4th Level Spells
Image Shell
Level: 4
Range: Self
Duration: Ten minutes per level.
Casting Time: One melee action.
Saving Throw: -4 penalty
P.P.E.tm Cost: 12
An invocation that allows a mage to alter his physical appearance to a fair degree. If the mage has the Disguise skill, he can add a +15% bonus when using this spell. If he does not have it, his base skill is 30% +5% per level when using this spell. He can not, however, copy another person's face (too complicated). What he can do is change the appearance of his clothing, his apparent age (add or subtract three years per level), his apparent P.B. or P.S. (can alter each by one point per level of experience), and the shape of his body.
The mage still retains his own sex, voice, memory, skills, attributes, and abilities with the illusion, at least until level three. After level three, the mage can change his apparent sex, race, personal odor, and the sound of his voice in addition to his appearance. At level four, he can use his Lore: D-Bee and Lore: Demons & Monsters skills as a Disguise skill and make himself look like a member of another race. Size and weight does not change, but can appear to. Anyone who successfully saves against the spell will not see the illusion but the mage himself. The mage could also use this spell to boost his horror factor to equal (not exceed) his spell strength. Combined with Mask of Deceit, the mage can totally change his appearance into that of another person. Add Ventriloquism to this spell, and the change is even more complete.
Superhuman Beauty
Level: 4
Range: Self or others by touch.
Duration: Two minutes per level.
Casting Time: One melee action.
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 10
Recipients of this magic will gain a P.B. rating equivalent to a P.B. of 28 (86% chance to charm or impress) and +5% on the Interrogation, Pick Pockets, and Performance skills. Anyone looking at the recipient gets a save vs. illusion magic - success means that the recipient is seen for exactly what he is.
Carrion Gather
Level: 4
Range: Two miles per level.
Casting Time: One minute
Duration: Until the desired amount is collected or 1 day, whichever comes first.
P.P.E.tm Cost: 20
The shaman can call all the insects or animal scavengers in the forest to comb it for dead flesh. The matter is transported mystically and rapidly decomposes as it is being carried, and arrives at the shaman in a pulp state. This is to allow the caster to use the dead matter as desired, usually by the next spell. The use of this spell can also help prevent disease.
Carrion Shaping
Level: 4
Range: Touch
Casting Time: Two melee rounds.
Duration: One hour per level.
Saving Throw: None - matter is dead.
P.P.E.tm Cost: 5 for initial molding, 15 for every hour afterwards.
The shaman can mold the carrion, which he collects. Vast amounts are usually gathered, depending on the habitat. The initial molding makes the carrion mega-damage! After the initial molding, the shaman can add to the heap whenever he so desires. The carrion has 10 M.D.C.tm per item created (takes about one hour to create a simple item), or per six by six square foot area (each area takes a half hour to develop). Weapons can be created and are also mega-damage structures, but only do S.D.C.tm damage.
Dried carrion armor typically weighs about 14 lbs and causes a -10% penalty to prowl, but has an amazing 80 M.D.C.tm (double or triple according to size for larger and non- humanoid creatures). The Animal Shaman can create artwork, shelters, walls, shovels, axes, chairs, etc. Just use the appropriate skill if the GM feels it is necessary. For non- Rifts worlds the mega-damage values should be replaced with equal S.D.C.tm
Curse: Necrophobia
Level: 4
Range: 60 feet
Casting Time: One melee action.
Duration: Two days per level.
Saving Throw: 12 or better (does not change).
P.P.E.tm Cost: 35
This is a mild curse by comparison to bloodlust, and is a simple fear of all things dead or dying. The victim will not be able to enter a graveyard, a hospital, or even discuss disease, death, or dead people. The cure is the same as all curses.
Defense: Quill
Level: 4
Range: Self
Casting Time: One melee action.
Duration: Five minutes per level.
Saving Throw: None
P.P.E.tm Cost: 15
The shaman can cover himself with a layer of thick, sharp quills. The armor has 45 M.D.C.tm and does not impede movement. Upon command 2d4 quills can dislodge to spray a target or area. One target will take 3d6 M.D.tm, while 1d4+1 targets in a 10ft area will take 1d4 M.D.tm .
Hyperawareness
Level: 4
Range: self
Casting Time: One melee action.
Duration: 1 hour per level
P.P.E.tm Cost: 35
The shaman can endow himself with the senses of a wolf, or a close approximation. His sense of smell is increased by 200 percent, (Identification of smell, direction of smell, etc.) and the shaman�s peripheral vision, hearing, and even touch sensitivity are
Shard Spray
Level: 4
Range: 60ft
Duration: Instant
Casting Time: One melee action
Damage: 2d4x10+20 S.D.C.tm or 4d4 M.D.C.tm (the damage can be regulated).
Saving Throw: Dodge
P.P.E.tm Cost: 7
This spell requires a bone or handful of small bones (like from a hand) as a physical component. The necromancer utters the words of the spell, crushes the bones in his hand, and throws them at a target. The fragments splinter and impale the target! The death mage gets a +5 bonus to strike with the shards. Damage is doubled near a ley line, and tripled when near a nexus. Damage is also doubled if the bone of a supernatural creature is used (dragon, unicorn, sowki, demon, etc.)
Lostrel's Wordwipe
Level: 4
Range: 30ft
Duration: Instant
Casting Time: One melee action
Saving Throw: Special
P.P.E.tm Cost: 10
This interesting bit of magic was developed in the Rifts city of Lazlo. This is a seemingly useless spell, which is what local guildmembers and private wizards in the city thought when that laughed at the developer, Lostrel Zhane. Then they found their magic scrolls blank. They also found their magical libraries ruined. Entire passages, accounts, laboratory reports, and chapters of the costly books were partially deleted (some even totally wiped out). Even a one of a kind text on developing magical servants was damaged beyond repair, when the first six chapters on the necessary preparation for the ceremonies were erased in a way that made you wonder if there was ever any writing there. Even Techno-wizards who thought their magical information was safe on the encrypted hard drives of their personal computers found their text files garbled beyond recognition. The neophyte who created the spell was grudgingly accepted into one of the most renowned guilds of Lazlo, and also made a lot of enemies when he agreed to teach a course on the creation and usage of this spell. Those same enemies were placated (on the surface, at least) when he offered to sell a validated counter-spell for Wordwipe.
When targeted at a scroll, book, or any sort of object with writing upon it this spell magically erases some of the writing! Even if it is encrypted or in a foreign language, the text is erased. If the caster also has the Computer Operations skill (70% skill level or better) he can attack one specific data format or program on a computer (image files, text files, virus protection software, viruses, the W|ndow$ 95 operating system, etc.)
The scroll, book, or computer gets a save vs. spell magic. Success means that no words are erased. Failure means that some (5d10 +25%) of the words are erased. A save throw roll of 3-5 means that 80 +1d20% of the text gets erased, a 2 means that all text in the book (or whatever) is erased, and a 1 means that the entire literary object is erased clean of all pigmentation (all text, artwork, images, even inkstains are gone!)
Normal literary works save normally, with no bonus. This includes all books that are about magic. Things that have magic written in or on them, such as circle making manuals and magic scrolls are +3 to save. Books that are magic probably have their own bonus to save listed. Anything on a computer gets an additional +1 save throw bonus. One magic scroll or book with magic circles and formulae can be affected per invocation of this spell. However, the caster can affect 500 pages of normal text and digital information per level per invocation. The effect is instant - so this spell could be used to counter the reading of a scroll, which would probably have some bad effects for the scroll reader.
Runes, wards, glyphs, and all magical writing and objects are not affected by this spell.
Harden Aura
Level: 4
Range: Self or others by touch.
Duration: Three minutes per level
Casting Time: Two melee actions
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 10
Recipients of this spell are impervious to (and cannot use) the psionic abilities of telepathy, empathy, Empathic Transmission, and Hypnotic Suggestion. They are also given immunity to all mind altering magic (Befuddle, Compulsion, Domination, Wisps of Confusion, etc.) Add a +1 to save vs. psionic attack and illusions. This spell confers the same defenses as a Mind Block in the Dreamstream, but only has half the penalties.
Weapon Talent
Level: 4
Range: Self and touch, or others by touch.
Duration: Five minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard (roll for the device), but ballistic firearms get a +1 bonus, energy weapons get a +2 bonus, and vehicle weapon systems get a +3 bonus.
P.P.E.tm Cost: 10
The casting of this spell gives the recipient an unnatural skill with a weapon held at the time of casting. If the recipient has no weapon proficiency with the weapon he gains a +1 to strike and parry with it, or +1 on an aimed and burst strike for firearms. If the recipient does have training with the weapon he gains one extra melee attack with the weapon and a +2 initiative bonus when using it for their first attack in a melee, in addition to the bonuses of an untrained user of the weapon. If physical contact with the weapon ends (like if it is knocked away or dropped) the magic ends immediately.
Impervious to Darkness
Level: 4
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 10
The recipient of this protective magic becomes immune to darkness and negative energy blasts (like Negative Chi), immune to the darkness based spells in this file, and immune to blindness, mute, and all other sense affecting spells. No special ability to see in darkness is granted.
Inkspray
Level: 4
Range: 30ft
Duration: Effects last for 1d4 minutes per level.
Casting Time: One melee action
Damage: The ink drains 2d4 S.D.C.tm (or 1d4 M.D.C.tm) per minute.
Saving Throw: Standard
P.P.E.tm Cost: 8
The invocation of this spell conjures a sticky black substance that is placed on the chosen victim, who suffers from a life drain. The black ink will begin to glow a pale blue within a melee of covering a victim. During the draining the victim loses one attack, -2 on initiative, and -1 to strike, parry, and dodge. Total submersion in water or Remove Curse spells are the two quickest ways to get rid of the ink.
Nightvision
Level: 4
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 8
This spell confers a recipient with the ability to clearly see objects in total darkness for 200ft +100ft per level of the caster. Vision in magical or artificial darkness is 50ft +10ft per level of the caster. Taken from page 133 of the Nightbane RPG and slightly updated.
Frostbite
Level: 4
Range: 60ft
Duration: Instant
Casting Time: One melee action. Damage: 2d4+4 S.D.C.tm or 1d4+2 M.D.C.tm to mega-damage beings.
Saving Throw: Standard
P.P.E.tm Cost: 8
A spell that inflicts painful frostbite on an extremity. The frostbite must be taken care of within 1d4 hours, or else the affected flesh needs to be removed. Professional medical care or psionic or magical healing is necessary to prevent amputation. Regeneration abilities take twice as long to heal the wounded flesh. Note: I'm relatively sure that there was a printing of the effects of frostbite somewhere in a Palladium book. If you know which book, which page, and what the effects were please mail me <mailto:[email protected]>.
Cast on a hand - weapons cannot be held, skill performance is -35%, and the character is -2 to parry and dodge and on initiative due to the pain and distraction. If a foot is affected cut speed by 75%, -4 to dodge, -2 on initiative, and the victim loses one attack. Aiming the spell anywhere else will be painful and difficult to tend to. The penalties for this are a -2 to parry, dodge, and initiative and a -10% on skill performance.
Magic Bolt
Level: 4
Range: 90ft +10ft per level.
Duration: Instant
Casting Time: One melee action
Damage: See description
Saving Throw: Dodge an 18 or better.
Destabilization: None
P.P.E.tm Cost: 12
This is a purely magical equivalent of the FireBall spell. The caster generates a magical disturbance, which he can then throw at a target. Physical targets suffer a mere 1d4 S.D.C.tm per level of experience, while living targets suffer the same damage (never does hit point damage) plus are disoriented and confused for the rest of the melee (-2 on all combat rolls and lose the next attack).
The greatest value of this spell is against those creatures vulnerable to magic. Against them this spell does 1d4 M.D.C.tm per level of the caster and causes the victim to be -1 to save vs. magic per hit for 1d4 melees. Multiple magic bolts do add up, but the maximum penalty is -4. This will definitely split Zavor in two.
See and Sense Destabilization
Level: 4
Range: Affects only the caster who has sight for 60ft and sensing for one mile.
Duration: Two minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: None
P.P.E.tm Cost: 12
An extremely useful spell when dealing with the chance of magical destabilization. The mage can see all areas of destabilization within 60 feet and their approximate magnitude (minimal, low, dangerously high, etc.) The destabilization�s appear as a transparent bubble of multicolored light. The mage can also sense all areas of destabilization, their location in relation to the caster, and estimate their distance. This sense has a range of one mile. The character can also see dimensional pockets and envelopes, the residual magic of a Time Hole or Mystic Portal, and other magically created spatial anomalies at a skill of 50% +5% per level of experience.
Carpet of Slickness
Level: 4
Range: 30ft per level of experience of the caster
Duration: 10 melees per level expeirence
Saving Throw: Special
PPE: Fifteen
This is a reversed spell of Carpet of Adhesion and one cast in the area of another will cancel each other out. The spell creates an extremely slippery carpet. The victims will find their footing/grasp challenged. The spell may be cast on walls, floors, tables, doors, etc. or a person. As the adhesion spell the caster can alter the size and shape with in the limit of 200 sq. ft.
Saving Throw: If cast on a floor and if a successful save versus magic is made the targets loses one melee attack per round a new save must be made at the beginning of each melee phase for the duration of the spell. If the save is failed the target loses their footing and falls down and loses all melee attacks that round a successful save and the target regains footing.
If cast on a person they have +2 to parry, dodge and -2 to be struck (attacker -2 to strike person with Carpet of Slickness cast on them) in hand to hand combat (not ranged). Also pins and grappling automatically fail. A target will find it hard to pick up and hold on to objects unless already holding the items before the spell was cast.
If cast on a wall that a character is trying to climb a save vs. magic must be made if failed they will fall or lose their grip. If the save is made a -25% to climb the wall (this also applies to ropes and ladders).
GM: The thief is getting away by scaling the wall.
Player 1: I think I can shoot him down. But it might kill him and then we'll never find out who sent him.
Player 2: Wait I'll cast Carpet Of Slickness on the wall!
GM: He failed his save "Ahhhhhhh <THUD>"
-Magic missile (lvl 4)
PPE: 9
Dururation: 1 min/lvl
Range: 30m/lvl
Save:N/A
this spell allows the caster to fire bolts of magic for the duration of the spell. These bolts inflict 2d4 MD to a 3m radius and use 1 melee attack. +2 to strike.
Water Jet (Level 4 Water Spell)
Range: self.
Duration: 4 melees (1 minute) +1 melee per each additional level of experience.
Damage: 2D6 M.D. plus an additional 1D6 at levels 6, 9 and 15.
Saving throw: None
P.P.E.: 25
The caster is able to expel an intensely powerful blast of water from his hands or mouth. This jet of water will inflict 2D6 Mega-damage plus and additional 1D6 M.D. at levels 6, 10 and 15. Characters attacked by this spell must also save versus knockdown or they will be blasted off of their feet (loses on melee action).
Mystic Water Wall (Level 4 Water Spell)
Range: Can be cast up to 60 feet (18.1 m) away and affects/covers an 8 x 8 x 4 foot area (2.4 x 2.4 x 1.2 m) per level of experience.
Duration: 4 minutes (16 melees) per level of experience or until destroyed.
Saving throw: None.
P.P.E.: 20
This wall consists of very dense mystically charged water molecules that will cause an impact on anything attempting to go through it. Most projectiles will lose most of their inertia upon passing through the wall and may be halted altogether. Any massive projectiles (heavy artillery) will cause only 1/6 damage due to slowed acceleration. Lasers will reflect off the waters reflective exterior.
Any large craft attempting to pass through the wall will take 1/2 of normal velocity damage that would occur if it were running into a solid object. Speed is slowed by 5/6 when attempting to pass through this wall (it's like trying to walk through extra thick gelatin). Effective against supernatural fire as well. The wall itself will have 30 M.D.C. or 150 S.D.C. per level of experience and all attacks except for fire-based will only inflict 1/2 damage (fire does full damage).
Spell Name: Shadow Mask
Spell Level: 4
Range: self
Duration: 5 minutes per level
P.P.E.™ Cost: 7
Saving Throw: none
Description: Prevents one's shadow from being evaluated by the 'Shadow Sight' spell.
Spell Name: Multiple Shadow
Spell Level: 4
Range: immediate
Duration: 2 rounds per level
P.P.E.™ Cost: 6
Saving Throw: none
Description: This confusing spell gives the caster one extra shadow per every three levels. The shadows move independently of the mage and always appear to be attacking whomever the mage is fighting. This confusion does no actual damage but does give a -2 to strike, parry, and dodge. NOTE: If the mage is not in combat the extra shadows all mimic the original.
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