8th Level Spells

Scale Armor

Level: 8
Range: self or others!
Casting Time: One melee action.
Duration: 10 minutes per level of experience.
Saving Throw: None
P.P.E.tm Cost: 30

Like all armors, this particular one has it's advantages and disadvantages, although not many! It is Scaly (duh!) and has an of 150 plus 5 per level of experience. The bonus for the shaman in the Armor is Invulnerability to cold and heat, the abili

 

Vampire Regeneration

Level: 8
Range: Self only.
Duration: One minute per level
Casting Time: One melee
Damage: None
Saving Throw: None
P.P.E.tm Cost: 30

This useful spell will supply the necromancer with a magical simulation of the vampire's extraordinary regeneration ability. While not as powerful as the real thing, it is a good approximation. The necromancer will recover 1d4 hit points, S.D.C.tm, or M.D.C.tm per melee round in a common environment, but 2d4 in a magic rich environment (such as Rifts earth). The necromancer can also survive up to -10 hit points or M.D.C.tm below zero and gains a +10% bonus to save vs coma/death for the duration of the magic.

 

Lostrel's Wordlock

Level: 8
Range: Touch
Duration: One year per level.
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 45

This spell is the one of the only defenses against the Wordwipe spell below. It not only renders a text immune to the Wordwipe spell for a pretty good duration, but makes it damageproof. Books become fadeproof and waterproof, scrolls stay resilient and strong, newspapers won't have fading and ink discoloration, and computer data becomes impervious to viruses and random file corruption. One magic scroll or book with magic circles and formulae can be affected per invocation of this spell, or the caster can instead affect 500 pages of normal text and digital information per level per invocation.

Temporary Enchantment (ritual)

Level: 8
Range: Touch
Duration: One week per level of the caster.
Casting Time: Two hours
Saving Throw: Standard
P.P.E.tm Cost: 70

Like Charm Weapon and Enchant Weapon, this spell doubles the damage a weapon does to supernatural creatures. The weapon gets a save vs the enchantment. Add +1 if the weapon is a standard melee weapon, +3 if the weapon is a missile weapon (gun, bow, and crossbow) or an energized melee weapon (vibro-blade), and +5 if the weapon is an energy weapon (rail guns and missile launchers included). Taken from Nightbane page 141 and slightly updated.

Blue Fireball

Level: 8
Range: 250ft +50ft per level, blast radius is 20ft.
Duration: Instant
Casting Time: Two melee actions.
Damage: 1d4x10 damage, +1d4x10 more at levels three, six, nine, and twelve.
Saving Throw: Dodge an 18 or better.
P.P.E.tm Cost: 50

This spell conjures a large, fast, and deadly fireball composed of blue flame. When it hits the target, it explodes and causes knockdown to the target. Everything within 20ft of the target also suffers half damage from the fireball.

Chaos Plane

Level: 8
Range: Self or 100ft
Duration: Three minutes per level.
Casting Time: Two melee actions for the small, or one full melee for the large.
Damage: None
Saving Throw: None
P.P.E.tm Cost: 15 for a small one or 40 for a large one.

With this spell a plane of chaotic particles a few atoms thick is generated. The particles are relatively invisible to the naked eye, and seem to produce a warping effect similar to hot air on a hot day. For the small plane, the mage can use it to parry attacks (it hovers near his body and can be mentally moved at will). A successful parry means the attack (whether a sword strike or a hail of rail gun slugs) is deflected and does no damage to the character. Deflected bullets and arrows have a 40% chance of hitting allies during a battle, sometimes more or less depending on the circumstances. The caster gets a +3 bonus to parry (hand to hand combat bonuses are not applicable) in addition to his spell strength bonus.

The larger plane has a surface area of 32 square feet per level of experience (an 8 ft by 4 ft plane at first level). Objects traveling at speeds greater than 15 mph (Spd. 22) are thrown off course in a direction to the side or above the caster of the spell. This plane has the benefit of only disrupting motion from one direction. Anyone firing through the plane from the side that the caster is on suffers no strike penalty, and will probably not be hit by anything coming through the other side. Anyone shooting through the plane from the side the caster isn't on suffers a -6 penalty to strike.

Note that vehicles and fast moving beings suffer the same effects as projectiles moving through the field. They too are thrown off course, and must make a roll to maintain their course and heading (-35% to a control roll or -7 to a roll on a 1d20). If successful, they maintain their course without major problems. If the roll fails, they crash or tumble. The plane can be used for both offensive and defensive measures.

Energy blasts are not affected by the plane in any way. The plane is also plainly visible to anyone who can see dimensional anomalies, and can be detected by the ability to sense dimensional anomalies.

 

Force Ball

Level: 8
Range: 180ft, affects a 4ft radius +1 ft per level.
Duration: Can be maintained for up to one minute per level.
Casting Time: Two melee actions.
Damage: 2d6 S.D.C.tm or 1d6 M.D.C.tm per level (the mage can vary the damage).
Saving Throw: Dodge or roll with punch/fall/impact.
P.P.E.tm Cost: 30

Like the spells Force Bolt: Lesser and Superior, this incantation generates a kinetic force. In this case, the force is unstable and can damage a large area at one time. The mage gets a +3 bonus to strike in addition to his spell strength bonus, up to a maximum strike bonus of +6. Anyone caught in the blast radius also suffers knockdown.

 

Force Mine

Level: 8
Range: Touch, affects a 4ft radius +1 ft per level.
Duration: Two hours per level.
Casting Time: One melee
Damage: 1d4x10 S.D.C.tm or 3d6 M.D.C.tm per two full levels of experience. Thus, increase the damage at levels 4, 6, 8, 10, etc.
Saving Throw: Dodge or roll with punch/fall/impact.
P.P.E.tm Cost: 40

This spell requires a physical component to be of any use, usually a container of some sort filled with shrapnel or debris (rocks, wood splinters, metal fragments, used rail gun slugs, etc.) The container will detonate once disturbed, spewing its contents across the radius of effect. If the spell duration ends without the magic device being activated, it loses its enchantment and becomes inert. It could still be re-enchanted by a battle mage, however. The battle mage can sense all of the mines that he has set and he can pick them up, move them, and end the spell without any ill effect.

Anyone who has Sixth Sense or Sense Magic will be instantly aware that there is danger nearby, but cannot necessarily pinpoint the source as the physical component. Those who can see magic energy or auras will instantly be aware of the container's enchantment, but won't be able to see that it is dangerous (they can only suspect).

 

Dark Duality

Level: 8
Range: One weapon
Duration: Two melees per level.
Casting Time: Two melee actions.
Damage: Special!
Saving Throw: Standard
P.P.E.tm Cost: 35

This enchants a weapon held in the caster's hand with the ability to damage a foe by way of his shadow. Any time the weapon is used to strike a victim directly it does normal damage - but attack a victim's shadow with it and the weapon does triple damage! The weapon being enchanted gets a save throw against the magic, and success means the weapon is not enchanted. Bows, slings, and other missile weapons get a +1 save bonus, ballistic firearms get a +3 save bonus, and energy weapons (to include vibro-knives and rail guns) get a +5 save bonus.

 

Portal of Fear

Level: 8
Range: Cast up to 90ft away.
Duration: Two minutes per level. Casting Time: One minute
Damage: 3d6 S.D.C.tm (or 1d6 M.D.C.tm in Rifts)
Saving Throw: Standard
P.P.E.tm Cost: 35

This spell creates a magical rift of darkness, out of which 4d6 tentacles will stretch and attack from. Each tentacle has one attack, +2 to strike, +4 to entangle, 50 S.D.C.tm (or M.D.C.tm), and can reach 30ft away from the black rift. Once entangled, a victim must save vs magic (12 or better) - failure means the victim is fear struck and reduced to one melee action. Two melees after being entangled, victims are pulled into the darkness rift. Another save vs magic (16 or better) must be made - failure means the victim is wracked with fear (immobilized) for 4d4 melees. Successful saves mean that the tentacles and darkness has no effect. The portal will disappear when all tentacles are destroyed, the duration of the spell ends, or the spell is hit with a Dispel Magic Barriers or Negate Magic spell. Based on power #11 of Weapons of Chaos, on page 89 of Heroes Unlimited).

 

Negative Flame

Level: 8
Range: 300ft
Duration: Instant
Casting Time: One melee action
Damage: 1d4x10 S.D.C.tm damage at level one, +1d4x10 more at levels five and ten. Becomes M.D. in a Rifts world.
Saving Throw: Dodge an 18 or better.
P.P.E.tm Cost: 30

The caster of this spell creates a brief rift into a world of strange black flames that sear and burn only flesh, not wood or stone or steel. Animated dead and undead are immune to the effects of negative flame, as are all non-flesh objects and creatures, but living (flesh and bone) creatures suffer normally. Beings of light suffer double damage! Damage from negative flame must be healed normally, and cannot be regenerated. Magical and psionic healing is half as effective.

 

 

Destroy Dead: Superior

Level: 8
Range: 120ft
Duration: Instant
Casting Time: Two melee actions.
Damage: 1d4x10 damage (whether S.D.C.tm or M.D.C.tm)
Saving Throw: Standard
P.P.E.tm Cost: 35

This spell is essentially the same as the previous spell with one difference - it can affect up to 1d4+2 animated dead at a time. If desired, the mage can focus all of the spell's energy upon a single target. That particular animated dead has a -4 to save against the spell's effect and takes 1d6x10+40 damage.


Skill Performance

Level: 8

Range: Self only

Duration: 1 minute per level

Saving Throw: None

PPE: 40

Ever think a mage needs more fighting capability? This spell allows

the mage to duplicate three physical skills! The mage can choose

three skills from the physical category that she does not already

have, with the only exception being that the mage can also use it to

gain one level in his HTH! it can be cast three times to simulate all

three skills at once, but not the same skill more than once.

All bonuses from those skills apply only for the duration of the spell.

(if variable bonuses apply, only the average result is added, rounded

down!)

Note: Continual use of this spell over a short period of time can be

physically impairing to the character! It could be used safely once

every 2 days, after that there is a cumulative 5% chance minus 1% per level after the first

(roll when the spell ends EACH time!) that there is a physical debilitation (I'll

leave that to GM's for now...)

 

 

Lightning Wall

Level: 8
Range: Cast up to 90ft away.
Duration: Three minutes per level.
Casting Time: Two melee actions.
Damage: 5d6 S.D.C.tm or 2d4 M.D.C.tm per level
Saving Throw: None.
P.P.E.tm Cost: 25

Like the other wall spells, this incantation can generate a wall of a particular energy type. This one is a bit different though. The caster can create a large flat area (one 8ft by 4ft plane per level) that does the damage listed above equal to a third of the caster's level, or he can create a small flat area (one 8ft by 4ft plane per three experience levels) that does the above damage equal to the character's own level. Thus, either a small but deadly wall or a large and painful wall can be created.

Shockwave

Level: 8
Range: 30ft or 90ft (see below).
Duration: Instant
Casting Time: Two melee actions.
Damage: 5d6 S.D.C.tm +1d6 per level, or 1d6 M.D.C.tm per level.
Saving Throw: Dodge only, -4 penalty.
P.P.E.tm Cost: 30

With this spell, the caster can generate an outward spreading wave of solid concessive force. The shockwave can either hit everything within a 30ft radius, or can instead be focused against 1d4 targets (+1d4 more at levels four, eight, and twelve) that are grouped together and not more than 90ft away. When the shockwave hits, those who take damage from it also suffer knockdown automatically.

 

Anti-Magic Wall

Level: 8
Range: 300ft
Duration: 3 minutes per level
Casting Time: Three melee actions
Damage: None
Saving Throw: None
P.P.E.tm Cost: 40

This spell creates a barrier with a surface area of 32 ft per level of the caster (a 4ft by 8ft area at first level). Only the creator of the barrier can cast spells through it against targets on the other side. All other spells are ineffective! Magical energy blasts are not affected. A Dispel Magic Barrier cast at the wall will succeed as normal, as does a Negate Magic spell. (this spell is no longer a common spell)

 

Shape Magic Energy

Level: 8
Range: 30ft
Duration: Five minutes per level.
Casting Time: One minute
Damage: Special
Saving Throw: None
Destabilization: +1d6%, or +3d4% for large objects
P.P.E.tm Cost: 10 for simple ropes, boxes, clothes, nets and such, 25 for most weapons, and 40 to 80 for large walls and assorted major objects (GM's discretion).

When cast, the mage can transform magical energies into a solid form. He can create unbreakable ropes, boxes, swords, etc. They act and function just like normal, simple objects do but are composed of magical energy. A weapon of magic energy used against a victim vulnerable to magic will do M.D.C.tm equal to the normal S.D.C.tm damage, but the weapon has a cumulative +5% chance (per hit) of 'breaking' and causing the weapon to vanish. When the spell ends the P.P.E.tm is not recapturable because the energy was burned up to maintain the objects' existence. The objects all appear as shimmering blue-white versions of the real thing with little or no mass and all of the solidity.

 

Spelltrap

Level: 8
Range: Touch
Duration: One hour per level, or permanent until set off.
Casting Time: One melee
Damage: Special
Saving Throw: Standard
Destabilization: +2d4%
P.P.E.tm Cost: 25 for a short duration or 100 for permanent.

Casting this spell upon another allows the caster to set a magical trap that remains until disturbed. The trap springs when some physical condition is fulfilled, like a button is pushed or a door is opened or something similar. The spell only affects the person who triggered the trap. If the trap is triggered by using some inanimate object it will evaporate without affecting anybody. The object the trap is laid on will radiate magic but the caster can mask it by casting Spelltrap at quadruple the cost, or he can use Block Radiance.

 

Storespell

Level: 8
Range: Touch
Duration: One day or permanent until used.
Saving Throw: None
Casting Time: One melee action
Damage: Special
Destabilization: +2d4%
P.P.E.tm Cost: 30 for one day, or 100 for the permanent type.

Allows a caster to put a spell energy into stasis until it is released by mental will, or combined with a vocal command if so desired. The object can be absolutely anything but is usually a trinket, like a ring or an amulet, which is devoid of magical energy. Items with magical properties cannot have additional ones added without great magic. When released the spell is directed by the person who willed its release. Even if they didn't know there was a spell inside the object, victims can still radiate that mental need and the spell responds to it. The affected object does radiate magic unless obscured. Metamages will sometimes store a spell in an object as a gift or as a reward. Or, they can store no spell or the wrong spell as a trick or as revenge.

 

SUSTAINANCE
Level: 8
Range: Self or 5 ft per level of experience.
Duration: 30 minutes per level of the caster.
Damage: None; see effect.
Saving Throw: Standard if the healing powers are not wanted.
P.P.E. Cost: 35


Effect: This spell is designed to cure a person from the ailments of hunger and thirst. Unlike the spells of Resist Hunger and Resist Thirst, this spell actually nourishes the person on whom the spell is cast. When the duration has run out, the character will again begin to feel hungry and thirsty, but the penalties will start anew as if the character was recovering from a large meal. This spell is great for those too sick to eat or drink, or for those who cannot reach food or water. This spell also negates the need for a person to consume components usually necessary in their diet such as dangerous poisons (Alchemical Immortals from Mystic China), P.P.E., or even blood. There is a 01-45% chance of satiating a druggie that needs a fix (although without the bonuses or penalties) and has a 01-65% chance to bring a vampire out of a bloodlust rage. Casting the spell on a person multiple times will only extend the duration of the spell, not make them fat or ill. This spell can only be cast on one person at a time.

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-Energy Pulse (lvl 8)
PPE: 40.
Dur: Instant.
Range: Touch.
Save: N/A

This spell with send out a pulse that will disrupt any electronic device. PA and RV will be at 1/2 speed, attack, damage, and bonuses for 2d4 melees. Computers, Cameras, and other similar systems will be out for 2d4 minutes per level of the caster. Anyone touching the affected devise during this time will take 3d6 SDC per melee.

 

Magic Grenade (Lvl 8)
PPE: 40
Duration: 6 Melees/lvl
Range: 40m/lvl
Save:N/A

This spell allows the caster to throw magic grenades that explode on contact for 2d6 MD to a 12m radius for the duration of the spell. Each grenade uses 1 melee attack and is +3 to strike.

 

-Supernatural strength (lvl 8)
PPE: 30
Duration: 4 melees per level
Range: self
Save:N/A

This spell bestows supernatural strength and endurance to the caster for the duration of the spell. It also adds 3d6 to strength (minimum 26) and 3d4 to endurance (minimum 22) and gives the caster MDC equal to his HP + 1d4 x 10.

 

-Speed of the Juicer (lvl 8)
PPE: 30
Duration: 4 melees per level
Range: Self
Save: N/A

This spell adds 2d4 x 10 to the spd attribute(min 44), and adds +4 int, +4 parry, and +6 to dodge, and gives the mage an autododge! But, due to the mage's inexperience with the great speed, this spell imposes a -4 to strike and the mage's spells with only succeed 50% of the time. This spell can be ended by the caster at any time.

 

Water Meld (Level 8 Water Spell)

Range: Self and/or others; up to 5 miles distance per each level of experience.

Duration: 1 melee plus 1 melee per every four levels of experience.

Saving throw: None

P.P.E.: Sixty

This spell is very similar to a Teleport spell, allowing the caster to enter any body of water that his entire body can fit into (must be at least wide enough for shoulders to fit through, but can still be as shallow as a puddle) and emerge out of another body of water miles away. To be successful, the mystic must have a good indication of where the intended destination body of water lies. This can be by personal knowledge, a cartographer's map, a detailed location description, or even by casting a water location spell. Depending on the method employed, the degree of miscalculation varies.

The mage can teleport himself, others and/or objects totaling up to 500 pounds (225 kg) per each level of experience. Weight is the determining factor, allowing any number of additional persons or equipment, as long as it does not exceed the amount of weight the caster can handle. Each person or object must also be linked the caster physically, either by hand, rope or other attachment, else they fall victim to the extreme vortex created during such a port from one water source to another.

This spell may also be used to meld a portion of the body only, allowing the caster to partially appear through the other body of water for the duration of the spell. This can allow them to gain a short glance of the desired location and/or grab something on the other side and bring it back. When this version of the spell is used, the caster may not also meld (i.e.: cannot look first and then teleport, only one or the other). If the mage casts the spell again, then they may teleport safely.

Chances of a successful melding:

1) Melding to an extremely familiar location or a body of water visible from one's starting point (via natural, technological or mystic sight): 99%

2) A body of water seen only a few times before (at least 3-5 times) or seen on a detailed map: 80%

3) Location described in detail but never actually visited before: 55%

4) Brief description only: 20%

Results of an Unsuccessful Melding: Roll percentile dice for random occurrences

1-38 Desired location is missed by 1D10 miles, exiting out of a different body of water or set adrift said distance from land.

39-69 Desired location is missed by 1D10x10 miles, exiting out of a different body of water or set adrift said distance from land. Present location is unknown.

70-98 Meld at least 100 feet below surface of water or some water enters lungs. All suffer 5 H.P. and 2D10 S.D.C.

99-00 Meld at least 4 miles below sea level or lungs are instantly filled with water; instant death.

 

 

Spell Name: Nether Projection
Spell Level: 8
Range: self
Duration: 1 hour per level
P.P.E.™ Cost: 30
Saving Throw: none

Description: This spell takes the caster into the realm of shadow. All material things seem to be ghosts and cannot be interacted with, however shadows are now as real as the caster and he/she can interact with the shadows just like you and I would the things in our everyday world. The caster as well, is invisible to the material world.

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