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Showing 1-39 of 39 filtered sorcerer spells.

Spell Name Type Cost List Details
Alcohol Tolerance Poison 25 points.
Alter Poison Poison 41 points.
Analyze Poison Readings & Analysis, Poison 12 points.
Apply Poison Poison 12 points.
Creeping Plague Battlefield Zones & Fields, Poison 16 points for level 1 + 2 points/additional level.
Cure Fungal Disease Wood, Vines, and Plant Forms, Healing, Poison 39 points.
Decrease Potency Poison 21 points for level 1 + 13.5 points/additional level.
Devitalize Air Breath & Atmosphere, Poison 14 points for level 1 + 2 points/additional level.
Extract Poison Poison 12 points.
Glandular Rupture Poison 56 points for level 1 + 40 points/additional level.
Healthful Armor Armor & Battle Shells, Poison 44 points for level 1 + 40 points/additional level.
Ignite Poison Poison 45 points for level 1 + 3.5 points/additional level*.
Instant Neutralize Fungal Poison Poison 48 points.
Instant Neutralize Poison Poison 53 points.
Mass Resist Disease Healing, Poison 38 points for level 1 + 5 points/additional level.
Mass Resist Poison Resistances & Immunities, Poison 43 points for level 1 + 5 points/additional level.
Neutralize Fungal Poison Poison 21 points.
Neutralize Poison Poison 26 points.
Obscure Poison Poison 41 points.
Personal Resist Disease Healing, Poison 9 points.
Personal Resist Poison Resistances & Immunities, Poison 13 points.
Phantasmal Poison Poison 13 points.
Plague Touch Missiles, Jets, and Rays, Poison 48 points for level 1 + 15 points/additional level.
Poison Cloud Winds, Vapors, and Sky Passage, Poison 14 points for level 1 + 2 points/additional level.
Poison Food Food, Poison 56 points.
Poison Jet Poison 4 points/level.
Poison Thorns Wood, Vines, and Plant Forms, Poison 16 points.
Poison Touch Poison 0.8 points/level.
Poisoning Poison 56 points for level 1 + 40 points/additional level.
Seek Poison Seekers & Trackers, Poison 25 points.
Sense Disease Readings & Analysis, Healing, Poison 8 or 18 points.
Slow Poison Poison 45 points for level 1 + 15 points/additional level.
Spit Venom Poison 14 points or more.
Stench Breath & Atmosphere, Poison 13 points for level 1 + 2 points/additional level.
Toxic Ball Poison 13 points/level.
Toxic Plant Growth, Blessing, and Husbandry, Poison 94 points.
Toxic Weapon Weapons & Battlework, Poison 32 points.
Venom Missile Poison 17 points for level 1 + 8 points/additional level.
Venomous Intoxication Poison 45 points.

Alcohol Tolerance

25 points.

Poison

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This manipulation of the Lattice grants the subject extraordinary metabolic efficiency against alcohol for one day. They may drink without fear of significant intoxication, effectively gaining the Alcohol Tolerance advantage.

Statistics

Affliction 1 (HT; Advantage, Alcohol Tolerance, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Alcohol Tolerance” is Alcohol Tolerance (Magical, -10%) [1].

Archmagister's Counsel

Have your diplomats arrive at negotiations with this 'charm' on them. Let their rivals drink themselves into foolish concessions while your agents remain clear-headed. The Lattice, after all, doesn't care about fair play.

Source Spell

Alcohol Tolerance

Source Spell Types

Poison Spells

Alter Poison

41 points.

Poison

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This spell allows the caster to transmute poison within a container into a different active type: blood agent, contact agent, or respiratory agent. It retains its potency and duration while undergoing this change, which can last for up to three minutes and affects poisons out to 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on poisons, -50%; Advantage, Alter Poison, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [41]. Notes: “Alter Poison” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Altering a poison’s type seems roughly equivalent to a transformative imbuement that requires Imbue 3.

Archmagister's Counsel

A clever advisor can use this to adapt a captured poison to nullify an enemy’s specific resistances, ensuring a swift and decisive end without the fuss of procuring new toxins.

Source Spell

Alter Poison

Source Spell Types

Poison Spells

Analyze Poison

12 points.

Readings & Analysis, Poison

Keywords

Information

Casting Roll

None.

Range

Unlimited.

Duration

Instantaneous. Identifies poisons affecting the subject, poisons innate to the subject, or poisons in a container. The caster must be able to see or touch the subject. The caster learns its origin (plant poison, fungal poison, animal poison, alchemical poison, etc.), type (contact agent, blood agent, respiratory agent, etc.), and its effects (amount of damage, number of cycles, symptoms, etc.).

Description

This spell allows one to identify any poison afflicting a subject, innate to them, or contained within an object. The caster must merely see or touch the target to discern the poison's origin, type, effects, damage, cycle duration, and symptoms. It’s an instant revelation of deadly information.

Statistics

Detect (Poison; Analysis, +100%; Analysis Only, -50%; Sorcery, -15%; Touch- or Vision-Based, -15%) [12].

Archmagister's Counsel

Understanding what toxins are at play is paramount. Is it a rival King's slow-acting brew, or a common kitchen mishap? Information is power, and this spell delivers it without fuss.

Source Spell

Analyze Poison

Source Spell Types

Poison Spells

Apply Poison

12 points.

Poison

Keywords

Damage, Utility

Casting Roll

None.

Range

10 yards.

Duration

Instantaneous.

Description

This instant manipulation applies a chosen poison from up to 10 yards away to a specified weapon, requiring one dose per envenomed tip. It is a variant of Telekinesis, focused solely on the task of poison application.

Statistics

Telekinesis 1 (One Task, Applying poison, -60%; Reduced Time 10, +200%; Sorcery, -15%) [12].

Archmagister's Counsel

Why bother with the risk of clumsy hands when the Lattice can do the dirty work for you? Your assassin can strike with precision while remaining at a safe distance, a far more elegant solution than fumbling in the dark.

Source Spell

Apply Poison

Source Spell Types

Poison Spells

Creeping Plague

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

Battlefield Zones & Fields, Poison

Keywords

Area, Control, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This manipulation of the Lattice conjures a carpet of venomous vermin, 2 yards in radius, delivering one level of Toxic Attack damage. Each additional level expands the radius by 2 yards. It bypasses armor temporarily and inflicts damage for 10 seconds, even underwater. Victims may resist with a Halved HT roll. Cost is 16 points for level 1, plus 2 points for each additional level.

Statistics

Toxic Attack 1d (Area Effect, 2 yards, +50%; Contact Agent, +150%; Fixed Duration, +0%; Mobile 2, +80%; Nuisance Effect, Armor protects temporarily, -15%; Persistent, +40%; Resistible, HT, Halved, -15%; Sorcery, -15%; Underwater, +20%; Variable, Area, +5%) [16]. Further levels add Area Effect (+50%) to the advantage [+2].

Archmagister's Counsel

A fine way to deny an area to the enemy, no matter how much steel they wear or how deep they try to hide in the muck. Remember, blocking an optimal path often forces them into a worse one, which is just as good as a battle won.

Source Spell

Creeping Plague

Source Spell Types

Artillery 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

Decrease Potency

21 points for level 1 + 13.5 points/additional level.

Poison

Keywords

Area, Control, Defense, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

Five minutes.

Description

This manipulation of the Lattice reduces the potency of poisons, whether they reside in a creature, container, or an affected area. It costs 21 points for the initial level, with an added 13.5 points for each subsequent level, and the effect lasts five minutes. Success is determined by an IQ roll (or a Sorcery roll based on IQ, if you insist on semantics). The range is 100 yards.

Statistics

Control Poison 1 (Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 30x, +60%; Only to decrease potency, -75%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [21]. Additional levels add Control Poison +1 (Cannot concentrate to extend duration, -10%; Does not increase area, -50%; Extended Duration on Persistent, 30x, +60%; Only to decrease potency, -75%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [13.5/level]. Note: As this is one advantage (Control Poison) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

This 'anti-poison' allows you to turn a lethal threat into a mere inconvenience, buying time for your lord's physicians or neutralizing an assassin's favored tool. While some may prattle on about the 'ethics' of disarming a weapon, I say: a dead lord cannot rule.

Source Spell

Decrease Potency

Source Spell Types

Poison Spells

Devitalize Air

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

Breath & Atmosphere, Poison

Keywords

Area, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent or until living air diffuses back into the affected area.

Description

This manipulation of the Lattice creates a 2-yard radius area of suffocating air, dealing 1d-2 FP damage to anyone who breathes it. The effect is persistent and drifts, lasting indefinitely until fresh air diffuses into the area. Each additional level applied to this foul work expands the affected area.

Statistics

Fatigue Attack 1d-2 (Area Effect, 2 yards, +50%; Drifting, +20%; Extended Duration on Persistent, Permanent, Dissipating, +100%; Persistent, +40%; Respiratory Agent, +50%; Sorcery, -15%; Suffocation, +0%; Variable, Area, +5%) [14]. Further levels add Area Effect (+50%) to the advantage [+2].

Archmagister's Counsel

A subtle assassin’s tool. One need not spill blood to remove a troublesome advisor; simply deny them the air they breathe. No blade, no poison, just a quiet, unnoticed exit from the world. Your enemies will never see it coming.

Source Spell

Devitalize Air

Source Spell Types

Air Spells

Extract Poison

12 points.

Poison

Keywords

Utility

Casting Roll

Poisons/TL.

Range

10 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows for the instantaneous extraction of poison from a source, such as a venomous creature or toxic plant, directly into a container you are holding. Note that this targets the *source* of the poison, not an already poisoned victim.

Statistics

Telekinesis 1 (One Task, Extracting poison, -60%; Reduced Time 10, +200%; Sorcery, -15%) [12].

Archmagister's Counsel

Have your Sorcerers master this. A well-timed extraction can deny a rival their most potent weapon, or secure a valuable ingredient for your own alchemists. There's little difference between this and a Wizard's Telekinesis, save the focus.

Source Spell

Extract Poison

Source Spell Types

Poison Spells

Glandular Rupture

56 points for level 1 + 40 points/additional level.

Poison

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Depends on the poison.

Description

This spell forces a target creature's venom glands to rupture, causing it to suffer the full effects of its own natural poison. The target immediately rolls to resist the poison as though it were inflicted externally. It is effectively a Toxic Attack 2d, modified by Variable Enhancements (+500%), Malediction 2 (+150%), and No Signature (+20%), at a cost of 56 points for Level 1. Each additional level increases the Variable Enhancements by 500%, increasing the potency of the poison effect.

Statistics

Toxic Attack 2d (HT; Accessibility, Only the poison innate to the victim, -60%; Variable Enhancements, +500%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [56]. Each additional level increases the Variable Enhancements by 500%.

Archmagister's Counsel

When facing beasts or even men with natural venoms, this is how you turn a creature’s own strength into its greatest weakness. A smart ruler knows how to use an enemy's inherent dangers against them.

Source Spell

Glandular Rupture

Source Spell Types

Individual Spell

Healthful Armor

44 points for level 1 + 40 points/additional level.

Armor & Battle Shells, Poison

Keywords

Buff, Damage, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working surrounds armor with potent healing energies, granting a +3 bonus to the wearer's HT rolls against disease and poison. Each additional level applied increases this bonus by +5, allowing even a weak constitution to shrug off toxins. The effect lasts three minutes and can be delivered at 100 yards with an Innate Attack (Gaze) roll.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Healthful Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Healthful Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Healthful Armor imbuement skill from Pyramid #3-4.

Archmagister's Counsel

A fine piece of work to keep your front-line soldiers from dropping to some peasant's poisoned blade or a disease-ridden enemy encampment. No point in well-armored men if they're too sick to fight; this ensures they remain viable.

Source Spell

Healthful Armor

Source Spell Types

Individual Spell

Ignite Poison

45 points for level 1 + 3.5 points/additional level*.

Poison

Keywords

Area, Cyclic, Damage, Debuff, Leveled, Malediction, Persistent, Resisted-HT

Casting Roll

None for the cloud effect. Use Innate Attack (Gaze) to aim. Will for internal burning.

Range

100 yards.

Duration

10 seconds. All poisons in the area burst into flames. This does not block vision, but inflicts burning 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, if the poison is gaseous. Every creature in the area takes 1d-2 burning damage per turn. Poisonous and poisoned creatures in the initial area of effect begin to burn from within, taking 1d burning damage each second for 10 seconds, if they fail to resist with a Quick Contest of HT versus the caster’s Will. Armor does not protect against this damage. Every second an internally burning creature can make a HT roll. A successful roll means that the internal fire is neutralized. If the subject loses ½ of his HP or more to this internal burning, he begins experiencing terrible pain (p. B428) until he is healed above this threshold. The basic (45-point) version of this spell covers a two-yard radius. For each additional 3.5 points, you may double this radius; e.g., four yards for 49 points, 8 yards for 52 points, or 16 yards for 56 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.

Description

This spell compels all poisons within a specified area to combust. The affected area, a 2-yard radius at base cost (45 points), expands with additional investment (3.5 points doubles the radius). While visibility is unaffected, anyone in the zone takes 1d-2 burning damage per second. More critically, poisonous or poisoned creatures within the initial area of effect suffer 1d internal burning damage per second for 10 seconds, resisted by a Quick Contest of HT vs. the caster's Will. Armor offers no protection against this internal combustion. If a creature loses half or more of its HP to this internal burning, it endures agonizing pain.

Statistics

Burning Attack 1d-2 (Area Effect, 2 yards, +50%; Drifting, +20%; Environmental, Poison, -60%; Link, +10%; Magical, -10%; Persistent, +40%; Variable, Area, +5%) [4] + Burning Attack 1d (Accessibility, Only on poisonous or poisoned, -70%; Area Effect, 2 yards, +50%; Based on HT, +20%; Cyclic, 1 second interval, 9 seconds, +450%; Link, +10%; Malediction 2, +150%; Sorcery, ‑15%; Symptoms, ½ HP, Terrible Pain, +120%; Variable, Area, +5%) [41]. Further levels add Area Effect (+50%) to both advantages [+3.5]. * Calculate the total cost, then round up.

Archmagister's Counsel

Consider deploying this spell when facing a numerically superior enemy who employs poisoned weapons or is known to inhabit pestilent environments. A well-placed 'Ignite Poison' can decimate their ranks and create opportune chaos, regardless of whether your practitioner is a Wizard or a Sorcerer.

Source Spell

Ignite Poison

Source Spell Types

Poison Spells

Instant Neutralize Fungal Poison

48 points.

Poison

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This working instantly flushes all fungal poisons from the subject's system. No casting roll is required; however, the caster must first successfully identify the fungal poison with a Poisons, Alchemy, or Pharmacy roll. The effective range is 100 yards, and it costs 48 points.

Statistics

Affliction 1 (HT; Advantage, Instant Neutralize Fungal Poison, +400%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [48]. Note: “Instant Neutralize Fungal Poison” is Unusual Training (Body Control, only to flush fungal poisons) [1] + Body Control (VH) HT [8] modified with Accessibility, Fungal Poisons, -50%, Cosmic, No die roll required, +100%, Magical, -10%, and Reduced Time 15, +300% for a final cost of 40 points.

Archmagister's Counsel

When fungal plagues threaten the granaries, this manipulation of The Lattice can save your kingdom's food supply, preventing famine and dissent. It matters little whether the practitioner learned this by rote or by blood; only the successful outcome. Imagine the political fallout if a royal advisor fell to a common mushroom, yet this simple artifice could have saved them.

Source Spell

Instant Neutralize Fungal Poison

Source Spell Types

Individual Spell

Instant Neutralize Poison

53 points.

Poison

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This working instantly flushes poisons from the subject’s body. First, one must identify the specific poison with a successful Poisons or similar skill roll. It doesn't matter how you pluck the Lattice for this; it either works, or it doesn't.

Statistics

Affliction 1 (HT; Advantage, Neutralize Poison, +450%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [53]. Note: “Neutralize Poison” is Unusual Training (Body Control, only to flush poisons) [1] + Body Control (VH) HT [8] modified with Cosmic, No die roll required, +100%, Magical, -10%, and Reduced Time 15, +300% for a final cost of 45 points.

Archmagister's Counsel

Ensure your healers, whether they use tonics or raw willpower, can identify a variety of poisons quickly. What good is a cure if you don't know what you're curing? A swift recovery means a swift return to duty, my Lord.

Source Spell

Instant Neutralize Poison

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

Mass Resist Poison

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

Resistances & Immunities, Poison

Keywords

Area, Buff, Defense, Leveled, No-Signature

Casting Roll

Will.

Range

100 yards.

Duration

15 hours. Cast on an area, this spell protects all creatures within from poison. The sorcerer may choose which subjects (either individually or by type) receive the protection. Every protected subject becomes immune to poison for as long as the spell lasts. If he already has some in his veins, it temporarily stops killing him but does not vanish. However, this spell’s duration does count toward the poison’s normal lifespan and any required resistance rolls are considered successful, which may allow the subject to outlast a fast-cycling venom. 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

This spell, costing 43 points at its base level and an additional 5 points per level thereafter, is flung at an area with a range of 100 yards and persists for 15 hours. It bestows immunity to poison upon all within the designated area. The Sorcerer may selectively apply this protection. Any existing poison within a subject is halted, its effects suspended, though the poison itself does not vanish; note that the spell’s duration still counts against the poison’s natural lifespan, effectively forcing successful resistance rolls. Should a subject possess DR without Tough Skin, the casting roll is penalized by their DR, in addition to standard range penalties, and this DR penalty should be calculated using the rules for Large-Area Injury. The casting roll is made against Will.

Statistics

Affliction 1 (HT; Advantage, Mass Resist Poison, +140%; 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%) [43]. Notes: “Mass Resist Poison” is Immunity to Poison (Magical, -10%) [14]. 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

Why bother with elaborate countermeasures when a simple flick of the Lattice ensures your entire retinue can stomach any poison a rival might brew? Better to survive and inquire later.

Source Spell

Mass Resist Poison

Source Spell Types

Individual Spell

Neutralize Fungal Poison

21 points.

Poison

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous, the poison flushes in 1d hours.

Description

This Lattice manipulation purges fungal poisons from a subject. The caster must first identify the specific fungal poison with a roll against Poisons, Alchemy, or Pharmacy as appropriate. The effect is instantaneous, beginning a 1d-hour flush of the toxin. This is an Affliction 1 (HT) with several modifications, ultimately costing 21 points.

Statistics

Affliction 1 (HT; Advantage, Neutralize Fungal Poison, +130%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [21]. Note: “Neutralize Fungal Poison” is Unusual Training (Body Control, only to flush fungal poisons) [1] + Body Control (VH) HT [8] modified with Accessibility, Fungal Poisons, -50%; Cosmic, No die roll required, +100% and Magical, -10% for a final cost of 13 points.

Archmagister's Counsel

Ensure your court physician knows a few basic identification spells. It’s far easier to remove the poison when you know *what* you're dealing with, rather than watching your lord gasp for breath while a Sorcerer aims blindly.

Source Spell

Neutralize Fungal Poison

Source Spell Types

Individual Spell

Neutralize Poison

26 points.

Poison

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous, the poison flushes in 1d hours.

Description

This Lattice-work identifies and flushes poisons from a subject's body. First, determine the poison with a Poisons, Alchemy, or Pharmacy roll. Once identified, the subject is instantly purged, and the poison fully flushes within 1d hours. This requires 26 points to enact and targets up to 100 yards.

Statistics

Affliction 1 (HT; Advantage, Neutralize Poison, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [26]. Note: “Neutralize Poison” is Unusual Training (Body Control, only to flush poisons) [1] + Body Control (VH) HT [8] modified with Cosmic, No die roll required, +100% and Magical, -10% for a final cost of 18 points.

Archmagister's Counsel

Never assume your enemies play fair. If you wish to keep your generals or, indeed, yourself, from an untimely demise, know this working, or better yet, identify those who can work it. For all the Guild’s pomp, they often forget the simplest Lattice-work can save a war.

Source Spell

Neutralize Poison

Source Spell Types

Individual Spell

Obscure Poison

41 points.

Poison

Keywords

Buff, Healing, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell, for the cost of 41 points, makes a poison almost impossible to magically detect. It imposes a -10 penalty on any attempt to identify the treated poison with magical sensing, like a "Detect Poison" spell. Its effects last for 30 minutes, ample time for deployment and subsequent confusion.

Statistics

Affliction 1 (HT; Accessibility, Only on poisons, -50%; Advantage, Obscure Poison, +300%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [41]. Note: “Obscure Poison” is Obscure 10 (Detect; Defensive, +50%; Limited, Detect Poison, -40%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [30].

Archmagister's Counsel

A clever monarch can use this spell to ensure their enemies consume a 'harmless' beverage, as no court wizard, no matter how gifted, will detect the subtle changes to the Lattice within it.

Source Spell

Obscure Poison

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

Personal Resist Poison

13 points.

Resistances & Immunities, Poison

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you complete immunity to all known poisons. Should you be unfortunate enough to already be afflicted, the spell arrests the poison's effects, but does not purge it from your system. Cost: 13 points, indefinite duration. Range: Self.

Statistics

Immunity to Poison (Sorcery, -15%) [13].

Archmagister's Counsel

Your royal personage should prioritize this- or a similar Wizardly ward - above nearly all else. A live ruler is a sovereign ruler; a dead one is merely a historical footnote, regardless of how many legions they commanded.

Source Spell

Personal Resist Poison

Source Spell Types

Individual Spell

Phantasmal Poison

13 points.

Poison

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This spell conjures a phantasmal, oily green substance onto a weapon, causing a creature struck by it to suffer 1d-1 toxic damage every time it is hit, provided it can be poisoned. The victim perceives this as actual poisoning, even if it's merely a trick of the Lattice. No casting roll. Costs 13 points and lasts three minutes, extending up to 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Phantasmal Poison, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [13]. Note: “Phantasmal Poison” is Toxic Attack 1d-1 (Based on Will, +20%; Follow-Up, This weapon, +0%; Magical, -10%; Resistible, Will, -30%; Visible, -10%) [3].

Archmagister's Counsel

A weapon dipped in phantasmal poison is not just hitting an opponent; it's also eroding their will to fight. Effective against the superstitious, the ignorant, or simply those too slow to realize they aren't truly poisoned.

Source Spell

Phantasmal Poison

Source Spell Types

Poison Spells

Plague Touch

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

Missiles, Jets, and Rays, Poison

Keywords

Control, Cyclic, Damage, Debuff, Defense, Malediction, Melee, No-Signature, Resisted-HT, Touch

Casting Roll

None. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

Instantaneous.

Description

Upon a successful touch attack (using DX or unarmed combat skills), this Malediction inflicts 3d crushing damage, bypasses armor, and is resisted by HT. It cycles twice within two seconds, and each additional level adds two more cycles. This lattice manipulation is highly contagious, carries no knockback, and leaves no magical signature, though it cannot strike the same target twice in the same casting.

Statistics

Crushing Attack 3d (Based on HT, +20%; Cyclic, Highly Contagious, Resistible, two 1-second cycles, +150%; Melee Attack, Reach C, Cannot Parry -35%; Malediction 1, +100%; No Knockback, -10%; No Signature, +20%; Nuisance Effect, Cannot strike one target twice, -10%; Sorcery, ‑15%) [48]. Each additional levels increases the number of cycles by 2 (+100%) [+15].

Archmagister's Counsel

This isn't just a weapon; it's an epidemic in miniature. While the Guild argues about 'ethics,' you can sow terror and disease among your enemies, leaving no trace of how it began. A clever way to eliminate a rival without dirtying your own hands, provided you ensure your own immunity to its 'charm.'

Source Spell

Plague Touch

Source Spell Types

Artillery Spells

Poison Cloud

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

Winds, Vapors, and Sky Passage, Poison

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This spell fills an area with a toxic gas. Casting costs 14 points for Level 1, plus 2 points for each additional level. There's no casting roll, but you'll use Innate Attack (Gaze) to aim, suffering normal range penalties even with a +4 bonus for affecting an area. The cloud has a maximum range of 100 yards and persists for 10 seconds. Each level beyond the first widens the affected area.

Statistics

Toxic Attack 1d (Area Effect, 2 yards, +50%; Contact Agent, +150%; Drifting, +20%; Fixed Duration, +0%; Persistent, +40%; Resistible, HT-4, -10%; Sorcery, -15%; Variable, Area, +5%) [14]. Further levels add more Area Effect (+50%) to the advantage [+2].

Archmagister's Counsel

A cloud of poison doesn't care about a man's lineage; it's an effective way to clear a room or deny an enemy movement. Use it to cover your retreat, or to flush out entrenched opponents without risking your own men.

Source Spell

Poison Cloud

Source Spell Types

New Poison Spells

Poison Food

56 points.

Food, Poison

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent. Introduces a physical poison into food. This poison remains indefinitely, but can be detected by Test Food. Anyone eating the poisoned food must make a HT roll. On a failed roll, he is seized by painful stomach cramps, taking 1d toxic damage; he is at -3 to DX and IQ for 1 hour.

Description

This spell introduces a potent physical poison into food, a permanent alteration that can be detected by a 'Test Food' spell. Consumption requires a HT roll; failure results in 1d toxic damage and a -3 penalty to DX and IQ for one hour, due to painful stomach cramps.

Statistics

Affliction 1 (HT; Accessibility, Can only be cast into food, -30%; Advantage, Poison Food, +320%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [56]. Note: “Poison Food” is Affliction 1 (HT; Aura, +80%; Attribute Penalty, DX-3, IQ-3, +60%; Blood Agent, -40%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Link, +10%; Melee Attack, Reach C, -30%; No Signature, +20%) [28] + Toxic Attack 1d (Aura, +80%; Blood Agent, -40%; Link, +10%; Melee Attack, Reach C, -30%; Resistible, HT, -25%) [4].

Archmagister's Counsel

Why bother with cloaks and daggers when a simple meal can take down a target? This is a king's weapon, for when a public execution would be… untidy. Just ensure no one tests the fare beforehand; a novice mistake, but one I've seen even 'seasoned' Guild members make.

Source Spell

Poison Food

Source Spell Types

Individual Spell

Poison Jet

4 points/level.

Poison

Keywords

Damage, Defense, Jet, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

A jet of concentrated contact poison, extending 10 yards, erupts from your hand. This is a Toxic Attack (Contact Agent; Destructive Parry; Jet; Melee-Capable, Reach 1; Reflexive; Resistible, HT-2) at 4 points per level, calculated post-Sorcery modification. It requires an Innate Attack (Beam) roll to hit and lasts for one second. The 'Melee-Capable' and 'Reflexive' enhancements allow it to parry, a peculiar quirk of this particular Lattice-work.

Statistics

Toxic Attack (Contact Agent, -30%; Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Resistible, HT-2, -20%; Sorcery, -15%) [4/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 trivial manipulation, while potent, is best used to dissuade direct assault; it is hardly the tool for subtle negotiation or political intrigue. Teach your guards well how to use these simple parlor tricks.

Source Spell

Poison Jet

Source Spell Types

New Poison Spells

Poison Thorns

16 points.

Wood, Vines, and Plant Forms, Poison

Keywords

Buff, Control, Cyclic, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Lattice manipulation imbues a plant with toxic thorns, functioning as a defensive measure. The plant becomes a static hazard, unable to actively attack, but inflicting its poison on anything that contacts it. This effect lasts for 30 minutes. To apply this, simply establish line of sight to the target plant; there is no casting roll. The base cost is 16 points.

Statistics

Affliction 1 (HT; Accessibility, Only on plants, -40%; Advantage, Poison Thorns, +40%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [16]. Note: “Poison Thorns” is Short Spines (Magical, -10%) [1] + Toxic Attack 1d-1 (Cyclic, 30-seconds intervals, 4 cycles, Resistible with HT, +60%; Follow-Up, Spines, -50%; Magical, -10%; Onset, 10 seconds, -10%) [3].

Archmagister's Counsel

Planting these 'gifts' around an enemy encampment or along a route of march can turn a simple hedgerow into a potent deterrent without needing a single guard. The Guild might call it 'unsportsmanlike,' but I call it efficient attrition.

Source Spell

Poison Thorns

Source Spell Types

Individual Spell

Poison Touch

0.8 points/level.

Poison

Keywords

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 hand with a potent contact poison, a direct assault on the Lattice's natural order. A successful bare-skin touch delivers 1d Toxic Attack, bypassing any mundane defenses short of DR.

Statistics

Toxic Attack 1d (Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Sorcery, -15%) [0.8/level].

Archmagister's Counsel

A crude but effective method. Teach your royal pupils this, not for assassination, but to understand that the simplest touch can be a weapon if the Lattice is properly plucked. It's about efficacy, not elegance.

Source Spell

Poison Touch

Source Spell Types

New Poison Spells

Poisoning

56 points for level 1 + 40 points/additional level.

Poison

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Depends on the poison.

Description

This 'Lattice-work' allows the caster to deliver a poison from their person with a mere thought, rather than physical contact. The spell itself does not generate the poison; it merely imbues an existing dose with a Malediction, bypassing the need for touch. The specific effects and duration are determined by the poison used, not the magic. Each additional level of this 'Sorcery' allows for more exotic or potent poisons to be transmitted this way.

Statistics

Toxic Attack 2d (HT; Accessibility, Only the held poison, -50%; Variable Enhancements, +500%; Malediction 2, +150%; No Signature, +20%; Requires Poison, -10%; Sorcery, -15%; Variable, +5%) [56]. Each additional level increases the Variable Enhancements by 500%.

Archmagister's Counsel

You could have a whole unit of assassins who never need to get close to their targets. Imagine the possibilities, my Lord, for removing… obstacles.

Source Spell

Poisoning

Source Spell Types

Individual Spell

Seek Poison

25 points.

Seekers & Trackers, Poison

Keywords

Information

Casting Roll

Per.

Range

Unlimited.

Duration

Instantaneous.

Description

This application of the Lattice pinpoints the exact location of any specified poison, or all poisons if none are specified. No ambiguities here; it simply shows you where the toxic thread lies, allowing for immediate action. The cost is 25 points, and its effect is instantaneous.

Statistics

Detect (Poison; Cannot Analyze, -10%; Long-Range 1, +50%; Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [25].

Archmagister's Counsel

Your royal tasters are a start, but true security against a resourceful enemy demanding a life means knowing precisely where the poison is, not just that it exists. Use this. The Guild would call it 'divination'; I call it threat assessment.

Source Spell

Seek Poison

Source Spell Types

New Poison Spells

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

Slow Poison

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

Poison

Keywords

Area, Control, Damage, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite.

Description

This application of the Lattice allows for the deceleration of poison's effects, reducing its potency without neutralizing it. It functions on any poisoned entity, venomous creature, or even an area contaminated with toxins. It costs 45 points for the first level, granting Control Poison 5 to slow, and 15 points for each additional level, which adds another Control Poison 5. Note that the casting roll is IQ, and it lasts indefinitely at a range of 100 yards.

Statistics

Control Poison 5 (Only to slow, -65%; Ranged, +40%; Sorcery, -15%) [45]. Additional levels add Control Poison +5 (Does not increase area, -50%; Only to slow, -65%; Ranged, +40%; Sorcery, -15%) [15/level]. Note: As this is one advantage (Control Poison) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

Understanding this bit of Lattice-plucking is crucial; it doesn't cure a poisoned Lord, but it buys you precious hours to find the true antidote. Quite practical for an Advisor to have in their repertoire, assuming your master isn't the victim of a particularly fast-acting toxin, of course.

Source Spell

Slow Poison

Source Spell Types

Individual Spell

Spit Venom

14 points or more.

Poison

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Breath) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This spell allows one with a poisonous bite to project that venom up to 10 yards. It's a precise manipulation of the Lattice to deliver deadly biochemistry at range, bypassing the messy business of a direct attack. Costs 14 points, or more if the user requires greater accuracy or power. No casting roll, accuracy is determined by the Innate Attack (Breath) skill.

Statistics

Imbue 3 (Limited Skill Access, Project Blow, -80%) [8] + Unusual Training [1] + Project Blow (VH) DX+0 [8] modified with Accessibility, Only bite venom, -80%; Cosmic, No die roll required, +100%; Magical, -10%; Reduced Range, 1/10, -30% for a final cost of 14 points. Additional levels add more skill.

Archmagister's Counsel

A useful, if crude, method for a warrior to engage an enemy at range without resorting to crude weapons. It reminds me of that 'Gifted' royal, always eager to demonstrate their 'unique' talents, often by spitting at anyone who disagreed. Channel that aggression appropriately, your lineage is meant for greater things than mere parlor tricks.

Source Spell

Spit Venom

Source Spell Types

Individual Spell

Stench

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

Breath & Atmosphere, Poison

Keywords

Area, Control, Damage, Defense, Healing, Leveled, Obvious, Persistent, Resisted-HT

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This brutal manipulation raises a drifting cloud of toxic fumes within a 2-yard radius, persisting for 10 seconds. Any unfortunate soul caught within must resist HT-1 or suffer 1d toxic damage. Critically failed rolls escalate to choking, then suffocation, an outcome from which they regain consciousness only if the Fates deign to permit it. Additional levels expand the affected area by 2 yards per level, at a cost of 2 points per level.

Statistics

Toxic Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%; Resisted, HT-1, -25%; Respiratory Agent, +50%; Sorcery, -15%; Symptoms, 2/3 HP, Choking, +100%; Variable, Area, +5%) [13]. Further levels add Area Effect (+50%) to the advantage [+2].

Archmagister's Counsel

Why bother with a costly siege engine when a well-placed cloud of this 'Stench' can clear ramparts and choke supply lines just as effectively? The Guild still insists on 'decency'; I insist on results.

Source Spell

Stench

Source Spell Types

Air Spells

Toxic Ball

13 points/level.

Poison

Keywords

Area, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice creates a projectile of contact poison that expands on impact, affecting a 4-yard radius. The effect causes 13 points of toxic damage per level, resistible with a successful HT-5 roll. If parried, the parrying weapon is coated in the poison.

Statistics

Toxic Attack (Area Effect, 4 yards, +100%; Contact Agent, +150%; Nuisance Effect, Dangerous to be parried, -5%; Resistible, HT-5, -5%; Sorcery, -15%) [13/level].

Archmagister's Counsel

You don't need a degree to recognize the effectiveness of area denial. Use this to flush out entrenched units or secure a retreat; the Guild's 'ethics' rarely account for winning.

Source Spell

Toxic Ball

Source Spell Types

New Poison Spells

Toxic Plant

94 points.

Growth, Blessing, and Husbandry, Poison

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This working enchants a mundane, non-sentient plant, bestowing upon it rudimentary intellect (IQ 3) and an incapacitating toxic defense. Proximity triggers the plant to emit a noxious vapor, forcing a HT roll to resist its effects. The duration of this effect is 3 minutes, with a range of 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on non-sentient plants, -50%; Advantage, Toxic Plant, +870%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [94]. Note: “Toxic Plant” is Affliction 1 (HT; Alternative Enhancements (Coughing, Daze, Ecstasy, Itching, Sneezing, Paralysis, Retching), +206%; Low Signature, +10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Respiratory Agent, +50%) [33] + IQ 3 (Magical, -10%) [54].

Archmagister's Counsel

Why bother with elaborate traps when a common shrub can be turned into a loyal, poisonous guardian? An excellent, clandestine deterrent for unwanted visitors to your lord's garden or treasury.

Source Spell

Toxic Plant

Source Spell Types

Individual Spell

Toxic Weapon

32 points.

Weapons & Battlework, Poison

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This working converts a weapon's damage to toxic, altering the Lattice threads to inflict venomous harm. It requires a 32-point casting and lasts for 3 minutes, affecting any non-toxic attack with a range of 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, ‑20%; Advantage, Toxic Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [32]. Notes: “Toxic Weapon” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Toxic Strike imbuement skill.

Archmagister's Counsel

If you wish to ensure a rival's demise is both swift and agonizing, this particular manipulation of the Lattice proves exceedingly useful; their healers will be quite vexed.

Source Spell

Toxic Weapon

Source Spell Types

Individual Spell

Venom Missile

17 points for level 1 + 8 points/additional level.

Poison

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This spell allows you to hurl a dose of poison you are holding at a target. Success is determined by an Innate Attack (Projectile) roll, and the poison itself functions normally upon impact. The Lattice doesn't care if you've brewed it or plucked it from a serpent's fangs; it simply delivers.

Statistics

Imbue 3 (Limited Skill Access, Project Blow, -80%) [8] + Unusual Training [1] + Project Blow (VH) DX+0 [8] modified with Accessibility, Only poisons, -50%; Cosmic, No die roll required, +100%; Magical, -10%; Reduced Range, 1/10, -30%; Required Poison, -10% for a final cost of 17 points. Additional levels add more skill [+8].

Archmagister's Counsel

Why bother with a dagger when you can deliver a slow, agonizing demise from a safe distance? It's less messy for your guards, and far more persuasive for a stubborn noble. Just ensure your 'venom' is potent enough to end the argument swiftly.

Source Spell

Venom Missile

Source Spell Types

Individual Spell

Venomous Intoxication

45 points.

Poison

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

30 minutes.

Description

This cynical twist on healing transmutes poison in a subject's system, or within a poisonous creature, into alcohol. For 30 minutes, all current poisons are neutralized, and the creature's own poisonous attacks (if worth under 50 points) are disabled. The target gains Immunity to Poison, but experiences the full effects of being drunk. New poisons introduced after casting are unaffected. It costs 45 points and is resisted by HT.

Statistics

Affliction 1 (HT; Accessibility, Only on poisoned or poisonous creatures, -50%; Advantage, Venomous Intoxication, +140%; Drunk, +20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Poisons, +50%; No Signature, +20%; Nuisance Effect, Does not affect poisons introduced after the casting, -10%; Sorcery, -15%) [45]. Note: “Venomous Intoxication” is Immunity to Poison (Magical, -10%) [14].

Archmagister's Counsel

Why bother with antidotes when you can simply render your enemy hilariously incapacitated and harmless? This is perfect for disarming a poisonous assassin or rendering a venomous beast utterly useless, turning their own biology against them, no arcane degree required.

Source Spell

Venomous Intoxication

Source Spell Types

Individual Spell