11th Level Spells

Fragmentation

Level: 11
Range: Self
Casting Time: One melee action.
Duration: One melee per level
P.P.E.tm Cost: 40

The shaman can break down his own life essence and transmute his own physical body into that of an animal or animals. This can be done in one melee action! The shaman can turn himself (not clothes, possessions) into whatever animal, number of animals, and kind(s) of animals he desires. The caster has group awareness, and can direct all the creatures he might have become to fight, run, regroup, or whatever without trouble (no penalties). If the spell duration ends and the caster became a group of animals aren't together,

 

Predator: Superior

Level: 11
Range: self
Casting Time: One melee action.
Duration: 1 hour per level of exp.
P.P.E.tm Cost: 200

The shaman is transformed into an incredible wild beast. He/She has an invisible armor of 100 per level of experience, and appears to be transparent. The field makes the shaman partially invisible and adds +35% to prowl, and +5 to INIT! He also gains

Consuming Flamecharge

Level: 11
Range: 12ft or touch to place the aura, but the explosion effect can be set to anything as small as 1ft up to 6ft per level of experience.
Duration: Charge can last for one hour per level, the flame burst itself has an instant effect.
Casting Time: One melee action.
Damage: 2d6 damage per level (S.D.C.tm or M.D.C.tm)
Saving Throw: Dodge with a natural 20!
P.P.E.tm Cost: 100

This spell gives the caster the power to charge an object with a destructive flaming aura. Any object can be infused with a magical aura that will store energy, then release it all in an intense burst of Blue Flame. Even better, the caster can set it to have a temporary delay before going off. This lets the caster make a flame bomb. He can also set it off mentally before the duration, as long as he can see it (using it as a grenade). The charge duration, damage, and range of effect can be controlled mentally, and accurate to within a few inches and seconds!

The magical aura can be seen, and seems to have a fluctuation in the aura that increases in speed as the detonation time approaches. A strong Negate Magic spell is the best way to deal with the flame charge (it gets a standard magic save throw against the negation). Magicians of the Blue Flame will notice the effect and exactly what it represents. A Ley Line Walker or other experienced hard-core mage with a See Aura spell in effect need only make a challenging perception check to recognize the potential danger.

Elemental Mist

Level: Eleven
Range: 120ft +30ft per level.
Duration: Two melees per level of experience.
Casting Time: One minute
Damage: 1d4x10 per attack.
Saving Throw: Dodge
Strike Bonus: Equal to the caster's spell strength +3, up to a maximum bonus of +8.
P.P.E.tm Cost: 150

This impressive combat spell creates a swirling fog of rainbow-colored mist around the mage. For as long as the spell lasts, each melee action he can command the mist to attack in the following ways:

Cast a lightning bolt at one target.
Cast a fire ball at one target.
Cast a super-cold water/ice spray at one target.
Cast a spray of corrosive acid at one target.
Cast a bolt of life energy, damaging only to animated dead and undead.

The mist provides no defensive powers other than a visual masking of the mage, giving all those trying to strike him a -4 penalty to do so. No known form of technological or magical sensing can penetrate the rainbow mist.

 

RESTORE RADIOACTIVITY
Level: 11
Range: 3 ft away per level of experience.
Duration: Instant/Permanent (as far as radioactive materials go).
Damage: None; see effect.
Saving Throw: None
P.P.E. Cost: 260


Effect: This ritual is designed to fully restore radioactive material to full power. While this might sound like a stupid ritual to some, to those in space it is a godsend. It can recharge the nuclear fuels used in many fusion and fission engines to the maximum life expectancy. However, this ritual is somewhat limited in that it will not affect fossil fuels, anti-matter, or steam powered devices. This ritual will also restore up to 100 Depleted Uranium Rounds per level of experience to full Uranium rounds. Many North American powers will not like that as the use of Uranium rounds is illegal on the continent. Also, don't forget that the nearby caster has a 01-45% chance of contracting radiation sickness with a cumulative +5% each time this ritual is done in a week. This will also restore the radioactivity of ambient uranium and other radioactive materials lying on the surface. Up to 25 lbs. of radioactive material can be restored per level of experience. On radioactive creatures and aliens, this ritual will heal 1D4 hit points, S.D.C., or M.D.C. per level of experience of the caster.

 

Spell Name: Shadow Transformation
Spell Level: 11
Range: self or other by touch
Duration: 20 minutes per level
P.P.E.™ Cost: 120
Saving Throw: 16 if unwilling

Description: By the use of this powerful spell the caster transforms himself (or another) into a being of pure shadow. While in this form the shadow is immune to the effects of heat and cold (fire does half damage) and all kinetic attacks (punches, bullets, etc) are useless against him/her. Light based attacks such as lasers still do full damage. (plasma is not light based but will do half as it is a form of fire). The caster still retains his/her original stats including MDC™, SDC™, and all others. The caster cannot interact with the physical world except by magic and psionics but can communicate using gestures as he is not invisible.

Spell Name: Nether Portal
Spell Level: 11
Range: immediate
Duration: 2 minutes per level
P.P.E.™ Cost: 140
Saving Throw: none

Description: This spell opens a portal to the NetherWorld, the realm of those caught between life and death. The NetherWorld itself is similar to the astral plane in all respects (think shadow instead of ectoplasm). While here the caster and others can move freely about with the same restrictions as in the astral plane. GM's feel free to elaborate on your version of the NetherWorld for purposes of story line.

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