6th Level Spells

Image Projection

Level: 6
Range: Self and 90ft +10ft per level away.
Duration: Five minutes per level.
Casting Time: One melee
Saving Throw: -6 penalty
P.P.E.tm Cost: 15

The caster has the ability to project his image and his consciousness up to 100ft away at first level. He can use this very, very effective illusion to make it appear he is somewhere else. The illusion can also speak and be heard, so the caster can use his illusion image to interact with other beings. A successful save vs magic means that the person who saves won't hear or see the illusion and will probably think others are talking to someone who isn't there. Piercing the illusion with an object made of iron (at least 84% pure) will instantly dispel it.

Fang of Vengeance

Level: 6
Range: Touch (well, bite)
Duration: Once bitten the curse will last indefinitely, and even Remove Curse is at a -30% penalty.
Casting Time: Three melee actions.
Saving Throw: Dodge or parry only.
P.P.E.tm Cost: 5, plus twice the cost of the desired Curse. If the bite is unsuccessful, do not add the P.P.E.tm cost from the curse, only the five from the spell.

This spell allows the shaman to grow menacing fangs, in a canine position, and strike at his opponent. Apart from the measly damage a bite might do (increased by +1d4), the shaman also applies any known Animal Magic curse to the victim when their blood intermixes.

 

Familiar: Messenger

Level: 6
Range: Touch
Casting Time: One melee action.
Duration: Two weeks per level of experience
Saving Throw: None
P.P.E.tm Cost: 15

Similar to Memory Bank, this spell allows the shaman to select one animal, either an apprentice or a familiar, and store a message in his mind in the form of a mental image or a simple thought and send the animal off in search of the selected person or animal. The animal will be able to track the target anywhere, and communicates with its master via loose dream- state contact what is going on (nothing, found target, bad, good, etc.) The animal will track to the best of its ability.

Feather Armor

Level: 6
Range: Self or others by touch.
Casting Time: One melee action.
Duration: 20 minutes plus five per level.
P.P.E.tm Cost: 20

This is a versatile armor that covers the shaman with a feather mail with an S.D.C.tm (or M.D.C.tm of 80 plus 7 per level of experience starting at level 2. It magically grants an increase of +3 to P.E., +4 to dodge, and doubles the Spd. attribute (adds +10% to super speed) on land. Also gives the recipient the ability to jump and glide for 40ft distances, but only 10ft above the ground (triple for super speed). Cannot be used in conjunction with any other magical armor.

 

Infestation : Lesser

Level: 6
Range: Touch
Casting Time: One melee action.
Duration: 10 hours per level of experience
Saving Throw: Standard
P.P.E.tm Cost: 25 for minor, 35 for a major personal infestation.

The Caster can effectively CURSE a victim by inflicting this spell. The victim is INSTANTLY swarmed with insects from everywhere around him. The insects will crawl on him and around him by the millions incessantly. Every time the victim moves even slightly

Junglesense

Level: 6
Range: Touch
Casting Time: One melee action.
Duration: Infinite
Saving Throw: None
P.P.E.tm Cost: 25

The shaman, when in a New Forest of area of wildlife, can call upon any animal who habits the region and probe his memory. This is similar to creaturesight, except the information pertains to geographic knowledge only. The shaman instantly knows about all

 

Flesh Armor

Level: 6
Range: Touch
Duration: 12 hours per level.
Casting Time: One melee.
Damage: None.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 12

This is a spell useful in building armies of undead creatures. The necromancer can transform the flesh (whatever remains) of his animated dead into a stronger substance. The recipients gain +5 M.D.C.tm (or +10 S.D.C.tm) per level of the necromancer. They take no damage from puncture attacks (bullets, spears, swords, etc.) and half damage from blunt attacks (hammers, punches, staves, etc.) Magic weapons do full normal damage, as does fire. This spell is also effective on vampires, ghouls, and all manner of undead and animated dead. It is useless on living creatures.

 

Siphon: Simple

Level: 6
Range: 30ft
Duration: Instant
Casting Time: Two melee actions
Damage: 1d6 hit points, 3d6 S.D.C.tm, or 2d6 M.D.C.tm, depending on the creature.
Saving Throw: Opponents are -1 to save.
P.P.E.tm Cost: 12

The use of this spell allows a necromancer to steal a fraction of another living creature's life force, weakening the creature and strengthening the death mage. The mage can take M.D.C.tm from a supernatural creature, but he only recovers 1d6 hit points and 3d6 S.D.C.tm if he does not possess M.D.C.tm Supernatural creatures that practice necromancy only gain 2d6 M.D.C.tm by draining 1d6 hit points or 3d6 S.D.C.tm Whatever is lost by the victim is gained by the necromancer. Undead and animated dead are not affected by this spell. The victimized creature is also -2 to strike, parry, and dodge and -10% on skill performance for two melees (weakened and disoriented).

 

Blue Mist

Level: 6
Range: 10x10x5ft (500 cubic feet) area per level, cast up to 90ft away (but can travel up to 300ft away from the caster).
Duration: Two minutes per level.
Casting Time: Two melee actions.
Damage: 4d6 S.D.C.tm damage (or 2d6 M.D.C.tm in RiftsR).
Saving Throw: None
P.P.E.tm Cost: 15

Blue Mist is an incantation that generates an enchanted, glowing, sky colored gas that can creep along surfaces, through cracks, and under doors at a Spd. of 22 (15 mph). An extra +10 P.P.E.tm will boost the mist's speed up to 44. The mist is completely harmless and heatless until the caster decides to change that. It takes one melee action to change the mist from harmless to harmful, or back again.

When the mist is put into "damage mode," flammable objects have a 60% chance of catching fire. Anyone in the mist will take the listed damage each melee - the only way to avoid it is to escape the mist. Heat fumes and the mist itself obscure vision to cause a -3 to strike, parry, and dodge penalty. Anyone who is unprotected (wearing no armor, metal armor, or non-environmental armor) suffers double the penalties. Any creature vulnerable to flame takes an amazing triple normal damage (including vampires and most other necromantic creatures)!

A powerful wind (like Wind Rush, elemental air magic, or storm magic) can dissipate the mist in two melees. The mist is heavy and will sink to the floor, but can still crawl up stairs and through air ducts (as long as the caster can see enough to direct it). The mist isn't intelligent, so it can't be put on guard duty or sent off to hunt and find things. Further, a Negate Magic or Dispel Magic Barrier spell will destroy the Blue Mist spell as normal (it gets the usual save throw).

Clesius' Rod

Level: 6
Range: Self
Duration: Two minutes per level.
Casting Time: One melee action
Damage: 1d6, 2d6, or 4d6 S.D.C.tm or 2d6 M.D.C.tm (the mage can vary the damage).
Saving Throw: None, must dodge or parry.
P.P.E.tm Cost: 15

Clesius was the name of a mysterious battle mage, and this spell bears his namesake. This invocation creates a two foot long rod of crackling yellow-white energy that can be used as a weapon. It is indestructible, can parry mega-damagetm attacks, is +1 to strike and parry, +2 more to parry energy blasts (effective penalty of only -3 with the weapon bonuses), and does half damage against beings like werecreatures, vampires, and other beings with limited invulnerability. Two invocations of the spell will create a rod for each hand. The rods can be handed to other people to use.

 

Force Bolt: Superior

Level: 6
Range: 180ft
Duration: Instant
Casting Time: One melee action.
Damage: 4d6 S.D.C.tm +1d6 per level or 1d6 M.D.C.tm per level.
Saving Throw: Dodge, parry, or roll with punch/fall/impact.
P.P.E.tm Cost: 12

A stronger version of the lesser spell. With this spell the mage gets a +3 bonus to strike in addition to his spell strength bonus, up to a maximum strike bonus of +8. The victim also suffers knockdown if the strike roll was successful.

 

Warrior's Health

Level: 6
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One melee action
Saving Throw: None
P.P.E.tm Cost: 15

While under the influence of the magic the battle mage is impervious to the effects and damage from all poisons, toxins, venoms, harmful drugs, radiation, electronic stun weapons, moderate heat and cold, and pain. He is able to fight up to -10 hit points below zero, and recovers 1d6 hit points or S.D.C.tm per melee. Add +4 on all physical save throws, such as those against magic, poisons, and pain.

 

Twilight Sight

Level: 6
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One minute
Saving Throw: Standard
P.P.E.tm Cost: 15

Recipients of this spell are blessed with a multitude of visual abilities. Their eyes are magically infused with shadowstuff, a rare magic substance, and take on the appearance of being night skies with stars everywhere (much like the goddess Ratri's eyes).

Beneficiaries of this spell have perfect 20/20 vision, total nightvision (can see with almost no light) and darkvision (can see without any light), can recognize all creatures of darkness and evil, can see the true form of all shapeshifters, and are also impervious to any kind of visual illusion. Vision in artificial or magical darkness is one mile!

 

Electroshock

Level: 6
Range: 60ft
Duration: One minute per level.
Casting Time: One melee action.
Damage: 6d6 S.D.C.tm
Saving Throw: Standard
P.P.E.tm Cost: 20

A magic invocation that allows the mage to electrify a target, causing it to become partially paralyzed and damaged simultaneously. Cast against a flesh and blood target, the victim suffers the immediate loss of initiative (can still gain it in the following melees), lose one attack, and a -4 to strike, parry, and dodge for the duration of the spell. Roll damage once.

Mechanical targets also suffer from this spell. They take no damage, but instead lose initiative altogether for the duration of the magic, lose two attacks, and are -4 on all combat rolls. Every time an onboard system is used (whether a rail gun or spotlight) the device has a 25% chance of failure. Speed, strength, and all ranges are also cut to 75% of their normal values. Though the penalties are stiffer for machines, they have a +2 bonus to save. Any system that is shielded against electromagnetic energy has a +4 bonus and suffers only half the penalties if affected. This spell is effective against any and all machines including robots, robot vehicles, power armor, transport vehicles, computer systems, energy weapons, medical equipment, stereos, bionics, cybernetic implants, etc.

Energize

Level: 6
Range: Self and touch.
Duration: Varies
Casting Time: One melee action.
Damage: None
Saving Throw: Standard (roll for the device).
P.P.E.tm Cost: 15

This is kind of a reversal of the Energy Disruption spell. The mage can transform magic energy into electrical energy and power an energy weapon! Each invocation will supply the weapon with energy equivalent to two E-Clips. Weapons that use E-Clip canisters or some other energy form will only work for 20-40 shots (varies according to the weapon). The weapon need not even have an E-Clip in the port to work.

This spell can also be used to power technological devices for hours, usually 2d4+4. If the powered system runs off of nuclear energy, it can be powered for 1d4+2 minutes. The only problem with the spell is that the device being powered must be in physical contact with the casting mage. If physical contact is broken the spell ends and the unused energy is wasted. Note: Techno-wizards who use this spell in creating an energy weapon can usually increase the payload by 40% to 70%, or add a few dice to the damage.

Good Luck

Level: 6
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One melee
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 20

Use of this spell confers a bonus on all save throws (including horror factor and perception) equal to the spell strength bonus of the caster. If the caster has no bonus yet, add a +1 bonus. Multiple luck spells cast on one target will not add up - use the best bonus available. The recipient also gains a +1 to parry and dodge and +5% on skill rolls for the duration of the magic. This is an enchantment spell.

Impervious to Radiation and Heat

Level: 6
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: 15

Though radiation is still uncommon, its presence has been enough to prompt the development of this spell. It's very useful in outer space, strange dimensions, and on the battlefield where cracked nuclear cores can spew radiation for decades. The beneficiary takes no damage from natural or artificial radiation. This spell will not cure physical damage caused by radiation, but will prevent any further damage from occurring. No heat based attacks or ailments affect the recipient during the spell duration.

Sunbeam

Level: 6
Range: 600ft
Duration: Instant
Casting Time: One melee action.
Damage: 3d6+6 S.D.C.tm plus 1d6 per level of experience, or 1d6 M.D.C.tm per level of experience.
Saving Throw: Dodge an 18 or higher.
P.P.E.tm Cost: 15

An incantation that allows the spellcaster to create a beam of pure, powerful sunlight with laser intensity. As it is true sunlight, it does double damage against vampires and other creatures that are vulnerable to the sun. The only requirement of this spell is that the mage must have already cast a Globe of Daylight, from which the beam will emanate from.

Absorbspell

Level: 6
Range: Self
Duration: Instant
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: None
P.P.E.tm Cost: 20

Absorbspell allows a metamage to transform a spell cast at him into magical energy, which he or she can then absorb like normal P.P.E.tm energy. This can only be done if the caster succeeds in saving vs the spell. This cannot defuse magical barriers, curses, or protection circles (and similar spells). It can only affect spells directly cast upon the metamage. The amount of P.P.E.tm the spell is transformed into is equal to half the amount required of the attacker to cast it (the other half is burned of in the transformation back into magic energy).

 

Block Magical Radiance

Level: 6
Range: Self or others/objects by touch.
Duration: Five minutes per level.
Casting Time: Two melees
Damage: None
Saving Throw: None
Destabilization: +1d6%
P.P.E.tm Cost: 20

This strange spell uses magical energy to mask itself! It is effective when cast on a magic weapon/item, a mage, supernatural creature, godling, or anything that radiates magical energy. Any form of sensing magic directed on the recipient comes up negative. He will appear to have no magical abilities and be a mundane creature even while casting spells or something else that totally contradicts the sensing. This hides the character from discovery by the spells See Aura and Sense Magic and the abilities of Dog Boys and Psi-Stalkers (and other magic sensors). However, psychic and mutant abilities can still be sensed.

If the mage desires to permanently obscure the magical aura of objects he can cast this spell at ten times the normal P.P.E.tm cost (200), or for 25 times the P.P.E. cost a living creature (500) can be permanently masked. A Negate Magic spell can unmask an object, but it gets a save throw vs magic. Anything that is permanently obscured gains a +4 bonus, and becomes hidden again within 2d4 melees.

 

Magic Sphere

Level: 6
Range: Self
Duration: Permanent until used/destroyed.
Casting Time: One melee
Damage: None
Saving Throw: None
Destabilization: +1d6% per sphere created or infused.
P.P.E.tm Cost: Special

A magic sphere is a physical body that can contain magical energy. It has 1 M.D.C.tm (or S.D.C.tm) per 10 points of P.P.E.tm within it and if destroyed the energy is released in an explosion that does 1d4 M.D.C.tm (or S.D.C.tm) per 10 P.P.E.tm in the bubble.

The metamage can create a sphere with up to 10 points of P.P.E.tm per level of experience, or infuse an existing sphere with an additional 5 P.P.E.tm per level of experience. With each infusement of P.P.E.tm beyond 100, a sphere has a cumulative 10% chance of shattering and doing the damage listed above. Experienced metamages might be able to devise a way of reducing or negating this possibility.

The sphere has a diameter of one inch for a P.P.E.tm level of up to 200, plus a half inch per each 50 P.P.E.tm beyond that. P.P.E.tm spheres don't cause any problems if carried into an area of destabilization, but if the creation of one causes a destabilization it blows up and the extra P.P.E.tm creates a powerful disruption. So be careful. Note: These magic energy spheres are sometimes called P.P.E.tm spheres.

 

Superhuman Metabolism (Level 6 Spell)

Range: Self or other.

Duration: 2 melees per level of experience.

Saving throw: None

P.P.E.: 12

A mage creates spells for a variety of reasons, to attack, defend, heal, to counteract, to name a few. This invocation was formulated to counterbalance some of the extreme advantages possessed by one of the many infamous dangers present in the world of Rifts, Juicers.

This spell will increase the character's metabolism fueled by mystical energy. Speed and reaction time will be dramatically augmented granting the character the following bonuses: +10 to Spd., +2 to P.P., +1 attack per melee, +2 to strike, +3 to parry and dodge, and +3 to initiative. Due to the extremes that this spell extends the bodily attributes, it is not long lasted, but upon the depletion, no ill effects are occurred! NOTE: This spell cannot be cast back to back, but can be cast anew after 16 melees (4 minutes) since the last casting's expiration.

 

SEE SHADOW CREATURES
Level: 6
Range: 100 ft per level of experience. Can be cast on others by touch or within 4 ft per level of experience.
Duration: 1 minute per level of experience.
Damage: None; see effect.
Saving Throw: Standard against being able to see, -2 for those hiding in shadows to remain undetected.
P.P.E. Cost: 15


Effect: This spell allows an individual to see people and things concealed by shadows (magically or otherwise) that are not invisible yet remain hidden from sight such as shadow creatures and characters attempting to prowl. This spell adds a temporary bonus of +20% to all detection skills (Detect Ambush/Concealment/Traps&Mines) as well as a +5 bonus to any perception rolls based on sight.

 

-Bio Energy Flash (LVL6)
PPE: 5
Duration: instant
Range:20m + 10m per level + 20m per additional PPE point used.
Save NA

This spell does 1d6 MD or 1d6x10 SDC per SDC point given up by the caster, Giving up one HP inflicts 2d8MD or 3d6 x 10 SDC. Can Combine Damage from SDC and HP given up. This spell does double damage verses Vampires and undead.

 

-Mana Bolt (Lvl 6)
PPE:7
Duration: Instant
Range 40m + 30m/lvl + 20m per PPE point.
Save: Standard for half damage.


This spell does 1d4 MD per lvel of the caster. Damage can be increased by 2d4 MD per 3 PPE used.

 

-Acid bolt (Lvl 6)
PPE: 15
Duration: 1 minute
Range: 100m + 10 m per PPE point
Save: NA

This spell does 3d4 MD per melee to MD structures or creatures and 1d4 x10 SDC to SDC structures or creatures per melee. +4 to strike (initial hit only, all other damage is automatic. If the spell misses, no damage is taken).

 

-Heal Heavy Wounds (Lvl 6)
PPE: 35
Duration: Instant
Range: Touch or 3'.

Restores 3d6 HP and 1d4 x10 SDC or 4d6 MDC

 

-Armor of Mordin (Lvl 6)
PPE: 30
Duration: 2 minutes/lvl
Range: self
Save:N/A

This variant on the Armor of Ithan spell creates a noiseless, weightless invisible magic armor around the rescipent or the caster. This field has 20 MDC per level of the caster, a depth tolerance of 1000', takes no damage for any cold or lighting, and half damage from MD magic fire and Plasma, and other types of magic.

 

-Dimension Door (lvl 6)
PPE: 20
Duration: Instant
Range: 500 feet
Save: N/A


This spell creates a shimmering portal the caster(only) can step through and appear anywhere within 500 feet of his staring place. This travel is disorienting and the caster suffers a -2 to strike parry and dodge for one melee. Multiply uses of this spell in a short time do have any greater affect on the caster

 

Clear The Way (6th Level)
Range: 5 feet / level
Save: special
Duration instant
PPE: 15

This spell will unlock and open one closed portal (see description above) within the spell's range. This portal will stay open until physically closed (all systems in place (security, safeguards, etc.) will close the door). They will then return to their locked states. No type of lock or physical barrier (bars, chairs, etc.) will withstand this spell. For magic barriers this spell has a 40% change of working, with the modifiers used above. The Gm should add modifiers depending on the strength of the barrier.

 

Reflective Coating (Level 6 Water Spell)

Range: self.

Duration: 8 melees (2 minutes) +4 melees per each additional level of experience.

Saving throw: None

P.P.E.: 40

Upon casting of this spell, a watery coat forms around the character's body with a highly reflective surface equal to that of a mirror. This will help camouflage, bending light and reflecting the surroundings almost flawlessly. Visually, the caster is rendered invisible, even while moving at up to speeds of 15. Anything above this will give off a minute shifting effect to those sharp of eye, but still garners an 85% chance of not being noticed. Even if spotted, the character still receives a bonus of +3 to strike, while opponents are -4 to strike, parry and dodge. Thermo and other light band optics will reveal a general "blob", but not a definite outline (still suffer a penalty of -2 to strike, -1 to parry and dodge).

There is a second ability gained, that of reflecting light (including lasers). Being composed of a unique mystical liquid, it can constantly shift reflective values, thwarting changing laser frequencies. For the duration of this spell, the caster is immune to laser fire and all such attacks will also ricochet off of the caster in direct beams that will cause 2/3 damage to anything it hits (random reflection arcs and cannot be aimed back at a specific target).

 

 

Spell Name: Shadow Steal
Spell Level: 6
Range: touch
Duration: 2 days per level
P.P.E.™ Cost: 15
Saving Throw: 16

Description: By the use of this spell the mage can 'disconnect' a shadow from it's maker. To those who can touch the shadow it will act like the object it is from i.e., a persons shadow will be like a rag doll, a shadow of a gun will fire 'Shadow Bolts' , a shadow car could be driven by a shadow being, etc.

 

Spell Name: Armor of Darkness
Spell Level: 6
Range: self or touch
Duration: 4 minute per level
P.P.E.™ Cost: 20
Saving Throw: none

Description: This spell envelopes the caster in solid shadow, giving him/her an armor with 200 MDC™! The armor masks the user's heat signature and makes him impervious to fire based attacks including magical fire and dragon's fire (plasma does half). The armor however, takes double damage from lasers and other light based attacks.

 

Spell Name: Cloak
Spell Level: 6
Range: Touch
Duration: 2 hours + 30 min per level
P.P.E.™ Cost: 15
Saving Throw: None


Description: By the use of this spell the caster may put any object or being partially into the Nether-World, thus removing it from ALL types of sensor and senses, even a see invisible or detect magic will not work! The size is limited to 50 pounds per level.

 

Spell Name: Despair
Spell Level: 6
Range: 300 feet Duration: 4 rounds + 1 round per level
P.P.E.™ Cost: 20
Saving Throw: Standard


Description: This powerful form of fear produces within the target creature a feeling of absolute dread. As long as the spell ins in effect the target is -1 to all saves, -2 to strike parry and dodge, limited to 3 attacks and has a 25% chance of giving into despair. If despaired the target creature will "have it's spirit broken" and will care about nothing, not even it's allies. In this state the target will not defend itself nor will it run, it will simply take what is dished out to it!

 

 

-Bar the Way
(6th level or a 10th level ritual that takes 2d4 minutes to perform)
Range: touch
Save: special
Duration: 10 min/ level or Permanent until dispelled with the ritual
PPE: 15 or 125 for the ritual

This spell magically closes and holds a portal. This portal can be any sort of barrier as long as it can be opened and closed normally. Doors, a chest, a cabinet, and a curtain across a hallway all qualify. No amount of force will open the portal. "Negate Magic Barrier" will dispel the spell. "Clear the Way" (see below) or Negate Magic has a 40% chance to open the portal. This chance is +5% per level of the "Clearing" Mage, -5% per level of the caster of "Bar the Way", and -20% for a permanent "Bar". A mage of higher level then the mage casting "Bar the Way" can force the spell to save as the caster (no bonuses from any equipment). Example: John (7th level mage) and Fred( 4th level mage) are chasing Mudlock (6th level mage) who has cast a "Bar the Way" spell on a door. John tries to break the spell. The spell needs to roll a 12 or higher (10 + John's spell strength (2)) with a +2 to the roll (Mudlock's spell strength of +2). The GM rolls a 13. Fred then tries to Cast "Clear the Way" (40% base chance + 5%x4 levels of Fred - 5%x6 levels of Mudlock for a total of 30%) The GM rolls a 23 and the Barrier falls. A mage can always go through his own barrier, but only he can pass through. If other try they are stopped.

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