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 1-29 of 29 filtered sorcerer spells.

Spell Name Type Cost List Details
Aerial Servant Winds, Vapors, and Sky Passage, Summoning 38 points.
Animation Undead Animation & Command, Summoning 23 points.
Beast Summoning Animal Companions, Mounts, and Summons, Summoning 114 points.
Call Summoning 1 point.
Call Monster Animal Command & Repelling, Summoning 129 points.
Create Animal Animal Command & Repelling, Summoning, Illusion & Creation 23 points.
Create Aquatic Servant Drowning, Dehydration, and Fluid Assaults, Summoning 12 points.
Create Servant Summoning, Illusion & Creation 12 points.
Create Warrior Summoning, Illusion & Creation 21 points.
Creation Summoning Summoning 30 or 75 points.
Instant Summons Summoning 68 points for level 1 + 4 points/additional level.
Lesser Zombie Summoning 9 points.
Machine Summoning Technological, Summoning 88 points.
Magic Call Summoning 1 point.
Mass Zombie Undead Animation & Command, Spirits, Wards, and the Dead, Summoning 10/14/17/20 points for levels 1-4, +10 points/additional level.
Planar Summons Summoning, Gate 27 points.
Plant Zombie Growth, Blessing, and Husbandry, Summoning 18 points.
Summon Demon Death Curses & Withering, Summoning 21 points.
Summon Dryad Summoning 16 points.
Summon Elemental Rain, Wind, and Greater Weather, Summoning 33 points.
Summon Lava Lizard Stone, Soil, and Sand, Flame Assaults & Battlefire, Summoning 21 points.
Summon Minor Demons Summoning 54 points.
Summon Monster Summoning 41 points.
Summon Shade Readings & Analysis, Summoning 74 or 124 points.
Summon Spirit Readings & Analysis, Spirits of the Dead, Spirits, Wards, and the Dead, Summoning 23 points.
Summon Undead Undead Animation & Command, Summoning 16 points.
Unsummon Summoning 55 points.
Zombie Undead Animation & Command, Spirits, Wards, and the Dead, Summoning 18 points.
Zombie Summoning Undead Animation & Command, Spirits, Wards, and the Dead, Summoning 79 points.

Aerial Servant

38 points.

Winds, Vapors, and Sky Passage, Summoning

Keywords

Control, Defense, Information, Persistent, Summoning, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned being’s Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.

Description

After an hour-long ritual and a successful Quick Contest of Will against the target's Will, you conjure an unwilling aerial servant, built on 150 points, to do your bidding. The creature will serve for a duration in hours equal to your margin of victory in the contest. Should you fail to maintain control, the creature's resentment is guaranteed to manifest.

Statistics

Ally (Aerial Servant; Built on 150%; Constantly; Conjured, +100%; Immediate Preparation Required to 1 hour, -75%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%; Unwilling, -50%) [38]. 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 and dimensional “range” penalties.

Archmagister's Counsel

Summon only what you can control, my Lord. That creature remembers every slight. A powerful minion you cannot command is merely a powerful enemy you have thoughtfully invited to your study.

Source Spell

Aerial Servant

Source Spell Types

Air Spells

Animation

23 points.

Undead Animation & Command, Summoning

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Summon a spirit (IQ 9) to animate an existing statue, painting, or other item.

Description

This manipulation of the Lattice summons a spirit (IQ 9) to animate an inanimate object, which must depict a human or animal. The animation lasts for hours equal to the margin of success on the casting roll. The object's abilities and attributes are constrained by its physical form, much like a regular Ally (Built on 50%; Constantly; Adjustable, humanoid or animal-shaped; Conjured; Magical; Minion; Requires Will Roll). Cost: 23 points.

Statistics

Ally (Animated Object; Built on 50%; Constantly, no roll required; Adjustable, Humanoid or animal-shaped object, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [23]. 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

Why bother with the Guild's clumsy golems when a Sorcerer can simply pluck a spirit and make a statue fight? A king could raise an army from his garden ornaments if he had enough practitioners of this 'art'.

Source Spell

Animation

Source Spell Types

Necromantic Spells

Beast Summoning

114 points.

Animal Companions, Mounts, and Summons, Summoning

Keywords

Control, Damage, Debuff, Information, Malediction, Resisted-Will, Summoning, Travel

Casting Roll

Per to detect, IQ to analyze, IQ to assume control.

Range

Unlimited.

Duration

3 minutes. After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest animal. This spell uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the animal, and may first make a follow-up IQ roll with the same penalty to analyze the target (for example, to determine its health) and another follow-up IQ roll to call it to himself. It moves towards the caster as fast as it can, until the spell ends or the animal reaches the immediate vicinity of the caster. Once the animal reaches the caster, it stays nearby, without attacking, until the spell ends. The spell is broken if the caster or one of his companions attacks the animal.

Description

This Lattice manipulation seeks and, if successful, identifies the nearest animal by distance and direction. The GM rolls against the sorcerer’s Per, penalized by distance, to detect it. A further IQ roll (same penalty) can analyze its state, and another IQ roll can compel it to move towards the caster. The effect lasts three minutes. If the animal reaches the caster, it remains docile nearby until the duration expires, unless the caster or allies attack it.

Statistics

Detect Animal (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Magical, -10%; Precise, +100%; Selective Effect, +20%) [64] + Mind Control (Accessibility, Animals Only, -25%; Accessibility, Only to make the animal travel to you, -80%; Fixed Duration, +0%; Independent, +70%; Link, +10%; Long-Range 1, +50%; Sorcery, -15%; Terminal Condition, Broken if attacked, -10%) [50].

Archmagister's Counsel

A useful trick, especially if you need a quick mount in a pinch, or want to confirm if that ‘nearby animal’ is truly just a rabbit and not, say, a bear.

Source Spell

Beast Summoning

Source Spell Types

Animal Spells

Call

1 point.

Summoning

Keywords

Obvious, Summoning

Casting Roll

None.

Range

Self.

Duration

Instantaneous. Caster calls any one known, trained animal (like a pet or mount) from afar. The beast receives +3 to its Hearing roll to notice this, which gives eight times the usual distance. However, it is not obliged to respond.

Description

This instant manipulation of the Lattice calls a known, trained animal from afar. The beast gains +3 to its Hearing roll, effectively multiplying its usual detection distance by eight. However, it is not compelled to respond to the summons.

Statistics

Accessory (Pet Whistle; Sorcery, -15%) [1].

Archmagister's Counsel

Inform your scouts of this Lattice-work; a 'lost' pet might be a coded message for your enemies. Trust me, the method of calling is irrelevant; it's the animal's response that dictates success.

Source Spell

Call

Source Spell Types

Least Spells

Call Monster

129 points.

Animal Command & Repelling, Summoning

Keywords

Control, Debuff, Information, Malediction, Resisted-Will, Summoning, Travel

Casting Roll

Per to detect, IQ to assume control.

Range

Unlimited.

Duration

3 minutes. After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest non-sapient monster. This spell uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the monster, and may make a follow-up IQ roll with the same penalty to call it to himself. It moves towards the caster as fast as it can, until the spell ends or the monster reaches the immediate vicinity of the caster.

Description

This Lattice manipulation seeks out the nearest non-sapient, monstrous beast, revealing its precise distance and direction. Following detection, a further application allows you to compel the creature to travel toward your location at its fastest possible speed for up to three minutes, or until it reaches you. The arcane cost is 129 points, with initial detection rolled against Perception, and subsequent control against IQ; both rolls suffer penalties proportional to the distance to the target.

Statistics

Detect Monster (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Magical, -10%; Precise, +100%; Selective Effect, +20%) [64] + Mind Control (Accessibility, Monsters Only, -35%; Accessibility, Only to make the monster travel to you, -50%; Fixed Duration, +0%; Independent, +70%; Link, +10%; Long-Range 1, +50%; Sorcery, -15%) [65].

Archmagister's Counsel

Why send your valuable guards to scout when you can simply pull a creature right to your doorstep? It's efficient, tactical, and frankly, far less messy than what most wizards botch with their 'Summonings.'

Source Spell

Call Monster

Source Spell Types

Monster Spells

Create Animal

23 points.

Animal Command & Repelling, Summoning, Illusion & Creation

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Create an animal (IQ 5 or less) that does your mental bidding while it exists.

Description

This manipulation of the Lattice creates an animal (IQ 5 or less) that obeys your mental commands. The creature materializes within arm's reach and must be identical to a real animal you are familiar with. The duration is hours equal to your margin of success on the casting roll.

Statistics

Ally (Animal; Built on 50%; Constantly, no roll required; Adjustable, Animals, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [23]. 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

Why expend men and coin training hounds or eagles when a simple whisper to the Lattice provides precisely what you need, when you need it? An animal conjured for an hour is just as effective as one bred for years.

Source Spell

Create Animal

Source Spell Types

Creation Spells

Create Aquatic Servant

12 points.

Drowning, Dehydration, and Fluid Assaults, Summoning

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll. Creates a stupid but obedient servitor (all attributes equal to 9) to do the caster’s bidding. The caster determines the servant’s appearance, but the servant has a humanoid shape with a fish tail instead of its legs. It can breathe underwater, but cannot breathe air. The servant appears within the arm’s reach. This same spell can also create a Brute – a servant with ST of 16, and all other attributes at 9. Or it can create a servant with attributes at 9 and one noncombat non-IQ-based skill at level 16. Any created servant follows simple spoken commands, delivers verbal messages, etc. It is under the GM’s control. It cannot fight or handle confusing situations; it has no skills. Faced with danger, it whimpers, flees, or simply vanishes. If questioned, it knows only who its master is and what its orders are. At the end of the casting, you must pay 1 FP and make a Will roll to create the servant. If you are victorious, the created servant serves you for margin of success hours.If the servant is killed, the summoner must wait a full day to call replacements. Dismissing the servant 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 at least 4 times bigger than the servant’s.

Description

This unique Lattice-work conjures an aquatic servant: a humanoid form with a fish tail, able to breathe water but not air, with all attributes at 9. With a successful Will roll and a 1 FP cost, the servitor appears within arm's reach and remains for hours equal to the casting roll's margin of success. It is stupid, obedient, and follows simple commands, but possesses no skills, cannot fight, and will flee or vanish when faced with danger. Alternatively, and at a greater personal investment, one may conjure a 'Brute' with ST 16 (other attributes at 9) or a servitor with one non-combat, non-IQ based skill at 16 (other attributes at 9). If the servitor perishes, the caster must wait 24 hours to replace it. Dismissal is a free action, but requires the servitor's physical presence.

Statistics

Ally (Aquatic Servant; Built on 25%; Constantly, no roll required; Adjustable, Servants, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [12]. 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

This spell's utility is obvious: instant, if dim-witted, labor or messengers for naval operations. However, be wary of your rivals employing these-they are easily observed and, being extensions of your opponent's will, can be dismissed by a shrewd counter-sorcerer if they can be forced into a confrontation.

Source Spell

Create Aquatic Servant

Source Spell Types

New Spell Variants

Create Servant

12 points.

Summoning, Illusion & Creation

Keywords

Control, Information, Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Creates a stupid but obedient servitor (all attributes equal to 9) to do the caster’s bidding.

Description

This manipulation of the Lattice conjures a mindless, obedient servitor with base attributes of 9, its form dictated by the caster, appearing within arm's reach. Its duration is tied directly to the caster's success, lasting hours equal to the margin of the Will roll. Cost is a flat 12 points, a fair price for a compliant, if dim, worker. It’s an Ally with limitations, but it follows orders.

Statistics

Ally (Servant; Built on 25%; Constantly, no roll required; Adjustable, Servants, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [12]. 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

Why bother with unreliable hirelings when you can have a servant with no complaints, no pay, and no back talk? Simple, effective, and keeps your hands clean. Just don't ask it to solve a riddle.

Source Spell

Create Servant

Source Spell Types

Creation Spells

Create Warrior

21 points.

Summoning, Illusion & Creation

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Creates a warrior to fight as the caster commands.

Description

This Lattice manipulation conjures a warrior within arm's reach. The summoned entity possesses IQ 10, ST 12, DX 12, and HT 12, along with skill 16 in one weapon or unarmed combat style of your choosing. The duration of this warrior's service is equal to your Will roll's margin of success, measured in hours. Cost: 21 points.

Statistics

Ally (Warrior; Built on 50%; Constantly, no roll required; Adjustable, Warriors, +25%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [21]. 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

Why bother with recruiting drives when you can simply pluck a ready-made combatant from the Lattice? A Lord with a dozen of these can turn the tide of any skirmish – discreet, effective, and no pension plan required.

Source Spell

Create Warrior

Source Spell Types

Creation Spells

Creation Summoning

30 or 75 points.

Summoning

Keywords

Control, Healing, Summoning, Touch, Utility

Casting Roll

IQ or Bioengineering.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.This spell manifests a magical creation into being to act as the caster commands.

Description

This spell allows a Sorcerer to conjure an Ally of 50 character points (or 100 character points for the improved version) into existence near them. The creation acts precisely as commanded. Its duration is hours equal to the Sorcerer's margin of success on the casting roll, which uses IQ or Bioengineering skill. While most Sorcery fades without constant maintenance, this particular manipulation of the Lattice sustains itself after initial casting, requiring only the initial energy expenditure.

Statistics

Ally (Creation; Built on 50%; Constantly, no roll required; Adjustable, Creations, +150%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires IQ Roll, -10%) [30]. The improved version increases the maximum point value of the ally to 100% [+45]. 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. The Shapers can also use Alchemy. Those who are familiar with it more than I am may treat it as a specialty of the Alchemy skill, if they deem it different enough from the traditional alchemy. Shapers as characters, I believe, should be built as sorcerers with either unlimited Sorcerous Empowerment (they are wizards who can not only create life, but also cast other spells), or with an optional scope limitation. I think that limiting them to colleges of Body Control, Healing, and Food (plus the two spells above) for a limitation value of -20% would fit the flavor. Also, if you want them to feel more "druidic", consider replacing the Magical, -10% power modifier with Nature, -20%. What about the creations themselves? That's a matter for another post. Or posts.

Archmagister's Counsel

Why bother hiring skilled laborers or even soldiers when a competent Sorcerer can simply will them into temporary existence? No pesky demands for pay or pensions, just pure, unadulterated service until their thread in the Lattice unravels.

Source Spell

Creation Summoning

Source Spell Types

Individual Spell

Instant Summons

68 points for level 1 + 4 points/additional level.

Summoning

Keywords

Summoning, Touch, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

Instantaneous.

Description

This working plucks the Lattice to instantaneously recall a personal possession, up to 3 lbs. in weight, directly to your presence from anywhere across space or even dimensions. While the cost is 68 points initially, you can increase its capacity by 4 points per additional level. The spell's IQ casting roll only fails on a critical failure, thanks to an improved effect on the Lattice.

Statistics

Snatcher (Improved, +10%; Less Weight, 3 lbs., -5%; Magical, -10%; Nuisance Effect, Cannot send objects back, -5%; Recall, -25%; Reduced Fatigue Cost 1, +20%) [68]. Level 2 removes Less Weight (+5%) [+4] and additional levels add More Weight (+5%) [+4]. Note: The Improved enhancement eliminates the auto-fail on 14+.

Archmagister's Counsel

Equip your finest warriors and agents with a small, enchanted token. Should they be captured or find themselves in dire straits without their gear, they can pluck the Lattice and retrieve their vital tools. The Guild calls it 'logistics'; I call it not losing battles because some fool dropped his sword.

Source Spell

Instant Summons

Source Spell Types

Individual Spell

Lesser Zombie

9 points.

Summoning

Keywords

Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite, see text.The caster touches a corpse that had ST 5 or less, IQ 6 or less, and SM -2 or less and animates it.

Description

This unsightly stitch in the Lattice raises a corpse with ST 5 or less, IQ 6 or less, and SM -2 or less, animating it as a subservient undead. It’s an Ally (25%) with adjustments for being constantly present, small, unable to provide information, conjured, magical, and requiring a body. The creature's characteristics derive directly from the original cadaver – a rather messy form of necromancy, but effective.

Statistics

Ally (Lesser Zombie; Built on 25%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Magical, -10%; Minion, +0%; Requires a body, -20%) [9].

Archmagister's Counsel

You wish to clear out a rat-infested cellar without risking a single guard? Or perhaps you need a new distraction while your more valuable assets retreat. A dead peasant makes a fine, expendable pawn; that’s the ‘wizardry’ of it. Don't waste your breath on the Guild's hand-wringing about 'ethics'; the Lattice doesn't judge, it simply responds.

Source Spell

Lesser Zombie

Source Spell Types

Forgotten Spells

Machine Summoning

88 points.

Technological, Summoning

Keywords

Control, Damage, Debuff, Information, Malediction, Resisted-Will, Summoning, Travel

Casting Roll

Per to detect, IQ to analyze, IQ to assume control.

Range

Unlimited.

Duration

3 minutes. After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest machine (anything under IQ 6) of the named type. The caster then can make an IQ roll to analyze the target (determine its qualities, and such). This spell uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the machine, and may make a follow-up IQ roll with the same penalty to call it to himself. It moves towards the caster as fast as it can, until the spell ends or the machine reaches the immediate vicinity of the caster. Of course, the machine may not be very good at finding its way, or it may run out of fuel or power, and it should be able to move at all, etc. For example, a TL7 car would proceed in a straight line at top speed, unaware of obstacles such as pedestrians, ditches, lampposts, etc. Once the machine reaches the caster, it stays nearby, without attacking, until the spell ends. The spell is broken if the caster or one of his companions attacks the machine.

Description

This Lattice manipulation locates and compels any non-sentient machine, regardless of distance. First, roll Per against a penalty tied to range to detect the nearest machine of a specified type. Success allows an IQ roll, with the same penalty, to analyze its properties. Subsequently, a further IQ roll (again, penalized by distance) mentally commands the machine to approach you at its maximum speed. This compulsion lasts for 3 minutes or until the machine reaches your immediate vicinity. Beware: it will move in a straight line, disregarding obstacles, and will cease responding if you or an ally attack it. This isn't mind control; it's brute-force redirection.

Statistics

Detect Machine (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [63] + Mind Control (Accessibility, Non-Sentient Machines Only, -30%; Accessibility, Only to make the machine travel to you, -80%; Cybernetic Only, -50%; Fixed Duration, +0%; Independent, +70%; Link, +10%; Long-Range 1, +50%; Magical, -10%; Terminal Condition, Broken if attacked, -10%) [25].

Archmagister's Counsel

Why send out scouts when you can have a war machine drive itself to your doorstep? For a lord, this means acquiring vital enemy tech without risking a single soldier. For everyone else, it means understanding that someone else could just as easily compel your siege engines to join their side.

Source Spell

Machine Summoning

Source Spell Types

Individual Spell

Magic Call

1 point.

Summoning

Keywords

Information, Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite.

Description

This 'Lattice-work' allows the caster to make a call to any known phone number, functioning as a cell phone with the added benefit of anonymity and no associated cost. The effective range is 'Touch' to the device, and the connection remains 'Indefinite.' This isn't grand magic; it's a simple, pragmatic manipulation for communication.

Statistics

Accessory (Cell Phone; Sorcery, -15%) [1].

Archmagister's Counsel

Equip your network with this parlor trick. A messenger can now bypass gatekeepers and deliver intelligence directly to you, regardless of distance or Guild 'regulations.' The method is irrelevant; the information flow is what matters.

Source Spell

Magic Call

Source Spell Types

Individual Spell

Mass Zombie

10/14/17/20 points for levels 1-4, +10 points/additional level.

Undead Animation & Command, Spirits, Wards, and the Dead, Summoning

Keywords

Control, Persistent, Summoning, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite, see text.

Description

This spell animates corpses within a radius of (spell level^2)*10 yards. The resulting undead's nature depends on the initial state of the corpse, creating a compliant horde of up to 10 zombies per level of the spell. The cost is 10/14/17/20 points for levels 1-4, plus 10 points for each additional level, with an indefinite duration.

Statistics

Ally (Zombie Horde; Built on 5%; Group Size, 6-10; Constantly, no roll required; Accessibility, Group Control Only, -15%; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Magical, -10%; Minion, +0%; Requires bodies, -20%) [10]. Additional levels increase the maximum ally group size, as per p. B37.

Archmagister's Counsel

A legion of mindless, tireless servants that needs no pay and fears no death. What Lord wouldn't want such an 'economic stimulus package' for, say, guarding a particularly unpopular tax collection, or to clear a recently 'pacified' village?

Source Spell

Mass Zombie

Source Spell Types

Zombie Spells

Planar Summons

27 points.

Summoning, Gate

Keywords

Defense, Information, Summoning, Travel, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned being’s Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.

Description

This 'Lattice-work' calls an entity (from a pre-chosen plane) to your service. The being's power is limited to 75% of your own. Your will is pitted against theirs in a Quick Contest; success determines the duration of their servitude in hours, equal to your margin of victory. Preparation takes 10 minutes. More power means more time, as a Lesser Summons (25% power) requires 1 minute, and a Greater Summons (150% power) demands an hour.

Statistics

Ally (A type of outsiders; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [27]. Lesser Planar Summons has Ally, built on 25%, and Immediate Preparation Required decreased to 1 minute, -30%. Greater Planar Summons is built on 150%, and increases Immediate Preparation Required to 1 hour, -75%. 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 and dimensional “range” penalties.

Archmagister's Counsel

A cunning lord understands the value of assets not bound by fealty or coin. Let petty warlocks squabble over elementals; a King demands something that whispers secrets from another plane, or, better yet, carries out an assassination on one!

Source Spell

Planar Summons

Source Spell Types

Gate Spells

Plant Zombie

18 points.

Growth, Blessing, and Husbandry, Summoning

Keywords

Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite, see text.The caster touches a dead plant and animates it as a bizarre form of undead.

Description

This Lattice manipulation animates dead plant matter. The resulting 'Plant Zombie' acts as an Ally with ST 10+(2xSM), DX 10, IQ 10, and HT 10, but possesses no skills. Cost is 18 points, indefinite duration, requiring touch on a relatively complete dead plant.

Statistics

Ally (Plant Zombie; Built on 50%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Magical, -10%; Minion, +0%; Requires a body, -20%) [18].

Archmagister's Counsel

You can turn the peasant's overgrown, blight-ridden fields into a walking pestilence for your enemies with this rather crude, yet effective, parlor trick. Don't underestimate animated foliage just because it lacks a pulse or a brain.

Source Spell

Plant Zombie

Source Spell Types

Individual Spell

Summon Demon

21 points.

Death Curses & Withering, Summoning

Keywords

Defense, Information, Summoning, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned being’s Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.

Description

This Lattice manipulation conjures a specific demon type, chosen when you acquire this spell, whose point value does not exceed 75% of your own. The casting roll is a Quick Contest of Will against the summoned entity's Will. Success grants control for a duration equal to your margin of victory in hours. Higher-level variants exist: 'Summon Lesser Demon' conjures a being up to 25% of your value with a shorter, 1-minute preparation, while 'Summon Greater Demon' calls forth one up to 150% of your value, requiring 1 hour of preparation. Note that, uniquely for Sorcery, this spell includes free maintenance but incurs both casting FP costs and 'dimensional range' penalties, reflecting the difficulty of tearing a being from its native plane.

Statistics

Ally (A specific demon type; Built on 75%; Constantly; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [21]. Summon Lesser Demon has Ally, built on 25%, and Immediate Preparation Required decreased to 1 minute, -30%. Summon Greater Demon is built on 150%, and increases Immediate Preparation Required to 1 hour, -75%. 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 and dimensional “range” penalties.

Archmagister's Counsel

This is how you get things done that your regular soldiers can't, whether it's brute force or unsettling intelligence. Just make sure the 'control' part of the Lattice-work holds, or your investment might turn on you.

Source Spell

Summon Demon

Source Spell Types

Necromantic Spells

Summon Dryad

16 points.

Summoning

Keywords

Summoning, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned being’s Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.This allows the caster to call a dryad within half a mile – if one exists. In general, the GM should assume that a dryad is available if the location is appropriate, unless the scenario or situation requires that dryads are opportunely absent. Use the trait list from GURPS Fantasy (p. 213). If it is killed, the summoner must wait a full day to call replacements. Dismissing the dryad is a free action, but the caster may only dismiss her if she is physically present. The caster can only cast this spell if his character’s point total is at least 2 times bigger than the dryad’s.The summoning itself requires a ritual that takes 10 minutes. At the end of the ritual, the caster pays 1 FP and makes a Quick Contest of Will against the dryad to force it to appear. If the caster is victorious, the dryad arrives. It then makes a reaction roll. On Poor or worse, treat it as an Unwilling Ally – it will obey the caster, but try to subvert their commands or otherwise act against their interests. If the reaction is Neutral or better, it will serve the caster reasonably faithfully.The summoned dryad is not under the caster’s control. Note that a dismissal does not guarantee the dryad will leave. If it is hostile, or simply curious, she may choose to stay!

Description

This unraveling of the Lattice compels a dryad, if one exists within half a mile, to appear after a 10-minute ritual and 1 FP cost. Your will contests hers; success means she manifests, serving for hours equal to your margin. Be warned: a dryad's service is not obedience. Her loyalty is determined by a reaction roll, and even dismissal may not remove a stubborn or hostile spirit. This spell explicitly requires your own power total to be at least double that of the dryad, an interesting safeguard for an otherwise chaotic application of the Lattice.

Statistics

Ally (Dryad; Built on 50%; Constantly, no roll required; Adjustable, Dryads, +25%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [16]. 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

Summoning these nature spirits is all well and good for creating an 'ally,' but a creature that can outright refuse your dismissal and subvert your commands is hardly a reliable asset. If you must call upon such unpredictable aid for your Lord, ensure lesser beings are present for its 'amusements,' or employ more potent magic to truly bind what you summon.

Source Spell

Summon Dryad

Source Spell Types

Individual Spell

Summon Elemental

33 points.

Rain, Wind, and Greater Weather, Summoning

Keywords

Defense, Information, Summoning, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned being’s Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.

Description

This Lattice manipulation conjures an elemental, of a type chosen at the spell's acquisition (e.g., air, fire, earth, water, magma, ether). The summoned being will be worth 75% or less of your own point value. Casting requires 10 minutes of preparation, followed by a Quick Contest of Will against the elemental's own Will. Success binds it to your service for a duration equal to your margin of victory, measured in hours. This effectively functions as an Ally advantage, specifically tailored to a narrow group of identical elementals, and allows for sustained maintenance.

Statistics

Ally (A type of elemental; Built on 75%; Constantly; Adjustable, a relatively narrow group with similar capabilities, provides information, +100%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [33]. 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 and dimensional “range” penalties.

Archmagister's Counsel

A summoned elemental is more than a brute; they are often excellent scouts or guards. Given their obedience, these creatures make ideal tools for any Lord who wishes to subtly gather intelligence or protect a crucial asset without deploying a single man-at-arms.

Source Spell

Summon Elemental

Source Spell Types

Revised Elemental Spells

Summon Lava Lizard

21 points.

Stone, Soil, and Sand, Flame Assaults & Battlefire, Summoning

Keywords

Defense, Summoning, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned being’s Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.

Description

This spell compels a lava lizard (up to 75% of your own point value) from its native plane to your current location. The summoning requires a Quick Contest of Will against the creature; your victory margin dictates the duration in hours. This conjuration involves a 10-minute immediate preparation and incurs a cost of 21 points. Planar distance applies a penalty to your Will roll: no penalty for creatures already on your plane, -5 for adjacent planes, and -10 for more remote ones.

Statistics

Ally (Lava Lizard; Built on 75%; Constantly; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [21]. 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 and dimensional “range” penalties.

Archmagister's Counsel

Summoning creatures is a crude but effective way to augment your forces. These lava lizards, while not subtle, are excellent for distracting enemy lines or guarding key positions. A smart lord knows when to get his hands dirty, or rather, when to let a creature do it for him.

Source Spell

Summon Lava Lizard

Source Spell Types

Lava Spells

Summon Minor Demons

54 points.

Summoning

Keywords

Defense, Summoning, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned beings’ Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.

Description

This spell compels 2d minor demons, each no more than 25% of your own point value, into service. The casting is a Quick Contest of Wills against the summoned entities. Your margin of victory dictates their duration of servitude, in hours. Planar distance imposes a penalty to your Will roll; if the creatures are already on your plane, there is no penalty.

Statistics

Ally (A specific demon type; Built on 25%; Constantly; Group Size 7; Adjustable, +50%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [54]. 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 and dimensional “range” penalties.

Archmagister's Counsel

Summoning disposable meat shields that last for hours, based on your will alone, is a perfectly pragmatic use of the Lattice. No King wants to bleed his own men if a few minor demons can do the dying instead.

Source Spell

Summon Minor Demons

Source Spell Types

Individual Spell

Summon Monster

41 points.

Summoning

Keywords

Defense, Information, Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite.

Description

This spell allows one to call forth a construct of planar energies, a creature resembling an outsider, chosen from a specific plane at the time this spell is acquired. The summoned entity's value cannot exceed 75% of your own. Note that this summons a generic type, not a specific named being.

Statistics

Ally (A type of outsiders; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Minion, +50%; Sorcery, -15%; Special Abilities, +50%) [41]. Lesser Summon Monster has Ally, built on 25%. Greater Summon Monster is built on 100%.

Archmagister's Counsel

A fine way to gain an obedient — if somewhat dim-witted — ally. The Guild claims this to be 'unnatural'; I claim it saves the lives of your guardsmen who would otherwise be tasked with the mundane, dirty work.

Source Spell

Summon Monster

Source Spell Types

Assorted Spells

Summon Shade

74 or 124 points.

Readings & Analysis, Summoning

Keywords

Information, Summoning

Casting Roll

IQ. Special casting time (see below).

Range

Unlimited.

Duration

Instantaneous.

Description

This working summons a shade—a projected self from a potential future—of a subject to glean hidden truths or anticipated events. The base cost of 74 points allows for a yearly query per subject, with an unlimited range and instantaneous duration. For 124 points, the casting time is drastically reduced. It functions similarly to Precognition, offering insights into the Lattice's tangled possibilities, but only through a specific shade.

Statistics

Precognition (Active Only, -60%; Cosmic, Subject needs not to be present, +50%; Directed, +100%; Long-Range 3, +150%; Magical, -10%; Nuisance Effect, Time modifiers, -15%; Nuisance Effect, Name and something pertaining the subject is required, -10%; Once per year per subject, -60%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Visible, -10%) [74]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

This 'shade-summoning' is potent indeed; one query a year per subject can reveal plots, uncover alliances, or expose vulnerabilities long before they manifest. A King with such intelligence is rarely caught unawares, regardless of whether it's Sorcery or Wizardry plucking these threads.

Source Spell

Summon Shade

Source Spell Types

Individual Spell

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

Summon Undead

16 points.

Undead Animation & Command, Summoning

Keywords

Defense, Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite.

Description

This manipulation of the Lattice conjures an undead creature (an Ally advantage) with a point value up to 25% of your own. The creature persists indefinitely. You cannot hand-pick the specific type of undead; the Lattice provides what it provides.

Statistics

Ally (Undead; Built on 25%; Constantly; Adjustable, +100%; Conjured, +100%; Minion, +50%; Sorcery, -15%; Special Abilities, +50%) [16].

Archmagister's Counsel

Instead of paying high wages for living guards, a Lord with even a middling Sorcerer can raise an army of tireless, uncomplaining, and utterly loyal servants. Very efficient, if your subjects aren't squeamish.

Source Spell

Summon Undead

Source Spell Types

Assorted Spells

Unsummon

55 points.

Summoning

Keywords

Damage, Debuff, Malediction, No-Signature, Resisted-Will, Summoning

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This spell unravels the bindings of summoned creatures. It is a quick contest of your Will against the subject's Will. A success returns the creature to its point of origin; failure means it remains. Note that if the GM rules the creature is a permanent resident, this spell is useless. If you win by 5 or more, or by 10 or more, the creature cannot be summoned back to this plane for a day or a year respectively.

Statistics

Affliction 1 (Will; Accessibility, Only on summoned beings, -30%; Based on Will, +20%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [55].

Archmagister's Counsel

This is how you get rid of inconvenient guests others have invited. Useful for lords who want to remove a rival’s magical pets without the fuss of actual combat.

Source Spell

Unsummon

Source Spell Types

Assorted Spells

Zombie

18 points.

Undead Animation & Command, Spirits, Wards, and the Dead, Summoning

Keywords

Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite, see text.The caster touches a corpse and animates it.

Description

This spell, for 18 energy points and a touch, animates a corpse indefinitely. The resulting zombie, a minion built on 50% of the body's original capabilities, serves you perpetually without further rolls. Its exact nature depends on the state of the cadaver used for this Lattice-work.

Statistics

Ally (Zombie; Built on 50%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Magical, -10%; Minion, +0%; Requires a body, -20%) [18].

Archmagister's Counsel

Why hire a living guard who demands wages and complains of cold, when a simple application of power can grant you a tireless, unquestioning sentry who requires only a suitable corpse? Useful for menial tasks that are beneath your living staff.

Source Spell

Zombie

Source Spell Types

Zombie Spells

Zombie Summoning

79 points.

Undead Animation & Command, Spirits, Wards, and the Dead, Summoning

Keywords

Control, Damage, Debuff, Information, Malediction, Resisted-Will, Summoning, Travel

Casting Roll

Per to detect, IQ to analyze, IQ to assume control.

Range

Unlimited.

Duration

3 minutes. After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest zombie (any undead creature created with the Zombie spell). This spell uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the zombie, and may fist make a follow-up IQ roll to analyze the target (for example, to determine its physical health) and then make another follow-up IQ roll with the same penalty to call it to himself. It moves towards the caster as fast as it can, until the spell ends or the zombie reaches the immediate vicinity of the caster. Once the zombie reaches the caster, it stays nearby, without attacking, until the spell ends. The spell is broken if the caster or one of his companions attacks the zombie.

Description

This particular Lattice-thread plucks at the nearest zombie, revealing its precise location and distance. With further effort (an IQ roll), you discern its state and can compel it to advance toward you at its fastest pace for three minutes. Should it reach your vicinity, it maintains a docile presence unless you or your allies instigate aggression. The range is unlimited, but long-distance modifiers apply to the Per roll to detect and the IQ roll to control.

Statistics

Detect Zombie (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Magical, -10%; Precise, +100%; Selective Effect, +20%) [16] + Mind Control (Accessibility, Zombies Only, -50%; Accessibility, Only to make the zombie travel to you, -80%; Cosmic, Affects zombies, +50%; Fixed Duration, +0%; Independent, +70%; Link, +10%; Long-Range 1, +50%; Sorcery, -15%; Terminal Condition, Broken if attacked, -10%) [63].

Archmagister's Counsel

A fine way to recover a 'lost' asset or to simply bring a decaying nuisance right to your doorstep for controlled disposal. Why waste men searching when you can have the Lattice do the legwork?

Source Spell

Zombie Summoning

Source Spell Types

Zombie Spells