Player Name: Ryan G-Mail: firstname.lastname@example.org Character Name: Salomón Alejandro Isandro Eugenio Hernandez de Neuva Babylonia (peaceful, defends and frees men, of noble descent, although peaceful is yet brave, from New Babylon) Alias: Salomón Race: Amaki Stone-Man O.C.C.: High Magus Alignment: Scrupulous, leaning toward Unprincipled XP Level: 4 XP Points: 16,706 (6/5/20 -- G-D) Next Level @ XP: 19,201 Sentiments/Non-Humans: As a non-human himself, he tries to withhold judgement based upon purely biological traits and appearances. The old pre-Rifts saying, "Never judge a book by it's cover" applies. Sentiments/Coalition: The Coalition States are what happens when zealous bigots poison their society with fear and hatred. Disposition: Open, inquisitive, compassionate, kind, rational, thoughtful, patient - tends to take the long, strategic view. Insanity: None.
Important Note: Anything highlighted in orange is purchased or directly altered via EP
ATTRIBUTES I.Q.: 26 M.E.: 23 M.A.: 21 P.S.: 21 P.P.: 23 P.E.: 23 P.B.: 16 Speed: 20 (runs 15mph/440 yards per minute/110 yards per melee round/22 yards per attack @ 5 apm, 3min and 40 sec per mile)
PHYSICAL DATA P.P.E.: 236 (can hold up to 3x this amount for up to 23 minutes before it begins to dissipate) I.S.P.: 67 H.P.: 242 S.D.C.: 723 Age: 36 (average Amaki life span is 300 years, so 36 is still young and beginning to be in his prime by their standards) Sex: Male Height: 6'6" Weight: 240 lbs. Description: Tall, statuesque, and chiseled, Salomón looks like a Assyrian/Babylonian god with no hair, made out of bronzed and sculpted marble. Most Amaki Stone-Men males have a protrusion jutting out from their chin resembling a beard, but notably, Salomón is an exception.
Nightvision: 1000 feet (305 m)
A.R.: Skin has a natural Armor Rating (A.R.) of 16
Damage Resistance: Amaki are naturally resistant to most forms of damage; all non-magical attacks, including physical and energy attacks, do only half damage. Magical and psionic attacks do normal damage.
Exceptionally good hearing and vision (slightly above the best human levels)
Rapid healing; heals damage five times as fast as humans.
One with the body: Fatigues at half normal rate, can hold breath for 3 minutes, has good balance (+5%) and coordination. Can run at half speed (see Speed attribute notes - just over a 7 minute mile at half speed) for 23 miles (37 km) without fatigue. At maximum speed, can do so for 7.6 miles (12.2 km) before fatigue!
One with the mind: Spells, psionic attacks, drugs and diseases that cause confusion, dizziness or dull the senses are 1/2 as effective (reduce penalties and duration by half). + 1 vs Mind Control @ 2, 4, 6, 8, 12, 14. +1 to save vs Horror Factor at every odd level through 15, starting at level 1.
One with magic: The Magus has a comprehensive understanding of the principles of magic and is especially well versed in ritual magic and power spells. May also draw additional P.P.E. from ley lines, nexus points, people and blood sacrifices as Ley Line Walker (draws 20 P.P.E. per melee round at a Ley Line, 40 at a Nexus Point).
Impervious to possession!
Pilot Automaton: Only High Magi may pilot Colossus. Seldom pilots other Automatons.
Link with Lords of Magic: The High Magus has a mysterious connection to the Lords of Magic. It is through this link that they can animate and empower the Automatons. They can draw upon the P.P.E. of the three Lords of Magic to create permanent magic weapons via Enchant Weapons spell and at half the normal P.P.E. cost. The link also alerts the Lords of Magic when a High Magus is killed. They know instantly, and, if within 200 miles, they have a general idea of where and whether the Magus suffered (but not how or by whom).
Automaton Creation and Bonding Rituals: EXCLUSIVE to the High Magus. The secrets of creating Automatons and the bonding rituals which give Controllers their unique union with these constructs are known only to the High Magi.
Recovers P.P.E. at a rate of 10 P.P.E. per hour of rest or sleep; 15 P.P.E. per hour through meditation.
Psionics Major Psionic Sensitive
Range: Self. Duration: 5 minutes per level of experience. I.S.P.: 8 Through intense concentration/meditation (4D4 minutes of preparation) the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the Astral Body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the Astral Body with its physical self. If the cord is severed the character is likely to die of sudden shock as body and soul are tom asunder. There is only a 30% chance the Astral Self can locate its physical body without the silver umbilical cord (roll best 2 out of 3). The physical body lapses into a coma-like trance when the Astral Self has left it. In this state the body is completely helpless. It cannot walk, move or think; completely catatonic. The hazards are threefold. First, if the physical body is killed, the Astral Body is forever lost and will die, fade away, within six hours. Second, if the Astral Body gets lost or captured while in the Astral Plane, the body will begin to waste away and die. (Note: One minute of our time is equal to one week in the Astral Plane.) Third, the Astral Body is vulnerable to psychic attacks and attacks from ghosts, entities and creatures of the Astral Plane.
There are two levels of Astral Projection, coexistence (physical body and spirit form) in the material world and/or the Astral Plane (another dimension).
Astral Projection from the physical body into the material world creates a ghostly specter of the Astral Self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in Astral Form the character automatically gains the ability to float, fly (mach one/760 mph maximum), see the invisible, pass through solid objects (including M.D.C. walls), impervious to physical harm (including cold, heat and energy), are invisible to sensor systems and cameras, and see and hear as usual. The Astral Body can not communicate with the physical world except through Telepathy or Empathy, nor speak to, smell or touch anything on the Material Plane. The Astral Self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on other humans on the Material Plane (although limited by short sprints. See duration). A character traveling the Material Plane via Astral Projection may use any psionic powers that do NOT require physical contact. They can generally only affect the physical world (or themselves be affected from physical beings) by Sensitive psionic powers such as Telepathy, Clairvoyance, Empathy, etc . ; Astral travelers communicate using Telepathy. Traveling in Astral Form has its own very special dangers. While the character can see the invisible and other Astral Travelers, they can also see him. This makes him susceptible to their psychic and Astral Form attacks, for two Astral Travelers can lock into hand to hand combat as well. The most vulnerable target is the silver cord which is the Astral Traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person ' s physical Hit Points and S.D.C. combined. The thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The Astral Body also has an S.D.C. of two times the Hit Points and S.D.C. of the physical body combined . This means if the character has 18 Hit Points and 28 S.D.C. both the Astral Body and its silver cord have 92 Astral S.D.C. each (18+28 = 46x2 = 92 each). Remember, magic and psychic influence have full effect on the Astral Body. This includes exorcism, which will force the Astral Traveler to leave the immediate area (400 foot radius) and not return for 24 hours. The Astral Traveler has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the Material Plane.
Entering the Astral Plane is like entering the Twilight Zone. After a minute of concentration the Astral Gateway appears as a bright patch of shimmering, white light. Once the Astral Traveler passes through it, he will find himself in an endless expanse of white light, and rolling, white clouds . There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time, too, is a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. That means a 2nd level Mind Melter could spend the equivalent of ten weeks in the Astral Plane and, when he returned to his physical body, he would find that only ten minutes of real time had elapsed. Although time may flow differently between the Astral Plane and the real world, the Astral Traveler is still subject to the laws of the real world when he returns. If he was low on I.S.P. when he entered the Astral Plane, even if he was there for several weeks of Astral Time, he would still be low on I.S.P. when he returns to the real world. Time and space twisted and distorted, the Astral Traveler can travel from one end of our planet to the other, in the blink of an eye, by hopping through the Astral Plane. However, if he does not know where he is going, he could end up hopelessly lost in the Astral Plane somewhere. Furthermore, the Astral Plane has its dangers as well, from Astral Beings and monsters to becoming endlessly lost. Even if all goes well, the distortion of place and time makes it extremely difficult to find the material world and one's dormant, physical body. Even trying to follow the silver cord can lead to nowhere. To return from the Astral Plane to the physical body, roll on the following table: Each roll will determine the Astral Traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses.
Location of the Physical Body Roll Percentile Dice to Return from the Astral Plane: 01% - 30 % : Hopelessly Lost (roll again). 31% - 50% : Uncertain, Confused (roll again). 51% - 76% : Fairly certain of location; on the right track (roll again). 77% - 00% : Definitely certain of location. (Whew! Made it Back).
Astral travel with a partner is a much safer way to travel, because if one can find his body, he can lead the other one out with him.
Note: Traveling on the Material Plane in Astral Form is infinitely easier than the Astral Plane. To find the physical body the character need only return to where he left it. If it has been moved or hidden the Astral Self can sense its location with a 60% efficiency (roll once per melee). The other danger lies in being attacked by other beings in the Astral Plane. Entities and elemental creatures of magic live in the Astral Plane or travel through it. These beings are usually hostile, evil forces. While the Astral Body can not touch or communicate with the material world, the Astral Body is quite solid to other inhabitants of the Astral Plane. The Astral Body is also vulnerable to magic and psychic powers, as well as physical assault by Astral Entities. The energy which composes the Astral Plane is responsive to thoughts and desires. The strongest Astral Beings can mentally or magically control what a small area might look like. This means that the Astral Plane is made up of hundreds or perhaps thousands or even millions of tiny Astral "Kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entity that creates it. Some may look like a modem city, others like castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to Heaven and Hell originate? It is always wise to avoid an Astral Kingdom, because only the most powerful Entities and Astral Beings can create and maintain them.
Range: Self. Duration: Permanent. I.S.P.: 6 Saving Throw: None. The ability to will oneself free of disease or poison and back to health, and heal physical damage and injury. Unfortunately, this ability cannot be used to heal others. The process requires one full minute of concentration, which means the character cannot use any other psionic power during that time. Bio-Regeneration does not restore missing limbs, but it does restore 2d6 Hit Points or 3d6 physical S.D.C. points per melee round. In addition, when cuts and scrapes are healed through Bio-Regeneration there is no scarring. This power can be used as often as once every two minutes (every eight melee rounds). Note: Recovering more than half of one's Hit Points or S.D.C. this way in less than an hour takes a toll on the character, causing some weakness for 1D4+2 hours : reduce the P.S., P.E. and Spd attributes by 30%. Adjust attribute bonuses accordingly.
Range: Self. Duration: As needed; at least one hour of meditation is required. I.S.P.: None, zero. Meditation is a trance state of consciousness in which the individual can calm his emotions and fo cus on relaxation of mind and body. In a meditative state, the psychic finds peace and harmony between mind, body and spirit, and it is in this state of being that he can regenerate his Inner Strength (I.S.P.). Recovers Base I.S.P. at a rate as indicated under each psychic O.C.C., otherwise six I.S.P. per hour of meditation.
Range: Self. Duration : 10 minutes per level of experience. I.S.P. : 4 (per each duration period). This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, Day Dream and Empathic Transmission. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of +1 to save vs all psychic and mental attacks. Note: Mind Block only blocks psionic attacks that affect the psychic's mind or emotional state (Le. Telepathy, Empathy, Hypnotic Suggestion, etc.). It offers not protection from magic.
Range: 1 mile per level of experience. Duration: Five minutes per level of experience. I.S.P.: 6 With this power the character will be able to sense and possibly find any object or person he desires. The psychic needs to have some knowledge of the person or item he is trying to find. This knowledge can include meeting the person or touching the item in the past, having a picture of the person or item, having an item that belongs to the person he is searching for, or having the owner of the item present. The base chance of finding someone or something is 40% +5% per level of experience. If the character is looking for an item of his own, or a close friend or relative, he gains a +20% to this roll. Even if the character fails the roll to find the person or item, he will be able to sense whether or not the object is within his range.
Range: Self. Duration: 2D6+6 second flash of insight or vision of current events. I.S.P.: 10 Saving Throw: Special. Other psychics can feel or sense when somebody is trying to observe them and can try to resist it by concentrating (uses up one I.S.P.); standard save vs psionic attack (in this case, psionic intrusion). Failure means the psychic is seen via Remote Viewing. Success means the psychic trying to view is blocked, and he knows that the target has deliberately done so. Otherwise, the target of this power gets no impression from being viewed remotely and has no idea why he is being watched or by whom. To use this power, the psychic needs a photo or video image to focus on, even if he knows the person or place intimately. When focused on a particular person, the psychic can see in his mind what the person is doing at that moment for 2D6+6 seconds. The image appears as if the character were looking down through a skylight. He sees only a glimpse of things and may not remember all details. Likewise, he may not see other people outside his line of vision, because the focus is a particular person, not the entire room. If the target is moving, walking, or driving, the remote viewer will know this and follow along for a few seconds, although he may not have a clear idea of his surroundings, but enough of an impression to recognize it if he sees it personally. The character may also Remote View a specific place such as a small to medium room, a corner in a playground or field, a specific entrance to a building, a particular section of an alley, etc., but not an entire house, office building, stadium, street, etc. As before, he must have a photograph, video or frame of film to focus upon. For 2D6+6 seconds, the psychic will see whatever occurs in that small area of that particular place. In the alternative, the psychic can use Remote Viewing to catch glimpses/images that tell something about the subject of the viewing. In this instance, he must have 2-4 specific questions, such as, "is so and so alive . . . " Then the image of the character smiling as he walks through the area appears, or flashes of a brutal attack, blood, and a falling body (indicating death), and so on, appear for an instant in answer to his query. In either case, the psychic cannot look at the same person or place via Remote Viewing again for another 24 hours.
See the Invisible
Range: 120 feet; double on a ley line. Duration: 1 minute per each level of experience. I.S.P.: 4 Saving Throw: None. The character can see entities, beings, forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, Entities, Elementals and Astral Beings.
Range: 90 feet (27.4 m). Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger. I.S.P.: 2 Saving Throw: None. The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet/27.4m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4m or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative. Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee ( 15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
Range: Read surface thoughts up to 60 feet (18.3m) away or two-way telepathic communication up to 140 feet (42 .7m) +40 feet (12.2m) per level of experience. Duration: 2 minutes per level of experience. I.S.P.: 4 Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communications as long as the block is up. The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character. Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry! " or "Stop! Don' t do that." "Come here," "Look out!" or "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abilities.
Range: Self. Duration : Permanent. I.S.P. : 2 The character remembers every word he reads. Specific blocks of written and visual information can be recalled in perfect detail at will. Each block of information costs 3 I.S.P. to recall in absolute detail. If all I.S.P. have been expended the memory is a little fuzzy, so that exact quotes and details may be impossible to recall. Roll percentile to see how much is retained: 01 %-50%: Remembered in full detail, word for word. 51 %-80%: Details are forgotten, but the full essence of the ideas are clear. 8 1 0/0-00%: Can only recall the most basic concepts; no details nor strong comprehension. Note: Does apply to the spoken word, although psychics with this ability usually have very good memories.
Spell KnowledgeNote: In the interest of saving space, spell descriptions are included in a following post High Magi cannot learn new spells under level 7 Spell Strength:13 Spellcraft & Magic Rules Level 1 (Uses 1 action to cast)
Globe of Daylight (2)
Level 2 (Uses 1 action to cast)
Manipulate Objects (2+)
Level 3 (Uses 1 action to cast)
Armor of Ithan (10)
Create Wood (10-20)
Ignite Fire (6)
Magic Shield (6)
Level 4 (Uses 1 action to cast)
Fool's Gold (10)
Level 5 (Uses 1 action to cast)
Armor Bizarre (15)
Energy Disruption (12)
Heal Wounds (10)
Mend the Broken (10+)
Level 6 (Uses 2 actions to cast)
Create Water (15)
Energize Spell (12+)
Frequency Jamming (15)
Sheltering Force (20)
Teleport Lesser (15)
Level 7 (Uses 2 actions to cast)
Dispel Magic Barriers (20)
Fly as the Eagle (25)
Invisibility: Superior (20)
Mental Shock (30)
Negate Mechanics (20)
Spinning Blades (20)
Level 8 (Uses 2 actions to cast)
Fire Globe (40)
Greater Healing (30)
Invincible Armor (30)
Lightning Arc (30)
Magic-Adrenal Rush (45)
Negate Magic (30)
Power Weapon (35)
Sorcerous Fury (70)
Stone to Flesh (30)
Wisps of Confusion (40)
Level 9 (Uses 2 actions to cast)
Create Steel (68)
Wall of Defense (55)
Water to Wine (40)
Level 10 (Uses 2 actions to cast)
Mystic Portal (60)
Restore Limb (80)
Speed Weapon (100)
Level 11 (Uses 3 actions to cast)
Anti Magic Cloud (140)
Astral Hole (120)
Bottomless Pit (100)
Create Mummy (Ritual) (160)
Create Magic Scroll (100)
Curse: Neurosis (95)
Curse of the World Bizarre (100)
Energy Sphere (120)
Id Alter Ego (130)
Illusory Terrain (55- 120)
Immure Entity (200)
Ley Line Storm Defense (180)
Remove Curse (140)
Re-Open Gateway (180)
Rift to Limbo (160)
Rift Teleportation (200)
See in Magic Darkness (125)
Summon & Control Animals (125)
Summon Fog (140)
Level 12 (Uses 3 actions to cast)
Calm Storms (200)
Create Magic Manikin (Ritual) (500)
Create Zombie (Ritual) (250)
Heavy Air (200)
Metamorphosis: Mist (250)
Null Sphere (220)
Summon & Control Entity (250)
Summon & Control Rain (200)
Summon Ley Line Storm (500)
Swallowing Rift (300)
Time Hole (210)
Wall of the Weird (180)
Level 13 (Uses 3 actions to cast)
Create Golem (700 or 1000)
Protection Circle: Superior (300)
Restore Life (275)
Shadow Wall (400)
Summon & Control Storm (300)
Summon Lesser Being (425)
Swap Places (300)
Level 14 (Uses 3 actions to cast)
Close Rift (200+)
Id Barrier (600)
Impenetrable Wall of Force (600)
Rift Triangular Defense System (840)
Summon & Control Sea Serpents (350)
Special: Create Automaton Special: Bonding Ritual
Racial Skills Language: Amaki -- 112% (+1%) W.P. Sword +1 to strike at levels 1, 3, 6, 9, 12 and 15 . +1 to parry at levels 2, 4, 7, 10 and 13. +1 to strike when thrown at levels 4, 8, and 12 W.P. Energy Pistol +1 to strike at levels 1,3, 5, 7, 9, 11 , 13 and 15. Dance -- 68% (+5%) Sing -- 68% (+5%)
O.C.C. Skills Lore: Demons & Monster -- 78% (+5%) Lore: Magic -- 73% (+5%) --Recognize Magic Symbols, Runes and Circles -- 63% (+5%) --Recognize Enchantment -- 58% (+5%) --Identify Magic Artifact -- 73% (-15% if alien origin) Lore: Geomancy & Ley Lines -- 67% (+5%) Lore: Faeries & Creatures of Magic -- 68% (+5%) Language: Spanish (Native) -- 102% (+1%) Literacy: Spanish (Native) -- 78% (+5%) Language: American -- 99% (+3%) Language: Japanese -- 89% (+3%) Language: Dragonese/Elven -- 89% (+3%) Language: Demongogian -- 89% (+3%) Literacy: American -- 83% (+5%) Literacy: Japanese -- 73% (+5%) Literacy: Dragonese/Elven -- 73% (+5%) Literacy: Demongogian -- 73% (+5%) Basic Math -- 98% (+5%) Advanced Math -- 98% (+5%) Electrical Engineer -- 68% (+5%) Mechanical Engineer -- 63% (+5%) Weapons Engineer -- 63% (+5%) Military Fortification -- 63% (+5%) Computer Operation -- 83% (+5%) Computer Repair -- 63% (+5%) Computer Hacking -- 43% (+5%) **Computer Programming -- 58% (+5%) Radio Basic -- 76% (+5%) Barter -- 65% (+4%) Techno-Can -- 78% (+3%) Vehicle Armorer -- 63% (+5%) --Note: Can drive/operate military vesicles or trucks at the base skill for that vehicle or truck **Basic Mechanics -- 73% (+5%) Locksmith -- 67% (+5%) W.P. Energy Rifle + 1 to strike at levels 2, 4, 6, 8, 1 0, 1 2, and 14 W.P. Blunt +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15 Hand to Hand: Aikido
Secondary Skills Additional skill at level 7/10/13 Masonry -- 67% (+5%) Mythology -- 57% (+5%) W.P. Shield +1 to parry at levels 1 , 3 , 7, 10 and 13; + 1 to strike with a shield at levels 4, 8, and 12 W.P. Handgun+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14. Lore: D-Bee -- 42% (+5%; 2nd)
Combat Data HTH Type: Aikido Number of Attacks: 6 Initiative Bonus: +4 Strike Bonus: +5 Parry Bonus: +10 Dodge Bonus: +9 HTH Damage Bonus: +6 Bonus to Roll w/Punch: +6 Bonus to Pull a Punch: +4 Bonus to Disarm: +1 Other: Automatic Dodge: +4 +3 to break fall +3 to body flip/throw Restrained punch does 1D4+6 S.D.C. Full strength punch does 4D6+6 S.D.C. Power punch does 1D6 M.D. (2 APM) Automatic knockout on natural 20 for 1d6 melees Known combat techniques: strike, parry, dodge, body block/tackle, body flip/throw, break fall, disarm, holds, roll with punch/fall/impact, pull punch, kick attack (2d4 damage)
Weapon Proficiencies Aimed Shots: +3 to Strike Bonus (costs 2 actions) Burst Shots: +1 to Strike Bonus Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions) Melee Called Shots: No bonus to Strike, No extra action cost W.P. Sword +2 to Strike, +2 to Parry W.P. Energy Pistol +2 to Strike W.P. Energy Rifle +2 to Strike W.P. Blunt +2 to Strike, +2 to Parry W.P. Handgun +2 to strike W.P. Shield +2 to parry, +1 to strike +1 to strike when using heavy weapons or vehicular weapons systems
Saving Throw Bonuses Coma/Death: +16% (P.E.)+5% (High Magus, One With The Body) = +21% Magic (varies): +6 Lethal Poison (14+): +4 Non-Lethal Poison (16+): +4 Insanity (12+): +6 Psionics (12+): +4 Horror Factor (varies): +4 Illusions: +2 (+8 if magic) Mind Control: +5 Impervious to possession!
Last edited by Salomón on Fri Apr 10, 2020 2:25 am, edited 137 times in total.
Worn on Person Compass (on para-cord around neck) High Magus armor (with Lifeward active) Shoulder Satchel, large (4 compartments inside) Pocket knife Dwarven silver-plated longsword (strapped to back in a scabbard) Non-secure Card: 5,105 Universal Credits (on chain around neck and kept under clothing)Consumer 3/4/20) Loose Currency (Paper): 300 Credits. Consumer 1/6/19)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Features: • 12 attachment points • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263) Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools. • Attachment: Portable computer • Attachment: Binoculars • Attachment: set of 2 SDC throwing knives • Attachment: 1911 Colt (cocked & locked) w/ full mag • Attachment: extra mag for 1911 Colt • Attachment: extra mag for 1911 Colt (silver) • Attachment: refurbished military camera • Attachment: locksmithing toolkit (plus pouch) • Attachment: Wilk's PRC-5 Secure Walkie-Talkie • Attachment: gas mask and air filter • Attachment: 50' 2000# paracord (coiled) • Attachment: MP-6 Firebolt Pistol
Magic Scrolls Create Magic Scroll (x1) Energy Sphere (x1)
Stored in Vehicle portable field unit Canteen box of .45ACP ammo (100) Ceremonial robes, folded and pressed Waterproof Rubber Boots: Hip High 30' spool of leather cord
Backpack The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space. Note: Salomón keeps his backpack sealed and water-tight
• Space: box of .45ACP ammo (85) • Space: Scrolls • Space: box of .45ACP ammo (Silver, 93) • Space: Rift Cards (Patron Item) • Space (x2): Ritual Kit: 10 long-burning (10 hour) scented ritual candles, 10 pieces of white chalk, 2 clear quartz (1 ct each), silver dust, various alchemical and magical implements for rituals, linaments and mystic solution, white linen sheet • Space: set of 48 blank scroll parchments • Space: Magnifying glass, 5 notebooks, half a dozen pens and colored markers. and digital media full of photographs of his parents and home, Dweomer, MercTown, New Babylon, and books on artwork, masonry, gemology, magic theory, philosophy, mythology etc. • Space (x2): Art Kit: carving tools, a small vial of sky-blue paint,small vial of burnt orange paint, small vial of crimson red paint, small vial of white paint, small vial of emerald green paint, 2x paintbrushes
Shoulder Satchel, large (4 compartments inside) • Compartment Space 1: 10 Silver Medallions • Compartment Space 2: 3 Bone Rings & 5 Amulets (purified by fire) • Compartment Space 3: 30' spool of leather cord • Compartment Space 4: 20 pieces of bone (sized for carving)
Gear Stats Rift Cards (Patron Item)
Unique Enchanted Card Set S.D.C.: 5 per card, 50 for the card box Description: This is a set of six ancient-looking, wooden playing cards carried within an ornately decorated, wooden card box. One side of a card is blank. The other side of that same card is covered in finely painted swirling vortices which form an intricate, mystical, hexagonal pattern. Magic Features:
Each card is blank when acquired. When the owner taps a card, a fixed image is depicted on that card which shows the location as it is at the time the card was tapped.
Once a card has been imaged to a location, that location is forever fixed on the card.
Tapping that card in the future will create a man-sized elliptical portal which will convey anyone or anything unerringly to the location pictured even if it's in another dimension.
Portal Duration: 15 seconds Card Recharge: An individual card's magic limits its use to once per thirty days. Curse: None History: Very little is known about these incredibly precious artifacts. Legends on some world have it that crafty wizard (or scientist in some tales) named Ar Tau-Ul devised these as a means by which to escape his harridan of a wife. If the legends are to be believed, risking one's life and very soul through interdimensional travel via arcane magicks was preferable to her company!
High Magus Armor (currently has Lifeward active)
M.D.C. by Location • Helmet: 45 • Arms: 15 each • Legs: 30 each • Main Body: 50 Modifiers: none, non-environmental
MR-10 Magefire Bolt Rifle
• Range: 1600' • Damage & RoF: 5D6+3 M.D. per single shot. or 1D6x10+6 M.D. for a three shot pulse. • Payload: 18 blasts total • Recharge Cost: 40 P.P.E. or 80 I.S.P. to completely recharge, 20 P.P.E. or 40 I.S.P. to charge halfway (9 blasts) • Weight: 7 lbs.
MP-6 Firebolt Pistol
• Range: 800' • Damage: 1d6 from the TK impact, +2d6 M.D. from the fireball • Rate of Fire: Single shots only • Payload: 10 blasts • Recharge Cost: 15 P.P.E. or 30 I.S.P. • Bonus: +1 to strike on aimed shots • Weight: 4 lbs.
Damage: 2d6+2 Bonuses: +2 to Parry, +2 to Damage. Notes: Silver Plated.
GAW Refurbished Military Camera M.D.C.: 1 Notes: Digital camera, Waterproof, Shockproof, with wireless capabilities. Can use 1 inch storage disks (100 hours of video, or 3,000 stills) 1 disk contains photos of: Salomón's family, his home in New Babylon, the Magic Houses in New Babylon, various places in Dweomer (Brotherhood of High Magic), MercTown gates, MercTown Collegiate Arcane, Dhaltuun Onyxforge and his bird, Leo, Sarik, and all NPCs in the current Templar adventure
Wilk's PRC-5 Secure Walkie-Talkie ☞ Weight: 1 lb. ☞ M.D.C.: 2 ☞ Range: 10 miles ☞ Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged. ☞ Notes: Attempts to crack the encryption suffer a -25% modifier. Each PRC-5 Includes a spare battery and plug in charger base.
Last edited by Salomón on Fri Mar 06, 2020 9:52 am, edited 40 times in total.
Salomón originally hails from South America, where he was born and spent his childhood. His father, an Amaki TechnoWizard and Shifter, had a thriving business in New Babylon, and had established a name for himself. His mother, a celebrated and famous Japanese Bishamon, had met his father on distant travels where they fell in love and eventually married. The happy couple adopted two children - one from each culture, as was the custom - and decided to name their son "Salomón" after his paternal grandfather, and his sister "Himari" after his maternal grandmother. Both children, however, were taught freely from both cultures, including the languages from each as well as their mother's specialized martial art of Aikido.
As a young boy, Salomón's father was often gone on important trips, and so Salomón was raised in large part by his mother. He was far more serious, studious, and reserved than most Amaki. Ironically, his human sister had a more rebellious streak and lived up to the "decadent party animal" reputation of much of his race. However, she excelled at swordplay and was accepted to the House of the Sword in New Babylon. Salomón took after his mother, and at least some of his characteristics were attributed to his study of Aikido and the meditative techniques his mother taught him. He expressed an interest in magic, which his father was delighted by, and young Salomón was introduced to The House of Magic. The young Amaki excelled at his preliminary studies - especially in magical theory and at grasping and applying the concepts of higher magic. The House of Magic had several visitors from uncommon and even very rare disciplines - some masters of Atlantean Stone and Crystal magic, and even a few Nazcan Line Makers and a pair of mages from some pocket dimension called "Palladium". The mages from the pocket dimension called themselves a Diabolist and Summoner, which he also found fascinating. The practitioners of these unusual and rare disciplines told Salomón that he was welcome to come and learn their respective arts someday, if he were so inclined, and arranged to leave contact information with the House of Magic. The House of Magic conferred with his parents, saying he had great potential as a practitioner of magic, and was talented in many areas, with the inherent potential to excel in any ones he chose to pursue.
His mother, who had been a staunch foe of evil in Japan, was endowed at one point with a special staff by the famous Millenium Tree there. She told Salomón that someday, it would be his, if he followed in her footsteps. One day, he approached his parents and said he was ready to learn more about the world and magic, and he wanted to visit North America and the Magic Zone he had heard about. With some hesitation, they agreed to send him on one condition: his father placed a sealed letter in his hand. He informed Salomón that he had helped some important people once in the Magic Zone area, and that Salomón was to give the letter ONLY to the "Lords of Magic" - enigmatic, powerful beings in charge of a city called "Dweomer" in the Magic Zone where he was headed, and that said letter would ensure his future there. The trick, he said, was finding the place - it was notoriously difficult to locate.
Armed with their blessing, his wits, some weapons, and the letter, Salomón spent months searching the Magic Zone with his hired traveling companions. This "Dweomer" was nowhere to be found and both his funds and morale were running low. He was about to give up when they finally stumbled across the fabled city right in the middle of pristine wilderness. After a somewhat hostile reception and some trepidation, he was able to confer with the Lords of Magic to give them the letter. The mysterious Lords of Magic informed Salomón that his parents had been of some assistance in years past, and they would gladly help their kin. The Three accepted Salomón as a student of the elite High Magus group, and his formal magical training began.
After his initial formal training, the Lords of Magic told Salomón that his magical foundation was secure and he could leave on a Sojourn, to "find his place" in the world. There is a place called MercTown, they said, where adventure awaited, and that was suggested as a good starting point. Salomón sought permission (and was granted) to journey to this Merctown and see what he could make of any opportunity for advancing his own abilities and finding his place in the world. He stepped into the portal created for him, felt the familiar surge of mystic energy, and set out to begin a new chapter of his life.
Last edited by Salomón on Thu Sep 27, 2018 7:48 pm, edited 5 times in total.
What emotions best describes your character? Optimism and wonder
What emotion does your character evoke in others? Admiration & hope
What does your character need most? Purpose and feeling of accomplishment
What is your character’s goal in life? To create and build things of value, contribute, make the world a better place, help others achieve the same
How does your character believe this goal can be accomplished? By learning and obtaining the tools to do the aforementioned goals, teaching, traveling, exchanging ideas, materials, services and culture
Where did your character come from? South America (where we would now call Argentina), the Amaki country/state of New Babylon, city of Babylon Major
When did you grow up? Modern Rifts day and age
What values does your character hold? Fairness, justice, self-sacrifice and altruism, the building of both self and others, hard work, persistence, and patience. Note that while Salomón prefers resolution of conflict(s) through discussion and persuasion, he will not hesitate to defend himself or others from aggression. Generally, however, his disposition is one of peace. Like all High Magi, he is quite sensitive to the suffering of others, and vulnerable to the sorrow that comes from seeing those others suffer needlessly, and this can result in an aggressive defense of innocents.
How does your character dress? Salomón is relatively subdued in terms of dress for an Amaki, both out of personal preference, and of a lack of desire to draw unnecessary attention to himself. He generally wears blues, greens, whites, blacks and - when feeling ambitious - reds, but anything he wears is not generally what one might consider "flashy". That said, on occasion he has been known to decorate or paint himself, as is the Amaki tradition - most often at formal events, parties, or on holidays.
What are your character’s means? As a newly-minted Sojourner graduate of Dweomer's prestigious and elite Brotherhood of Creation, Salomón is technically unemployed (fortunately, he does have some modest savings, so things are not yet "dire"). However, he is confident that, with his extensive skill set and magical prowess, he can find employment and make himself of use.
What are your character’s personal tastes? Salomón's upbringing (Amaki father and Japanese human mother) provided him with diverse cultural perspectives, and as a result, he is open to learning about other cultures. He is especially interested in trying new foods, and considering learning how to cook at some point. Regarding food, Salomón prefers savory and flavorful food - often spicy. He is an omnivore. He enjoys and is drawn to culture, philosophy, the arts, and learning - of any kind.
What are your character’s opinions? The rule of law is important, but not as important as said law being just and fair to and for all. Resources are means to an end, that end being security and a measure of freedom - and Salomón believes that both are simultaneously attainable, with the right measure of balance. Speaking of balance, he tries to generally avoid extremes. All sentient and conscious creatures should be viewed without regard to physical appearance or ability, until they impede others without justification (justification including, but not limited to, self-defense or the defense of others). Use of force should generally be restrained and judicious, and causing the lasting suffering of others is rarely, if ever, justified. We should protect innocents who cannot protect themselves without thought of reward. Salomón prefers to use physical violence as a last resort. That being said, he is a formidable combatant and will not hesitate to use violence if the situation calls for it - usually to the point of disabling/stopping the threat, but occasional to the point of utter destruction (remember - he is a healer and creator, not a fighter, by nature). Note that Salomón does not consider the creation of mummies, zombies, etc. for the purpose of menial labor, guard duty, and simple tasks that are beneficial to others as a bad thing at all. It is the purpose of the creation of such things that matters most.
What is your character’s comfort zone? Magic and technology are comfortable and familiar for Salomón. Being away from both of these at the same time would put him ill at ease. Other things outside his comfort zone would include such things as slavery (of the living), cruelty to innocents, and wanton, unnecessary destruction.
Who has had the biggest impact on your character’s life? This is actually a tie between Salomón's mother, who taught him many of his lasting values, and Leizak D'zir, High Lord Creator of Dweomer, who kindled and developed his passions for creation, learning and building, and taught him most of his magical and many of his mundane skills personally.
What kind of story does your character belong in? Salomón feels like he needs to be a part of something constructive, wherein he can contribute meaningfully - whether that role is healing, building, creating or even defending, it involves being part of something bigger than himself.
What role does your character fill? Builder, creator, healer, defender, and freer of others. Note: Building, to Salomón's view, does not necessarily mean physical construction (though that is a common part of it). It could mean building others up, building character, building bodies, building skills, etc. The overall theme is one of adding value for himself and others, but this can take many forms.
What should the other players know about your character? Salomón is a champion of good, a defender of innocents and the weak, freer of the enslaved, and ally to those in need. He will not hesitate to call out injustice wherever he sees it, and speaks truth to power. While not violent by nature, he will not hesitate to defend himself and others if attacked (though rarely will he initiate violence, nor will he foolishly take on impossible odds). He is patient and often takes the "long view". He also has long term, strategic plans, and likes to think things through carefully whenever possible
What is your play style? I try to balance the desire for my character(s) gaining power with the knowledge of how this can impact game and group dynamics. I'm sensitive to stepping on other player toes and try to avoid redundancy where not needed. I'm also very big on communication (as is important for a "strategic", long-game focused character) and love teamwork and inter-character dialogue and interaction. Feel free to PM me with any questions, concerns, or ideas you have. I'm on Hangouts frequently.
How do you want your character to die? Umm, I don't. Really - I don't. But, if he must, I would like Salomón to die doing what he believes in, perhaps defending the innocent or weak, or making a stand for what he believes is right. Hopefully his death will have meaning and be heroic and memorable in a lasting, impactful manner.
I'd love this, but the GM would never give it to me #1: The Gift of Knowledge from Yggdrasil (page 161, Pantheons of the Megaverse) I'd love this, but the GM would never give it to me #2: Normal access to spell learning from spell levels 1-6 (currently, the High Magus can only learn spells from levels 7+) I'd love this, but the GM would never give it to me #3: Colossus Automaton. Salomón knows how to make and pilot one of these, per canon, but it would be pretty unbalancing to "keep one around", not to mention it would probably piss off the Lords of Magic to reveal their secret weapon to the rest of the world (read: CS) I'd be willing to sacrifice this to get it: Does it matter? "The GM would never give it to me", remember? But if it were possible, I"d give up some things of significance. For example, ALL of my psionic powers (at least for #1 or #2), and as a Major psionic, that's a considerable sacrifice.
This would be great, the GM might give me this as a major reward #1: a Ring of Elder (Coalition Wars 1, page 47). I'm a High Magus. I specialize in very expensive spells. A Ring of Elder effectively cuts spell costs in half. Any questions? This would be great, the GM might give me this as a major reward #2: Millenium Tree Staff of the Wind (hey, it's even worked into my backstory - Book of Magic, page 290) This would be great, the GM might give me this as a major reward #3: A different Automaton, less powerful than the Colossus or Kilairgh. Recall that High Magi know how to make, and can pilot, any Automaton. (Federation of Magic, various) I'd be willing to sacrifice this to get it: Blood, sweat and tears Seriously, though, it really depends on the reward.
This would be pretty good, I can see the GM giving this to me as a minor reward #1: A TW Snare Gun from Stormspire (Book of Magic, page 326) This would be pretty good, I can see the GM giving this to me as a minor reward #2: A handful of magic spells from levels 7-10 This would be pretty good, I can see the GM giving this to me as a minor reward #1: A Shadow Cloak (Book of Magic, page 333)
I would love to visit this place in an adventure: Another continent I haven't been to yet, or a different dimension!
The thing I'd most like to change about my character is: I think High Magi should be able to learn and cast lower level spells, it's just not their focus. Maybe they would have the ability to "sacrifice" 2 level 7+ spell "slots" available to learn new spells at a new level for each 1 spell under level 7, or something like that.
An epic thing I'd love my character to do is: Build a community, complete with fortifications, power generation capabilities, hospital/healing, etc.
Last edited by Salomón on Tue May 21, 2019 7:13 am, edited 12 times in total.
Salomón's List of Spells Known (Spell Levels 1-10)
Level 1 (Uses 1 action to cast)
Globe of Daylight
Range: Near self or up to 30 feet away. Duration: 12 melees (3 minutes) per level of experience. Saving Throw: None. P.P.E.: Two A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 1 2 foot area per each level of its creator's experience. Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of the light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
Level 2 (Uses 1 action to cast)
Range: Self, one person and the clothes he's wearing up to 10 feet away, or two people by touch. Duration: Instant. Saving Throw: None. P.P.E.: Six This is a simple but useful spell designed to remove dirt and grime from the body of a living being and the clothes he wears. Magic energy flows over the person and magically removes dirt, grime, stains, and just about anything that the spell caster considers "unclean." The recipient of this magic instantly becomes spotless, from head to toe. The hair and body look as if right out of the shower (only dry) and the clothes as if freshly washed and dried. The spell cannot be used on body armor, buildings, vehicles, streets, or anything else, only living creatures and clothes/fabric. One pile of clothes, weighing no more than 25 pounds (no living person) can also be washed in place of a specific character's clothes. Note: This spell only cleans off the surface of the target and will not rid them of diseases or poison, although it will kill most surface parasites, such as ticks and fleas.
Range: 50 feet (15.2m) + 10 feet (3 m) per level of experience; line of sight. Duration: Two minutes (8 melee rounds) per level of experience. Saving Throw: None for inanimate objects. Living beings are immune to this magic. P.P.E.: Varies; two P.P.E. per five pounds. The Manipulate Objects spell was designed to help a sorcerer when he needs an extra pair of hands, but has nobody to assist him. It is used mainly to hold an item in mid-air, to bring an item from across the room without having to get up and get it, and to use magic energy to pick up, move, carry or hold one or more small objects. The spell caster summons forth blue strands of magical energy that wrap around an item and bring it to him, hold it near or in place or still, or to pick up and carry it, following the mage around at waist or shoulder level . Being able to magically hold an item in mid-air until needed, or to magically carry or retrieve an item, allows the mage to keep his hands free to perform more delicate tasks. This also means the mystical movement of objects weighing less than 10 pounds is very simple and requires little concentration. When the mage is not consciously manipulating an object, the item hangs suspended 3-5 feet above the ground, usually within arm's reach. The P.P.E. cost varies with the combined weight of the objects, two P.P.E. points per five pounds. Inanimate objects get no save against this spell; this means that even tiny, lightweight robots get no save, although they may struggle or attack. Limitations: Maximum speed of moving objects that weigh 10 lbs or less is a speed factor of 10. Reduce speed by half when the total weight becomes 100 lbs or more. Maximum height: Six feet Maximum number of objects : Two per level of experience. Maximum weight: 10 pounds per level of experience. The spell caster cannot manipulate more than his maximum weight, so a first level spell caster can manipulate up to two items with a combined weight of 10 lbs, while a third level mage can manipulate as many as six items weighing up to 30 lbs. The magic force has the equivalent P.S. of 8, + 1 per additional level of the spell caster (9 at 2nd level, 10 at 3rd, etc.). The magic energy is designed to hold and carry objects, so it can not be used to open a container, open a door or window, shoot a gun, pull a trigger or lever, press a button, or tum a knob, however, a small object can be "manipulated" to gently press or tap against a button or switch to tum it on or off. The spell caster must concentrate to direct the object and each action by the object counts as one of the character' s melee actions. Likewise, the slow speed of movement, relatively low P.S., and the fact that this spell is not intended for combat, means that small objects can NOT be hurled or used to stab or pound an opponent. Each object manipulated to hit/attack requires the conscious focus of the spell caster, uses up one of his attacks per melee, and is easy to dodge or parry (the magic force is -2 to strike, and no other combat bonuses apply). Note: This magic cannot be used to pick pockets or steal items unnoticed. Nor to grab an item, lift it in the air and drop it. The magic energy will not drop anything, because it is designed to hold and carry. A few seconds before the spell duration elapses, the objects are gently lowered to a tabletop or the floor.
Level 3 (Uses 1 action to cast)
Armor of Ithan
Range: Self or other by touch. Duration: One minute (4 melee rounds) per level of the spell caster. Saving Throw: None. P.P.E.: Ten This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. of 10 per level of the spell caster' s experience. Magic fire, lightning, and cold do half damage to it.
Range: 10 feet Duration: Permanent. Saving Throw: Not applicable. P.P.E.: 10 for soft wood for burning, 20 for hard wood for building. Create Wood does just that. It forces magical energy to draw together particles and fibers from the surrounding air and area, bond them together and multiply them on a molecular level to create wood. The shape can be two foot (0.6m) long logs or six foot (1.8m) long, one foot (0.3m) wide planks. Hard wood costs more to make but is excellent for building; soft, weak wood is used for burning. The use of this spell has allowed Dweomer City (and others) to use wood in buildings and various tools/weapons/items without chopping down lots of trees. Thus, the city sits in the middle of pristine wilderness, making it even harder to detect. The amount of wood created varies: Up to 100 lbs. per every 10 (soft) or 20 (hard, building wood) P.P.E. expended. Note: Both the Conjurer and Earth Warlock can cast this spell at half the P.P.E.
Range: 40 feet Duration: Instant (counts only as one attack; fire lasts until it is put out). Saving Throw: None. P.P.E.: Six The spell causes spontaneous combustion, igniting any material that can burn. This means the mage could set a chair cushion, a jacket, paper, dry leaves, hair, etc., on fire. Note: Volatile substances that are contained in something, like gasoline in the gas tank of a car or a container, can NOT be ignited. Furthermore, the target to be set on fire must be clearly visible. Maximum area of affect is 3 feet. If somebody's clothes or hair are set on fire, they have two melee rounds (30 seconds) to get it off or put the fire out before damage is inflicted; no other combat or action is possible as all energy is used on dousing the flame. Damage from the small fire is 2D6 S.D.C. per melee round (beginning after the first 2 melees).
Range: Self or other. Duration: Two minutes per level of the spell caster. Saving Throw: None. P.P.E.: Six This spell creates a pale white field of energy in the shape of a large, round shield with 60 M.D.C. The shield can be used by the spell caster or be given to someone else. It functions as a normal shield to parry.
Level 4 (Uses 1 action to cast)
Range: 5 feet (1.5m). Duration: 20 melees per level of the spell caster. Saving Throw: Standard. P.P.E.: Ten This Elemental magic enables the magician to cause any object to appear to be made of gold. After the mage leaves, the object will still retain its gold appearance until the spell elapses. The effect is temporary, and upon close examination by those who can recognize precious metals it is seen not to be gold. Those who save recognize it as worthless fool's gold.
Level 5 (Uses 1 action to cast)
Range: Self or one other up to 30 feet away. Duration: One minute (4 melee rounds) per level of the spell caster. Saving Throw: To save vs Horror Factor only. P.P.E.: Fifteen Like the Armor of Ithan spell, Armor Bizarre creates a suit of magical form-fitting force to serve as armor. However, it provides 15 M.D.C. per level of the caster, and this armor appears to be composed of dozens to hundreds of writhing tentacles, pulsating slime, or crawling worms. This magical illusion provides a Horror Factor of 9 + I for every two levels of the spell caster (10 at 2nd, 11 at 4th, 12 at 6th, etc.). Anyone fighting an opponent in Armor Bizarre is automatically distracted by the moving parts (-1 on initiative) and must make a save vs Horror Factor at the beginning of every melee round. A failed roll means the usual Horror Factor penalties.
Range: 60 feet Duration: Three minutes (12 melees) per level of experience. Saving Throw: None. P.P.E.: Twelve A particularly useful magic in a tech environment. The invocation will temporarily knockout, stop, or immobilize, any electrical device it is aimed at. This includes normal automobiles, computers, radios, surveillance cameras, sensors, appliances, entire fuse boxes, batteries, electric alarm systems, etc. The apparatus is not harmed in any way, it simply ceases to function. When the magic elapses, the item(s) work perfectly again, with no sign of malfunction, damage or energy loss. Can not affect M.D.C. environmental armor, power armor, robots or military vehicles.
Range: Touch or 3 feet away. Duration: Instant. Saving Throw: Standard, if the person resists the magic. P.P.E.: Ten This powerful invocation will instantly heal minor physical wounds, such as bruises, cuts, gashes, bullet wounds, burned flesh and pulled muscles. It will not help against illness, internal damage to organs or nerves, broken bones or poisons/drugs. In the case of bullet wounds, the bullet should be removed first. If the bullet is left inside a person it will be a constant irritant causing chronic pain; reduce the character's P.E. attribute by one and P.P. attribute by one (and attribute bonuses accordingly) due to stiffness and discomfort. The heal wound magic restores 3D6 S.D.C. and 1D6 Hit Points.
Mend The Broken
Range: Touch. Duration: Instant and permanent. Saving Throw: None. P.P.E.: Ten plus the cost of structural repairs. Just as healing spells are used to repair the body, Mend the Broken is used to repair inanimate objects. This spell will only work on physical damage (not electronics or software, nor living creatures), and can not restore shattered, mangled, flattened or completely destroyed items (must have at least 20% of its original S.D.C. or M.D.C.). However, it can seamlessly adhere the broken arm, nose, or other appendage of a statue back together without a crack, fill cracks and chips, repair cuts and holes, remove dents, restore metal from rust and tarnish, restore worn fabric, repair pottery and china, fix cracks and chips in glass, and even remove stains from fabrics. The base P.P.E. to initiate this spell is 10, plus the amount of P.P.E. needed to restore/mend the damage. Mending the object completely (restore all S.D.C.) will make it look like new. Structural repair of S.D.C. objects requires one P.P.E. point for every two S.D.C. the spell caster wishes to repair. One to remove a particularly stubborn or otherwise impossible to remove stain. Structural repair of M.D.C. objects requires 30 P.P.E. points for every one M.D.C. the spell caster wishes to repair. This means it is unlikely the mage can instantly repair battle damaged M.D. armor, but they can fix it to some small degree. S.D.C. materials can not be changed into M.D.C. materials or improved in any other way, other than restoring it to like new condition.
Level 6 (Uses 2 actions to cast)
Range: 10 feet, line of sight, or touch (of a container). Duration: Permanent. Saving Throw: None. P.P.E.: Fifteen This spell enables the mage to conjure a quantity of water out of thin air by drawing and purifying moisture from the surrounding area, and made to appear in any container indicated by the spell caster. A container for the water must be available, or else he will have a wet mess to clean up on the floor. The spell caster can create one half gallon per level of experience. Half this amount in a desert, twice this amount at sea or in a rain forest. This magic can supply a town without, or miles from, a fresh water supply. Note: The Conjurer and Water Warlocks can create twice this amount of water for half the P.P.E. (7).
Range: Touch or 10 feet away. Duration: Special. Saving Throw: None. P.P.E.: Twelve plus full P.P.E. amount of the original spell. Energize allows the mage to pump additional P.P.E. into one of his currently active spells to extend its duration. The same amount of P.P.E. that was required to activate and cast the spell in the first place is needed to extend its duration. The energize spell can be used on any other spell with a duration greater than a single melee round. Where the normal duration would normally end, being "energized," the renewed spell begins its full duration again, without pause or lapse of its effect. The main advantage of the energize spell, rather than just casting the spell again, is that those who have already fallen victim (failed to save) remain enthralled (do not get a new saving throw, which they would if the spell was recast). It is also ideal in situations where it would be helpful if the spell lasted longer, but the mage can not be there to cast a new spell; the energize spell would automatically continue the desired effect. This is particularly handy when casting magical flight, speed, superhuman endurance and similar spells on a character who will be leaving the company of the mage. If attempting to energize a spell cast on an opponent, the victim must be touched. Otherwise, being within 10 feet is close enough. Note: The energize spell can only be cast once to extend the duration of a particular spell, effectively doubling the duration (nothing more). Limitation: Only spells Sixth level or less can be extended/energized this way.
Range: 100 feet per level of experience; line of sight or two machines by touch. Duration: Two melee rounds (30 seconds) per level of the spell caster's experience. Saving Throw: Not applicable; affects machines. P.P.E.: Fifteen This spell interferes with communications, transmissions and/or sensor systems (radios, radar, sonar, motion detector, heat sensor, CAT scan, lie detector, etc.) by magically jamming the frequencies used by that machine. This means no intelligible readings or communications can be delivered by the enchanted machine until the magic ends.
Range: Around self, or up to 20 feet away. Duration : One hour per level of experience. Saving Throw: Not applicable. P.P.E.: Twenty The Sheltering Force is essentially a light force field that appears as a semi-opaque (can see figures, outlines and blurred colors, but not faces or details), bluish-white dome. The "shelter" can be small enough to accommodate two people or big enough to accommodate six (eight cramped). In either case, it resembles a dome shaped tent made of semi-opaque plastic. It is dry inside and maintains a temperature that is 10 degrees Fahrenheit cooler than outside in hot weather and 10 degrees warmer in cool weather. It will hold smoke in, so any campfire must be made outside. The magical shelter keeps rain and insects out, but animals, people, 'bots and spirits can come and go as they please, much like a real tent. Furthermore, if attacked, the Sheltering Force will only stop 1D6 M.D. per each attack blast/arrow/whatever, with the remaining damage penetrating the force field and possibly hitting those inside the shelter. The semi-opaque nature of the force field means that those attacking from outside can not get a clear shot and are -3 to strike, but they can see shapes and shadows inside to shoot at.
Range: Five miles per level of experience; touch. Duration: Requires two full melees (30 seconds). Saving Throw: None. P.P.E.: Fifteen The power to transmit matter from one place to another. The Teleport: Lesser invocation is limited to non-living substances. Up to 50 Ibs can be instantly transported from the location of the spell weaver to any location miles away. The only requirements are that the mage touches the object to be teleported and that the location of where it is being sent to is known to him. Success Ratio: 80% +2% per level of the mage. An unsuccessful roll means that the object never arrived where it was supposed to and could be anywhere within the mage's range.
Range: Self or others by touch. Duration: 3 minutes (12 melees) per level of experience. Saving Throw: None. P.P.E.: Twelve The magic enables the character to perfectly understand and speak all spoken languages; 98% proficiency. An understanding of written languages is not provided by this magic. See the Eyes of Thoth.
Level 7 (Uses 2 actions to cast)
Dispel Magic Barriers
Range: 100 feet Duration: Instant. Saving Throw: The magic spell being attacked automatically gets a standard saving throw (12) as if it were a person. If a successful save is made, the negation spell has no effect; the barrier remains. P.P.E.: Twenty The Dispel Magic Barriers invocation negates/dispels all magic barriers of any kind, including the Sorcerer's Seal, Carpet of Adhesion, Magic wall spells, ward spells, etc.
Fly as the Eagle
Range: Self or two others by touch or cast upon one to 100 feet) away. Duration: 20 minutes per level of the spell caster. Saving Throw: None. P.P.E.: Twenty-Five The power of flight is bestowed upon the spell caster or person it is cast upon. It is especially effective outdoors, and in large, open areas. Maximum Speed: 50 mph. Bonuses: + 1 to parry, +2 to dodge and +2 to damage on a diving attack. Bonuses apply only when in flight. The character enchanted by this spell can fly and land as he pleases without intense concentration, and spell casters can cast other spells while flying .
Range: Self or one other by touch. Duration: Three minutes (12 melees) per level of experience. Saving Throw: None. P.P.E.: Twenty A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible. Note: The invisible character is not ethereal and can not walk through walls; he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.
Range: Self or one other by touch. Duration: One melee (15 seconds) per level of experience. Saving Throw: None. P.P.E.: Twenty-Five The magic makes the individual impervious to cold, fire and all energy attacks, impervious to disease, poisons, toxins, gases, and drugs, and provides a form-fitting energy field which appears as a glowing aura around the body (50 M.D.C.). Once the 50 M.D.C. from the energy field are exhausted, the person will suffer normal damage to his own M.D.C. and/or Hit Points but remains invulnerable to the other things listed. Additionally, the invulnerable character is also +10 to save vs magic, psionic attacks and Horror Factor.
Range: 200 feet + 50 feet per level Duration: Special. Saving Throw: -1 to save. P.P.E.: Thirty Mental Shock sends a wave of magical energy tearing through the target' s mind. Environmental body armor and power armor are no protection, but large robot vehicles and armored military vehicles are. In any case, the spell caster must be able to see the intended target. The magical energy delivers a "shock" directly to the target's brain, with one of two results: If the target makes a save vs magic, he or she is just dazed for 1D4 melees, losing two melee attacks per round, and suffering a penalty of -5 to all combat skills and -25% to skill performance. A dull headache lingers for an hour. If the character fails to save vs magic, his brain is overloaded by the raging energy. As a result, he suffers from amnesia, losing his identity, memory and all skills, except for his native language and the five skills most important to him (player's choice). This state of amnesia will last for 4D6 hours +2 hours per level of the spell caster. Note: Supernatural beings (other than sub-demons) and creatures of magic (including dragons) are impervious to this spell.
Range: One target mechanism up to 100 feet away or two by touch. Duration: One melee round (15 seconds). Saving Throw: None. P.P.E.: Twenty This spell gives magic an edge against technology. Essentially, one aspect of a machine, or machine part, targeted by this spell is momentarily paused or inhibited in some way. The spell caster can specify a specific target/intentional disruption when casting the spell. The simpler the mechanism the better, and this magic is ideal for temporarily inhibiting or freezing switches, triggers, buttons, locks, and small mechanical gears and pulleys. Thus, this magic causes only minor, momentary glitches and delays, but such impediments, even lasting only 15 seconds, may be the difference between life and death or escape and captivity. Remember, this spell is designed to momentarily inhibit or, more to the point, momentarily stop some specific mechanical function, usually of a larger device. It does not damage the machine in any way. For example: The spell can be used to prevent a gun (of any kind) from firing, or delay a hand grenade from exploding when it should (adds 15 seconds before it detonates; hand grenades are simple devices). In the alternative, when used on a gun, a spell caster might make the optical sight or laser targeting of the weapon stop working (for 15 seconds) or freeze the retractable stock or folding tripod, etc. Against a computer, the spell can momentarily lock it up. Data is not erased nor does the computer blink out, it (or the monitor, or keyboard) just won't respond for 15 seconds. Against a robot or cyborg, it can be used to momentarily freeze a joint, or knockout radar, a particular sensor, optic, or radio (no reading or communications), or make the blaster on the right arm not respond (won't fire for 15 seconds), or a jet pack not tum on (or not tum off, or sputter), etc. However, it cannot be used against cybernetic implants, M.O.M. implants, or artificial systems directly connected/linked to flesh, blood or internal organs (can not stop bionic lungs or heart), or any system encased or connected to living flesh. Likewise, bionic and cybernetic bio-systems are not affected by this magic, nor are nano-machines. Limitations: Devices and mechanisms affected can be no bigger than a basketball. Minor system malfunctions and glitches can be caused by this spell, but do not last very long and no permanent damage is inflicted to the device. Nothing major can be done either: a robot can not be forced to stop moving, or be made completely unable to attack. The spell inhibits performance by knocking out one specific system.
Range: Up to 60' per level when used as a ranged attack; otherwise, personal range. Duration: One melee round per level of experience or until used up in offensive attacks. Damage: 1D6 M.D. per blade. Saving Throw: Parry (when applicable) and dodge. P.P.E.: Twenty The Spinning Blades spell temporarily transforms an ordinary knife or short sword (S.D.C. or M.D. blade) into a magical weapon of defense and/or destruction. The enchanted weapon floats in the air and one new, additional blade appears for each level of the spell caster, creating a circular fan of blades. The blades then spin in place near the mage, waiting for use. Used for defense, the blades magically move to parry all physical attacks, including attacks from other blades, arrows, bullets and energy blasts; +6 to parry most hand to hand attacks, but only +2 to parry energy blasts and projectiles. When used as an offensive weapon, the fan of blades can be sent hurling like a single buzz-saw blade at a single target. This attack is impossible to parry (although a dodge can be attempted) and inflicts double damage (2D6 M.D. times the total number of blades)! Maximum range is 60 feet per level of experience. The magic blades disappear after they strike, which means if the buzz-saw attack misses, the mage can mentally direct the weapon to try to strike again. Each buzz-saw strike counts as one of the spell caster's own melee actions. A pair of dueling sorcerers sending this attack against each other will cause a clash of blades that negates each other. An alternative attack is to fire each of the blades like rocketed projectiles, one at a time or in pairs (pairs count as one melee attack). Each firing of the blades counts as one melee attack/action, but has an impressive range of 100 feet per level of the spell caster. Once the magical blade (or pair of blades) is fired, it disappears after it has hit or missed; +3 to strike (no other bonuses applicable), but can be dodged or parried. Note: Shooting blades can be used with the Ricochet spell, but only with a single blade at a time.
Level 8 (Uses 2 actions to cast)
Range: Touch; appears above the open palm of the mage's hand. Can be thrown 200 feet Damage: 5D6 M.D. at the moment of impact and 5D6 additional M.D. per melee round. Duration: Stored as a globe for one week per level of the spell caster, but burns out within 1D4 minutes after it is activated. Saving Throw: None. P.P.E.: Forty This is a unique spell similar to the Fire Blossom, only in this case, the mage creates a portable globe containing a magical fire. The globe is about the size of a grapefruit and flickers as if a fire burns inside (which it does), but no heat or significant amount of light radiates from it. Consequently, the globe can be held and put in a bag or backpack without fear of starting a fire. The fire does not burn until activated by the mage or the recipient of the Fire Globe (it can be created and given to another as a gift). To activate, the character must throw the globe while wishing it to ignite or damage whatever it hits. Upon impact, the fire inside erupts like napalm, covering the surface body of its target in flame. It burns without combustibles (wood, rags, coal, etc.) for 1D4 minutes and then vanishes. The magic fire burns for 1D4 minutes or until extinguished. It can be put out magically, or by rolling around in dirt or being covered in dirt, sand, or other substance to smother the flame. The use of water to extinguish the fire hurts, creates steam and inflicts 2D6 M.D. (scalding) before the fire is extinguished. If placed on or stoked with combustibles, these items will immediately catch fire and continue to burn after the magic fire vanishes.
Range: One character by touch (can not be used on oneself). Duration: Instant. Saving Throw: None. P.P.E.: Thirty A powerful healing spell that can instantly heal external and internal injuries and restore up to 2D4x10 S.D.C. and 6D6 Hit Points, or 1D4 M.D. (only if the latter is a Mega-Damage creature)! The mage may not cast this spell on himself nor give (even temporarily) a character more S.D.C. or Hit Points than he had to begin with.
Range: Self or one other by touch. Duration: Three minutes per level of the spell caster. Saving Throw: None. P.P.E.: Thirty Although not quite as "invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 25 M.D.C. per level of the spell caster, and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is - 15% to prowl, climb, swim or perform other physical skills.
Range: 100 feet per level of experience. Duration: One melee round per level of experience. Damage: 4D6 +2 M.D. per level of experience. Saving Throw: Dodge. P.P.E.: Thirty This is a more powerful version of the Electric Arc spell, pumping more magical energy into the jolt for greater range and damage; point and shoot. +4 to strike targets within 100 feet, but only + 1 to strike those at greater distances. Each lightning blast counts as one melee attack/action and is limited by the character's total number of attacks. This means a character with four attacks per melee round use up two attacks to cast the spell and fire once. This leaves two more electrical attacks that melee round, but in the next three melee rounds the mage in our example can fire up to four times (once for each of his attacks per melee round). In addition, the character may vary or combine attacks. That is to say, a sorcerer with four attacks may elect to fire once, cast another spell and draw and fire a weapon or perform a skill, and so on.
Range: Self or one character by touch. Duration: Special - delayed reaction. The spell is not activated until the enchanted and marked outer armor is destroyed. Then it activates and lasts one minute per level of the spell caster. Special Requirement: Magic symbol of Life and Strength. Saving Throw: Not applicable. P.P.E.: Forty Lifeward takes two melee rounds to perform, and requires a circle with a dot in the middle and lines radiating from it like a sun painted on the recipient's chest or forehead and on his M.D.C. body armor while reciting the incantation. This powerful spell is designed to help the character survive Mega-Damage attacks after losing his M.D. body armor! If the body armor is shredded (reduced to zero M.D.C.), all subsequent Mega-Damage attacks are turned into S.D.C. damage. The unarmored character takes damage from his S.D.C. and/or Hit Points, but survives attacks that would normally have atomized him ! Of course, the character falls into a coma and may die if reduced to zero Hit Points or less. Note: This spell cannot be placed on Mega-Damage creatures such as dragons and demons or automatons.
Range: 100 feet; line of sight, self or one by touch. Duration: One melee round per level of experience. Saving Throw: Not applicable. P.P.E.: Forty-Five This powerful spell produces a magical rush that puts Juicers to shame. P.S. is raised to supernatural equivalent (punches and kicks do M.D.), the character gets two additional melee actions/attacks per round, speed is increased by 50%, fatigue has no effect, and the sorcerer is impervious to drugs, mind control, possession, illusions, pain and Horror Factor, as well as able to endure triple the normal damage to his body, and is +3 on initiative, + 1 to strike and dodge, and +1 on all saving throws while the enchantment lasts. The spell does have consequences, however. Once the enhancements wear off, the once hyped-up character feels so tired and weak, he is barely able to move for 1d4 minutes. During this period reduce attacks per melee round, speed, skill performance and all combat bonuses by half After this "down" time, the character returns to normal (minus the effects of normal fatigue or any damage sustained in combat).
Range: Touch or 60 feet Duration: Instant. Saving Throw: Special (Ritual magic has a greater chance of success). P.P.E.: Thirty This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll a saving throw. If the roll is a successful save against the magic in place, its influence is immediately destroyed, negated, canceled. 12, 13, 14, or 15 is needed for spell magic depending on the experience level of the mage (usually 12 or 13 is needed), meanwhile 16 or higher to save vs ritual magic. A failed save means the negation attempt did not work. Try again if sufficient P.P.E. is available. Negation will not work against possession, Exorcism, Constrain Being, Banishment, Talisman, Amulet, Enchanted objects, Symbols/Circles of protection (or magically drawn circles of any kind), wards, summoning magic, Zombies, Golems, Restoration, magical healings or cures. Negation can be attempted to cancel a spell curse, but only has a 25% possibility of succeeding. Of course, it has no effect against psychic abilities or Techno-Wizard or Bio-Wizard/rune devices.
Range: One weapon by touch. Duration: Two melee rounds (30 seconds) per level of the spell caster. Saving Throw: None. P.P.E.: Thirty-Five This spell temporarily infuses an S.D.C. melee weapon (knife, spear, sword, club, etc.) with great magical energy. For the duration of the spell, the weapon will inflict the Mega-Damage equivalent of the S.D.C. weapon; i.e. a knife that does 1D6 S.D.c. now does 1D6 M.D., or a mace that does 2D6 S.D.C. now does 2D6 M.D., and so on. In the alternative, this spell can be used to increase the damage capability of Mega-Damage melee weapons (Vibro-Blades, etc.) or M.D. magic weapons (rune swords, TW-weapons, etc.) by 25%. So a magical flaming sword that normally does 4D6 M.D. now does 5D6, a Vibro-Blade that does 2D6 now does 4D4 M.D., etc. Note: This magic does not work on long-range weapons like the bow and arrow, projectile weapons or energy guns. Casting this spell on the same weapon repeatedly has no cumulative effect.
Range: Self for the Fury, 300 feet per level for lightning bolts. Damage: 2D4 x 10 M.D. from lightning bolts; 2D6 M.D. per touch. Duration: One minute per level of experience. Saving Throw: Not applicable. P.P.E.: Seventy This dangerous spell unleashes the fury and power of the spell caster in what can only be called a sorcerer's berserker rage! Fueled by the character' s unbridled rage and uncontrolled magical energy, the mage turns into a living storm of power and destruction. To many, he or she appears as an angry god, larger than life and electrified with blue energy and rippling bolts of lightning. The spell caster' s body is transformed, turned into a Mega-Damage structure with 50 M.D.C. per level of experience (deduct damage from this before deducting it from the character's Hit Points or even his body armor), 1d4 feet larger, with the mass and muscle to match. The furious mage walks 1-4 feet above the ground and can unleash his rage as magical lightning bolts at will (at no P.P.E. cost; each counts as one melee attack/action) to strike down his enemies. Each bolt inflicts 2D4x10 M.D., 300 foot range per level, and is + 4 t o strike (in addition to possible P.P. and targeting skill bonuses). Each blast counts as one of the mage' s melee attack actions, but while berserk, the mage gets two extra attacks per round. Anybody even touching the mage suffers 206 M.D. from the energy rippling around him and his fearsome countenance gives the berserk sorcerer a Horror Factor of 16! As if this were not enough, the practitioner of magic is +4 on initiative, +3 to save vs magic and poison, impervious to mind control, possession and Horror Factor, has an extra 40 P.P.E. to draw up on (pulled from ambient energy and the life forces of all living things around him) and bio-regenerates 1D4x10 M.D.C. per melee round! On the down side, the mage is consumed by anger, revenge and/or frustration or sorrow, giving in completely to the overwhelming emotions. This means he is beyond reasoning and savagely lashes out at those who have invoked his rage and anybody who gets in his way - including lawmen, friends, loved ones and innocent bystanders. While enraged, the character only wants to hurt and destroy. Thus, the only spells he can cast are offensive ones such as Energy Bolt, Fire Ball, Electrical Arc, Call Lightning, Energy Disruption, Wind Rush, Agony, Life Drain, Annihilate, and similar spells of destruction. Magic involving strategy, deception and cunning is out the window, as the berserk sorcerer is very direct and brutal in his attacks. Likewise, the performance of all skills, other than combat ones, is impossible. While berserk, the character has no regard for his friends or their common goals, nor the code of ethics and conduct of his alignment. Fortunately, a mage of good alignment is likely to stop just short of killing a friend or innocent. When the rage is over, the sorcerer returns to normal and feels exhausted and sad. For the next hour, the number of his attacks, combat bonuses and speed are reduced by half. Worse, P.P.E. is recovered at half the usual rate for the next 24 hours, and the actions (deaths?) of the mage while berserk may haunt him forever. Note: The potential destruction and grim consequences of this spell are such that it is seldom used by practitioners of magic of a good alignment, and even evil ones tend to use it as a last resort or in terrible anger or lust for revenge. The feeling that comes from the loss of control is repugnant to all but the most chaotic (Anarchist and Miscreant alignments).
Stone to Flesh
Range: 12 feet Duration: Instant/permanent. Saving Throw: None. P.P.E.: Thirty This spell transforms stone to flesh and can restore people who have been turned to stone back to normal. The spell caster can change 50 pounds of stone per level of experience.
Wisps of Confusion
Range: 90 feet Duration: Five melees per level of the spell caster. Saving Throw: Standard. P.P.E.: Forty Wisps cause 2D4 people/creatures to become confused and disoriented. Those affected strike, dodge, and parry at -5 and attacks per melee are reduced by half.
Level 9 (Uses 2 actions to cast)
Range: Can be cast up to 10 feet away. Duration: Permanent. Saving Throw: Not applicable. P.P.E.: Sixty-Eight; half that number for Earth Warlocks with this spell. The name of this powerful spell is a bit of a misnomer, and might more appropriately be entitled "recycle metal." The spell caster can take metal scraps, even those corroded with rust, and magically tum them into sheets, bars, poles or beams of good, usable metal. The advantage of this magical recycled metal is that industrial recycling sees a certain amount of loss through the recycling process (not to mention the cost, equipment and manpower necessary). The spell not only transforms the metal, but there is no loss of the material and, in fact, there is 5% more metal (per level of experience) created from the initial scrap. In addition, there is no need for a smelting facility, machines or workmen, other than those needed to haul and store the finished product. Limitations: • S.D.C. Materials: Effective only on the following metal ores and alloys: Iron, steel, tungsten, cobalt, manganese, chromium, molybdenum, zinc, nickel, copper, bronze, bauxite, and aluminum (the spell adds the tiny amount of carbon and other trace elements to make steel and other alloys). The spell can be worked on a pile of unseparated scrap metal and magically separate metals and alloys to create individual piles of pure metals, or put them back together as the desired alloy(s). • 100 pounds (45 kg) of raw material per level of experience, with roughly 200 S.D.C. (Conjurers and Earth Warlocks can create twice as much at half the P.P.E. cost). The final product is high quality metal ready for industrial use - construction, smelting, etc. It cannot be used to magically repair finished products such as power and body armor, robots, vehicles, etc., except as raw materials that are taken, retooled and used by manufacturers, operators, builders, etc., to make conventional repairs (soldering, welding, casting, etc.). • Mega-Damage Steel can be "recycled" provided M.D.C. metal scraps are available, but at the pitiful rate of 10 pounds (4.5 kg) per spell (not per level), with approximately 15 M.D.C. Note: This spell can not be used to tum perfectly good metals/materials, machinery, vehicles, or devices connected to a power source into raw materials, nor tum metal material worn, used or connected to a living being; it must be scrap or raw ore.
Wall of Defense
Range: Can be cast up to 100 feet away. Duration: One melee (15 seconds) round per level of experience. Saving Throw: None. P.P.E.: Fifty-Five By casting this spell, the mage summons into being a small, shimmering wall of magical energy (semi-opaque; only shadowy forms can be seen moving behind it). The wall is so thin as to be nearly two dImensional (the thickness of a sheet of paper), stands 10 feet tall, and six feet long, plus six feet in length per level of the spell caster. The magical wall will stop all incoming "attacks," including thrown rocks, arrows, bullets, missiles, energy blasts and spells! All projectiles are stopped in their tracks, suspended in midair. When the spell ends, they fall harmlessly to the ground. Explosives (grenades, missiles, etc.) are stopped and held by the wall and will not explode until the wall vanishes and even then, most, 65%, will simply fall harmlessly to the ground without detonation (roll percentile dice; a roll of 66-00% means it will explode when the magic ends). Energy blasts are dispelled completely, as are magic forces meant to pass through the wall. Living beings who touch or try to pass through the magic wall will be held frozen in mid-step (leap, flight, whatever) until the magic ends. Note: The magical defenses work the same on both sides of the wall, so even the mage who created it can not send magic or weapons through it. He must move around the wall to launch additional attacks. Also note that airborne enemies can easily fly above and over the wall to attack, but this magical defense is excellent in confined areas and against ground troops.
Water to Wine
Range: 12 feet Duration: Instant/permanent. Saving Throw: None. P.P.E.: Forty Another transformation spell, the spell caster is able to change ordinary fresh water into wine, affecting ten gallons per level of the spell caster' s experience. The wine is of fair to average quality, with the quality increasing by 5% per each level of the sorcerer's experience.
Level 10 (Uses 2 actions to cast)
Range: 20 feet away. Size: 10 feet wide by 20 feet tall portal/opening. Duration: Four melee rounds per level of the spell caster. Saving Throw: None. P.P.E.: Sixty This spell creates a dimensional Rift in the fabric of space allowing the spell caster to use it in the following ways: Pass through solid walls: The mage has but to weave the spell targeting a particular, blocked area. The area will shimmer bright and suddenly, a portal or passage will appear as if cut out of the very stone. The portal can create a 12 foot deep passage per each level of the spell caster in any substance. Teleportation: The portal can be a doorway to a nearby location known to the spell caster, flawlessly traveling hundreds of feet in an instant. The portal can be placed on a vertical wall, the floor or ceiling. Looking into it reveals what is on the other side. Stepping through it will instantly place the character in that location. Range is a meager 100 feet per level of experience. One-way passage: Once a character steps through a Mystic Portal, the opening behind him is gone (although people on the portal side can see both the portal and the person who just stepped through it). To return, a new portal must be made on the other side by invoking another Mystic Portal spell. When the spell duration ends, the Mystic Portal vanishes. As usual, the mage who created it can make it vanish at will. A Negate Magic may also eliminate it if the spell is successful.
Range: Touch. Duration: Permanent. Saving Throw: None. P.P.E.: Eighty This powerful healing magic enables the mage to "restore" (i.e. reattach) a single severed limb (hand, arm, leg) or appendage (nose, ear, finger, etc.) on the suffering individual. The reattached limb or appendage functions 100% as it did before it was severed and the magic leaves no scar. Only the actual limb can be attached in this fashion, substitutes are not possible. Furthermore, the severed limb cannot have been detached for more than 12 hours per level of the sorcerer (i.e. a 6th level mage can reattach a limb as much as 71 hours and 55 minutes after it was severed). The ritual takes five minutes.
Range: Touch. Duration: One melee round per level of the spell caster. Saving Throw: None. P.P.E.: One Hundred The Speed Weapon spell infuses a melee weapon (sword, ax, mace, club, etc.) with magical energy that enables the user of the weapon (the mage or anyone) to use it with amazing speed, if not agility (no additional combat bonuses). Thus, when using the enchanted weapon, the character has twice as many attacks per melee round! The additional attacks are possible only with the enchanted weapon, so if a different weapon or action is taken, it uses up the equivalent of two of the magic weapon's attacks. For example, a character with six attacks per melee round now has 12 if he uses all of his melee attacks/actions with the enchanted Speed Weapon. Each pair of attacks with the enchanted weapon effectively counts as one of the character' s usual attacks. Thus, if he uses the Speed Weapon to strike four times, he uses up two of his usual attacks, but if he decides to use his blaster once or to dodge an incoming attack, that action uses up two of the possible attacks with the Speed Weapon (parry does not use up an attack action). Note: This spell can not be used on magic weapons, including Bio-Wizard, Rune, or Techno-Wizard weapons nor on Automatons, power armor, robots or vehicles.
Range: One character by touch (cannot be used on oneself). Duration: Instant. Saving Throw: None. P.P.E.: Seventy A powerful healing spell that can heal external and internal injuries/wounds of Mega-Damage creatures (dinosaurs, dragons, supernatural beings, etc.). Super-healing restores 4D6 M.D. to Mega-Damage creatures. Not applicable to S.D.C/Hit Point creatures.
Range: Varies with type. Duration: Effects vary with type. Saving Throw: Standard; spells are base 12, wards created by ritual magic are 16. P.P.E.: Ninety The Wards invocation creates mystic symbols used to protect items of value, to protect dwellings, and as booby traps. The ward can be cast on a door or window, a section of floor, a cabinet or on a specific item such as a book or statue. The ward symbols on the object are always obvious, to serve as a warning. When somebody, other than the sorcerer who created them, touches the object, a spell is triggered. The following wards can be created. Each ward invocation will create two separate wards, the ritual invocation will create three. The object to be warded must be present. Alarm: A screeching, siren-like noise is instantly sounded and continues to blare for ten minutes. The sound can be easily heard through closed doors up to 100 feet (30m) away. Fear: An aura of fear engulfs everybody within 20 feet of the ward. Each person must roll to save vs magic or be overwhelmed by terror. Effects are identical to the second level fear invocation. Fire Bolt: The person touching the item is struck by a Fire Bolt causing 6D6 damage; no saving throw is applicable. Same as the fourth level invocation. Paralysis (lesser): The ward temporarily paralyzes the person's hand and arm for 1D4 hours. Effects are identical to the third level invocation. Sleep: The ward will put to sleep everybody within a ten foot area around it. Each person must roll to save versus magic. The sleep lasts for 6D6 minutes. Effects are identical to the fifth level spell. Agony: The person who touches the object is wracked with agony for 2D8 melees. The effects are identical to the seventh level invocation. Curse (minor): Inflicts a minor curse identical to the eighth level invocation except that it will linger for 1D6 weeks. Curse (phobia): Inflicts a phobia curse identical to the ninth level invocation except that it will linger for 1D4 weeks. Banishment (counts as two wards): Will instantly force lesser supernatural beings from the area, just like the tenth level invocation. Plus, the creature must leave the object where it rests.
After a ward has been triggered, its magic is used up and it disappears. A ward can last for centuries if left undisturbed. The life span of a ward is 150 years per level of the mage.
Last edited by Salomón on Fri Mar 13, 2020 6:44 am, edited 5 times in total.
Range: 100 foot radius per level of the spell caster. Duration: 20 melees per level of the spell caster. Saving Throw: Special. Only a Natural (unmodified) 18, 19 to 20 saves against the cloud, and even these lucky few will find their magic reduced to half strength. P.P.E.: One Hundred Forty Those who are ignorant of the great old magics insist that this spell never existed, that it is impossible, merely another myth. They are wrong. This incredible spell creates an ominous, dark gray-brown cloud large enough to hang over an entire town. It can not be dispelled magically or by manipulating elemental/atmospheric conditions. The cloud's effect is as singular as it is spectacular; it simply negates all magic! Spell casters can not use magic of any kind, Techno-Wizard devices, potions and charms are impotent. Any object of magic (except runes and magic weapons) is rendered harmless as long as it is under the Anti-Magic Cloud. The magic returns when the cloud is canceled. Only the creator of the cloud is not affected, giving that mage a tremendous advantage over other sorcerers caught in the cloud. If outside the cloud's range the magic abilities return, but any magic that enters it falters (as above) and magic spells cast from outside into the cloud covered area are negated the instant they enter the Anti-Magic Cloud. P.P.E. cannot be used in the area of effect.
Range: Self. Duration: One melee round ( 15 seconds) per level of experience. Saving Throw: Not applicable. P.P.E.: One Hundred Twenty Astral Hole creates an invisible (only the caster and those who can see spirits or the Astral Plane can see it), mobile, mentally controlled extra-dimensional portal that effectively follows the spell caster wherever he goes. This portal can be used by the spell caster (and only the spell caster) in a number of ways. Ultimately, the Astral Hole makes the mage almost impossible to pin down. The mage can use the Astral Hole to "jump" or teleport a short distance by stepping in and willing himself to another location that was visible from the physical world just before he stepped into the Astral Plane from his current location. Each such teleport counts as two melee actions. This use is limited by line of sight (2000 feet maximum, double at sea or on open plains). The mage can not teleport to someplace he can not see clearly. Another use involves avoiding enemy fire. When attacked, the spell caster simply sidesteps, into the hole, and disappears, then steps back out. Because of the speed and ease with which this is done, it only uses up one melee action. Furthermore, the spell caster gets a bonus of +2 to dodge when using an Astral Hole. He can dodge and teleport out of harm's way almost endlessly. The mage can not stay inside the Astral Hole for more than a few seconds, however, as it is a passageway, not a pocket dimension. When an Astral Hole is opened and the spell caster also uses Astral Projection to travel the Astral Plane, he can automatically find his way back to the physical world, using the Astral Hole as a beacon and doorway home. Note that every melee round (15 seconds) in the physical world is the equivalent of five minutes in the Astral Plane.
Range: 50 feet. The portal/hole appears to be about four feet in diameter, per level of the spell caster. Duration: Two minutes per level of experience. Saving Throw: Dodge. P.P.E.: One Hundred This devious spell uses a minor dimensional portal to temporarily remove an enemy from the situation. The portal appears on the ground (can not be made to appear in mid-air or on walls, etc.), under the feet of the intended victim. As a trap, the hole can be created and left in one spot, concealed by darkness or covered with netting and twigs or camouflage like a real pit. At the moment the pit opens up beneath an opponent's feet, or the instant a character falls into a concealed one, that character may attempt to dodge. In this case, it is an attempt to twist and grab a hand-hold to avoid falling down into the pit (needs a 17 or better to do so). If an opponent's dodge is successful, but the spell caster has visual contact, the mage can move the Bottomless Pit beneath his target's feet again; such an action counts as one of the sorcerer's melee attacks. Those who fall into the pit are hurtled through an other-dimensional void (utter blackness). There is no way to escape until the spell wears off, except by Dimensional Portal, Dimensional Teleportation (a power common to most greater demons, dragons and gods) or a similar spell. The ability to fly can not help the character escape because once one has fallen in, he is actually inside a different dimension with no apparent exit. However, those who can fly may feel more comfortable and can glide and move around the empty void, rather than "fall," but they are still lost and trapped in the void. If others are foolish enough to go into the pit, they suffer the same fate as the first victim - once somebody has fallen in, the Bottomless Pit can not be moved by the spell caster. When the spell duration runs out, any victims are spit out, unharmed, right where they started. The portal is not very large, but anything that comes into contact with it will be pulled through, even tanks or dragons. Buildings and other parts of the landscape do not fall into the pit. The advantage of this spell is that an opponent is temporarily, but completely, removed from the environment. He has no ability to attack or influence events (except by his absence) and is completely unaware of the events that transpire while he is gone (can not hear, see, smell, or sense anything in the "real" world).
Create Mummy (RITUAL)
Range: Touch. Duration: Exists until destroyed. Saving Throw: None. P.P.E.: One Hundred Sixty The mummy invocation is a Necromantic ritual that turns a corpse into one of the undead. The ritual involves treating pure linen strips of cloth with a mystic solution and wrapping the body in the cloth. The incantation brings to life (if you can call it that) a sort of humanoid robot devoid of emotions and fearless. Like a machine, the barely intelligent "thing" follows simple orders to the best of its ability. The mummy is incapable of understanding complex commands, or performing any skills. It is simply a lumbering corpse. Of course, this combined with its near indestructibility makes it an ideal guardian. A simple command like "Kill all who enter" (with the exception of the mage, of course) is all that it needs to know. A mummy can not speak (or read) but grunts, growls and howls. The most devastating aspect of the damnable creature is that it is dead, and feels no pain or emotions. Bullets, knives, clubs, and even most magic, have no affect against the monster. Physical attacks simply nick or poke holes into a lifeless husk. Magic charms, sleeps, curses, illusions, illness, paralysis, and turn dead (the mummy is an undead) do nothing at all. Banishment does not work because the mummy is not actually a living supernatural creature. Negation simply does not work and Remove Curse is not applicable. The only way to stop a mummy is to: 1) Trap or imprison it. 2) Blow it to bits. 3) Burn it up. Note: Protection circles will hold a mummy at bay. Fire is its one major weakness and it instinctively knows that, so a wall of fire or a torch or flamethrower may also keep it at bay. The magic is present in both the dead body and the linen wrappings. If the wrappings are destroyed, fire does double damage to the corpse, and even sunlight will inflict 3D6 points of damage per melee of exposure. The Mummy: • I.Q. 4, P.S. 20, Speed 7 • Three attacks per melee, 2D6 S.D.C. damage by hand/punch. • +5 S.D.C. to damage. • +1 to parry, no dodge or initiative bonus. • Most psychic powers and magic have no effect. • Fearless; no Horror Factors scare it. However, small fires have a Horror Factor of 7 and larger fires, man-sized or bigger, have a Horror Factor of 13 . • S.D.C. of Linen Wrappings: 50 (bullets do effectively no damage). • S.D.C. of Corpse: 70, but only fire and explosives damage it. Sunlight hurts it only if all or most of the protective cloth wrappings have been destroyed. A typical torch will do 1D6 damage each time it is struck by one. Note: Mummies can be dressed in M.D.C. body armor and given hand-held weapons like swords and clubs. They are not capable of shooting guns or using equipment.
Create Magic Scroll
Range: Identical to spell placed on scroll. Duration: Permanent; the spell placed on the scroll has standard duration. Saving Throw: Standard magic save; 12 or higher. P.P.E.: One Hundred plus the P.P.E. needed to cast the magic spell placed on the scroll. This spell is similar to the Amulet and Talisman spells in that the sorcerer is able to transfer mystic energy and powers into an inanimate object. In this case, the mage can magically make the words to a magic spell appear on paper. The only real limitation other than sufficient P.P.E. is that the mage must be able to read and write. If he can not read, he can not create a scroll. Literate mages summon forth the energy needed and write the words of a spell in the sand or dirt with a stick while speaking the words aloud. The words magically appear on the paper as he writes and speaks them. When done, the spell has been transferred to the paper and can be read and used by anybody who can read the particular language it was written in. Because the paper or parchment has been charged with P.P.E., anyone, fellow mage or housewife, can read the scroll and the magic spell will be cast. To activate the scroll the spell must be read aloud. The words on a scroll disappear the moment they are read aloud, leaving only a blank piece of paper. No camera of any kind can photograph/record the mystic writing (appears blank) and for some inexplicable reason, a person can never seem to correctly copy the spell down no matter how literate and educated he may be. This is why scroll conversion is so difficult. Note: The power of the scroll spell can be controlled by its creator and can range from level one potency to the current level of its creator. However, the creator' s enhanced spell strength can not be transferred, so all saving throws from scroll magic are 12 if created as a spell or 16 if created a s part of a ritual.
Range: Touch Duration: Six hours per level of the spell caster. Saving Throw: Standard P.P.E.: Ninety-Five The incantation afflicts its victim with a neurotic disorder. The spell caster can implant one specific neurosis or roll on the Random Neurosis Table in the insanity section of the core rule book. The insanity is temporary and fades away in time (i.e. when the duration has elapsed).
Curse of the World Bizarre
Range: 50 feet (line of sight) or by touch. Duration: 1d4 days per level of the spell caster. Saving Throw: -1 to save. P.P.E.: One Hundred This is a powerful, and in many ways, a very cruel curse. The chosen target gets to make a save vs magic. A failed roll indicates they have been cursed. The cursed individual sees everything in the manner of the World Bizarre spell. Everything in sight, including themselves, is seen as something monstrous with writhing tentacles, slobbering mouths, glaring eyes, etc. These things are a mental delusion, but to the victim they seem very real. Sleep is almost impossible, and the victim of this curse lives in a constant state of fear, agitation and uncertainty. Worse, it is impossible for him to discern "real" monsters from those he imagines to be monsters. Characters with an M.E. of 10 or higher will be able to understand that this is an illusion, but are still paranoid, jumpy, and easily startled and confused (can not tell real monsters apart from the imagined). Penalties (from mental and physical exhaustion and disorientation): -20% on skill performance, -3 on initiative, reduce speed by 25%, reduce attacks per melee round by one, and cannot recognize real monsters. Characters with an M.E. of 9 or less, suffer double the penalties noted above, and may come to believe their delusion is real! Roll once on the following table to determine permanent insanity: 01-30% : Lucked out! No permanent insanity. 31-40% : Phobia: Monstrous looking demons. 41-50% : Phobia of the spell caster who gave him the curse. 51-60%: Obsession: Monsters and demons; hates 'em and likes to see them suffer and be destroyed. 61-70% : Delusion: Even after returning to normal, the character believes he is really a superhuman monster banished from his demonic home world and forced to walk among humans as a punishment for some crime or act of betrayal (helped humans, stood against his master, etc.). The delusional character may even fabricate stories of his past life as a demon and an imaginary crime for this punishment of being made "mortal." 71-80%: Affective Disorder: Disgusted by anything with tentacles or slime, and will go to any lengths to avoid them. 81-90%: Intimidated by Monsters and Demons: The first set of penalties above occur whenever threatened by a monster. Tries to avoid them. 91-00%: Invasion of the Body Snatchers Syndrome: Acute paranoia toward all non-humans, especially shapechangers - "They're out there, you know. Monsters hiding in human form. I know! I've seen it! I am one!! " Note: Curse of the World Bizarre is commonly used in certain magic-using settlements as a punishment for criminals. They are inflicted with the curse, then exiled.
Range: The spell can be cast up to 1,000 feet away. Radius of Affect: 50 feet per level of experience. Duration: Five minutes per level of experience. Saving Throw: Standard. P.P.E.: One Hundred Fifty This spell is designed to disrupt and confuse organized units of the enemy (large groups of 20 or more people). Upon casting the spell, the mage is surrounded by an aura of hazy light that expands in all directions. Each enemy (known allies are unaffected) must save vs magic. Success indicates that the spell has no effect. Failure means the mind of the enemy has been clouded by the spell. Those who fall to disharmony will be unable to act quickly, make decisions or properly follow orders. They are also incapable of working in concert with their fellows. Essentially, those affected cease to become a cohesive group and degrade into confused individuals. In addition, those affected lose half their attacks per melee round, lose initiative, and perform skills at -20% (due to hesitation and uncertainty).
Energy Sphere Range: 100 feet Duration: Two days per level of experience, or until used up. Saving Throw: None. P.P.E.: One Hundred Twenty Energy Sphere creates a globe of blue energy similar to that seen along ley lines. The mage can create this sphere through the expenditure of 120 P.P.E. but then must pump additional P.P.E. into it within the next 10 minutes or it fades away. This additional energy (up to 100 P.P.E. per level of the spell caster) must come from the mage, another sorcerer, dragon, god, blood sacrifice or drawn from a ley line nexus when energy is high (eclipse, solstice, etc.). The magic energy contained in the basketball-sized energy sphere will follow the mage wherever he goes, floating in mid-air above his right or left shoulder, and holds the energy until he needs it. This storage of potentially large amounts of energy can be drawn upon by either the mage who created it or one specific person whom the mage gives the sphere to as a gift or reward (in this case, only that person can draw upon the energy). The sphere is typically created when a practitioner of magic knows that he will need a large amount of P.P.E. to cast a high level spell, ritual or a number of spells beyond his normal limit (Le. combat, construction, dimensional travel, etc.). This spell, said to have been created by Thoth or the legendary Old Ones, is sometimes used by gods and demon lords to give their mortal minions and or champions additional power to accomplish great feats. The energy reserve in the sphere must be used within a limited period (typically within a matter of days) or the sphere and the P.P.E. will be wasted when it fades away. The person to whom the Energy Sphere belongs can draw on the P.P.E. reserve in any increments from a few points at a time to whatever its total power reserve may be in a single spell. The sphere is impervious to most attacks but can be destroyed by 500 M.D. points and loses 2D6x10 P.P.E. per minute in an Anti-Magic Cloud. A successful Negate Magic will drain it of 6D6 P.P.E. each time a negation is cast on it, but Dispel Magic Barrier has no affect on it. Psi-Stalkers and most other P.P.E. vampires can not draw upon this concentrated and protected energy source. The Energy Sphere cannot be moved or stored, cannot receive P.P.E. after creation, moves with the mage or recipient over one shoulder, and only the creator can gift it to another. Only one Energy Sphere can be maintained by a mage regardless of who possesses it.
Range: Up to 500 feet away. Radius of Affect: To a 100 foot radius, enough to engulf 4-6 average houses and their backyards. Damage: Varies, see description. Duration: One melee round per level of experience. Saving Throw: None. P.P.E.: One Hundred Sixty This spell causes an area of the ground to rumble, tremble, and crack, as well as spew forth clouds of sulfur and gouts of fire. All beings in the area of effect find it difficult to move atop the moving earth any faster than 10% their normal speed (crawling may be better), and eyes will bum and tear from the sulfuric gas. It is difficult to breathe (roughly same as tear gas; -9 to strike, parry, and dodge, -5 on initiative, lose one melee action per round) and those caught in the erupting turmoil must dodge jets of flame shooting up from the ground (roll once per character, per melee round). A failed dodge means getting hit by the shooting flame and taking 5D6 M.D. Large vehicles and giant robots (20 feet/6 m or bigger) take triple damage. It should take most people 2D4 melee rounds to escape. When the magic is over, the area will look unscathed, as if nothing happened, except for the burnt and injured people, animals and property. Note: Available to Earth Warlocks as an 8th level spell at half the P.P.E. (80).
Id Alter Ego
Id Alter Ego Range: Self or other up to 60 feet away. Duration: Three minutes per level of the spell caster. Saving Throw: None. P.P.E.: One Hundred Thirty; spending an additional Two Hundred P.P.E. will add one hour to the duration! Id Alter Ego creates a magical double of the spell's target. The character affected will feel a strange sensation, but is not likely to realize that he or she has been magically attacked. Sixty feet ( 1 8.3 m) away, an identical copy of the individual takes shape in a matter of seconds. This "doppleganger" looks exactly like the character it mimics, right down to the clothing and weapons at the moment of enchantment. However, most weapons and gear are fakes. Magic weapons and magic items can not be duplicated, nor can alien devices, explosives or complex devices (power armor, cybernetics, energy rifles, computers, etc.). Likewise, the magical doppleganger does not possess any psionic abilities or P.P.E. to cast spells, although if it is the Alter Ego of a sorcerer, the fake will have the knowledge to cast spells and may be able to draw upon other sources of P.P.E. to cast magic (i.e. ley lines, blood sacrifices, etc.). The impostor has all the physical and mental attributes, Hit Points and 40 magical M.D.C., plus any armor it may secure, as well as the memories and skills of the person it imitates (memories are limited to those up to the moment of its creation; the two are not linked in any way). The frightening difference is that the Id Alter Ego has the exact opposite alignment and disposition. The Id Alter Ego is also extremely aggressive, hostile toward others, and prone to create conflict. If the alter ego is of a good alignment (the original having been evil), it may challenge, fight, cheat or betray fellow scoundrels. If of an evil alignment (the original having been good), the Id Alter Ego may betray, cheat, or fight friends or allies, start brawls, molest women, steal from the clergy, etc. If the original character is a selfish alignment, roll percentile dice: 01-50, the fake is good, 51-00, the fake is evil. If approached by the "real" character, the Id Alter Ego treats him with disdain and hostility, like twin brothers who despise each other. Although most of the weapons duplicated by the magic are nothing more than harmless props, the temporary fake possesses the knowledge of the original and can buy, borrow, or steal weapons and equipment it can use to fight or to cause trouble. The Id Alter Ego quickly engages in activity that is detrimental to the "real" character and or the things he or she loves and believes in. This spell only works on living beings, and affects any mortal creature, from humans, Elves, Ogres and Wolfen to most D-Bees. The spell has no effect on Mega-Damage beings, creatures of magic or supernatural beings. Although called the "Id Alter Ego," this magical duplicate is not the dark (or good) side of the character and does not actually reflect any secret emotions or desires of the original. It is purely a temporary magical construct designed to cause trouble and create confusion.
Range: Can be cast up to 500 away and affects 3,000 x 3,000ft area per level of the spell caster; area affect. Duration: 30 minutes per level of the spell caster. Saving Throw: -1 to save against a simple illusion, -4 to save vs an elaborate one (only -3 if an alien looking terrain). P.P.E.: Fifty-Five for a simple "visual" illusion (no sound, smells, rustling of the wind, etc.); few details. One Hundred Twenty for an elaborate illusion, Le. a complete landscape (of whatever) that seems alive and real in every way - scurrying animals, chirping birds, the smell of flowers and plants, moving clouds, etc. Illusory Terrain is fundamentally the same as the 10th level spell, Illusory Forest, except that virtually any type of terrain and landscape can be created. Note: Below is the text of Illusory Forest for convenience: This spell enables the mage to create an illusion of a forest: the trees and vegetation of a typical woodland or jungle. The exact type of flora and details are up to the imagination of the spell caster and can be made to fit in with the surroundings or look unique, frightening, or downright alien. A simple forest illusion is ideal for camouflage or making an area seem "spooky" or too dense and treacherous (better to go around), as to hopefully keep would-be pursuers and opponents, or travelers away. The simple illusion relies entirely on the visual image alone, meaning there are no sounds, smells, or motion (animals, birds, insects ... life!) that a real fo rest has. Still, this deceptive "image" is effective from a distance and when placed in a real forest to change its appearance (ambient animal sounds and smells often seem to be part of the illusion). Changing the appearance of a forest can be used to conceal landmarks (the giant oak, the dead tree, etc.) or to make false ones, or make them appear in the wrong place. These tactics can confuse and/or misdirect travelers/opponents, or make the area seem menacing or too difficult to traverse. The elaborate forest illusion will have all the sights, scents, and sounds of the genuine article and seems very real. It can be used for all the purposes noted above as well as to conceal a lair, etc. The lush, illusory canopy of trees will conceal people and places on the ground from aerial observers. Note: Most people are not likely to look closely at a forest, especially if it is being observed from a vehicle, the air or from a distance, nor is there any reason to suspect that what they see is not real. Also note that this type of illusion is a sort of magical hologram show, allowing the false image to be captured on film - however, it will not register on most heat sensors. Should someone penetrate the forest, they will quickly realize that something is not right, because the trees and vegetation are insubstantial, a ghostly apparition of a genuine forest. Hands, energy blasts, and vehicles will pass right through the illusion. This will indicate that the forest is not real, but those who fail to save versus magic will continue to see it clearly and have trouble telling what is real and what is an illusion. This is especially difficult when an illusionary forest is combined with a genuine forest. Many a cocky adventurer has driven his vehicle into a "real" tree concealed within an illusionary forest - rocks, hills, caves and man-made structures will appear as their genuine shape, but can be obscured/covered by illusionary foliage and trees. Likewise, vehicles hidden in the illusion, although visible to those who save against the illusion, will seemingly appear and disappear through solid trees and vegetation to those who fail to save.
Range: Touch or 20 feet Duration: Instant; imprisonment is indefinite. Saving Throw: Standard. P.P.E.: Two Hundred This invocation is not a summoning ritual, but is extremely useful in directing and controlling supernatural "Entities." The spell can actually imprison an Entity inside an object. The act of imprisonment can be punishment or as part of a scheme. An imprisoned Entity still retains all of its abilities, although it is trapped. Consequently, a seemingly harmless ring or medal could contain an Entity which can still use its abilities to help or hurt. The immured Entity must obey the mage who imprisoned it (though it gets a new saving throw vs spell each time a command is given, and can refuse if it succeeds), and can not strike out at him while imprisoned. However, if it escapes (rather than being willingly released by the mage), the Entity is certain to seek to punish, hurt or kill the mage who captured it. There are only a few ways to free an Immured Entity. The spell caster who trapped it releases it by canceling the magic, Exorcism performed by a priest or spell caster, or by destroying the object in which it is imprisoned. To prevent easy escape, the spell caster usually uses a hard, durable substance, such as metals, stones and gems, but any non-living substance can be used (wood, bone, etc.). See Entities in the Monsters and Animals sourcebook for specific types and powers. This spell can also be used on Lesser Demons such as Labassu, and most other lesser non-corporeal, supernatural spirits, but costs double the P.P.E. Note: This spell cannot be used to imprison Astral Travelers or Astral Beings. Characters of a good alignment are not likely to imprison, enslave and command even hideous beings like Entities. However, they may use the magic to capture an Entity that has been haunting or hurting people and take it someplace it cannot do serious harm and release it. A released Entity will be unhappy but will not attack his captor, glad simply to have been let go. However, one that gets loose on its own, especially if it has been enslaved, will seek revenge.
Ley Line Storm Defense
Range: 10 foot diameter per level of the spell caster, x10 if performed at a ley line nexus. x 100 if a triangle of connecting ley lines is involved, purging the storm from the area along, within and around the triangle. Duration: 10 minutes per level of the spell caster, x10 if performed at a ley line nexus, x 100 if done at a nexus that is part of a triangular conjunction of ley lines. Saving Throw: Not applicable. Limitations: Requires one or more ley lines and knowledge that a Ley Line Storm is coming (Line Walkers and Shifters can sense a coming Storm at least 1D4x10 minutes before it arrives). P.P.E.: 180 (half for Ley Line Walkers and Shifters). This spell creates an invisible barrier over the defended area that causes natural and magically created Ley Line Storms to skip over it to continue down the line. If the area of protection is at the end of a line it will either send it back in the direction it came or down a different, intersecting line. Note: The cities of Tolkeen and Freehold use this spell whenever a storm is on the horizon to protect most of their respective communities.
Range: Touch. Duration: Special; 24 hours minimum. Saving Throw: -2 to save against the initial mental attack, standard every 24 hours thereafter. P.P.E.:One Hundred Thirty Mindshatter is a crippling spell used when the target is wanted alive (for whatever reason) but incapacitated. The spell caster must touch his or her victim, but any contact will suffice, even through environmental body and power armor. Magical energies then rage through the target's mind. The victim' s psyche is (temporarily) shattered, causing the character to lose sight of his self and very existence. For the duration of this enchantment, the victim has no sense of time or being, and memories, skills, fighting abilities, goals, alignment, and awareness are gone. The victim is effectively magically lobotomized, becoming a walking zombie with only faint glimmers of awareness (may be momentarily fascinated by a butterfly, console a frightened child, giggle, and so on). Every 24 hours, the character gets to make a saving throw vs magic. If the save is a failure, the character remains a vegetable for another 24 hours. If the save is successful, the victim shows signs of awareness and self, regaining 10% of his lost memories, self-awareness and abilities every 12 hours, until restored to normal. Thankfully, the character has no recollection of being a vegetable, although he may recall especially vivid things as a feeling or image; i.e. the face of a person who showed him kindness, the face (ring, symbol, etc.) of a tormentor, a place that frightened him or was the scene of an atrocity or happy event, and so on.
Range: Touch or 10 feet Duration: Instant removal. Saving Throw: None. P.P.E.: One Hundred Forty The mage can attempt to remove any type of curse using this incantation. To determine success, a 20-sided die is rolled (plus bonuses) to save vs magic. A successful save means that the curse is instantly gone. A failed roll to save means the curse is still in effect. Try again with a new invocation and another 140 P.P.E. The Remove Curse is a powerful magic that provides bonuses to save vs magic and to remove that curse. Those bonuses are: +5 to save when cast as a spell and +10 to save as a ritual.
Range: 10 feet Duration: One melee round per level of experience (at most). Saving Throw: None. P.P.E.: One Hundred Eighty The Re-Open Gateway spell enables the sorcerer to "re-open" an already existing and active, or permanent, dimensional portal. This includes the dimensional portals found in stone pyramids, select nexus points like the Devil's Gate in St. Louis, and The Monster's Rift in Calgary, and similar. The portal will automatically open to the last dimension/world location accessed from that portal. Once opened, anything, friend, foe, or monster, can pass through the gateway from either side, simply by stepping into the mass of swirling blue energy. Thus, it is not wise to open a portal for very long, especially if one does not know exactly where the gateway leads. The spell caster can close the Gateway in an instant, at will, but may need to roll initiative to see whether or not he closed it before "something(s)" nasty come(s) through (G.M. discretion). Note that due to the nature of this spell, those passing through may only go one way.
Rift to Limbo
Note: Also known a s the "Ambush Rift." Range: Must be performed at a nexus point. Duration: Limbo: One hour per level of the spell caster. May be set to automatically reopen at a specific, predetermined time, or upon the command of its creator. Otherwise, it opens at the end of the maximum duration period. Saving Throw: None. Limitation Fixed position at a specific location on a ley line connected to the nexus point. Once that location is established, it can not be moved. Reopens at that precise location. If not reopened before the duration time elapses the dimensional portal will automatically open to disgorge those waiting inside at the end of that period. P.P.E. Cost: 160 (half for Shifters and Temporal Raiders). This spell is rather like a giant version of the Temporal Raider's Pocket Dimension and is used to conceal troops and/or large vehicles or creatures. In this case, 50 man-sized people (or equivalently fewer, large objects, vehicles or creatures) per level of the spell caster can enter a small Rift to a limbo realm of white mist and clouds. Once all have entered, the portal closes and those who entered seem to disappear. There is no trace of these troops or objects and no sensors can detect them because they no longer exist in our world. The creation and entry to the Rift must be done at a ley line nexus, but once all have entered and the portal is closed, it can be placed to reopen anywhere along any ley line connected to the nexus. The passage of time for those in limbo is warped, so for every one hour that passes in the real world outside, it only seems like 1D4 minutes to those waiting in limbo. This spell is ideal for setting up ambushes and surprise attacks. Spell casters love to lead an enemy into a seemingly innocent and unoccupied location and then reopen the Rift to Limbo with a verbal command to spring the trap and release the troops waiting inside. Likewise, a character may trick an enemy into pitching their camp, searching for treasure, or lingering nearby long enough for some pre-set time in which the Rift will open and the enemy will be overwhelmed. When the Rift does reopen, it is the cue for all those within the limbo realm to exit. Slowpokes and those reluctant or unable to leave under their own power are magically deposited from limbo at the nexus point. Unsuspecting troops and travelers can suddenly face a small army of dozens to hundreds where none had stood just a moment before (several Rifts to Limbo can be strategically placed on the same ley line). This is yet another reason CS troops have learned to steer clear of ley lines and nexus points. Note that when the Rift is first opened, it is comparatively small. However, even unwitting troops will see and recognize it for what it is and avoid it. The point is, enemy troops can not be tricked into entering the Rift and being held captive inside for hours. Nor can the portal be cast on top of somebody or something already occupying the precise nexus point. Remember, the location where the portal is supposed to reopen is designated at the moment of its creation and can not be changed or moved.
Range: Up to 100 miles per level of the spell caster. Duration: Roughly 1D4+4 seconds/half a melee round. Saving Throw: +3 to save if an unwilling participant of this magic. A successful save means the character is not teleported with the others and remains at the nexus location where the Rift was opened. Limitation: Requires a ley line nexus and can only teleport to another ley line nexus point within the range of the spell caster. P.P.E. Cost: 200 (half for Shifters and Temporal Raiders/Wizards). As many as 20 human-sized people per level of the spell caster can be teleported from one ley line nexus to another, allowing for entire platoons and companies of soldiers to be magically whisked from one location to another. In all cases, the spell caster must be familiar with the arrival point (nexus point). A Rift appears at the departure point and closes in six seconds (roughly equal to two or three melee actions). A moment later (1D6 seconds), a Rift opens up at a different nexus location and those who entered are teleported to that point. A second later, the Rift closes as if it never existed. This is a one-way method of travel, requiring the spell to be cast coming and going. Teleportation is done without risk because the exact location is a known and fixed point at a j unction where two or more lines of magic energy converge. The only exception is if the spell is used during a Ley Line Storm, in which case the group will be teleported to some random location 3D6 x 100 miles away. This spell can not be used to teleport to other worlds, only on the planet where the ley lines are located (in this case, Rifts Earth).
See in Magic Darkness
Range: Self or two others by touch; line of sight. Duration: One minute per level of the spell caster. Saving Throw: Not applicable. P.P.E.: One Hundred Twenty-Five This rare and powerful (and P.P.E. costly) spell enables the recipient of this enchantment to see in darkness, even magic darkness, as if it were daylight. This spell is even effective in a Shadow Wall (no penalties for being blinded by the absolute darkness and can travel through the wall at twice the normal speed), against Cloak of Darkness (the character can see into the magical darkness perfectly), and against Shadow Beasts. (Can actually see them lurking in the shadows. The Shadow Beasts are not completely invisible to the character who can See in Magic Darkness, but they are semi-invisible; fundamentally functions as a Chameleon spell with shadows being what the Shadow Beasts can hide in if they stay motionless or move slowly). Note: Can not be cast on Automatons, robots or vehicles, but can be used on its pilot.
Summon & Control Animals(RITUAL)
Range: 600 feet Duration: Five hours per level of experience. Saving Throw: Standard for animals. P.P.E.: One Hundred Twenty-Five A superior summoning pentacle, the invocation empowers the practitioner of magic to summon and control any type of animal. Tiny animals like frogs and mice: 40 per level of experience. Medium-sized animals like dogs and cats (up to 30Ibs): Eight per level of experience. Large animals like horses: Six per level of experience. Exotic animals, including animals which are not indigenous to the area; i.e., animals such as a tiger, panther, or elephant are not native to New York city. Only one per level of experience. As usual, any animal which comes into the sorcerer's 600 foot range while in the pentagram will obey the mage unless it makes a successful save vs magic. Familiars are not influenced or summoned by this pentagram.
Range: Up to 10 miles away per level of experience. Duration: One hour per level of experience. Saving Throw: None. P.P.E.: One Hundred Forty The spell caster can call forth a dense fog that will impair vision and make travel difficult. The fog is so thick that a person can see clearly for four feet and see only blurred, shadowy figures and shapes for about another 10 feet. Anything beyond 10 feet is totally obscured by fog. The fog can be made to cover a one mile area per each experience level of the spell caster. Safe travel is slowed to a crawl. On foot, a safe speed is 10 or less, and even then there is a 30% chance of tripping over something every 30 feet or so. A completely safe speed is 3. Running faster than a speed of 10 is hazardous, with a 60% likelihood of falling every 30 feet of travel. All sense of direction is lost. A safe speed for an automobile is 5mph. Up to 20 mph can be attained, but the risk of running off the road is 60%, and for every half mile there is a 40% chance of crashing into something. Traveling faster than 25 mph is almost certain disaster, with an 85% likelihood of running off the road and a 70% chance of crashing. Roll for every 600 feet. Air travel is impossible. Bonuses or penalties? The fog adds a +20% to prowl skills. Long-range combat and gunfights are extremely difficult. All such attacks, including ranged magic and psychic attacks, are -5 to strike and opponents are +2 to dodge each other's attacks. Note: The summoner can cancel the fog at any time or let it last out its full duration. It can be summoned day or night, any time of the year.
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Range: Holder/wearer of the amulet. Duration: Exists as long as the medallion is not destroyed. Saving Throw: None. P.P.E.: Two Hundred Ninety or more. The "Amulet" is a potent invocation that instills a medallion or charm with mystic properties that will protect an individual from magic or supernatural forces. The only requirement of the invocation is that the amulet be made of one metal purified by fire or made of semiprecious stone. The sole purpose of an amulet is to protect. Protection is provided in several different ways. Any one of the following can be created by the amulet invocation:
Charm: A general ward against magic that provides a bonus of + 1 to save versus magic and psychic attacks. P.P.E. Cost: 290.
Protection Against Sickness: Amulet that specifically protects against the eighth level magic invocation " Sickness." Bonus of + 6 to save. P.P.E. Cost: 290.
Protection Against Insanity: Adds a bonus of +4 to save against all magically induced insanities. P.P.E. Cost: 320.
Protection Against the Supernatural: Adds a bonus of +2 to save vs Horror Factor and +2 to save vs possession. P.P.E. Cost: 300.
See the Invisible: Enables only the wearer of the medallion to see the invisible. P.P.E. Cost: 500.
Sense the Presence of Spirits : The amulet changes color whenever an entity(s) is in the area. Range : 60 feet (18.3m). P.P.E. Cost: 310.
Turn the Undead: A charm that will prevent any of the undead from physically touching them while they wear or hold the amulet. The amulet works much like a cross does against vampires. Effective against all undead including mummies, zombies and vampires. P.P.E. Cost: 400
Range: Immediate area around the mage, affecting a one mile (1.6 km) area per level of experience. Duration: One hour per level of experience. Saving Throw: None. P.P.E.: Two Hundred The spell caster can calm the tumultuous tempest of nature with a simple invocation and 200 points of potential psychic energy. As a spell, the mage can slow a downpour to a light rain, reduce wind speed by half, reduce waves by half and lighten the dark, stormy skies. Using ritual magic, the mystic can turn a torrential rain into a drizzle, reduce winds to a gentle breeze, shrink ocean waves to normal, disperse a tornado in an instant and get the sun to peek through clearing skies. Note: Calm Storms is effective against natural and magically induced storms.
Create Magic Manikin (RITUAL)
Range: Touch. Duration: Exists until destroyed. Saving Throw: None. P.P.E.: 500 This spell is a variant of the one used to create a Golem. It is similar in many ways, with the obvious exceptions of the materials used to make it, and the level of power in the resulting automaton. While a Golem is a hulking brute of limited intelligence, a Magic Manikin is much smaller, capable of more subtle action and skills requiring, if not cleverness, at least dexterity. A Magic Manikin must first be fashioned entirely from wood. Any metal tools used in the fashioning process must be made from something other than iron or iron alloys such as steel, or it negates the magic. Thus, carving tools made of bronze, stone, wood, etc., are all perfectly acceptable, but iron or steel are not. Likewise, no nails, clamps or pieces can be made of metal, they must be wood. The body can be made from several different pieces of wood, though it is recommended they all come from the same tree. The carving can be simple, crude and spindly, or like that of a life-sized puppet (i.e. manikin) or more beefy and lifelike, such as a highly detailed replica of a human (or Dwarf, Elf, etc.) complete with finely carved facial features and even a varnished or painted surface. The wooden heart placed inside the chest must also be fashioned from wood, however, it must be carved from a single piece and it must be without flaw (no knots, worm holes, gouges, nicks, etc.). Sculpting/Whittling for the heart is performed with a -20% skill penalty and a failed roll means damage that makes the heart flawed; start over with a new piece of wood. Note: The actual wood components may be created/carved by a woodworker rather than the mage himself (but remember, no steel or iron tools). The cost of a simple, crude construction (including the heart) is 2D4x10+80 gold, a larger, more detailed one is 1D4x100+80 gold, and a highly detailed, beautiful or realistic carving costs 1D6x 100+160 gold. The eyes must be high quality (ideally flawlessly) cut emeralds of 5 carats, costing approximately 1000+ gold each. Lastly, the automaton's creator must recite the ritual, pay the cost in P.P.E., and place a drop of his own blood on the forehead of his wooden construct. The creation of a Magic Manikin permanently drains six S.D.C. from the Wizard. Additionally, the spell caster may have accidentally and permanently transferred a piece of his own I.Q. and M.E. into the artificial construct. This is determined in game play by rolling (in front of the G.M.) 4D6 once for I.Q. and once for M.E. If the resulting total of each attribute check is greater than the spell caster's own attribute, he loses one point from that attribute permanently, and the Magic Manikin gains a bonus of 1D4 in that attribute, making it even more formidable. The end result of this magic is an animated manikin that can think and behave like a living servant. This automaton is automatically and completely loyal to its creator (the practitioner of magic who brought it to life with his P.P.E. and blood) and follows the commands of its creator without hesitation. Like Golems, Manikins obey only their creators, and follow the last direction given, or default to general orders, if left idle for too long. Magic Manikins are not nearly so resilient as Golems, but they do share many of their defenses. They are immune to charms, sleeps, bio-manipulation, illusions, paralysis, and any other magic designed to work on a living, flesh and blood body. Tum Dead is inappropriate and ineffective against them, as are Banishment, negation, and Remove Curse. Magic Manikins cannot speak, but they are literate and have articulated fingers and hands, capable of writing words and making hand signals and gestures as necessary. The wooden automaton is also much more intelligent than its Golem cousins, and is able to follow complex instructions and perform complex tasks. Magic Manikin Stats Attributes of Note: I.Q. 10, M.E. 12, M.A. 6, P.S. 19, P.P. 20, P.B. 6 (minimum, may vary, see below), Spd 14. Notes: Manikins are stronger than the average human or Elf even if they have spindly builds. While strong, they do not possess Supernatural Strength. The Physical Beauty (P.B.) is 6 if a simple construct, however, its creator may have the Magic Manikin carved to look monstrous demonic weird or beautiful like a finished and highly detailed doll or wood sculpture (add 2D6+4 to P.B. in the latter case). Of course, a beautiful Manikin is likely to be a disguise that conceals a magical automaton designed with evil intentions. Emotions: Wood automatons have no emotional desires, needs, wants, dreams or fears. They are, in effect, magical robots who do as they are instructed by their master without hate, joy, or other emotions. This makes them excellent servants, helpers, and guards, who go about their duties with methodical efficiency. Size: 3-7 feet (0.9 to 2.1 m) tall. Horror Factor: 9 as a rule, 12 if made to look monstrous; none if made to be beautiful. A.R.: 10 S.D.C.: 120. Like a true Golem, a Magic Manikin regenerates 10 S.D.C. per hour, even if chopped to bits or severely burned, unless its heart is destroyed. Attacks per Melee: Three. Damage: 1D6 (+4 P.S. damage bonus) or by weapon. Bonuses: +4 to damage, +3 to strike, parry, and dodge, +5 to roll with impact, +5 to save vs magic (includes attribute bonuses), suffer only half damage from magical energy attacks and normal weapons, but take full damage from magic weapons, Supernatural P.S., and fire. Magic fire does 50% greater damage. Magical cold does no damage, they float on water, do not breathe, making them impervious to toxic gas and fumes, and they are also impervious to heat, fatigue, poison, drugs, disease, insanity, fear-based magic, illusions and most psionic attacks, as well as Horror Factor. Skills of Note: Magically understands all languages at 96%, Basic Math 80% and a total of six other skills selected from the Communications, Domestic, Medical, Science, and Technical categories, each with a +50% bonus. Note: Wizards build Magic Manikins to serve them as domestic servants, secretaries, and in simple tasks that require discretion. Thus, they program the wooden automatons with the skills they wish them to know. Special Abilities: Nightvision 200 feet (61m), bio-regenerates 10 S.D.C. per hour (unless its heart is destroyed), Supernatural Endurance (never fatigues), has no need to eat, drink, breathe or sleep, and has no emotions, desires, or personality.
Create Zombie (RITUAL)
Range: Touch. Duration: Exists until destroyed. Saving Throw: None. P.P.E.: Two Hundred Fifty The zombie invocation is a Necromantic ritual that turns a corpse into the undead. To create a zombie, the sorcerer must find a recently deceased body, no more than six hours dead, lay it on a white or silver linen, draw a circle around it and light three scented candles. The candles are then placed on the body : one on the forehead, one on the mouth and one on the chest above the heart. As the incantation reaches its climax, the mage cuts his finger and draws a pentagram on the corpse ' s throat with his still warm blood. Moments later, the monstrosity rises to pseudo-life, the obedient slave of his creator. The ceremony must be done secretly in a graveyard or burial place during a night of a full moon. The zombie is more intelligent than the mummy and can speak, read simple signs and sentences, perform simple tasks and even drive a car. This means a zombie(s) can be sent to retrieve an artifact, follow somebody, kidnap a person and so on. A zombie will only obey the person who created it and individuals whom its creator may designate as authorities. Like the mummy, a zombie is a walking corpse. It feels no pain, no fears, no goals and little emotion. Bullets, knives, clubs, and other physical attacks do NO damage. Mental assaults by psychics, magic charms, illusions, sleeps, curses, sickness, paralysis, and other similar attacks, do no damage. Tum dead does not work because the zombie is an undead. Banishment doesn't work because it is not actually a living supernatural being. Negation simply does not work and Remove Curse is not applicable. However, the zombie is more vulnerable than the mummy; the trick is knowing what to use. A zombie is vulnerable to magical energy attacks, such as energy bolt, fire bolt, circle of flame, and call lightning, all of which do full damage. Normal electricity, lasers, particle beam weapons and similar energy weapons do half their normal damage. Normal fire inflicts full damage. Weapons made of, or covered in, silver will do full damage whether it be blade or bullet. Zombies can also be trapped/imprisoned and blown up. Zombies will rise again, even if riddled with silver bullets or blown to bits, unless their heads are severed from their bodies and buried separately, or an exorcism is performed. Otherwise, it will regenerate all S.D.C. and body parts within 48 hours and seek out its master for new instructions. There is no limit to the number of zombies a mage can command. Horror stories in Haiti whisper of entire sugar cane plantations worked by zombie laborers. Zombies: • Horror Factor: 12 • I.Q. 7 , P.S. 20, Speed 10 • Two attacks per melee, 2d4 S.D.C . damage by hand/punch or by weapon. Guns can be used, but at -4 to strike. • +2 to parry and dodge. No initiative bonus. • Most psychic and magic powers have no effect, only energy. • Fearless; no Horror Factor scares it. However, large fires and energy weapons/barriers will hold it at bay. A protection circle will also keep it away . • S.D.C . : 150; will regenerate within 48 hours unless head and body are buried separately. Can wear M.D.C. body armor or power armor although it lacks the intelligence and skill to use power armor as anything other than protective armor.
Range: Touch. Duration: 20 minutes per level of the spell caster (double if 800 P.P.E. is expended). Saving Throw: -3 to save. P.P.E.: Four Hundred This powerful magic is typically used by high level Shifters and other powerful beings to control and enslave minions. A character who is Ensorcelled is impervious to mind control, possession (all), illusion and is +4 to save vs the magic of other sorcerers (all types of magic). However, he is completely vulnerable (no save) against the magic of the spell caster who has him Ensorcelled! Furthermore, the enchanted character is afraid to raise his hand against the mage who has him Ensorcelled; Horror Factor 16 each melee round he tries to oppose his master. In this case, a failed save means the character loses one melee action and will back down from the spell caster and do nothing to hurt or oppose him for the entire melee round. Note: Can not be used on Automatons, Iron Juggernauts, robots or vehicles.
Range: Can be cast up to 100 feet away per level of experience. Area Affect: Covers a radius of 300 feet per level of experience. Duration: 10 minutes per level of the spell caster. Saving Throw: - 1; everybody in the area of affect must roll to save vs magic, including animals. P.P.E.: Two Hundred This spell makes the air seem muggy, hot, heavy and stifling. Characters will find it difficult to catch a breath and breathing is labored. Most afflicted characters will feel as if they can not get enough air to breathe. Even environmental body armor seems too hot, restrictive and disturbingly confining. Most victims feel compelled to remove heavy clothing, backpacks and body armor (or at least the helmet) - roll again to save vs magic. A failed roll means the character removes part of such stifling clothing, armor or helmet. In addition, afflicted characters fatigue at twice the normal rate, are -4 on initiative, and are -20% to perform skills which also take twice as long to do. Heavy exertion (running, lifting, working, fighting, etc.) is a repulsive chore better left for later. Victims of Heavy Air have no motivation to do anything but sit, sweat, gasp for air and rest. Machines, including robots and androids, are not adversely affected by this magic, nor are animated dead, zombies, golems or other automatons, only living creatures. Likewise, cyborgs and those in power armor suffer half the effects and penalties described above, but still feel weighed down and listless. Note: Characters who save vs magic feel uncomfortable, but are only - I on initiative and -5% on skill performance. This spell is ideal against armies and large groups, especially as a delaying tactic.
Range: Touch. Duration: Permanent. Saving Throw: None. P.P.E.: Varies dramatically; Fifty P.P.E. minimum. Also available to the Earth Warlock as an 8th level Elemental spell, but costs the same amount of P.P.E. This spell transforms regular S.D.C. wood into Mega-Damage material. S.D.C. is converted into M.D.C. on a point for point basis, thus a wood door with 170 S.D.C. has 170 Mega-Damage. Likewise, each S.D.C. conversion point counts as one P.P.E. point, so a 170 S.D.C. (now 170 M.D.C.) door costs 170 P.P.E. to make, while an ax handle with 20 S.D.C. costs 50 P. P.E. because a minimum of 50 P.P.E. must be spent to transform even a simple ax handle into a Mega-Damage structure. The transformation is instantaneous and permanent. Although an M.D.C. structure, the item retains the look, feel, buoyancy and weight of wood. Note: Just because a wooden club is now an M.D.C. object, it does not inflict Mega-Damage (although it does inflict an extra 1d6 damage); it is just very strong; tougher than steel. The magic works only on simple objects like a wooden handle, board, door, wall, box, trunk, wagon, the hull of a ship, wood armor, and so forth. It is impossible to transform complex S.D.C. machinery and devices, or any other substance, including bone, with this spell.
Range: Self; or others through ritual magic. Duration: 20 minutes per level of experience. Saving Throw: None; standard if an unwilling subject. P.P.E.: Two Hundred Fifty Said to be the most powerful of all the metamorph magicks, the mage can transform himself into a mist. As a mist, no physical or energy attacks can harm him. No locked door can stop him, for he can slip through the tiniest crack or keyhole. Although the mage can not communicate or cast magic as a mist, he can hear and see events around him as would a normal human being. Of course, he can materialize (naked) with a thought. The mist moves at a maximum speed of 14 . Prowls (a natural, innate ability) at an 80% skill proficiency, is completely silent, can hover up to 100 feet high (30.5 ) and is semitransparent.
Range: 10 foot (3m) radius per level of experience. Duration: 5 minutes per level of experience. Saving Throw: None. P.P.E.: Two Hundred Twenty Null Sphere creates a globe of golden magical force centered on the spell caster. The sphere has a whopping 100 M.D.C. per level of the caster and is difficult to destroy. The Null Sphere is a protection magic that blocks out or negates all harmful forces within its sphere of influence. This means the Null Sphere stops dangerous gases, pollution, noxious fumes, disease, curses (only temporary relief) and magical sickness, summoning and mind control (again, this may only be temporary relief; once the sphere ends, the maladies return). Additionally, attacks of magic and energy from outside the sphere, directed at those inside the sphere, are dispelled the moment they hit the sphere; no damage. However, physical opponents and projectiles can penetrate the magical sphere without resistance - once they enter the sphere, they can attack those within without difficulty. Likewise, greater demons and powerful supernatural beings (including Master and Secondary Vampires) can enter the sphere, but lesser demons and lesser entities cannot. Note: The sphere cannot block psionic attacks (other than mind control), so Bio-Manipulation, Empathic Transmission, Telekinesis, etc., can be used to attack those inside.
Range: 100 feet (30.5 m); line of sight or touch. Damage: 6D6 M.D. or Hit Points, as is appropriate. Duration: Doubt and temptation for a minimum of 3D4 weeks; physical damage is instant. Saving Throw: -6 to save. A successful save means no physical damage and only minor doubt and temptation, reevaluation. P.P.E.: One Hundred Seventy Soultwist is a spell that attacks the target' s life force and inner spirit, as well as the physical body. Due to its insidious nature, the physical aspect of this attack does M.D. to Mega-Damage creatures or damage direct to Hit Points to mortal S.D.C. beings. This damage can not be healed by normal means and can only be restored by a priest, god or supernatural servant/minion of a god (must be of the appropriate faith or ethics, good or evil as is appropriate). More significant is the damage done to the character' s spirit. Suddenly, the victim of the Soultwist doubts himself, his goals, life and god(s). He is racked with uncertainty about his views of life and the morals, ethics, beliefs and alignment that once governed his actions and motives. This character suddenly sees (not necessarily accepts) the opposite views. Thus, a character of good alignment will recognize and consider evil and spiteful actions. A noble, honest character will consider lies and cheating. A religious character will have doubts about his god and the people who serve him, and so on. On the other hand, an evil character will suddenly find a conscience and compassion. He may hesitate at murder and treachery, and find himself open to acts of goodness and kindness. Whether or not these self-doubts and reevaluation of character have any lasting effect on the character (i.e. change of alignment, rejecting a god or king and taking up a new one, etc.) is left entirely to the player of that character. Player Note: This can be a wonderful opportunity for role-playing; have fun with it. Please use common sense in playing this "twisted (and tormented) soul." Remember, a Principled character is not going to become a mad-dog killer overnight, if he changes at all. Temptation, doubt, recriminating thoughts and new emotions are one thing, acting on them is quite another. Furthermore, any good character who suddenly does evil is not going to wake up one day and say, "Oops, I shouldn't have done those bad things. I'm sorry and won't do 'em any more. I'm good again." No way! This magic does not force the character into any action or change, it only makes him doubt his old ethics and consider alternatives. The character can fight these ideas or not. If he gives in to them during a moment of weakness, his alignment will change appropriately (this aspect may be suggested, determined and or enforced by the G.M. as is appropriate; G.M.s, be fair and objective). The character may repent and strive to return to his old ways, but it will be a difficult thing that will take months, perhaps years, of conviction and effort to achieve. Likewise, evil or selfish characters will not become saints overnight. Additionally, while such characters may be momentarily touched by friendship, conscience and/or compassion, old ways die hard, and such benevolence or goodness may be nothing more than a moment of weakness of confusion. Or not. It is up to the player.
Summon and Control Entity (RITUAL)
Range: Not applicable. Duration: 24 hours per level of experience. Saving Throw: None. P.P.E.: Two Hundred Fifty An impressive ritual, the magic invocation plucks an Entity (specific type can be designated) out of its native dimension, and magically teleports it to appear before the sorcerer. The alien being is automatically under the mage' s control and will obey him without question. The Entity can be used for any purpose: manual labor, protection, assault, etc. The mage can have the Entity return to its own world at any time before the duration of the invocation elapses. After the duration time elapses, however, the Entity slips out of the mage' s control and remains in our world. If it suits the Entity, it may elect to work with the sorcerer or it can be enslaved by other magic means. An unhappy or vengeful Entity may attack the mage at the first opportunity after the spell elapses. One reason to return it before that happens.
Summon and Control Rain (RITUAL)
Range: Immediate area around the mage or up to 10 miles (16km) away per level of experience. Duration: One hour per level of experience. Saving Throw: None. P.P.E.: Two Hundred The spell caster can create a rainstorm out of thin air. The rain can be controlled to be a drizzle, light rain or downpour. One mile (1.6km) per level of experience can be rained upon. A heavy storm will reduce visibility and slow travel.
Summon Ley Line Storm
Range: One mile (1.6km) per level of experience. Duration: Five minutes per level of the spell caster. Saving Throw: Standard per the effects of the storm. Limitation: Can only be created on a ley line. P.P.E. Cost: 500 (half for Shifters). Nazcan Line Magic can also be used to "create" a Ley Line Storm, but requires an hour long ritual and 800 P.P.E. The spell caster can summon (effectively creating) a Ley Line Storm that causes electromagnetic disturbances, dimensional anomalies and disrupts magic. The mage can also direct its movement, making it pause in one place or travel down a particular portion of the ley line or a connecting line. In addition, the spell caster can direct bolts of ley line energy at specific targets of his choosing (each bolt counts as one melee action; see the rather lengthy description for details). To control the Ley Line Storm, the spell caster is mentally linked to it. This means he sees and senses most everything going on within the storm itself. However, as long as the summoned storm remains, the spell caster is effectively part of it, his physical body entranced and vulnerable while his mind and senses are one with the Ley Line Storm. This means he can not cast other spells or take action (move, run, dodge, talk, etc.) as long as the storm remains in existence. He can be physically moved or protected by others, but can't do so of his own volition. To regain control of his body, the Ley Line Storm must be stopped and the spell cancelled.
Range: Opens at a ley line nexus, but affects a one mile (1.6km) radius around the portal, triple if part of a triangular ley line grid. Duration: One melee round (15 seconds) per level of the spell caster. Saving Throw: None. P.P.E. Cost: 300 (half for Shifters). For just a few minutes, a temporary dimensional portal can be opened at a nexus point where two or more ley lines cross. This Rift is enormous, towering one mile (1.6 km) high. This Rift also creates a light windstorm (2D6+10 mph/ 19-35 km) with the wind flowing into the Rift. The wind and magical energy in the air inflict a penalty of -2 to strike and -20% to piloting skills for aircraft and other fliers, including power armor and those with wings or empowered by magical flight. Any non-living object carried on the wind is sucked into the Rift, including missiles. Whatever is pulled into the Rift is sent to a different dimension and is forever lost. Most intelligent beings and animals can avoid this fate, but missiles, weapons knocked loose in the air and light objects not touching the ground and weighing under 10 pounds (4.5 kg), and within a one mile radius (1.6 km) of the Rift, are swallowed by it. Where these portals lead is unknown, but is presumed to be a limbo-like or inhospitable environment. Living beings who get "swallowed" vanish for as long as the Rift is active (lost to a swirl of chaos), but after it closes they reappear 2D6 minutes later somewhere along one of the connecting ley lines. They are dazed for 1d4 melee rounds (reduce combat bonuses by half and speed by 20%) from their dizzying experience, but are none worse for the wear. Note: One can combine the Swallowing Rift with the Triangular Defense, provided the necessary ley lines and nexus points are available.
Range: Self. Duration: Special. Saving Throw: None. P.P.E.: Two Hundred Ten The mage can teleport himself and his possessions into a sort of stasis field in a limbo-like dimension. The Time Hole is a white void the wizard inhabits. He controls a 20 foot (6m) area per level of experience and can not go beyond this area of control. There is nothing to see or do in the Time Hole, except for what the character may have brought with him. Likewise, there is no food or water except what is taken into the strange dimension. The advantage of the Time Hole is that a man of magic can effectively disappear for days or weeks and be nowhere to be found. In this way the mage can hide away from enemies when he needs to recover from physical damage or P.P.E. exhaustion. He can also use the time to prepare for combat, make plans or to study in absolute isolation and seclusion. In the Time Hole time passes normally, so the character will age as usual. However, outside the Time Hole, time is moving at a much slower rate, thus for every 12 hours inside a Time Hole, only two hours pass in the outside world of humans. This means the mage can spend two days/48 hours in the Time Hole but appear to have been gone for only eight hours. The mage can stay in a Time Hole for 24 hours (four hours real time) per level of experience.
Wall of the Weird
Range: The wall can be cast up to 200 feet (61m) away. Damage: 4D6 M.D. or entanglement/capture. Duration: Five minutes per level of experience. Saving Throw: Dodge or parry. P.P.E.: One Hundred Eighty This spell causes a soft feeling, spongy wall, covered in slime and tentacles, to rise out of the ground. The wall is 10 feet (3m) tall, one foot (0.3m) thick and 10 feet (3m) long + 10 feet (3m) per level of the spell caster. Each 10 foot (3m) length has 40 M.D.C. per level of the mage! The multitude of tentacles are on both sides of the wall, and are constantly lashing about in search of victims. Anyone coming within 15 feet (4.6m) of the wall will be attacked by 1d4 tentacles per melee round. Characters must roll a parry or dodge of 15 or higher to avoid the attack. A failed roll means 1d4 tentacles strike and either hit or ensnare the character. Roll percentile: 01-50 strikes, inflicting 4d6 M.D. per each tentacle, or 51-00 entangles and holds the character in a vise-like grip. In the case of entanglement, the tentacle grabs and wraps around the victim and begins to slowly constrict. Constriction inflicts a comparatively minor 2d4 M.D. per melee round, but will prevent the character from attacking or moving, plus, one additional tentacle will wrap around the character every melee round! No additional damage is inflicted by the additional tentacles, but the character is completely immobilized and mouth covered (can't speak or cast spells) within three melee rounds from entangling tentacles. A combined P.S. of 40 is needed to pry away each tentacle, and 1d4 other tentacles will lash out every melee round at anybody trying to help free a captive. Inflicting 12 M.D. to a tentacle will slice it from the wall, but it will disappear before it hits the ground and reappears to strike again in the next melee round! Note that momentarily severing a tentacle does not count as an M.D.C. loss to the wall. If the wall's M.D.C. is completely depleted, it immediately collapses into dust and vanishes. If a 10 foot (3m) length of a larger wall is destroyed, a massive (10 foot/3m) opening will appear for 1d4 melee rounds, after which the opening will begin to regrow and close at a rate of three feet (0.9m) per melee round and one third its M.D.C. Note: As with most spells, the mage can adjust the size of the wall to fit his specific needs, so it can be made smaller than his maximum capability to fit the wall into smaller spaces (i.e. in a doorway, the length of a room, etc.).
Range: 100 feet + 10 feet per level of experience. Damage: Special; described below. Duration: 1d4+ 1 melee rounds delayed reaction (30-75 seconds). Saving Throw: Special. P.P.E.: Varies; Seventy to Four Hundred points. Collapse is a spell designed exclusively to destroy buildings and similar structures (towers, bridges, etc.), and can never be targeted on anything else. Essentially, by casting Collapse, the mage focuses great magical forces on the support beams of the structure, causing them to break and the building to cave-in. For 1d4+ 1 melee rounds after the spell is cast, the building will creak and groan ominously. Those inside who suspect danger, know magic is at work or have been warned, have 30-75 seconds to evacuate before the building collapses. Those caught in the collapsed building suffer 2d4x10+20 S.D.C./Hit Point damage or 1d4 M.D. points of damage, but whether killed or just bruised by the collapse, all are buried under tons of debris and must be dug out by rescue teams. Characters who survive the initial damage will have 3D4 hours of air or survivable injuries in which to be rescued. After that time has elapsed, they fall into a coma and have an additional 30 minutes per P.E. point in which to be rescued and given medical aid - roll to save vs coma and death! In the high-tech world of Rifts, most Coalition States and similarly advanced communities can locate and rescue 85% of all survivors within 1d4 hours from a collapsed skyscraper; 2d4x10 minutes from smaller buildings. The spell either destroys the building or it doesn't. The building gets a save vs magic, with penalties or bonuses based on its size and structure: • S.D.C. Building (Small; tent to an average house) : - 10 to save; P.P.E. Cost: 70 • S.D.C. Building (Medium; 3-6 story building) : -5 to save. P.P.E. Cost: 120 • S.D.C. Building (Large; 7-14 story building): - 1 to save. P.P.E. Cost: 200 • S.D.C. Skyscraper (15-25 stories): +2 to save. P.P.E. Cost: 275 • S.D.C. Skyscraper (25 stories or higher) : +4 to save. P.P.E. Cost: 350 • M.D.C. Building (Small): Standard save. P.P.E. Cost: 200 • M.D.C. Building or Bridge (Medium): +2 to save. P.P.E. Cost: 275 • M.D.C. Building, Bridge (Large), or Bunker: +6 to save. P.P.E. Cost: 350 • M.D.C. Skyscraper: + 10 to save. P.P.E. Cost: 400 • M.D.C. Mega-Structure (i.e. Chi-Town, etc.): Impervious. Note: Affects only "standing" structures, and can not be used against mobile fortresses or underground structures/installations. In the case of large M.D.C. buildings and M.D.C. skyscrapers, a single Collapse spell will not destroy the entire building. Rather it will cause one floor per level of the spell caster to collapse, starting from the top.
Create Golem (RITUAL)
Range: Touch. Duration: Exists until destroyed. Saving Throw: None. P.P.E.: Seven Hundred (Stone) or One Thousand (Iron) The sorcerer first draws a pentagram in animal blood. Second, he sculpts a Golem (humanoid shape) from clay. Third, he places two onyx gems, valued at no less than 1,000 credits each, for eyes. Fourth, he places a heart, molded out of iron, into the clay body. Lastly, the mage recites the ritual ceremony. At the end of the ritual, the mystic places a single drop of his blood on the behemoth' s forehead to bring it to life. The process permanently drains the mage of six S.D.C. points. Both the stone and iron Golems are mystical Mega-Damage creatures born of magic and almost indestructible. Since they are not of flesh and blood, psionic and magic attacks designed for the human physiology and mind control do NOT affect them. That means Charms, Sleeps, Fear, Bio-Manipulation, Illusions, Paralysis, etc., have no effect. Since the Golem was never alive, Turn Dead is useless, as is Banishment, Negation and Remove Curse. Physical attacks and energy magic can hurt a Golem, but do half damage (even explosives). In many respects, a Golem is like a mummy, only bigger and tougher. It can not speak, nor read or understand complex commands. It has no emotions, no fears, and is like a robot waiting for a direction. Golems will obey only the person who created it. When the creator dies, the Golem will follow his last command until it is destroyed.
Golem • Horror Factor: 16 • I.Q. 6 , Supernatural P.S. 25, Speed 8 , Height: 6-18 feet. • Four attacks per melee, damage is by Supernatural P.S. (2D6 M.D. punch or kick, 4D6 M.D. from a power punch or full speed ram attack). • No bonus to parry or dodge or on initiative. • Impervious to many psychic and magic attacks. Magic energy attacks, rune and TW weapons and normal weapons, like guns, knives, and explosives, only do half damage. • Impervious to normal fire and cold (magic fire and cold does half damage). • Does not breathe air or need nourishment, thus impervious to gas attacks, disease and can survive underwater at any depth. Also Impervious to possession and Horror Factor. • M.D.C. 35 stone or 80 iron, but regenerates 1d6 M.D. per melee round. Note: If the heart is made from Iron with a diamond worth 8,000 credits or more at the center, double the M.D.C. (70 Stone or 160 for Iron). • Regenerates completely, even if seemingly blown to bits. Regenerating to its original form within 24 hours unless its heart is removed from the chest cavity.
Protection Circle: Superior
Range: Radius of the circle. Duration: 24 hours; but can be reactivated immediately at a cost of 20 P.P.E. Saving Throw: None. P.P.E.: Three Hundred to create; Twenty P.P.E. to reactivate. In principle and function, the Protection Circle: Superior is just like the simple circle, only stronger. The spell caster must recite the invocation while drawing the circle in chalk or any substance. 300 P.P.E. is needed to initially create the circle, but a mere 20 P.P.E. points will reactivate it. Anybody with sufficient P.P.E. and desire can reactivate a protection circle. The circle ceases to function only if it is seriously marred. The superior protection circle will protect everybody inside its radius by preventing all supernatural creatures from coming any closer than 20 feet from its edge. Even greater beings are held at bay. Lesser beings can not stand to be within line of sight of the circle and are forced to leave, even if it is only to the next room with the door shut. This means no attacks are possible from the lesser beings. The circle also provides the following bonuses to all occupants: +5 to save vs all magic and psychic attacks, impervious to possession, +8 to save vs Horror Factor. Plus it provides an extra 10 P.P.E. to each mage and 10 I.S.P. to each psychic. Of course, the characters are vulnerable to conventional weapons and thrown objects and all bonuses vanish the moment the characters exit the circle.
Range: Touch. Duration: Permanent. Saving Throw: None. P.P.E.: Two Hundred Seventy-Five Restore Life brings the recently deceased back to life. However, the body must be prepared first. All cuts and wounds on the deceased must be sewn closed and/or bandaged as if he were alive. Likewise, bones must be set and internal injury repaired, so a doctor may still be necessary before the spell is cast. The mage must touch the body while intoning a brief ritual (8 minutes). Upon completion of the ritual, the dead is infused with a magical life force that will sustain the character long enough for the body to heal. Restore Life is always successful, so long as the victim has not been dead for more than/our hours per level of the spell caster, and the body is not so badly torn apart that not enough remains to repair and restore. The body can be cut, battered and damaged but must be mostly whole. Perhaps needless to say, if the head, brain, heart, or lungs are missing, the character can not be "restored." If a limb is missing, the wound must be tended to (sewn, cauterized, bandaged, etc.) before the magic is performed, and when restored to life, the limb will remain missing. If the recipient has been dead longer than the mage' s usual capabilities, noted above, the chances for a successful restoration of life drops to a 01-50% chance (roll percentile dice). This spell can be attempted up to double the sorcerer' s normal success rate (i.e. a 3rd level mage has automatic success on dead up to 12 hours old, but only a 50/50 chance on a character who has been dead for 13-24 hours, and so on). Longer than this is beyond the powers of this ritual. A successful Restore Life brings the victim back to the living with 10 Hit Points (or one M.D.C. if a Mega-Damage creature). Other spells or natural healing must then be used to help the recipient. If the character possesses bio-regeneration, it will not kick in until 1d4 days have passed. Restore Life does not replace lost or damaged limbs, nor remove scars. Likewise, the character feels weak and is in pain, requiring weeks (or magic) to heal completely. Note: The deceased will never quite be himself. Hit Points and S.D.C. (or M.D.C. as the case may be) are permanently reduced by 10% each. This magic only works on mortals and can NOT be used to resurrect supernatural beings or creatures of magic (i.e. dragons, etc.).
Range: 30x30 feet room; can be created up to 200 miles away. Duration: The lifetime of the mage or until canceled. Saving Throw: None. P.P.E.: Three Hundred Ninety The mage can protect a room as big as 30x30 feet from mystic influence by using the Sanctum invocation. The room is instantly turned into a safe haven, or sanctum, free of mystic disturbance. While inside the room, the mage can not be found by the Calling or Locate spell, can not be seen by Second Sight or a Crystal Ball, and can not be affected by bonding magic (but only while in the room). Even more impressive is that Animated Dead and the Undead can not enter the Sanctum. Lesser monsters can not enter unless they save vs magic; greater beings and humans are not affected and enter at will.
Range: Can be cast 100 feet away per level of experience. Duration: Five minutes per level of experience. Saving Throw: None. P.P.E.: Four Hundred When the mage casts this spell, he or she creates a huge, pitch-black wall. The wall's maximum dimensions are 30 feet long, by 10 feet high, by 3 feet thick per level of experience. As a wall, it must be touching the ground or a floor, and is relatively straight; i.e. a long wall, say 120x40x12 feet, may curve a bit, but is fundamentally straight. It cannot be cast as a slab in the air or made into a circle, square or "V" shape. However, a square, rectangle or "V" could be made by creating several such walls butted within inches of each other (this applies to all magic walls unless stated otherwise). The Shadow Wall is immaterial, existing only as energy. Nonetheless, it is highly effective at stopping things from passing through. Any living being who attempts to pass through the wall will be able to do so, but at the snail's pace of only two feet per melee round. Since the Shadow Wall is magical, characters with nightvision or optic systems that normally enable them to see in the dark are completely blind (-9 to strike, parry, and dodge); they cannot see their hand in front of their face. Each melee round, the victim suffers a 10% drop in maximum energy, regardless of type. The Shadow Wall will siphon P.P.E., I.S.P., and technological energy (E-Clips lose 10% of their charge per round). Living creatures passing through the wall also suffer the "energy drain" as to what amounts to physical damage via life drain. Every melee round, each creature suffers 1d6 damage direct to Hit Points, or 4D6 M.D. in the case of Mega-Damage creatures. Armor is no protection against this effect. The wall uses this energy drain to maintain itself. If no opponents enter the wall, its duration is reduced by half. The wall is hazardous to everyone, friend and foe alike. The energy drain is such that even laser blasts and other energy bolts fired through the wall are reduced by half. Rail guns and other kinetic weapons can pass through, but also do only half damage. Furthermore, no sensors can penetrate the Shadow Wall, so any shooting is done blind.
Summon and Control Storm
Range: Immediate area around the mage or up to 10 miles away. Duration: One hour per level of experience. Saving Throw: None. P.P.E.: Three Hundred The spell caster can create a destructive storm out of thin air. A rainstorm will create a torrential downpour of 4 inches of rain per hour, causing flooding even in cities. Flooded roads will immobilize all vehicles (water is 3-5 feet high). Poor visibility will slow travel to about 20 mph. Traveling fast is likely to cause an accident; roll on the following table for every two miles traveled. 01-30% : No problem, keep going. 31-39% : Vehicle stalls out. 50% chance of restarting. 40-69% : Vehicle runs off road and is immobilized. 70-00% : Vehicle crashes into an obstacle or another vehicle. Vehicle is immobilized. All passengers roll 1d6 damage for every 10 mph of vehicle speed. The storm is accompanied by damaging winds gusting to 35 and 45 mph. The rain and wind makes air travel impossible. A windstorm may be accompanied by light rain, but the real threat is high winds. Winds gust up to 70 and 90 mph, uprooting small trees, knocking down tree branches and electrical wires, and even overturning an occasional car. Travel on foot is very difficult, reducing a character's speed by 90%. Travel in automobiles is slowed to about 20 mph. Traveling any faster is likely to cause the vehicle to run off the road or flip over. Roll 40% +10% for every 10 mph above 20 mph. Roll once for every four miles of travel. Air travel is extremely hazardous, but not impossible.
Summon Lesser Being (RITUAL)
Range: Not applicable. Duration: 24 hours per level of experience. Saving Throw: None. P.P.E.: Four Hundred Twenty Five An impressive ritual that plucks a supernatural being out of its native dimension and magically places it before the sorcerer in our world. Specific lesser demons, sub-demons, Deevils, Entities, demonic spirits and monsters can be summoned if desired, or a random creature can be called for. The supernatural being is automatically under the spell caster' s control and will obey him without question. The only thing it will definitely not do is commit suicide and it may not fight to the death. The monster can be returned to its own world at any time before the duration time of the invocation elapses. If the creature is not returned and the duration lapses, the mage loses control of the thing and it remains in our world. The creature can be enslaved by other means, may elect to stay with the mage, or wander off to wreak havoc. The only way to send it back to its native world/dimension after this spell elapses is to open a Dimensional Portal. Note: Rifts Dark Conversions, Rifts Canada, Mystic Russia, Federation of Magic and many of the other Rifts world books contain information on specific demons and monsters, as do the Palladium Fantasy RPG and the Monsters and Animals sourcebook.
Range: 50 feet per level of experience; line of sight. Self or one other person by touch. Duration: One minute per level of experience. Saving Throw: None. P.P.E.: Three Hundred Swap Places is a commander's and security chief's nightmare. It allows the spell caster to target any one individual within visual range and swap places with him! The person with whom the swap is made must be clearly visible to the spell caster. The "swap" lasts only one minute per level of the spell caster, and can be canceled at any time. When the spell duration ends (or is canceled by the spell caster, or one of the people swapped is slain), the swap is repeated, with the two characters reversing places again. Instead of sending himself, the mage can swap one willing character with another by touching him and casting the spell. This spell is ideal for surprise attacks, creating confusion and assaulting, or momentarily kidnaping, one lone individual, by swapping places in the middle of a group who is ready to receive and attack the victim of the swap. Note: This magical swap can only be made with another intelligent, living being of flesh and blood. A swap with energy beings, the dead, or undead is NOT possible. If either the mage or either of the two who have been swapped is slain, the magic instantly ends, causing the two to swap back. If the person swapped was somebody other than the mage, and he is killed, the spell caster suffers half of the damage inflicted to the dead man direct to Hit Points and is stunned and dazed for 1d6 melee rounds (if an M.D.C. creature, it loses half of its M.D.C. and is stunned). The initial swap and back again is all this spell provides, and multiple swaps in rapid succession are not possible.
Range: Varies with type of spell. Duration: Talisman exists until destroyed. Saving Throw: Standard. P.P.E.: Five Hundred The term "talisman" is believed to have its roots in the Arabic language and means "to make marks like a magician." Indeed, that is what a talisman is, an extension of magic, an item that contains magic power. A talisman can be made from almost anything, although it is most commonly designed as a medallion, necklace, mantle, pin, charm, small statue, headdress, or hand-held symbol. A talisman is designed to perform one function only. The invocation enables the spell caster to empower an ordinary object with magic powers. The only substances which can not be used are iron and plastic, and the object can not be larger than two feet tall, long or wide. Once an object is transformed into a talisman, the mage can empower it with one magic spell. The spell can be selected from Levels One through Eight, excluding illusion types. Of course, to implant the spell the sorcerer must already know it and it must be a spell invocation, not a ritual. After its initial creation, the magic talisman can be used to cast its one spell for a total of three times. After all three have been cast, the object is drained. The practitioner of magic who created it can replace its three exhausted spells by casting that same spell invocation combined with part of the Talisman spell or ritual. The cost of the recharge is 50 P.P.E. plus the cost of the spell invocation. Note that the process must be repeated for each of the three identical spells (each at a cost of 50 P.P.E. plus the spell's P.P.E. cost). Thus, to recharge all three identical spells would cost 150 P.P.E. plus. Three spells being attributed to a magic talisman may be the source of legends that grant three wishes. In the alternative, a talisman can be a P.P.E. battery. A talisman can be used for one purpose other than spells. The mage can elect to make it a potential psychic energy battery. Instead of spells, the mystic can put up to 50 P.P.E. into it initially and recharge it with 30 P.P.E. at the cost of 60. The talisman can then be used at a later time to bolster the character' s normal P.P.E. reserve. A P.P.E. battery can never hold spells. A talisman can be destroyed by smashing it. That is all there is to it. If the spell caster who created it is killed or can not be found, the talisman will be good only for whatever number of spells or P.P.E. that are currently inside it and can not be recharged (except by a god or Demon Lord). Typically, only the mage who created it can recharge it.
Salomón's List of Spells Known (Spell Level 14)
Level 14Uses 3 actions to cast
Range: 500 feet + 100 feet per level of experience. Damage: Special. Duration: Instant. Saving Throw: Dodge. P.P.E.: Six Hundred; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E. The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spell caster may hurl this globe at any target within 500 feet and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet). When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D. ! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater. Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x 10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.
Range: 100 feet Duration: Instant results. Saving Throw: Standard. P.P.E.: Two Hundred plus 2 P.P.E. from character' s permanent P.P.E. base The master of magic can close a Rift by sheer force of will. However, the monumental effort permanently drains the mage of two P.P.E. points from his permanent base, whether successful or not. The mystic nature of the dimensional gateway gives it an automatic save versus magic attack, consequently a Close Rift Ritual will increase one's odds for success (16). The Rift will instantly vanish if successful. A failure means the Rift is not affected and the wizard has lost 2 P.P.E. forever; try again. Note: This incantation will not close the St. Louis Gateway Rift or any "permanently" opened Rifts. Also note the Shifter, Temporal Raider, Temporal Wizard and Stone Master do NOT lose the permanent 2 P.P.E. when they use this spell, nor do alien intelligences, gods or Demon Lords.
Range: Up to 200 feet away, plus 100 feet per each additional level of experience. Duration: Three minutes (12 melees) per level of experience. Saving Throw: Standard and vs Horror Factor. P.P.E.: Six Hundred The spell caster erects a powerful defensive shield of semi-transparent energy. The barrier itself emanates horror, and a character must save vs Horror Factor 14 to even come within 10 feet of it. Those who fail to save vs Horror Factor can not pass through the barrier and will want to flee the area. Anybody who saves vs Horror Factor and wants to brave the Id Barrier must roll again. This time to save versus magic. A successful save means the character passes through the Id Barrier with only a headache and loses one attack for that one melee round. A failed save means the character must face an Apparition of his greatest fear. The Apparition is exactly like the sixth level invocation and will last as long as the Id Barrier remains up. Only the mage who created the Id Barrier can make the Apparition vanish, or cancel the barrier before its normal duration time.
Impenetrable Wall of Force
Range: 100 feet Duration: Five melee rounds per level of the spell caster. Saving Throw: None. P.P.E.: Six Hundred This spell creates a shimmering wall of light that no creature, weapon, vehicle or object may penetrate. Only a Dispel Magic Barriers spell or a powerful Negate Magic will destroy the wall. The spell caster is able to create a wall of force that measures 20 x 20 feet per level of experience. The wall can be cast up to 100 feet away.
Range: Touch or 3 feet away. Duration: Instant/permanent. Saving Throw: None. P.P.E.: Seven Hundred Fifty This is a powerful healing incantation. The magic will instantly, and completely, heal wounds, cuts, bruises, bums, etc., restoring full S.D.C. and Hit Points, leaving only minimal scarring. It is so powerful a magic that it can instantly heal internal organs and mend bones. Even bullets or shrapnel will magically disappear as the wounds heal. The invocation can also restore severed limbs, such as a hand, arm, finger, foot, leg, etc., providing that the limb has not been severed from its body for more than 48 hours. Substitute limbs and organs can NOT be used for ones that are lost or vaporized. Nor can this invocation restore life or replace missing limbs or organs. Nor can it be used to repair bionic or cybernetic parts.
Range: Touch or six feet away. Duration: Instant and permanent. Saving Throw: None. P.P.E.: Six Hundred Fifty This awesome spell will restore life into the recently deceased. The resurrected person has all Hit Points, memories, abilities, and skills that he had at the moment of his death. Missing limbs will remain missing, but healed; this is not a regeneration process but a revitalization. This spell works only on creatures that have died in the last two months. Success factor: Regardless of the spell caster's level of experience, the chance of success is only 45% (double for gods). The spell can be attempted on the same corpse no more than three times. If still unsuccessful another magic weaver may try. Six failed attempts means the person is beyond the help of magic.
Rift Triangular Defense System
Range: Only where three ley lines crisscross to create a triangle of magic power, and even then only the area within the triangle is protected. Duration: One minute (four melee rounds) per level of the spell caster. Saving Throw: None. P.P.E. Cost: Eight Hundred Forty points to activate (half for Shifters), the lines themselves keep it going and the field resealing for the duration. The area within a triangle of ley lines can be protected by a barely visible bubble of magic energy that works like a force field. A faint blue energy hue is visible at night or on heavily overcast days, and the occasional stream of magic energy ripples across the dome-shaped surface like an electrical current. Anything striking the force field is stopped as if hitting an invisible wall. Inflicting approximately 1 00 M.D. to a ten foot (3 m) diameter of the field will momentarily disrupt that ten foot area for I D4 seconds, allowing two people or man-sized objects to pass through the field for each second of disruption (or one large vessel if opened for two seconds or longer). After those few seconds the field heals itself and another 1 00 M.D.C. is necessary to momentarily punch through it. Note: One can combine the Triangular Defense with the Swallowing Rift.
Summon & Control Sea Serpents (RITUAL)
Range: 6,000 feet Duration: 12 hours per level of experience. Saving Throw: Standard. P.P.E.: Three Hundred. When this ritual is performed, 1D4 sea serpents per level of the spell caster and located within a 10 mile radius of the ritual will heed the call and come to him. Only aquatic monsters commonly regarded as "sea serpents," and with an I.Q. of 8 or less or an animal I.Q. will respond. Foul-hearted beasts, most will gladly follow simple orders to fight and kill. The only things these magically controlled sea serpents will not do is commit suicide, kill a mate or offspring, and may not fight to the death.
Salomón's List of Spells Known (Spell Level 15, Spells of Legend, and Special Spells)
Special: Create Automaton
Range: Inside a magic circle. Duration: Permanent Time to cast: 48 hours Saving Throw: Not applicable. P.P.E. Cost: Varies with the type and size of the construct. 752 Infiltrator 780 Ice Drake 654 Earth Thunder 800 Fire Demon 824 Battlelord 1008 Kilairgh 1250 Colossus
Note: What nobody knows is that part of the energy that gives the Automatons their power and life comes from the Lords of Magic ! See the section on The Three for more details. Create Automaton is the powerful enchantment by which an inert constructed body is transformed into a mobile, robot-like, M.D.C. juggernaut. While the time to enchant the Automaton is rather quick, it takes many months to build each body, and the P.P .E. cost is enormous and requires focus and meditation. The magus must spend a full 48 hours intoning the ritual, jumpstarting the ritual with 100 P.P.E., gradually charging the Automaton throughout the ritual with an additional 1 2-20 P.P.E. per hour and pumping in the balance needed at the end of the 81 creation ritual. In between, the character typically meditates to recharge his magical energy and to maintain his concentration. During this period, he cannot eat, drink, sleep or engage in any other activity. If at any time the creator is interrupted, the ritual is ruined and all P.P .E. spent so far is lost. Generally, only the Lords of Magic have the knowledge and P.P .E. to bring an Automaton to life within a matter of 3D4 minutes, provided the body has been built and is ready for activation. In some cases, like the Colossus, a High Magus will have to draw additional energy from scores of people participating in a ritual or from a ley line nexus.
Special: Bonding Ritual - exclusive to the High Magus O.C.C. and Lords of Magic
[/color] Range: Inside a magic circle. Duration: Permanent; until the Automaton is destroyed or the Controller slain. Time to cast: 24 hours. Saving Throw: Not applicable. P.P.E. Cost: 20 from the High Magus to initiate the ritual and 20 P.P.E. spent by the recipient Controller. The Bonding Ritual can only be performed on a special subset of the Battle Magus appropriately known as the Controller O.C.C. The recipient of the "Bonding" must have special training and orientation in order to perform the ritual and then to control the Automaton. The ritual only costs the Controller/recipient 20 P.P.E., but requires the Controller to spend 24 hours in physical contact with the construct, usually in meditation. After this time, he or she can mentally control its every movement as if it were their own body. See the sections on Automatons and the Controller O.C.C. for details.