9th Level Spells

Demon Spirit

Level: 9
Range: Touch
Duration: 12 hours per level.
Casting Time: One minute.
Damage: None.
Saving Throw: None.
P.P.E.tm Cost: 40

Necromancers have long had an association with demons and other creatures of evil. An ancient legend says that a powerful and favored necromancer was given permission by a powerful demon to summon the souls of his warriors and place them into the bodies of the animated dead, zombies, and mummies. Once destroyed the bodies released the spirit of the demon, which returned to its homeland. Whether the legend is true or not, this spell exists and is known to some necromancers.

Casting this upon an animated dead, zombie, or mummy, the recipient creature will gain a stronger sense of self, better combat ability, and some rudimentary skills. The creature gains an I.Q. of 6 (or +2 to I.Q.), can speak basic sentences (magically), +2 attacks per melee, +1 on initiative, +2 to strike, +1 to parry and dodge, automatic parry, +2 on all save throws, impervious to possession, Swimming 60%, Tracking 40%, Prowl 35%, and one W.P. for an ancient weapon (necromancer's option).

 

Stop Healing (curse)

Level: 9
Range: Touch or 20ft
Duration: 24 hours per level.
Casting Time: Two melee actions
Damage: None
Saving Throw: Standard. Creatures with regeneration or supernatural creatures gain a +1 bonus to save, greater supernatural beings get a +2 bonus, and gods have a +4 bonus.
P.P.E.tm Cost: 45

The death mage uses his dark magic to prevent the healing of another being. Once affected, a victim cannot heal hit points naturally at all. Regeneration is completely negated and will not function for the duration of the spell. Magic and psionic healing is one third as effective. A Remove Curse spell is the only cure, while Negate Magic has a 25% chance of success.

 

White Aura (ritual)

Level: 9
Range: One person in the circle's radius (usually 4-6ft)
Duration: 20 minutes per level.
Casting Time: One hour.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 90

This is an extremely powerful ritual of white magic. The physical components needed are a six-ounce quantity of holy water and an angel's feather (which can be reused). Two ounces of water are used to make a circle, two more are used to anoint (poured over) the feather in the middle of the circle, and the person who will benefit from the ceremony must drink the last two ounces. With some chanting and meditation, the person the ritual is being performed on becomes a powerful force of supernatural good. The character gains the following abilities and bonuses for the duration of the magic: +3 on all save throws, +10 to P.S. (becomes supernatural), +2 on initiative, +1 to strike, parry, and dodge, +1 melee attack, light, electricity, fire, and cold resistant (half damage), see the invisible, nightvision for 100ft, impervious to all poisons and toxins (magical and psionic included), regenerates 1d6 hit points, S.D.C.tm, or M.D.C.tm per melee, and gains a bonus of +250 S.D.C.tm (becomes M.D.C.tm when in a Rifts environment). All the hand to hand attacks of the recipient do double damage to supernatural evil.

The only three drawbacks are these: the recipient must be of a good alignment in order to receive any benefits. Second is that dark energy, negative energy, and Negative Chi attacks do double damage! Anything designed to harm supernatural good will affect the recipient the same way. Lastly, the angel feather is the source of power. If it is taken from the ritual recipient, the magic ends abruptly. The feather is usually attached (with tape, rope, or whatever) to the recipient's body to prevent that from happening.

Ambush

Level: 9
Range: Self
Duration: One hour per level.
Casting Time: One melee
Damage: None
Saving Throw: None
P.P.E.tm Cost: 40

This spell creates a small extra-dimensional area just large enough to accommodate the caster and another being his size (but only the caster can reside in the space). The viewing area out of this miniature time hole is limited to one direction, a circle with a 3ft radius. Inside this time hole, time passes at half the normal rate (an hour outside is only a half-hour inside). At any moment, the caster can leap out of the time hole, ending the spell and attacking at will. He cannot attack from within the hole without ending the Ambush spell abruptly.

The sneak attack by the battle mage is automatically a critical strike and does double damage (more if a critical strike is used or a natural 20 is rolled), plus has a +4 strike bonus. The victim cannot defend against this attack unless they have the Sixth Sense psionic ability or is a Juicer or some other fast-acting being. Even then, no bonuses are allowed - just a straight die roll to defend. If combat is continued, the battle mage gets a +4 bonus on initiative for the ensuing melee round (but not any thereafter).

The character is plainly visible to anyone who can see dimensional anomalies, and can be detected by the ability to sense dimensional anomalies. If a mage suspects that someone is using an Ambush spell, he can use Detect Concealment (25% success rate) or Negate Magic (75% success rate) to reveal the hiding smoker.

 

Nocturnal

Level: 9
Range: Self or others by touch.
Duration: 10 minutes per level.
Casting Time: Two minutes
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 45

This spell grants the recipient with several darkness based powers. He can shadow meld, at will, for the duration of the spell. Natural nightvision range is doubled, or if none is naturally possessed the range is 300ft (or more, depending on if another spell is cast). The character also gains +2 to parry and dodge in shadows (more than 50% shadows) and is +2 to save vs. all darkness-based powers and magic. Darkness and negative energy attacks do half damage

Shadow Glyph

Level: 9
Range: Touch for drawing/ casting, the glyph itself has a range of 30ft per level of the caster.
Duration: Five years per level.
Casting Time: Fifteen minutes
Damage: Special
Saving Throw: Standard
P.P.E.tm Cost: 45 + extra

See this information on glyphs <m_notes.htm> if you need to know a bit more.

This glyph has the power to protect with all the powers of night and darkness. A few students of the magic arts have managed to find ways of turning the power into an offensive sort, but protection is still the easiest usage. These are the powers available, their costs, and their effects:

Summon Shadow Beast (one): Cost: 100, see description on page 184 of the Rifts RPG. The creature will attack whatever triggered the glyph, drive it off or kill it, and vanish. If destroyed, the glyph cannot regenerate it or find another shadow beast.

Blindness: Cost: 20, one target is affected by a magical blindness for 5d6+30 minutes, -4 save throw penalty.

Agony: Cost: 25, one target is affected by the Agony spell for 1d4 minutes, -2 save throw penalty.

Silent Alarm: Cost: 10, whenever it is disturbed the glyph will send a mental image of the transgressor(s) to the creator.

Midnight Wind: Cost: 20, just like the spell except that it lasts while the glyph is being disturbed (or attacked), and anything taking offensive action against the glyph gets nailed with the wind blast.

Nightspill: Cost: 15, just like the spell except that it lasts while the glyph is being disturbed (or attacked).

Portal of Fear: Cost: 25, just like the spell except that it lasts while the glyph is being disturbed (or attacked) and for 1d4 minutes after.

Black Bubble: Cost: 50, when placed on an object that is being protected, a black bubble will spring into existence to block any and all attacks. The bubble has an S.D.C.tm of 500 and recovers 10 per melee, but remains active during all attacks. If the S.D.C.tm is destroyed the bubble will return with 10 S.D.C.tm on the next melee round.

Dark Bolt: Cost: 20, when written onto a shield, weapon, or piece of armor the wearer/user is bestowed the power to create a dark bolt once per melee, 4d6 damage, 200ft range, use P.P. bonuses to strike. This is one of the rare offensive uses that some glyphs have, and to place this ability in a Shadow Glyph prevents the imprinting of any non-offensive uses.

Black Ward: Cost: 30, a second offensive power which doesn't attack, but protect the bearer of the armor or weapon during combat. With this ability written into the Shadow Glyph, the bearer takes only half damage from all darkness based attacks and is +2 to save vs. all necromantic and shadow magic.

Dark Whip: Cost: 40, the third offensive power, but this one allows the wearer/wielder of what the glyph is on to create a strand of black energy that does 3d6 damage plus damage bonuses. The whip's range is 10ft and has a +2 to strike and entangle. To place this ability in a Shadow Glyph prevents the imprinting of any non-offensive uses (so this ability and the previous two are the only currently known offensive Shadow Glyph uses).

 

Void Spirit

Level: 9
Range: 30ft
Duration: One hour per level of the caster.
Casting Time: One minute
Saving Throw: Standard
P.P.E.tm Cost: 50

This spell forces a victim's soul out of it's body for a short time! The body is not harmed, and is also not filled with a spirit (so a malevolent entity could possess it easily). For the duration of the magic the victim's soul is locked out and is trapped in the Astral Plane. The astral self comes into being inside the Void, and surprisingly doesn't take damage from existing inside or outside of the Void area. Any being with astral projection or dreaming powers has a +2 save bonus against this spell.

 

Impervious to Vacuum

Level: 9
Range: Self or others up to 60ft away.
Duration: Ten minutes per level.
Casting Time: One half melee action (virtually instantly).
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 45

This spell provides the recipient with a temporary resistance to the deadly effects of total vacuum. The character will be magically provided with air and able to breathe normally for the duration of the spell. His body is also magically able to resist the "explosion" effect. This spell is costly to cast and rarely used (who wants to live in a vacuum?), but when it is used it is a real lifesaver. It can be cast in the blink of an eye (or with a dying man's breath) because it is a highly researched and well-constructed spell.

Teleport: Self

Level: 9
Range: Two miles per level.
Duration: Instant
Casting Time: One minute
Damage: None
Saving Throw: None
P.P.E.tm Cost: 50

The mage can transport himself and 100 lbs. plus 10 lbs. per level of experience to a known location within the range of the spell (within sight is allowable, and has a 100% success rate). The additional weight must be non-living matter. The success ratio is 84% +2% per additional level of experience. A failed roll means that the mage ends up somewhere within his range (but is not teleported into an object). GMs can decide if his possessions appear in the same place as he does. This spell is a bit different than the one found in Heroes Unlimited, but the end result is the same.

Disrupt Magical Forces

Level: 9
Range: 10ft per level of experience.
Duration: 1d4 hours
Casting Time: One melee
Damage: None
Saving Throw: None
Destabilization: Special
P.P.E.tm Cost: 50

The caster can either increase the amount of level of destabilization in an area by 1d6% per level of experience or decrease the rate of stabilization by 1d4% per casting. Metamages have a nasty habit of using this spell to booby-trap an area for spellcasters, so that their spells have the usual effects listed under
magical destabilization <m_notes.htm>.

 

Extend

Level: 9
Range: Special
Duration: Special
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: +2d4%
P.P.E.tm Cost: 40

Once cast upon another spell, the mage can opt to increase the range, effects, and/or duration of the spell. The spell effectively doubles the level of the caster, allowing him to cast a spell at his current level of experience and increase the spell's effects one level for every level he has. So, a 6th level caster could cast this spell and then cast another spell. He could then increase it's range by one level beyond his current level, it's duration by three levels, and use the last two to double it's effects. Any combination is allowed as long as the total increase does not exceed the level of the caster. To increase effects (like penalties) the levels act as a multiplier, so to double the effects requires two levels, triple uses three, and to quadruple (the limit) uses four.

 

Spell Ability

Level: 9
Range: Self or others by touch.
Duration: 30 minutes per level.
Casting Time: One minute
Damage: Special
Saving Throw: Standard if resisted.
Destabilization: None
P.P.E.tm Cost: 50

Casting this spell upon another allows the recipient to use a spell at will within the stated time limit. Normally a spell can't be used at will, but with this spell it can and lasts longer than it usually would. It works on Fly as an Eagle, Carpet of Adhesion, Climb, Superhuman Speed & Strength, Multiple Image, Mask of Deceit, Shadow Meld, Invisibility, Invulnerability, See Aura, etc.

It can also be cast on an offensive spell, allowing a character to attack with the spell ability a number of times equal to half his or her hand to hand attacks. This reduces the duration of the spell to one minute per level of experience.

A character can have two spell abilities cast on him or her and use them both simultaneously, but more than two is impossible. Casting a second one on a person adds +5d4% to the destabilization and the third attempt at casting automatically causes destabilization, plus the recipient of the spell abilities loses both he has gained.

 

Spellblock

Level: 9
Range: Touch
Duration: One minute per level.
Casting Time: One melee
Damage: Special
Saving Throw: Standard
Destabilization: +2d6+3%
P.P.E.tm Cost: 40

This spell is a dangerous weapon against spellcasters. The victim of the spell saves normally, but if they should fail their ability to cast spells is temporarily negated! The victim can still use magic items and techno-wizard equipment, but using their P.P.E.tm to directly cast a spell is futile. The P.P.E.tm is burned off without effect. GM's should definitely be prepared for characters that always use this spell against other casters, as it presents an unfair advantage sometimes. Perhaps at that point the offending player should get this cast on him.

 

Stabilize Magical Forces

Level: 9
Range: 10ft per level
Duration: A rate change fades in 1d4 hours, the decrease in stabilization is relatively permanent.
Casting Time: Two melee actions
Damage: None
Saving Throw: None
Destabilization: None
P.P.E.tm Cost: 40

The caster can either decrease the level of destabilization in an area by 1d6% per level of experience or increase the rate of stabilization by 1d4% per casting. This lets metamages equalize the flow of magic to reduce the possibility of
magical destabilization <m_notes.htm>. This is the only metamage spell that can be simulcast with another metamage spell. Successfully doing so will cut the resultant destabilization of the other spell(s) by half, regardless of the value.

 

Steal Control

Level: 9
Range: 100ft
Duration: Until the spell stolen ends.
Casting Time: One melee action
Damage: None
Saving Throw: Standard
Destabilization: +2d4%
P.P.E.tm Cost: 50

A magician with this spell can steal all control of a spell away from the original caster. The stolen spell will run to its maximum duration unless the metamage decides to end it before then. This only works on spells like Animate and Control Dead, Carpet of Adhesion, Id Barrier, Globe of Silence, Magic Net, etc. Instant effect spells cannot be stolen

.

Steal P.P.E.tm

Level: 9
Range: Touch
Duration: Instant
Casting Time: One melee action
Damage: None
Saving Throw: Standard, mages get a +2 bonus to save.
Destabilization: +1d6%
P.P.E.tm Cost: Special

A spellcaster with this spell can cast it and touch a creature to drain it of magic energy. The maximum amount that can be taken is 10 P.P.E.tm per level of experience of the mage. Also, only 90% of the stolen energy goes to the caster - the rest is burned off during transfer. This spell is no substitute for the sacrifice of a living creature (though I personally don't endorse it). At the moment of death the P.P.E.tm doubles and there is no burning off of energy.

Cure Disease (Level 9 Spell)

Range: Touch or 3 feet (.9 m)

Duration: Instant cure for minor diseases and 3D10 melees for major illnesses.

Saving throw: None; standard if the person resists treatment.

P.P.E.: 40

A powerful magic that will cure an individual of all forms of life-threatening diseases. Such ailments as the flu, stomach viruses, food poisoning, etc. will be cured instantly. Cell-altering maladies such as cancer, typhoid, the plague and such, will take time (3D10 melees) for the spell to counteract and destroy the harmful cells. After this time, the character will still need at least one week of recuperation time to get back into peak condition.

 

-Improved Invisibility (lvl 9)
PPE: 40
Dur: 1 minute/lvl
Range: self
Save: N/A

This spell renders the caster invisible and undetectable as superior invisibility, but can remain so even in combat. This forces a -10 to strike the caster.

Ebony Shroud

Range: 150 feet ( 46m )

Duration: One melee round per level of experience

Damage: 3D6x10 per melee round

Saving Throw: Dodge plus Special

P.P.E.: 120

This spell generates a pitch-black bolt of energy. When the bolt strikes the target, it explodes and covers the victim in a hazy black aura. Damage is suffered as per the Essence Bolt spell. The victim must roll a saving throw versus pain or spend the duration of the spell writhing on the ground in agony. This spell can affect magical armor and power armor if the suit is missing at least one-half of it's M.D.C., and it can affect robot vehicles if the pilots compartment has lost more than one-half of it's M.D.C.

 

Spell Name: Shadow Phase
Spell Level: 9
Range: self
Duration: 2 melees per level
P.P.E.™ Cost: 50
Saving Throw: none

Description: This powerful spell allows the caster to enter a shadow and exit from another shadow up to two miles per level, away. This travel takes place in a split second. The caster need only concentrate on the desired location and if there is a shadow there then he/she will appear. The caster need not know the location because when he/she enters the shadow all things are ghosted and any point to the horizon can be seen by the caster (even trough walls etc.).

 

Spell Name: Shadow Dwelling
Spell Level: 9
Range: 100 ft
Duration: 5 days per level
P.P.E.™ Cost: 60
Saving Throw: none

Description: With this spell the caster creates for himself a dwelling inside a shadow. The temporary home is 100ft X 100 ft and can be entered by anyone with the appropriate powers to enter shadows or can be brought in by the caster. There is plenty of oxygen in here for up to 30 people to survive the spell's duration. There is also a natural but dim light similar to a night with a full moon and clear skies. Any one not use to the environment will feel uneasy but will suffer no effects.

 

Spell Name: Intimation
Spell Level: 9
Range: Self
Duration: instant
P.P.E.™ Cost: 60
Saving Throw: None


Description: By use of this spell the mage can call upon the beings of the Nether World for the answer to a question. Only one question may be answered per casting of the spell. Not all things are known by these beings. Questions regarding the future cannot be answered UNLESS they involve death. Only questions of the past and present can be answered with any exactness. Questions regarding the location of an object or being are allowed.

 

Spell Name: Advanced Cloak
Spell Level: 9
Range: Touch or 10 feet
Duration: 1 hour per level
P.P.E.™ Cost: 60
Saving Throw: none


Description: This is essentially the same as the Cloak spell except that 1000 pounds per level may be cloaked. For an extra 100 PPE the size can be increased to anything the mage is touching! Even a starship can be cloaked in this fashion as long as the mage is in constant, flesh to ship contact. The soles of the mages boots do not count as contact.

 

Time Warp: Youth

Range: Self or 1 other up to 100 ft. away.
Duration: 10 minutes per level of experience
Saving Throw: none, unless the subject decides to resist; if they do, they are -2 to save
Limitations: Does not work on creatures of magic or supernatural beings.
P.P.E. Cost: 60
Level: 9th

This powerful spell is similar to the spell Time Warp: Age (see Rifts England, p. 81). It distorts time around the subject to make them younger by 2D8 years (2D6 experience levels). This can be used as a means of defense or disguise. The only problem is that the person temporarily forgets any skills and/or spells, psionic powers, or Talents that he/she learned between the time they were that age and the present! As with all magic, the caster may cancel the spell at any time or let it go its full duration. If the caster uses this spell on himself and 'forgets' this spell, he cannot cancel the spell; he must wait until it wears off. Note that this spell could accidentally kill someone who is younger than the number of years the spell reverses (they disappear as if they never existed)! Some decadent rulers will become addicted to the use of this spell (making them young again for a brief time) and will pay anything to get someone to keep casting it for them.

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