10th Level Spells

Hibernation: Superior

Level: 10
Range: self
Casting Time: One melee action.
Duration: variable
P.P.E.tm Cost: 30 per year 25 if five or more 20 if ten or more 15 if twenty or more

The shaman can enter a state of hibernation that allows him to sleep for years at a time without the need for food or drink. The body of the shaman is protected by an aura of magic that siphons energy from the animals around it. During the sleep, the Sham e

 

Phoenix Blood

Level: 10
Range: Touch
Casting Time: One melee action.
Duration: instant
Saving Throw: None
P.P.E.tm Cost: 100 for healing, 500 for resurrection

The shaman can resurrect/ heal any one of his animals (apprentices/familiars) from minor/major wounds and their memories will remain intact. The spell must be cast within 10 hrs (+2 hrs per level) of death. Caster is at no risk or penalty.

 

Shapeshift

Level: 10
Range: Self only
Casting Time: One melee action.
Duration: 2 hours per level of experience!
P.P.E.tm Cost: 60

This spell allows the shaman to adopt the physical form AND ABILITIES of any animal. The only limitations are that when a shaman acquires this spell, he must select a specific category of animal to gain the ability to mimic. IE: land mammal, Bird , Amphib i

Animate and Control Dead: Greater

Level: 10
Range: 1000ft/line of vision.
Duration: 10 minutes per level.
Casting Time: One melee
Saving Throw: None
P.P.E.tm Cost: 50

The same principle as the normal spell, only it targets one single creature. A single large corpse (10-30ft, or more) can be animated. With this spell dragon, demon, fury beetle, and equally-sized beast corpses can be animated.

 

Create Ghoul (ritual)

Level: 10
Range: Touch
Duration: Immortal, until destroyed.
Casting Time: Three hour ritual.
Saving Throw: None
P.P.E.tm Cost: 75

Performing this necromantic ritual on a corpse not dead more than a week will bring it back to pseudo-life as a servant of a necromancer. It is a typical grave ghoul (pg. 185 of RCB1) and will act as such, but is totally subservient to its creator and will follow commands to the best of its ability and understanding (which can be limited). This ritual requires the drawing of a standard pentagram within a circle. The circle must be painted with freshly crushed insect (spider or scorpion is best. The fresh body is laid in the circle, the words chanted, and the body rises as a grave ghoul. Ghouls are simple and useful sword fodder beasts for a necromancer to create.

 

Create Greater Animated Dead (ritual)

Level: 10
Range: Touch
Duration: Permanent
Casting Time: Six hours
Damage: None
Saving Throw: None
P.P.E.tm Cost: 100

The necromancer can give permanent unlife to an animated corpse, transforming it into a slightly more intelligent being and making it totally subservient to his will (as if an animated corpse would argue with you). The general statistics of the animated dead are:

With animated dead, the necromancer also has the capacity to add different and additional limbs to the creature. As long as he is over level five, he can use his union with the dead and augmentation abilities to alter the corpse. He can also cast the Flesh Armor and Demon Spirit spells on the corpse to make it a more formidable opponent. This ritual can then be cast to finalize the changes to the corpse and bring it to unlife. The only requirement is that the necromancer has an adequate supply of body parts and magic energy. An economical death mage could take both from a living creature via sacrifice.

The necromancer could also expend more magic energy (and possibly even a fraction of his life force) to give the animated dead more intelligence, greater strength, and other abilities. These include:

 

Lostrel's Symbol Smasher

Level: 10
Range: 30ft
Duration: Instant
Casting Time: Two minutes
Saving Throw: Standard
P.P.E.tm Cost: 90

Against runes, wards, glyphs, circles, and other magic texts and symbols this spell is invaluable. Each invocation can affect one glyph, rune word, circle symbol, or ward/alarm series. This spell can be cast as a fifteen minute ritual, as well. If the magic symbol succeeds in the save throw vs. spell magic (or ritual magic) then it is not altered or damaged in any way. A failed save roll means the targeted symbol is disrupted and erased. If the symbol's save throw is a natural 20 then the spell disrupted the symbol enough to trigger it, cause a magical explosion doing 3d6 damage to everything in a 10ft radius of the symbol, or some similarly annoying magical effect.

 

Warmonger

Level: 10
Range: Self or others by touch.
Duration: Two minutes per level.
Casting Time: Two melees
Damage: Special
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 80

This spell enhances the strength and combat ability of the recipient, making him a more deadly warrior. He gains the following abilities:


Copy Magical Aura

Level: 10
Range: Touch
Duration: One minute per level.
Casting Time: Two melee actions
Damage: None
Saving Throw: Standard
Destabilization: None
P.P.E.tm Cost: 90


Once casting this spell is complete, the player has one melee to touch a creature of magic. Upon doing this, the player gains all natural magical abilities (and vulnerabilities) of the being he has touched and can use those abilities as if they were his own. This cannot affect gods, godlings, demigods, adult dragons, greater supernatural beings, master vampires, supernatural intelligence�s, or magicians over 10th level of any race. They are all too attuned to their magical energies to allow such a violation to occur. The victim of the magic touch does not lose their magic powers nor do they suffer in strength. This spell cannot copy the sensing powers of Psi-Stalkers or the magical knowledge of mages. It only replicates natural magic powers.

 

Spellwall

Level: 10
Range: 30ft
Duration: Five minutes per level.
Casting Time: Two melee actions
Damage: None
Saving Throw: None
Destabilization: +4d4%
P.P.E.tm Cost: 90

The Spellwall appears as a transparent plane of light blue energy with a maximum size of 20 square feet per level of experience (at first level it can cover a doorway). Any spells cast through it (from either side) are nullified. If a person with a spell in effect on them walks through it, the spell is instantly destroyed, and magical potions and enchantments are destroyed. The powers of magical items are negated only if held in the wall - otherwise they aren't permanently affected. Anything else can pass through without being affected. This spell does not have to be cast on a portal. A mage could use this as a barrier between his group/himself and a caster to give protection from spells, but then the mage couldn't cast spells at the attacking caster either.


Time Warp: Travel

Range: Self or up to 2 others by touch.
Duration: 20 minutes per level of experience Saving Throw: none, unless the subject decides to resist. P.P.E. Cost: 50 to 'start' a time jump, +1 P.P.E. for every year the caster wishes to travel back.
Level: 10th

This spell is very similar to Time Warp: Fast Forward (see Rifts England, p.81), except it allows the caster and up to 2 'passengers' to teleport himself back in time! The caster spends 50 P.P.E. to begin to teleport, and additional P.P.E. to travel farther and farther back! Obviously, the best place to start from would be a ley line nexus. This can be used by a temporal assassin to travel back in time to kill someone... Remember, like Fast Forward, this spell only transcends time, not space. When the spell's duration elapses, the caster and any 'passengers' will be drawn back to their own time. Any changes they may have made while in the past will take effect on their future.

Like Fast Forward, this spell can be dangerous. If the caster decides to cut the time jump short, roll on the following Time Warp Distortion Table.

01-25 One second earlier than starting time. It's as if you were never gone, but the character loses initiative due to disorientation.
26-50 2D6 minutes earlier than when the caster started. The character may see himself cast the spell for the first time!
51-75 The character reappears 2D6 hours earlier, in the same place.
76-100 The character ends up halfway in between his starting point and the point in time he was heading for.

-Hold metal (lvl 10)
PPE: 75
Duration 2 min/lvl
Range: 40 m/lvl
Area of effect: 20' square
Save: N/A

Renders all metal immobile for the duration of the magic. Power armor, robot vehicles, EBA, Vehicles will stop and can not move even with jet propulsion (lock all metal into place--a ring won't move, but can be taken off and will float right there until magic is ended). Anything entering the area will also be effected.

 

Mend Metal( lvl 10)
PPE: 50
Duration: Instant
Range: Touch

This spell will restore 4d6 MDC to a MDC structure. A single structure can only benefit from 1 use of this spell at a time. The structure must take at least x damage(where x is the MDC restored) before benefiting for this spell again. Spells cast before the structure takes x damage fail.

 

Entropy Shield
Level: 10
Range: caster
Duration: 1 melee per caster level
PPE: 60

This spell covers the caster in an aura of chaos. Any hand to hand attack has a 50% chance on failing automatically. If an attack it allowed to continue, the caster is +2 to any defensive measures he chooses to take and the attack must score above a 10 to strike. All ranged attacks automatically miss. Grenades, missiles, and other ranged attacks with an area of effect have a 50% of catching the caster within the area of effect. Magic and Psychic attacks have a 50% chance of not effecting the caster. Others within the area of effect of these attacks will still be effected. Only magic and psychic attacks that create energy for a physical force are effected by this spell. Mental attacks are unhindered.

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