13th Level Spells
Infestation: Superior
Level: 13
Range: 1 square kilometer per level of experience.
Casting Time: One melee action.
Duration: 1 year per level of experience
P.P.E.tm Cost: 1000
The shaman can curse a specific area of land with an insect infestation. Similar to lesser, insects will swarm from miles around and inhabit the area desired. Foodwise, the insects will be supplied indefinitely, and will remain there until the area is exo r
Soul Transport
Level: 13
Range: 100' per level of exp.
Casting Time: One melee action.
Duration: Infinite
P.P.E.tm Cost: 70
This spell allows the shaman to transport the life essence of a human(or intelligent being ) comrade, dead or alive, into a body of an animal of the shaman's choice. A dead human must be freshly dead, not more than 5 hours, and he retains all his memories .
Prismatic Skull (ritual)
Level: 13
Range: Touch (special)
Duration: 15 minutes per level.
Casting Time: One minute
Damage: Varies
Skull's S.D.C.tm/ M.D.C.tm: 20 per level.
Saving Throw: Varies
P.P.E.tm Cost: 750 to permanently enchant a single skull, and 25 every time the skull is activated.
This powerful spell requires the skull of a learned wizard, ancient dragon, godling, demigod, god, supernatural intelligence, unicorn, or other powerful creature (or user) of magic. Once this spell is cast upon that skull, it will have the ability to levitate in the necromancer's hand and begin to glow one of several colors (see below). This will continue until the spell ends. The skull has its own damage capacity (see description above) and is -4 to be struck on a called shot (or, a natural 20 does damage to the skull). Destroy the skull, and the spell will end also.
Destroying the skull also has an adverse reaction against the necromancer who created it. When created, the necromancer is drained of a point of P.E. and ten hit points (or 5% of the character's base M.D.C.tm) This binds the skull to the necromancer's life force, and as the evil mage grows in strength (goes up in levels) the skulls structural damage capacity will grow too. If the skull is destroyed, the necromancer will recover the lost hit points, S.D.C.tm, or M.D.C.tm. The P.E. point is not regained, however. For 3d4 hours after the destruction of the skull, the necromancer is also unable to cast any necromantic spells or use necromantic powers!
The glowing skull must remain one color for an entire minute (can become a different color as often as once every minute). The powers of the skull depend on the color it is glowing - here is a list of the colors and associated powers:
Red: The necromancer seems to gain power over the fires of hell itself! He becomes impervious to fire and heat, can cause flammable things to spontaneously combust (76% chance, once per melee), can spend 2 P.P.E.tm to turn a 10x10 area of flame into a 20x20 area (quadruple size!), and can throw fire bolts/ sheets/ balls with a magical +6 to strike and 1d4x10 damage. The skull also generates a phenomenal heat that the caster can use to damage targets. One option is to do 6d6 points of damage per heat strike (uses one melee action) to one target in a 90ft range (a save vs. magic gets half damage). Or, the necromancer can heat an entire area - targets within 30ft take 2d6 damage per melee automatically.
Orange:
Yellow: The caster generates a magical aura of fear with a horror factor of 18! This effect happens as soon as the skull turns yellow, but can be repeated by the necromancer for 2 P.P.E.tm All those fighting the necromancer suffer a -3 penalty to strike, parry, and dodge from the powerful magical fear.
Green: The necromancer becomes shrouded in green mist that acts as a force field with 100 S.D.C.tm/ M.D.C.tm +20 per level of experience. This mist regenerates at the rate of 20 S.D.C.tm/ M.D.C.tm per melee and covers 1,000 cubic feet (one 10x10x10 ft area) per level. No form of image enhancement can seem to penetrate the mystic fog. The fog can also be used to protect up to five creatures per level with mist (30 S.D.C.tm/ M.D.C.tm worth) at the cost of 1 P.P.E.tm each (must pay the cost every melee it is activated). It is possible to walk into the mist after the necromancer, but it is virtually impossible to see (-6 to strike, parry, and dodge).
Blue: This color shift turns the skull into a magical energy battery. Any time the caster is wearing it and is attacked by another caster's spell, half the P.P.E.tm needed to cast the incoming spell goes into the skull. This energy storage happens only if the necromancer saves successfully against the spell - if the save throw fails, the necromancer takes full effect and no magical energy storage is achieved.
Purple: The necromancer can charm a maximum of one person per point of M.A. and P.B. combined. The charm has a spell strength of 16, and the necromancer can charm only one target per melee. The charm counts as an extra attack, also. Once a living being is charmed, it will follow the commands of the skull's possessor. The charm is equivalent to the spell Domination (pg. 174 of the Rifts RPG). The charm effect ends when the Prismatic Skull spell ends.
Black: This triples the number of animated dead that can be controlled when an Animate and Control Dead spell is cast (or if the necromancer's special ability to do so is used). The skull can also launch three bolts of necromantic energy per melee, doing 1d4x10 damage to any living targets (use the mage's spell strength bonus as the strike bonus). This energy can be easily directed against any undead or animated dead being (no strike roll needed) and will heal, not damage, such beings.
White: The skull acts as a 20th level Globe of Daylight in all respects (other than duration). It also drains all living creatures in a 100ft radius of one point of S.D.C.tm or M.D.C.tm per melee (creatures are drained down to five points of either, no more). The necromancer will recover ten hit points, S.D.C.tm, or M.D.C.tm per melee as long as three or more living creatures are getting drained by the death aura.
Enchant Object (ritual)
Level: 13
Range: Touch
Duration: Permanent
Casting Time: One hour
Saving Throw: None (this is strong magic).
P.P.E.tm Cost: 300
The use of this spell lets a magician create a basic magic item. The object can be a feather, medallion, ring, sword, pair of glasses, or any other object that does not function off of electricity (analog watches are even okay). However, the object must either be an heirloom or of good to excellent quality. The bonuses are gained only while the object is worn, and under an Anti-Magic Cloud the object does not function. The mage infuses the object with bonuses equivalent to his highest, un-augmented magic strength bonus (whether circle, spell, ritual, or otherwise):
To create a more powerful item or one with varied bonuses, the mage can cast the ritual again. However, each extra casting costs 300 P.P.E.tm more than the previous (first ritual is 300, second is 600, third is 900, etc.) If this ritual is performed once, but done with the P.P.E.tm needed for two or more rituals, then the mage can get the benefit of multiple uses of the Enchant Object ritual with only one execution of it.
Example: The mage Ergo has a +4 spell strength bonus. With a winter solstice coming up, he decides to create a magic object. As he is seventh level, he can tap into an amazing 2100 P.P.E.tm from a nexus. Since the cost for a triple casting is so high (1800 P.P.E.tm) and the energy is available, he decides to create a very strong magic object. During the third ritual Ergo has 12 points to spend. He could create an object that increases the M.E. by 3 points, or the M.A. by 4 points, or the I.Q. by 2 points, or the M.E. and P.E. by one point and the Spd. by two points. The variations are endless. He elects to create a magic ring that increases the I.Q. by one point and adds a +3 bonus to perception when worn.
Enchant Weapon (ritual)
Level: 13
Range: Touch
Duration: Permanent (or until the weapon is destroyed).
Casting Time: Three hours
Saving Throw: None
P.P.E.tm Cost: Special
Just like the Charm Weapon spell, but has a permanent effect. The weapon does double damage to all supernatural creatures, but normal damage to all normal creatures. Melee weapons require 300 P.P.E.tm to enchant, energized weapons (lightsabers, vibro-blades, plasma axes) and missile weapons (guns, bows, slings, crossbows) cost 600 P.P.E.tm, and energy weapons (rail guns, laser pistols, plasma guns, stun guns) cost 900 P.P.E.tm to affect. Taken from Nightbane page 148 and slightly updated.
Create Blue Flame Artifact (ritual)
Level: 13
Range: Touch
Duration: Permanent
Casting Time: Two hours minimum (additional time is below)
Saving Throw: None
P.P.E.tm Cost: 300 + extra
This is one of the few ritual magic spells of Blue Flame. It allows a great magician to permanently infuse a well- crafted or high value object with a magical aura giving power over the flame. These are the kinds of things that are created for worthy warriors and tribesmen of the Larhold (the experts in Blue Flame magic). Few non- Larhold ever learn this spell.
Each power has a description, energy cost, energy require to activate (if necessary), and time to enchant cost. Spell effects that are infused retain the artifact creator's spell strength bonus and level of experience. The only limit to the number of abilities that can be infused is the amount of magic energy the caster can muster.
Aurora: This ability gives any weapon, a cloak, a shield, or a gauntlet the ability to generate an intense and sparkling display of Blue Flame which can do one of several things when activated: one is to briefly stun 1d4+4 enemies with a hypnotically sparkling blue light (the Aurora Glow - save vs. psionics or become totally unresponsive for the rest of the melee, and initiative is lost next melee), the second is to sheathe the object in a concentrated sparkling blue flame (the Aurora Burn - makes the weapon or object do +4d6 damage to anyone touching it other than the wielder and gives it a +2 to strike and +2 on initiative for two minutes per level of the weapon creator), and the third is to throw a wave of flame that does 6d6 damage with a 30ft and a +6 bonus to strike (the Aurora Wave - generated by swinging the sword, so even 2d4 people in a small arc can be hit as well as everyone in a 360 degree radius!), Energy to Create: 250 P.P.E.tm, Energy to Utilize: 12 P.P.E.tm per activation of a power, Time to Create: Two hours.
Eyes of the Blue Flame: Same as spell and can be used at will, it is usually cast into an amulet, ring, skull, or other object that can be worn on the head or neck, Energy to Create: 50 P.P.E.tm Energy to Utilize: None (automatic), Time to Create: 30 minutes.
Fist of Blue Flame: Same as spell and can be used at will, but this spell can be used to cover anything in a flaming sheath (gauntlet, shield, sword, staff, etc.) Each use powers the flame sheath for two minutes per level of the creator. The weapon gets a +3d6 S.D.C.tm to damage (or +2d6 M.D.tm in addition to the character's P.S. damage bonus), Energy to Create: 75 P.P.E.tm, Energy to Utilize: 10 P.P.E.tm, Time to Create: One hour.
Flamehalo: Same as spell with constant duration, Energy to Create: 50 P.P.E.tm Energy to Utilize: None (automatic), Time to Create: 30 minutes.
Flameshield: Same as the spell, but gives the wearer or wielder a protective aura of 50 M.D.C.tm +5 M.D.C.tm per level of the artifact creator, and the aura lasts for one minute per level of the creator, Energy to Create: 100 P.P.E.tm Energy to Utilize: 15 P.P.E.tm Time to Create: One hour.
Flamespit: When cast on a projectile weapon such as a bow, sling, or crossbow it gains the ability to launch bolts of Blue Flame in addition to normal use of the weapon: add +2d6 to the normal damage (or turns the damage into M.D.tm), plus gives the weapon a +1 bonus to strike (aimed only). Note that guns get a save throw vs. ritual magic, and M.D.tm weaponry gets a save vs. ritual magic with a +2 bonus due to their technological nature, Energy to Create: 100 P.P.E.tm for bows, 200 for guns, and 300 for M.D.tm weapons, Energy to Utilize: 1 P.P.E.tm per shot for bows, slings, and crossbows, 2 P.P.E.tm per shot from a gun, and 3 P.P.E.tm per shot from a M.D.tm weapon, Time to Create: One hour.
Flame Circle: This ability allows the holder of a weapon or object to create a circular Blue Flame wall around the caster with a 5ft to 20ft diameter and 3ft to 15ft high flames (which do 6d6 damage to anyone trying to cross through and the wielder can mentally open parts for traversal through), and also acts as a simple Protection Circle (just like the spell), Energy to Create: 75 P.P.E.tm Energy to Utilize: 3 P.P.E.tm per minute to maintain, Time to Create: One hour
Healing Powers: The spell Healing Flame is the basis for these healing abilities, and each use of energy can create one of these effects: Heal 3d6 damage, give a person in a coma a +20% bonus to save on the next roll, give a sick person a +5 vs. any poisons, diseases, toxins, or chemicals on the next save roll, remove curse with 64% success rate, or bring back the recently dead with a 36% success rate (one try only, same penalties as the Healing Flame spell, but costs 60 P.P.E.tm), Energy to Create: 100 P.P.E.tm, Energy to Utilize: 10 P.P.E.tm, Time to Create: One hour.
Indestructible: Makes the artifact indestructible by normal means, Energy to Create: 200 P.P.E.tm Energy to Utilize: None (automatic), Time to Create: Two hours.
Magic Resistance: Gives the wielder or wearer a +2 bonus to save vs. all magic, plus the effects of all magic wear off twice as fast, lasts for one minute per level of the artifact creator, Energy to Create: 75 P.P.E.tm Energy to Utilize: 5 P.P.E.tm Time to Create: One hour.
Sense Blue Flame: Same as spell with constant duration, Energy to Create: 35 P.P.E.tm, Energy to Utilize: None (automatic), Time to Create: 20 minutes.
Store P.P.E.tm: This useful power lets the artifact creator (or other magicians) store a maximum of 10 P.P.E.tm per level of experience in the object or weapon, plus this energy can be used to fuel any other powers of the artifact (for those non- magician barbarians in the Larhold tribes), and the object's aura burns a deep blue depending on the magnitude of magic energy in it (the more energy, the stronger the burning effect), Energy to Create: 200 P.P.E.tm Energy to Utilize: 5 P.P.E.tm whenever energy is place into or retrieved from the storage, Time to Create: Two hours.
STAR CONTROL
Level: 13
Range: 10 mile radius per level of the caster, +5 miles for each additional 100 P.P.E. expended.
Duration: 3 hours per level of experience.
Damage: None; see effect.
Saving Throw: Standard, those who successfully save do not see the illusion.
P.P.E. Cost: 300
Effect: This is a great spell for confusing sailors, astronauts and astronomers. It allows the caster to seemingly change the position of the stars, the sun, the moon, planets, and asteroids. The caster must be aware of the stellar object to will it be moved or disappeared completely. The caster can make night seem like day or vice versa, as well as have dark nights with no clouds, or starry nights when it is raining. The caster can make a planet appear to approach Earth to the point that it fills up the whole sky! The caster can also "create" meteor showers and supernovae appear out of the blue. Confirmation from sensors will reveal that nothing is there, but those who can see the mystic illusions will swear by them. Even making stellar objects appear to ram somebody does no real damage, but is incredibly harrowing while nearing impact (H.F. 19).While minor changes from this spell are in effect, navigation and astronomy skills are at -5%, slight, yet noticeable changes will produce a -20% penalty, major changes can cause a -50% penalty, and erasing the sky will make those skills impossible.