2nd Level Spells

Audio Illusion

Level: 2
Range: 60ft
Duration: One minute per level.
Casting Time: One melee action. Damage: None
Saving Throw: -2 penalty
P.P.E. ™ Cost: 4

Use of this spell allows a mage to mentally generate any form of noise, from breaking glass to a car engine. He can center the sound anywhere within range, but it can be heard for a distance equal to the real sound. The sound can also be maintained for the listed duration. Voices cannot be duplicated (use Ventriloquism for that). This spell is useful to add noise to visual illusions to make them more convincing. If that is the use, drop the save throw for this illusion and instead add a -2 penalty to the save throw for the visual illusion.

Amphibia

Level: 2
Range: Self
Casting Time: One melee action.
Duration: 10 minutes per level.
P.P.E. ™ Cost: 12

A simple spell that enables the shaman to become totally amphibious and breathe in water effortlessly. He can also swim at twice the normal speed and his P.P. and P.E. are doubled in water!

 

Eyes of the Eagle

Level: 2
Range: Self, sight range of 600 per level.
Casting Time: One melee action.
Duration: One minute per level.
P.P.E. ™ Cost: 7

This spell enables the shaman to increase the power of his vision to that of an Eagle or an equally powerful predator. The spell allows the shaman to see the invisible, magnify his vision down to a 5ft wide area at maximum distance, and see clearly even small objects and read a newspaper headline over someone's shoulder at maximum range.

 

Familiar: Memory Bank

Level: 2
Range: Touch
Casting Time: One melee action.
Duration: One month per level of experience.
Saving Throw: None
P.P.E. ™ Cost: 10

A marvel of animal to man communication through magic. The shaman can use any one of his familiars to store snippets of information within their unused consciousness. The animal's unused brain potential codes the information into whatever form the shaman desires (visual, tactile, credit card numbers, etc.)

 

Hibernation: Lesser

Level: 2
Range: Self
Casting Time: One melee action.
Duration: 1 hour per level of experience, or lass if desired.
P.P.E. ™ Cost: 5

In five minutes of meditation and with 5 Cost, the shaman can slip into a state of hyper-meditation sleep, in which he is oblivious to the world around him. During the state, he regains S.D.C.tm, Cost and ISP at three times the normal rate! It is difficult to rou

 

Mindsight

Level: 2
Range: Touch
Casting Time: One melee action.
Duration: 1 hour per level
Saving Throw: None
P.P.E. ™ Cost: 25

This spell allows the shaman to use the eyes and ears of one of his apprentices or familiars. The Animal intended for use simply becomes a vehicle for the shaman, which he psychically uses and controls. This is ideal for spying or reconnaissance. During the

 

Force Bolt: Lesser

Level: 2
Range: 90ft
Duration: Instant
Casting Time: One melee action.
Damage: 4d6 S.D.C.tm
Saving Throw: Dodge, parry, or roll with punch/fall/impact.
P.P.E. ™ Cost: 4

The mage can create a small surge of kinetic force and project it at a target. Unlike a Call Lightning or Fireball spell, this is not entirely directed by magic. As such, the mage gets a +1 bonus to strike in addition to his spell strength bonus up to a maximum bonus of +8.

 

Spark

Level: 2
Range: 30ft
Duration: Instant
Casting Time: One melee action.
Damage: 1d6 S.D.C.tm per two levels of experience (so 1d6 at levels one through three, 2d6 at levels four and five, 3d6 at level six, etc.) Damage can be varied in increments of 1d6. Add +2d6 S.D.C.tm damage in a Rifts(R) world.
Saving Throw: Dodge
P.P.E.tm Cost: 5

A small burst of electrical energy can be created and fired at a single target, doing minimal damage. The electric spark has a +2 bonus to strike in addition to the caster's spell strength bonus. Add +2d6 damage when near a ley line, and +4d6 damage when near a ley line nexus. No physical gesturing is required to direct the spark.

Blossom Fury (Level 2 Spell)

Range: 90 feet (27.4 m).

Duration: 4 melees per level of experience.

Saving throw: None for visual impairments; Save versus Poison for pollen

P.P.E. ™: 4

This spell is very popular among the Ninja and faerie folk of the Pacific Rim. A flurry of fragrant flower petals will start to fall and dance upon wind currents creating a beautiful wonder to behold. Within seconds, this turns to a downpour, obscuring sight and smell as if caught is a blizzard. What's worse, all caught within the area of affect without facial protection must save versus poison or suffer horrific allergies. These may include burning, watery eyes, sneezing, extreme congestion leading to the possibility of inhalation of the blossoms gasping for air.

All within the area of affect are nearly blinded by the array of bombarding blossoms, limiting visibility (by any means) to 5 feet (1.5 m) and all tracking abilities by scent become useless due to the overwhelming masking scent of the flower petals. While within the blossom fury, victims will be -4 to strike, parry and dodge. If they do not have proper protection (goggles, air filtration, mask, etc.) they will also suffer an additional penalty of -1 to strike, parry and dodge. These added penalties will last up to 2D4 melees after the spell's duration has elapsed.

 

Boomerang (Level 2 Spell)

Range: Equal to that of the thrown/missile object.

Duration: 1 melee per level of experience.

Saving throw: None

P.P.E.: 3

Anything thrown by the caster under 10 pounds (4.5 kg) will return to the character's hand. If stuck in an object, it will exert a force equal to a strength attribute of 25. If the return path is blocked by an object, the item will go up to 50 feet around to find a path to it's master, otherwise it will remain in place to be retrieved.

 

Mask Scent (Level 2 Spell)

Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience.

Duration: 48 melees (12 minutes) plus 24 melees (6 minutes) per each additional level of experience.

Saving throw: None

P.P.E.: Three

The casting of this spell will completely mask the scent of the caster (or object cast upon), including equipment, within the radius of effect. Everything will become odorless, forcing creatures that track by smell, to rely on visual and audio clues. This is also handy for such uses as masking the scent of a cooked meal, negating the nauseous stench of the undead, and fumigating an outhouse, among others.

 

Treadless Path (Level 2 Spell)

Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience.

Duration: 36 melees (9 minutes) plus 24 melees (6 minutes) per each additional level of experience.

Saving throw: None

P.P.E.: Three

Upon casting this spell, the enchanted person and/object(s) will leave no visible tracks. Walking in malleable surfaces such as mud will immediately fill in the indentions made, restoring the ground to its prior untouched state. This spell is ideal for throwing off trackers. This spell, however, does not mask the scent of the person or item(s) that this spell is cast upon.

 

 

HOLY SYMBOL: Lesser
Level: 2
Range: Touch or 1 ft per level of experience.
Duration: 5 minutes per level of experience.
Damage: Special; see effect.
Saving Throw: Standard (even ordinary objects get a chance to save).
P.P.E. Cost: 5


Effect: This spell will enchant any ordinary object to become a temporary holy symbol that will keep evil creatures at bay such as vampires who naturally fear and/or are damaged by holy symbols. To such creatures the holy symbol will have a horror factor of 10 +1 every other level of experience (3, 5, 7, 9, 11, 13, and 15). Evil people or those not ordinarily affected by holy symbols are unaffected

 

Hot Flash
Level: 2
Range: 40ft
Duration: 1 minute per level of experience
Saving Throw: Standard
PPE: Five

This spell allows you to make a person or creature unusually warm and uncomfortable. They start sweating as if under a hot sun. The spell does not cause any damage and people or creatures resistant or immune to fire will not feel the effects. In a combat situation the enchanted individual will lose one melee attack and all skills suffer a penalty -10% to perform.

Player: I cast Hot Flash on the orc we are negotiating with.

GM: Ok he failed his save and a start to really sweat and his face goes flush.

Player: "My Mr. Orc why so nervous looking? Are you holding out on us?" and then I pull out my really mean looking dagger and snicker.

Death Mask

Range: Touch

Duration: Two hours per level of experience

Saving Throw: None

P.P.E.: 18

This spell allows the target to "hide" from death temporarily. If the spell's target is near death ( in a coma, or at zero hit points and losing blood, dying from poison, etc... ), the spell places the target in stasis, stopping all functions for the duration.

Essence Net

Range: 15 feet ( 4.5m ) +5 feet ( 1.5m ) per level of experience

Duration: One melee round per level of experience

Damage: 1D6 per two levels of experience

Saving Throw: Special

P.P.E.: 35

This spell generates an inky black net, approximately 12 feet ( 3.6m ) in diameter. The caster has to throw the net ( P.P. and W.P. bonuses apply ).

Any being entrapped by the net must roll a saving throw versus magic ( as per Essence Armor ) to determine any additional damage effects. The creature must also roll a saving throw versus pain or fall unconscious from the chilling pain that the net inflicts upon him. The net continues to inflict damage every melee round, and the saving throw versus pain must be re-rolled every round if the victim is still awake.

The victim can try to break free of the net if he has a supernatural P.S.. This requires one melee round for a P.S. of 31 or better, plus one melee round per point below 31. The net can withstand 50 M.D.C. of cutting damage before a hole large enough for a man-sized creature is made. A survivor of the net will have a criss-cross pattern of scars, resulting in a -1 P.B. per two rounds entrapped.

 

Water Mirror (Level 2 Water Spell)

Range: Can use this power on any water source up to 1 mile per level of experience (to actually sense this fire source if not seen by the caster, will require another spell or power). All within a 10 foot (3 m) radius plus one-half foot per level of experience, of the water source will be in plain view.

Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience.

Saving throw: None

P.P.E.: Four

With this spell, the caster can use any water (as small as a bucket of water) source as an extension of his sight. The caster simply into a body of water (the larger the amount of water, the larger the viewing size) and all that is visible within the radius of the targeted body of water will be seen as clearly as the images they reflect in the body of liquid. This spell only allows for visual images only (images will be very accurate with a possible slight blue tinge), auditory is a separate spell.

 

Profuse Sweat (Level 2 Water Spell)

Range: One person per every two levels of experience.

Duration: 12 melees (3 minutes) plus 4 melees (1 minute) per each additional level of experience.

Saving throw: Standard

P.P.E.: Three

Those affected by this spell will start to perspire at an alarming rate. Sweat will start to drip from the body, including down the face causing the eyes to sting, due to the salty solution hitting the cornea. Clothing will be soaked within 4 melees and the victim will give off a strong, offensive odor. Victim suffers -2 to strike, parry and dodge as well as -5 to P.B. They will also need to replenish fluids after 24 melees (6 minutes). This perspiration is supernatural in cause and cannot be dispelled by cooling systems.

This spell can affect even those within personal armor, but not large robotic armor. After the spell has expired, the strike, parry and dodge penalties cease, but the P.B. penalties remain until the character and clothing are thoroughly cleaned.

 

Water Earshot (Level 2 Water Spell)

Range: Can use this power on any water source up to 1 mile per level of experience (to actually sense this water source if not seen by the caster, will require another spell or power). All within a 15 foot (4.5 m) radius plus one foot per level of experience, of the water source will be audible.

Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience.

Saving throw: None

P.P.E.: Four

With this spell, the caster can use any water source (as small as a bucket of water) as an extension of his hearing. The caster simply places his ear in water and all sounds within the radius of the targeted body of water will be heard as clearly as if they were only a few feet away. This spell is similar to Water Mirror, but is for auditory only.

 

Sense Water Source (Level 2 Water Spell)

Range: 1 mile plus one-half mile per level of experience.

Duration: 24 melees (6 minutes) plus 12 melees (3 minutes) per level of experience.

Saving throw: None

P.P.E.: Three

This spell allows the caster to sense the presence of any Water source(s) the size of a bucket (about one gallon) or larger. They will also be able to tell if the water is salt or fresh water and if it is stationary or moving. As long as the spell is in effect, these water sources will serve as homing beacons to the caster, allowing him to sense where they are located.

 

Water Bubble (Level 2 Water Spell)

Range: Self or one other person.

Duration: 60 melees (15 minutes) per level of experience.

Saving throw: None if willing subject. Save versus poison/toxins at +5 every melee otherwise

P.P.E.: 2

This spell is used to create a water bubble around the head of the caster or one person of choice. This bubble will stay around the head and is very useful for creatures that cannot breathe air. This spell is designed for beneficial use and is not offensive. Attempting to cast this on an unwilling recipient will allow them to save versus poison/toxin at +5 every melee. One successful save will shatter the fragile bubble of water and the spell will be cancelled. If the character fails enough consecutive saving throws (past the amount of time that they can hold their breath), the character must save v ersus coma or pass out for 8 +1D4 melees.

 

Hydro-skate (Level 2 Water Spell)

Range: sel f.< / P>

Duration: 40 melees (10 minutes) +8 melees (2 minutes) per each additional level of experience.

Saving throw: None

P.P.E.: 3

Casting this spell will create a thin layer of water under the feet of the caster. By moving in a skating-like fashion, the character will be able to move at a speed of 30 across fairly level terrain, but takes two melees to come to a complete stop. Rough terrain will render this spell useless.

 

 

 

Spell Name: Shadow Bind
Spell Level: 2
Range: self or other by touching the shadow
Duration: 2 days per level
P.P.E.™ Cost: 6
Saving Throw: 12 if unwilling

Description: By the use of this spell the mage can bind a person's shadow to a particular location (or person). The shadow is literally held to the bound spot and does not follow it's owner's movements. While this can produce interesting results for dramatics, in practical applications it is only un-nerveing, although the spell could also be employed for thievery and such.

 

Spell Name: Shadow Sight
Spell Level: 2
Range: line of sight
Duration: Instant
P.P.E.™ Cost: 4
Saving Throw: none

Description: This spell allows the caster to read a being's shadow. The information gleaned for reading a shadow is identical to the RIFTS® spell 'See Aura™' except there must be a shadow present to be read.

 

Spell Name: Shadow Rejuvination
Spell Level: 2
Range: self or other by touch
Duration: 1 minute per level
P.P.E.™ Cost: 5
Saving Throw: none

Description: By casting this spell and then stepping into a shadow the mage can bio-regenerate at a rate of 1d6 HP and SDC™ or MDC™ per round.

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