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Showing 1-15 of 15 filtered sorcerer spells.

Spell Name Type Cost List Details
Arc Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 15 points/level.
Ball of Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 26 points/level.
Explosive Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 16.5 points/level*.
Forked Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 15.5 points/level.
Lightning Armor Armor & Battle Shells, Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 26 points.
Lightning Stare Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 11.75 points/level*.
Lightning Whip Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 19 points.
Personal Body of Lightning Creation, Shape, and Matter, Body Forms, Limbs, and Alteration, Lightning of the Air 66 points.
Personal Lightning Armor Armor & Battle Shells, Lightning of the Air, Lightning & Radiant Assaults 14 points.
Personal Reflect Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather 27 points/level.
Personal Resist Lightning Resistances & Immunities, Lightning of the Air, Radiance, Sight, and Reflection 52.5 points for level 1 + 37.5 points/additional level.
Shocking Touch Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 10 points/level.
Spark Cloud Lightning of the Air, Lightning & Radiant Assaults, Rain, Wind, and Greater Weather, Energy 7 points for level 1 + 1 points/additional level.
Spark Storm Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 164 points for level 1 + 30 points/additional level.
Wall of Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 45 points for level 1 + 5 points/additional level.

Arc

15 points/level.

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

Keywords

Control, Damage, Defense, Jet, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Arc

Source Spell Types

Lightning Spells

Ball of Lightning

26 points/level.

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

Keywords

Control, Damage, Defense, Information, Missile, Obvious

Casting Roll

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

Range

20 yards.

Duration

Instantaneous.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Ball of Lightning

Source Spell Types

Lightning Spells

Explosive Lightning

16.5 points/level*.

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

Keywords

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

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Explosive Lightning

Source Spell Types

Lightning Spells

Forked Lightning

15.5 points/level.

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

Keywords

Control, Damage, Defense, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Forked Lightning

Source Spell Types

Lightning Spells

Lightning Armor

26 points.

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

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Lightning Armor

Source Spell Types

Lightning Spells

Lightning Stare

11.75 points/level*.

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

Keywords

Control, Damage, Defense, Jet, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Lightning Stare

Source Spell Types

Lightning Spells

Lightning Whip

19 points.

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

Keywords

Control, Damage, Defense, Obvious

Casting Roll

None. Use Force Whip to hit.

Range

Self.

Duration

Instantaneous.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Lightning Whip

Source Spell Types

Lightning Spells

Personal Body of Lightning

66 points.

Creation, Shape, and Matter, Body Forms, Limbs, and Alteration, Lightning of the Air

Keywords

Aura, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell allows the caster to transform into a being of pure lightning, gaining the Body of Lightning meta-trait, which includes Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), and a Burning Aura dealing 1d damage. The transformation also grants DR 10 against Electricity, though it removes your manipulative limbs and sets ST to 0. Clothing and gear up to your BL transform with you. The transformation is indefinite and costs 66 points.

Statistics

Alternate Form (Body of Lightning*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [66].* A meta-trait from p. 198 of GURPS Basic Set: ST 0 [-100]; HP +10 [20]; Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6]; Doesn’t Breathe [20]; DR 10 (Limited: Electricity, -40%) [30]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Manipulators [-50]; Feature (Affected by Energy Spells (GURPS Magic, p. 178) [0]; and Taboo Trait (Fixed ST) [0]. 56 points.

Archmagister's Counsel

A fine way to ensure your enemies can't get a grip on you, literally. Useful for strategic infiltration where the concept of 'structural integrity' is merely a suggestion, or for making a dramatic, rather shocking, escape.

Source Spell

Personal Body of Lightning

Source Spell Types

Personal Air Spells

Personal Lightning Armor

14 points.

Armor & Battle Shells, Lightning of the Air, Lightning & Radiant Assaults

Keywords

Aura, Control, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent casting encases the Sorcerer in a 'Personal Lightning Armor' granting the user 1d-1 burning surge damage. Any metallic weapon striking the wearer transmits this damage along the weapon.

Statistics

Burning Attack 1d-1 (Aura, +80%; Cosmic, Conducting, +50%; Melee Attack, Reach C, -30%; Side Effect, Stunning, +50%; Sorcery, -15%; Surge, Arcing, +100%) [14].

Archmagister's Counsel

Equip your elite guard with this. An opponent's metallic weapon becomes an extension of the Sorcerer's will, ensuring control of the melee, regardless of how 'civilized' an enemy thinks their armor and blades are.

Source Spell

Personal Lightning Armor

Source Spell Types

Personal Air Spells

Personal Reflect Lightning

27 points/level.

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

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation provides a continuous defense, reflecting any successful ranged electrical attack back to its originator, provided the attack's base damage is less than or equal to this spell's level in damage dice. Convert any flat damage into dice for this determination. This functions as DR 4 (All-or-Nothing, -10%; Force Field, +20%; Limited, Ranged Electrical Attacks, -60%; Reflection, +100%; Sorcery, -15%) per level, where each DR 4 is equivalent to 1d.

Statistics

Damage Resistance 4 (All-or-Nothing, -10%; Force Field, +20%; Limited, Ranged Electrical Attacks, -60%; Reflection, +100%; Sorcery, -15%) [27] with each DR 4 converted into 1d per p. B269. The ruling on Affliction and Binding is from p. 168 of GURPS Powers. Each additional level adds 4 more levels of Damage Resistance [+27].

Archmagister's Counsel

A fine defense for any lord who finds himself the target of electrical sorcery. One merely needs to outmaneuver the opponent with a superior understanding of the Lattice's tolerances, letting their own attack be their downfall.

Source Spell

Personal Reflect Lightning

Source Spell Types

Personal Air Spells

Personal Resist Lightning

52.5 points for level 1 + 37.5 points/additional level.

Resistances & Immunities, Lightning of the Air, Radiance, Sight, and Reflection

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation grants the caster and their equipment DR equal to (spell level)x10 against all electrical forces, including direct internal damage. It also provides complete immunity to electrical conduction, safeguarding implants, carried gear, and metallic armor from surges and degradation. The cost for level 1 is 52.5 points , with each additional level costing 37.5 points , providing indefinite protection.

Statistics

Damage Resistance 10 (Force Field, +20%; Limited, Electricity, -40%; Sorcery, -15%) [32.5] + Immunity to Electrical Conduction (Force Field, +20%; Magical, -10%) [6] + Immunity to Noxious Electrical Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Electricity, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+37.5]. “Immunity to Electrical Conduction” protects implants like cybernetics from being surged by electricity; adding Force Field extends this to carried gear and prevents metallic armor from being reduced to DR 1 against an electrical attack. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

Archmagister's Counsel

Even a King’s most dedicated enforcers tend to be useless when they resemble a smoking pile of ash. Equip them with this, and they’ll march through lightning bolts as though they were mere drizzle. Useful for raiding the laboratories of mad wizards, for instance.

Source Spell

Personal Resist Lightning

Source Spell Types

Personal Air Spells

Shocking Touch

10 points/level.

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

Keywords

Control, Damage, Defense, Melee, Obvious, Touch

Casting Roll

None. Use unarmed combat skill or DX to hit.

Range

Touch.

Duration

Instantaneous.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Shocking Touch

Source Spell Types

Lightning Spells

Spark Cloud

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

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

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

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

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Spark Cloud

Source Spell Types

Lightning Spells

Spark Storm

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

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

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

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

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Spark Storm

Source Spell Types

Lightning Spells

Wall of Lightning

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

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

Keywords

Control, Damage, Defense, Information, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Wall of Lightning

Source Spell Types

Lightning Spells