Wizard / Ley Line Walker Spells



Spell Level:


These spells are created so that they can be used in most Palladium settings including Rifts, Heroes Unlimited, Palladium Fantasy, Beyond the Supernatural, and Nightbane in most cases. Some are entirely new spells while others are modifications on standard spells.


These spells are written with separate S.D.C. and M.D.C. damage when applicable. Listing includes both combat and non-combat spells. Some spells are also available at Game Master option as "Free" spells, spells which the character can learn without using a spell selection during character creation.


Level 1:


Law of Identification
Range: 60 feet
Duration: One use per casting
Saving Throw: None
P.P.E. Cost: 2


This simple Wizard spell locates more of a specific item or material based on its similarity to another material. For example: If a person has a pinch of sand and wishes to find out which bag the sand comes from he casts the spell and once cast he will know which bag it comes from. The spell can also be used to identify a piece of skin or blood as coming from a specific person if they are within the range of the spell. This can be very useful in prosecuting crimes.


Farsight:
Range: Self or other by touch only
Duration: One minute per level
Saving Throw: None
P.P.E. Cost: 4


This spell increases the caster (or another by touch) vision to be equal to that of a person with modern binoculars. Magnification is four times at first level, increases to eight times at third level, sixteen times at sixth level, and thirty-two times at tenth level. The caster can vary their magnification as needed up to their maximum ability. Does not magnify small close in objects, only useful for long distance.


Locate Object:
Range: 40 feet
Duration: One use per casting
Saving Throw: None
P.P.E. Cost: 4


This spell is for the mage that forgets where he put an object. All he needs to do is cast the spell, picture the item, and if the object is within the range of the spell then he knows where the object is.


Magnify:
Range: Self or other by touch only
Duration: One minute per level
Saving Throw: None
P.P.E. Cost: 4


This spell allows the caster (or another by touch) to look at tiny objects at a greatly magnified level and is similar to "Farsight"although does not work to magnify far objects. Magnification is two times at first level, increases to four times at third level, eight times at sixth level, and sixteen times at tenth level. The caster can vary their magnification as needed up to their maximum ability.


Repel Vermin:
Range: Self or others by touch / One room if cast as ritual
Duration: 4 hours per level of experience
Saving Throw: None
P.P.E. Cost: 4 / 8


This is a very simple and very common spell which is often taught to wizards and other spell casters when they are apprentices. The spell works to keep all vermin from a person's body or clothing. The spell works on small creatures such as fleas, mosquitos, ticks, flies, and spiders although not limited to those creatures. It does not protect from microscopic parasites and does not protect from illness or disease. The spell simply drives any creatures off the body and clothing of the being effected by the spell. When the spell elapses, the vermin do not automatically return but return as normal and are effected by conditions.


The spell may also be performed as a ritual at a cost of double the normal cost. When cast as a ritual, the spell effects a full room. The ritual version woks on small creatures such as those previously mentioned but also includes creatures such as cockroaches, ants, termites, and even larger creatures such as mice and rats.


Sneeze / Cough:
Range: 40 feet (12.2 meters)
Duration: 1 melee round
Saving Throw: Standard
P.P.E. Cost: 2


This spell is very commonly known and is often taught between wizards to learn magic. If the person fails their save, they will find themselves choking up and will have a hard time speaking with a -40% skill modifier to any public speaking abilities and otherwise are extremely hard to understand. As well, if the target attempts to cast a spell, they will automatically fail if it has any verbal components. Combat abilities are less impeded with a -2 to strike, parry, and dodge.


Tangle:
Range: 5 feet (1.5 meters) per level of experience
Duration: 10 minutes per level of experience
Saving Throw: None
P.P.E. Cost: 2


This spell is more of a nuisance spell than anything else. This spell can be cast on string, line, or other lighting materials. The spell does not work on heavy rope. It can also be cast of the hair of a person although the hair has to be relatively long. When cast, the material becomes hopelessly tangled for the duration of the spell. A person who has their hair effected by the spell will find it a matted mess. No amount of work untangling the material will help untangle it and no amount of brushing will work with someone's hair. The material will remain tangled after the spell elapses but will be able to be untangled.


Untangle:
Range: 5 feet (1.5 meters) per level of experience
Duration: 15 minutes per level of experience
Saving Throw: None
P.P.E. Cost: 2


This spell is the flip spell of the tangle spell. It si actually extremely useful for a variety of different jobs. This spell can be cast on string, line, or other light materials. The spell does not work on heavy rope. It can also be cast of the hair of a person. No matter how badly tangled the material is, it will immediately untangle itself. A person will also be able to make their hair completely untangled no matter how much of a mess it was before the spell was cast. Hair will become glossy and sleek. During the duration of the spell, the material will stay untangled although can become tangled when the duration elapses.


Level 2:


Mage Clean:
Range: 10 square feet per level of experience
Duration: Instant
Saving throw: not applicable
P.P.E.: 4/8


This is an often overlooked but important spell used for domestic purposes. This spell is similar in many ways to the spell ‘Cleanse' but is specialized for use on inanimate objects. The magical energy of the spell magical removes dirt, grime, stains, and whatever else the mage considers unclean. This spell is often taught to mages just learning magic and is know by most mages. With game masters permission, a mage may know this spell to start without taking another spell's slot. The spell normally does not get rid of diseases and bacteria although it will get rid of fleas, ticks, and other similar vermin. If the spell caster spends four extra P.P.E., the spell with also disinfect and get rid of diseases and bacteria as well.


Perfume:
Range: Self or others by touch
Duration: 4 hours per level of experience.
Saving Throw: None
P.P.E. Cost: 5


This spell is one of the common spells which wizards learn when learning the basics of magic. The spell creates a pleasing scent. The scent can be highly individualized by the spell caster. It will cover over any body odor but has the disadvantage of being able to be easily detected by any creature with a strong sense of smell including Wolfen. The perfume also gives the wearer a +10% to charm and impress abilities and helps with +10% to seduction skill rolls as well.


Level 3:


Color Restoration:
Range: 10 square feet per level of experience
Duration: Instant and Permanent
Saving Throw: none
P.P.E.: 8


This is a relatively simple spell but is a very useful domestic type spell. Over time, colors can fade through sunlight or by being exposed to the elements. This spell restores colors to faded materials even if the color has completed faded. This spell is believed to have been invented to restore manuscripts that had faded to the point that they could no longer be read. It was found to be useful for a great many other materials than faded books.


Disappearing Clothing:
Range: 10 feet (3.05 meters) per level of experience
Duration: 15 minutes per level of experience
Saving Throw: Standard to see through illusion
P.P.E. Cost: 5


This spell can both be a nuisance spell and a spell for an exhibitionist. When the spell is cast, all of the clothing of the target (which can include the spell cast) appears to disappear although the clothing remains and simply becomes invisible. If the target does not expect this, they may be disconcerted for several moments. It will work on body armor as well. In some environments (such as Rifts where weapons are extremely lethal), they may dive for whatever cover they can find. Usually, due to the weight and touch of the armor still remaining, they will realize that they are still in armor / clothing after a few moments.


This spell may be used on one item of clothing (such as a set of body armor) to make only that item appear to disappear.


Illusionary Clothing:
Range: Self or Touch
Duration: 1 hour per level of experience
Saving Throw: Standard (See Description)
P.P.E. Cost: 8


Mages often learn this spell or similar spells as lessons to more powerful illusions. This spell created illusionary clothing and allows the creation of almost any type of clothing, fancy to plain and linen to silk or velvet. The spell gives no protection for the elements but does work as a disguise and can be cast over other clothing. In most cases, unless a viewer has a reason to suspect an illusion, do not give the viewer an automatic saving throw. If a viewer discovers that the clothing is an illusion, the illusion will not disappear but the viewer will be able to see it as an illusion though imperfections and possibly a slightly ghostlike property. The quality of illusion is improved if the spell caster has the sewing skill and is further improved if the spell caster has the skill at professional level. Add a -2 penalty to save against the illusion if the spell caster has sewing and -3 if the spell caster has professional sewing.


Invisible Chef:
Range: Touch
Duration: Instant
Saving Throw: Standard
P.P.E. Cost: 10


This spell allows for the instant creation of a meal. Allows for the cooking of 2 lbs (0.9 kg) of food per level of experience. All ingredients must be available or will be left out of the cooking. The cooking will kill any bacteria in the food and the caster will be warned if any of the materials being used are tainted. Cooking skill is a base 60% and even if missed, the food will be edible although likely bland or slightly overcooked. If the caster has the cooking skill, their cooking will be at +10% to skill level and cooking will be considered professional level. Any left over materials such as bird feathers, onion peels, or hide are put to one side by the spell.


Wizard's Guide:
Range: 1000 feet (304.8 meters) per level of experience
Duration: 30 minutes per level of experience
Saving Throw: None
P.P.E.: 10


This is a relatively simple and common spell. The guide is a simple ball of light which can be used to guide others to a location by the wizard. The glowing ball can be seen clearly in the daylight and will illuminate a 40 foot (12.2 meter) diameter area. The guide is not guided by the spell caster but instead given rote commands much like a computer is programmed. Some uses are to show visitors the way through a series of traps or to a specific room. Of course the wizard / line walker cannot guide to a location which he or she does not know. Maximum speed of guide is around 30 mph (48.3 kph.) At third level and higher, the wizard may elect to change the appearance of the guide to look like something beyond a simple glowing ball although they still have to be small. Common forms include a hawk, other birds, an insect, or some sort of idol.


Level 4:


Blade Dance:
Range: 8 feet (2.4 feet)
Duration: 2 melee rounds per level of experience
P.P.E. Cost: 12


This spell is similar to the spell of telekinesis in that it animates an object although unlike the spell of "Spinning Blades", the spell is limited to a single item. Usually this spell is cast on a single weapon, a sword, dagger, staff, or mace. When it is cast, the weapon will float in the air close to the spell caster. It can attack or parry, freeing the caster up for other actions. Even a shield can be animated and can be used to parry projectiles or energies cast at the caster. The weapon will do its normal damage (No strength bonus) and will take normal damage from attacks. Has three attacks per round, free parries, and is at +3 to strike and +4 to parry (no bonuses for caster's skills or attributes but weapon bonuses are applicable)


Boomerang:
Range: Touch (Weapon has normal range)
Duration: 2 melee rounds per level of experience
Saving Throw: None
P.P.E. Cost: 10


This spell is a variation on telekinesis which enchants a weapon, dagger, axe, or other weapon, to return when thrown. When the object reaches the end of its range, it returns to the hand of the thrower or to a quiver. Unlike the spell of "Telekinesis," there is no requirement of concentration on the object. Requires one melee attack to return to the thrower / holder for every 400 feet (122 meters) fired. Range is limited to normal weapon range.


Calm the Beast:
Range: 30 feet (9 meters)
Duration: Two minutes (8 melee rounds) per level of experience
Saving Throw: Standard; 12 or higher even for animals. (If trying to resist)
P.P.E. Cost: 10


This spell does not put an animal under the full control of the spell caster but is designed to call a scared or angry animal. If an animal, out of fear or anger, is about to either run or attack, it has a 60% chance of not doing the action. This is also extremely useful when trying to train a fearful animal. The spell also gives the animal a +2 to save against horror factor. Spell does not work on sentient animals.


Makeover
Range: Special
Duration: 24 hours
Saving Throw: None
P.P.E. Cost: 15


Low powered spell but involved both illusion and telekinetic/reshaping effects. Spell creates a low powered illusion that allows character to do whatever facial makeup effects that character wants. Spell allows for highlighting, color changing, and any other effect associated with makeup. Spell can include unusual effects such as green hair as well. Spells secondary effect is to manage hair and style hair into desired effect via telekinetics and reshaping. Spell was designed by the Sorceress Lilly.


Mystic "Speed" Reading:
Range: Self or others by touch.
Duration: ten minutes per level.
Saving Throw: None
P.P.E. Cost: 8


This spell is similar to the Psychic ability of speed reading although duration is longer. The spell gives the ability to read and comprehend written text extremely quickly. The person can read up to thirty pages per minute (4 melees.) The Wizard will retain the information ahs her / she would normally. Highly technical texts (including mystic texts) will reduce speed ready by half (15 pages per minute) and may require two readings. Memorizing spells from text have the same bonuses as the psychic ability of "Speed Reading" but cannot be combined.


Razor's Edge:
Range: Touch
Duration: One Minute (Four Melee) per level of experience
Saving Throw: None
P.P.E. Cost: 10


This spell enchants a single bladed weapon to be razor sharp and gives the weapon +3 to damage in addition to other bonuses. Does not work on magical weapons which have "Eternally Sharp" or "Super Sharpness" enchanted on them. Also does not work on high tech weapons such as vibro-blades, force blades, and plasma blades.


Tarnished Gold:
Range: By touch or up to five feet (1.5 m) away.
Duration: Five minutes per level of spell caster.
Saving Throw: Standard
P.P.E.: Ten


This spell can be considered the reverse of the spell "Fools Gold" in that it creates an illusion over gold, silver, or anything precious. A much more subtle enchantment, what the spell does is make so that anybody observing the enchanted objects will think they are fake - fools gold, poorly plated, or paste gems. Will also make weapons look worthless low quality weapons. The spell will remain until the duration of the enchantment elapses. This makes the items far less likely to be stolen. At Game Masters Option, a saving throw can only be permitted if somebody suspects that there is an illusion on the objects.


Level 5:


Blinding Light
Range: 40 foot (12.2 meter) cone per level of experience
Duration: One minute (4 melee) per level of experience
Saving Throw: Special
P.P.E. Cost: 12


This spell is a more powerful version of the first level spell "Blinding Flash" and is a very effective combat spell. The spell creates a 120 degree cone of blinding light which can potentially last several minutes. All individuals, except the spell caster or those with vision protection, must save against magic of be blinded. If blinded, they will suffer -9 to strike parry and dodge. If the save against magic is made, they will still be partially blinded if looking towards the light and will still suffer -5 to strike, parry, and dodge. All in the cone of effect will still have -1 to strike, parry, and dodge even if facing away except for the spell caster and those with vision protection. Various high tech optics will protect from the effect of the spell. These include special optics, photosensitive darkening helmets, and cybernetic eyes among others. Vampires had a -5 penalty to save against this spell.


"Blinding Light"is a common spell used in mass combat and many wizard serving with military units want to learn this spell. This spell can virtually turn a battle around due to the large number of enemy troops which it can potentially effect at one time. The spell is more common on the Palladium world than on Rifts Earth where the majority of high tech soldiers have optic protection which renders the spell ineffective. Still, the incantation is quite popular with spell casters operating in the Vampire Kingdoms or on the borders. The light from this spell can be seen for miles during the day and even further at night.


Conjurer's Clothing:
Range: Self or Touch
Duration: 30 minutes per level of experience
Saving Throw: Not Applicable
P.P.E.: 12


This spell allows the spell caster to create temporary clothing. Any kind can be created, fancy to plain and linen to silk or velvet. The clothing can even be designed in such a way as to be impossible to create by hand such as a skin tight body suit with no way to take it off. The clothing can be worn over other clothing or can be worn by itself. The clothing feels completely real to the touch. The only weakness is that the clothing completely disappears at the end of its duration.


Conjurer's Sword (Lesser):
Range: Touch
Duration: 5 minutes per level of experience
Saving Throw: Not Applicable
P.P.E. Cost: 12


There are stories of Conjurers seeming to pull swords from no where although in most cases this is simple illusion not magic. Still, sometimes a sword is created through magic allowing a wizard to carry no weapons but suddenly appear with a weapon. This spell allows a spell caster to simply create a weapon out of magical energy. To all appearance, it is real and weights like a normal weapon. It can be handed to another and be used as well. Any melee or throwing weapon, no missile weapons such as bows or modern weapons such as guns can be created, not just a sword by the caster. Look at Palladium's Compendium of Weapons, Armor & Castles with its 700 plus weapons, 40 types of weapons for description of weapons. The weapon inflicts normal S.D.C. damage (Long Sword would inflict 2D6 damage) but is considered a magic weapon for purposes of supernatural creatures. The weapon is not indestructible but is extremely tough.


At higher levels, the weapon does improve in quality become the equal of a high quality Dwarven or Kobold crafted weapon. At second level, the weapon will be +1 to damage. At fourth level the weapon will be +1 to initiative, +1 to strike, +1 to parry, and +2 to damage. At sixth level, the weapon will be +1 to initiative, +1 to strike, +1 to parry, and +3 to damage. At eighth level, the weapon will be +1 to initiative, +2 to strike, +2 to parry, and +4 to damage. Note: These bonuses are not cumulative with each other but are cumulative with other bonuses such as hand to hand, high prowess, and weapon skills.


Disinherit (Lesser)
Range: Touch
Duration: Instant
Saving Throw: None
P.P.E. Cost: 10


This spell is designed to break the metaphysical connection that any object handled or even touched by a person has. The Wizard using the spell can only break the link to himself and not to others. The actual effect is that after casting this spell, the object cannot be used for either psionic or magical spells that use this. If the psionic ability "Object Read" is used, the user will get a blank image from the time frame that the mage had the item. This will immediately tell the psionic individual that someone blanked out the object. A ley Line Walker using Locate would get absolutely no information about the location of the person trying to be detected if using an item that has been neutralized by this spell. All other spells and psionics or similar effects will be effected in the same way.


Fear: Greater (Horror Factor 16)
Range: 200 foot (61 meter) by 200 foot (61 meter) area. Can be cast up to 400 feet (122 meters) away
Duration: 1 minute (4 melees) per level of experience
Saving Throw: Special; Save vs Horror Factor (16 or greater)
P.P.E. Cost: 15


This spell is similar to the standard fear spell but more flexible and longer ranged. First, the area of the fear may be focused in different pattens as long as the area remains the same. For example, it can be focused in a cone. This spell is often used as a battlefield spell used again massed enemy troops.


Anybody in / or entering into the area of effect has to save against the fear magic (roll of 16 or greater.) A failed roll means the person is suddenly washed with terror and will be momentarily stunned, loses initiative, is the last person to attack, and can not defend against an opponent's first strike each melee the person is in the area of fear. Also see "the Horror Factor" explanation in the main rule book.


Moon Phases
Range: Self Only (Others by touch as well for characters with the skill Medical Doctor)
Duration: One month
Saving Throw: Not Applicable
P.P.E. Cost: 18


An important but often overlooked aspect are the spells that help in everyday life. Moon Phase is a spell that allows female magic wielders to control their own biology. This spell can only be used by the spell caster because only the caster knows enough about their own biological functions to be able to properly control them. A spell caster would need to have a medical doctors training in order to be able to cast this spell on other people (Beyond the Supernatural Arcanists are the only spell casters that can relatively easily have the required medical skills) . There are two different uses for the spell, one is to control fertility and the other controls menstruation. Unlike chemical methods of controlling biology, this spell has no ill effects and may be used as desired by the spell caster as often as once a month. The first aspect allows them to control their fertility. Unlike some other spells, this spell cannot overcome biological barriers and does not allow for fertility to other races (depending on the gaming group - elves and humans may be an exception) and does not allow pregnancy before puberty or after menopause. The other effect is that a lady mage can effect her moon days if they would interfere with activities. Moon Days refers to the menstruation period. She can chose to change the time frame of her menstruation cycle (Change the menstruation period by up to fifteen days before or after the normal time frame), can choose to not have any menstruation period that month as long as the spell is cast prior to ovulation, or can choose not to suffer pain and other ill effects from her menstruation period (The character will still have blood flow but it will be lighter). The spell may be cast during the moon days to stop menstruation as well, this will negate any discomfort but will not stop blood flow until all the blood is out of the body. This is so other sicknesses do not develop. Most female mages know this spell and at game masters option, all female mages that can learn spells have this spell automatically without costing them one of their spell choices.


Mystic Recall:
Range: Self or others by touch.
Duration: Permanent.
Saving Throw: None
P.P.E. Cost: 6


This spell works similar to the psychic ability of "Total Recall." The recipient of the spell remembers everything he or she sees. Each block of information will be recalled in perfect in perfect detail when the spell is cast but must be cast for each specific block of information. Memorizing spells from text have the same bonuses as the psychic ability of "Total Recall" but cannot be combined.


Mystic Zanshin:
Range: Self or others by ritual (Has a 60 ft [18.3 meter] radius)
Duration: Ten minutes per level.
Saving Throw: Not Applicable
P.P.E. Cost: 10


This spell is similar to the psionic ability of ‘Sixth Sense'. The spell create a 60 foot (18.3 meter) radius field which when any being tries to attack the spell caster, the spell caster will instantly be alerted. Unlike the psychic ability, the spell lasts of a specific duration or until triggered, whichever comes first. The spell may be cast as a ritual to allow the spell caster to know if another individual is being attacked. The spell is tailored for that person olone in those cases. Bonuses ast only for first melee the spell is trigger on. Bonuses: +6 to Initiative Roll, +2 to Parry, +3 to Dodge, and mage cannot be snuck up from behind.


Superhuman Hearing:
Range: Self or others by touch.
Duration: One minute per level of caster.
Saving Throw: None.
P.P.E. Cost: 10


Spell gives the target of the spell an uncanny ability of hearing, far beyond that of a normal person and gives the being that ability to hear tiny, almost inaudible sounds, several hundred feet away. At 75 ft (22.9 m), the target can hear sounds as quiet as 1 decibel. At 150 ft (45.8 m), the target can hear sound down to 10 decibels. At 360 feet the target can hear down to 30 decibels. Ability is reduced for when there are noises of 70 decibels or more. -10 feet for 70 db and -5 ft for every 10 dbs thereafter. Has ability to estimate distance at 60%+5% per level, estimate speed of sound approach or departure at 50%+5% per level, Recognize voice at 40%+5% per level, Imitate a voice at 30%+5% per level. Gives Bonuses of +1 to Parry, +2 to Dodge, and +6 to Initiative.


Training Blade:
Range: Touch
Duration: 4 minutes per level of experience
Saving Throw: Special
P.P.E. Cost: 12


This spell is similar to the spell "Conjurer's Sword" but creates a weapon designed to be used in training combat instead of real combat. The spell allows warriors to practice combat without holding back blows without anybody seriously injured. Any melee or throwing weapon can be created although no missile weapons such as bows or weapons like firearms can be created. The weapon can be handed to another to be used. In all respects the weapon feels and weighs like the real weapon although it inflicts no real damage and effects are only temporary. Instead any blows of the weapon inflict paralysis damage to the target hit. If the target fails to save against magic, the limb hit suffers from paralysis. If the strike is in the head, the target feels dizzy with -2 to strike, parry, and dodge. If the strike is to the body, the target will be out of breath and be at -2 to strike, parry, and dodge. The weapon has no effect on opponents in magical armor or full environmental armor.


At higher levels, the weapon does improve in quality become the equal of a high quality Dwarven or Kobold crafted weapon. At fourth level the weapon will be +1 to initiative, +1 to strike, and +1 to parry. At eighth level, the weapon will be +1 to initiative, +2 to strike, and +2 to parry. Note: These bonuses are not cumulative with each other but are cumulative with other bonuses such as hand to hand, high prowess, and weapon skills.


Voices Carry:
Range: 120 foot (36.6 meter) radius with an additional 10 foot (3 meter) per level of experience
Duration: 4 melees (One minute) per level of experience
Saving Throw: None
P.P.E. Cost: 12


This spell simply allows sound to carry over any background noise. It is very useful for public speakers and entertainers who wish to be able to carry on speech over a crowd without the use of artificial augmentation such as a megaphone. Some would consider the spell a form of artificial augmentation but it works quite differently. No matter how loud any background sound is, the people within the area of effect will hear clearly what the spell caster speaks. The speech can be anywhere from a whisper or a yell and will still be heard. While in the times of the Rifts, most soldiers are equipped with powerful radios, in areas of lower technology the spell is extremely useful for a commander to get his soldiers to understand him and to help rally troops.


Level 6:


Flaming Weapon:
Range: Touch
Duration: One minute (four melee rounds) per level of experience
Saving Throw: Dodge or Parry only
P.P.E. Cost: 18


This spell is in many ways similar to the spell "Fire Fist" but is cast on a weapon instead of enveloping the fists of the spell caster. This spell can be cast on normal or enchanted melee weapons (However cannot be cast on already flaming swords, light blades, psi-swords and the like). It can be cast on both conventional and high tech weapons although does not work on any ranged weapons. The flame aura does no damage to the weapon and makes the weapon impervious to fire. The weapon inflicts the regular damage plus 2D6 per strike. In M.D.C. Setting, even if a conventional weapon, this is converted to M.D.C. Unlike many other spells, this spell can be combined with other spells such as "Enchant Weapon: Lesser" and "Power Weapon."


Mystic Shelter:
Range: One Enclosed Space
Duration: Two hours per level of the Caster
Saving Throw: None
P.P.E. Cost: 20


This spell transforms a normal shelter (cabin, tent, or cave) into a comfortable enchanted shelter. The spell will protect an area 6 feet (1.8 meter) in side dimensions and height. This is increased by 2 feet (0.6 meter) in side dimension and 0.5 feet (0.15 meter) in height per level. The spell must have a structure to be based on including a room, tent, cave, pit shelter with a canvas cover, or similar structure with four walls and a ceiling. A cave could have canvas closing the entrance. After sixth level, the spell can cast on a shelter with a missing side.


When the spell is cast, a glowing aura is created which seals any small openings in the shelter. The spell creates a comfortable environment with controlled humidity and inside the shelter, the temperature will be around seventy degrees Fahrenheit (21 degrees Celsius.) At first level, the spell will protect from temperatures from zero degrees Fahrenheit (-18 degrees Celsius) and 100 degrees Fahrenheit (38 degrees Celsius) with an increase of two degrees Fahrenheit (1.1 degrees Celsius) per level of experience. If temperature exceeds the limits of the spell, increase or decrease (as appropriate) temperature by one degree for every two degree of outside temperature above or below the limits of the spell. For example, a Mystic Shelter created by a spell caster of first level exposed to -50 degree Fahrenheit (-45 degrees Celsius) would be able to retain an inside temperature of 45 degrees Fahrenheit (7.2 degrees Celsius)


Spell keeps the shelter completely water proof and dry in even downpour conditions as well as protecting against snow. The shelter will not protect against most extra-ordinary weather conditions such as mud slides, avalanches, and earthquakes as well as not protecting against most powerful warlock spells. Spell will also protect against powerful winds of 60 mph (96.6 kph) with an additional 5 mph (8.0 kph) per level of experience. Shelters which can withstand stronger winds naturally are not effected until their structural strength is exceeded and are not limited by the spell.


Supernatural Prowess:
Range: Self or others by touch.
Duration: One melee per level of caster.
Saving Throw: None.
P.P.E. Cost: 16


This spell greatly increase the targets physical prowess while the spell is active but is of relatively low duration. The spell add 8 to the physical prowess attribute or increases physical prowess to 22, whichever is greater. Spell also increases Speed attribute by 12 or up to 24, whichever is greater. Spell adds one melee attack per round and the ability to make automatic dodges (does not cost an attack) with a bonuses of +3 (in addition to attributes and other bonuses.) Spell also adds +10% to all physical skills requiring Dexterity (Such as picking pockets and acrobatics)


Supernatural Strength:
Range: Self or others by touch.
Duration: One melee per level of caster.
Saving Throw: None.
P.P.E. Cost: 16


This spell greatly increase the targets physical strength while the spell is active but is of relatively low duration. The spell add 20 to the physical strength attribute or increases physical strength to 40, whichever is greater. Strength is considered to be supernatural. Spell also increases physical endurance by 10 points or up to 30, whichever is greater. Spell also adds 50 S.D.C. for the duration of the spell.


Telekinesis: Greater:
Range: 120 feet (36.6 meters)
Duration: Two minute (8 melees) per level of experience of caster.
Saving Throw: Dodge
P.P.E.: Twenty (20)


A greater version of the standard telekinesis spell which allows greater range and allows heavier weight to be moved. Otherwise, the spell is similar, allowing the caster to move or hurl objects, bring them to him/her, open doors, flick switches, press buttons, and so on. Rules and Limitations:


Telekinetic Storm:
Range: 5 foot (1.5 meter) radius per level of caster.
Duration: One minute per level of caster.
Saving Throw: None
P.P.E. Cost: 20 (45 For an M.D.C. Storm)


This spell allows the caster to telekinetically control a cloud of small objects and effectively create a storm of them. It looks much like a whirlwind. The objects need to weight less than a pound (0.45 kilograms) and can include books, small rocks, nuts and bolts, silverware, and anything else of that size. This spell does not create any objects and if there are no small objects, the spell cannot work.


These objects are caused to circle the caster at a high rate of speed but do not touch the caster and acts as excellent protection. Anyone else who gets within the telekinetic storm will be pelted by objects. There are simply too many small objects for the storm to be dodged although a roll to strike (no bonuses) is made when someone or something enters the cloud of flying objects. This is rolled once per melee for every round which a being is within the telekinetic storm. Rolls of 4 or below means that the storm completely misses and if the strike is below the armor rating of the target, then the storm hits the armor instead of the target. On small targets (three feet tall / long or smaller) the storm inflicts 2D6+2, against medium sized targets (human sized) the storm inflicts 4D6+4, against large targets (ten feet tall or long) the storm inflicts 8D6+8, and against huge targets (twenty feet tall / long or larger) inflicts 2D4x10+20. Damage can be increased at Game Masters option if the objects controlled are knives or other sharp objects. In Rifts and other M.D.C. environments, the caster can pump an additional 25 P.P.E. to make the storm inflict M.D.C. Objects in the M.D.C. storm are destroyed when they hit and the caster needs a continuing supply of small objects.


The caster can control the storm so that it does not hit a specific target in the area of the spell. The caster can chose one target to be exempted from the effects of the spell per level of experience. For example, a fifth level Wizard could make is so five targets would not be hit by the storm. This takes extra concentration and the caster loses one attack and is -2 to strike, parry, and dodge when directly controlling the spell in this fashion.


Thick Air:
Range: 60 feet (18.3 meter) away, covers a 10 foot (3 meter) by 10 foot (3 meter) area per level of the warlock.
Duration: 1 minute per level of experience of the Warlock casting the spell
Saving Throw: None
P.P.E.: 15


This spell creates a wall of air which is much denser than normal air, almost the consistency of water. The wall is relatively thin, only about 3 feet (0.9 meter) thick. The effect of the wall is that most bullets and fast moving objects will be either deflected and lose all velocity or will disintegrate. Relatively slow powered rounds such as pistol and black powder rounds are deflected and lose all velocity. High powered rifle rounds will simply disintegrate when they hit the wall. The wall does not impede energy weapons and larger that 14.5 mm rounds (As well as M.D.C. rounds) will penetrate the wall. Throw daggers will also be deflected by the wall although a spear or javelin can be thrown through the wall with a -4 penalty.


Thunder Weapon:
Range: Touch
Duration: One Minute (Four Melee) per level of experience
Saving Throw: None
P.P.E. Cost: 20


This spell temporarily enchants a blunt weapon. The enchantment causes the weapon to inflict 2D6 additional points of damage to the weapon's normal damage. As well, there is a booming thunderclap each time the weapon is used. This enchantment cannot be combined with the "Thunder Hammer" enchantment on magical weapons.


Level 7:


Conjurer's Sword (Greater):
Range: Touch
Duration: 1 minute per level of experience
Saving Throw: Not Applicable
P.P.E. Cost: 25


More powerful version of the spell, "Conjurer's Sword (Lesser)" and the spell creates a magic weapon which feels solid but is made from magical energies and dissipates when the spell duration elapses. To all appearance, it is real and weights like a normal weapon. It can be handed to another and be used as well. Any melee or throwing weapon, no missile weapons such as bows or modern weapons such as guns can be created, not just a sword by the caster. Look at Palladium's Compendium of Weapons, Armor & Castles with its 700 plus weapons, 40 types of weapons for description of weapons. In S.D.C. settings, the weapon inflicts double its normal S.D.C. damage (Long Sword would inflict 4D6 damage) while in M.D.C. settings, the weapon inflicts its normal S.D.C. damage as M.D.C. (Long Sword would inflict 2D6 M.D.C.) and the weapon is considered a magic weapon for purposes of supernatural creatures. Conjurer weapons are not indestructible like rune weapons. They have an S.D.C. / M.D.C. value of from 50 to 500 and an A.R. of 17. The exact damage capacity depends on the weapon's size: Daggers have around 50 S.D.C. / M.D.C., swords typically have around of 125 to 150 S.D.C. / M.D.C., and battle axes, pole arms and other large weapons have 200-250 S.D.C. / M.D.C.


At higher levels, the weapon does improve in quality become the equal of a high quality Dwarven or Kobold crafted weapon. At second level, the weapon will be +2 S.D.C. / +1 M.D.C. to damage. At fourth level the weapon will be +1 to initiative, +1 to strike, +1 to parry, and +4 S.D.C. / +2 M.D.C. to damage. At sixth level, the weapon will be +1 to initiative, +1 to strike, +1 to parry, and +6 S.D.C. / +3 M.D.C. to damage. At eighth level, the weapon will be +1 to initiative, +2 to strike, +2 to parry, and +8 S.D.C. / +4 M.D.C. to damage. Note: These bonuses are not cumulative with each other but are cumulative with other bonuses such as hand to hand, high prowess, and weapon skills.


Ecstasy:
Range: 5 feet per level
Duration: 1 minute (4 melees)
Damage: Special
Saving Throw: Standard (Willing targets and addicts do not save against spell)
P.P.E.: Twenty Two


This spelling is a very dangerous reversal of the Agony spell. While the Agony spell activates all of the victims pain centers, the Ecstasy spell does the reverse and activates all of a victims pleasure centers. The spell creates the same effects to a targets activity that the agony spell does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge. This spell effects only one person per invocation.


The big danger of the spell is not the effect the spell has in combat but that some spell casters have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by casting the spell for free or a reduced price and then once the person is addicted, they raise the cost of the spell astronomically or make the person do jobs for them under the threat of not cast the spell anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this spell will get no save against the spell even if it is cast on them in combat


Rumored and only whispered is that some Wizards have used the spell agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this spell combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).


Shell of Silence:
Range: Can either be cast on themselves, on a location, or other by touch
Duration: 10 minutes per level of the spell caster
Saving Throw: None
P.P.E. Cost: 25


Many a spell caster may wish to have a conversation without others being able to listen. This is why an enterprising young battle-mage came up with this spell. She wished to be able to have conversations in privacy. The spell is a variation on the spell Globe of Silence but instead of the silence covering the entire globe, the spell create a shell that is four inches think that no sound enters or leaves. It can be cast to cover an area from a 5 ft radius or as large as a 10 ft radius. The spell works both ways, People outside the shell cannot hear people inside of the shell as well as people inside the shell cannot hear people outside the shell. One large advantage of this spell is that spell caster can use this spell and still be able to cast spells.


Wraith Blade:
Range: One Weapon by Touch
Duration: 2 Melee rounds (30 seconds) per level of experience
Saving Throw: None
P.P.E. Cost: 25


This spell enchants a weapon so that it becomes intangible or ghost like. The weapon can be any kind of weapon, blade or blunt. Arrows can even be enchanted by this spell. While enchanted with this spell, the weapon can pass through non-living solid objects as if they do not. This includes body armors and the weapon is limited by its normal reach. A sword could be driven as far as the wielders hand but no deeper. This means that a sword could usually strike the wearer of body armor or a person in power armor but simply not have the reach to hit the crew of a conventional vehicle or a robot vehicle. The enchanted weapon cannot penetrate magical materials, such as enchanted body armors, and force fields, magical, psychic, or conventional. The weapon inflicts normal damage direct to hit points against most mortal beings. Against supernatural creatures and magical creatures, the weapon is even more effective. In S.D.C. environments, the weapon inflicts double damage against hit points and by-passes all A.R. rating (including Natural A.R. Ratings) except through magical armor or in protected by a force fields. In M.D.C. environments, the weapon inflicts double damage in M.D.C. against M.D.C. creatures. The weapon will also effect intangible creatures including vampires in mist form and various entities. Animated Dead and Undead are considered living beings for the purposes of the spell although self aware robots are not considered non-living beings for the purpose of the spell. As well, the weapon inflicts double damage against both force fields and magical armors (S.D.C. or M.D.C. as appropriate) but inflicts no damage against normal non-living materials. It cannot be parried by a normal weapon although can be parried by magical weapons, force fields, and psi-sword and psi-shield. Likewise, the wraith blade cannot parry normal weapons.


This spell can be cast on most magical weapons as well as normal weapons although it cannot be cast on either rune weapons or holy weapons. When the weapon is enchanted by the spell, it inflicts S.D.C. / Hit Points against S.D.C. opponents even if the weapon normally inflicts M.D.C. The spell only works on solid weapons, it does not work on weapons with energy blades such as flaming swords or powered Kittani plasma swords and axes.


Level 8:


Blood to Blood:
Range: Self or other by ritual
Duration: 10 minutes per level of experience
Savings Throw: Standard
P.P.E. Cost: 40


This spell is designed to protect the caster (or other by ritual) from preset wards and spells of a similar nature including mystic alarm. The caster has to get the blood, hair, skin, or something biological from the person who they are trying to protect themselves from. If a ward or other protective spell is set to exclude other people as well, something from them which is biologic will work as well. The magic works by making the target of the spell appear to be the creator of the wards and the wards will not activate / trigger. When the person passes where they should trigger the enchantment, the ward or spell must save against magic (Spell or Ritual) and if it fails its saving throw, the enchantment will not be triggered.


Disinherit (Greater)
Range: Special
Duration: Instant
Saving Throw: None
P.P.E. Cost: 30


This spell is an enhanced version of the spell “Disinherit (Lesser)” and the spells purpose is to break the metaphysical connection that any object handled or even touched by a person has even though the object is already out of the mage’s hands. Like the lesser version, the Wizard using the spell can only break the link to himself and not to others. He or she must chose a specific object that they are breaking the connection, the spell does not break the connect with all objects that the person has ever handled. This spell can also be used for hair, skin, or other similar items. If the items are together, the whole batch of items will have the connection broken from the mage. The actual effect is that after casting this spell, the object cannot be used for either psionic or magical spells that use this. If the psionic ability “Object Read” is used, the user will get a blank image from the time frame that the mage had the item. This will immediately tell the psionic individual that someone blanked out the object. A Ley Line Walker using Locate would get absolutely no information about the location of the person trying to be detected if using an item that has been neutralized by this spell. All other spells and psionics or similar effects will be effected in the same way.


Firestorm
Range: 300 feet (95.1 meters) distance from spell caster per level of experience of spell caster but must be within sight.
Duration: Four melees (one minute) per level of the experience of spell caster.
Saving Throw: None.
P.P.E. Cost: 45


The Mage creates what appears to be a twisting pillar of fire. The pillar is in reality a combination of a pillar of fire and a powerful whirlwind which both sucks stuff up and further feeds the fire. The firestorm has a diameter of 20 feet (6 meters) and a height of 80 feet (24 meters).


Any object, including creatures, weighing less than 1000 lbs (450 kg) will be sucked into the storm by powerful winds. They will be caught within the storm for one full melee before being hurled to the ground. All objects caught within the firestorm will have 2D6x10 (S.D.C. in S.D.C. universes and M.D.C. in M.D.C. universes) of fire damage and cannot attack, cast spells, etc. After one melee, the object will be hurled from storm and will have an additional 2D6+2 (S.D.C. in S.D.C. universes and M.D.C. in M.D.C. universes) of damage inflicted on them. Creatures will be dazed for an additional 1D4 melees and will have all attacks and bonuses reduced by half. Objects heavier than 1000 lbs (450 kg) will have 2D6x10 (S.D.C. in S.D.C. universes and M.D.C. in M.D.C. universes) of damage inflicted on them but will have no additional effects. In M.D.C. universes, S.D.C. objects are completely incinerated by the spell and the ground beneath is blackened or turned into glass as appropriate. When used over water, the spell will produce a gigantic cloud of steam.


This spell is especially effective against low flying aircraft and creatures. Any flying object that is less than 80 feet long will be effected the same way as an object less than 1000 lbs (450 kg) on the ground. Flying objects less than 200 feet must make a piloting roll at -40 or be effected the same way.


The firestorm is directed by the spell caster and requires the caster's full attention to move it. While directing the storm, the spell caster cannot cast other spells. If the Mage casts another spell, the firestorm will remain stationary while the spell caster casts the other spell. Once the casting of the other spell is complete, the caster may retake control of the firestorm. The storm can travel at a speed of 75 mph (120 kph) but must stay within the casters range and line of sight.


Focused Shockwave:
Range: 100 feet (30 meters) per level of experience.
Area of Affect: 10 foot (3 m) cone for every 100 foot (30 meter) distance from caster
Duration: Instant
Damage: ID4 M.D. per level plus knockdown.
Saving Throw: Special; roll percentile.
P.P.E.: 35


Variation on the powerful offensive spell “Shockwave” but instead of creating a globular shockwave that emanates from the spell caster in the air in all directions. The shockwave inflicts mega-damage. The exact amount of damage can be regulated in increments of 1D4 M.D. (i.e. a 5th level mage can create a 5D4 shockwave, but may elect to create only a 1D4 shockwave, or 2D4, and so on) - In Rifts, S.D.C. objects are shattered as if struck by a tornado force. Likewise, the spell caster can adjust the radius of the range of the spell by five foot (1.5 m) increments. (For S.D.C. environments, damage is 2D4 S.D.C. per level)


In addition to the damage inflicted to everything in the radius of affect, those caught in the shockwave are likely to be knocked down (roll percentile dice).


People and animals (and objects) weighing less than 500 lbs (225 kg) are likely to be knocked off their feet and hurled 3D4 yards / meters; 01-88% likelihood. Only a percentile roll of 88 (defenders always win ties) or higher will see them keep their balance without the knockdown penalty, hut they suffer full damage.


Creatures and characters (supernatural beings, giants, dragons, cyborgs, robots, etc.) weighing 500-1000 Ibs (225 to 450 kg) have a 01- 50% chance off being knocked off their feet and hurled ID4 yards / meters.


Creatures and characters weighing up to one ton have only a 20% chance of being knocked off their feet and to the ground and knocked only a few feet back.


Flying creatures and characters will he hurled through the air at twice the distance, but do not get knocked to the ground, although they still suffer the penalties from the impact of the shockwave and disorientation. G.M.s can also have them slammed into walls, trees, etc., for an additional 1D4 M.D. (or S.D.C.) The spell is extremely effective against missiles. If the shockwave does not destroy the incoming missiles then missiles of medium range and smaller have an 88% of being knocked from the air, long range missiles have a 50% chance of being knocked out of the air, and cruise missiles have a 20% of being knocked out of the air)


Knockdown penalties: Those who fail to keep their balance are hurled through the air and knocked to the ground. There is a 01-40% chance of dropping anything they are holding, plus the character loses initiative and two melee attackslactions. Only the spell caster and those touching him are unaffected by the shockwave. Note: Those with acrobatics, gymnastics or other skill abilities involving "balance" are +l0% to save. A characters who makes a successful roll with fall or impact (14 or higher) takes half damage but full penalties.


Level 9:


Cone of Agony:
Range: 5 feet (1.5 m) per level of experience.
Duration: One minute (4 melees) total.
Saving Throw: Standard
P.P.E.: 50


While the standard agony effects a single individual, this spell creates a "Cone" where all within the cone are effects as per the agony spell. The cone is 60 degrees in width and while limited at lower levels, can be extremely useful at higher levels. All within the cone must save against magic or be effected per the spell (friend of for). Under the influence of the magic, the victim has no attacks per melee, cannot move or even speak, except to scream, groan and writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost and there is no sign of torture), the pain is very real feel like losing 20 S.D.C. or hit points per melee). It will take another minute (four melee rounds) for the victim to regain his full composure after the agony is stopped. During that minute his number of attacks per melee and speed are reduced by half, and he suffers a penalty of -1 on initiative and -1 to strike, parry and dodge.


Level 10:


Jamming Sphere:
Range: 100 foot (30.5 meter) radius per level of experience
Duration: One melee per level of experience
Saving Throw: Not Applicable, effects machines
P.P.E. Cost: 100


This spell is a more powerful version of the spell "Frequency Jamming"and instead of effecting a single target, it create a sphere which jams all communication and sensor systems within the sphere. The spell effects all radio communication, radar systems, sonar systems, motion detectors, heat sensors, laser communication, laser targeting, optical cameras, and other similar systems. It effects the systems used by the person casting the spell as well. It does not effect flight systems or control systems but only allows visual piloting. Such system as gyro-compasses will continue working but magnetic compasses will be jammed. Missile systems can generally only be dead fired at targets within the jamming sphere due to no missile guidance systems working within the jamming field. Since the jamming is not localized and magical in nature, the jamming itself cannot be targeted.


Spell Store:
Range: Varies with type of spell
Duration: Spell store exists until destroyed / activated
Saving Throw: Depends of spell being activated
P.P.E.: 125 (75 for techno-wizards) + Spell being stored


Similar to the spell of Talisman but of a more limited nature. The spell enchants a item to contain a magic spell. Most materials can be used but in most cases, relatively breakable materials are used because the spell is activated by breaking the item. Quartz crystals are one of the most common items to be enchanted in this manner. The only substances, like with a Talisman, which cannot be used are iron and plastic, and the object cannot be larger than 2 feet (0.6 meters) tall, long or wide. Usually, much smaller items are enchanted in this manner. Once an object is transformed into to store spell a spell, the mage can empower it with one magic spell. The spell can be selected from levels one to eight and cannot contain illusions. The exact effects of the spell have to fixed when the item is enchanted. Of course, to implant the spell the mage must already know it and it must not be a ritual.


The enchanted item only contains on spell and it is activated by breaking the item. As such, they are often used in a similar fashion to grenades and thrown at an opponent. As such, it cannot be recharged. It also cannot be used to store P.P.E.


Sphere of Agony:
Range: 5 foot (1.5 meter) radius around caster. Increase radius of enchantment by 1 foot (0.3 meter) for every two level of experience
Duration: One melee per level of experience
Saving Throw: Standard
P.P.E. Cost: 80


This spell is a modified version of the spell "Agony" but instead forms a globe of protection around the caster. It is extremely effective as protection against multiple attackers. Anyone who passes into the sphere of effect has to save against the spell of be effected as per the spell agony (Friend of Foe). The effects are continuous while in the sphere and take a full minute to recover full once outside the sphere. Under the influence of the magic, the victim has no attacks per melee, cannot move or even speak, except to scream, groan and writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost and there is no sign of torture), the pain is very real (feel like losing 20 S.D.C. or hit points per melee). Once outside of the sphere, it will take another minute (four melee rounds) for the victim to regain his full composure after the agony is stopped. During that minute his number of attacks per melee and speed are reduced by half, and he suffers a penalty of -1 on initiative and -1 to strike, parry and dodge.


Level 12:


Amulet of Presence Sense:
Range: Holder / Wearer of Amulet
Duration: Until the Amulet is destroyed
Saving Throw: None
P.P.E.: 320


This ritual can be considered an addition to the Normal Amulet Spell or can be considered a new spell at Game Masters option. The Presence Sense Amulet is made in a similar fashion to other types of amulets. It is made from either semi-precious stone or metal purified by fire. The important difference is that either an item held by the individual (Clothing, Written Note, or other similar object) or something from the individuals body (Hair, Nail Clipping, Dried Blood, or something similar) that the amulet is designed to detect. The object is either incorporated in the amulet or is destroyed in the process of creation.


At creators option, the amulet will either warm up or will vibrate when the specific individual the amulet is keyed to is within 200 feet (61 meters). Walls and other barriers do not effect the spell. The reaction of the amulet increases in intensity as the target of the amulet gets closer. When the individual is within 50 feet (15.2 meters), the amulet will be so hot that it will burn to the touch (not hot enough to catch materials on fire - about equal to 130 degrees Fahrenheit) or vibrate so much that it will actually hum (can be dampened in cloth or in a box). For the most part, Alter Aura or a similar ability will hide the individual from the amulet. However, if the amulet touches the individual that it is designed to detect, it will still heat up or vibrate slightly.


This item is most often made for guards or bounty hunters looking for a criminal. The amulets are also often made for assassins looking for a target or individuals afraid of a specific assassin being sent after them. The amulet ability should not be confused with the Psionic ability with the same name. The amulet works against both normal and supernatural targets as long as they have an object from the individual.


Cloth of Iron
Range: Touch
Duration: Permanent
Saving Throw: None
P.P.E.: Varies Dramatically; 50 P.P.E. Minimum


This spell is virtually identical to the spell "Ironwood" from Federation of Magic except the spell effects cloth instead of wood. The magic of the spell transforms regular S.D.C. cloth into mega-damage material. In S.D.C. universes, increase the S.D.C. of the material by 10 times. The S.D.C. of an object is converted into M.D.C. on a point for point basis, thus a 20 S.D.C. backpack would have 20 M.D.C. once converted by the spell. In S.D.C. universes, the backpack would have 200 S.D.C. Likewise, each point of M.D.C. converted to M.D.C. costs one P.P.E. with a minimum of 50 P.P.E. This spell is especially useful when used to convert cloth and leather armor. When the armor is converted with the spell, ignore the Armor Rating for protective purposes in M.D.C. environments. In S.D.C. universes, increase Armor Rating by one point. The transformation is instantaneous and permanent. Although the material is now an M.D.C. structure, the item retains the look, feel, and weight it had originally.


This spell only works on natural materials such as cotton, wool, silk, or leather. It does not work on man made materials such as polyester, rayon, or latex.


Level 13:


Amulet of Warning:
Range: Holder/wearer of the amulet.
Duration: Until the amulet is destroyed.
Saving Throw: None
P.P.E. Cost: 500


This "amulet" spell is separate from the standard amulet spell and has to be learned separately. Most of the limitations are the same as the more commonly known amulet spell. The amulet must be made from metal purified by fire or from semi-precious stone.


The amulet acts to give the wearer warning of danger. It is not as effective as sixth sense but still can be extremely useful. When the wearer is in danger, be it from attack or from a trap. In combat, the amulet givers +1 to initiative. When created, the creator of the amulet can chose to have the amulet make a low sound or glow. In order for the glow to be seen, it is recommended that the wearer have it somewhere visible. With a low sound, usually a ringing, loud sounds can drown it out and can also give away the wearer.


Preserver:
Range: Self or touch
Duration: One Month (28 days)
Saving Throw: None
P.P.E.: 400 on self or 800 on other (Ritual in both cases)


This ritual prevents the person who the spell is cast on from aging. When the ritual is cast, the person does not age for a period of one month. This is not increased by the casting of the spell again but the time is then figured from the date of the second casting of the spell. Most mages who cast this spell will cast it at the same time each month.
When the ritual elapses, the person continues to age normally. While this ritual does not require the death of any victims, it has contributed to the opinion of many that the only way a mage can keep themselves from aging is by the death of others because many evil mages use the P.P.E.from killed victims to power the ritual. This ritual will actually prevent the rapid aging of a juicer and if a juicer could get a mage to cast this spell could live indefinitely but most mages will charge around 200,000 credits per casting or take advantage of the situation and keep the juicer in service of them.


Trigger Nightspawn Form
Range: Special
Duration: Permanent
Saving Throw: None
P.P.E.: 400 (Ritual)
Ritual that cause any person who is a night spawn who has not manifested their Nightspawn form to manifest their Nightspawn form. Ritual takes 4 hours to complete and involves drawing runes all over the beings body. Spell has no effect on non nightspawn. Spell was designed by the Sorceress Lilly.


Level 14:


Burning Glass:
Range: Touch Only
Duration: Permanent
Saving Throw: Special
P.P.E.: Special (200 P.P.E. + 50 P.P.E. per permanent P.P.E. / S.D.C. / or S.D.C. Point)


There are several powerful spells which require a permanent loss when casting. Some spells cost the use of permanent loss of magical energy while others require the permanent loss of health. This severely limits the number of times such a spell can be used without draining the caster. This ritual, it can only be cast as a ritual, is designed to change the focus of the spell, if effect causing them to become the "Burning Glass" for the spell. All permanent magical energy (P.P.E.) or health (Hit Points or S.D.C.) will be taken from them instead. The spell is incredibly costly in terms of magic from the caster. In addition to the magical energy needed for the spell being fueled, the ritual requires 200 P.P.E. plus 50 P.P.E. per permanently lost point (P.P.E. / S.D.C. / Hit Point) but many casters consider it worth the additional cost. The focus of the spell has to be a living sentient being. In some cases, the focus of the spell will never notice the loss and are often payed handsomely as well. The focus can be a unwilling victim but then they get a save at -2.


The spell can have a potential weakness in the focus of the spell. The "Focus" of the spell can become permanently tied to the spell. This means that, for example, a Golem created using this spell could be linked to the person acting as a focus instead of the caster. A caster can chose for the focus to remain tied to the spell, for example so a non-wizard could have a Golem as a servant. In order to break the link so the spell caster controls the spell (to make a Golem tied to the caster instead of the "Burning Glass"), both the spell caster and the focus of the spell have to make a save against magic. For spells that are not tied to a specific person, this is not a major problem. This includes spells like "Close Rift" and "Enchant Weapon: Minor" and no saving throws are needed.


Create Giant Zombie (ritual):
Range: Touch
Duration: Exists until destroyed.
Saving Throw: None
P.P.E.: 375


This spell is extremely similar to the standard "Create Zombie" but is used on larger creatures such as large Ogres and Trolls. To create a giant zombie, the sorcerer must find a recently deceased body of the large creature, no more than six hours dead, lay it on a white or silver linen, draw a circle around it and light three scented candles. The candles are then placed on the body: one on the forehead, one on the mouth and one on the chest above the heart. As the incantation reaches its climax, the mage cuts his finger and draws a pentagram on the corpse's throat with his still warm blood. Moments later, the monstrosity rises to pseudo-life, the obedient slave of his creator. The ceremony must be done secretly in a graveyard or burial place during a night of a full moon.


The zombie is more intelligent than the mummy and can speak, read simple signs and sentences, perform simple tasks and even drive a car. This means a zombie(s) can be sent to retrieve an artifact, follow somebody, kidnap a person and so on. A zombie will only obey the person who created it and individuals whom its creator may designate as authorities.


Like the mummy, a giant zombie is a walking corpse. It feels no pain, no fears, no goals and little emotion. Bullets, knives, clubs, and other physical attacks do NO damage. Mental assaults by psychics, magic charms, illusions, sleeps, curses, sickness, paralysis, and other similar attacks, do no damage. Turn dead does not work because the zombie is an undead. Banishment doesn't work because it is not actually a living supernatural being. Negation simply does not work and remove curse is not applicable. However, the zombie is more vulnerable than the mummy, the trick is knowing what to use. A zombie is vulnerable to magical energy attacks, such as energy bolt, fire bolt, circle of flame, and call lightning, all of which do full damage. Normal electricity, lasers, particle beam weapons and similar energy weapons do half their normal damage. Normal fire inflicts full damage. Weapons made of, or covered in silver, will do full damage whether it be blade or bullet. Giant zombies can also be trapped/imprisoned and blown up.


Like regular Zombies, they rise again, even if riddled with silver bullets or blown to bits, unless their heads are severed from their bodies and buried separately, or an exorcism is performed. Otherwise, it will regenerate all S.D.C. and body parts within 48 hours and seek out its master for new instructions. There is no limit to the number of zombies a mage can command.


Giant Zombies


Spells of Legend:


Headless Knight (Ritual)
Range: Touch
Duration: Exists until destroyed.
Saving Throw: None
P.P.E.: 800 (Necromancers can cast at half cost)


In some ways, this spell is designed to create an incredibly powerful Zombie. As might be expected, the conditions on this spell are far more complex that those to create a zombie. The corpse used must be less than six hours hold when animated with this magic. The ritual is extremely similar as well. The big difference is that the being which is animated with this spell must have been evil to begin with. The creator of the undead creature will either keep the head or the heart of the creature. The animated creature will always appear without their head or will have a huge hole in their chest from where their heart was taken from them.


Through this talisman, the caster can exert full control over their creation. The creature cannot attack the possessor of the item and will follow all of their commands. If another is able to capture the head or heart of the creature, they will then control the undead creature


Unlike a standard Zombie, the undead creature created by this spell retains its full intellect. This means that the creature will have the original beings hand to hand abilities and all of their skills. The animated corpse loses all spell casting abilities or psionics when transformed. Because they keep their intelligence, the can be frightened although the creature has +10 (in addition to any bonuses they had in life) to save against horror factor. Versions which the creator keeps the head can see as if their have their head.


The creature feels no pain. Bullets, knives, clubs, and other physical attacks do NO damage. Mental assaults by psychics, magic charms, illusions, sleeps, curses, sickness, paralysis, and other similar attacks, do no damage. Turn dead does not work because the creature is an undead. Banishment doesn't work because it is not actually a living supernatural being. Negation simply does not work and remove curse is not applicable.


The creature is vulnerable to magical energy attacks, such as energy bolt, fire bolt, circle of flame, and call lightning, all of which do full damage. Normal electricity, lasers, particle beam weapons and similar energy weapons do half their normal damage. Normal fire inflicts full damage. Weapons made of, or covered in silver, will do full damage whether it be blade or bullet. The creature can also be trapped/imprisoned and blown up.


The undead creature will rise again, even if riddled with silver bullets or blown to bits. The only way that someone can destroy the creature is by getting both the head (or heart) and body together and burning with fire. An exorcism, if performed on both the body and head (or heart), will also destroy the creature. Because the head (or heart) is needed, it can be extremely hard to kill the creature permanently. Otherwise, it will regenerate all S.D.C. and body parts within 48 hours and seek out its master for new instructions.


Headless Knight


Knight of the Spike
Range: Touch
Duration: Varies: 1 year or permanent until canceled
Damage: as per Knight's powers
Saving Throw: N/A
P.P.E.: 1,500; to make permanent 3,000 + 1 P.E. point burned of permanently


This spell allows the caster to create a Knight that will act as their loving and loyal protector and servant. The subject of the spell must consent to the procedure for it to be effective. The spell requires one article of Instrumentation, a nail like spike made of gold or bronze about 6 inches in length and ¼ inch in diameter. When the target of the spell gives their consent, then the spike must be driven into their chest. This will cause extreme pain equivalent to an agony spell and cause some temporary penalties, but will do no actual damage.


Penalties incurred are -1 to initiative, -1 attack per melee and -2 to strike, parry, dodge, and block for the next 4 melees. After this the penalties dissipate except for the -1 to initiative. This is a permanent handicap of the Spiked Knight.


After the spike is driven into the chest the small round head of the spike is always visible, but is mostly inconspicuous. If the spike is noticed and an opponent manages to remove the spike the Knight will suffer 1D4x10 directly to H.P. and will fall into a coma, they must then save vs. coma/death; if they fail they die, end of character. However, if the Knight is protecting themselves then there is a -3 penalty to attempt to remove it.


The Knight gains great powers as follows:

  1. All Knights become minor Psionics gaining 1D4 sensitive or physical powers and 75 I.S.P.
  2. 50%: Become were-beasts of some type with the were-wolf being the most common (70% of the time).
  3. 50%: Gain the ability to cover themselves in a suit of black Plate armor with a gold or bronze rendering of a spike on the chest plate that glows with an eerie light. This armor has an AR of 16 and with 200 S.D.C. or 400 M.D.C., depending on the environment. They also gain a +6 to strength and it becomes supernatural. In addition to the armor they gain a magic black Claymore that does 6D6 S.D./M.D. per attack and is indestructible. It exists as long as they are in their armored form.
  4. Life-Matching: The Knight of the Spike will live as long as they are a Knight and their master is alive. Even if their S.D.C. and H.P. are exhausted they will continue to live, and if their body is incinerated or destroyed they will reform 24 hours later at the side of their master. If their master is immortal, then they are effectively immortal as well.
    If the Knight is created for the one year duration then after the year the spike will eject from their flesh leaving no wound but a nasty one inch scar. If the spell is permanent the Knight's master can still cancel it, and the spike will then eject from their flesh and they will also have the scar.



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"Knight of the Spike" writeupby Joseph Trinchillo (Claw1000@hotmail.com).

All others write-ups by Kitsune (E-Mail Kitsune).


"Knight of the Spike" Copyright © 2006, Joseph Trinchillo. All rights reserved.

All others copyright © 1998 to 2012, Kitsune. All rights reserved.



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