3rd Level Spells

Stationary Illusion

Level: 3
Range: 60ft
Duration: Five minutes per level.
Casting Time: One melee
Damage: None
Saving Throw: -2 penalty
P.P.E.tm Cost: 8

An invocation which creates a replica of a physical object. The object that is "created" can be no larger than 100 cubic feet (5x5x4 feet) plus 100 cubic feet per level. Thus, anything from your basic easy chair to a pen can be simulated. The object has no substance, and if it is touched the spell is broken and the illusion ends. It is most effective when used to create an illusion of an object that is looked at but rarely touched (like a mantelpiece, painting, or other aesthetic possession). As the mage progresses, he can even create illusions of non-moving cars, shacks, used armor, etc. In order to create an object, the mage must have a copy to work from, a detailed memory, or a skill involving the object.

Creaturesight: Probe

Level: 3
Range: Touch
Casting Time: One melee action.
Duration: Ritual takes one minute to perform
Saving Throw: The animal cannot resist, so no saving throw.
P.P.E.tm Cost: 20

The shaman can choose any animal in his service (except familiars) and probe its mind in complete detail. This operation is like seeing a movie of the animal's life, allowing the shaman to fast forward or rewind at his discretion, seeing everything through its eyes.

 

Fur Armor

Level: 3
Range: Self or others!
Casting Time: One melee action.
Duration: 15 minutes plus 4 per level of experience
P.P.E.tm Cost: 25

With this spell, the shaman is covered in a fur armor that has SDC/MDC of 120 plus 7 for each additional level of experience. The armor has no horror factor, but endows the wearer with a plus 12% to prowl, a bonus of +2 to dodge, +1 to strike, and +1 to PE. Cannot be used in conjunction with any other magical armor.

 

Pain Dispersal

Level: 3
Range: Touch
Casting Time: One melee action.
Duration: instant/until the wounds heal
Saving Throw: None
P.P.E.tm Cost: 25

The shaman, in a time of need, can heal himself by distributing the physical damage he has taken to his servants/apprentices or familiars. ex. If the shaman has taken 70 S.D.C.tm and he wishes to prematurely heal 60 S.D.C.tm of that, he can disperse his pain/wounds.

 

Impervious to Cold

Level: 3
Range: Self or others up to 60ft away.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 5

Normal and magical cold will do no damage to the recipient of this protective magic.

Fist of Death

Range: Self

Duration: Two melees per level of experience

Damage: 1D6 per level of experience

Saving Throw: Special

P.P.E.: 45

This spell encases the caster's hands and forearms in a hazy black aura. When he touches a living being, the suffer the same effects as those inflicted by the Essence Bolt spell, including armor penetration, etc.

 

Sense Vibrations (Level 3 Water Spell)

Range: 50 feet (15.25 m) per each level of experience

Duration: 24 melees (6 minutes) plus 8 melees (2 minutes) per each additional level of experience.

Saving throw: None

P.P.E.: Eight

While in the water (or other liquids), at least ankle deep, the mage will sense all movement within the water source. The mage cannot be surprised (not even by sneak attacks or back attacks) and will receive the bonuses of +5 on initiative, +2 parry and dodge, while in the water.

 

Watery Image (Level 3 Water Spell)

Range: Any water source that is pinpointed within one-half mile per level of experience.

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

Saving throw: None

P.P.E.: Eight

The caster will be able to project his image through that of any water source. This can be down one of two ways, either a mirror image of the caster is seen in the water's reflection or the water erupts upwards into the general appearance of the caster. The mage will also be able to verbally deliver any message, as well as see and hear the response, within the duration of the spell.

 

Boiling Water (Level 3 Water Spell)

Range: 30 feet (9 m)

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

Saving throw: None

P.P.E.: 9

The elemental mystic is able to bring 30 gallons (113.6 liters) of water instantly to a boil per each level of experience. Anything within the boiling water will suffer 4D6 S.D.C. (or 1 M.D.C. if a mega-damage creature) damage per melee unless they are sufficiently protected (Ex: environmental armor). This spell can be cast up to 30 feet (9 m) away.

 

 

 

 

Spell Name: Shadow Meld
Spell Level: 3
Range: Self or Other by touch
Duration: 4 minutes (16 melees) per level
P.P.E.™ Cost: 6
Saving Throw: none

Description: This spell is identical to the RIFTS® spell of the same name except as mentioned above.

 

Spell Name: Shadow Bolt
Spell Level: 3
Range: 200 ft
Duration: Instant
P.P.E.™ Cost: 5
Saving Throw: dodge

Description: This spell produces a powerful bolt of pure shadow that will do 3d6 M.D.C.™ to whatever it hits.

 

Mesmerism

Level: Three
Range: 12ft with visual contact.
Duration: Varies with victim and suggestion.
Casting Time: One melee action
Saving Throw: Standard
P.P.E.tm Cost: 10

This enchantment enables the caster to use simple hypnotic suggestions upon intelligent creatures. Works just like the super psionic ability Hypnotic Suggestion. Taken from the PFRPG (1st edition).

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