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 1-28 of 28 filtered sorcerer spells.

Spell Name Type Cost List Details
Accelerate Metabolism Time 41 points.
Accelerate Time Time 126 points for level 1 + 5 points/additional level.
Ancient History Divination & Omens, Time 16 points.
Arcane Quickening Time 30 points.
Backtrack Time 7 points.
Battle Quickening Time 30 points.
Conceal Temporal Anomaly Time 54 points for level 1 + 10 points/additional level.
Create Temporal Gate Forced Movement & Restraint, Time, Gate 250 points.
Delay Image Time 61 points.
Delayed Damage Time 60 points.
Detect Temporal Anomaly Detection & Appraisal, Time 4 or 9 points.
Flash Forward Time 40 points.
History Divination & Omens, Time 15 points.
Images of the Past Divination & Omens, Time 41 points.
Prehistory Divination & Omens, Time 17 points.
Rapid Time Journey Time, Gate 280 points.
Recall Thoughts & Memory, Memory, Thought, and Will, Time 21 points.
Remove Aura Time 48 points.
Scents of the Past Divination & Omens, Winds, Vapors, and Sky Passage, Time 35 points.
Slow Time Time 46 points for level 1 + 5 points/additional level.
Tell Time Readings & Analysis, Time 1 point.
Temporal Disjunction Time 80 points.
Temporal Stasis Time 128 points.
Temporal Wall Time 72 points for level 1 + 5 points/additional level.
Time Out Time 239 points for level 1 + 5 points/additional level.
Time Snare Time 33 points.
Time Stop Time 90 points.
Time Walk Time 29 points.

Accelerate Metabolism

41 points.

Time

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This manipulation of the Lattice inflicts one level of Increased Consumption, forcing the target to eat six meals daily, and makes them more susceptible to metabolic hazards. This doesn't merely inconvenience; it debilitates by draining reserves and attention, making them prone to other debuffs. Duration is 1 day.

Statistics

Affliction 1 (HT; Disadvantage, Increased Consumption 1, +10%; Disadvantage, Susceptible to Metabolic Hazards 3*, +24%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [41]. Note: “Metabolic Hazards” is even more common than “Very Common” and costs -8 points per -1 to HT rolls.

Archmagister's Counsel

Use this on a captured foe you wish to break without physical torture, or on a critical supply-line leader; watch how quickly their focus shifts from your war effort to their next meal. The Guild calls it 'starvation magic'; I call it efficient resource denial.

Source Spell

Accelerate Metabolism

Source Spell Types

Time Spells

Accelerate Time

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

Time

Keywords

Area, Debuff, Leveled, Malediction, No-Signature, Persistent, Resisted-Will, Travel

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute. Time in the area accelerates. Every creature and object in the area acts as if they had Altered Time Rate 1 (p. B38). Anyone entering the area is accelerated as well. Anyone leaving the area enters the normal time stream again. Unless everyone within the area is willing, the person with the highest effective Will resists. The spell is all-or-nothing; if that one person resists, then the spell fails, but if not, then it works. If the GM is uncertain of who has the best resistance roll (e.g., one person has high Will while another has modest Will but also Luck), he can pick two, roll for both, and average their margins of success for the Quick Contest.

Description

This manipulation of the Lattice causes time within a designated area to accelerate. All creatures and objects within this zone function as if under Altered Time Rate 1. The duration is 1 minute, and the cost is 126 points for level 1, plus 5 points per additional level. Resistance is a Will roll; if the strongest-willed individual (unless all are willing) resists, the spell fails completely.

Statistics

Affliction 1 (Will; Advantage, Accelerate Time, +900%; All-or-Nothing, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Extended Duration on Persistent, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Reduced Duration, 1/3, -10%; Reduced Duration, 1/180, Only after the target leaves the area, -35%; Sorcery, -15%; Variable, Area, +5%) [126]. Additional levels add more Area Effect (+50%) [+5]. Note: “Accelerate Time” is Altered Time Rate 1 (Magical, -10%) [90].

Archmagister's Counsel

Why bother with mere speed when you can twist time itself? Use this to age a siege engine into dust before it fires, or let your elite guard execute a dozen maneuvers for every one of your enemy's.

Source Spell

Accelerate Time

Source Spell Types

Time Spells

Ancient History

16 points.

Divination & Omens, Time

Keywords

Information, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This spell allows one to gain a general impression of an inanimate object's history, up to 1,000 years into the past. It requires touch and a 1-second concentration, followed by an IQ roll. A successful roll grants a broad sense of the item's past; failure yields nothing.

Statistics

Psychometry (Accessibility, Limited to 1,000 years of the past, -5%; Accessibility, Only a general impression, -10%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [16].

Archmagister's Counsel

Understanding the provenance of a recovered artifact, or the history of a newly acquired estate, is paramount; this bit of Sorcerous Lattice-plucking provides precisely that strategic advantage without the messy 'Guild' bureaucracy.

Source Spell

Ancient History

Source Spell Types

Spells of the Past

Arcane Quickening

30 points.

Time

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

9 seconds.

Description

This manipulation of the Lattice allows the subject to perform two Concentrate maneuvers per turn for 9 seconds. The second maneuver is strictly for spellcasting, provided all other actions in that turn are also dedicated to casting. Costs 30 points and requires an Innate Attack (Gaze) roll to aim.

Statistics

Affliction 1 (HT; Advantage, Magic Manager, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [30]. Note: “Magic Manager” is Compartmentalized Mind 1 (Aftermath, Unable to cast spells, -15%; Limited, Magic, -5%; Magical, -10%; Mentalism, -10%; No Mental Separation, -20%) [20].

Archmagister's Counsel

When facing a known sorcerer, assume they might weave spells at twice the speed of your Guild-trained buffoons. This abomination of temporal manipulation is how they do it. Be ready to interrupt or silence the caster before your defenses are overwhelmed.

Source Spell

Magic Manager

Source Spell Types

Time Spells

Backtrack

7 points.

Time

Keywords

Damage, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the caster to briefly rewind a sliver of localized time after a dice roll, effectively granting a re-roll on a failed active defense. This is a purely reactive maneuver, declared immediately after the initial roll.

Statistics

Luck (Defensive, Only active defenses, -40%; Sorcery, -15%) [7].

Archmagister's Counsel

There are those among the 'Gifted' who believe their innate ability exempts them from consequence. This spell teaches them that even a talent for time requires discipline to master, for only the moment after the roll truly matters.

Source Spell

Backtrack

Source Spell Types

Time Spells

Battle Quickening

30 points.

Time

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

9 seconds.

Description

This spell, a direct manipulation of the Lattice's temporal flow, grants the subject the ability to perform an additional attack each turn for 9 seconds. It's Extra Attack 1, enabling multiple strikes with the same weapon or limb.

Statistics

Affliction 1 (HT; Advantage, Melee Manager, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [30]. Note: “Melee Manager” is Extra Attack 1 (Accessibility, Only if all other attacks were melee, -10%; Limited, Melee, -20%; Magical, -10%; Multi-Strike, +20%) [20].

Archmagister's Counsel

A skirmish can be decided in nine seconds. Equip your champions with this, and watch as they rout the enemy before they even realize they're outmatched. The method matters less than the immediate, decisive victory.

Source Spell

Melee Manager

Source Spell Types

Time Spells

Conceal Temporal Anomaly

54 points for level 1 + 10 points/additional level.

Time

Keywords

Area, Damage, Defense, Healing, Information, Leveled, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

5 minutes.

Description

This operation masks a temporal anomaly, rendering it undetectable by magical means. The base effect provides Obscure Detect 10, costing 54 points for a five-minute duration. Each additional level applied expands the area of effect, costing an extra 10 points.

Statistics

Obscure Detect 10 (Defensive, +50%; Extended Duration, 30x, +60%; Limited, Temporal Anomalies, -80%; Ranged, +50%; Sorcery, -15%; Stealthy, +100%; Variable, Area, +5%) [54]. Further levels add Area Effect (+50%) to the advantage [+10].

Archmagister's Counsel

A useful trick for when your 'experiments' inevitably unravel, allowing you to hide your mistakes for a few minutes while you make a proper escape. Don't think about fixing it; just cover it up and flee.

Source Spell

Conceal Temporal Anomaly

Source Spell Types

Time Spells

Create Temporal Gate

250 points.

Forced Movement & Restraint, Time, Gate

Keywords

Information, Touch, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

3d seconds.

Description

This working creates a temporary gateway to a specific moment in time you have previously experienced. Any creature utilizing it can transport up to Extra-Heavy Encumbrance. The gate persists for 3d seconds. The casting roll is IQ, but note the extended casting time as per your investment in the Jumper (Time) advantage.

Statistics

Jumper (Time; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Magical, ‑10%; Tunnel, Before, +100%) [250]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

While this particular application is limited to previously visited times, the strategic implications of moving troops or critical supplies through the Lattice, bypassing all conventional defenses, should be obvious to even the most obtuse lord.

Source Spell

Create Temporal Gate

Source Spell Types

Gate Spells

Delay Image

61 points.

Time

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

9 seconds.

Description

This Lattice-work bends time around the subject, causing their image to trail their actual movement by half a second. This grants the subject +1 to all active defenses and imposes a -1 penalty on opponents defending against the subject's attacks. It costs 61 points and lasts 9 seconds, with a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Delay Image, +510%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [61]. Note: “Delay Image” is Defense Bonus 1* (Magical, -10%) [27] + DX+2 (Only for Deceptive Attacks, Always On, -30%; Magical, -10%) [24]. * A meta-trait from GURPS Supers.

Archmagister's Counsel

Equip your assassins or skirmishers with this. A half-second advantage is all it takes to shift the tide of a duel against a surprised foe, regardless of how they pluck the Lattice.

Source Spell

Delay Image

Source Spell Types

Time Spells

Delayed Damage

60 points.

Time

Keywords

Control, Damage, Healing, Persistent, Travel, Utility

Casting Roll

IQ.

Range

Self.

Duration

2d seconds.

Description

This working creates a temporal field around the caster, delaying all incoming damage and effects for 2d seconds. This 'temporal flux' allows the caster to prepare or react after the impact, but before the consequences. Be warned: once used, you cannot cast this again for five minutes.

Statistics

Control Time 1 (Accessibility, Self Only, -50%; Accessibility, Only to delay damage and other effects, -35%; Cannot concentrate to extend duration, -10%; Nuisance Effect, Cannot cast again for 5 minutes, -10%; Persistent, +40%; Sorcery, -15%) [6] + Control Time 9 (Accessibility, Self Only, -50%; Accessibility, Only to delay damage and other effects, -35%; Cannot concentrate to extend duration, -10%; Does not increase area, -50%; Nuisance Effect, Cannot cast again for 5 minutes, -10%; Persistent, +40%; Sorcery, -15%) [54].

Archmagister's Counsel

A fine way to ensure your Sorcerer can take a beating and still deliver. Use it to weather unexpected assaults or to give a skilled duelist an infuriating tactical advantage. The Guild would call it 'cheating the moment'; I call it 'buying time'.

Source Spell

Delayed Damage

Source Spell Types

Time Spells

Detect Temporal Anomaly

4 or 9 points.

Detection & Appraisal, Time

Keywords

Information, Travel

Casting Roll

Per.

Range

Unlimited.

Duration

Instantaneous.

Description

This spell allows immediate, precise detection of all nearby temporal anomalies (e.g., stasis fields, time gates, creatures under 'Great Haste' effects). You will know the exact direction to each anomaly, and with sufficient power, its precise location. The cost is 4 or 9 points, depending on whether you seek simple direction or precise location. It's an instantaneous scan, working on anything within an unlimited range, and success is determined by your Perception.

Statistics

Detect (Temporal Anomalies; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved version adds Precise (+100%) [+5].

Archmagister's Counsel

There's no point in controlling the present if someone else is meddling with the past or future. Use this to scout for hidden threats that could unravel your lord's reign, or to find portals to times better suited for conquest.

Source Spell

Detect Temporal Anomaly

Source Spell Types

Time Spells

Flash Forward

40 points.

Time

Keywords

Damage, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the caster to briefly exist in a future moment, attack, and then return to their original position. It's a Move and Attack maneuver that effectively rewinds time 1 second after the strike, making the caster seem to flicker in and out of existence.

Statistics

Altered Time Rate 2 (Accessibility, Only to perform a Move and Attacks and then return to the initial position, -30%; Maximum Duration, 1 second, -75%; Reflexive, +40%; Sorcery, -15%) [40].

Archmagister's Counsel

This spell is for assassins. Your enemies will find themselves struck from seemingly nowhere by a force that disappears as quickly as it arrives. A swift blow from a moving target against a stationary one is often a killing blow.

Source Spell

Flash Forward

Source Spell Types

Time Spells

History

15 points.

Divination & Omens, Time

Keywords

Information, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This unraveling of the Lattice, when applied to an inanimate object (or a 1-yard section), instantly reveals the subject's recent past, including the personalities of its users. Do not expect names; only impressions. Casting requires a touch, a single second of concentration, and an IQ roll.

Statistics

Psychometry (Accessibility, Limited to 1 year in the past, -20%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [15].

Archmagister's Counsel

Understanding what an enemy's discarded tools or seized fortress has been used for can be more valuable than any spy report. This is how you discern true intent, not parlor gossip.

Source Spell

History

Source Spell Types

Spells of the Past

Images of the Past

41 points.

Divination & Omens, Time

Keywords

Information, Persistent, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite.When cast on a mirror or reflective surface, this spell “plays back” whatever images it may have “seen” in the past.To cast Images of the Past, you must touch the subject item or location, concentrate for one second, and make an IQ roll.

Description

By channeling power into a reflective surface, this spell allows the user to replay visual events that the surface "witnessed." The difficulty of recalling events scales with time: a straight IQ roll for same-day events, penalized by -1 for events up to 10 days prior, -2 for up to 100 days, -3 for up to 3 years, -4 for up to 30 years, and -5 for up to 300 years.

Statistics

Psychometry (Accessibility, Must be cast on a reflective surface, -20%; Accessibility, Visual Only, -10%; Active Only, -20%; Affects Others, +50%; Immersive, +100%; Sensitive, +30%; Sorcery, -15%; Visible, -10%) [41]. Notes: Affects Others makes it so others can see the playback of the spell. This affects any number of nearby subjects without requiring the usual multiple levels of that trait. This is a fair trade-off since this ability is so limited.

Archmagister's Counsel

Forget your detectives and scrying pools; a keen eye and this specific manipulation of The Lattice can reveal precisely who poisoned the Duke, or more importantly, precisely where the Duke hid his treasury before he expired. It's not about the method, but the inconvenient truth it reveals.

Source Spell

Images of the Past

Source Spell Types

Spells of the Past

Prehistory

17 points.

Divination & Omens, Time

Keywords

Information, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the caster to perceive a very general history of an inanimate object or a 1-yard radius section of a larger object over millennia. The caster must touch the subject, concentrate for one second, and succeed on an IQ roll. It's a sorcerous application of psychometry.

Statistics

Psychometry (Accessibility, Only a very general impression, -40%; Active Only, -20%; Reliable 6, +30%; Sensitive, +30%; Sorcery, -15%) [17].

Archmagister's Counsel

A king's advisor would do well to employ someone with this 'gift' to verify the provenance of any 'ancient' artifact presented by a rival. History, after all, is just a story someone wants to tell; the Lattice, however, tells no lies.

Source Spell

Prehistory

Source Spell Types

Spells of the Past

Rapid Time Journey

280 points.

Time, Gate

Keywords

Travel, Utility

Casting Roll

IQ. Special casting time (see Jumper (p. B64)).

Range

Self.

Duration

Instantaneous.

Description

This highly advanced manipulation of the Lattice allows the user to instantly traverse through time, similar to the Jumper advantage, carrying up to their Heavy Load. The user remains in the future or past for a brief period before being automatically returned to their original temporal point. The casting roll is IQ, and it uses a special casting time. Unlike lesser temporal shifts, this avoids auto-failure on a roll of 14+.

Statistics

Jumper (Time; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Link, +10%; Magical, ‑10%) [140] + Jumper (Time; Accessibility, Only to come back, -30%; Delay, Variable, +10%; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Link, +10%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%) [140]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Understanding why your enemies consistently outmaneuver you requires considering if they're not just moving faster, but <i>when</i> they're moving. A foe who can peek into the immediate future, or revisit a recent past blunder to correct it, is one who operates on a fundamentally different playing field.

Source Spell

Rapid Time Journey

Source Spell Types

Gate Spells

Recall

21 points.

Thoughts & Memory, Memory, Thought, and Will, Time

Keywords

Buff, Control, Healing, Information, No-Signature, Travel

Casting Roll

IQ. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the user to restore a single, lost memory to a subject, provided the initial IQ roll for the spell is successful. The subject will recall the fact or event with perfect clarity, as if they possessed Photographic Memory. This isn't mind control; it's simply turning the lights back on in a dusty corner of their mind.

Statistics

Affliction 1 (HT; Advantage, Recall, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires IQ Roll, -10%; Sorcery, -15%; Time-Spanning, Past, +50%) [21]. Note: “Recall” is Photographic Memory (Magical, -10%) [9]. When used as a Mind Control spell, add Accessibility, Only on sapient beings, -10% to Affliction. This makes the spell cost 20 points.

Archmagister's Counsel

Understanding what was truly heard or seen is invaluable. Use this on a witness to an assassination, or on a spy retrieving a forgotten detail, and you'll find it far more useful than any lie detector you might devise.

Source Spell

Recall

Source Spell Types

Memory Spells

Remove Aura

48 points.

Time

Keywords

Aura, Buff, Damage, Information, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous, see below.

Description

This working completely strips a subject of their magical emanations and mystical associations. The effect is instantaneous upon impact, though its permanence is limited by the present timeline.

Statistics

Affliction 1 (HT; Advantage, Remove Aura, +90%; Cosmic, Allows Time-Spanning on an attack, +50%; Disadvantage, Total Amnesia, Variant, +25%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; Long-Range 1 on Time-Spanning, +50%; No Signature, +20%; Nuisance Effect, Duration is limited by the present time, -5%; Sorcery, -15%; Time-Spanning, Past Only, -0%) [48]. Note: “Remove Aura” is Zeroed (Only affects auras and mystical association, -0%; Magical, -10%) [9].

Archmagister's Counsel

Understanding this Lattice-work is crucial: your enemies can erase their magical identities from the past, making them virtually untrackable. Learn to shield your valuable assets, my Lord.

Source Spell

Remove Aura

Source Spell Types

Individual Spell

Scents of the Past

35 points.

Divination & Omens, Winds, Vapors, and Sky Passage, Time

Keywords

Information, Persistent, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite.When cast on a wall or some object, this spell releases whatever scents it may have been exposed to in the past.To cast Scents of the Past, you must touch the subject item or location, concentrate for one second, and make an IQ roll.

Description

This Persistent, Touch spell, requiring an IQ roll, allows one to discern latent scents from an object or location. The roll suffers a cumulative -1 penalty for each order of magnitude of time passed since the scent was laid down: same day (no penalty), -1 for up to 10 days, -2 for up to 100 days, -3 for up to 3 years, etc., up to -5 for 300 years past. A successful casting replays all associated scents, which can be perceived by anyone nearby.

Statistics

Psychometry (Accessibility, Scents Only, -60%; Active Only, -20%; Affects Others, +50%; Immersive, +100%; Nuisance Effects, Can be smelled, -10%; Sensitive, +30%; Sorcery, -15%) [35]. Notes: Nuisance Effect, Can be smelled, -10% is priced the same as Visible, -10%. Affects Others makes it so others can smell the playback of the spell. This affects any number of nearby subjects without requiring the usual multiple levels of that trait. This is a fair trade-off since this ability is so limited.

Archmagister's Counsel

Instead of relying on clumsy detectives or bribing servants, have your agents discretely cast this on an enemy's correspondence or chambers. The odors of their illicit lovers, dangerous chemicals, or foreign spies will expose their treachery far more reliably than any interrogation.

Source Spell

Scents of the Past

Source Spell Types

Spells of the Past

Slow Time

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

Time

Keywords

Area, Debuff, Leveled, Malediction, No-Signature, Persistent, Resisted-Will, Travel

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute. Time in the area slows down. Every creature and object in the area acts as if they had Decreased Time Rate (p. B129). Anyone entering the area is slowed as well. Anyone leaving the area enters the normal time stream again. Unless everyone within the area is willing, the person with the highest effective Will resists. The spell is all-or-nothing; if that one person resists, then the spell fails, but if not, then it works. If the GM is uncertain of who has the best resistance roll (e.g., one person has high Will while another has modest Will but also Luck), he can pick two, roll for both, and average their margins of success for the Quick Contest.

Description

This Malediction slows time within a target area for 1 minute, causing all affected creatures and objects to experience Decreased Time Rate. Anyone entering the area becomes similarly slowed; leaving the area restores normal time. The spell costs 46 points for a 2-yard radius and 5 points per additional 2 yards of radius. Resistance is a Quick Contest of Will, and if even one unwilling participant with the highest effective Will succeeds, the entire spell fails.

Statistics

Affliction 1 (Will; All-or-Nothing, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Decreased Time Rate, +100%; Extended Duration on Persistent, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Reduced Duration, 1/3, -10%; Reduced Duration, 1/180, Only after the target leaves the area, -35%; Sorcery, -15%; Variable, Area, +5%) [46]. Additional levels add more Area Effect (+50%) [+5].

Archmagister's Counsel

Employ this to dictate the pace of battle. Slow an enemy advance to a crawl, allowing your ranged units to pick them apart, or simply buy time for a strategic retreat. The Guild calls it 'Time Magic;' I call it good tactical planning.

Source Spell

Slow Time

Source Spell Types

Time Spells

Tell Time

1 point.

Readings & Analysis, Time

Keywords

Information, Travel

Casting Roll

None.

Range

Self.

Duration

Instantaneous. Tells the caster what time it is – as well as the day and year, should that be in doubt.

Description

This minor Lattice manipulation provides the current time, day, and year instantaneously to the caster for 1 energy point. It’s a basic 'reading,' nothing more, nothing less.

Statistics

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

Archmagister's Counsel

Frankly, my Lord, if your advisors are so clueless they can't tell you the year, consider replacing them. But for reconnaissance or navigating uncharted territory, knowing the precise time can be surprisingly vital.

Source Spell

Tell Time

Source Spell Types

Individual Spell

Temporal Disjunction

80 points.

Time

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent.

Description

This potent manipulation of the Lattice severs a subject's connection to time, rendering them incapable of meeting deadlines or fulfilling temporal obligations. It acts as an Affliction (Will) with permanent duration, negating Enhanced Time Sense and imposing an inescapable, Cosmic "Divine Curse" of chronic lateness, immune to standard dispelling. The cost is 80 points, reflecting the profound reweaving of their personal timeline.

Statistics

Affliction 1 (Will; Advantage, Temporal Disjunction, +270%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Divine Curse (Lateness), +5%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Negated Advantage, Enhanced Time Sense, +45%; No Signature, +20%; Sorcery, -15%) [80]. Note: “Temporal Disjunction” is Static (Time-Based Abilities; Magical, -10%) [27].

Archmagister's Counsel

Understanding this curse reveals why some 'reliable' individuals suddenly become uselessly tardy. It's not always incompetence, my Lord; sometimes, it's just bad magic targeting your rivals. Look for the sudden, inexplicable shift.

Source Spell

Temporal Disjunction

Source Spell Types

Individual Spell

Temporal Stasis

128 points.

Time

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This Malediction halts the target and all their gear in a temporal stasis for 3 minutes. The universe continues around them, but they perceive no passage of time, nor do they interact with it.

Statistics

Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%; Temporal Stasis, +1,000%) [128].

Archmagister's Counsel

You could stop a charging knight mid-gallop, or simply 'pause' an annoying courtier's monologue. The Lattice doesn't care about their feelings, only your application of its laws.

Source Spell

Temporal Stasis

Source Spell Types

Individual Spell

Temporal Wall

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

Time

Keywords

Obvious, Persistent, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes, effects of passing through lasts 10 seconds. Creates a thin barrier composed of the temporal mist-smoke. You do not have to concentrate to maintain it, Temporal Wall is “fire and forget.” It can be cast repeatedly, allowing the sorcerer to put up multiple walls as needed, but each wall dissipates once the duration runs out. This wall blocks vision, but is otherwise permeable. Anyone passing through the wall in any direction must make a Will roll. Failure means that the creature gains the Decreased Time Rate (p. B129) and loses its sense of time, but only for 10 seconds. While in this state, the victim acts only once every other turn and has no sense of time - he is perpetually late, unable to function under any time restraints. This spell is merely an annoyance unless accurate timing is crucial. The victim’s Basic Speed is lowered by 4 for the purpose of determining the turn order in combat. The victim loses the benefits of Combat Reflexes and Enhanced Time Sense for the duration of the effect. If the victim takes a Wait maneuver to coordinate his action with someone else, he makes an IQ-5 roll. If the victim succeeds, he performs the action normally. If the roll has failed, the action is lost. Additionally, the victim loses his ability to travel in time or affect time in any way. He automatically fails to cast time-affecting spells (such as Timeport, Timeslip, Haste, etc.) and use any similar abilities. He cannot be moved in time by external means too, which means that he becomes immune to Timeport Other, Timeslip Other, and other similar spells and abilities. He can function normally in areas of Suspend Time, Accelerate Time, and other temporal anomalies, but is still affected by the slowing effect of Temporal Wall. To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Temporal Wall 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Temporal Wall 3 has a limit of 24 square yards, allowing the sorcerer to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.

Description

This Persistent spell conjures a thin barrier of temporal mist—or 'smoke' if you prefer — that lasts for five minutes. It blocks vision but permits passage. Anyone choosing to cross this barrier must succeed at a Will roll or suffer from a temporary Loss of Sense of Time (Decreased Time Rate and inability to coordinate actions) for 10 seconds. This effect lowers Basic Speed by 4 for combat initiative and negates Combat Reflexes and Enhanced Time Sense. Furthermore, the victim cannot cast or be affected by other time-based magic. The wall can be shaped freely within a maximum area dictated by the spell's level, starting at six square yards for level 1 and doubling cumulatively with each additional level.

Statistics

Affliction 1 (Will; Advantage, Temporal Disjunction, +270%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Decreased Time Rate, +100%; Disadvantage, Divine Curse (Lateness), +5%; Extended Duration on Persistent, 30x, +60%; Fixed Duration, +0%; Persistent, +40%; Negated Advantage, Enhanced Time Sense, +45%; Reduced Duration, 1/10, -20%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [72]. Additional levels increase Area Effect (+50%) [+5]. Note: “Temporal Disjunction” is Static (Time-Based Abilities; Magical, -10%) [27].

Archmagister's Counsel

Understanding this Lattice-work means realizing it's not a flashy weapon, but a clever tactical tool. Use it to disorient enemy reinforcements or cover a retreat; those obsessed with precise timing will find themselves hilariously, fatally, out of sync.

Source Spell

Temporal Wall

Source Spell Types

Individual Spell

Time Out

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

Time

Keywords

Area, Control, Damage, Debuff, Defense, Healing, Leveled, Malediction, No-Signature, Resisted-Will, Travel

Casting Roll

Will.

Range

Self.

Duration

An instant (outside time). Within the area, the caster and any other occupants have as much time as they need.

Description

This Malediction rips an area from the timestream, granting its occupants infinite subjective time, much like the Jumper advantage. For 239 points per level, plus 5 points for each additional level of effect, you cast against Will. If successful, you roll IQ to activate the effect. The area and everyone in it blink out of normal time; useful for… private conversations. Each additional level increases the area.

Statistics

Affliction 1 (Will; Advantage, Time Out, +2,100%; All-or-Nothing, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Emanation, -20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Terminal Condition, Caster touches the edge, -10%; Variable, Area, +5%) [239]. Additional levels add more Area Effect (+50%) [+5]. Notes: “Time Out” is Jumper (Time, Variant; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Reliable +10, +50%) [210]. The +10 for Reliable cancels the -10 for no preparation. The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

You cannot outmaneuver what isn’t there. When an enemy vanishes only to reappear moments later, consider their intentions. They did not simply disappear; they stepped outside the Lattice to gain an advantage. This is what you guard against, my Lord, because the Guild has no counter for it.

Source Spell

Time Out

Source Spell Types

Time Spells

Time Snare

33 points.

Time

Keywords

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

Casting Roll

IQ.

Range

Unlimited.

Duration

10 seconds.

Description

This brutal manipulation of The Lattice traps a sapient mind in a time loop, forcing unending repetition of its most recent action for 10 seconds. Should the target have attacked, it will attempt that same action against the same target, allowing for continued devastation or predictable defense.

Statistics

Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to repeat actions, -30%; Fixed Duration, +0%; Independent, +70%; Reduced Duration, 1/10, -20%; Resistible, -30%; Sorcery, -15%) [33].

Archmagister's Counsel

Understanding this pattern allows a tactician to either eliminate a threat with overwhelming force during its forced replay, or to predict and counter their every move as they are ensnared in their own repetition. A truly predictable opponent is no threat at all.

Source Spell

Time Snare

Source Spell Types

Individual Spell

Time Stop

90 points.

Time

Keywords

Damage, Summoning, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Self.

Duration

One hour of subjective time.

Description

This manipulation of the Lattice allows you to exit the normal time stream, along with your gear up to your No Encumbrance limit. You achieve 60 minutes of subjective time for every moment of objective time this spell is active. A rushed casting incurs a -1 penalty to your IQ roll for each second of concentration you forgo, up to a maximum of -10 for an instant activation.

Statistics

Jumper (Time Stop; Improved, +10%; Magical, ‑10%; Maximum Duration, 1 hour, -10%) [90]. Note: The Improved enhancement removes the auto-fail on 14+. This Jumper variant originally appeared in Designer’s Notes: GURPS Powers, pyramid.sjgames.com/sample. html?id=5782.

Archmagister's Counsel

While it requires significant investment, this spell's ability to grant subjective time is unmatched. A court mage leveraging this can perform a month’s worth of research in an afternoon, or an assassin can complete their preparations under the very nose of the target. It’s not about how one tugs the Lattice, but what one accomplishes with the result.

Source Spell

Time Stop

Source Spell Types

Assorted Spells

Time Walk

29 points.

Time

Keywords

Damage, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the user to briefly rewind time, granting an additional active defense against a single attack and enabling a Move maneuver. It’s an instant retreat from trouble, not a solution to it.

Statistics

Luck (Defensive, Only active defenses, -40%; Link, +10%; Magical, -10%) [9] + Altered Time Rate 1 (Accessibility, Only to perform a Move maneuver, -40%; Link, +10%; Maximum Duration, 1 second, -75%; Reflexive, +40%; Sorcery, -15%) [20].

Archmagister's Counsel

Teach your best assassins this, my Lord. The ability to evade consequences and reposition is far more valuable than a flashy attack when one operates in the shadows.

Source Spell

Time Walk

Source Spell Types

Individual Spell