Search Spells

Clear Filters
Source filters Source lineage uses its own source spell type facet.

Temporary Spell List

Your spell list is stored only in this browser on this device.

0 saved
View Spell List

Showing 1-15 of 15 filtered sorcerer spells.

Spell Name Type Cost List Details
Abundant Step Speed, Haste, and Handling, Space 50 points.
Antimatter Beam Energy, Space 39 points/level.
Antimatter Blast Bursts, Barrages, and Bombardment, Energy, Space 504,408 points.
Conversion Energy, Space 83 points/level.
Distance Manipulation Space 33 points for level 1 + 18 points/additional level.
Extradimensional Shift Speed, Haste, and Handling, Glamour, Color, and Prism, Space 282 points.
Halt Annihilation Energy, Space 110 points for level 1 + 6 points/additional level.
Personal Space Adaptation Space 36 points.
Project Limb Body Forms, Limbs, and Alteration, Space 83 points.
Q-Mirror Energy, Space 159 points for level 1 + 147 points/additional level.
Space Adaptation Force, Space 49 points.
Space Disruption Space 97 points.
Spatial Instability Space 72 points.
Spatial Stability Space 39 points.
Void Bolt Space 41 points/level.

Abundant Step

50 points.

Speed, Haste, and Handling, Space

Keywords

Damage, Information, Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the caster to instantly traverse up to 10 yards, provided the destination is within sight. Like all good shortcuts, it's instantaneous. While you can carry about 24.9 lbs / 11.3 kg of gear with you, don't expect to drag a cannon. This isn't about brute force; it's about not being where you were a moment ago.

Statistics

Warp (Accessibility, Step, -10%; Extra Carrying Capacity, Medium, +20%; No Strain, +25%; Range Limit, 10 yards, -50%; Sorcery, -15%; Vision-Based, Reversed, -20%) [50].

Archmagister's Counsel

Why bother with slow, predictable troop movements when a few well-placed individuals can simply appear behind enemy lines? Forget 'flanking maneuvers'; this is 'surprise invasion' made elegant.

Source Spell

Abundant Step

Source Spell Types

Space Spells

Antimatter Beam

39 points/level.

Energy, Space

Keywords

Damage, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

1,000 yards.

Duration

Instantaneous.

Description

This crude, yet effective, manipulation of the Lattice projects an unstable beam of antimatter. It inflicts 2d crushing damage per level with an armor divisor of (3), a significant increase in range and half-damage distance, a nasty radiation side-effect, and a respectable area of effect. The cost is 39 points per level, and success is determined by the caster's Innate Attack (Beam) skill. There is no resistance roll; if it hits, it hits hard.

Statistics

Crushing Attack 2d (Armor Divisor, (3), +100%; Explosion 1, +50%; Increased 1/2D, 2x, +5%; Increased Range, 10x, +30%; Radiation, +100%; Sorcery, -15%; Surge, +20%) [39/level].

Archmagister's Counsel

There's no subtlety here; this is a 'delete button' for things you don't like. Equip your shock troops with this and watch enemy fortifications become very expensive dust.

Source Spell

Antimatter Beam

Source Spell Types

Antimatter Spells

Antimatter Blast

504,408 points.

Bursts, Barrages, and Bombardment, Energy, Space

Keywords

Control, Damage, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

10,000 yards.

Duration

Instantaneous.

Description

This brutal manipulation launches 0.1 micrograms of antimatter at a chosen target. It manifests as a combined attack: 6d x 4 Burning Attack with a substantial explosion and extended range, linked to a 6d x 10,000 Toxic Attack which inflicts radiation damage, also with an explosion and impressive range. You'll use your Innate Attack (Projectile) skill to connect, subject to typical range penalties. The raw power makes it dangerous to parry.

Statistics

Burning Attack 6dx4 (Explosion 3, +150%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Magical, -10%; Nuisance Effect, Dangerous to be parried, -5%; Surge, +20%) [408] + Toxic Attack 6dx10,000 (Explosion, Variant, +20%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Nuisance Effect, Dangerous to be parried, -5%; Radiation, +25%; Sorcery, -15%) [504000].

Archmagister's Counsel

When a direct, unambiguous statement of power is required, fling antimatter. It’s what one employs against an entrenched enemy stronghold, not a minor nuisance, and it speaks volumes about who holds the real authority on the battlefield.

Source Spell

Antimatter Blast

Source Spell Types

Antimatter Spells

Conversion

83 points/level.

Energy, Space

Keywords

Damage, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice projects a beam that converts a miniscule portion of the target into antimatter. This manifests as 2d Corrosion and 2d Burning damage, with the latter causing a 1-yard radius Surge explosion that includes Radiation, for a total of 83 points per level. Innate Attack (Beam) is used for targeting.

Statistics

Corrosion Attack 2d (Armor Divisor, (10), +200%; Sorcery, -15%) [57/level] + Burning Attack 2d (Explosion 1, +50%; Follow-Up, Corrosion Attack, +0%; Magical, -10%; Radiation, +100%; Surge, +20%) [26/level].

Archmagister's Counsel

Why bother with elaborate curses when you can simply unmake parts of your enemies? A few well-placed shots with this, and the 'invincible' hero starts looking quite vincible. Aim for the legs; it’s less messy, and they’ll still bleed out.

Source Spell

Conversion

Source Spell Types

Antimatter Spells

Distance Manipulation

33 points for level 1 + 18 points/additional level.

Space

Keywords

Control, Persistent, Travel, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

10 seconds.

Description

This manipulation of the Lattice warps space between two hexes within 100 yards, allowing you to increase or decrease the distance penalties between them by up to your spell level. Each level of this spell costs 33 points for the first, then 18 points per additional level, and lasts for 10 seconds. The casting roll is IQ.

Statistics

Control Space 1 (Accessibility, Only to manipulate distance, -45%; Cannot concentrate to extend duration, -10%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [33]. Each additional level adds Control Space 1 (Accessibility, Only to manipulate distance, -45%; Cannot concentrate to extend duration, -10%; Does not increase the area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [18].

Archmagister's Counsel

Understanding this spatial trickery is paramount. Your scouts can be closer than they appear, or an enemy legion can be miles further away than their maps suggest. It's not about the magic; it's about the advantage it provides.

Source Spell

Distance Manipulation

Source Spell Types

Space Spells

Extradimensional Shift

282 points.

Speed, Haste, and Handling, Glamour, Color, and Prism, Space

Keywords

Control, Damage, Information, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of The Lattice shunts you, and up to twice your Basic Lift in objects, into a four-dimensional space. While you exist within this alternate dimension, you are insubstantial and invisible to three-dimensional beings, though you may selectively make objects you carry substantial. Activating or ceasing this effect is a Free Action, and you retain the ability to breathe comfortably. This state persists indefinitely.

Statistics

Insubstantiality (Hyperspatial; Can Carry Objects, Light Encumbrance, +20%; Ghost Air, +10%; Partial Change, Can turn carried objects substantial, +100%; Sorcery, -15%) [172] + Invisibility (Hyperspatial; Accessibility, Only to three-dimensional beings, -10%; Accessibility, Only while insubstantial, -10%; Affects Machines, +50%; Can Carry Objects, Light Encumbrance, +20%; Extended, All senses, +100%; Fringe, -10%; Switchable, +10%; Magical, -10%) [96] + Invisibility (Hyperspatial; Accessibility, Only to three-dimensional beings, -10%; Accessibility, Only while insubstantial, -10%; Affects Machines, +50%; Can Carry Objects, Light Encumbrance, +20%; Extended, All senses, +100%; Switchable, +10%; Temporary Disadvantage, Blindness (Only to three-dimensional space, -10%), -45%; Temporary Disadvantage, Mute, -25%; Magical, -10%) [15]. The second instance of Invisibility is an alternative ability (x1/5 cost) to the first.

Archmagister's Counsel

This is excellent for covert observation or escape, as even a well-placed guard cannot stop what they cannot perceive. A king who wishes to know the true dealings of his court should empower a trusted agent with this 'Lattice-work' and let them simply walk through walls and worries.

Source Spell

Extradimensional Shift

Source Spell Types

Space Spells

Halt Annihilation

110 points for level 1 + 6 points/additional level.

Energy, Space

Keywords

Area, Control, Damage, Persistent, Travel

Casting Roll

IQ.

Range

100 yards.

Duration

30 seconds.

Description

This working creates a bubble of suppressed annihilation with a radius of (9 + spell level) yards, preventing matter and antimatter from reacting within the area for 30 seconds. This renders antimatter reactors inert, neuters pulsar damage, and disarms antimatter warheads. Cost is 110 points for level 1, plus 6 points per additional level. Your casting roll is against IQ, with a range of 100 yards.

Statistics

Control Antimatter 10 (Accessibility, Only to stop annihilation, -65%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [110]. Additional levels add Control Antimatter (Accessibility, Only to stop annihilation, -65%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [6/level].

Archmagister's Counsel

A weaponized use of this working can shut down an enemy's energy supply or disarm their most potent munitions. Send in an assassin with this ability and your opponent's antimatter arsenal becomes so much expensive junk.

Source Spell

Stop Annihilation

Source Spell Types

Antimatter Spells

Personal Space Adaptation

36 points.

Space

Keywords

Defense, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This 'Lattice-work' creates a personal environmental shield around the caster, granting them Pressure Support 5, Sealed, Temperature Tolerance 10, and Vacuum Support. Quite useful for those who find the vacuum of space — or the court of a particularly boring monarch — stifling.

Statistics

Radiation Tolerance 5 (Magical, -10%) [9] + Sealed (Sorcery, -15%) [13] + Temperature Tolerance 10 (Magical, -10%) [9] + Vacuum Support (Magical, -10%) [5].

Archmagister's Counsel

Ensure your Void-faring agents or astronomers are afforded this protection; it's cheaper than replacing them, and frankly, some areas are just not built to hold atmosphere. Remember, the Guild claims this is 'enchantment,' but it's the exact same protection I’ve seen Sorcerers manifest from sheer will.

Source Spell

Personal Space Adaptation

Source Spell Types

Individual Spell

Project Limb

83 points.

Body Forms, Limbs, and Alteration, Space

Keywords

Control, Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell allows the caster to extend a limb or extremity across distances as if reaching through the fourth dimension, without actual severance from the body. It confers Injury Tolerance (Independent Body Parts) with several cosmic enhancements, reflecting its extra-dimensional nature, at a cost of 83 points and an indefinite duration.

Statistics

Injury Tolerance (Independent Body Parts; Cosmic, Four-dimensional, +50%; Cosmic, Voluntary, +50%; Instant Reattachment, +50%; Sorcery, -15%) [83].

Archmagister's Counsel

A useful trick for a spy or assassin. Imagine reaching through a keyhole without being physically present, or retrieving a document from a secured desk without alerting the guards. It's about access, my Lords, and the ability to operate unseen.

Source Spell

Project Limb

Source Spell Types

Space Spells

Q-Mirror

159 points for level 1 + 147 points/additional level.

Energy, Space

Keywords

Buff, Damage, Defense, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice manipulation transmutes successful ranged substantial attacks targeting the subject into antimatter, redirecting them back at the attacker. This works for any projectile or beam attack with base damage less than (Q-Mirror level)x2 dice. The effect lasts three minutes and has no signature. Aiming uses Innate Attack (Gaze). Each level beyond the first costs 147 points, adding an additional 2d to the reflected damage capacity.

Statistics

Affliction 1 (HT; Advantage, Q-Mirror 1, +1,470%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [159]. Additional levels add further Q-Mirror to the Advantage enhancement (+1,470%) [+147]. Notes: Each level of “Q-Mirror” is Damage Resistance 7 (All-or-Nothing, -10%; Armor Divisor, (3), +100%; Cosmic, Reflected attack becomes crushing, +50%; Force Field, +20%; Limited, Ranged Substantial, -40%; Magical, -10%; Nuisance Effect, Reduces higher armor divisors to (3), -10%; Radiation, +100%; Reflection, +100%; Surge, +20%) [147] with each DR 7 converted into 2d per p. B269. Attack modifiers are applied to the Damage Resistance to modify the reflected attack.

Archmagister's Counsel

Ensure your shock troops are equipped with this. Watching an enemy's own cannon fire eradicate their lines is a more effective method of demoralization than any flag-waving speech.

Source Spell

Q-Mirror

Source Spell Types

Antimatter Spells

Space Adaptation

49 points.

Force, Space

Keywords

Buff, Control, Defense, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This trick of the Lattice shields a subject, granting them the ability to withstand the vacuum of space, resist radiation with PF 5, operate in extreme temperatures up to 10 points of difference, and remain Sealed from environmental hazards. It persists for three minutes after a successful gaze attack at 100 yards.

Statistics

Affliction 1 (HT; Advantage, Space Adaptation, +370%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [49]. Notes: “Space Adaptation” is Radiation Tolerance 5 (Magical, -10%) [9] + Sealed (Magical, -10%) [14] + Temperature Tolerance 10 (Magical, -10%) [9] + Vacuum Support (Magical, -10%) [5].

Archmagister's Counsel

You can send anyone into the void, unprotected, and they'll come back a conqueror, not a corpse. Saves money on cumbersome star-suits and looks far more impressive—a vital consideration for any Lord.

Source Spell

Space Adaptation

Source Spell Types

Force Spells

Space Disruption

97 points.

Space

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice causes a localized — and temporary — folding of space within the subject, resulting in 5d cutting damage. The victim must resist with HT or face bisecting consequences. The Guild calls it 'unseemly'; I call it efficient.

Statistics

Cutting Attack 5d (Based on HT, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [97].

Archmagister's Counsel

You cannot defend against what you cannot see. This spell, with its 'no signature' nature, allows a direct strike at your enemy’s vitals. Imagine the strategic advantage: a foe undone without a single visible spell component, just a sudden, brutal end to the engagement.

Source Spell

Space Disruption

Source Spell Types

Space Spells

Spatial Instability

72 points.

Space

Keywords

Debuff, Defense, Malediction, No-Signature, Resisted-Variable, Travel

Casting Roll

Will.

Range

Unlimited.

Duration

6 seconds.

Description

This working warps the very fabric of the Lattice around the subject, causing them to teleport 2d+2 yards in a random direction at the start of each of their turns. This effect lasts for 6 seconds and is resisted by HT. It's a rather inconvenient way to travel, to say the least.

Statistics

Affliction 1 (HT; Advantage, Spatial Instability, +500%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Reduced Duration, 1/30, -30%; Sorcery, ‑15%) [72]. Notes: “Spatial Instability” is Warp (Always On, -40%; Blind Only, -50%; Cosmic, No die roll required, +100%; Magical, -10%; Range Limit, 10 yards, -50%) [50]. The 10 yards of teleportation have been converted to dice per p. B269.

Archmagister's Counsel

Understanding such dislocations is vital; if a battlefield target starts spontaneously relocating, you know your 'ally' is not playing by the rules, or your 'enemy' is far more dangerous than you assume. A good advisor anticipates such disruptions.

Source Spell

Spatial Instability

Source Spell Types

Space Spells

Spatial Stability

39 points.

Space

Keywords

Buff, Damage, Defense, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

For a full 3 minutes, the subject is rendered utterly immobile and impervious to all spatial manipulations, be they teleportation, forced relocation, or anything else attempting to displace them. It's a rather unsubtle reinforcement of the Lattice around an individual.

Statistics

Affliction (HT; Advantage, Spatial Stability, +270%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [39]. Note: “Spatial Stability” is Static (Space-Based Abilities; Magical, -10%) [27].

Archmagister's Counsel

This is how you ensure a critical messenger—or even yourself—cannot be snatched from the battlefield or a tense negotiation. A king values an unmovable piece on his board.

Source Spell

Spatial Stability

Source Spell Types

Space Spells

Void Bolt

41 points/level.

Space

Keywords

Damage, Defense, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This spell hurls a missile of pure, crushing void at a single target, dealing 2d crushing damage. It benefits from an Accurate 1 bonus, can strike insubstantial foes, and is so potent it bypasses most magical defenses entirely, due to its 'Cosmic, Irresistible Attack' nature. Casting does not require a roll; success is determined by an Innate Attack (Projectile) skill roll, with standard range penalties. The cost is 41 points per level of crushing damage.

Statistics

Crushing Attack 2d (Accurate 1, +5%; Affects Insubstantial, +20%; Cosmic, Irresistible Attack, +300%; Sorcery, -15%) [41/level].

Archmagister's Counsel

When you need to make something unambiguously *not* there, this provides a fine solution. The Guild tries to complicate such simple destruction with layers of 'elemental' theory, but the Lattice only cares that the target is gone.

Source Spell

Void Bolt

Source Spell Types

Individual Spell