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Showing 1-44 of 44 filtered sorcerer spells.

Spell Name Type Cost List Details
Awaken Healing 66 points.
Bleed Healing 4 points.
Body-Reading Readings & Analysis, Internal Ruin, Fatigue, and Decline, Healing 14 points.
Breath of Life Breath & Atmosphere, Healing 212 points.
Cleansing Healing 36 points/level.
Clone Healing 46 points.
Cure Dehydration Healing 21 points.
Cure Disease Healing, Holy 54 points.
Cure Fungal Disease Wood, Vines, and Plant Forms, Healing, Poison 39 points.
Cure Radiation Healing, Radiation 28 points.
Cure Starvation Healing 21 points.
Euthanize Healing 40 points.
Great Healing Healing 86 points.
Halt Ageing Healing 44 points.
Halt Healing Death Curses & Withering, Healing 48 points.
Heal Fungus Plant Lore, Speech, and Passage, Healing 26 points.
Heal Plant Growth, Blessing, and Husbandry, Healing 26 points.
Healing Slumber Healing 60 points.
Healthful Rest Healing 29 points or 38 points.
Instant Regeneration Healing 238 points.
Instant Restoration Healing 44 points.
Lend Energy Healing, Energy 27 points.
Lend Vitality Healing 14 points.
Lesser Restoration Healing, Holy 53 points.
Major Healing Healing 45 points.
Mass Resist Disease Healing, Poison 38 points for level 1 + 5 points/additional level.
Partial Resurrection Death Curses & Withering, Healing 56 points.
Personal Halt Ageing Healing 14 points.
Personal Instant Regeneration Healing 234 points.
Personal Regeneration Healing 36 points.
Personal Resist Disease Healing, Poison 9 points.
Recover Energy Healing, Energy 45 points.
Regeneration Healing 57 points.
Reincarnate Healing 244 points or more.
Restoration Healing 32 points.
Restore Hearing Healing 35 points.
Restore Sight Healing 65 points.
Restore Speech Healing, Communication & Empathy 40 points.
Rune of Healing Healing 84 points.
Sense Disease Readings & Analysis, Healing, Poison 8 or 18 points.
Share Vitality Healing 6 points.
Slow Healing Death Curses & Withering, Healing 45 points.
Transference Bolt Healing 103 points.
Youth Healing 97 points.

Awaken

66 points.

Healing

Keywords

Control, Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This spell, requiring a mere 1 FP and an IQ roll on touch, instantly nullifies ongoing natural or supernatural sleep and unconsciousness. It directly counters the effects of spells, powers, and Afflictions that induce such states, ripping someone from the Lattice's slumber-bond.

Statistics

Healing (Accessibility, Only to stop sleep and unconsciousness, -60%; Affliction Only, -40%; Capped, 8 FP, ‑10%; Magical, ‑10%; Reduced Fatigue Cost 7, +140%; Reliable 4, +20%; Xenohealing, Anything Alive, +80%) [66].

Archmagister's Counsel

Keep an Awakener close; there are far too many ways for rivals to magically put your best assets to sleep, and it’s a quick way to lose a battle before it begins. The Guild will call it 'healing'; I call it practical counter-intelligence.

Source Spell

Awaken

Source Spell Types

Healing Spells

Bleed

4 points.

Healing

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This working deals 1 point of cutting damage to an unconscious, living being. The Lattice does not care if the target is sleeping or simply out cold; the result is the same. There is no signature to this manipulation.

Statistics

Cutting Attack 1 (Accessibility, Only on unconscious living creatures, -65%; Based on HT, +20%; Malediction 2, +150%; No Signature, +20%; No Blunt Trauma, -20%; No Knockback, -10%; Sorcery, -15%) [4].

Archmagister's Counsel

A useful, if crude, method for ensuring a captured foe remains permanently 'out of the fight.' The Guild masters call it barbaric; I call it efficient attrition against your enemies if you can get them to yield a bit first. No fuss, no fanfare, just results.

Source Spell

Bleed

Source Spell Types

Healing Spells

Body-Reading

14 points.

Readings & Analysis, Internal Ruin, Fatigue, and Decline, Healing

Keywords

Damage, Healing, Information

Casting Roll

IQ or Diagnosis.

Range

Unlimited.

Duration

Instantaneous. Allows the caster to scan the subject’s body for internal damage – ruptured organs, internal bleedings, bone fractures, and even the sex of an unborn child. The GM will secretly roll against the caster’s IQ or Diagnosis minus range penalties (p. B550) to the subject, which the caster must be able to see or touch. If the sorcerer is familiar with the illnesses in question, this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer. The spell does not reveal the exact nature of any poisons or diseases that may be affecting the subject, but it gives a +2 to any subsequent Poisons or Diagnosis roll. Note that this spell is more difficult to cast on subjects of different species. It takes a -2 penalty if the subject is of a different species than the caster (an Elven wizard reading a human subject, for instance), -4 or worse if totally alien!

Description

This instant-duration Latticework, costing 14 points, allows a diagnostic scan of a subject's internal state. You roll against your IQ or Diagnosis, factoring in range penalties and a -2 to -4 penalty for differing species. Success reveals internal damage like ruptures, bleeding, or fractures, and even the sex of a child. It won't identify specific poisons or diseases, but grants a +2 bonus to subsequent Poisons or Diagnosis rolls related to the subject.

Statistics

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

Archmagister's Counsel

This is how you determine if a hostage is truly healthy enough for ransom, or if that suspiciously robust prisoner is faking his injuries. Don't waste time with leeches and guesswork; go straight for the truth of the Lattice.

Source Spell

Body-Reading

Source Spell Types

Healing Spells

Breath of Life

212 points.

Breath & Atmosphere, Healing

Keywords

Buff, Damage, Healing, Melee, No-Signature, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

1 minute.

Description

This rare manipulation of the Lattice can temporarily recall a recently deceased creature, provided its physical form isn't utterly ruined (beyond 10xHP damage). The touch initiates a minute of revitalization, though the reprieve is often fleeting, leaving a 'Heart Attack' aftermath for the target. Healing and resurrection are two different threads to pluck, and this one merely splices a thin connection.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Breath of Life, +2,100%; Aftermath, Heart Attack, -150%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [212]. Notes: “Breath of Life” is Regeneration (Very Fast; Cosmic, Works on the dead, +50%; Magical, -10%) [140] + Unkillable 1 (Cosmic, Works on the dead, +50%; Magical, -10%) [70]. This version of Cosmic means it only works on the dead – not injured living creatures – and gives one try, ever.

Archmagister's Counsel

A minute is hardly a resurrection, but it is enough time to get vital intelligence from a fallen spy or to identify the foe that struck down your champion. Choose your questions wisely, for the price is steep for both caster and revived.

Source Spell

Breath of Life

Source Spell Types

Healing Spells

Cleansing

36 points/level.

Healing

Keywords

Debuff, Defense, Healing, Malediction, Resisted-HT, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This instant-duration touch spell expunges foreign matter from a living subject. Costing 1 FP, the caster must Concentrate and successfully roll IQ vs. the subject's HT to remove the offending intrusion (e.g., poisons, diseases, embedded projectiles) from the body.

Statistics

Create Foreign Matter (Accessibility, Only inside living creatures, -10%; Destruction Only, +0%; Magical, -10%; Reduced Fatigue Cost 1, +20%; Requires IQ vs. HT roll, -10%) [36/level].

Archmagister's Counsel

Why bother with precise surgical tools or slow-acting antidotes when a Sorcerer can simply pluck the offending threads from The Lattice? It’s far more expedient for battlefield medicine or neutralizing a poisoner's craft.

Source Spell

Cleansing

Source Spell Types

Healing Spells

Clone

46 points.

Healing

Keywords

Buff, Damage, Healing, Melee, No-Signature, Persistent, Touch

Casting Roll

None. Special casting time.

Range

Touch.

Duration

Truly Permanent.

Description

This elaborate manipulation of the Lattice creates a genetic copy of a subject, placing it in suspended animation. In the event of the subject's demise, their consciousness transfers to this 'backup' body. This process requires 8 hours of preparation and the subject must be touched. The original GURPS mechanics describe this as Affliction 1 (HT; Advantage, Clone, +180%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 8 hours, -90%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [46], where 'Clone' is Extra Life 1 (Copy, -20%; Magical, -10%) [18].

Statistics

Affliction 1 (HT; Advantage, Clone, +180%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 8 hours, -90%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [46]. Note: “Clone” is Extra Life 1 (Copy, -20%; Magical, -10%) [18].

Archmagister's Counsel

Ensure your heir is cloned. Death is merely an inconvenience when the Lattice provides a spare. Don't let your enemies claim the throne due to a simple case of mortality.

Source Spell

Clone

Source Spell Types

Healing Spells

Cure Dehydration

21 points.

Healing

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 can only restore FP lost to dehydration, and any FP used to cast this spell will be treated as FP lost to dehydration. You may cure dehydration of subjects of your own race and any “similar” races (GM’s call); e.g., a human can cure 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, requiring physical contact, instantly restores 1 FP per FP spent to cast it, strictly limited to FP lost due to dehydration. Any FP spent by the caster is also considered FP lost to dehydration, ensuring you feel the 'thirst' too. You may only cure subjects of your own or similar races. Attempting this on an unconscious subject incurs a -2 penalty to your IQ roll. Repeated successful uses on the same individual within a day impose a cumulative -3 penalty per subsequent application. A failed casting costs you 1d FP instead of the usual 1 FP.

Statistics

Healing (Accessibility, Only dehydration, -20%; Heals Fatigue Only, +0%; Magical, -10%) [21].

Archmagister's Counsel

Ensure your troops are hydrated on long marches; a parched soldier is a useless one, and this little trick keeps them moving when conventional water supplies dwindle. The 'how' they get their vitality back is far less important than the simple fact that they do.

Source Spell

Cure Dehydration

Source Spell Types

Old Spells

Cure Disease

54 points.

Healing, Holy

Keywords

Healing, Touch, Utility

Casting Roll

IQ; special FP cost.

Range

Touch.

Duration

Instantaneous.

Description

This manipulation of the Lattice, requiring an IQ roll and touch, instantly cures one disease in a living subject. Success costs FP scaled to the illness's severity, while failure costs 1d FP. Subsequent attempts on the same individual become more difficult, a common frustration for fledgling healers.

Statistics

Healing (Affects Self, +50%; Disease Only, -40%; Magical, -10%; Xeno-Healing, Anything Alive, +80%) [54].

Archmagister's Counsel

This spell is best employed pre-emptively on key personnel. A healthy Lord, or a healthy general, is far more useful than one incapacitated by the ague, regardless of whether a Sorcerer or a Wizard plucks the Lattice to achieve it.

Source Spell

Cure Disease

Source Spell Types

Angelic Spells

Cure Fungal Disease

39 points.

Wood, Vines, and Plant Forms, Healing, Poison

Keywords

Healing, Touch, Utility

Casting Roll

IQ; special FP cost.

Range

Touch.

Duration

Instantaneous.

Description

This manipulation of the Lattice cleanses fungal diseases from a living subject upon touch. A successful IQ roll and one second of concentration are all that’s required. Do not confuse this with a cure for every ill; it applies only to fungal afflictions.

Statistics

Healing (Accessibility, Fungal Diseases Only, -50%; Affects Self, +50%; Disease Only, -40%; Magical, -10%; Xeno-Healing, Anything Alive, +80%) [39].

Archmagister's Counsel

Your healers spend fortunes on exotic poultices for fungal rot. A simple touch, an IQ roll, and you've saved a shipment of grain or a prized hunting dog. Efficacy over expense, my lord.

Source Spell

Cure Fungal Disease

Source Spell Types

Fungus Spells

Cure Radiation

28 points.

Healing, Radiation

Keywords

Buff, Damage, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

5 hours.

Description

This Lattice manipulation cleanses radiation damage from a subject, allowing them to shed 10 accumulated rads per hour over a 5-hour duration. Range is 100 yards, and no casting roll is required, though you'll need to aim with Innate Attack (Gaze). It's priced at 28 points.

Statistics

Affliction 1 (HT; Advantage, Cure Radiation, +80%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Note: “Cure Radiation” is Regeneration (Regular; Magical, -10%; Radiation Only, -60%) [8].

Archmagister's Counsel

Radiation poisoning is a slow, messy death. While the Guild argues over the 'correct' Latin to cure it, we simply remove it. A proactive Lord will have these 'Lattice specialists' on retainer if his lands or forces might encounter such unpleasantness, rather than let his people sicken and die over 'proper' magical pedigree.

Source Spell

Cure Radiation

Source Spell Types

Radiation Spells

Cure Starvation

21 points.

Healing

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 can only restore FP lost to starvation, and any FP used to cast this spell will be treated as FP lost to starvation. You may cure starvation of subjects of your own race and any “similar” races (GM’s call); e.g., a human can cure 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 Lattice manipulation restores 1 FP to a subject for each 1 FP spent to cast it, but only if that FP loss is due to starvation. The FP you spend casting it also counts as starvation, how convenient. You can't exceed their normal maximum FP, and you must be of the same or a 'similar' race. Casting on an unconscious target is at -2. Subsequent uses on the same subject within 24 hours incur a cumulative -3 penalty per success. Failure costs 1d FP.

Statistics

Healing (Accessibility, Only starvation, -20%; Heals Fatigue Only, +0%; Magical, -10%) [21].

Archmagister's Counsel

Starvation is the oldest weapon in a siege. This spell ensures your troops can weather it, maintaining their fighting strength when the enemy expects them to falter. A well-fed army fights better, regardless of how that sustenance was procured.

Source Spell

Cure Starvation

Source Spell Types

Old Spells

Euthanize

40 points.

Healing

Keywords

Damage, Healing, Melee, Touch, Utility

Casting Roll

None. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

Instantaneous.

Description

This spell painlessly ends the life of a living, willing subject. It's a precise application of mental and magical force that delivers an Affliction targeting HT, resulting in a heart attack. The cost is 40 points, and it requires a successful touch attack using DX or an unarmed combat skill. The effect is instantaneous.

Statistics

Affliction 1 (HT; Accessibility, Only on living willing beings, -50%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, +300%; Melee Attack, Reach C, Cannot Parry, -35%; Sorcery, ‑15%) [40].

Archmagister's Counsel

Understand this: sometimes the most merciful act is a strategic one. While the Guild argues about 'ethos,' I focus on efficacy. Death, when swift and willing, can prevent greater suffering or compromise vital intelligence. Know when to use it, and more importantly, when to prevent it from being used against your assets.

Source Spell

Euthanize

Source Spell Types

Healing Spells

Great Healing

86 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a subject, you may immediately heal him 5d HP. This also automatically stops any bleeding. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. 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 healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

An immediate restorative effect, delivered via touch, that mends the physical form by granting 5d HP and staunching any bleeding. Healing your own race comes easily, though an unconscious subject imposes a -2 penalty to your casting roll. Repeated applications on the same subject within a day incur a cumulative -3 penalty, and failure will cost you 1d FP, not the usual trivial drain.

Statistics

Healing (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 10 FP, -5%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 9, +180%) [86]. Note: The 20 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

This is less a 'healing art' and more a battlefield repair job. Keep your combat physicians well-versed in this, for a few well-placed touches can keep your best blades from bleeding out where they fall, allowing them to fight another day. Do not let sentiment lead you to overuse it on the same individual; the Lattice punishes such inefficiencies harshly.

Source Spell

Great Healing

Source Spell Types

Individual Spell

Halt Ageing

44 points.

Healing

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 month.

Description

For one month, the subject's biological aging process is suspended. This is an Affliction (HT) that bestows the Unaging (Magical) advantage, with an Extended Duration of 30,000x and no magical signature. It costs 44 points and can be aimed up to 100 yards with an Innate Attack (Gaze) roll.

Statistics

Affliction 1 (HT; Advantage, Halt Ageing, +140%; Extended Duration, x30,000x, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Note: “Halt Ageing” is Unaging (Magical, -10%) [14].

Archmagister's Counsel

Your royal patron doesn’t need to look a day over forty, even if they're a hundred and twenty. A month of youth for 44 points? A king’s vanity is often a kingdom’s stability.

Source Spell

Halt Ageing

Source Spell Types

Healing Spells

Halt Healing

48 points.

Death Curses & Withering, Healing

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 week.

Description

This manipulation of the Lattice causes a subject's natural regenerative processes to cease entirely for one week. They cannot recover hit points naturally, nor can they steal life from others. Magical healing, however, remains effective. This is an Affliction 1 targeting HT; it is immune to Dispel Magic, has no signature, and applies Unhealing (Total). Its duration is extended to one week and is Malediction 2.

Statistics

Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Unhealing (Total), +30%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [48].

Archmagister's Counsel

A fine way to ensure a troublesome foe stays troublesome, regardless of how many healers their coin can buy. Natural recovery means nothing once this Lattice-work takes hold.

Source Spell

Stop Healing

Source Spell Types

Necromantic Spells

Heal Fungus

26 points.

Plant Lore, Speech, and Passage, Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a fungus, you may immediately heal it 1d HP. You can also cure a diseased fungus. This requires an IQ roll at a modifier determined by the GM. Some particularly strong diseases (with a modifier of -5 or lower) cannot be cured with this spell. Your casting roll is at ‑2 if the subject is unconscious (in case of some sentient fungus creatures). In addition, if used more than once per day on a given subject, you are at a cumulative ‑3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP! The fungus must still be alive for the spell to work.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Heal Fungus

Source Spell Types

Individual Spell

Heal Plant

26 points.

Growth, Blessing, and Husbandry, Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a plant, you may immediately heal it 1d HP. You can also cure a diseased plant. This requires an IQ roll at a modifier determined by the GM. Some particularly strong diseases (with a modifier of -5 or lower) cannot be cured with this spell. Your casting roll is at ‑2 if the subject is unconscious (in case of some sentient plant creatures). In addition, if used more than once per day on a given subject, you are at a cumulative ‑3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP! The plant must still be alive for the spell to work.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Heal Plant

Source Spell Types

Plant Spells

Healing Slumber

60 points.

Healing

Keywords

Buff, Control, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

8 hours.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Healing Slumber

Source Spell Types

Healing Spells

Healthful Rest

29 points or 38 points.

Healing

Keywords

Buff, Healing, No-Signature, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

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

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Healthful Rest

Source Spell Types

Adventurer Spells

Instant Regeneration

238 points.

Healing

Keywords

Buff, Damage, Healing, Melee, No-Signature, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Instantly. Your touch instantly restores a lost limb or organ.

Description

With a touch, this manipulation of the Lattice instantly restores a lost limb or internal organ to a living being. It’s an Affliction targeting HT, with a base cost of 238 points, regenerating the organ — or the limb, if you’re pedantic about it — instantly.

Statistics

Affliction 1 (HT; Accessibility, One organ at a time, -5%; Accessibility, Only on living creatures, -10%; Advantage, Instant Regeneration, +2,360%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [238]. Note: “Instant Regeneration” is Regrowth (Magical, -10%; Reduced Time 25, +500%) [236].

Archmagister's Counsel

While the Guild argues about the ethical implications of 'fixing' their failures, you can have a knight back in the saddle within moments of losing an arm. A single touch can be more powerful than a hundred healers, restoring what was lost before the patient even knows it’s gone.

Source Spell

Instant Regeneration

Source Spell Types

Individual Spell

Instant Restoration

44 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a subject, you may immediately repair his crippled but whole limb or organ. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. All injury that crippled the limb or organ in question is healed instantly. Each healer gets only one attempt per crippled limb. This spell cannot restore lost limbs. 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 healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

This manipulation of the Lattice instantaneously repairs a crippled but intact limb or organ upon touch. It functions on subjects of your own race and similar races. This single attempt heals all injury responsible for the crippling. A -2 penalty applies if the subject is unconscious. Subsequent successful uses on the same individual within a day impose a cumulative -3 penalty. Failure costs 1d FP.

Statistics

Healing (Accessibility, Only to restore crippled limbs and organs, -40%; Affects Self, +50%; Capped, 5 FP, -15%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 4, +80%) [44].

Archmagister's Counsel

While this 'Sorcerous Mending' can keep crucial personnel in the fight, remember its limitations; it won't regrow a limb, nor will it work if your 'healer' is already exhausted. Practicality, not flashy gestures, wins wars.

Source Spell

Instant Restoration

Source Spell Types

Individual Spell

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

Lend Vitality

14 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

1 hour. By making physical contact with a subject, you may temporarily heal him 1d HP. This also automatically stops any bleeding. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. Healed HP disappear when the spell ends. 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 healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

Upon physical contact, this manipulation of The Lattice grants 1d temporary HP and immediately staunches any bleeding. The effect lasts one hour, after which the granted HP vanish. You may restore those of your own racial lineage or sufficiently similar races, at the GM’s discretion. Casting on an unconscious subject incurs a -2 penalty. Subsequent applications on the same subject within a day suffer a cumulative -3 penalty. A failed attempt extracts 1d Fatigue Points from you, rather than the standard 1 FP.

Statistics

Healing (Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Maximum Duration, 1 hour, -10%; Reduced Fatigue Cost 1, +20%) [14]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

This spell is crude, but effective for keeping a warrior on his feet just long enough to finish the fight, preventing a minor wound from becoming a fatal drain. Do not mistake temporary aid for true healing.

Source Spell

Lend Vitality

Source Spell Types

Healing Spells

Lesser Restoration

53 points.

Healing, Holy

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. Your touch can neutralize ongoing Afflictions – including the Affliction-like effects of the Side Effect and Symptoms enhancements. This requires an IQ roll at -1 per full +50% the target effect is worth as an enhancement to Affliction. This costs 1 FP. For instance, blindness is a +50% Disadvantage enhancement, so to cure blindness caused by Affliction, Side Effect, or Symptoms would require a roll at -1. The target exhales a shimmering, golden puff of breath as the adverse conditions disappear.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 healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

This manipulation of the Lattice neutralizes ongoing Afflictions, including those effects from Side Effect and Symptoms enhancements. An IQ roll is required, penalized by -1 for each full +50% enhancement value of the Affliction being cured. Curing blindness, for example, will inflict a -1 penalty. Your casting roll is at -2 if the subject is unconscious. If applied more than once per day to the same subject, apply a cumulative -3 penalty per successful use. Failure costs 1d FP instead of 1 FP.

Statistics

Healing (Affects Self, +50%; Affliction Only, -40%; Capped, 2 FP, ‑25%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%; Xenohealing, Anything Alive, +80%) [53].

Archmagister's Counsel

While the Guild argues endlessly about 'pure' versus 'corrupt' magic for healing, this spell simply removes the unpleasantness, regardless of its origin. A king cannot lead when his captains are incapacitated by some witch's curse, can he? Use it. And ignore the prattling about 'divine' intervention; it's simply efficient Lattice-work.

Source Spell

Lesser Restoration

Source Spell Types

Angelic Spells

Major Healing

45 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a subject, you may immediately heal him 2d HP. This also automatically stops any bleeding. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. 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 healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

This manipulation of the Lattice instantaneously restores 2d HP to a touched subject and halts all bleeding. It functions on your own race and similar humanoids, with a -2 penalty if the subject is unconscious. Repeated use on the same individual within a day incurs a cumulative -3 penalty per success, and failure costs a hefty 1d FP, not the usual pittance. The cost to pluck this particular thread is 45 points, paid once per healing.

Statistics

Healing (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 4 FP, -20%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 3, +60%) [45]. Note: The 8 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

A king's champion brought low by a brigand's blade is a liability until they are back on their feet. This isn't just 'healing'; it's rapid redeployment of assets. Do not dismiss its utility simply because it doesn't involve fireballs.

Source Spell

Major Healing

Source Spell Types

Individual Spell

Mass Resist Disease

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

Healing, Poison

Keywords

Area, Buff, Defense, Healing, Leveled, No-Signature

Casting Roll

Will.

Range

100 yards.

Duration

15 hours. Cast on an area, this spell protects all creatures within from disease. The sorcerer may choose which subjects (either individually or by type) receive the protection. Every protected subject becomes completely immune to diseases for the duration of the spell. He cannot catch new diseases. Existing ones don’t disappear, but their symptoms are suppressed and the duration does count toward a disease’s cycles (consider any mandatory HT rolls to be successful). Recasting this spell enough times lets the subject wait out a temporary illness! 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).

Description

An application of the Lattice that grants comprehensive immunity to disease for 15 hours within a 100-yard radius. The sorcerer can selectively choose which individuals or groups benefit, making them immune to new infections. Existing diseases have their symptoms suppressed, and all HT rolls are considered successful, allowing natural recovery to progress unimpeded. Casting cost is 38 points for the foundational level, with an additional 5 points per extra level. Note that a recipient’s DR, if lacking the Tough Skin limitation, imposes a penalty on the casting roll, much like range. This is why a Wizard would call it 'complex statistics,' and I call it basic common sense: thick armor, thin connection.

Statistics

Affliction 1 (HT; Advantage, Mass Resist Disease, +90%; Area Effect, 2 yards, +50%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [38]. Notes: “Mass Resist Disease” is Immunity to Disease (Magical, -10%) [9]. Additional levels add Area Effect (+50%) [+5]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.

Archmagister's Counsel

When the plague carts roll into the capital, this is the magic that keeps your court from becoming another page in the history books about 'The Great Dying' – far more effective than any alchemical poultice or prayer.

Source Spell

Mass Resist Disease

Source Spell Types

Individual Spell

Partial Resurrection

56 points.

Death Curses & Withering, Healing

Keywords

Buff, Damage, Healing, Melee, No-Signature, Persistent, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Truly Permanent.

Description

This working involves reanimating a deceased body as a zombie, then attempting to reunite the original soul with it. If the soul consents, the subject returns as a free-willed, undead individual. This costs 56 points and is truly permanent, applied via a touch attack using DX or an unarmed combat skill. Note: This specific usage of 'Cosmic' means it targets only the dead, and permits only a single attempt, ever.

Statistics

Affliction 1 (HT; Advantage, Partial Resurrection, +140%; Cosmic, Works on the dead, +50%; Extended Duration, Truly Permanent, +300%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [56]. Notes: “Partial Resurrection” is Alternate Form (Zombie; Magical, -10%) [14]. This version of Cosmic means it only works on the dead – not injured living creatures – and gives one try, ever.

Archmagister's Counsel

Understand that whether your foe uses Necromancy or Sorcery to bring back their fallen, the result is the same: another sword to swing at your gates. Know that this spell, once cast, offers no second chances to recall the soul.

Source Spell

Partial Resurrection

Source Spell Types

Healing Spells

Personal Halt Ageing

14 points.

Healing

Keywords

Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working renders the caster immune to the ravages of time, effectively halting the aging process. Unlike most indefinite Lattice manipulations, this one demands a mere 1 FP per hour for maintenance, rather than per minute.

Statistics

Unaging (Magical, -10%) [14].

Archmagister's Counsel

A fine spell for a monarch, allowing them to rule indefinitely, provided their advisors are loyal and their coffers are deep enough to maintain the magic's drip. The Guild pretends this is a 'Sorcerous corruption'; I call it shrewd longevity.

Source Spell

Personal Halt Ageing

Source Spell Types

Individual Spell

Personal Instant Regeneration

234 points.

Healing

Keywords

Healing, Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

This potent manipulation of the Lattice instantly regrows any lost limb or organ. It's an expensive trick, mind you, costing 234 points for the raw essence, but the result is immediate and complete physical restoration.

Statistics

Regrowth (Reduced Time 25, +500%; Sorcery, -15%) [234].

Archmagister's Counsel

Ensure your shock troops or prized gladiators have this in their arsenal. A quick fix on the battlefield means less time in the infirmary and more time serving your interests. The method, be it 'Sorcery' or 'Wizardry', matters not when a champion returns whole.

Source Spell

Personal Instant Regeneration

Source Spell Types

Individual Spell

Personal Regeneration

36 points.

Healing

Keywords

Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Healing effect, costing 36 points, allows for the complete regrowth of lost limbs and organs. While active, the caster will regenerate even significant body parts such as an ear or an entire tentacle over time. There is no casting roll; the effect is simply on or off.

Statistics

Regrowth (Magical, -10%) [36].

Archmagister's Counsel

A lord with this active needs no surgeon, only time. Let them lose a hand in battle; it will return, a testament to their resilience and your arcane support. A pity they still feel the pain, but even the Lattice has its limits.

Source Spell

Personal Regeneration

Source Spell Types

Individual Spell

Personal Resist Disease

9 points.

Healing, Poison

Keywords

Defense, Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

While active, this lattice-weaving grants complete immunity to diseases. Existing diseases are suppressed, their symptoms nullified, and all mandatory HT rolls count as successes, allowing natural healing to progress unchecked. A constant cost of 9 points maintains this effect indefinitely.

Statistics

Immunity to Disease (Sorcery, -15%) [9].

Archmagister's Counsel

There are always whispers of plagues from rival kingdoms. Ensure your Spymaster's network has a few enforcers with this 'trick' up their sleeves; a healthy infiltrator is a useful infiltrator.

Source Spell

Personal Resist Disease

Source Spell Types

Individual Spell

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

Regeneration

57 points.

Healing

Keywords

Buff, Damage, Healing, Melee, No-Signature, Persistent, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Permanent until the lost limb or organ is restored. Your touch infuses the subject with restorative energies, allowing him to regrow lost limbs and organs! A lost ear, finger, toe, claw, tentacle tip, etc. regrows in 1d weeks; a lost hand or foot in 1d+1 months; and a lost eye, arm, or leg in 2d+2 months. If you also have the Regeneration advantage, this spell works much faster: all lost body parts regrow in the time it takes you to heal to full HP. This spell must be cast separately for each missing limb or organ.

Description

Your touch, delivered via a successful DX or unarmed attack, infuses a living subject with restorative energies, prompting the regrowth of a lost limb or organ. A lost ear, finger, toe, or similar appendage regrows in 1d weeks; a hand or foot in 1d+1 months; an eye, arm, or leg in 2d+2 months. This effect is permanent until the restoration is complete, and a separate casting is required for each missing part. Should the caster possess the Regeneration advantage, all body parts regrow at their natural healing rate, accelerating the process significantly.

Statistics

Affliction 1 (HT; Accessibility, One organ at a time, -5%; Accessibility, Only on living creatures, -10%; Advantage, Regeneration, +360%; Extended Duration, Permanent, Until regrown, +150%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [57]. Note: “Regeneration” is Regrowth (Magical, -10%) [36].

Archmagister's Counsel

While I appreciate a good patch-up, this is less for battlefield utility and more for restoring a champion to their former glory, ensuring they can wield that ancestral sword with both hands once more. A missing limb is a strategic weakness; this spell erases it with remarkable efficiency.

Source Spell

Regeneration

Source Spell Types

Individual Spell

Reincarnate

244 points or more.

Healing

Keywords

Buff, Damage, Healing, Melee, No-Signature, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

1 minute.

Description

This spell allows the return of a deceased creature whose body is not irrevocably annihilated (i.e., less than -10x HP damage). The subject is returned to life in a different, random body. Activation requires a touch to the corpse and targets HT, lasting for one minute. The base cost is 244 points, increasing if the new form is significantly more powerful than the original.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Reincarnate, +2,400%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [244]. Notes: “Reincarnate” is Regeneration (Very Fast; Cosmic, Works on the dead, +50%) [150] + Unkillable 1 (Cosmic, Works on the dead, +50%) [75] + Alternate Form (Random template) [15 or more]. This version of Cosmic means it only works on the dead – not injured living creatures – and gives one try, ever. This spell costs 245 points for a racial template worth no more than the subject’s native racial template. A more powerful form costs 245 points plus 90% of the difference in cost between the subject’s native template and that of the potential new random form.

Archmagister's Counsel

Bringing back a vital advisor or general, even in a different form, can turn the tide of a war. Do not squander such a dramatic return on a stable boy. The Lattice is not a toy.

Source Spell

Reincarnate

Source Spell Types

Healing Spells

Restoration

32 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

1 month. By making physical contact with a subject, you may infuse his crippled but whole limb or organ with restorative energies. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. All injury that crippled the limb or organ in question is healed after 1 month. The part may not be used at all until the month has passed; it simply won’t work, even though it may appear to be healthy. Each healer gets only one attempt per crippled limb. This spell cannot restore lost limbs. 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 healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

This spell channels the Lattice's restorative energies into a crippled but intact limb or organ upon touch, healing all damage over one month. The affected part is unusable during this period, even if it appears healthy. This healing fails on lost limbs or body parts. You may only restore subjects of your own or similar races, as determined by the GM. The casting roll is penalized by -2 if the subject is unconscious, and a further cumulative -3 for each successful application of this spell on the same subject within a single day. Each healer gets only one attempt per crippled limb. Critical failure carries a higher cost: 1d fatigue points instead of the usual 1 FP.

Statistics

Healing (Accessibility, Only to restore crippled limbs and organs, -40%; Affects Self, +50%; Capped, 5 FP, -15%; Injuries Only, -20%; Magical, -10%; Onset, 1 month, -40%; Reduced Fatigue Cost 4, +80%) [32].

Archmagister's Counsel

Crippled soldiers are a drain; healed ones are an asset. This spell turns months of recovery into an assured return to duty, assuming your physicians can keep them alive for a month without using the limb.

Source Spell

Restoration

Source Spell Types

Individual Spell

Restore Hearing

35 points.

Healing

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Temporarily restores the subject’s hearing, regardless of what caused the loss. The eardrums or other organs of hearing must not be completely missing.

Description

This Lattice manipulation temporarily restores a subject's hearing, regardless of the cause, for 30 minutes. It effectively negates Deafness but requires that no essential hearing organs are completely absent. Costs 35 points; requires a successful Innate Attack (Gaze) roll to deliver at up to 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Eardrums must not be completely missing, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Deafness, +200%; No Signature, +20%; Sorcery, -15%) [35].

Archmagister's Counsel

Useful for interrogating the silenced or allowing a valuable scout a brief return to full awareness. A temporary fix, as most wizardly solutions are, but a fix nonetheless.

Source Spell

Restore Hearing

Source Spell Types

Healing Spells

Restore Sight

65 points.

Healing

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Temporarily restores the subject’s sight, regardless of what caused the loss. The eyes must not be completely missing.

Description

This Lattice manipulation temporarily restores the subject’s sight for 30 minutes, regardless of the cause of loss, provided the eyes are not entirely absent. It costs 65 points and requires an Innate Attack (Gaze) roll to aim.

Statistics

Affliction 1 (HT; Accessibility, Eye must not be completely missing, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Blindness, +500%; No Signature, +20%; Sorcery, -15%) [65].

Archmagister's Counsel

Your scouts will be useless if they’re blind. A brief moment of clarity, courtesy of Sorcery or Wizardry, is all that’s needed to gain an advantage in the field. Don't mistake a peasant's 'divine blessing' for anything more than simple Lattice-work.

Source Spell

Restore Sight

Source Spell Types

Healing Spells

Restore Speech

40 points.

Healing, Communication & Empathy

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Temporarily restores the subject’s speech, regardless of what caused the loss. The tongue and vocal cords cannot be completely missing.

Description

This spell, priced at 40 points, temporarily restores a subject's speech for 30 minutes, irrespective of the cause of their muteness. It functions as an Affliction that negates the Mute disadvantage. This manipulation of the Lattice requires that the tongue and vocal cords be present, even if damaged, and has an effective range of 100 yards, requiring an Innate Attack (Gaze) roll to aim.

Statistics

Affliction 1 (HT; Accessibility, Tongue and vocal cords must not be completely missing, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Mute, +250%; No Signature, +20%; Sorcery, -15%) [40].

Archmagister's Counsel

Ensure your heralds and diplomats are never truly silenced. A well-placed 'Restore Speech' can turn a strategic capture from a liability into an intelligence asset or let a mute messenger deliver critical battle plans.

Source Spell

Restore Speech

Source Spell Types

Healing Spells

Rune of Healing

84 points.

Healing

Keywords

Damage, Healing, Melee, Touch, Utility

Casting Roll

Symbol Drawing.

Range

Touch.

Duration

Instantaneous.

Description

When this symbol is complete, it immediately restores 1d HP to the subject and staunches any bleeding. This bypasses typical healing limitations but cannot restore crippled limbs.

Statistics

Healing (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; No Melee Attack Limitation, +35%; Runic Magic, +110%; Reduced Fatigue Cost 2, +40%) [84]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

Ensure your battlefield medics are trained in this simple Lattice-work. A quick rune can keep a valuable soldier, or indeed, a lord, from bleeding out over some trivial wound.

Source Spell

Rune of Healing

Source Spell Types

Individual Spell

Sense Disease

8 or 18 points.

Readings & Analysis, Healing, Poison

Keywords

Healing, Information

Casting Roll

Per.

Range

Unlimited.

Duration

Instantaneous.

Description

This Lattice manipulation reveals all sources of disease and diseased beings in the immediate vicinity, providing directional information. An improved version, costing an additional 10 points, pinpoints their exact locations.

Statistics

Detect (Disease; Cannot Analyze, -10%; Sorcery, -15%) [8]. The improved version adds Precise (+100%) [+10].

Archmagister's Counsel

Understanding where disease festers is paramount, Lord. It allows us to quarantine the infected and protect our unblemished forces, rather than waiting for the plague to claim half the regiment. Do not let some charlatan tell you this 'Sorcerous' information is any less vital than the 'Wizard's' research.

Source Spell

Sense Disease

Source Spell Types

Individual Spell

Share Vitality

6 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a subject, you may immediately take on his injuries. These affect you even if you have specific immunities to them. They get better at the usual “natural” rate unless cured via medicine or a special ability. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. 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 healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

Through touch, you transfer a subject's injuries to yourself. This effect bypasses any immunities you possess. You can only heal your own race and similar races. Casting on an unconscious subject is at -2, and repeat uses on the same subject within a day incur a cumulative -3 penalty per use. Failure costs 1d FP.

Statistics

Healing (Empathic, -50%; Injuries Only, -20%; Sorcery, -15%) [6].

Archmagister's Counsel

This spell makes a medic out of any Sorcerer. Use it. A living soldier with a few wounds isn't as good as an uninjured one, but he's infinitely better than a dead one. Just ensure the Sorcerer knows when to stop, or you'll have two casualties instead of one.

Source Spell

Share Vitality

Source Spell Types

Healing Spells

Slow Healing

45 points.

Death Curses & Withering, Healing

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 week.

Description

This Malediction, costing 45 points and resisting with Will, forces the target's natural healing to occur at half-speed. Double the normal interval between HT rolls to regain lost HP, extending a one-day recovery to two days. Effectively, a week-long curse that ensures their wounds linger.

Statistics

Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Slow Healing 1, +5%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [45].

Archmagister's Counsel

A fine spell for a persistent enemy. Your medical staff's skill means little when the body itself refuses to mend. A lingering injury can remove a man from the battlefield more effectively than death, and for far longer.

Source Spell

Slow Healing

Source Spell Types

Necromantic Spells

Transference Bolt

103 points.

Healing

Keywords

Control, Damage, Defense, Healing, Missile, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit. Special casting cost (see below).

Range

100 yards.

Duration

Instantaneous.

Description

This spell launches a beam of mana that, upon hitting another spellcaster, immediately restores 1 Fatigue Point (FP) for every FP invested beyond the initial cost. There is no upper limit to the FP that can be spent when casting this, so even the most inept practitioners of Sorcery can keep their 'betters' in the fight, provided they connect the shot. Note that this cannot exceed the target's normal maximum FP. The Guild would call it 'energy manipulation'; I call it a quick way to keep your mages from napping mid-battle.

Statistics

Affliction 1 (Will; Based on Will, +20%; Increased 1/2D, 10x, +15%; Link, +10%; Sorcery, -15%) [13] + Healing (Accessibility, Only on spellcasters, -30%; Cosmic, No die roll required, +100%; Heals Fatigue Only, -0%; Link, +10%; Magical, -10%; Ranged, +40%; Visible, -10%; Xenohealing, Anything Animate, +100%) [90].

Archmagister's Counsel

Understanding this trick is crucial, my Lord. Your own war mages can keep each other fighting longer by essentially siphoning their own reserves. More importantly, if the enemy has a caster using this, take out the 'recharge station' first. Focus fire, and their magic shield will quickly fall, all while 'the Lattice' doesn't care which side is winning.

Source Spell

Transference Bolt

Source Spell Types

Individual Spell

Youth

97 points.

Healing

Keywords

Buff, Control, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice rejuvenates a living subject by one year, with an innate range of 100 yards and no casting roll. However, it can only be attempted once per month on any given individual, a rather tedious limitation on an otherwise potent effect.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Youth, +930%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Nuisance, 1 attempt per month, -30%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [97]. Note: “Youth” is Unaging (Age Control, Only Backwards, +10%; Magical, -10%; Reduced Time 26, +520%) [93].

Archmagister's Counsel

Aging monarchs and aging courtesans will spare no expense for this particular thread of the Lattice. Keep your liege's master of whispers aware of who uses it and for whom; this gift can buy immense loyalty, or uncover hidden weaknesses.

Source Spell

Youth

Source Spell Types

Healing Spells