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Showing 1-8 of 8 filtered sorcerer spells.

Spell Name Type Cost List Details
Breathe Radiation Breath & Atmosphere, Radiation 5.4 points/level*.
Cure Radiation Healing, Radiation 28 points.
Extinguish Radiation Radiation 30 points/level.
Irradiate Radiation 9 points for level 1 + 2 points/additional level.
Personal Resist Radiation Resistances & Immunities, Radiation 10.5 points/level.
Radiation Jet Radiation 8 points/level.
See Radiation Radiation 22 points.
Seek Radiation Seekers & Trackers, Radiation 21 points or 26 points.

Breathe Radiation

5.4 points/level*.

Breath & Atmosphere, Radiation

Keywords

Damage, Jet, No-Signature, Obvious

Casting Roll

None. Use Innate Attack (Breathe) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

A focused manipulation of the Lattice projects a 10-yard jet of invisible, damaging radiation from the practitioner's mouth. This is effectively a Toxic, Radiation-based attack. Damage is determined by the specific Innate Attack (Breathe) ability, with no casting roll required to activate; just aim and exhale.

Statistics

Toxic Attack (Increased 1/2D, 2x, +5%; Jet, +0%; No Signature, +20%; Radiation, +25%; Sorcery, -15%) [5.4/level*]. * Calculate the total cost and round up.

Archmagister's Counsel

This is a direct, indiscriminate weapon. It strips the flesh from a foe as easily as it opens a path through a sealed vault. Excellent for dealing with armored nuisances who are too proud to move quickly.

Source Spell

Breathe Radiation

Source Spell Types

Radiation Spells

Cure Radiation

28 points.

Healing, Radiation

Keywords

Buff, Damage, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

5 hours.

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Cure Radiation

Source Spell Types

Radiation Spells

Extinguish Radiation

30 points/level.

Radiation

Keywords

Area, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Instantaneous. Within a radius equal to your level in this spell, all radiation immediately goes out and stays out. If you can only affect part of a larger radiation source, you may put it out one patch at a time; there is no risk of the existing radiation spreading back into the extinguished areas. (However, if someone creates a new source of radiation, unrelated to the initial one, it may spread there.)

Description

This manipulation of the Lattice causes all radiation within a radius equal to your spell level to immediately cease and remain inert. Should you target a larger source, you may extinguish sections incrementally; extinguished areas will not re-radiate from adjacent active zones.

Statistics

Create Radiation (Destruction Only, +0%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%) [30/level].

Archmagister's Counsel

Radiant fallout can cripple an army as effectively as a plague. Ensure your engineers, or your sorcerers, can sweep areas clean. The source of the power matters less than its practical application.

Source Spell

Extinguish Radiation

Source Spell Types

Radiation Spells

Irradiate

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

Radiation

Keywords

Area, Damage, Leveled, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Creates an area of invisible radiation. It inflicts radiation (p. B435) 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. Every creature in the area takes 1d radiation damage (p. B435) per turn, ignoring DR.

Description

This spell establishes a localized field of invisible radiation at a distance, inflicting 1d radiation damage per turn to anyone within its 2-yard radius. Damage ignores DR. The effect persists for 10 seconds. Each additional level increases the area of effect. No casting roll is required; aim using Innate Attack (Gaze) with a +4 bonus for area effect.

Statistics

Toxic Attack 1d (Area Effect, 2 yards, +50%; No Signature, +20%; Persistent, +40%; Radiation, +25%; Sorcery, -15%; Variable, Area, +5%) [9]. Further levels add Area Effect (+50%) to the advantage [+2].

Archmagister's Counsel

A truly efficient way to clear out a stubborn defensive position. Why waste swordsmen when the Lattice can do the dirty work, unseen, unannounced, and without a drop of spilled blood?

Source Spell

Irradiate

Source Spell Types

Radiation Spells

Personal Resist Radiation

10.5 points/level.

Resistances & Immunities, Radiation

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your body absorbs far less radiation than it normally would. This extends to everything you’re carrying. See Radiation Protection (p. B436) for details. At level five (the maximum), you are effectively immune to radiation. Spell Level Protection Factor (PF) 1 5 2 20 3 10 4 500 5 Immune

Description

An ongoing manipulation of the Lattice that causes your body and everything you carry to absorb significantly less radiation. At level 1, you gain a Protection Factor of 5; at level 2, PF 20; level 3, PF 100; level 4, PF 500. At level 5, you are immune to radiation. This ability costs 10.5 points per level and effectively grants Radiation Tolerance 2, with Sorcery limiting it.

Statistics

Radiation Tolerance 2 (Force Field, +20%; Sorcery, -15%) [10.5/level]. Treating ten levels of Radiation Tolerance as “immunity” is a special effect; if this does not suit the game, the GM can rule that further levels follow the progression on p. B79.

Archmagister's Counsel

Equip your elite scouts with this. A loyal servant who can walk through irradiated zones unconcerned is worth a hundred who need clunky, unreliable gear. The method, be it Sorcery or 'engineered immunity', is irrelevant to the toxic landscape.

Source Spell

Personal Resist Radiation

Source Spell Types

Individual Spell

Radiation Jet

8 points/level.

Radiation

Keywords

Damage, Jet, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

This unsightly manipulation conjures a 10-yard jet of invisible, damaging radiation, much like a flamethrower's reach. Your innate attack skill dictates accuracy. It costs 8 points per level of effect, lasts for a single second, and you must understand that anyone claiming it provides a "reflexive" parry with a jet is simply exploiting a loophole in the common understanding of the Lattice; it works, but don't expect applause from the Guild.

Statistics

Toxic Attack (Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Melee-Capable, Reach 1, +15%; No Signature, +20%; Radiation, +25%; Reflexive, +40%; Sorcery, -15%) [8/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

You could use this to incinerate an entire enemy squad's morale from a distance, or, more subtly, to eliminate a lingering 'problem' where no one will ever find the cause. Just ensure your 'Sorcerer' has the proper Innate Attack skill, or it's all just light and noise.

Source Spell

Radiation Jet

Source Spell Types

Radiation Spells

See Radiation

22 points.

Radiation

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes. Radiation is revealed to the subject’s eyes. He can even see radioactive items through walls, if the walls do not absorb all radiation.

Description

This spell allows the subject to perceive all forms of radiation, effectively granting them the "See Radiation" advantage for three minutes. They will discern radioactive sources through visual cues, even through obstructions, provided said obstructions do not fully absorb the emissions. Its range extends to 100 yards, and its activation requires an Innate Attack (Gaze) roll.

Statistics

Affliction 1 (HT; Advantage, See Radiation, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Note: “See Radiation” is Detect Radiation (Cannot Analyze, -10%; Magical, -10%; Reflexive, +40%; Vision-Based, -20%) [10].

Archmagister's Counsel

Understanding invisible threats is always an advantage, whether that threat is a backstabbing courtier or a literal hot zone. Teach your scouts to use this, and they will bring back information others simply cannot perceive. The Guild would call it 'Divination,' I call it 'knowing what's coming.'

Source Spell

See Radiation

Source Spell Types

Radiation Spells

Seek Radiation

21 points or 26 points.

Seekers & Trackers, Radiation

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 source of radiation. The basic (21-point) version of this spell takes standard range penalties. The improved (26-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the source of radiation, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a source of gamma rays” or “it’s a source of neutron radiation”). Any known sources of radiation may be excluded if the caster mentions them before casting.

Description

This working allows you to precisely locate, by distance and direction, any significant source of radiation. The basic 21-point version applies standard range penalties to the Per roll; the 26-point version uses long-distance modifiers instead. After successfully locating a source, a follow-up IQ roll reveals basic details about its nature. You may exclude known radiation sources if declared prior to casting.

Statistics

Detect Radiation (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [21]. The improved version adds Long-Range 1 (+50%) [+5].

Archmagister's Counsel

You cannot defend against what you cannot detect. Use this to quickly find any 'surprises' in your Lord's territory – or to ensure your own are well out of range from detection by lesser talents.

Source Spell

Seek Radiation

Source Spell Types

Radiation Spells