form of Jumper (Pocket Dimension), which at 130 points, provides extra carrying capacity and is potent enough to avert the usual auto-fail on a roll of 14+ for lesser dimensional shifts.

Statistics

Jumper (Pocket Dimension; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Magical, ‑10%) [130]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Rather than fleeing, a true Lord uses this to establish an immediate, unassailable command center on any battlefield, bringing along maps and advisors without a moment's delay. The Guild prattles about gate spells; I say if it gets you where you need to be with your head intact, the method is academic.

Source Spell

Sanctuary

Source Spell Types

Individual Spell

Scry Gate

50 points.

Gate

Keywords

Persistent, Travel, Utility

Casting Roll

IQ.

Range

10 yards.

Duration

Indefinite.

Description

This Persistent Gate spell allows you to perceive, reflexively, the sights, sounds, and smells from the other side of an open Gate within 10 yards, as if you were looking through a window. The cost for this discerning glance across the Lattice is 50 points, and your IQ guides its effectiveness.

Statistics

Clairsentience (Accessibility, Only to scry gates, -80%; Aware, +50%; Fixed Range, -5%; Normal Sight, -20%; Second Nature, +70%; Sorcery, -15%) [50].

Archmagister's Counsel

This is how you watch a rival's movements through a well-placed portal, my Lord. It costs them nothing to open a gate; it costs you nothing to know their business, which is just as useful as knowing their thoughts.

Source Spell

Scry Gate

Source Spell Types

Gate Spells

Seek Gate

11 points or 13 points.

Seekers & Trackers, Gate

Keywords

Information, Travel

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 gate of any sort. The basic (11-point) version of this spell takes standard range penalties. The improved (13-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the gate, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a one-way gate” or “it’s a two-way gate to Hell”). Any known gates of machine types may be excluded if the caster mentions them before casting.

Description

This working allows you to analyze the Lattice to locate nearby dimensional portals. The base version, a mere 11 points, suffers standard range penalties. An additional 2 points (for a total of 13) allows you to pluck the Lattice more distantly, applying long-distance modifiers instead. After a successful Per roll, you will know the exact distance and direction to the nearest gate. A successful follow-up IQ roll reveals basic details, such as its type or destination. You may, of course, filter out the Guild’s pathetic little constructs if you announce it beforehand.

Statistics

Detect Gate (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [11]. The improved version adds Long-Range 1 (+50%) [+2].

Archmagister's Counsel

Never go through a gate blind when you can instead dispatch a peon to do so. Better yet, find the gate, and then bind some poor sod to scout it out for you. After all, the king's resources are for the king's benefit, not for a sorcerer's curiosity.

Source Spell

Seek Gate

Source Spell Types

Gate Spells

Town Portal

110 points or 130 points.

Gate

Keywords

Information, Touch, Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Touch.

Duration

3d seconds.

Description

This spell establishes a direct Warp to any previously visited city's central fountain, transporting the caster and creating a temporary gate at the origin point for 3d seconds. The base cost is 110 points, with an improved version at 130 points, allowing selection of a specific visited town's fountain as the anchor point. Casting requires an IQ roll, with special casting time and FP cost.

Statistics

Warp (Anchored, Nearest town with a central fountain that you have visited before, -50%; Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, After, +40%) [110]. Note: The improved version replaces Anchored, Nearest town with a central fountain that you have visited before, -50% with Anchored, Town with a central fountain that you have visited before, -30% [+20].

Archmagister's Counsel

Ensure your strategists understand this: rapid deployment is paramount. A Sorcerer using this can bypass all defenses to hit a strategic point, or escape from one. Know where their 'visited cities' are, and you know their escape routes.

Source Spell

Town Portal

Source Spell Types

Assorted Spells

Trace Teleport

15 points.

Seekers & Trackers, Ways, Passage, and Travel, Gate

Keywords

Information, Travel

Casting Roll

Per. Use IQ for analysis.

Range

Unlimited.

Duration

Instantaneous.

Description

When cast shortly after a teleportation, time travel, or plane shift event, this manipulation of The Lattice grants the caster a vision of the subject's destination. An immediate IQ roll allows for analysis, offering insight into any penalties involved in replicating the journey. Cost: 15 points. Duration: Instantaneous. Range: Unlimited. Casting Roll: Per.

Statistics

Detect (Teleportation; Accessibility, The caster must witness the teleportation, -15%; Analyzing, +100%; Nuisance Effect, Time Penalties, -20%; Sorcery, -15%) [15].

Archmagister's Counsel

Track your enemies who vanish in a puff of smoke. While the Guild argues over 'scrying' versus 'divination,' you'll know exactly where that troublesome rival just landed, ready to prepare a welcoming committee or perhaps a rather inconvenient 'accident.'

Source Spell

Trace Teleport

Source Spell Types

Gate Spells

Underworld Imprisonment

71 points.

Gate

Keywords

Damage, Debuff, Defense, Malediction, No-Signature, Resisted-Will, Summoning, Travel

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This working creates an interplanar fissure beneath the subject, provided they are on a solid surface. If the subject fails a Will roll, they are dragged instantaneously to the Underworld, effectively dead according to all divine observers, leaving no trace behind of them or their possessions. This is a 71-point effect.

Statistics

Affliction 1 (Will; Based on Will, +20%; Cosmic, Leaves no trace of the victim and his gear, +50%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Environmental, Ground, -20%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [71].

Archmagister's Counsel

If a troublesome peer simply vanishes, leaving no body, no struggle, and no evidence, it was not the work of a clumsy assassin, but a master of the Lattice; investigate their rivals' connections to the esoteric.

Source Spell

Underworld Imprisonment

Source Spell Types

Individual Spell