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Showing 1-12 of 12 filtered sorcerer spells.

Spell Name Type Cost List Details
Affect Spirits Spirits of the Dead, Spirits, Wards, and the Dead 27 points.
Banish Spirits of the Dead, Spirits, Wards, and the Dead, Gate 58 points.
Bind Spirit of a Chosen Kind Spirits of the Dead, Spirits, Wards, and the Dead 48 points.
Entrap Spirit Spirits of the Dead, Spirits, Wards, and the Dead 70 points for level 1 + 25 points/additional level (or more).
Final Rest Spirits of the Dead, Souls, Possession, and Bindings 41 points.
Repel Spirits Spirits of the Dead, Spirits, Wards, and the Dead 46 points for level 1 + 5 points/additional level.
Sense Spirit Readings & Analysis, Spirits of the Dead, Spirits, Wards, and the Dead 21 points or 26 points.
Skull-Spirit Spirits of the Dead, Spirits, Wards, and the Dead 44 points.
Soul Jar Spirits of the Dead, Souls, Possession, and Bindings 205 points.
Speak with the Dead Readings & Analysis, Spirits of the Dead, Communication & Empathy, Holy 23 points.
Summon Spirit Readings & Analysis, Spirits of the Dead, Spirits, Wards, and the Dead, Summoning 23 points.
Turn Spirit Spirits of the Dead, Spirits, Wards, and the Dead 30 points.

Affect Spirits

27 points.

Spirits of the Dead, Spirits, Wards, and the Dead

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This ‘Lattice-work’ allows a subject to interact with incorporeal spirits as though they were physical, lasting 3 minutes. Furthermore, any weapon the subject uses gains the ability to harm spirits, effectively becoming a 'ghost weapon.' There's no casting roll, but one must aim using Innate Attack (Gaze). This manipulation costs 27 points and has a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Affect Spirits, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [27]. Notes: “Affect Spirits” is Blessed (Ghost Weapon; Magical, -0%) [15]. Magical costs -0% because Blessed already includes the Divine power modifier. Magical, -0% just replaces it.

Archmagister's Counsel

Equip your elite guard with this, and they'll be able to clear any haunted stronghold, regardless of its ethereal inhabitants. A spirit cannot scheme if it cannot exist.

Source Spell

Affect Spirits

Source Spell Types

Necromantic Spells

Banish

58 points.

Spirits of the Dead, Spirits, Wards, and the Dead, Gate

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous, the subject cannot return for 1 month.

Description

This spell, if resisted unsuccessfully (Will roll), forcibly removes a subject from our plane. They are instantly shunted back to their native plane and cannot re-enter for one month.

Statistics

Affliction 1 (Will; Based on Will, +20%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [58].

Archmagister's Counsel

Understanding this Lattice-work is crucial: your enemies can be banished, but more importantly, anyone claiming a return for a vanished spirit within a month is either a fool or a liar.

Source Spell

Banish

Source Spell Types

Spirit Spells

Bind Spirit of a Chosen Kind

48 points.

Spirits of the Dead, Spirits, Wards, and the Dead

Keywords

Control, Debuff, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

3 minutes.

Description

This allows a Sorcerer to seize command over a specific, chosen class of spirit – say, a banshee, or a spectre. The effect lasts for 3 minutes, or until the spirit is dismissed. This influence extends across any distance, so long as the spirit is initially within sight or touch. It costs 48 points, for those counting. The Guild would call it a 'lesser enchantment,' I call it effective dominion over a restless dead thing.

Statistics

Mind Control (Accessibility, Class of Spirits, -60%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%) [48].

Archmagister's Counsel

Understanding which spirits can be bound, and by whom, is paramount. A single court Sorcerer who has mastered this can turn a restless cemetery into a personal informant network. Do not let any ambitious Sorcerer near your ancestral burial grounds without knowing which 'kind' they dabble in.

Source Spell

Bind Spirit (Type)

Source Spell Types

Spirit Spells

Entrap Spirit

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

Spirits of the Dead, Spirits, Wards, and the Dead

Keywords

Area, Damage, Defense, Leveled, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Indefinite.

Description

This spell, for all its fuss, simply conjures a ward of DR 10 against spirits, confined to a sealed container or structure. Each additional level expands the area, and more substantial versions multiply the DR by 2, 3, 5, or 10. The magical effect is Ranged up to 100 yards and persists indefinitely, but the ward collapses if the container is opened. Your Innate Attack (Gaze) skill determines the accuracy of its placement. A mere 70 points for the initial level, with 25 points for each subsequent level, for those who value practicality over Guild theatrics.

Statistics

Damage Resistance 10 (Accessibility, Only on watertight containers, -40%; Affects Others, +50%; Area Effect, 2 yards, +50%; Force Field, +20%; Limited, Spirits, -60%; Ranged, +40%; Sorcery, -15%; Terminal Condition, Opening the container, -10%; Variable, Area, +5%) [70]. Additional levels increase Area Effect (+50%) [+25]. More powerful versions multiply DR by 2, 3, 5, or 10. Note: “Does not damage those colliding with it” is a 0-point special effect of DR with Affects Others, Area Effect, and Force Field.

Archmagister's Counsel

Employ this to secure a potent relic or a troublesome spirit within a sealed space. It’s better to have a contained problem than a wandering one, a lesson few rulers seem to grasp before it's too late.

Source Spell

Entrap Spirit

Source Spell Types

Spirit Spells

Final Rest

41 points.

Spirits of the Dead, Souls, Possession, and Bindings

Keywords

Buff, Damage, Defense, Melee, No-Signature, Persistent, Summoning, Touch

Casting Roll

IQ. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

Truly Permanent.

Description

This remarkable manipulation of the Lattice renders a deceased subject immune to all forms of Necromantic manipulation, provided the caster succeeds on an IQ roll. It prevents summoning of the spirit, animation of the body, and even resurrection. Truly permanent, it ensures no further magical meddling with the deceased.

Statistics

Affliction 1 (HT; Accessibility, Only on corpses, -40%; Advantage, Final Rest, +10%; Cosmic, Can affect the dead, +50%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires IQ Roll, -10%; Sorcery, ‑15%; Takes Extra Time 3, -30%; Time-Spanning, Past, +50%; Truly Permanent, +300%) [41]. Note: “Final Rest” is Covenant of Rest (Also prevents resurrection) [1].

Archmagister's Counsel

Understanding Final Rest means understanding finality. Use this to secure sensitive information or to ensure a fallen enemy, particularly those with necromantic ties, stays put. No animated corpse, no inconvenient questions, no unexpected resurgences for your enemies.

Source Spell

Final Rest

Source Spell Types

Necromantic Spells

Repel Spirits

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

Spirits of the Dead, Spirits, Wards, and the Dead

Keywords

Area, Debuff, Leveled, Malediction, No-Signature, Persistent, Resisted-IQ

Casting Roll

Will.

Range

Unlimited.

Duration

50 minutes. Spirits become unwilling to enter the area; any already within the area leave immediately. You may exclude specific, known spirits or even broad classes of spirits from the effects; e.g., “The spell affects every spirit except for four banshees here.” You may also reduce the area effect if you wish to. While this spell is technically resisted by each spirit’s IQ, in practice the GM should bother only for extraordinary spirits. If so, victory allows the spirit to remain within the area for three minutes, after which it must roll again.

Description

An area-effect Sorcery that imposes a persistent ‘Dread’ disadvantage, making spirits unwilling to enter or remain. Affects a base 2-yard radius, increasing with additional levels. Costs 46 points for the initial level, plus 5 points per additional level. Lasts 50 minutes. You may selectively exclude specific spirits from its effects. While theoretically resisted by each spirit's IQ, most spirits will simply comply unless they are truly exceptional.

Statistics

Affliction 1 (IQ; Accessibility, Spirits Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Selective Area, +20%; Sorcery, -15%) [46]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Have these prepared for haunted chambers and restless battlefields. The Guild wastes time negotiating; we simply make the presence of such beings inhospitable, or, if we're feeling generous, temporarily inconvenient.

Source Spell

Repel Spirits

Source Spell Types

Spirit Spells

Sense Spirit

21 points or 26 points.

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

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 spirit, undead, or a similar supernatural entity. 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 spirit, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a ghost” or “it’s a zombie”). The caster may, at the time of casting, limit the spell to a specific type of entity, or exclude a given type or any known spirits.

Description

This working allows the caster to detect spirits, undead, or similar supernatural entities. After casting, the GM makes a secret Per roll for the sorcerer, with penalties based on the entity's distance. Success reveals the exact distance and direction to the nearest entity; a follow-up IQ roll (no penalty) yields basic details like its type. The basic 21-point version uses standard range penalties, while the 26-point version uses long-distance modifiers. The caster may selectively filter for or exclude specific entity types.

Statistics

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

Archmagister's Counsel

Understanding where the dead linger, or your enemies have hidden their unholy guardians, is of paramount strategic value; a simple use of the Lattice can prevent a costly ambush of ghost-soldiers or worse. After all, a spirit has no use for a well-defended gate.

Source Spell

Sense Spirit

Source Spell Types

Necromantic Spells

Skull-Spirit

44 points.

Spirits of the Dead, Spirits, Wards, and the Dead

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Summon a skull-spirit, a ghostly assassin created from the life force that lingers around a sapient being’s skull (GURPS Magic, page 150). Requires the skull of a sapient creature, which is destroyed in the casting. At the end of the casting, you must pay 1 FP and make a Will roll to animate the skull. If you are victorious, the skull is animated for margin of success hours.If the skull-spirit is destroyed, the summoner must wait a full day to call replacements. Dismissing the skull-spirit is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is equal or bigger than the skull-spirit’s.

Description

This spell, frankly, is a useful dirty trick rather than an elegant manipulation of the Lattice. Summoning a skull-spirit requires the skull of a sapient being and costs 1 FP plus a Will roll. The resultant ghostly assassin serves for hours equal to your margin of success. Be warned, the skull is consumed, and replacement spirits can only be called forth after a full day if the previous one is destroyed. Dismissal is a free action, but only when the spirit is present.

Statistics

Ally (Skull-Spirit; Built on 100%; Constantly, no roll required; Accessibility, Requires a sapient being’s skull, -10%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [44]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

There’s no surer way to unnerve a rival lord than to have a chattering skull-spirit whisper unsettling truths in his ear. Just remember, the Guild would tut at such 'unsportsmanlike' tactics, but the Lattice cares not for their delicate sensibilities.

Source Spell

Skull-Spirit

Source Spell Types

Necromantic Spells

Soul Jar

205 points.

Spirits of the Dead, Souls, Possession, and Bindings

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous. Traps the subject’s soul in some inanimate object (which the subject must be touching). If the subject is not the caster, then he must be present, and either willing or unconscious. If your soul is in a “jar,” you are unaffected until either your body dies, or the jar is destroyed. The death of your body does not kill you. Your consciousness shifts to the “jar,” where you are able to see, hear, and even cast any spell that you know at skill 20 or above (i.e., castable without speech or gesturing). You may communicate at a distance via telepathy-type spells, if you know any – or by direct mental contact, without a spell, with anyone who handles the jar. Your FP remain the same as when you had a body. You may not spend HP, but you may use any Powerstone currently in contact with your jar. If a new body comes near the jar, you may try to take it by a Possession, Permanent Possession, or Exchange Bodies spell if you know such a spell. In that case, the soul of that body goes into the jar. But if your soul is in a jar, anything that destroys the jar will kill you permanently – beyond hope of resurrection – even if your body is unharmed. The spell may be cast again to switch the soul to a different “jar.”

Description

This potent manipulation of the Lattice allows for the instantaneous transfer of a subject's soul into an inanimate object they are touching. The subject must be willing or unconscious if not the caster. The soul's consciousness persists within the 'jar', retaining senses and the ability to cast spells (skill 20+) silently. This state remains until either the original body dies or the jar is destroyed. The death of the body does not kill the ensnared soul; rather, it fully occupies the jar. Communication is possible via telepathy or direct mental contact with anyone handling the jar. FP remain constant, and Powerstones in contact with the jar are usable. A new body can be seized via appropriate spells (Possession, Permanent Possession, Exchange Bodies), in which case the new body's soul is shunted into the jar. However, destruction of the jar results in permanent death, irrespective of the body's condition. The spell can be re-cast to transfer the soul to a new 'jar'.

Statistics

Affliction 1 (Will; Advantage, Soul Jar, +1,800%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Subject must be willing or unconscious, -30%; Sorcery, -15%) [205]. Note: “Soul Jar” is Possession (Accessibility, Only inanimate objects, -10%; Cosmic, Retains senses, +100%; Magical, -10%) [180].

Archmagister's Counsel

Why bother with mere imprisonment when you can eternally shackle a rival, or perhaps, secure your own 'immortality'? Just ensure the 'jar' is well hidden, for a king without a kingdom is merely a soul in a trinket.

Source Spell

Soul Jar

Source Spell Types

Necromantic Spells

Speak with the Dead

23 points.

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

Keywords

Information, Touch

Casting Roll

IQ.

Range

Touch.

Duration

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

Description

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

Statistics

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

Archmagister's Counsel

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

Source Spell

Speak with Dead

Source Spell Types

Angelic Spells

Summon Spirit

23 points.

Readings & Analysis, Spirits of the Dead, Spirits, Wards, and the Dead, Summoning

Keywords

Information, Summoning, Touch

Casting Roll

IQ.

Range

Touch.

Duration

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

Description

By touching a corpse, one can compel its spirit to answer a single, specific question with a brief sentence. This requires a one-second concentration and an IQ roll. Penalties apply based on your familiarity with the deceased: -5 if you lack the full name; and a escalating penalty based on time since death: -1 beyond a week, -2 beyond a month, -3 beyond a year, -4 beyond a decade, -5 beyond 50 years, and -6 beyond 500 years. If successful, the spirit provides an answer reflecting its belief, even if that belief is ignorance.

Statistics

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

Archmagister's Counsel

You cannot trust living spies to keep your secrets; a dead tongue, however, speaks only what it is forced to disclose. Use this. Discover betrayals, hidden treasures, or old plots right from the source, provided you can find the body and compel its former occupant.

Source Spell

Summon Spirit

Source Spell Types

Necromantic Spells

Turn Spirit

30 points.

Spirits of the Dead, Spirits, Wards, and the Dead

Keywords

Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This working repels a spirit, forcing it to retreat from you and preventing it from approaching within 10 yards for 3 minutes. The spirit resists with its Will; success means it suffers Dread (10 yards).

Statistics

Affliction 1 (Will; Accessibility, Only spirits, -40%; Based on Will, +20%; Disadvantage, Dread (10 yards), +57%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [30].

Archmagister's Counsel

A useful trick when dealing with pesky entities from the other side. Better to keep them at arm's length than to let them whisper dangerous nonsense in your ear, or worse, your Lord's.

Source Spell

Turn Spirit

Source Spell Types

Necromantic Spells