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Post by Iron Bonny Shades on Sept 29, 2003 13:15:01 GMT -5
Here's a few spells I set up a while back
If you have any questions please let me know
enjoy
************************************ Spells hopefully to be made Official.
Field of Noise Type: Conventional Invocation Level: 1 Range: 90 feet (27.4 m) Duration: 4 melee per level of experience P.P.E.: 2 Saving Throw: None The magic enables the spellcaster to generate a field of “white static” within the area. All noise is distorted within the field (all perception rolls based on sound are at -4) and reduces the effectiveness of amplified hearing (halves percentage of usage). This spell also allows people to have a conversation while reducing people listening in.
See through Smoke Type: Conventional Invocation Level: 1 Range: Normal Eyesight: either Self or one other by touch. Duration: 1 minute (4 melees) per level of experience P.P.E.: 5 Saving Throw: None The recipient of this spell can see through smoke, fog and other visible gases as if it was normal air. It should be noted that while the recipient can see through the gases, it does not make him (or her) immune to the gases in any way.
Infrared Blinding Flash Type: Conventional Invocation Level: 2 Range: 10 feet (3 m) radius; up to 60 feet (18.3 m) Duration: Instantaneous P.P.E.: 5 Saving Throw: Standard This spell creates a sudden burst of intense infrared light, temporarily blinding creatures that can see in the infrared range (including creatures with Nightvision). Victims are blinded for 1D4 melee rounds, with a penalty of -5 to strike, and -10 to parry and dodge. The chance of falling is 1-50% per every 10 feet (3 m) traveled. The saving throw is standard, so those who successfully save verses magic are not blinded. Note: This spell does affect bionic or cybernetic eyes, but not those with polarized lenses. Also, creatures with the human range of vision see nothing.
Observation Ball Level: 2 Range: up to 500 feet (152 m) Duration: 5 minutes per level of the caster P.P.E.: 6 (half for ley line walkers) Saving Throw: None This spell creates an observation ball that is exactly like the Ley Line Observation ball (See Rifts RPG 84). The only difference is that instead of feeding off the ley line (and thus restricted to a ley line), it uses the caster’s P.P.E. and is of limited duration.
Flash Globe Type: Conventional Invocation Level: 3 Range: Touch; appears above the open palm of the mage’s hand. Can be thrown 200 feet (61 m) Duration: One day per level of the spell caster, but once thrown, is virtually instantaneous. P.P.E.: 10 Saving Throw: Standard This spell creates a portable globe containing a spell like affect very similar to blinding flash. The globe is about the size of a tennis ball and flickers as if a fire burned inside. It is only when activated that a sudden burst of intense, white light, temporarily blinds everyone within a 10 foot (3 m) radius. Victims of this globe are blinded for 1D4 melee rounds, with a penalty of -5 to strike, and -10 to parry and dodge. The chance of falling is 01-50% per every 10 feet (3 m) unless a successful saving throw verses spell magic is made. Note: Does not affect bionic or cybernetic eyes. The globe can only be used once before the magic is dissipated. Failure to use the globe before its duration has been completed, has it fade out of existence, as if it was never there.
Smoke Globe Type: Conventional Invocation Level: 3 Range: Touch; appears above the open palm of the mage’s hand. Can be thrown 200 feet (61 m) Duration: One day per level of the spell caster, but once thrown, is virtually instantaneous. P.P.E.: 15 Saving Throw: None This spell creates a portable globe containing a spell like affect very similar to cloud of smoke. The globe is about the size of a tennis ball and seems like it contains a mist or smoke. It is only when activated that a cloud of dense, black smoke (30x3030 foot maximum size). Victims caught within the cloud will be unable to see anything beyond it, and their vision is impaired; they can see no more than 3 feet (0.9 m) in front of them (and those images are only blurry shapes unless within one foot/0.3 m). While in the cloud, victims will be -5 to strike and -9 to parry and dodge. The globe can only be used once before the magic is dissipated. Failure to use the globe before its duration has been completed, has it fade out of existence, as if it was never there.
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Post by Iron Bonny Shades on Sept 29, 2003 13:15:34 GMT -5
Sound Bubble Type: Conventional Invocation Level: 3 Range: Self Duration: two minutes per level of experience P.P.E.: 20 Saving Throw: none. The spellcaster creates a personal force bubble that prevents sound from passing through it. Simple put, trying to hear sound both inside and out is impossible. While this can be a benefit when prowling (effectively 75% prowl or +20% to prowl, whatever is higher), it can also be a detriment in some situations where the spellcaster needs to hear. It can be dispelled by dispel magic barriers or negate magic.
Thunder Globe Type: Conventional Invocation Level: 3 Range: Touch; appears above the open palm of the mage’s hand. Can be thrown 200 feet (61 m) Duration: One day per level of the spell caster, but once thrown, is virtually instantaneous. P.P.E.: 20 Saving Throw: Standard This spell creates a portable globe containing a spell like affect very similar to thunderclap. The globe is about the size of a tennis ball and seems like it is crackling with electrical energy. It is only when activated that a booming clap of thunder directly affects 30 feet (9 m) around the area. It can be used as a means to alert or signal allies, as well as an effective way of intimidating ones enemies. When used as an intimidation device, it provides the creator of the thunder with a bonus of +5 on his initiative, +1 to strike, parry and dodge and creates a horror factor of 8 within the immediate area. The globe can only be used once before the magic is dissipated. Failure to use the globe before its duration has been completed, has it fade out of existence, as if it was never there. Note: Although the thunder globe only affects the immediate area (30 feet/9 m) it can be heard up to one mile (1.6 km) away.
Arrow Barrage Type: Conventional Invocation Level: 5 Range: As per the arrow being fired Duration: Instantaneous P.P.E.: 20, 30 for high tech arrowheads Saving Throw: None In order to use this spell, the caster must have W.P. Archery targeting and must prepare to fire an arrow. At the end of the spell, the arrow is immediately fired at the target. Once the arrow is fired, the arrow duplicates itself and becomes a swarm of arrows. One additional arrow is created and one more for every 2 levels. The arrows are fairly difficult to dodge, adding an additional -2 to dodge, on top of other penalties. However, the arrows are not nearly as accurate, suffering a -1 penalty to hit after the first 2. This spell can be used on high tech arrowheads, but the cost is increased appropriately. However, the most powerful arrow that appears to be affected by this spell is a high explosive arrow (3D6 M.D.) This spell cannot be used on Magic Arrows.
Griffins Claws Type: Conventional Invocation Level: 5 Range: Self Duration: 1 minute per level of the caster P.P.E.: 20 Saving Throw: None This spell causes claws to grow from the Spell Casters hand. They do 1D6 M.D. per 2 levels and do double damage against Supernatural creatures
Heal Armor Type: Conventional Invocation Level: 5 Range: Self (Armor only) Duration: Instantaneous P.P.E.: 12 Saving Throw: None This spell causes the spellcaster’s armor to start spontaneously start healing as if regenerating, restoring 4D6 M.D.C. immediately to the armor. Furthermore, if the armor was originally environmental and it has been breached, it is restored. However, this spell only works on armor that is organic (ex. Fury Beetle Armour).
Paint Ball Type: Conventional Invocation Level: 6 Range: 90 feet Duration: Instantaneous P.P.E.: 10 (8 for Ludicrous mages) Saving Throw: Dodge; but the victim must know the attack is coming and must roll an 18 or higher (bonuses to dodge are applicable). The spell caster creates a baseball size ball of lead-based paint that is then magically hurled at a target of choice. The paintball only does 1D4 S.D.C., is magically directed and seldom misses. When it strikes, it splatters over a 1 foot (0.3 m) area. What this spell is primarily used is to gum up vision and sensors. If it strikes an unprotected opponent, it blinds the opponent for 3D4 minutes (causing -5 to strike, -10 to parry and dodge and is likely to fall every 10 feet (3 m) of movement (50% chance) or until a proper treatment occurs. If it hits a head of a robot or sensor tower, it blocks out all sensors, causing the robot to not get his standard combat bonuses and may be blinded (GM decision) if there is no backup sensor tower, for 3D4 minutes. At 4th level, the spell caster can choose multicolor patterns (ex. plaid). At 8th level, florescent and neon paint can be created, plus one word for every two levels can be created when it hits.
Battle Orb Type: Conventional Invocation Level: 7 Range: Special Duration: 1 minute per level of experience P.P.E.: 30 Saving Throw: None
Through the use of this spell, the spellcaster can change a ley line observation ball into a Battle Orb, a tool for both offensive and defensive battle situations. It appears as a glowing ball of light, not too terribly different then the Ley line observation ball. While the most common colors of the ball are a blue white, they can be made to appear yellow, orange and the more exotic shimmering purple, red, dark blue and green. Metallic colors, black and earth tones are NOT possible.
The Battle Orb has the following attributes: · 5 M.D.C. per level of experience. · Unlike the Observation ball, the Battle Orb is not limited to being on a ley line, and can float up to 1,000 feet (305 m) away from the caster. · The speed of the Sphere is 25; 50 while on a ley line or nexus. · +5 to dodge. Every dodge takes up one of the caster’s actions per melee. · The spellcaster can cast spells through the sphere. For example if the Battle Orb is within 60 feet of an opponent, magic net can be cast, even if the spell caster is much further away. · The ball is fairly quiet. If the spellcaster has the prowl skill, he can use it to sneak up on people. · The spellcaster can only create one battle orb at a time.
Note: To hit the Battle Orb, the attacker must make a called shot, and even then it is at -3 to strike. Also note that Battle orb is merely a conduit used to add range to spells. It doesn't actually do damage in itself.
Disruption Bolt Type: Conventional Invocation Level: 7 Range: 100 feet (30.5 m) per level of experience. Duration: Instantaneous; the effects of the bolt then last for 3 minutes per level of experience. P.P.E.: 25 Saving Throw: Dodge; but the victim must know the attack is coming and must roll an 18 or higher (bonuses to dodge are applicable). This is a variation on the spell Energy Disruption that creates a white energy bolt that can temporarily knockout, stop, or immobilize any electrical devices, including, but not limited to, hovercycles, energy pistols and rifles, computers, radios and surveillance cameras. The object is not harmed in any way, it simply ceases to function. When the magic elapses, the item will work perfectly, with no sign of malfunction or energy loss. Military grade shielding does have a chance of protecting against this disruptive affect. Any vehicle with such shielding has a 80% chance of not being effected
Binding Type: Conventional Invocation Level: 8 Range: one 50 feet(15.2 m) piece of rope. Duration: 10 minutes per level P.P.E.: 35 Saving Throw: Dodge This Spell causes a rope to animate on its own and entangle an opponent. It has a +5 to strike an opponent, has two attacks per round and has the equivalent of 30 P.S. for the purposes of Binding. If, the P.S. test has succeeded, the rope will snap. An attempt to break the rope can only be preformed twice before the rope becomes to tight to break out of until the spell ends. The rope has 20 M.D.C. plus an additional 2 M.D.C. per level of experience. In order to cut the rope, it requires careful sawing, otherwise half damage will occur to the bond individual. Note that careful sawing consists of 2 individuals standing still and not taking any actions: offensive or defensive. Also, being attacked does not allow careful sawing.
Cruel Joke Type: Conventional Invocation Level: 9 Range: Touch; after creation can be magically thrown 300 feet (91.4 m ) plus an additional 100 feet (30.4 m) per level of experience. Duration: One week per level of the spell caster, but once thrown, is virtually instantaneous. P.P.E.: 60 (45 for ludicrous mages) Saving Throw: None The spell caster begins this spell by finding a boulder of rather large size (up to 200 lbs/90 kg per level of experience). After this spell is cast, the boulder is reduced to a small rock that is easily carried for the duration of the spell. When it is thrown at a target, it acts as a typical magic stone, adds an additional +4 to strike and does a whopping 1D6 M.D. +1 per level of experience. It truly becomes a “cruel joke” if thrown at a psi-nullifier or nega-psychic. If the psychic negates its magic, a very large (abet non-magical) boulder is thrown against the target. When it hits it does 1 M.D. for every 200 lbs. of the rock. If the person is wearing body armor, or even power armor, the body armor absorbs the damage, but he still takes impact damage of 2D6 S.D.C./H.P. per 200 lbs. Additionally if the target does not have a robotic strength of 40 or higher, or a supernatural strength of 30, there is a 30% chance of becoming stunned from the attack for 1D4 melees. Furthermore, when the target is struck, there is a chance (20%) that the victim will be pinned under the rock (no attacks). Even if the character is strong enough to lift the rock, it will take three melee actions to get out from under the rock (if not stunned in the first place; two to get out from the rock and one to return to a standing position) and loses initiative.
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Post by Iron Bonny Shades on Sept 29, 2003 13:15:50 GMT -5
Detonate Type: Conventional Invocation Level: 9 Range: one bomb or missile; up to 1600 feet (487 m) +100 feet (30.5 ) per level of experience Duration: Instantaneous P.P.E.: 65 Saving Throw: None The spellcaster can cause one bomb or missile to just spontaneously explode, regardless of whether it is armed or not!!! It requires the cast to be able to see the missile (which explains why many armies have popup missile launchers).
Immolation Type: Conventional Invocation Level: 10 Range: one 30x30 flat piece of land Duration: Instantaneous P.P.E.: 40 Saving Throw: See below This spell causes a blaze of fire to erupt from the ground in a large circle. Unlike Ring of fire, the blaze of fire covers the entire area. Because the fire eruption is an area affect, no dodge is possible. it does 1D4x10 M.D. at level one, 1D6x10 M.D. at level five and 2D4x10 M.D. at level ten. Creatures and vehicles immune to fire take no damage. It is commonly used by the wizards of Tolkeen against the CS war machines. It can be cast as far away as 50 feet per level of the caster.
Fly Like a Dragon Type: Conventional Invocation Level: 11 Range: Self/touch Duration: 20 minutes per level of the caster P.P.E.: 65 Saving Throw: None This spell gives the caster the flying speed and strength of a Dragon. The recipient gets a flying speed of 50 Mph (80 km) plus an additional 10 Mph (16 km) per level of the caster. Secondly, the casters skin becomes Scaly and if the caster is a normal creature, they get 10 M.D.C. per level of the caster. Finally, the recipient’s strength is considered supernatural for the duration of the spell. Bonuses: +1 to parry, +2 dodge. These bonuses apply only in flight.
Metamorphosis: Brodkil Level: 12 Range: Self or one person (can be cast up to 30 ft/9 m away) Duration: 10 minutes per level of the caster P.P.E.: 110 Saving Throw: Standard, if the recipient chooses to resist This spells is commonly used to appear incognito in monster-occupied territories, such as the Pecos Empire. The character is transformed into a Brodkil! While in this monster form, the character retains his own I.Q., memory, and combat bonuses. Unlike most spells, the character is still able to speak and can even cast spells in this form. The metamorphosis can be cancelled at will. The results of the metamorphosis are as follows: · Horror factor: 10 · Physical attributes are replaced with the following: P.S.:30, P.P.18:, P.E.:20, and Spd: 22 · Strength is considered supernatural · Ability to turn invisible at will · The Character's H.P. and S.D.C. are replaced by 250 M.D.C. This · acts as a buffer and when the spell is cancelled, the character returns at full M.D.C./S.D.C./H.P. · The Brodkil gets five attacks per melee.
Create Wand Type: Conventional Invocation Level: 14 Range: As per spell or as melee weapon Duration: As per the spell or until destroyed. P.P.E.: 500 plus the spell stored over a five day period. Saving Throw: Varies This spell (more like a long term ritual) allows the creation of a stick roughly 6-8 inches long that is empowered to act as a conduit for a specific spell. The wand must be prepared from a single piece of virgin wood that is suitable for a wand and 100 P.P.E. plus the cost of the spell that will be stored is given each night over a 5 day period. If there is any disruption of the spell, the spell caster must start from scratch (including finding a new piece of virgin wood) Once this spell is completed, a single spell is stored up to 10 times into the wand. Any spells cast from the wand only take a single melee action, but for all intents and purposes, are exactly the same as the spell as if cast from the caster. In order to "recharge" a spell, the same spell must be cast at the wand. Instead of the spell going off, the wand absorbs the spell and restores one use of the wand. Note that the caster must know the spell in question. Simply pumping P.P.E. into the wand will not work. Note that only one spell can be stored inside the wand (ex globe of daylight or fireball, but not both) that is decided upon its creation. Additionally, spells that are level 7 or higher cannot be stored in the wand. The wand itself has 20 M.D.C. for the purposes of breaking. Note that only direct physical attacks towards the wand actually damage it. Normal parrying does no damage whatsoever (uses W.P. blunt). The wand itself does not do mega damage (unless augmented with a spell stored in the wand).
The wielder of the wand can attempt to parry any spell that is cast towards the wielder, if it is of the same spell contained within the wand. The parry roll is based on whatever the attack roll that is made against the cast. If it does not have an attack value, you may figure it out by assuming an arbitrary base attack value of 10 +2 for every level of the spell. A successful parry means that the spell is absorbed by the wand, rather then affecting the target/area.
If a wand is overcharged with magical energy, it will crack and release the remaining P.P.E. into the remaining area. Whil not dangerous in itself, it will attract all manner of supernatural beings, interested in obtaining the energy (as well as any number of cs dog boys and psi stalkers).
They are commonly sold in large magical communities (such as Lazlo, Dweomer, and the late Tolkeen). A common price is 5,000 times the P.P.E. cost of the spell contained within the wand. Up to two to three times more expensive for less common and/or more combat orientated spells.
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Post by CharleHu$$tle on Sept 29, 2003 13:19:39 GMT -5
Me Likey
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Post by Anastas on Oct 11, 2003 13:59:56 GMT -5
Hmmm.... the next Palladium Books compilation. Doom & Lewd's Big Book O' Magical Whupass.
That's some serious spell-slinging stuff, LB.
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Post by Carl Gleba on Jan 1, 2004 22:23:27 GMT -5
Nice, very creative. They would make great Rifter material.
CG
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