7th Level Spells
Inner Peace
Level: 7
Range: 100' per level of experience
Casting Time: One melee action.
Duration: the lifespan of the victim
Saving Throw: Standard
P.P.E.tm Cost: 35
The Victim of this spell (Either human or other intelligent being) is either a wrongdoer to animals or one who destroys the environment around him. When affected by the spell, the victim will hear the call of nature and the wild, and feel no hate or fear f
Predator: Lesser
Level: 7
Range: self
Casting Time: One melee action.
Duration: 30 min per level of experience
P.P.E.tm Cost: 100
The shaman can call upon the strength of the wild and turn himself into a savage predator. The shaman is given the following bonuses during the time the spell is active: + 10 to PS, + 5 to PP, +15 to SPD, +5 to PE, and a 20% prowl bonus and a plus 3 to IN I
Eviscerate
Level: 7
Range: Self, affects others by touch.
Duration: One minute per level.
Casting Time: Two melee attacks.
Damage: 1d4 hit points (or 2d4 S.D.C.tm or M.D.C.tm) per level.
Saving Throw: Standard. Supernatural creatures, M.D.C.tm beings, and anyone with a hardened molecular structure gets a +2 bonus.
P.P.E.tm Cost: 35
This grisly spell allows a necromancer to actually penetrate skin with his bare hands to damage the internal organs of a victim. On a natural 20, he does triple damage and he hits an essential organ (lungs, heart, brain, etc.) On prone victims (restrained, possibly for sacrifice) he can remove an organ on a strike roll of 15 or better, possibly killing the victim (-25% to save vs death). Use the standard hand to hand combat strike bonuses. The attack can be parried as normal, and even if the parry fails the victim still gets a save throw. If the save succeeds the victim takes only half damage, but takes full damage if it fails. This spell will not penetrate environmental armor, power armor, robot vehicles, or anything metallic or ceramic - only biological material, dead or living. If the victim is sent into a coma from the attacks, he is -20% to save vs death (maybe even more) due to the internal damage.
MystiCrypt (ritual)
Level: 7
Range: Touch
Duration: Permanent
Casting Time: One hour
Saving Throw: None
P.P.E.tm Cost: 20
The use of this spell lets a caster magically encode all the words in a finished book so that only he can understand them. This spell imposes a -5% penalty per level of the caster on translation and scroll conversion attempts. Each -10% gives the encrypted text a +1 to save vs the Decipher Magic spell.
Burning Without Burning
Level: 7
Range: 30ft
Duration: Until the target is charcoal.
Casting Time: One melee action
Damage: Special!
Saving Throw: Standard
P.P.E.tm Cost: 20
This spell is a wonderful tool for intimidation. With a mere thought and the whispering of the incantation, one non-living object can be quickly burned away by an ethereal flame. The object burns, but no flame is visible besides a faint blue glow. There is tremendous heat, but it is all produced by the burning object.
Anything non-living and semi-burnable (wood and leather) can be affected with a standard save throw against magic. Weak metals and plastics (like those used in most weaponry) get a +2 save bonus. Stronger composites, metals, super-plastics, small creatures, and plants get a +4 to +6 bonus. 13th or higher mages can affect massive objects (2d4x10% beyond the normal weight limit) and sentient creatures, but they get a +6 bonus and it costs 1 P.P.E.tm per hit point and attribute point the victim has (add the hit points and attribute points together - this is the magic energy cost). The weight limit is roughly 10 pounds times the caster's level squared (so a 5th level caster can crisp 250lbs of matter, but a 10th level caster can do 1000lbs and a 15th level one does 2550lbs).
Blur
Level: 7
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: 20
The smoker can cause a temporal distortion to affect himself or others that accelerates perception, reaction time, and movement abilities. There appear to be afterimages of the recipient when he moves around, a blurring effect, from which the spell takes its name. This spell is, in actuality, a combination of Time Slip and Superhuman Speed. The recipient gains the following abilities for the duration of the magic:
Black Light
Level: 7
Range: 300ft
Duration: Instant
Casting Time: One melee action
Damage: 3d6+12 S.D.C.tm +1d6 more per level damage, or 2d4 M.D.C.tm per level in Rifts worlds.
Saving Throw: Dodge an 18 or better.
P.P.E.tm Cost: 20
The casting of this spell generates an intense beam of icy black energy. Animated dead and undead suffer no damage from this spell, but it does double damage to beings of light like unicorns, angels, and Guardians.
Nightspill
Level: 7
Range: 90ft radius around caster.
Duration: Five minutes per level.
Casting Time: Two melees
Saving Throw: None
P.P.E.tm Cost: 25
This spell floods an area with total darkness. All light sources are unharmed, but simply negated. They produce light, but the spell blocks it from leaving the source. Everything in a static (non-moving) 100 square foot area (per level) is tossed into total darkness, -6 to strike, parry, and dodge. Anyone with heightened senses or superior visual abilities will probably suffer only half penalties. A Negate Magic or Dispel Magic Barrier spell will destroy Nightspill, but the victim spell gets a save throw vs magic.
Shadow Leap
Level: 7
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: Two melees
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 45
For a limited duration, the character gains the power to jump into a shadow and appear out of one nearby! In a dark area, the character can truly come out of nowhere. For areas that are mostly shadow (+70%) give the character a +4 on initiative, +4 to strike, +6 to dodge, and an automatic dodge. For partially shadowed areas (40%-69%) the character gets +2 on initiative, +2 to strike, and +4 to dodge. Areas that are rather well lit (0%-39% shadowed) don't offer any bonuses. The range of the shadow teleportation is about 60ft.
Shadow Meld: Superior
Level: 7
Range: Self or others by touch.
Duration: 20 minutes per level.
Casting Time: One minute
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 25
Same as the fourth level spell, but can be cast on others and has a much longer duration. It also bestows upon the recipient nightvision, as per the spell above, at 4th level strength.
Void Wall
Level: 7
Range: Cast up to 90ft away.
Duration: Three minutes per level.
Casting Time: Two melee actions.
Damage: 4d6 S.D.C.tm or 1d6 M.D.C.tm per five feet of thickness.
Saving Throw: None
P.P.E.tm Cost: 20
This spell will create a wall of silent black flame with a width of five feet per level of the caster, a length of 15 feet, and a height of 10 ft. Anyone moving through the wall takes damage every five feet traveled into the wall. Anything in the area of effect will definitely suffer from the decaying effects of the Void matter.
Cold Wall
Level: 7
Range: 90ft
Duration: Three minutes per level.
Casting Time: Two melee actions.
Damage: 4d6 S.D.C.tm or 1d6 M.D.C.tm per five feet of thickness.
Saving Throw: None
P.P.E.tm Cost: 20
This spell will create a barrier of freezing cold with a width of five feet per level of the caster, a length of 15 feet, and a height of 10 ft. Anyone moving through the wall takes damage every five feet traveled into the wall. Anything in the area of effect will start to ice over and freeze. The wall, like the circle, has a strange flicker of pale blue energy. This spell was taken from Aliens Unlimited, page 21, and slightly changed.
Fire Wall
Level: 7
Range: Cast up to 90ft away.
Duration: Three minutes per level.
Casting Time: Two melee actions.
Damage: 4d6 S.D.C.tm or 1d6 M.D.C.tm per five feet of thickness.
Saving Throw: None.
P.P.E.tm Cost: 20
This spell will create a wall of screaming flame with a width of five feet per level of the caster, a length of 15 feet, and a height of 10 ft. Anyone moving through the wall takes damage every five feet traveled into the wall. Anything in the area of effect will definitely burn, though the fire won't spread to other objects. This spell was taken from Heroes Unlimited, page 101, and slightly changed.
Paralysis: Superior
Level: 7
Range: 30ft
Duration: One minute per level.
Casting Time: Two melee actions. Damage: None
Saving Throw: Standard
P.P.E.tm Cost: 25
This spell was taken from Nightbane, page 139. It temporarily incapacitates the victim, who can only blink, think, and breathe. He cannot move, speak, fight, or run away. If damage is inflicted on him the spell is broken immediately and the victim can attack next melee action. Consider this an enchantment spell.
Shriek
Level: 7
Range: 90ft
Duration: Instant
Casting Time: One melee action.
Damage: 4d6 S.D.C.tm +1d6 per level, or 1d4 M.D.C.tm per level.
Saving Throw: Roll a natural 18-20 to dodge, because the attack is fast and virtually invisible (only a small Predator-type visual distortion is seen).
P.P.E.tm Cost: 15
The mage can generate a hypersonic screech that will damage and debilitate one target. At the point where the sonic cone strikes the target it is 5ft wide. The victim suffers, in addition to the damage, the loss of one attack, -4 on initiative, and -3 to strike, parry, and dodge for 3d4 melee rounds. Multiple strikes only lengthen the duration of affliction, and could even cause temporary deafness (up to GM). This spell will shatter S.D.C.tm glass at the base of the cone regardless of S.D.C.tm - it cracks and shatters automatically. Plexiglas, thick glass, solid metal (metal is crystalline), and M.D.C.tm glass will only crack, but a couple of Shriek spells will eventually shatter these too.
Catchspell
Level: 7
Range: Special
Duration: 1 melee per level.
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: None
P.P.E.tm Cost: 30
This can only be used if the caster succeeds in saving vs a spell cast at him. If the save is successful, the mage can opt to cast this spell on the incoming spell and capture its energies. Once done, the mage can hold it in stasis and direct it at a target as if he had cast the spell himself. The captured spell has the strength level of that of the true caster - including spell strength and damage. If the spell is held beyond the duration of Catchspell, it automatically affects the character with no chance to save.
Inversion
Level: 7
Range: Not affected
Duration: Not affected
Casting Time: One melee action
Damage: Not affected
Saving Throw: Not affected
Destabilization: +2d4%
P.P.E.tm Cost: 20
When cast upon another spell, this will create a mirror effect upon the spell energies and cause them to have the opposite effect from what they would normally have. A Fire Ball will become and Ice Ball, doing the same damage with the same range. A Blind spell would become a Sight spell, a Globe of Silence would become a Globe of Noise, and so on. Note that some spells do not have any true opposite (like Call Lightning) and casting this spell on them would either have no effect and increase the destabilization by a greater amount (GM's discretion).
Reflectspell
Level: 7
Range: 30ft +10ft per level of experience.
Duration: One melee per level.
Casting Time: Two melee actions
Damage: None
Saving Throw: Standard
Destabilization: +1d6%
P.P.E.tm Cost: 25
This spell reflects back to the caster any spell cast on the mage, as long as the attacker is within Reflectspell's range of effect. The reflection only occurs if the mage succeeds in his save vs magic. If so, the spell returns to the caster with full damage, duration, and effect. The original caster can save against this spell and if successful the spell fades out of existence.
Spellbomb
Level: 7
Range: Throwing/launching distance.
Duration: One hour per level.
Casting Time: Two melees
Damage: Special
Saving Throw: Standard
Destabilization: +2d6+3%
P.P.E.tm Cost: 30
The Spellbomb is like a Seeker, only it is six inches in diameter and stationary. It can contain one spell energy and release it under one of several conditions, determined upon creation. First, it can be thrown or launched at a target to release the spell. Second, it can have a detonation time set upon creation (it always detonates when the duration expires). Lastly, it can explode when disturbed. It acts just like any other explosive device except it is magical in nature. To defuse/negate the bomb, a successful Negate Magic must be cast on it.
Future Dreams
Range: Self
Duration: 1 minute
P.P.E. Cost: 30
Level: 7th
This spell is very similar to the Oracle spell (Rifts RPG, p.181) in that it allows the caster to have a glimpse into the future. The exception is that the caster can examine possible outcomes of actions he is taking. It is sort of an interactive vision into the future, much like the predictions of the C.H.R.O.N.O.S. series of computers. The caster can 'ask' questions of sorts, like "if I do this, what will happen?" by imagining himself doing these things. These are not hard and fast truths; as Yoda said in Empire Strikes Back, "Always in motion is the future". Using this spell, it is possible to choose from several alternative futures by determining one's actions. (GM Note: as with normal clairvoyance, be cautious about giving too much away.)
ORGASM
Level: 7
Range: 5 ft per level of experience.
Duration: 1 melee per level of experience.
Damage: Special
Saving Throw: Standard
P.P.E. Cost: 20
Effect: Probably the gentlest and most pleasurable incapacitation spell to date that functions by stimulating the victim's mind into feeling an intense sexual orgasm. While under the power of the spell the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this spell, although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per invocation of this spell. It should be noted that although this spell suffers from a shorter incapacitation time than the Agony spell, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony spell on any living creature while at the same time, totally incapacitating the victim of the spell.
PINS & NEEDLES
Level: 7
Range: 30 ft per level of experience.
Duration: 1 minute per level of experience.
Damage: Special
Saving Throw: Standard
P.P.E. Cost: 20
Effect: This unique spell causes its victim to experience the stinging "pins and needles" sensation as if the bloodflow in that particular limb of the casters choice has been temporarily cut off and then restored. If cast on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If cast on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If cast on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Casting this spell on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when cast upon the torso, sex will be pleasureless no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy. This spell can only be cast on one person at a time.
Incognito
Level 7
Range: 100 feet
Duration: 10 minuets per level of experience.
PPE: Thirty
The spell caster can cloud the memories of himself to everyone within a
100 foot radius. All affected may make a save versus magic if they fail
the spell caster will look familiar but they will not remember any
specific details about the spell caster, whether those memories are
first hand ones or third person.
After the duration of the spell all memories will return as normal.
Those affected by the spell who are close (as in friends, lovers, etc)
to the caster gain a +1 on the magic save.
A person not affected by the spell will have a hard time convincing an
affected person of any facts on the spell caster.
-Paralysis : Bomb (LVL 7)
PPE: 15
Duration: 1 minute per level
Range: 60 feet per level
Save: standard
Area of Effect: 20' radius
Paralyzes a random limb of all creatures in the radius. Tails, wings, arms, legs, tentacles are all considered limbs. This spell can effect supernatural creatures, normal(SDC) creatures, and targets in all types of armor, but not vehicles, unless the caster can clearly define where the limbs are.
Teleport: Self
Level: 7
Range: caster, up to one mile per level
Duration: instant
PPE: 40
This spell teleports the caster and up to 10 pounds of nonliving matter instantly to any location well known to the caster. The target location must be within one mile per level. Teleportation is a dangerous feat to try: the caster has a 60% + 5% per level chance of missing his desired target. The caster is also -20% if the target is not within a line of sight (i.e.: a caster's cabin on the other side of the mountain, or his room 2 streets over.) If the roll is failed, roll on the following table:
1-40: appears 3d6x100 feet away from the target destination (on ground or water level)
41-75: appears 3d6 x10 feet away from target
76-99: appears 1d6x10 feet above the ground.
00: teleports into an object, death
Random Casualty
Level: 7
Range 60' radius
Duration: 2 melees per level of the caster
PPE: 30
This spell adds even more Chaos to a battle field. Any damage done to any creature has an equal chance harming all others within the area. SDC damage redirected will do and equivalent amount to MDC creatures and mega damage is converted to SDC if it targets an SDC creature. Damage done to armor is not effected and damages the armor normally, but armor will not protect a creature from damage redirected by means of this spell. EX: 2 headhunters and 2 hatchling dragons are fighting, the headhunters with SDC knives and the dragons with claws. One hatching just cast Random Casualty. A headhunter then manages to inflict 12 SDC damage on the other, but because of this spell, the damage could harm any of the combatants. Numbers 1 to 4 are assigned to each character and a d4 is rolled. One of the hatchlings takes the damage (12 MDC since it is a MDC creature) instead of the Headhunter who was hit. The other hatching then hits the surprised and wounded hatching with his breath and inflicts 20 MDC as the flames surround the poor dragon, but it is the Headhunter that is burned, taking 20 SDC
Essence Burst
Range: 5 feet ( 1.5m ) radius per level of experience
Duration: Instant
Damage: 1D6 per level of experience
Saving Throw: Special
P.P.E.: 95
This spell generates an instantaneous burst of blackness. All living beings within the area of effect suffer damage as per the Essence Bolt spell, and must roll an additional saving throw versus magic, with failure resulting in a permanent loss of 1D6 each from P.S., P.P., P.E., and 3D6 from P.P.E.
Spell Name: Summon Shadow Beast
Spell Level: 7
Range: immediate
Duration: special
P.P.E.™ Cost: 35
Saving Throw: none
Description: This spell is identical to the RIFTS® spell of the same name, except as noted above.
Spell Name: Veil
Spell Level: 7
Range: self/other
Duration: 1 hour per level
P.P.E.™ Cost: 24
Saving Throw: Special
Description: This spell allows the caster to assume the identity of another being. The type of being can be any that the caster has seen or can imagine. However, the caster does NOT gain any of the abilities of that being aside from physical attributes, such as wings, tail, etc. The Veil may be seen through with a successful save equal to the caster�s IQ!
Spell Name: Basal
Spell Level: 7
Range: 200 ft
Duration: 2 min per level
P.P.E.™ Cost: 35
Saving Throw: Standard
Description: This terrible spell will reduce it's target to an animalistic state. In this form the target cannot use any weapons except blunt style. The target does however receive the following bonuses: +2 PS, +1 PP, + 2 Attacks and a +3 to strike, parry and dodge. The target as well becomes immune to the effects of Horror factor and if pressed will fight to 25% of its MC/SDC before fleeing.