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Showing 1-38 of 38 filtered sorcerer spells.

Spell Name Type Cost List Details
Animate Machine Technological 53 points.
Arching Weapon Weapons & Battlework, Technological 40 points.
Automatic Reloading Technological 7 points/level.
Awaken Building Technological 138 points.
Conducting Non-Conductor Rain, Wind, and Greater Weather, Technological 25 points.
Conic Blast Bursts, Barrages, and Bombardment, Technological 44 points for level 1 + 8 points/additional level.
Create Fuel Heat, Fuel, and Hearthwork, Technological 32 points/level.
Demagnetize Rain, Wind, and Greater Weather, Technological 26 points.
Ease Labor Body Forms, Limbs, and Alteration, Technological 21 points.
Essential Fuel Heat, Fuel, and Hearthwork, Technological 18 points/level.
Essential Gunpowder Breaking, Shattering, and Ruin, Technological 4.5 points/level*.
Far Shot Technological 36 points for level 1 + 16 points/additional level.
Halt Impulse Technological 70 points.
Jam Radio Technological 26 points for level 1 + 14 points/additional level.
Machine Control Technological 80 points.
Machine Possession Possession & Identity, Technological 20 points.
Machine Speech Communication & Empathy, Technological 17 points.
Machine Summoning Technological, Summoning 88 points.
Magnetize Rain, Wind, and Greater Weather, Technological 25 points.
Manipulate DNA Body Forms, Limbs, and Alteration, Technological 18 points.
Multi-Shot Technological 44 points for level 1 + 8 points/additional level.
Permanent Machine Possession Possession & Identity, Technological 75 points.
Personal Bullet Protection Resistances & Immunities, Wood, Vines, and Plant Forms, Force, Food, Technological 5 points/level.
Personal Bullet Shield Wards, Shields, and Barriers, Wood, Vines, and Plant Forms, Force, Food, Technological 1 point/level.
Predict Eclipse Thoughts & Memory, Rain, Wind, and Greater Weather, Technological 25 or 37 points.
Purify Fuel Heat, Fuel, and Hearthwork, Technological 4 points/level.
Radio Hearing Senses & Perception, Technological 2 points.
Rainbow Rain, Wind, and Greater Weather, Technological 18.5 points/ level.
Rebuild Technological 57 points for level 1 + 36 points/level.
Reckless Reconstitution Technological 63 points.
Recoil Compensation Technological 36 points for level 1 + 40 points/additional level.
Remove Fetus Body Forms, Limbs, and Alteration, Technological 14 points.
Returning Weapon Weapons & Battlework, Technological 40 points for level 1 + 8 points/additional level.
Schematic Readings & Analysis, Technological 5 points.
Seek Fuel Seekers & Trackers, Heat, Fuel, and Hearthwork, Technological 41 points or 51 points.
Seek Machine Seekers & Trackers, Technological 41 points or 51 points.
Shape Clouds Creation, Shape, and Matter, Winds, Vapors, and Sky Passage, Rain, Wind, and Greater Weather, Technological 21 points for level 1 + 13 points/additional level.
Test Fuel Detection & Appraisal, Heat, Fuel, and Hearthwork, Technological 24 points.

Animate Machine

53 points.

Technological

Keywords

Control, Debuff, Malediction, Resisted-Will, Summoning

Casting Roll

IQ.

Range

Unlimited.

Duration

3 minutes.

Description

This rather specialized plucking of the Lattice allows you to force your will upon a machine. Focus for one second, then roll a Quick Contest of your IQ against the machine's Will, applying range penalties to the device. If successful, the machine falls under your control for three minutes.

Statistics

Mind Control (Cybernetic Only, -50%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%) [53].

Archmagister's Counsel

Understanding the mechanics of a machine allows deeper insight into its Lattice-threads. While impressive, remember that a master craftsman will know the natural Will of their creations.

Source Spell

Animate Machine

Source Spell Types

Machine Spells

Arching Weapon

40 points.

Weapons & Battlework, Technological

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This working applies the Arching Weapon advantage to a ranged weapon, allowing its projectiles to ignore normal ballistic trajectory and strike from above. This costs 40 points and lasts for 30 minutes. You still need to manage the aim with Innate Attack (Gaze) at 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Arching Weapon, +260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [40]. Notes: “Arching Weapon” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Arching Shot imbuement skill.

Archmagister's Counsel

If you are sending an assassin, this is how they ensure an arrow finds its way through even the tightest shield wall. Forget straight lines; aim for the brainpan from above.

Source Spell

Arching Weapon

Source Spell Types

Gunman Spells

Automatic Reloading

7 points/level.

Technological

Keywords

Persistent, Utility

Casting Roll

None.

Range

1 yard.

Duration

Indefinite.

Description

This spell manifests as a spectral hand, its ST equal to four times the spell's level, dedicated solely to reloading bows, crossbows, or firearms. The weapon and ammunition must remain within 1 yard of the caster. Its duration is indefinite, and its cost is 7 points per level.

Statistics

Telekinesis 4 (Independent, +40%; Reduced Range, 1/10, -30%; One Task, Reloading, -60%; Sorcery, -15%) [7]. Each additional level adds Telekinesis 4 [+7].

Archmagister's Counsel

There's no honor in fumbling with a reload during a skirmish. This Lattice-work ensures your archers and musketeers can maintain a continuous volley, giving your front lines the support they need to break an enemy charge.

Source Spell

Automatic Reloading

Source Spell Types

Gunman Spells

Awaken Building

138 points.

Technological

Keywords

Buff, Control, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This working grants a building both sentience and a heightened awareness of its own structure, allowing it to perceive and compensate for internal stresses. Effectively, the building gains HT+2 for 30 minutes, preventing collapse and repairing minor damage. It can also develop an annoyance for intruders and disrespectful occupants. As per tradition, aiming is done via Innate Attack (Gaze), with a range of 100 yards, lasting 30 minutes. This is a 138-point working.

Statistics

Affliction 1 (HT; Accessibility, Only buildings, -50%; Advantage, Awaken Building, +1,220%; Disadvantage, Intolerance (Intruders and disrespectful occupants), +5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [138]. Note: “Awaken Building” is HT+2 (Magical, -10%) [18] + IQ+6 (Magical, -10%) [108].

Archmagister's Counsel

You can make a fortress resilient against siege engines, or at least keep the roof from collapsing on your Lord's head. The Guild calls it 'Technological'; I call it practical resilience for those who understand the Lattice.

Source Spell

Awaken Building

Source Spell Types

Technological Spells

Conducting Non-Conductor

25 points.

Rain, Wind, and Greater Weather, Technological

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

One minute.

Description

This spell, a direct manipulation of the Lattice, causes a target object or creature to lose any inherent immunity to electrical conduction. They become fully susceptible to electricity for one minute, resisted by their HT. What the Guild calls 'immunity' is merely a different resonance; this alters it.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Immunity to Electrical Conduction, +5%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [25].

Archmagister's Counsel

Understanding this crude but effective manipulation is crucial for any lord. Know when your 'electrically immune' champions can be unexpectedly fried, or better yet, ensure your rivals face this revelation mid-battle.

Source Spell

Conducting Non-Conductor

Source Spell Types

EM and Weather Spells

Conic Blast

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

Bursts, Barrages, and Bombardment, Technological

Keywords

Buff, Control, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working allows a ranged weapon to project its attacks in a cone, akin to grapeshot, originating directly from the weapon itself. The cone's width at maximum range is equal to the weapon's Rate of Fire in yards. This effect lasts for three minutes. Each level of this spell reduces penalties associated with using the conical attack.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Conic Blast, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Conic Blast” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -1 in penalties [+8]. This spell is based on the Conic Blast imbuement skill.

Archmagister's Counsel

A single Sorcerer with this ability can turn a line of archers into a battlefield-clearing artillery unit. No subtlety, just overwhelming force, which is often exactly what a Lord needs.

Source Spell

Conic Blast

Source Spell Types

Gunman Spells

Create Fuel

32 points/level.

Heat, Fuel, and Hearthwork, Technological

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice transforms any touched natural solid or liquid into a primary fuel source for the spell's current TL. This is a level-based effect, costing 32 points per level. On a successful casting, the alteration is instant and permanent, unless, of course, the fuel is consumed.

Statistics

Create (Transmute Liquid to Fuel, +45%; Transmute Solid to Fuel, +45%; Transmutation Only, -100%; Magical, -10%) [32/level].

Archmagister's Counsel

Why bother with resource allocation or supply lines? With sufficient power over the Lattice, you simply turn rocks into coal or water into oil. Command 10,000 peasants to bring you stones, and you'll field an army of steam-powered giants by sundown.

Source Spell

Create Fuel

Source Spell Types

Fuel Spells

Demagnetize

26 points.

Rain, Wind, and Greater Weather, Technological

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

One minute.

Description

This manipulation of the Lattice renders its target — be it object or creature — impervious to all magnetic forces for the duration of one minute. A simple application, yet potent. It imposes an Affliction (HT; Fixed Duration, +0%; Malediction 2, +150%; Negated Disadvantage, Affected by Magnetism, +10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [26].

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Malediction 2, +150%; Negated Disadvantage, Affected by Magnetism, +10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [26].

Archmagister's Counsel

Understanding this spell means understanding how to completely nullify magnetic countermeasures. Useful for disabling armor, disarming magnetic weapons, or simply ensuring your mage doesn't get stuck to a giant magnet in the field. The Guild's mages rarely consider such 'crude' applications.

Source Spell

Demagnetize

Source Spell Types

EM and Weather Spells

Ease Labor

21 points.

Body Forms, Limbs, and Alteration, Technological

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This deft manipulation of the Lattice renders childbirth painless and trouble-free for the subject, negating all complications. It's an Affliction 1 (HT) with a range of 100 yards and a duration of 1 day, costing 21 points.

Statistics

Affliction 1 (HT; Accessibility, Only on pregnant women, -80%; Advantage, Ease Labor, +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Ease Labor” is Immunity to Childbirth Complications (Magical, -10%) [5].

Archmagister's Counsel

A sagacious lord understands the value of a healthy populace. This 'Lattice-work' ensures an heir arrives without incident, which is far more efficient than frantic prayers or costly healers once things go awry.

Source Spell

Ease Labor

Source Spell Types

Bio-Tech Spells

Essential Fuel

18 points/level.

Heat, Fuel, and Hearthwork, Technological

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice converts any physical fuel into a magical essence of fuel. Each level of effect costs 18 points, transforming the matter successfully. The duration is either 10 seconds or permanent, depending on the energy invested.

Statistics

Create (Cosmic, Essential, +50%; Transmute Fuel to Essential Fuel, +50%; Transmutation Only, -100%; Magical, -10%) [18/level].

Archmagister's Counsel

You can transform mere dung or dry leaves into the equivalent of dragon's breath for your war machines. Think of the strategic advantage: endless fuel, anywhere, anytime.

Source Spell

Essential Fuel

Source Spell Types

Fuel Spells

Essential Gunpowder

4.5 points/level*.

Breaking, Shattering, and Ruin, Technological

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This deft manipulation of the Lattice transforms ordinary gunpowder into its 'essential' counterpart. For every 4.5 points, you can generate one level of Essential Gunpowder, which deals +2 damage per die in firearms. The transformation can last for 10 seconds, or be made permanent after 10 seconds of concentration, and is applied by touch. The Guild calls it 'alchemy'; I call it better explosions.

Statistics

Create (Cosmic, Essential, +50%; Transmute Gunpowder to Essential Gunpowder, +50%; Transmutation Only, -100%; Magical, -10%) [4.5/level*]. * Calculate the total cost, then round up.

Archmagister's Counsel

Equipping your forces with this 'essentially' improved gunpowder is a simple, strategic investment that pays dividends on the battlefield, especially when facing heavily armored opponents. It matters not if this power flows from blood or books, only that it flows.

Source Spell

Essential Gunpowder

Source Spell Types

Assorted Spells

Far Shot

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

Technological

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This simple manipulation of the Lattice, when applied to a ranged weapon, increases its effective range. Level 1 grants an additional x1.5 multiplier to its 1/2D range. Each subsequent level, costing an additional 16 points, adds a further x0.5 multiplier, effectively reducing range penalties by 2 for each level.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Far Shot, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Far Shot” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -2 in penalties [+16]. This spell is based on the Far Shot imbuement skill.

Archmagister's Counsel

Equipping your marksmen with this 'Sorcery' allows them to engage targets with lethal accuracy from distances previously thought impossible, turning skirmishes into massacres in your favor. It's about victory, not semantics.

Source Spell

Far Shot

Source Spell Types

Gunman Spells

Halt Impulse

70 points.

Technological

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous (heart attack) and 3 minutes (paralysis).

Description

This working forcefully severs the connection between a subject's brain and their body, delivered as an Affliction. It targets the subject's HT (resistible by HT) and, if successful, immediately induces a heart attack and paralyzes them for 3 minutes. The Malediction ensures its reach, and a lack of overt magical signature makes its origin difficult to trace. Cost: 70 points. It requires a Will roll to cast. The range is technically unlimited, affecting any being with a brain, but the results are instant for the heart attack and leave the subject paralyzed for 3 minutes.

Statistics

Affliction 1 (HT; Accessibility, Only on beings with a brain, -10%; Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Paralysis, +150%; Sorcery, ‑15%) [70].

Archmagister's Counsel

Why bother with elaborate poisons or messy blades when you can simply turn off an enemy's brain from across the continent? This isn't just an assassination tool; it's a statement: your enemies aren't safe anywhere, even in a locked room.

Source Spell

Stop Impulse

Source Spell Types

Technological Spells

Jam Radio

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

Technological

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This Lattice manipulation blocks radio signals to and from a single target for 3 minutes. External operators attempting to interact with the target via radio suffer a -5 penalty per level of this spell to their Electronic Operation (Comm) skill. Cost is 26 points for level 1, then an additional 14 points per level.

Statistics

Affliction 1 (HT; Advantage, Jam Radio 1, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Additional levels add more levels of Jam Radio (+70%) [+14]. Note: Each level of “Jam Radio” is Obscure 5 (Radio; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [14].

Archmagister's Counsel

When monitoring enemy communications, know that a sudden, inexplicable silence might not be a broken device, but rather a deliberate magical suppression by a sorcerer. Always suspect deliberate interference until proven otherwise.

Source Spell

Jam Radio

Source Spell Types

Individual Spell

Machine Control

80 points.

Technological

Keywords

Control, Damage, Debuff, Defense, Malediction, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

1 minute.

Description

This manipulation of the Lattice allows you to exert direct control over any machine with an intelligence of 6 or less. A one-second touch and concentration are required to establish this connection. The control lasts for one minute, but grants no access to the machine's internal memory. Effectively, it's a form of Possession, but for cog-and-lever constructs rather than living beings, costing 80 points total.

Statistics

Possession (Accessibility, Non-Sentient Machines Only, -30%; Maximum Duration, 1 minute, -65%; No Memory Access, -10%; Sorcery, -15%; Telecontrol 2, +100%) [80].

Archmagister's Counsel

Rather than teaching your royal children ethics, teach them how to turn an enemy's siege engines against them. This is how empires truly expand.

Source Spell

Machine Control

Source Spell Types

Individual Spell

Machine Possession

20 points.

Possession & Identity, Technological

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

1 minute.

Description

This Lattice manipulation allows the caster to project their consciousness into a target machine, gaining full memory access for one minute. The true cost of this endeavor is 20 points, but should the caster’s original body be destroyed during this possession, the caster perishes. A risky gambit for those who prefer metal over flesh.

Statistics

Possession (Accessibility, Machines Only, -20%; Full Memory Access, +10%; Maximum Duration, 1 minute, -65%; Sorcery, -15%) [20].

Archmagister's Counsel

A clever lord could use this to hijack enemy surveillance or automated defenses. Just ensure your bodyguards are competent enough to keep your original flesh form intact while you're off 'exploring' circuits.

Source Spell

Machine Possession

Source Spell Types

Individual Spell

Machine Speech

17 points.

Communication & Empathy, Technological

Keywords

Debuff, Information, Malediction, Resisted-Will, Touch

Casting Roll

IQ - Complexity.

Range

Touch.

Duration

Instantaneous. Speak with the subject machine in its language. In effect, the caster can force the machine to answer any one specific question that it can answer with a brief sentence. If the casting is successful, the caster gets the answer from the machine. The answer is what the subject believes to be true – if it doesn’t know, it’ll tell the caster. If the casting has failed, the caster may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should he critically fail, he cannot talk with that machine again for 24 hours. This spell may be used to ask as many questions as the caster wishes, but each question is a new casting.

Description

This Lattice manipulation compels a machine to answer a single, concise question in its own language, presuming the machine possesses the data. The casting roll is IQ minus the machine's complexity. Failed attempts to query the same machine within an hour incur a cumulative -2 penalty; a critical failure prevents further communication with that device for 24 hours. Each question requires a new casting, but the machine will answer what it 'believes' to be true.

Statistics

Mind Probe (Cybernetic Only, -50%; Sorcery, -15%; Universal, +50%) [17].

Archmagister's Counsel

Why bother with manuals when you can simply interrogate the machine directly for its secrets? A lord gains immense advantage by knowing a rival's mechanisms as intimately as their own.

Source Spell

Machine Speech

Source Spell Types

Individual Spell

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

Magnetize

25 points.

Rain, Wind, and Greater Weather, Technological

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

One minute.

Description

This manipulation of the Lattice renders the target, be it an object or a living being, susceptible to magnetism for a duration of one minute. It functions as an Affliction 1, resisted by HT, applying the 'Affected by Magnetism' disadvantage.

Statistics

Affliction 1 (HT; Disadvantage, Affected by Magnetism, +1%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [25].

Archmagister's Counsel

Understanding this spell is crucial for battlefield control; a unit suddenly finding their armor magnetized to itself, or to the ground, becomes a rather less effective fighting force.

Source Spell

Magnetize

Source Spell Types

EM and Weather Spells

Manipulate DNA

18 points.

Body Forms, Limbs, and Alteration, Technological

Keywords

Control, Persistent, Utility

Casting Roll

IQ or Bioengineering (Generic Engineering).

Range

100 yards.

Duration

Indefinite.

Description

This spell directly manipulates DNA, allowing for splicing and trait manipulation. It effectively reduces lab quality penalties by 10 levels, making improvised facilities viable for genetic work. It costs 18 points and has an indefinite duration, operating out to 100 yards and typically requiring an IQ or Bioengineering (Generic Engineering) roll.

Statistics

Control DNA 1 (Accessibility, Only to splice genes and manipulate DNA, -35%; Ranged, +40%; Sorcery, -15%) [18].

Archmagister's Counsel

This is how you breed a better warrior, a more compliant servant, or a beast for war. Forget the wizard's labs; this brings genetic power to any battlefield or hidden lair.

Source Spell

Manipulate DNA

Source Spell Types

Bio-Tech Spells

Multi-Shot

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

Technological

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working allows a weapon's projectile to unnaturally split mid-flight, increasing its Rate of Fire by one per spell level. For missile weapons, this additional expenditure of Lattice energy does not consume more ammunition. The effect lasts for three minutes and can reach targets up to 100 yards away.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Multi-Shot, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Multi-Shot” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -1 in penalties [+8]. This spell is based on the Multi-Shot imbuement skill.

Archmagister's Counsel

If you are arming your archers or siege engineers, understand that this 'splitting' effect enhances their RoF without increasing supply strain. A wise lord leverages this for both defense and offensive sieges; it’s not about how many arrows, but how many *effective* arrows strike.

Source Spell

Multi-Shot

Source Spell Types

Gunman Spells

Permanent Machine Possession

75 points.

Possession & Identity, Technological

Keywords

Control, Debuff, Defense, Healing, Malediction, Persistent, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite.

Description

This Sorcery allows the caster to transfer his consciousness into a machine, effectively granting immortality by allowing him to move from one vessel to another indefinitely. The target machine resists with its Will. This manipulation of the Lattice costs 75 points.

Statistics

Possession (Accessibility, Machines Only, -20%; Full Memory Access, +10%; Sorcery, -15%) [75].

Archmagister's Counsel

Why bother with a mortal coil when a sovereign can command a legion of automatons from a fortified control core? A king who masters this spell truly never dies; he simply upgrades.

Source Spell

Permanent Machine Possession

Source Spell Types

Individual Spell

Personal Bullet Protection

5 points/level.

Resistances & Immunities, Wood, Vines, and Plant Forms, Force, Food, Technological

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An invisible force field emanates from your person, extending to all carried gear, effectively thickening the Lattice around you to repel bullets. This grants you +4 DR per level against firearm bullets, stacking with worn armor. Cost is 5 points per level for indefinite duration.

Statistics

Damage Resistance 4 (Force Field, +20%; Limited, Firearm Bullets, -80%; Sorcery, -15%) [5].

Archmagister's Counsel

Invest in this, my lord. Against an unexpected assailant with a modern firearm, it ensures your continued reign. A wizard must cast it; a sorcerer merely wills it. The outcome is the same.

Source Spell

Personal Bullet Protection

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Bullet Shield

1 point/level.

Wards, Shields, and Barriers, Wood, Vines, and Plant Forms, Force, Food, Technological

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This application of the Lattice creates a frontal, invisible force field that bestows an additional DR 1 per spell level against bullet weapons. This bonus stacks with conventional armor, protecting you and your carried gear from the front only.

Statistics

Damage Resistance 1 (Directional, Front, -20%; Force Field, +20%; Limited, Firearm Bullets, -80%; Sorcery, -15%) [1/level].

Archmagister's Counsel

Equip your elite skirmishers with this. It's a simple, undeniable advantage when advancing under fire, and the enemy won't even see it coming until their bullets fail to find purchase.

Source Spell

Personal Bullet Shield

Source Spell Types

Personal Food, Force, Fungus Spells

Predict Eclipse

25 or 37 points.

Thoughts & Memory, Rain, Wind, and Greater Weather, Technological

Keywords

Information

Casting Roll

IQ. Special casting time (see below).

Range

Local or Unlimited.

Duration

Instantaneous.

Description

This working forecasts solar or lunar eclipses (full or partial) for a designated area. A successful casting reveals details for the next month, plus an additional month for each point of success on the casting roll. Cost is 25 or 37 points, cast with IQ. Range is local or unlimited, and the duration is instantaneous.

Statistics

Precognition (Active Only, -60%; Long-Range 1 on Time, +50%; One Event, Eclipse, -40%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Magical, -10%) [25]. The improved version adds “Cosmic, Can divine distant subjects” (+50%) [+12].

Archmagister's Counsel

Understanding when the sky will darken can prevent panic, or, for the more ambitious, create prime opportunities to 'interpret' these celestial events for the populace. Guild wizards squabble over their telescopes; Sorcerers simply know.

Source Spell

Predict Eclipse

Source Spell Types

EM and Weather Spells

Purify Fuel

4 points/level.

Heat, Fuel, and Hearthwork, Technological

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

This manipulation of the Lattice purges all impurities from fuel, making it entirely suitable for its intended purpose. To perform this, one touches the fuel and makes an IQ roll. The purification is permanent, costing 4 points per level.

Statistics

Create (Accessibility, Only to transform into usable fuel, -20%; Transmute Fuel to Fuel, +50%; Transmutation Only, -100%; Magical, -10%) [4/level].

Archmagister's Counsel

Have your fuel purified by a gifted Sorcerer before a siege; a less efficient siege engine means a longer siege, and a longer siege means a higher expenditure. It's simple math, really.

Source Spell

Purify Fuel

Source Spell Types

Fuel Spells

Radio Hearing

2 points.

Senses & Perception, Technological

Keywords

Defense, Information, Persistent

Casting Roll

IQ.

Range

10 miles.

Duration

Indefinite.

Description

This deft manipulation of the Lattice grants the caster the ability to perceive broadcast radio waves as if hearing them, extending across an impressive 10-mile radius. This effect is persistent, lasting indefinitely once established, and requires 2 points to cast.

Statistics

Radio (Hearing-Based, -20%; Receive Only, -50%; Sorcery, -15%) [2].

Archmagister's Counsel

Understanding what your enemies are jabbering about over the airwaves is paramount. This simple sorcery negates their technological advantage and informs you precisely where their forces are, and what their next move might be. Overhear their foolish chatter, and win the war before it even begins.

Source Spell

Radio Hearing

Source Spell Types

Individual Spell

Rainbow

18.5 points/ level.

Rain, Wind, and Greater Weather, Technological

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

Self.

Duration

Indefinite. Creates a rainbow. Caster must be outdoors in humid, overcast conditions during the day in order for this spell to work. However, the GM can allow the mage to use this spell in other places where there is sufficient light and humidity to allow a creditable rainbow to be formed, however the size of the rainbow will be greatly reduced. This spell’s area of effect has a radius of 0.1 miles per level.

Description

This Persistent Area spell, costing 18.5 points per level, creates a rainbow. The effect has a radius of 0.1 miles per level and is indefinite, requiring the caster to be outdoors in humid, overcast daytime conditions; though, lesser rainbows can be formed elsewhere with adequate light and humidity.

Statistics

Control Rainbow 1 (Natural Phenomenon, +100%; Sorcery, -15%) [18.5/level].

Archmagister's Counsel

While I appreciate a good rainbow as much as the next aesthetically-minded Arch-Magister, for the love of the Lattice, do not waste magical effort on this unless you are trying to make a statement to a particularly superstitious populace. They call it 'sorcery for show'; I call it 'distraction by light-bending'.

Source Spell

Rainbow

Source Spell Types

EM and Weather Spells

Rebuild

57 points for level 1 + 36 points/level.

Technological

Keywords

Control, Persistent, Touch, Utility

Casting Roll

IQ. Additional skill rolls are required.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This working reconstructs an object completely from even a fragment, provided a successful Schematic spell on the subject is held in mind. It costs 57 points for the first level and 36 points per additional level, cast with IQ, though further skill rolls are required. Duration is 10 seconds, but can be made permanent under specific conditions. It taps into Control Solids 1 (with specific limitations and magic access) and Create Solids (with similar limitations, magic access, and reduced fatigue).

Statistics

Control Solids 1 (Accessibility, Only to rebuild an object from a piece, -30%; Link, +10%; Magical, -10%) [21] + Create Solids (Accessibility, Only to rebuild an object from a piece, -30%; Link, +10%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [36/level].

Archmagister's Counsel

Why bother with blacksmiths or elaborate workshops when a competent sorcerer can simply reconstitute a siege engine from a single bolt? Efficiency over antiquated methods, always.

Source Spell

Rebuild

Source Spell Types

Machine Spells

Reckless Reconstitution

63 points.

Technological

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous. Causes tiny bits of inorganic matter in or on a living, organic body to grow into whatever they chipped off of. Accidentally ingested grains of sand, specks of grit in the eye, and inhaled dust particles become boulders; arrow or bullet fragments in forgotten wounds turn into intact projectiles; and so on. If the subject fails to resist, such growth occurs instantly, resulting in some 200 lbs. of inclusions, instantly killing the subject. Only victims who are somehow Diffuse despite being living and organic are immune. Clothing and armor are ruined by this bursting effect, and the corpse is left with chunks of garbage wedged in it. Assume that every living being carries around enough stray dirt to be affected, with the exception of those subjected to a full-body Cleansing spell in the past hour.

Description

This brutal manipulation causes any inorganic particulate matter—such as dust, sand, or weapon fragments—present within or upon a living, organic body to instantly expand to its original, full size. If the subject fails a Will roll to resist, this creates approximately 200 lbs. of inclusions, resulting in instantaneous death. Clothing and armor are destroyed, and the remains are embedded with the expanded matter. Only Diffuse living organisms are immune. Assume all living beings carry sufficient particulate matter unless a comprehensive Cleansing spell has been applied within the last hour.

Statistics

Affliction 1 (HT; Accessibility, Only on living, organic, non-diffuse beings, -20%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Subject can be made immune with Cleansing, -5%; Sorcery, -15%) [63].

Archmagister's Counsel

Why bother with a protracted siege when a well-placed Sorcerer can literally explode your enemies from within? A swift, decisive ending to any battlefield nuisance, regardless of their armor or their piety.

Source Spell

Reckless Reconstitution

Source Spell Types

Technological Spells

Recoil Compensation

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

Technological

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working stabilizes a weapon's projectiles in flight, reducing its Recoil characteristic by the spell's level. The effect lasts three minutes and costs 36 points for the first level, plus an additional 40 points for each subsequent level. No casting roll, merely aim. Range: 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Recoil Compensation, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Recoil Compensation” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Stabilized Shot imbuement skill from Pyramid #3-60.

Archmagister's Counsel

Arm your archers with this, and watch them deliver a volley with surgical precision. It matters little whether it's through wizardly calculation or sorcerous intuition; only the outcome matters on the battlefield.

Source Spell

Recoil Compensation

Source Spell Types

Gunman Spells

Remove Fetus

14 points.

Body Forms, Limbs, and Alteration, Technological

Keywords

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

Casting Roll

Will. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Instantaneous.

Description

This brutal manipulation allows the caster to reach into a pregnant subject and detach the fetus. If the fetus is viable, this is a swift, albeit violent, Cesarean. If not, it is a forced miscarriage. The target resists with HT. This is an Affliction (HT) costing 14 points, delivered via touch as a Melee Attack.

Statistics

Affliction 1 (HT; Advantage, Reabsorption, Variant, +10%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, ‑15%) [14].

Archmagister's Counsel

A truly desperate tactic; while it can save a mother's life in childbirth, it can also be used to terminate an undesirable lineage. Be wary, my lords, of 'healers' who might be assassins with a different agenda.

Source Spell

Remove Fetus

Source Spell Types

Bio-Tech Spells

Returning Weapon

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

Weapons & Battlework, Technological

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Projectiles fired by the affected weapon dematerialize and reform in your possession. When cast on a thrown weapon, it appears directly in your hands, and ammo appears – intact – in your quiver, magazine, or equivalent. Any single-use effect on the projectile is still expended, though. If the weapon has RoF greater than 1, then the number of returned projectiles is equal to the spell level.

Description

This spell, for 40 points, makes projectiles fired from the target weapon return to your possession for 30 minutes. Each level of the spell allows for more projectiles to return from weapons with a Rate of Fire greater than 1. Thrown weapons reappear in your hand, and ammunition in its proper container. Single-use effects on projectiles are still consumed.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Returning Weapon 1, +260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [40]. Each additional level adds more Returning Weapon to the Advantage enhancement (+80%) [+8]. Notes: “Returning Weapon 1” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Returning Weapon imbuement skill from Pyramid #3-13.

Archmagister's Counsel

A fine enchantment for your archers, my Lord. Imagine the savings on ammunition, or the sheer terror of an enemy facing an endless hail of bolts. The Guild insists on calling it 'arcane archery,' but it's just efficient resource management.

Source Spell

Returning Weapon

Source Spell Types

Gunman Spells

Schematic

5 points.

Readings & Analysis, Technological

Keywords

Information, Touch

Casting Roll

IQ.

Range

Touch.

Duration

10 minutes. Creates detailed technical “blueprints” of the machine subject in the caster’s mind. The caster can browse through the mental schematic at his leisure or the same rate that he could examine actual hardcopy plans for the machine. However, this spell grants no appropriate skills to interpret it. On a success, you create the blueprint. On a failure, you do not create anything, and cannot attempt to create a blueprint of that machine again for 24 hours. The duration is the length of time that the image stays with any useful clarity in the caster’s mind. The schematic can either represent the current state of the object, or the ideal state of the object, at the caster’s discretion. Both can be useful. The latter use even gives plans for an object based only on a tiny fraction of it (at least 5% of the machine’s total mass needs to be present).

Description

For 5 energy, you gain a detailed mental schematic of a machine by touch, lasting 10 minutes. This insight can depict its current state or an ideal state, even from a mere 5% of its total mass. Failure means no schematic is formed and you cannot attempt it again on that machine for 24 hours. The Lattice offers the blueprint; interpreting it is your own damn fault.

Statistics

Psychometry (Accessibility, Machines Only, -20%; Accessibility, Only to create a schematic, -20%; Active Only, -20%; Can create an ideal-state schematic, +20%; Maximum Duration, 10 minutes, -50%; Sensitive, +30%; Sorcery, -15%) [5].

Archmagister's Counsel

This is how you dissect the enemy's siege engines or understand their 'unbreakable' automatons without ever laying a hand on their secret plans. Keep this ability secret, my Lord, and your engineers will always be a step ahead.

Source Spell

Schematic

Source Spell Types

Machine Spells

Seek Fuel

41 points or 51 points.

Seekers & Trackers, Heat, Fuel, and Hearthwork, Technological

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 source of fuel. The basic (41-point) version of this spell takes standard range penalties. The improved (51-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the source of fuel, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a pile of coal” or “it’s an antimatter trap”). Any known sources of fuel may be excluded if the caster mentions them before casting.

Description

This spell allows the caster to detect the nearest source of fuel. The basic 41-point version suffers standard range penalties, while the 51-point improved version uses long-distance modifiers. After casting, the GM rolls against the sorcerer's Perception, with penalties based on distance. Success reveals the exact distance and direction, and an immediate IQ roll (no penalty) can reveal basic details like type. Specific known fuel sources may be excluded before casting, saving everyone time.

Statistics

Detect Fuel (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [41]. The improved version adds Long-Range 1 (+50%) [+10].

Archmagister's Counsel

A smart lord equips his scouts with this. Knowing where the enemy can resupply, or where *they* can resupply, is the kind of practical knowledge that wins campaigns, not fancy spellbooks.

Source Spell

Seek Fuel

Source Spell Types

Fuel Spells

Seek Machine

41 points or 51 points.

Seekers & Trackers, Technological

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 machine of any sort. The basic (41-point) version of this spell takes standard range penalties. The improved (51-point) one 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 (at no penalty) to learn basic details about it (e.g., “it’s a pump” or “it’s a laser rifle”). Any known machines of machine types may be excluded if the caster mentions them before casting.

Description

This working allows you to pinpoint the exact distance and direction to any machine, with a Per roll penalized by distance. An IQ roll can then yield basic classifications. The base version suffers standard range penalties, while the 51-point variant employs long-distance modifiers. You may, of course, filter out 'uninteresting' machines before casting. It functions instantaneously after a successful roll.

Statistics

Detect Machine (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [41]. The improved version adds Long-Range 1 (+50%) [+10].

Archmagister's Counsel

Know where your enemy's war engines are at all times, General. This is not 'sorcery' or 'wizardry' nonsense; it is battlefield intelligence, pure and simple. The Lattice reveals all, whether you use a crystal ball or a scrying pool.

Source Spell

Seek Machine

Source Spell Types

Individual Spell

Shape Clouds

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

Creation, Shape, and Matter, Winds, Vapors, and Sky Passage, Rain, Wind, and Greater Weather, Technological

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to sculpt clouds into any desired form at will, an effect costing 21 points for the initial level and 13 points for each additional level to expand the area. While impressive, remember it's largely an aesthetic exercise unless you're campaigning in a cloud kingdom. Precision of imagery requires either an Artist (Sculpting) or Artist (Illusion) skill roll.

Statistics

Control Clouds 1 (Accessibility, Only to create images, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [21/level]. Additional levels add Control Clouds +1 (Accessibility, Only to create images, -50%; Only increases area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [13/level]. Note: As this is one advantage (Control Clouds) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

A fool and their gold are soon parted, but a clever lord can win hearts with a sky full of dancing dragons. Use this to brand your sigil across the firmament, a constant, low-cost reminder of your reach that even the Guild's wizards struggle to conjure with such ease.

Source Spell

Shape Clouds

Source Spell Types

EM and Weather Spells

Test Fuel

24 points.

Detection & Appraisal, Heat, Fuel, and Hearthwork, Technological

Keywords

Information

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Determines whether the subject substance can be used normally as fuel. The GM will secretly roll against the caster’s IQ to the subject, which the caster must be able to see or touch. The caster will know automatically if the substance can be used as fuel, but a successful casting roll will let him know if there are any impurities in the fuel.

Description

This spell determines if a substance is viable as fuel. The caster automatically knows if it can burn. A successful IQ roll reveals impurities. This detection is limited to analysis and functions via touch or sight.

Statistics

Detect (Fuel; Analysis Only, -50%; Analyzing, +100%; Sorcery, -15%; Touch- or Vision-Based, -15%) [24].

Archmagister's Counsel

Don't let your supply master tell you his inventory is 'fine.' A quick pull on the Lattice will tell you if that wood is worm-eaten or if that lamp oil is actually just dirty water. Ignorance is expensive.

Source Spell

Test Fuel

Source Spell Types

Fuel Spells