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Showing 1-19 of 19 filtered sorcerer spells.

Spell Name Type Cost List Details
Blessing of Magic Battle Blessings & Readiness, Holy 23 points for level 1 + 5 points/additional level.
Celestial Aid Armor & Battle Shells, Holy 20 points.
Celestial Shotgun Lesser Hexes & Afflictions, Breaking, Shattering, and Ruin, Metal & Glass, Holy 7 points (or more).
Continual Flame Glamour, Color, and Prism, Holy 28 points.
Cure Disease Healing, Holy 54 points.
Divine Purpose Detection & Appraisal, Holy 13 points.
Exclusion of the Chosen Ethic Holy 203 points for level 1 + 25 points/additional level (or more).
Faith Magic Zone Countermagic & Suppression, Holy 49 points for level 1 + 5 points/additional level.
Holy Smite Holy 44 points.
Lesser Restoration Healing, Holy 53 points.
Loyalty of the Chosen Ethic Holy 10 points.
Personal Invisibility Holy 66 or 74 points.
Plane Shift Forced Movement & Restraint, Gate, Holy 50 points.
Repulsion of the Chosen Ethic Holy 42 points for level 1 + 12.5 points/additional level* (or more).
See the Unseen Shadows & Obscurity, Illusion & Creation, Holy 30 points.
Seeking of the Chosen Ethic Seekers & Trackers, Holy 21 points or 31 points.
Speak with the Dead Readings & Analysis, Spirits of the Dead, Communication & Empathy, Holy 23 points.
Summon Divine Ghost Readings & Analysis, Spirits, Wards, and the Dead, Holy 11 points.
Word of Stunning Pain, Stun, and Collapse, Sound, Holy 27 points.

Blessing of Magic

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

Battle Blessings & Readiness, Holy

Keywords

Area, Defense, Leveled, Obvious

Casting Roll

Will.

Range

Self.

Duration

One minute.You channel divine energy through your body that appears as a white flash.

Description

This spell, for 23 points per initial level, grants Magic Resistance 2 with the Improved Enhancement for one minute to all creatures within a 2-yard radius, excluding those the caster chooses. Each additional level costs 5 points and expands the area of effect. The casting roll, a Will check, suffers a penalty equal to the target's Damage Resistance (DR), if that DR lacks the Tough Skin limitation.

Statistics

Affliction 1 (HT; Advantage, Blessing of Magic, +100%; Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Emanation, -20%; Fixed Duration, +0%; Reduced Duration, 1/3, -10%; Selective Area, +20%) [23]. Additional levels add more Area Effect (+50%) [+5]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll. Note: “Blessing of Magic” is Magic Resistance 2 (Divine, +0%; Improved, +150%) [10].Note that while this spell was taken from How to: Cleric Abilities, two things were changed - the Sorcery power modifier of the Affliction was split into Costs Fatigue, 1 FP, -5% and Divine, -10%; and the Magical, -10% power modifier of the granted Magic Resistance advantage was replaced with Divine, +0% (not -10%, because the recepient does not have to uphold the deity's dogma). This does not change the cost of the spell, but might change it in other cases, when the base point cost of the advantage granted by the buffing spell is higher.

Archmagister's Counsel

An invaluable defensive Lattice-weave for your shock troops, my Lord. It lets them shrug off enemy enchantments, regardless of their origin, though you'll find it less effective on heavily armored fools.

Source Spell

I decided to go with the following two:Blessing of Magic

Source Spell Types

Individual Spell

Celestial Aid

20 points.

Armor & Battle Shells, Holy

Keywords

Buff, Damage, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice grants a subject DR 4 as an ablative force field and provides +1 to all rolls against fear and intimidation for three minutes. A modest defense, but often sufficient.

Statistics

Affliction 1 (HT; Advantage, Celestial Aid, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Celestial Aid” is Fearlessness 1 (Magical, -10%) [2] + DR 4 (Force Field, +20%; Ablative, -80%; Magical, -10%) [6].

Archmagister's Counsel

Understanding what this spell can truly achieve is vital. It’s not about divine intervention; it's about a temporary reinforcement of resilience. A clever tactician would use this to ensure his shock troops don't rout at the first sight of horror, or to buy a critical three minutes for a retreating VIP.

Source Spell

Celestial Aid

Source Spell Types

Angelic Spells

Celestial Shotgun

7 points (or more).

Lesser Hexes & Afflictions, Breaking, Shattering, and Ruin, Metal & Glass, Holy

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

Utilizing a lesser hex, you rupture the Lattice to manifest a downpour of leaden projectiles over a designated 2-yard area, persisting for 30 seconds. The initial casting requires 7 points, and you center the effect with an Innate Attack (Gaze) roll, benefiting from a +4 bonus. Missing this roll results in scatter as per standard rules. Improved versions expand the area or escalate the damage to 2d piercing.

Statistics

Small Piercing Attack 1d (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [7]. Improved versions add Area Effect (+50%/level) and/or improve to Small Piercing Attack 2d.

Archmagister's Counsel

This trivial hex, often overlooked for its more bombastic cousins, can swiftly deny an enemy chokepoint or provide suppressive cover for an advance. A wise commander understands that a shower of lead, however small, can break a charge as effectively as a volley of arrows.

Source Spell

Celestial Shotgun

Source Spell Types

Metal Spells

Continual Flame

28 points.

Glamour, Color, and Prism, Holy

Keywords

Buff, No-Signature, Persistent, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent.

Description

This manipulation of the Lattice imbues a touched object with the persistent glow of a torch. The illumination is permanent, lacks heat, smoke, or need for air, and cannot be snuffed out by conventional means. Casting requires 28 points and no roll, but precision in aiming is achieved as if using Innate Attack (Gaze) with a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Continual Flame, +10%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Note: “Continual Flame” is Illumination (Magical, -10%) [1].

Archmagister's Counsel

You can illuminate a fortress without fire hazards, provide eternal light in mines, or subtly mark targets from a distance. The Guild would call it 'glamorous illusion'; I call it practical, persistent utility.

Source Spell

Continual Flame

Source Spell Types

Angelic 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

Divine Purpose

13 points.

Detection & Appraisal, Holy

Keywords

Information, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

Applying this manipulation of the Lattice to an object instantly reveals its intended functions. If it has multiple uses, they're unveiled from the simplest to the most complex, with an indication if further functions remain unknown.

Statistics

Psychometry (Accessibility, Only to reveal functions, -30%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [13].

Archmagister's Counsel

Understanding the true purpose of a discovered artifact, regardless of how it's learned, can shift the tides of a campaign. A sorcerer with this insight is worth a dozen cautious scholars.

Source Spell

Divine Purpose

Source Spell Types

Assorted Spells

Exclusion of the Chosen Ethic

203 points for level 1 + 25 points/additional level (or more).

Holy

Keywords

Area, Damage, Defense, Leveled, Persistent, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Sorcerous working establishes a persistent, translucent dome, 2 yards in radius per level, that provides Damage Resistance 10 against attacks from entities of a specific ethical alignment. It also generates a powerful magic-dampening Static field along its border, effective against the chosen ethical alignment. The dome contains insubstantial beings of that alignment and requires a pentagram for its casting. It is visible and lasts for 30 minutes. More potent versions multiply the DR and its cost.

Statistics

Damage Resistance 10 (Accessibility, Must be cast on a pentagram, -40%; Affects Insubstantial, +20%; Affects Others, +50%; Area Effect, 2 yards, +50%; Extended Duration, 300x, +100%; Force Field, +20%; Limited, Ethical Category, -40%; Ranged, +40%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Visible, -10%) [160] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1] + Static (Magic; Accessibility, Ethical Category, -40%; Accessibility, Must be cast on a pentagram, -40%; Area Effect, 2 yards, +100%; Only around the border of the area, -0%; Ranged, +40%; Magical, -10%; Visible, -10%) [42]. Additional levels increase Area Effect (+50%) [+25 and +15]. More powerful versions leave Rules Exemption and Static as is but multiply DR and the cost of DR by 2, 3, 5, or 10. As a special effect, this forms a hemispherical dome, not a cylinder.

Archmagister's Counsel

Understanding your enemy's "ethics"—be it a zealous paladin or a chaotic demon—allows you to literally wall them off. Use this when you know exactly who you're fighting and need to contain or exclude them from the battlefield or your inner sanctum. The Lattice doesn't care about their convictions; it cares about the constraints you place upon them.

Source Spell

Exclude (Ethical Category)

Source Spell Types

Ethical Spells

Faith Magic Zone

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

Countermagic & Suppression, Holy

Keywords

Area, Debuff, Defense, Leveled, Malediction, Persistent, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute.

Description

This working creates an area where the casting of all arcane spells is significantly hindered. Every creature and object within the zone experiences a Decreased Time Rate, but this penalty applies solely to the casting of arcane spells or the use of other magical abilities. The base cost is 49 points for a 2-yard radius, lasting 1 minute, with a casting roll against Will. Each additional level expands the area by roughly 2-yard increments for 5 points.

Statistics

Affliction 1 (Will; Advantage, Faith Magic Zone, +50%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Decreased Time Rate, Only for the purpose of using magic, +80%; Extended Duration on Persistent, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; Low Signature, +10%; Persistent, +40%; Reduced Duration, 1/3, -10%; Reduced Duration, 1/180, Only after the target leaves the area, -35%; Sorcery, -15%; Variable, Area, +5%) [49]. Additional levels add more Area Effect (+50%) [+5]. Note: “Faith Magic Zone” is Magic Resistance 1 (Magical, -10%; Improved, +150%) [5].

Archmagister's Counsel

This is how you turn a Wizard’s carefully planned ritual into a fumbling disaster. A King who uses this effectively can choke the enemy’s mages, rendering their 'grand incantations' slow enough to be easily interrupted or dispelled.

Source Spell

Faith Magic Zone

Source Spell Types

Assorted Spells

Holy Smite

44 points.

Holy

Keywords

Area, Control, Damage, Defense, Obvious

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

Upon activation, all individuals with an evil disposition within a 4-yard radius instantly suffer 2d crushing damage. This damage bypasses all Defense Ratings and affects even insubstantial entities. From the perspective of the afflicted, the damage emanates as a burst of holy energy from the caster, yet those not aligned with evil perceive no visible effect.

Statistics

Crushing Attack 2d (Accessibility, Evil Creatures Only, -50%; Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Cosmic, Irresistible Attack, +300%; Emanation, -20%; Low Signature, +10%; No Knockback, -10%; Sorcery, -15%) [44].

Archmagister's Counsel

This doesn't impress the Guild, but it certainly clears a room of undesirables. No need for an expensive trial when a king suspects treason; let the Lattice sort them out.

Source Spell

Holy Smite

Source Spell Types

Individual Spell

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

Loyalty of the Chosen Ethic

10 points.

Holy

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ. Use IQ (again) or Brainwashing to add the disadvantage.

Range

Unlimited.

Duration

10 months.

Description

This lattice-work imposes a temporary Sense of Duty (Caster) disadvantage on a subject, but only if they belong to a specific ethical category (e.g., evil, chaotic, good, lawful). The cost is 10 points, the range is unlimited, and the effect lasts 10 months. The casting roll uses IQ; a successful IQ roll or Brainwashing skill is required to add the disadvantage, unless the subject is willing, in which case no resistance roll is needed.

Statistics

Mind Control (Accessibility, Only against beings of a specific ethical alignment, -40%; Accessibility, Only to add Sense of Duty (Caster), -50%; Conditioning Only, -50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Sorcery, -15%) [10].

Archmagister's Counsel

A sorcerer with this spell can turn your most troublesome 'lawful' or 'good' generals into loyal puppies, at least for ten months. Imagine the tactical advantage of knowing your enemy's ethical adherence and then using it against them.

Source Spell

Loyalty of (Ethical Category)

Source Spell Types

Ethical Spells

Personal Invisibility

66 or 74 points.

Holy

Keywords

Damage, Information, Persistent, Summoning, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice renders the caster invisible, along with anything they carry (up to Medium Encumbrance). The basic version, costing 66 points, dispels upon any attack. A more robust investment of 74 points ensures the invisibility persists even after initiating combat. Be aware, this doesn't dampen sound, eliminate scent, or erase foot traffic; mere sight is affected.

Statistics

Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Sorcery, -15%) [66]. The improved version removes the Dispels after an attack limitation from the advantage [+8].

Archmagister's Counsel

A truly useful trick for a King's agent, allowing observation or infiltration without the tedious formalities of a proper invitation. Just remember, invisibility is not silence, nor is it scent-masking — details amateurs often overlook.

Source Spell

Personal Invisibility

Source Spell Types

Angelic 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

Repulsion of the Chosen Ethic

42 points for level 1 + 12.5 points/additional level* (or more).

Holy

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This spell establishes a persistent, repelling zone that pushes back creatures of a specified ethical category. It occupies a 2-yard radius, lasting for 30 seconds at a distance of up to 100 yards. Each additional level expands the area of effect within this zone. The cost is 42 points for the first level, with an additional 12.5 points per extra level.

Statistics

Telekinesis 5 (Accessibility, Ethical Category, -40%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [42]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*]. * Calculate the total cost, then round down.

Archmagister's Counsel

Understanding what your enemies hold dear, or revile, is key to battlefield control. A well-placed 'repulsion' can render their heavy cavalry or demonic shock troops utterly useless before they even reach your lines.

Source Spell

Repel (Ethical Category)

Source Spell Types

Ethical Spells

See the Unseen

30 points.

Shadows & Obscurity, Illusion & Creation, Holy

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice allows the target to perceive objects or individuals cloaked by magical invisibility for 30 minutes. It's an Affliction granting the See Invisible advantage, effective out to 100 yards, and leaves no discernible magical residue.

Statistics

Affliction 1 (HT; Advantage, See Invisible, +140%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [30]. Note: “See Invisible” is See Invisible (Magic; Magical, -10%) [14].

Archmagister's Counsel

Ensure your scouts and guards can pierce the charades of enemy sorcerers; there's no point in having the best eyes in the realm if they can't see the real threats.

Source Spell

See Invisible

Source Spell Types

Angelic Spells

Seeking of the Chosen Ethic

21 points or 31 points.

Seekers & Trackers, Holy

Keywords

Information

Casting Roll

Per. Use IQ for analysis.

Range

Unlimited.

Duration

Instantaneous. After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest significant manifestation of an ethical category (evil, chaos, good, order, etc.). The basic (21-point) version of this spell takes standard range penalties. The improved (31-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the manifestation of an ethical category, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s an evil being” or “it’s a golem possessed by a demonic spirit”). Any known manifestations of ethical categories may be excluded if the caster mentions them before casting.

Description

This spell allows you to precisely locate the nearest significant manifestation of an ethical category, such as evil, chaos, good, or order, anywhere in the world. The basic 21-point version suffers standard range penalties, while the 31-point improved version uses long-distance modifiers to find whatever ethical thread you pluck. After casting, you immediately know the exact distance and direction; a follow-up, unpenalized IQ roll reveals basic details about the manifestation. You may exclude known manifestations before the casting.

Statistics

Detect Ethical Category (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [21]. The improved version adds Long-Range 1 (+50%) [+10].

Archmagister's Counsel

You want to find the source of corruption in your kingdom? Or perhaps a paragon to legitimize your claim? This Lattice-work points the way, regardless of who wrings the magic from it.

Source Spell

Seek (Ethical Category)

Source Spell Types

Ethical Spells

Speak with the Dead

23 points.

Readings & Analysis, Spirits of the Dead, Communication & Empathy, Holy

Keywords

Information, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By touching a corpse, you can force it to answer any one specific question that he can answer with a brief sentence. To attempt a probe, you must first touch your subject, concentrate for one second, and make an IQ roll. You must also share a language with him.The subject cannot resist, but your IQ (plus Talent) roll is at a penalty equal to the number of full days the subject has been dead, and you only get one try. If you win, you give the corpse a semblance of life and force it to give you the answer. The answer is what the subject believes to be true – if he doesn’t know, he’ll tell you.

Description

This foul manipulation of the Lattice allows you to extract a single, brief answer from a corpse by touch and an IQ roll. The corpse cannot refuse, but your IQ roll suffers a penalty equal to the number of full days it has been dead. You get only one attempt, and the answer, while swift, reflects only what the deceased believed to be true. Cost: 23 points. Range: Touch. Duration: Instantaneous.

Statistics

Mind Probe (Accessibility, Only on corpses, -20%; Cosmic, Works on the dead, +50%; Sorcery, -15%) [23]. Feature: Time penalty replaces the normal Quick Contest.

Archmagister's Counsel

Why bother with lengthy interrogations when the dead are so much more… compliant? This spell cuts through the living's obfuscations to obtain immediate, albeit potentially biased, intelligence critical for any lord's strategy.

Source Spell

Speak with Dead

Source Spell Types

Angelic Spells

Summon Divine Ghost

11 points.

Readings & Analysis, Spirits, Wards, and the Dead, Holy

Keywords

Debuff, Information, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By touching a corpse of a god, you can force its spirit to answer any one specific question that he can answer with a brief sentence. To cast the spell, you must first touch your subject, concentrate for one second, and make a Quick Contest of your IQ against the god’s Will. The god resists at -5 if the caster was a worshipper of the god. Your IQ (plus Talent) roll takes the following penalties: -5 if you don’t know the god’s full name. -1 if it has been more than a week since the subject’s death, -2 if more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more than 50 years, and -6 if more than 500 years; and you only get one try per year. If you win, you contact the spirit and force it to give you the answer. The answer is what the subject believes to be true – if he doesn’t know, he’ll tell you.

Description

This Lattice manipulation forces a departed god's spirit, via its corpse, to answer a single, concise question. After a one-second concentration and touching the cadaver, you engage in a Quick Contest of your IQ (modified by Talent, familiarity with the god's full name, and time since death) against the god's Will (resisted at -5 if you were a worshiper). Failure grants no answer and prevents further attempts for a year; success compels the spirit to disclose what it believes to be true.

Statistics

Mind Probe (Accessibility, Only on god corpses, -80%; Cosmic, Works on the dead, +50%; Sorcery, -15%) [11].

Archmagister's Counsel

Why bother with cryptic prophecies from dusty scrolls when you can simply interrogate the source directly? Understanding a dead god’s truths – or even its perceived truths – can reveal the foundations upon which lesser religions, and thus political power, are built. A kingdom stands on belief, and belief can be dismantled with a precise question to a forgotten divinity.

Source Spell

Summon Divine Ghost

Source Spell Types

Individual Spell

Word of Stunning

27 points.

Pain, Stun, and Collapse, Sound, Holy

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

A precise pluck of the Lattice that stuns a single target, regardless of their ability to hear the utterance. The target is Stunned (B420), allowed a Will roll once per second to recover. A standard Malediction, no different than any Guild wizard summons, for all its grand claims.

Statistics

Affliction 1 (Will; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, ‑15%) [27]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

This is a quick way to drop an enemy champion or silence a troublesome speaker before they can utter another word. Useful at court, deadly on the battlefield, and far more reliable than a Guild Wizard's bluster.

Source Spell

Power Word: Stun

Source Spell Types

Angelic Spells