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Salomón (Amaki Stone-Man High Magus)
This is where the characters of players who have reserved inactive slots are stored.
by Salomón » Fri Sep 07, 2018 12:17 pm
Player Name: Ryan
G-Mail: ryanlee72@gmail.com
Character Name: Salomón Alejandro Isandro Eugenio Hernandez de Neuva Babylonia (peaceful, defends and frees men, of noble descent, although peaceful is yet brave, from New Babylon)
Alias: Salomón
Race: Amaki Stone-Man
O.C.C.: High Magus
Alignment: Scrupulous
XP Points: 8,876 (6/12/19 ~Consumer)
Next Level @ XP: 9,601
Sentiments/Non-Humans: As a non-human himself, he tries to withhold judgement based upon purely biological traits and appearances. The old pre-Rifts saying, "Never judge a book by it's cover" applies.
Sentiments/Coalition: The Coalition States are what happens when zealous bigots poison their society with fear and hatred.
Disposition: Open and tolerant (except of intolerance), inquisitive, compassionate, kind, calm, rational, thoughtful, patient - tends to take the long, strategic view.
Insanity: None.
Important Note: Anything highlighted in orange is purchased or directly altered via EP
M.E.: 21
M.A.: 21
P.S.: 21
P.B.: 16
Speed: 20 (runs 15mph/440 yards per minute/110 yards per melee round/22 yards per attack @ 5 apm, 3min and 40 sec per mile)
H.P.: 237
S.D.C.: 723
Age: 36 (average Amaki life span is 300 years, so 36 is still young and beginning to be in his prime by their standards)
Description: Tall, statuesque, and well-built, Salomón looks like a chiseled Assyrian/Babylonian god with no hair, made out of shiny bronze sculpted marble. Most Amaki Stone-Men males have a protrusion jutting out from their chin resembling a beard, but notably, Salomón is an exception.
Nightvision: 1000 feet (305 m)
A.R.: Skin has a natural Armor Rating (A.R.) of 16
Damage Resistance: Amaki are naturally resistant to most forms of damage; all non-magical attacks, including physical and energy attacks, do only half damage. Magical and psionic attacks do normal damage.
Exceptionally good hearing and vision (slightly above the best human levels)
Rapid healing; heals damage five times as fast as humans.
Perception Bonus: 49% (+15% when recognizing the arcane)
Charm/Impress: 30%
Max. Encumbrance: 80 lbs.
Max. Jumping Ability: 10' long, 5' high
One with the body: Fatigues at half normal rate, can hold breath for 3 minutes, has good balance (+5%) and coordination. Can run at half speed (see Speed attribute notes - just over a 7 minute mile at half speed) for 23 miles (37 km) without fatigue. At maximum speed, can do so for 7.6 miles (12.2 km) before fatigue!
One with the mind: Spells, psionic attacks, drugs and diseases that cause confusion, dizziness or dull the senses are 1/2 as effective (reduce penalties and duration by half). + 1 vs Mind Control @ 2, 4, 6, 8, 12, 14. +1 to save vs Horror Factor at every odd level through 15, starting at level 1.
One with magic: The Magus has a comprehensive understanding of the principles of magic and is especially well versed in ritual magic and power spells. May also draw additional P.P.E. from ley lines, nexus points, people and blood sacrifices as Ley Line Walker (draws 20 P.P.E. per melee round at a Ley Line, 40 at a Nexus Point).
Impervious to possession!
Pilot Automaton: Only High Magi may pilot Colossus. Seldom pilots other Automatons.
Link with Lords of Magic: The High Magus has a mysterious connection to the Lords of Magic. It is through this link that they can animate and empower the Automatons. They can draw upon the P.P.E. of the three Lords of Magic to create permanent magic weapons via Enchant Weapons spell and at half the normal P.P.E. cost.
The link also alerts the Lords of Magic when a High Magus is killed. They know instantly, and, if within 200 miles, they have a general idea of where and whether the Magus suffered (but not how or by whom).
Automaton Creation and Bonding Rituals: EXCLUSIVE to the High Magus. The secrets of creating Automatons and the bonding rituals which give Controllers their unique union with these constructs are known only to the High Magi.
Recovers P.P.E. at a rate of 10 P.P.E. per hour of rest or sleep; 15 P.P.E. per hour through meditation.
Major Psionic Sensitive
Range: Self.
Duration: 5 minutes per level of experience.
I.S.P.: 8
Through intense concentration/meditation (4D4 minutes of preparation) the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the Astral Body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the Astral Body with its physical self. If the cord is severed the character is likely to die of sudden shock as body and soul are tom asunder. There is only a 30% chance the Astral Self can locate its physical body without the silver umbilical cord (roll best 2 out of 3).
The physical body lapses into a coma-like trance when the Astral Self has left it. In this state the body is completely helpless. It cannot walk, move or think; completely catatonic.
The hazards are threefold. First, if the physical body is killed, the Astral Body is forever lost and will die, fade away, within six hours. Second, if the Astral Body gets lost or captured while in the Astral Plane, the body will begin to waste away and die. (Note: One minute of our time is equal to one week in the Astral Plane.) Third, the Astral Body is vulnerable to psychic attacks and attacks from ghosts, entities and creatures of the Astral Plane.
There are two levels of Astral Projection, coexistence (physical body and spirit form) in the material world and/or the Astral Plane (another dimension).
Astral Projection from the physical body into the material world creates a ghostly specter of the Astral Self which can be
seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in Astral Form the character automatically gains the ability to float, fly (mach one/760 mph maximum), see the invisible, pass through solid objects (including M.D.C. walls), impervious to physical harm (including cold, heat and energy), are invisible to sensor systems and cameras, and see and hear as usual. The Astral Body can not communicate with the physical world except through Telepathy or Empathy, nor speak to, smell or touch anything on the Material Plane. The Astral Self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on other humans on the Material Plane (although limited by short sprints. See duration). A character traveling the Material Plane via Astral Projection may use any psionic powers that do NOT require physical contact. They can generally only affect the physical world (or themselves be affected from physical beings) by Sensitive psionic powers such as Telepathy, Clairvoyance, Empathy, etc . ; Astral travelers communicate using Telepathy.
Traveling in Astral Form has its own very special dangers. While the character can see the invisible and other Astral Travelers, they can also see him. This makes him susceptible to their psychic and Astral Form attacks, for two Astral Travelers can lock into hand to hand combat as well. The most vulnerable target is the silver cord which is the Astral Traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person ' s physical Hit Points and S.D.C. combined. The thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The Astral Body also has an S.D.C. of two times the Hit Points and S.D.C. of the physical body combined . This means if the character has 18 Hit Points and 28 S.D.C. both the Astral Body and its silver cord have 92 Astral S.D.C. each (18+28 = 46x2 = 92 each).
Remember, magic and psychic influence have full effect on the Astral Body. This includes exorcism, which will force the Astral Traveler to leave the immediate area (400 foot radius) and not return for 24 hours. The Astral Traveler has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the Material Plane.
Entering the Astral Plane is like entering the Twilight Zone. After a minute of concentration the Astral Gateway appears as a bright patch of shimmering, white light. Once the Astral Traveler passes through it, he will find himself in an endless expanse of white light, and rolling, white clouds . There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time, too, is a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. That means a 2nd level Mind Melter could spend the equivalent of ten weeks in the Astral Plane and, when he returned to his physical body, he would find that only ten minutes of real time had elapsed. Although time may flow differently between the Astral Plane and the real world, the Astral Traveler is still subject to the laws of the real world when he returns. If he was low on I.S.P. when he entered the Astral Plane, even if he was there for several weeks of Astral Time, he would still be low on I.S.P. when he returns to the real world. Time and space twisted and distorted,
the Astral Traveler can travel from one end of our planet to the other, in the blink of an eye, by hopping through the Astral Plane.
However, if he does not know where he is going, he could end up hopelessly lost in the Astral Plane somewhere. Furthermore, the Astral Plane has its dangers as well, from Astral Beings and monsters to becoming endlessly lost. Even if all goes well, the distortion of place and time makes it extremely difficult to find the material world and one's dormant, physical body. Even trying to follow the silver cord can lead to nowhere.
To return from the Astral Plane to the physical body, roll on the following table: Each roll will determine the Astral Traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses.
Location of the Physical Body
Roll Percentile Dice to Return from the Astral Plane:
01% - 30 % : Hopelessly Lost (roll again).
31% - 50% : Uncertain, Confused (roll again).
51% - 76% : Fairly certain of location; on the right track (roll again).
77% - 00% : Definitely certain of location. (Whew! Made it Back).
Astral travel with a partner is a much safer way to travel, because if one can find his body, he can lead the other one out with him.
Note: Traveling on the Material Plane in Astral Form is infinitely easier than the Astral Plane. To find the physical body the character need only return to where he left it. If it has been moved or hidden the Astral Self can sense its location with a 60% efficiency (roll once per melee).
The other danger lies in being attacked by other beings in the Astral Plane. Entities and elemental creatures of magic live in the Astral Plane or travel through it. These beings are usually hostile, evil forces. While the Astral Body can not touch or communicate with the material world, the Astral Body is quite solid to other inhabitants of the Astral Plane. The Astral Body is also vulnerable to magic and psychic powers, as well as physical assault by Astral Entities.
The energy which composes the Astral Plane is responsive to thoughts and desires. The strongest Astral Beings can mentally or magically control what a small area might look like. This means that the Astral Plane is made up of hundreds or perhaps thousands or even millions of tiny Astral "Kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entity that creates it.
Some may look like a modem city, others like castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to Heaven and Hell originate? It is always wise to avoid an Astral Kingdom, because only the most powerful Entities and Astral Beings can create and maintain them.
Bio-Regeneration
Duration: Permanent.
Saving Throw: None.
The ability to will oneself free of disease or poison and back to health, and heal physical damage and injury. Unfortunately, this ability cannot be used to heal others. The process requires one full minute of concentration, which means the character cannot use any other psionic power during that time. Bio-Regeneration does not restore missing limbs, but it does restore 2d6 Hit Points or 3d6 physical S.D.C. points per melee round. In addition, when cuts and scrapes are healed through Bio-Regeneration there is no scarring. This power can be used as often as once every two minutes (every eight melee rounds). Note: Recovering more than half of one's Hit Points or S.D.C. this way in less than an hour takes a toll on the character, causing some weakness for 1D4+2 hours : reduce the P.S., P.E. and Spd attributes by 30%. Adjust attribute bonuses accordingly.
Mind Block
Duration : 10 minutes per level of experience.
I.S.P. : 4 (per each duration period).
This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, Day Dream and Empathic Transmission. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of +1 to save vs all psychic and mental attacks. Note: Mind Block only blocks psionic attacks that affect the psychic's mind or emotional state (Le. Telepathy, Empathy, Hypnotic Suggestion, etc.). It offers not protection from magic.
Read Dimensional Portal
Range: Touch or one foot (0.3 m) per level of experience.
Duration: One melee round per level of experience.
Limitations: Applicable only to active (open) dimensional portals and devices that can create a dimensional portal.
This power allows the psychic to get impressions from the portal or dimension spanning device, which instills the character with the following
• Destination is relatively dangerous/hostile or safe to the psychic. This includes whether or not the environment can support human life.
• Whether there is a strong (or numerous) presence of the supernatural (i.e. Alien Intelligence, gods, demons, etc.) and whether that
presence is evil.
• A psychic flash - a brief vision of who was the last person or persons to use the portal, if any (may be none if it is a random Rift that
hasn't been used by any living force).
• Intuitively sense whether the portal or machine leads to any of the following dimensions: The Astral Plane, Xiticix home world, the Dreamstream, or to another location on Rifts Earth.
• If a mechanical gateway or device capable of dimensional travel/opening a dimensional portal, whether it is a creation of magic or science, the psychic will get a basic idea of how to operate it in order to open or close a dimensional portal (similar to Object Read).
Duration: 2D6+6 second flash of insight or vision of current events.
Saving Throw: Special. Other psychics can feel or sense when somebody is trying to observe them and can try to resist it by concentrating
(uses up one I.S.P.); standard save vs psionic attack (in this case, psionic intrusion). Failure means the psychic is seen via Remote Viewing. Success means the psychic trying to view is blocked, and he knows that the target has deliberately done so. Otherwise, the target of this power gets no impression from being viewed remotely and has no idea why he is being watched or by whom.
To use this power, the psychic needs a photo or video image to focus on, even if he knows the person or place intimately. When focused on a particular person, the psychic can see in his mind what the person is doing at that moment for 2D6+6 seconds. The image appears as if the character were looking down through a skylight. He sees only a glimpse of things and may not remember all details. Likewise, he may not see other people outside his line of vision, because the focus is a particular person, not the entire room. If the target is moving, walking, or driving, the remote viewer will know this and follow along for a few seconds, although he may not have a clear idea of his surroundings, but enough of an impression to recognize it if he sees it personally.
The character may also Remote View a specific place such as a small to medium room, a corner in a playground or field, a specific entrance to a building, a particular section of an alley, etc., but not an entire house, office building, stadium, street, etc. As before, he must have a photograph, video or frame of film to focus upon. For 2D6+6 seconds, the psychic will see whatever occurs in that small area of that particular place.
In the alternative, the psychic can use Remote Viewing to catch glimpses/images that tell something about the subject of the viewing. In this instance, he must have 2-4 specific questions, such as, "is so and so alive . . . " Then the image of the character smiling as he walks through the area appears, or flashes of a brutal attack, blood, and a falling body (indicating death), and so on, appear for an instant in answer to his query. In either case, the psychic cannot look at the same person or place via Remote Viewing again for another 24 hours.
Sense Evil
Range: 140 feet (42.7m) area.
Duration: 2 minutes (8 melees) per level of experience.
This psi-power is a much more refined ability to feel the presence of evil. All supernatural creatures radiate their alignment, good or evil.
A psychic sensitive will automatically feel supernatural evil without spending a single I.S.P. point. However, to get a clearer picture of the evil force(s) the character must open himself and use the Sense Evil ability.
Sense Evil will indicate the general number of supernatural evil: one, a few (2-6), several (7- 1 4), or many ( 1 5 or more). It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object, character, and distance; i.e. very near (within 15 feet/l4. 5 m), near (within 5 feet/ l5.2m), or far (60 to 140 feet/8.2 to 42.7m). The character can track the source of supernatural evil, like a bloodhound, by sensing how close it is to him.
Evil emanations from human beings are much less distinct and can not be felt unless the source/person has an immediate evil intention and has psychic powers or is psychotic . The former can mask his evil intentions with a Mind Block.
Range: 90 feet (27.4 m).
Duration: Until the danger passes or happens. Bonuses apply only to the first
melee round of the attack from the source of the sensed danger.
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet/27.4m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4m or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
Bonuses: The sudden flash of insight provides the following bonuses.
All bonuses apply only to the first, initial melee ( 15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
Range: Read surface thoughts up to 60 feet (18.3m) away or two-way telepathic communication up to 140 feet (42 .7m) +40 feet (12.2m) per level of experience.
Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw.
Mind Blocks will completely prevent telepathic probes or communications as long as the block is up.
The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character.
Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry! " or "Stop! Don' t do that." "Come here," "Look out!" or "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abilities.
The character remembers every word he reads. Specific blocks of written and visual information can be recalled in perfect detail at will.
Each block of information costs 3 I.S.P. to recall in absolute detail. If all I.S.P. have been expended the memory is a little fuzzy, so that exact quotes and details may be impossible to recall. Roll percentile to see how much is retained:
01%-50%: Remembered in full detail, word for word.
51%-80%: Details are forgotten, but the full essence of the ideas are clear.
81%-00%: Can only recall the most basic concepts; no details nor strong comprehension.
Note: Does apply to the spoken word, although psychics with this ability usually have very good memories.
Spell Knowledge Note: In the interest of saving space, spell descriptions are included in a following post
Spell Strength:13
Spellcraft & Magic Rules
Level 1 (Uses 1 action to cast)
Globe of Daylight (2)
Manipulate Objects (2+)
Armor of Ithan (10)
Create Wood (10-20)
Magic Shield (6)
Ignite Fire (6)
Fool's Gold (10)
Armor Bizarre (15)
Energy Disruption (12)
Heal Wounds (10)
Level 6 (Uses 2 actions to cast)
Create Water (15)
Energize Spell (12+)
Sheltering Force (20)
Teleport Lesser (15)
Tongues (12)
Dispel Magic Barriers (20)
Invincible Armor (30)
Lifeward (40)
Negate Magic (30)
Power Weapon (35)
Stone to Flesh (30)
Create Steel (68)
Wall of Defense (55)
Water to Wine (40)
Level 10 (Uses 2 actions to cast)
Restore Limb (80)
Speed Weapon (100)
Super-Healing (70)
Anti Magic Cloud (140)
Astral Hole (120)
Bottomless Pit (100)
Create Mummy (Ritual) (160)
Create Magic Scroll (100)
Curse: Neurosis (95)
Curse of the World Bizarre (100)
Disharmonize (150)
Energy Sphere (120)
Firequake (160)
Id Alter Ego (130)
Illusory Terrain (55- 120)
Immure Entity (200)
Ley Line Storm Defense (180)
Mindshatter (130)
Remove Curse (140)
Re-Open Gateway (180)
Rift to Limbo (160)
Rift Teleportation (200)
See in Magic Darkness (125)
Summon & Control Animals (125)
Summon Fog (140)
Amulet (290+)
Calm Storms (200)
Create Magic Manikin (Ritual) (500)
Create Zombie (Ritual) (250)
Ensorcel (400)
Heavy Air (200)
Ironwood (50+)
Metamorphosis: Mist (250)
Null Sphere (220)
Soultwist (170)
Summon & Control Entity (250)
Summon & Control Rain (200)
Summon Ley Line Storm (500)
Swallowing Rift (300)
Time Hole (210)
Wall of the Weird (180)
Collapse (70-400)
Create Golem (700 or 1000)
Protection Circle: Superior (300)
Restore Life (275)
Sanctum (390)
Shadow Wall (400)
Summon & Control Storm (300)
Summon Lesser Being (425)
Swap Places (300)
Talisman (500)
Special: Bonding Ritual
Racial Skills
Language: Amaki -- 112% (+1%)
W.P. Sword
W.P. Energy Pistol
Dance -- 68% (+5%)
Sing -- 68% (+5%)
O.C.C. Skills
Lore: Demons & Monster -- 78% (+5%)
Lore: Magic & Geomancy -- 73% (+5%)
--Recognize Magic Symbols, Runes and Circles -- 63% (+5%)
--Recognize Enchantment -- 58% (+5%)
--Identify Magic Artifact -- 73% (-15% if alien origin)
Lore: Faeries & Creatures of Magic -- 68% (+5%)
Language: Spanish (Native) -- 102% (+1%)
Language: American -- 99% (+3%)
Literacy: American -- 81% (+3%)
Language: Demongogian -- 89% (+3%)
Language: Dragonese/Elven -- 89% (+3%)
Language: Japanese -- 89% (+3%)
Literacy: Demongogian -- 71% (+5%)
Literacy: Dragonese/Elven -- 73% (+5%)
Literacy: Spanish (Native) -- 78% (+5%)
Basic Math -- 98% (+5%)
Advanced Math -- 98% (+5%)
Electrical Engineer -- 68% (+5%)
Mechanical Engineer -- 63% (+5%)
Weapons Engineer -- 63% (+5%)
Military Fortification -- 63% (+5%)
Computer Operation -- 83% (+5%)
Computer Repair -- 63% (+5%)
Computer Hacking -- 43% (+5%)
**Computer Programming -- 58% (+5%)
Radio Basic -- 76% (+5%)
Literacy: Japanese -- 63% (+5%)
Barter -- 65% (+4%)
Vehicle Armorer -- 63% (+5%)
--Note: Can drive/operate military vesicles or trucks at the base skill for that vehicle or truck
**Basic Mechanics -- 73% (+5%)
Locksmith -- 63% (+5%)
W.P. Energy Rifle
W.P. Blunt
Hand to Hand: Aikido
O.C.C. Related Skills
Additional skill at level 2/4/6/8/12/15
Appraise Goods (taken twice, specializing in magic items) -- 53%/68% (+5%)
Paramedic -- 68% (+5%)
Anthropology -- 59% (+5%)
Astronomy & Navigation (taken at level 2) -- 58% (+5%)
Additional skill at level 3/7/10/13
Mythology -- 48% (+5%)
Masonry -- 63% (+5%)
W.P. Handgun
Art (taken at level 3) -- 49% (+5%)
HTH Type: Aikido
Number of Attacks: 5
Parry Bonus: +10
Other: Automatic Dodge: +4
+3 to break fall
+2 to body flip/throw
Restrained punch does 1D4+6
Full strength punch does 4D6+6
Power punch does 1D6 M.D. (2 APM)
Automatic knockout on natural 20 for 1d6 melees
Known combat techniques: strike, parry, dodge, body block/tackle, body flip/throw, break fall, disarm, holds, roll with punch/fall/impact, pull punch, kick attack (2d4 damage)
W.P. Sword +2 to Strike, +1 to Parry
W.P. Energy Pistol +2 to Strike
W.P. Energy Rifle +1 to Strike
W.P. Blunt +2 to Strike, +2 to Parry
W.P. Handgun +1 to strike
+1 to strike when using heavy weapons or vehicular weapons systems
Coma/Death: +16% (P.E.)+5% (High Magus, One With The Body) = +21%
Horror Factor (varies): +4
Illusions: +1 (+6 if magic)
Mind Control: +4
Last edited by Salomón on Thu Jun 13, 2019 5:55 am, edited 131 times in total.
Salomón
Re: Salomón (WIP)
High Magus Armor
MR-10 Magefire Bolt Rifle
MP-6 Firebolt Pistol
Carried/In Hand
Compass (on para-cord around neck)
Pocket knife (in pocket)
Dwarven silver-plated longsword (strapped to back in a scabbard)
Non-secure Black Card: 2,870 Universal Credits (on chain around neck and kept under clothing) Consumer 1/6/19)
Loose Curencey (Paper): 300 Credits. Consumer 1/6/19)
• Attachment: Portable computer
• Attachment: Binoculars
• Attachment: 1911 Colt (cocked & locked) w/ full mag
• Attachment: spare mag for 1911 Colt
• Attachment: refurbished military camera
• Attachment: MP-6 Firebolt Pistol
• Attachment: Box of .45 caliber bullets (Silver)
• Attachment:
• Attachment: Portable Field Unit
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: box of .45ACP ammo (85)
• Space: box of .45ACP ammo (100)
• Space: Books on masonry, gemology, etc. copied to digital media
• Space: Flashlight
• Space: 3 small sacks
• Space: Ceremonial robes
• Space: Magnifying glass, notebook, half a dozen pens or markers, a small vial of sky-blue paint, and a paintbrush
• Space: Knapsack
• Space: photos of his parents, Dweomer, and home in New Babylon (backed up on digital media as well)
M.D.C. by Location
• Helmet: 45
• Arms: 15 each
• Legs: 30 each
Modifiers: none, non-environmental
• Range: 1600'
• Damage & RoF: 5D6+3 M.D. per single shot. or 1D6x10+6 M.D. for a three shot pulse.
• Payload: 18 blasts total
• Recharge Cost: 40 P.P.E. or 80 I.S.P. to completely recharge, 20 P.P.E. or 40 I.S.P. to charge halfway (9 blasts)
• Weight: 7 lbs.
• Damage: 1d6 from the TK impact, +2d6 M.D. from the fireball
• Rate of Fire: Single shots only
• Payload: 10 blasts
• Recharge Cost: 15 P.P.E. or 30 I.S.P.
• Bonus: +1 to strike on aimed shots
Dwarven Longsword
Bonuses: +2 to Parry, +2 to Damage.
Notes: Silver Plated.
GAW Refurbished Military Camera
M.D.C.: 1
Notes: Digital camera, Waterproof, Shockproof, with wireless capabilities. Can use 1 inch storage disks (100 hours of video, or 3,000 stills)
GAW Colt 1911 .45ACP
Damage: 4D6 S.D.C.
Range: 145 feet
Payload: 7 round magazine.
Last edited by Salomón on Fri Feb 15, 2019 9:51 am, edited 36 times in total.
Background Story
Salomón originally hails from South America, where he was born and spent his childhood. His father, an Amaki TechnoWizard and Shifter, had a thriving business in New Babylon, and had established a name for himself. His mother, a celebrated and famous Japanese Bishamon, had met his father on distant travels where they fell in love and eventually married. The happy couple adopted two children - one from each culture, as was the custom - and decided to name their son "Salomón" after his paternal grandfather, and his sister "Himari" after his maternal grandmother. Both children, however, were taught freely from both cultures, including the languages from each as well as their mother's specialized martial art of Aikido.
As a young boy, Salomón's father was often gone on important trips, and so Salomón was raised in large part by his mother. He was far more serious, studious, and reserved than most Amaki. Ironically, his human sister had a more rebellious streak and lived up to the "decadent party animal" reputation of much of his race. However, she excelled at swordplay and was accepted to the House of the Sword in New Babylon. Salomón took after his mother, and at least some of his characteristics were attributed to his study of Aikido and the meditative techniques his mother taught him. He expressed an interest in magic, which his father was delighted by, and young Salomón was introduced to The House of Magic. The young Amaki excelled at his preliminary studies - especially in magical theory and at grasping and applying the concepts of higher magic. The House of Magic had several visitors from uncommon disciplines - some masters of Atlantean Stone Magic - which he enjoyed very much - and even a few Nazcan Line Makers and a Diabolist, which he also found fascinating. The practitioners of these unusual disciplines said he was welcome to come and learn their respective arts someday, if he were so inclined. The House of Magic conferred with his parents, saying he had great potential as a practitioner of magic, and was talented in many areas, with the inherent potential to excel in any ones he chose to pursue.
His mother, who had been a staunch foe of evil in Japan, was endowed at one point with a special staff by the famous Millenium Tree there. She told Salomón that someday, it would be his, if he followed in her footsteps. One day, he approached his parents and said he was ready to learn more about the world and magic, and he wanted to visit North America and the Magic Zone he had heard about. With some hesitation, they agreed to send him on one condition: his father placed a sealed letter in his hand. He informed Salomón that he had helped some important people once in the Magic Zone area, and that Salomón was to give the letter ONLY to the "Lords of Magic" - enigmatic, powerful beings in charge of a city called "Dweomer" in the Magic Zone where he was headed, and that said letter would ensure his future there. The trick, he said, was finding the place - it was notoriously difficult to locate.
Armed with their blessing, his wits, some weapons, and the letter, Salomón spent months searching the Magic Zone with his hired traveling companions. This "Dweomer" was nowhere to be found and both his funds and morale were running low. He was about to give up when they finally stumbled across the fabled city right in the middle of pristine wilderness. After a somewhat hostile reception and some trepidation, he was able to confer with the Lords of Magic to give them the letter. The mysterious Lords of Magic informed Salomón that his parents had been of some assistance in years past, and they would gladly help their kin. The Three accepted Salomón as a student of the elite High Magus group, and his formal magical training began.
After his initial formal training, the Lords of Magic told Salomón that his magical foundation was secure and he could leave on a Sojourn, to "find his place" in the world. There is a place called MercTown, they said, where adventure awaited, and that was suggested as a good starting point. Salomón sought permission (and was granted) to journey to this Merctown and see what he could make of any opportunity for advancing his own abilities and finding his place in the world. He stepped into the portal created for him, felt the familiar surge of mystic energy, and set out to begin a new chapter of his life.
Last edited by Salomón on Thu Sep 27, 2018 7:48 pm, edited 5 times in total.
Re: Salomón (Amaki Stone-Man High Magus)
by Salomón » Sat Sep 29, 2018 6:20 am
Further Character Development
What emotion best describes your character?
What emotion does your character evoke in others?
Admiration, I hope
What does your character need most?
Purpose and feeling of accomplishment
What is your character's goal in life?
To create and build things of lasting value, contribute, make the world a better place, help others achieve the same, free and heal the oppressed
How does your character believe this goal can be accomplished?
By learning and obtaining the tools to do the aforementioned goals, teaching, traveling, exchanging ideas, materials, services and culture
Where did your character come from?
South America (where we would now call Argentina), the Amaki country/state of New Babylon, city of Babylon Major
When did you grow up?
Modern Rifts day and age
What values does your character hold?
Tolerance, fairness, justice, balance, compassion, kindness, self-sacrifice and altruism, the building of both self and others, hard work, persistence, and patience. Note that while Salomón holds these values dear, he is INtolerant of INtolerance, and though he prefers resolution of any conflicts through discussion and persuasion, he will not hesitate to defend himself or others from aggression. Generally, however, his disposition is one of peace, and he is slow to anger, but like all High Magi, he is quite sensitive to the suffering of others, and vulnerable to the sorrow that comes from seeing those others suffer needlessly.
How does your character dress?
Salomón is , typically but with occasional deviations, relatively subdued for an Amaki, both out of personal preference, and of a lack of desire to draw undue attention to himself. He generally wears blues, greens, blacks and - when feeling ambitious - reds, but anything he wears is not generally what one might consider "flashy". That said, on occasion he has been known to decorate or paint himself, as is the Amaki tradition - most often at formal events, parties, or on holidays.
What are your character's means?
As a newly-minted Sojourner graduate of Dweomer's prestigious and elite Brotherhood of Creation, Salomón is technically unemployed (fortunately, he does have some modest savings, so things are not yet "dire"). However, he is confident that, with his extensive skill set and magical prowess, he can find employment and make himself of use.
What are your character's personal tastes?
Salomón's upbringing (Amaki father and Japanese human mother) provided him with diverse cultural perspectives, and as a result, he is open to learning about other cultures. He is especially interested in trying new foods, and considering learning how to cook at some point. Regarding food, Salomón prefers savory and flavorful food - often spicy. He is an omnivore. He enjoys and is drawn to culture, the arts, and learning - of any kind.
What are your character's opinions?
The rule of law is important, but not as important as said law being just and fair to and for all. Resources are means to an end, that end being security and a measure of freedom - and Salomón believes that both are simultaneously attainable, with the right measure of balance. Speaking of balance, he tries to generally avoid extremes. All sentients should be viewed with respect and consideration without regard to physical appearance or ability, until they impede others without justification (justification including, but not limited to, self-defense or the defense of others). Use of force should generally be restrained, and causing the lasting suffering of others is rarely, if ever, justified. We should protect innocents who cannot protect themselves without thought of reward. While not a pacifist, strictly speaking, Salomón tries to use physical violence as a last resort. That being said, he is a formidable combatant and will not hesitate to use violence if the situation calls for it - usually to the point of disabling/stopping the threat, and rarely to the point of utter destruction (remember - he is a healer and creator, not a fighter, by nature). While not a "tree-hugger", Salomón does care about responsible stewardship of the environment and prefers to avoid unnecessary negative impacts on it.
What is your character's comfort zone?
Magic and technology are comfortable and familiar for Salomón. Being away from both of these at the same time would put him ill at ease. Other things outside his comfort zone would include such things as slavery (in all cases), cruelty to others (especially innocents), and wanton destruction or wastefulness.
Who has had the biggest impact on your character's life?
This is actually a tie between Salomón's mother, who taught him many of his lasting values, and Leizak D'zir, High Lord Creator of Dweomer, who kindled and developed his passions for creation, learning and building, and taught him most of his magical and many of his mundane skills personally.
Play Details
What kind of story does your character belong in?
Salomón feels like he needs to be a part of something constructive, wherein he can contribute meaningfully - whether that role is healing, building, creating or even defending, is not as important as adding value, helping others, and being part of something bigger than himself.
What role does your character fill?
Builder, creator, healer, defender, and freer of others. Note: Building, to Salomón's view, does not necessarily mean physical construction (though that is a common part of it). It could mean building others up, building character, building bodies, building skills, etc. The overall theme is one of adding value for himself and others, but this can take many forms.
What should the other players know about your character?
Salomón is a champion of good, a defender of innocents and the weak, freer of the enslaved, and ally to the oppressed. He will not hesitate to call out injustice wherever he sees it, and speaks truth to power. While not violent by nature, he will not hesitate to defend himself and others if attacked (though rarely will he initiate violence, nor will he foolishly take on impossible odds). He is patient and often takes the "long view". He also has long term, strategic plans, and likes to think things through carefully whenever possible. As a side note, Salomón is very much modeled after me personally, in terms of values, ethics, desires, etc.
What is your play style?
I try to balance the desire for my character(s) gaining power with the knowledge of how this can impact game and group dynamics. I'm sensitive to stepping on other player toes and try to avoid redundancy where not needed. I'm also very big on communication (as is important for a "strategic", long-game focused character) and love teamwork and inter-character dialogue and interaction. Feel free to PM me with any questions, concerns, or ideas you have. I'm on Hangouts frequently.
How do you want your character to die?
Umm, I don't. Really - I don't. But, if he must, I would like Salomón to die doing what he believes in, perhaps defending the innocent or weak, or making a stand for what he believes is right. Hopefully his death will have meaning and be heroic and memorable in a lasting, impactful manner.
I'd love this, but the GM would never give it to me #1: The Gift of Knowledge from Yggdrasil (page 161, Pantheons of the Megaverse)
I'd love this, but the GM would never give it to me #2: Normal access to spell learning from spell levels 1-6 (currently, the High Magus can only learn spells from levels 7+)
I'd love this, but the GM would never give it to me #3: Colossus Automaton. Salomón knows how to make and pilot one of these, per canon, but it would be pretty unbalancing to "keep one around", not to mention it would probably piss off the Lords of Magic to reveal their secret weapon to the rest of the world (read: CS)
I'd be willing to sacrifice this to get it: Does it matter? "The GM would never give it to me", remember? But if it were possible, I"d give up some things of significance. For example, ALL of my psionic powers (at least for #1 or #2), and as a Major psionic, that's a considerable sacrifice.
This would be great, the GM might give me this as a major reward #1: a Ring of Elder (Coalition Wars 1, page 47). I'm a High Magus. I specialize in very expensive spells. A Ring of Elder effectively cuts spell costs in half. Any questions?
This would be great, the GM might give me this as a major reward #2: Millenium Tree Staff of the Wind (hey, it's even worked into my backstory - Book of Magic, page 290)
This would be great, the GM might give me this as a major reward #3: A different Automaton, less powerful than the Colossus or Kilairgh. Recall that High Magi know how to make, and can pilot, any Automaton. (Federation of Magic, various)
I'd be willing to sacrifice this to get it: Blood, sweat and tears Seriously, though, it really depends on the reward.
This would be pretty good, I can see the GM giving this to me as a minor reward #1: A TW Snare Gun from Stormspire (Book of Magic, page 326)
This would be pretty good, I can see the GM giving this to me as a minor reward #2: A handful of magic spells from levels 7-10
This would be pretty good, I can see the GM giving this to me as a minor reward #1: A Shadow Cloak (Book of Magic, page 333)
I would love to visit this place in an adventure:
Another continent I haven't been to yet, or a different dimension!
The thing I'd most like to change about my character is:
I think High Magi should be able to learn and cast lower level spells, it's just not their focus. Maybe they would have the ability to "sacrifice" 2 level 7+ spell "slots" available to learn new spells at a new level for each 1 spell under level 7, or something like that.
An epic thing I'd love my character to do is:
Build a community, complete with fortifications, power generation capabilities, hospital/healing, etc.
Last edited by Salomón on Tue May 21, 2019 7:13 am, edited 12 times in total.
by Salomón » Sat Oct 06, 2018 6:57 am
Salomón's List of Spells Known (Spell Levels 1-10)
Globe of Daylight
Range: Near self or up to 30 feet (9.1m) away.
Duration: 12 melees (3 minutes) per level of experience.
P.P.E.: Two
A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 1 2 foot (3.6m) area per each level of
its creator's experience. Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by
sunlight, keeping them at bay just beyond the edge of the light. The creator of the globe can mentally move it along with himself, or send it
up to thirty feet (9.1m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12 .
Range: Self, one person and the clothes he's wearing up to 10 feet (3m) away, or two people by touch.
Duration: Instant.
P.P.E.: Six
This is a simple but useful spell designed to remove dirt and grime from the body of a living being and the clothes he wears. Magic energy
flows over the person and magically removes dirt, grime, stains, and just about anything that the spell caster considers "unclean." The recipient
of this magic instantly becomes spotless, from head to toe. The hair and body look as if right out of the shower (only dry) and the clothes as
if freshly washed and dried. The spell cannot be used on body armor, buildings, vehicles, streets, or anything else, only living creatures and
clothes/fabric. One pile of clothes, weighing no more than 25 pounds (11.25 kg; no living person) can also be washed in place of a specific
character's clothes. Note: This spell only cleans off the surface of the target and will not rid them of diseases or poison, although it will kill
most surface parasites, such as ticks and fleas.
Manipulate Objects
Range: 50 feet (15.2m) + 10 feet (3 m) per level of experience; line of
sight.
Duration: Two minutes (8 melee rounds) per level of experience.
Saving Throw: None for inanimate objects. Living beings are immune
to this magic.
P.P.E.: Varies; two P.P.E. per five pounds (2.3 kg).
The Manipulate Objects spell was designed to help a sorcerer when he needs an extra pair of hands, but has nobody to assist him. It is used
mainly to hold an item in mid-air, to bring an item from across the room without having to get up and get it, and to use magic energy to
pick up, move, carry or hold one or more small objects.
The spell caster summons forth blue strands of magical energy that wrap around an item and bring it to him, hold it near or in place or still,
or to pick up and carry it, following the mage around at waist or shoulder level . Being able to magically hold an item in mid-air until needed,
or to magically carry or retrieve an item, allows the mage to keep his hands free to perform more delicate tasks. This also means the mystical movement
of objects weighing less than 10 pounds (4.5kg) is very simple and requires little concentration. When the mage is not consciously
manipulating an object, the item hangs suspended 3-5 feet (0.9 to 1.5 m) above the ground, usually within arm's reach.
The P.P.E. cost varies with the combined weight of the objects, two P.P.E. points per five pounds (2.3kg).
Inanimate objects get no save against this spell; this means that even tiny, lightweight robots get no save, although they may struggle or attack.
Maximum speed of moving objects that weigh 10 Ibs (4.5kg) or less is a speed factor of 10. Reduce speed by half when the total weight
becomes 100 Ibs (45 kg) or more.
Maximum height: Six feet ( 1.8m).
Maximum number of objects : Two per level of experience.
Maximum weight: 10 pounds (4.5kg) per level of experience. The spell caster cannot manipulate more than his maximum weight, so a
first level spell caster can manipulate up to two items with a combined weight of 10 Ibs (4.5kg), while a third level mage can manipulate as
many as six items weighing up to 30 Ibs (13.5 kg).
The magic force has the equivalent P.S. of 8, + 1 per additional level of the spell caster (9 at 2nd level, 10 at 3rd, etc.).
The magic energy is designed to hold and carry objects, so it can not be used to open a container, open a door or window, shoot a gun, pull a
trigger or lever, press a button, or tum a knob, however, a small object can be "manipulated" to gently press or tap against a button or switch
to tum it on or off. The spell caster must concentrate to direct the object and each action by the object counts as one of the character' s melee actions.
Likewise, the slow speed of movement, relatively low P.S., and the fact that this spell is not intended for combat, means that small objects
can NOT be hurled or used to stab or pound an opponent. Each object manipulated to hit/attack requires the conscious focus of the spell
caster, uses up one of his attacks per melee, and is easy to dodge or parry (the magic force is -2 to strike, and no other combat bonuses apply).
Note: This magic cannot be used to pick pockets or steal items unnoticed. Nor to grab an item, lift it in the air and drop it. The magic
energy will not drop anything, because it is designed to hold and carry.
A few seconds before the spell duration elapses, the objects are gently lowered to a tabletop or the floor.
Armor of Ithan
Range: Self or other by touch.
Duration: One minute (4 melee rounds) per level of the spell caster.
P.P.E.: Ten
This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor
can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the
magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. of 10 per level of the spell caster' s experience. Magic fire,
lightning, and cold do half damage to it.
Create Wood
Range: 10 feet (3m).
P.P.E.: 10 for soft wood for burning, 20 for hard wood for building.
Create Wood does just that. It forces magical energy to draw together particles and fibers from the surrounding air and area, bond them
together and multiply them on a molecular level to create wood. The shape can be two foot (0.6m) long logs or six foot (1.8m) long, one
foot (0.3m) wide planks. Hard wood costs more to make but is excellent for building; soft, weak wood is used for burning. The use of this
spell has allowed Dweomer City (and others) to use wood in buildings and various tools/weapons/items without chopping down lots of trees.
Thus, the city sits in the middle of pristine wilderness, making it even harder to detect.
The amount of wood created varies: Up to 100 lbs. (45 kg) per every 10 (soft) or 20 (hard, building wood) P.P.E. expended. Note: Both the
Conjurer and Earth Warlock can cast this spell at half the P.P.E.
Ignite Fire
Range: 40 feet (12.2m).
Duration: Instant (counts only as one attack; fire lasts until it is put out).
The spell causes spontaneous combustion, igniting any material that can burn. This means the mage could set a chair cushion, a jacket, paper,
dry leaves, hair, etc., on fire. Note: Volatile substances that are contained in something, like gasoline in the gas tank of a car or a container,
can NOT be ignited. Furthermore, the target to be set on fire must be clearly visible. Maximum area of affect is 3 feet (0.9m). If
somebody's clothes or hair are set on fire, they have two melee rounds (30 seconds) to get it off or put the fire out before damage is inflicted;
no other combat or action is possible as all energy is used on dousing the flame. Damage from the small fire is 2D6 S.D.C. per melee round
(beginning after the first 2 melees).
Magic Shield
Range: Self or other.
Duration: Two minutes per level of the spell caster.
This spell creates a pale white field of energy in the shape of a large, round shield with 60 M.D.C. The shield can be used by the spell caster
or be given to someone else. It functions as a normal shield to parry.
Range: 5 feet (1.5m).
Duration: 20 melees per level of the spell caster.
Saving Throw: Standard.
This Elemental magic enables the magician to cause any object to appear to be made of gold. After the mage leaves, the object will still
retain its gold appearance until the spell elapses. The effect is temporary, and upon close examination by those who can recognize precious
metals it is seen not to be gold. Those who save recognize it as worthless fool's gold.
Armor Bizarre
Range: Self or one other up to 30 feet (9 m) away.
Saving Throw: To save vs Horror Factor only.
P.P.E.: Fifteen
Like the Armor of Ithan spell, Armor Bizarre creates a suit of magical form-fitting force to serve as armor. However, it provides 15
M.D.C. per level of the caster, and this armor appears to be composed of dozens to hundreds of writhing tentacles, pulsating slime, or crawling
worms. This magical illusion provides a Horror Factor of 9 + I for every two levels of the spell caster (10 at 2nd, 11 at 4th, 12 at 6th, etc.).
Anyone fighting an opponent in Armor Bizarre is automatically distracted by the moving parts (-1 on initiative) and must make a save vs
Horror Factor at the beginning of every melee round. A failed roll means the usual Horror Factor penalties.
Energy Disruption
Duration: Three minutes (12 melees) per level of experience.
P.P.E.: Twelve
A particularly useful magic in a tech environment. The invocation will temporarily knockout, stop, or immobilize, any electrical device it
is aimed at. This includes normal automobiles, computers, radios, surveillance cameras, sensors, appliances, entire fuse boxes, batteries,
electric alarm systems, etc. The apparatus is not harmed in any way, it simply ceases to function. When the magic elapses, the item(s) work
perfectly again, with no sign of malfunction, damage or energy loss.
Can not affect M.D.C. environmental armor, power armor, robots or military vehicles.
Heal Wounds
Range: Touch or 3 feet (0.9m) away.
Saving Throw: Standard, if the person resists the magic.
This powerful invocation will instantly heal minor physical wounds, such as bruises, cuts, gashes, bullet wounds, burned flesh and pulled
muscles. It will not help against illness, internal damage to organs or nerves, broken bones or poisons/drugs.
In the case of bullet wounds, the bullet should be removed first. If the bullet is left inside a person it will be a constant irritant causing
chronic pain; reduce the character's P.E. attribute by one and P.P. attribute by one (and attribute bonuses accordingly) due to stiffness and
discomfort.
The heal wound magic restores 3D6 S.D.C. and 1D6 Hit Points.
Mend The Broken
Range: Touch.
Duration: Instant and permanent.
P.P.E.: Ten plus the cost of structural repairs.
Just as healing spells are used to repair the body, Mend the Broken is used to repair inanimate objects. This spell will only work on physical
damage (not electronics or software, nor living creatures), and can not restore shattered, mangled, flattened or completely destroyed items
(must have at least 20% of its original S.D.C. or M.D.C.). However, it can seamlessly adhere the broken arm, nose, or other appendage of a
statue back together without a crack, fill cracks and chips, repair cuts and holes, remove dents, restore metal from rust and tarnish, restore
worn fabric, repair pottery and china, fix cracks and chips in glass, and even remove stains from fabrics.
The base P.P.E. to initiate this spell is 10, plus the amount of P.P.E. needed to restore/mend the damage. Mending the obj ect completely
(restore all S.D.C.) will make it look like new.
Structural repair of S.D.C. objects requires one P.P.E. point for every two S.D.C. the spell caster wishes to repair. One to remove a particularly
stubborn or otherwise impossible to remove stain.
Structural repair of M.D.C. objects requires 30 P.P.E. points for every one M.D.C. the spell caster wishes to repair. This means it is unlikely
the mage can instantly repair battle damaged M.D. armor, but they can fix it to some small degree. S.D.C. materials can not be
changed into M.D.C. materials or improved in any other way, other than restoring it to like new condition.
Create Water
Range: 10 feet (3m), line of sight, or touch (of a container).
This spell enables the mage to conjure a quantity of water out of thin air by drawing and purifying moisture from the surrounding area,
and made to appear in any container indicated by the spell caster. A container for the water must be available, or else he will have a wet
mess to clean up on the floor. The spell caster can create one half gallon (1.9 liters) per level of experience. Half this amount in a desert,
twice this amount at sea or in a rain forest. This magic can supply a town without, or miles from, a fresh water supply. Note: The Conjurer
and Water Warlocks can create twice this amount of water for half the P.P.E. (7).
Energize Spell
Range: Touch or 10 feet (3m) away.
Duration: Special.
P.P.E.: Twelve plus full P.P.E. amount of the original spell.
Energize allows the mage to pump additional P.P.E. into one of his currently active spells to extend its duration. The same amount of
P.P.E. that was required to activate and cast the spell in the first place is needed to extend its duration. The energize spell can be used on any
other spell with a duration greater than a single melee round. Where the normal duration would normally end, being "energized," the renewed
spell begins its full duration again, without pause or lapse of its effect. The main advantage of the energize spell, rather than just casting the
spell again, is that those who have already fallen victim (failed to save) remain enthralled (do not get a new saving throw, which they would if
the spell was recast). It is also ideal in situations where it would be helpful if the spell lasted longer, but the mage can not be there to cast a
new spell; the energize spell would automatically continue the desired effect. This is particularly handy when casting magical flight, speed,
superhuman endurance and similar spells on a character who will be leaving the company of the mage. If attempting to energize a spell cast
on an opponent, the victim must be touched. Otherwise, being within 10 feet (3m) is close enough. Note: The energize spell can only be cast
once to extend the duration of a particular spell, effectively doubling the duration (nothing more). Limitation: Only spells Sixth level or less
can be extended/energized this way.
Frequency Jamming
Range: 100 feet (3m) per level of experience; line of sight or two machines by touch.
Duration: Two melee rounds (30 seconds) per level of the spell
caster's experience.
Saving Throw: Not applicable; affects machines.
This spell interferes with communications, transmissions and/or sensor systems (radios, radar, sonar, motion detector, heat sensor, CAT
scan, lie detector, etc.) by magically jamming the frequencies used by that machine. This means no intelligible readings or communications
can be delivered by the enchanted machine until the magic ends.
Sheltering Force
Range: Around self, or up to 20 feet (3 m) away.
Duration : One hour per level of experience.
P.P.E.: Twenty
The Sheltering Force is essentially a light force field that appears as a semi-opaque (can see figures, outlines and blurred colors, but not
faces or details), bluish-white dome. The "shelter" can be small enough to accommodate two people or big enough to accommodate six (eight
cramped). In either case, it resembles a dome shaped tent made of semi-opaque plastic. It is dry inside and maintains a temperature that is
10 degrees Fahrenheit cooler than outside in hot weather and 10 degrees warmer in cool weather. It will hold smoke in, so any campfire
must be made outside. The magical shelter keeps rain and insects out, but animals, people, 'bots and spirits can come and go as they please,
much like a real tent. Furthermore, if attacked, the Sheltering Force will only stop 1D6 M.D. per each attack blast/arrow/whatever, with the remaining
damage penetrating the force field and possibly hitting those inside the shelter. The semi-opaque nature of the force field means that
those attacking from outside can not get a clear shot and are -3 to strike, but they can see shapes and shadows inside to shoot at.
Teleport Lesser
Range: Five miles (8 km) per level of experience; touch.
Duration: Requires two full melees (30 seconds).
The power to transmit matter from one place to another. The Teleport: Lesser invocation is limited to non-living substances. Up to
50 Ibs (22kg) can be instantly transported from the location of the spell weaver to any location miles away. The only requirements are that the
mage touches the object to be teleported and that the location of where it is being sent to is known to him. Success Ratio: 80% +2% per level
of the mage. An unsuccessful roll means that the object never arrived where it was supposed to and could be anywhere within the mage's
Range: Self or others by touch.
Duration: 3 minutes (12 melees) per level of experience.
The magic enables the character to perfectly understand and speak all spoken languages; 98% proficiency. An understanding of written
languages is not provided by this magic. See the Eyes of Thoth.
Dispel Magic Barriers
Range: 100 feet (30.5m).
Saving Throw: The magic spell being attacked automatically gets a
standard saving throw (12) as if it were a person. If a successful save is
made, the negation spell has no effect; the barrier remains.
The Dispel Magic Barriers invocation negates/dispels all magic barriers of any kind, including the Sorcerer's Seal, Carpet of Adhesion,
Magic wall spells, ward spells, etc.
Negate Mechanics
Range: One target mechanism up to 100 feet (30m) away or two by
Duration: One melee round (15 seconds).
This spell gives magic an edge against technology. Essentially, one aspect of a machine, or machine part, targeted by this spell is momentarily
paused or inhibited in some way. The spell caster can specify a specific target/intentional disruption when casting the spell. The simpler
the mechanism the better, and this magic is ideal for temporarily inhibiting or freezing switches, triggers, buttons, locks, and small mechanical
gears and pulleys. Thus, this magic causes only minor, momentary glitches and delays, but such impediments, even lasting only
15 seconds, may be the difference between life and death or escape and captivity. Remember, this spell is designed to momentarily inhibit or, more to the
point, momentarily stop some specific mechanical function, usually of a larger device. It does not damage the machine in any way.
For example: The spell can be used to prevent a gun (of any kind) from firing, or delay a hand grenade from exploding when it should
(adds 15 seconds before it detonates; hand grenades are simple devices).
In the alternative, when used on a gun, a spell caster might make the optical sight or laser targeting of the weapon stop working (for 15
seconds) or freeze the retractable stock or folding tripod, etc.
Against a computer, the spell can momentarily lock it up. Data is not erased nor does the computer blink out, it (or the monitor, or keyboard)
just won't respond for 15 seconds.
Against a robot or cyborg, it can be used to momentarily freeze a joint, or knockout radar, a particular sensor, optic, or radio (no reading
or communications), or make the blaster on the right arm not respond (won't fire for 15 seconds), or a jet pack not tum on (or not tum off, or
sputter), etc. However, it cannot be used against cybernetic implants, M.O.M. implants, or artificial systems directly connected/linked to flesh, blood or internal organs (can not stop bionic lungs or heart), or
any system encased or connected to living flesh. Likewise, bionic and cybernetic bio-systems are not affected by this magic, nor are nano-machines.
Limitations: Devices and mechanisms affected can be no bigger than a basketball. Minor system malfunctions and glitches can be
caused by this spell, but do not last very long and no permanent damage is inflicted to the device. Nothing major can be done either: a robot
can not be forced to stop moving, or be made completely unable to attack. The spell inhibits performance by knocking out one specific system.
Lifeward
Range: Self or one character by touch.
Duration: Special - delayed reaction. The spell is not activated until the enchanted and marked outer armor is destroyed. Then it activates and lasts one minute per level of the spell caster.
Special Requirement: Magic symbol of Life and Strength.
P.P.E.: Forty
Lifeward takes two melee rounds to perform, and requires a circle with a dot in the middle and lines radiating from it like a sun painted on
the recipient's chest or forehead and on his M.D.C. body armor while reciting the incantation. This powerful spell is designed to help the
character survive Mega-Damage attacks after losing his M.D. body armor!
If the body armor is shredded (reduced to zero M.D.C.), all subsequent Mega-Damage attacks are turned into S.D.C. damage. The
unarmored character takes damage from his S.D.C. and/or Hit Points, but survives attacks that would normally have atomized him ! Of
course, the character falls into a coma and may die if reduced to zero Hit Points or less. Note: This spell cannot be placed on Mega-Damage
creatures such as dragons and demons or automatons.
Invincible Armor
Range: Self or one other by touch.
Duration: Three minutes per level of the spell caster.
P.P.E.: Thirty
Although not quite as "invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering,
translucent plate armor, complete with full helmet. The armor has 25 M.D.C. per level of the spell caster, and regenerates damage at the rate
of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases,
fumes, etc., and provides the wearer with an independent oxygen supply.
Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it
absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be
placed on giant Automatons, power armor or robots.
Limitation: Cumbersome; the wearer is - 15% to prowl, climb, swim or perform other physical skills.
Negate Magic
Range: Touch or 60 feet (18.3m).
Saving Throw: Special (Ritual magic has a greater chance of success).
This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll
a saving throw. If the roll is a successful save against the magic in place, its influence is immediately destroyed, negated, canceled. 12, 13,
14, or 15 is needed for spell magic depending on the experience level of the mage (usually 12 or 13 is needed), meanwhile 16 or higher to
save vs ritual magic. A failed save means the negation attempt did not work. Try again if sufficient P.P.E. is available.
Negation will not work against possession, Exorcism, Constrain Being, Banishment, Talisman, Amulet, Enchanted objects, Symbols/Circles
of protection (or magically drawn circles of any kind), wards, summoning magic, Zombies, Golems, Restoration, magical healings or
cures. Negation can be attempted to cancel a spell curse, but only has a 01-25% possibility of succeeding. Of course, it has no effect against
psychic abilities or Techno-Wizard or Bio-Wizard/rune devices.
Power Weapon
Range: One weapon by touch.
Duration: Two melee rounds (30 seconds) per level of the spell caster.
P.P.E.: Thirty-Five
This spell temporarily infuses an S.D.C. melee weapon (knife, spear, sword, club, etc.) with great magical energy. For the duration of
the spell, the weapon will inflict the Mega-Damage equivalent of the S.D.C. weapon; i.e. a knife that does 1D6 S.D.c. now does 1D6 M.D.,
or a mace that does 2D6 S.D.C. now does 2D6 M.D., and so on.
In the alternative, this spell can be used to increase the damage capability of Mega-Damage melee weapons (Vibro-Blades, etc.) or M.D.
magic weapons (rune swords, TW-weapons, etc.) by 25%. So a magical flaming sword that normally does 4D6 M.D. now does 5D6, a Vibro-Blade that
does 2D6 now does 4D4 M.D., etc. Note: This magic does not work on long-range weapons like the bow and arrow, projectile weapons or energy guns.
Casting this spell on the same weapon repeatedly has no cumulative effect.
Stone to Flesh
Range: 12 feet (3.6m).
Duration: Instant/permanent.
This spell transforms stone to flesh and can restore people who have been turned to stone back to normal. The spell caster can change 50
pounds (22 kg) of stone per level of experience.
Create Steel
Range: Can be cast up to 10 feet (3 m) away.
P.P.E.: Sixty-Eight; half that number for Earth Warlocks with this spell.
The name of this powerful spell is a bit of a misnomer, and might more appropriately be entitled "recycle metal." The spell caster can
take metal scraps, even those corroded with rust, and magically tum them into sheets, bars, poles or beams of good, usable metal. The advantage
of this magical recycled metal is that industrial recycling sees a certain amount of loss through the recycling process (not to mention
the cost, equipment and manpower necessary). The spell not only transforms the metal, but there is no loss of the material and, in fact, there is
5% more metal (per level of experience) created from the initial scrap. In addition, there is no need for a smelting facility, machines or workmen, other than those needed to haul and store the finished product.
• S.D.C. Materials: Effective only on the following metal ores and alloys:
Iron, steel, tungsten, cobalt, manganese, chromium, molybdenum, zinc, nickel, copper, bronze, bauxite, and aluminum (the spell
adds the tiny amount of carbon and other trace elements to make steel and other alloys). The spell can be worked on a pile of unseparated
scrap metal and magically separate metals and alloys to create individual piles of pure metals, or put them back together as the desired
alloy(s).
• 100 pounds (45 kg) of raw material per level of experience, with roughly 200 S.D.C. (Conjurers and Earth Warlocks can create twice
as much at half the P.P.E. cost).
The final product is high quality metal ready for industrial use - construction, smelting, etc. It cannot be used to magically repair
finished products such as power and body armor, robots, vehicles, etc., except as raw materials that are taken, retooled and used by
manufacturers, operators, builders, etc., to make conventional repairs (soldering, welding, casting, etc.).
• Mega-Damage Steel can be "recycled" provided M.D.C. metal scraps are available, but at the pitiful rate of 10 pounds (4.5 kg) per
spell (not per level), with approximately 15 M.D.C. Note: This spell can not be used to tum perfectly good metals/materials,
machinery, vehicles, or devices connected to a power source into raw materials, nor tum metal material worn, used or connected to a living
being; it must be scrap or raw ore.
Wall of Defense
Range: Can be cast up to 100 feet (30.5m) away.
Duration: One melee (15 seconds) round per level of experience.
P.P.E.: Fifty-Five
By casting this spell, the mage summons into being a small, shimmering wall of magical energy (semi-opaque; only shadowy forms can
be seen moving behind it). The wall is so thin as to be nearly two dImensional (the thickness of a sheet of paper), stands 10 feet (3m) tall,
and six feet (1.8m) long, plus six feet (1.8m) in length per level of the spell caster. The magical wall will stop all incoming "attacks," including
thrown rocks, arrows, bullets, missiles, energy blasts and spells! All projectiles are stopped in their tracks, suspended in midair. When the
spell ends, they fall harmlessly to the ground. Explosives (grenades, missiles, etc.) are stopped and held by the wall and will not explode until
the wall vanishes and even then, most, 65%, will simply fall harmlessly to the ground without detonation (roll percentile dice; a roll
of 66-00% means it will explode when the magic ends). Energy blasts are dispelled completely, as are magic forces meant to pass through the
wall. Living beings who touch or try to pass through the magic wall will be held frozen in mid-step (leap, flight, whatever) until the magic
ends. Note: The magical defenses work the same on both sides of the wall, so even the mage who created it can not send magic or weapons
through it. He must move around the wall to launch additional attacks. Also note that airborne enemies can easily fly above and over the wall
to attack, but this magical defense is excellent in confined areas and against ground troops.
Water to Wine
Another transformation spell, the spell caster is able to change ordinary fresh water into wine, affecting ten gallons (37.9 liters) per level
of the spell caster' s experience. The wine is of fair to average quality, with the quality increasing by 5% per each level of the sorcerer's experience.
Restore Limb
P.P.E.: Eighty
This powerful healing magic enables the mage to "restore" (i.e. reattach) a single severed limb (hand, arm, leg) or appendage (nose, ear,
finger, etc.) on the suffering individual. The reattached limb or appendage functions 100% as it did before it was severed and the magic leaves
no scar. Only the actual limb can be attached in this fashion, substitutes are not possible. Furthermore, the severed limb cannot have been detached
for more than 12 hours per level of the sorcerer (i.e. a 6th level mage can reattach a limb as much as 71 hours and 55 minutes after it
was severed). The ritual takes five minutes.
Speed Weapon
Duration: One melee round per level of the spell caster.
P.P.E.: One Hundred
The Speed Weapon spell infuses a melee weapon (sword, ax, mace, club, etc.) with magical energy that enables the user of the weapon (the
mage or anyone) to use it with amazing speed, if not agility (no additional combat bonuses). Thus, when using the enchanted weapon, the
character has twice as many attacks per melee round! The additional attacks are possible only with the enchanted weapon, so if a different
weapon or action is taken, it uses up the equivalent of two of the magic weapon's attacks. For example, a character with six attacks per melee
round now has 12 if he uses all of his melee attacks/actions with the enchanted Speed Weapon. Each pair of attacks with the enchanted
weapon effectively counts as one of the character' s usual attacks. Thus, if he uses the Speed Weapon to strike four times, he uses up two of his
usual attacks, but if he decides to use his blaster once or to dodge an incoming attack, that action uses up two of the possible attacks with the
Speed Weapon (parry does not use up an attack action). Note: This spell can not be used on magic weapons, including Bio-Wizard, Rune,
or Techno-Wizard weapons nor on Automatons, power armor, robots or vehicles.
Super-Healing
Range: One character by touch (cannot be used on oneself).
P.P.E.: Seventy
A powerful healing spell that can heal external and internal injuries/wounds of Mega-Damage creatures (dinosaurs, dragons, supernatural
beings, etc.). Super-healing restores 4D6 M.D. to Mega-Damage creatures. Not applicable to S.D.C/Hit Point creatures.
Range: Varies with type.
Duration: Effects vary with type.
Saving Throw: Standard; spells are base 12, wards created by ritual magic are 16.
P.P.E.: Ninety
The Wards invocation creates mystic symbols used to protect items of value, to protect dwellings, and as booby traps. The ward can be cast
on a door or window, a section of floor, a cabinet or on a specific item such as a book or statue. The ward symbols on the object are always
obvious, to serve as a warning. When somebody, other than the sorcerer who created them, touches the object, a spell is triggered. The following
wards can be created. Each ward invocation will create two separate wards, the ritual invocation will create three. The object to be
warded must be present.
Alarm: A screeching, siren-like noise is instantly sounded and continues to blare for ten minutes. The sound can be easily heard through
closed doors up to 100 feet (30m) away.
Fear: An aura of fear engulfs everybody within 20 feet (6m) of the ward. Each person must roll to save vs magic or be overwhelmed by
terror. Effects are identical to the second level fear invocation.
Fire Bolt: The person touching the item is struck by a Fire Bolt causing 6D6 damage; no saving throw is applicable. Same as the fourth
level invocation.
Paralysis (lesser): The ward temporarily paralyzes the person's hand and arm for 1D4 hours. Effects are identical to the third level invocation.
Sleep: The ward will put to sleep everybody within a ten foot (3 m) area around it. Each person must roll to save versus magic. The sleep
lasts for 6D6 minutes. Effects are identical to the fifth level spell.
Agony: The person who touches the object is wracked with agony for 2D8 melees. The effects are identical to the seventh level invocation.
Curse (minor): Inflicts a minor curse identical to the eighth level invocation except that it will linger for 1D6 weeks.
Curse (phobia): Inflicts a phobia curse identical to the ninth level invocation except that it will linger for 1D4 weeks.
Banishment (counts as two wards): Will instantly force lesser supernatural beings from the area, just like the tenth level invocation.
Plus, the creature must leave the object where it rests.
After a ward has been triggered, its magic is used up and it disappears.
A ward can last for centuries if left undisturbed. The life span of a ward is 150 years per level of the mage.
Special: Bonding Ritual - exclusive to the High Magus O.C.C. and Lords of Magic
Range: Inside a magic circle.
Duration: Permanent; until the Automaton is destroyed or the
Controller slain.
Time to cast: 24 hours.
P.P.E. Cost: 20 from the High Magus to initiate the ritual and 20 P.P.E. spent by the recipient Controller.
The Bonding Ritual can only be performed on a special subset of the Battle Magus appropriately known as the Controller
O.C.C. The recipient of the "Bonding" must have special training and orientation in order to perform the ritual and then to
control the Automaton. The ritual only costs the Controller/recipient 20 P.P.E., but requires the Controller to spend 24 hours
in physical contact with the construct, usually in meditation. After this time, he or she can mentally control its every movement
as if it were their own body. See the sections on Automatons and the Controller O.C.C. for details.
Last edited by Salomón on Mon Apr 15, 2019 12:29 pm, edited 4 times in total.
S.D.C.: 723/723
Hit Points: 237/237
P.P.E.: 223/223
I.S.P.: 57/57
Armor Worn: High Magus armor note: currently has Lifeward active
Weapon(s) Carried and Locations: MR-10 Magefire Bolt Rifle (in hands), MP-6 Firebolt Pistol (on CAF Elite Corps Load-Bearing Chest Rig), silver-plated Dwarven Longsword (strapped to back in a scabbard), GAW Colt 1911 .45ACP (cocked and locked on CAF Elite Corps Load-Bearing Chest Rig)
"Always on": Sixth Sense, Sense Evil
Saving Throws, Bonuses, and other handy information
Spells, psionic attacks, drugs and diseases that cause confusion, dizziness or dull the senses are 1/2 as effective (reduce penalties and duration by half).
Coma/Death: +21%
Illusions: +1 (+6 if magical)
Speed: Salomón runs 15mph/440 meters per minute/110 meters per melee round/22 meters per attack @ 5 attacks per round. 3min and 40 sec per mile, or 2 min 18 sec per km, at running speed. Can run at half speed for 23 miles (37 km) before fatigue sets in. At maximum speed, can run for 7.6 miles (12.2 km) before fatigue!
Nightvision 1000 feet (305 m)
Rapid healing (heal damage five times as fast as humans).
Fatigues at half normal rate, can hold breath for 3 minutes, has good balance (+5%) and coordination.
by Salomón » Mon Oct 08, 2018 5:48 pm
Salomón's List of Spells Known (Spell Level 11)
Anti Magic Cloud
Range: 100 foot (30.5m) radius per level of the spell caster.
Saving Throw: Special. Only a Natural (unmodified) 18, 19 to 20 saves against the cloud, and even these lucky few will find their
magic reduced to half strength.
P.P.E.: One Hundred Forty
Those who are ignorant of the great old magics insist that this spell never existed, that it is impossible, merely another myth. They are
wrong. This incredible spell creates an ominous, dark gray-brown cloud large enough to hang over an entire town. It can not be dispelled
magically or by manipulating elemental/atmospheric conditions. The cloud's effect is as singular as it is spectacular; it simply negates all
magic! Spell casters can not use magic of any kind, Techno-Wizard devices, potions and charms are impotent. Any object of magic (except
runes and magic weapons) is rendered harmless as long as it is under the Anti-Magic Cloud. The magic returns when the cloud is canceled.
Only the creator of the cloud is not affected, giving that mage a tremendous advantage over other sorcerers caught in the cloud. If outside the
cloud's range the magic abilities return, but any magic that enters it falters (as above) and magic spells cast from outside into the cloud covered
area are negated the instant they enter the Anti-Magic Cloud.
P.P.E. cannot be used in the area of effect.
Astral Hole
Duration: One melee round ( 15 seconds) per level of experience.
P.P.E.: One Hundred Twenty
Astral Hole creates an invisible (only the caster and those who can see spirits or the Astral Plane can see it), mobile, mentally controlled
extra-dimensional portal that effectively follows the spell caster wherever he goes. This portal can be used by the spell caster (and only the
spell caster) in a number of ways. Ultimately, the Astral Hole makes the mage almost impossible to pin down.
The mage can use the Astral Hole to "jump" or teleport a short distance by stepping in and willing himself to another location that was
visible from the physical world just before he stepped into the Astral Plane from his current location. Each such teleport counts as two melee
actions. This use is limited by line of sight (2000 feet / 610m maximum, double at sea or on open plains). The mage can not teleport to someplace
he can not see clearly.
Another use involves avoiding enemy fire. When attacked, the spell caster simply sidesteps, into the hole, and disappears, then steps back
out. Because of the speed and ease with which this is done, it only uses up one melee action. Furthermore, the spell caster gets a bonus of +2 to
dodge when using an Astral Hole. He can dodge and teleport out of harm's way almost endlessly. The mage can not stay inside the Astral
Hole for more than a few seconds, however, as it is a passageway, not a pocket dimension.
When an Astral Hole is opened and the spell caster also uses Astral Projection to travel the Astral Plane, he can automatically find his way
back to the physical world, using the Astral Hole as a beacon and doorway home. Note that every melee round (15 seconds) in the physical
world is the equivalent of five minutes in the Astral Plane.
Bottomless Pit
Range: 50 feet (15.2m). The portal/hole appears to be about four feet (1.2m) in diameter, per level of the spell caster.
Duration: Two minutes per level of experience.
Saving Throw: Dodge.
This devious spell uses a minor dimensional portal to temporarily remove an enemy from the situation. The portal appears on the ground
(can not be made to appear in mid-air or on walls, etc.), under the feet of the intended victim. As a trap, the hole can be created and left in one
spot, concealed by darkness or covered with netting and twigs or camouflage like a real pit. At the moment the pit opens up beneath an opponent's
feet, or the instant a character falls into a concealed one, that character may attempt to dodge. In this case, it is an attempt to twist
and grab a hand-hold to avoid falling down into the pit (needs a 17 or better to do so). If an opponent's dodge is successful, but the spell
caster has visual contact, the mage can move the Bottomless Pit beneath his target' s feet again; such an action counts as one of the sorcerer's melee attacks.
Those who fall into the pit are hurtled through an other-dimensional void (utter blackness). There is no way to escape until the spell wears
off, except by Dimensional Portal, Dimensional Teleportation (a power common to most greater demons, dragons and gods) or a similar spell.
The ability to fly can not help the character escape because once one has fallen in, he is actually inside a different dimension with no apparent
exit. However, those who can fly may feel more comfortable and can glide and move around the empty void, rather than "fall," but they
are still lost and trapped in the void.
If others are foolish enough to go into the pit, they suffer the same fate as the first victim - once somebody has fallen in, the Bottomless
Pit can not be moved by the spell caster. When the spell duration runs out, any victims are spit out, unharmed, right where they started. The
portal is not very large, but anything that comes into contact with it will be pulled through, even tanks or dragons. Buildings and other parts of
the landscape do not fall into the pit.
The advantage of this spell is that an opponent is temporarily, but completely, removed from the environment. He has no ability to attack
or influence events (except by his absence) and is completely unaware of the events that transpire while he is gone (can not hear, see, smell, or
sense anything in the "real" world).
Create Mummy (RITUAL)
Duration: Exists until destroyed.
P.P.E.: One Hundred Sixty
The mummy invocation is a Necromantic ritual that turns a corpse into one of the undead. The ritual involves treating pure linen strips of
cloth with a mystic solution and wrapping the body in the cloth. The incantation brings to life (if you can call it that) a sort of humanoid robot
devoid of emotions and fearless. Like a machine, the barely intelligent "thing" follows simple orders to the best of its ability. The mummy is
incapable of understanding complex commands, or performing any skills. It is simply a lumbering corpse. Of course, this combined with
its near indestructibility makes it an ideal guardian. A simple command like "Kill all who enter" (with the exception of the mage, of course) is
all that it needs to know. A mummy can not speak (or read) but grunts, growls and howls.
The most devastating aspect of the damnable creature is that it is dead, and feels no pain or emotions. Bullets, knives, clubs, and even
most magic, have no affect against the monster. Physical attacks simply nick or poke holes into a lifeless husk. Magic charms, sleeps, curses, illusions,
illness, paralysis, and turn dead (the mummy is an undead) do nothing at all. Banishment does not work because the mummy is not
actually a living supernatural creature. Negation simply does not work and Remove Curse is not applicable.
The only way to stop a mummy is to: 1) Trap or imprison it. 2) Blow it to bits. 3) Burn it up. Note : Protection circles will hold a
mummy at bay. Fire is its one major weakness and it instinctively knows that, so a wall of fire or a torch or flamethrower may also keep it
at bay. The magic is present in both the dead body and the linen wrappings.
If the wrappings are destroyed, fire does double damage to the corpse, and even sunlight will inflict 3D6 points of damage per melee
of exposure.
The Mummy:
• I.Q. 4, P.S. 20, Speed 7
• Three attacks per melee, 2D6 S.D.C. damage by hand/punch.
• +5 S.D.C. to damage.
• +1 to parry, no dodge or initiative bonus.
• Most psychic powers and magic have no effect.
• Fearless; no Horror Factors scare it. However, small fires have a Horror Factor of 7 and larger fires, man-sized or bigger, have a Horror
Factor of 13 .
• S.D.C. of Linen Wrappings: 50 (bullets do effectively no damage).
• S.D.C. of Corpse: 70, but only fire and explosives damage it. Sunlight
hurts it only if all or most of the protective cloth wrappings have been destroyed. A typical torch will do 1D6 damage each time
it is struck by one. Note: Mummies can be dressed in M.D.C. body armor and given hand-held weapons like swords and clubs. They are
not capable of shooting guns or using equipment.
Create Magic Scroll
Range: Identical to spell placed on scroll.
Duration: Permanent; the spell placed on the scroll has standard duration.
Saving Throw: Standard magic save; 12 or higher.
P.P.E.: One Hundred plus the P.P.E. needed to cast the magic spell placed on the scroll.
This spell is similar to the Amulet and Talisman spells in that the sorcerer is able to transfer mystic energy and powers into an inanimate
object. In this case, the mage can magically make the words to a magic spell appear on paper. The only real limitation other than sufficient
P.P.E. is that the mage must be able to read and write. If he can not read, he can not create a scroll.
Literate mages summon forth the energy needed and write the words of a spell in the sand or dirt with a stick while speaking the
words aloud. The words magically appear on the paper as he writes and speaks them. When done, the spell has been transferred to the paper
and can be read and used by anybody who can read the particular language it was written in. Because the paper or parchment has been
charged with P.P.E., anyone, fellow mage or housewife, can read the scroll and the magic spell will be cast. To activate the scroll the spell
must be read aloud.
The words on a scroll disappear the moment they are read aloud, leaving only a blank piece of paper. No camera of any kind can photograph/
record the mystic writing (appears blank) and for some inexplicable reason, a person can never seem to correctly copy the spell down no
matter how literate and educated he may be. This is why scroll conversion is so difficult.
Note: The power of the scroll spell can be controlled by its creator and can range from level one potency to the current level of its creator.
However, the creator' s enhanced spell strength can not be transferred, so all saving throws from scroll magic are 12 if created as a spell or 16
if created a s part of a ritual.
Curse: Neurosis
Duration: Six hours per level of the spell caster.
Saving Throw: Standard
P.P.E.: Ninety-Five
The incantation afflicts its victim with a neurotic disorder. The spell caster can implant one specific neurosis or roll on the
Random Neurosis Table in the insanity section of the core rule book. The insanity is temporary and fades away in time (i.e.
when the duration has elapsed).
Curse of the World Bizarre
Range: 50 feet/15.2 m (line of sight) or by touch.
Duration: 1d4 days per level of the spell caster.
Saving Throw: -1 to save.
This is a powerful, and in many ways, a very cruel curse. The chosen target gets to make a save vs magic. A failed roll indicates they
have been cursed. The cursed individual sees everything in the manner of the World Bizarre spell. Everything in sight, including themselves, is
seen as something monstrous with writhing tentacles, slobbering mouths, glaring eyes, etc. These things are a mental delusion, but to the
victim they seem very real. Sleep is almost impossible, and the victim of this curse lives in a constant state of fear, agitation and uncertainty.
Worse, it is impossible for him to discern "real" monsters from those he imagines to be monsters.
Characters with an M.E. of 10 or higher will be able to understand that this is an illusion, but are still paranoid, jumpy, and easily startled
and confused (can not tell real monsters apart from the imagined). Penalties (from mental and physical exhaustion and disorientation): -20%
on skill performance, -3 on initiative, reduce speed by 25%, reduce attacks per melee round by one, and cannot recognize real monsters. Characters with an M.E. of 9
or less, suffer double the penalties noted above, and may come to believe their delusion is real! Roll once on the following table to determine permanent insanity:
01-30% : Lucked out! No permanent insanity.
31-40% : Phobia: Monstrous looking demons.
41-50% : Phobia of the spell caster who gave him the curse.
51-60%: Obsession: Monsters and demons; hates 'em and likes to see them suffer and be destroyed.
61-70% : Delusion: Even after returning to normal, the character believes he is really a superhuman monster banished from his demonic
home world and forced to walk among humans as a punishment for some crime or act of betrayal (helped humans, stood against his master,
etc.). The delusional character may even fabricate stories of his past life as a demon and an imaginary crime for this punishment of being made
"mortal."
71-80%: Affective Disorder: Disgusted by anything with tentacles or slime, and will go to any lengths to avoid them.
81-90%: Intimidated by Monsters and Demons: The first set of penalties above occur whenever threatened by a monster. Tries to avoid
91-00%: Invasion of the Body Snatchers Syndrome: Acute paranoia toward all non-humans, especially shapechangers - "They're out there,
you know. Monsters hiding in human form. I know! I've seen it! I am one!! "
Note: Curse of the World Bizarre is commonly used in certain magic-using settlements as a punishment for criminals. They are inflicted
with the curse, then exiled.
Disharmonize
Range: The spell can be cast up to 1,000 feet (305 m) away.
Radius of Affect: 50 feet (15.2m) per level of experience.
Duration: Five minutes per level of experience.
P.P.E.: One Hundred Fifty
This spell is designed to disrupt and confuse organized units of the enemy (large groups of 20 or more people). Upon casting the spell, the
mage is surrounded by an aura of hazy light that expands in all directions.
Each enemy (known allies are unaffected) must save vs magic.
Success indicates that the spell has no effect. Failure means the mind of the enemy has been clouded by the spell. Those who fall to disharmony
will be unable to act quickly, make decisions or properly follow orders. They are also incapable of working in concert with their fellows. Essentially,
those affected cease to become a cohesive group and degrade into confused individuals. In addition, those affected lose half their attacks
per melee round, lose initiative, and perform skills at -20% (due to hesitation and uncertainty).
Energy Sphere
Range: 100 feet (30.5 m).
Duration: Two days per level of experience, or until used up.
Energy Sphere creates a globe of blue energy similar to that seen along ley lines. The mage can create this sphere through the expenditure
of 1 20 P.P.E. but then must pump additional P.P.E. into it within the next 10 minutes or it fades away. This additional energy (up to 100
P.P.E. per level of the spell caster) must come from the mage, another sorcerer, dragon, god, blood sacrifice or drawn from a ley line nexus
when energy is high (eclipse, solstice, etc.). The magic energy contained in the basketball-sized energy sphere will follow the mage wherever
he goes, floating in mid-air above his right or left shoulder, and holds the energy until he needs it. This storage of potentially large
amounts of energy can be drawn upon by either the mage who created it or one specific person whom the mage gives the sphere to as a gift or
reward (in this case, only that person can draw upon the energy). The sphere is typically created when a practitioner of magic knows that he
will need a large amount of P.P.E. to cast a high level spell, ritual or a number of spells beyond his normal limit (Le. combat, construction, dimensional
travel, etc.). This spell, said to have been created by Thoth or the legendary Old Ones, is sometimes used by gods and demon lords
to give their mortal minions and or champions additional power to accomplish great feats.
The energy reserve in the sphere must be used within a limited period (typically within a matter of days) or the sphere and the P.P.E. will
be wasted when it fades away. The person to whom the Energy Sphere belongs can draw on the P.P.E. reserve in any increments from a few
points at a time to whatever its total power reserve may be in a single spell. The sphere is impervious to most attacks but can be destroyed by
500 M.D. points and loses 2D6x10 P.P.E. per minute in an Anti-Magic Cloud. A successful Negate Magic will drain it of 6D6 P.P.E. each time
a negation is cast on it, but Dispel Magic Barrier has no affect on it. Psi-Stalkers and most other P.P.E. vampires can not draw upon this
concentrated and protected energy source.
The Energy Sphere cannot be moved or stored, cannot receive P.P.E. after creation, moves with the mage or recipient over one shoulder, and only the creator can gift it to another.
Only one Energy Sphere can be maintained by a mage regardless of who possesses it.
Firequake
Range: Up to 500 feet (152m) away.
Radius of Affect: To a 100 foot (30.5m) radius, enough to engulf 4-6 average houses and their backyards.
Damage: Varies, see description.
This spell causes an area of the ground to rumble, tremble, and crack, as well as spew forth clouds of sulfur and gouts of fire. All beings
in the area of effect find it difficult to move atop the moving earth any faster than 10% their normal speed (crawling may be better), and
eyes will bum and tear from the sulfuric gas. It is difficult to breathe (roughly same as tear gas; -9 to strike, parry, and dodge, -5 on initiative,
lose one melee action per round) and those caught in the erupting turmoil must dodge jets of flame shooting up from the ground (roll
once per character, per melee round). A failed dodge means getting hit by the shooting flame and taking 5D6 M.D. Large vehicles and giant
robots (20 feet/6 m or bigger) take triple damage. It should take most people 2D4 melee rounds to escape. When the magic is over, the area
will look unscathed, as if nothing happened, except for the burnt and injured people, animals and property.
Note: Available to Earth Warlocks as an 8th level spell at half the P.P.E. (80).
Id Alter Ego
Range: Self or other up to 60 feet (18.3m) away.
P.P.E.: One Hundred Thirty; spending an additional Two Hundred P.P.E. will add one hour to the duration!
Id Alter Ego creates a magical double of the spell's target. The character affected will feel a strange sensation, but is not likely to realize
that he or she has been magically attacked. Sixty feet ( 1 8.3 m) away, an identical copy of the individual takes shape in a matter of seconds. This
"doppleganger" looks exactly like the character it mimics, right down to the clothing and weapons at the moment of enchantment. However,
most weapons and gear are fakes. Magic weapons and magic items can not be duplicated, nor can alien devices, explosives or complex devices
(power armor, cybernetics, energy rifles, computers, etc.). Likewise, the magical doppleganger does not possess any psionic abilities or
P.P.E. to cast spells, although if it is the Alter Ego of a sorcerer, the fake will have the knowledge to cast spells and may be able to draw
upon other sources of P.P.E. to cast magic (i.e. ley lines, blood sacrifices, etc.).
The impostor has all the physical and mental attributes, Hit Points and 40 magical M.D.C., plus any armor it may secure, as well as the
memories and skills of the person it imitates (memories are limited to those up to the moment of its creation; the two are not linked in any
way).
The frightening difference is that the Id Alter Ego has the exact opposite alignment and disposition. The Id Alter Ego is also extremely
aggressive, hostile toward others, and prone to create conflict. If the alter ego is of a good alignment (the original having been evil), it may
challenge, fight, cheat or betray fellow scoundrels. If of an evil alignment (the original having been good), the Id Alter Ego may betray,
cheat, or fight friends or allies, start brawls, molest women, steal from the clergy, etc. If the original character is a selfish alignment, roll percentile
dice : 01-50, the fake is good, 51-00, the fake is evil.
If approached by the "real" character, the Id Alter Ego treats him with disdain and hostility, like twin brothers who despise each other.
Although most of the weapons duplicated by the magic are nothing more than harmless props, the temporary fake possesses the knowledge
of the original and can buy, borrow, or steal weapons and equipment it can use to fight or to cause trouble. The Id Alter Ego quickly engages
in activity that is detrimental to the "real" character and or the things he or she loves and believes in.
This spell only works on living beings, and affects any mortal creature, from humans, Elves, Ogres and Wolfen to most D-Bees. The spell
has no effect on Mega-Damage beings, creatures of magic or supernatural beings. Although called the "Id Alter Ego," this magical duplicate
is not the dark (or good) side of the character and does not actually reflect any secret emotions or desires of the original. It is purely a temporary
magical construct designed to cause trouble and create confusion.
Illusionary Terrain
Range: Can be cast up to 500 (152m) away and affects 3,000 x 3,000foot (914x914 m) area per level of the spell caster; area affect.
Duration: 30 minutes per level of the spell caster.
Saving Throw: -1 to save against a simple illusion, -4 to save vs an elaborate one (only -3 if an alien looking terrain).
P.P.E.: Fifty-Five for a simple "visual" illusion (no sound, smells, rustling of the wind, etc.); few details. One Hundred Twenty for an
elaborate illusion, Le. a complete landscape (of whatever) that seems alive and real in every way - scurrying animals, chirping
birds, the smell of flowers and plants, moving clouds, etc. Illusory Terrain is fundamentally the same as the 10th level spell, Illusory
Forest, except that virtually any type of terrain and landscape can be created.
Note: Below is the text of Illusory Forest for convenience:
This spell enables the mage to create an illusion of a forest: the trees and vegetation of a typical woodland or jungle. The exact type of flora
and details are up to the imagination of the spell caster and can be made to fit in with the surroundings or look unique, frightening, or downright
alien.
A simple forest illusion is ideal for camouflage or making an area seem "spooky" or too dense and treacherous (better to go around), as to
hopefully keep would-be pursuers and opponents, or travelers away. The simple illusion relies entirely on the visual image alone, meaning
there are no sounds, smells, or motion (animals, birds, insects ... life!) that a real fo rest has. Still, this deceptive "image" is effective from a
distance and when placed in a real fo rest to change its appearance (ambient animal sounds and smells often seem to be part of the illusion).
Changing the appearance of a forest can be used to conceal landmarks (the giant oak, the dead tree, etc.) or to make false ones, or make them
appear in the wrong place. These tactics can confuse and/or misdirect travelers/opponents, or make the area seem menacing or too difficult to
traverse.
The elaborate forest illusion will have all the sights, scents, and sounds of the genuine article and seems very real. It can be used for all
the purposes noted above as well as to conceal a lair, etc. The lush, illusory canopy of trees will conceal people and places on the ground from
aerial observers.
Note: Most people are not likely to look closely at a forest, especially if it is being observed from a vehicle, the air or from a distance,
nor is there any reason to suspect that what they see is not real. Also note that this type of illusion is a sort of magical hologram show, allowing
the false image to be captured on film - however, it will not register on most heat sensors.
Should someone penetrate the forest, they will quickly realize that something is not right, because the trees and vegetation are insubstantial,
a ghostly apparition of a genuine forest. Hands, energy blasts, and vehicles will pass right through the illusion. This will indicate that the
forest is not real, but those who fail to save versus magic will continue to see it clearly and have trouble telling what is real and what is an illusion.
This is especially difficult when an illusionary forest is combined with a genuine forest. Many a cocky adventurer has driven his vehicle
into a "real" tree concealed within an illusionary forest - rocks, hills, caves and man-made structures will appear as their genuine shape, but
can be obscured/covered by illusionary foliage and trees. Likewise, vehicles hidden in the illusion, although visible to those who save against
the illusion, will seemingly appear and disappear through solid trees and vegetation to those who fail to save.
Immure Entity
Range: Touch or 20 feet (6.1m).
Duration: Instant; imprisonment is indefinite.
P.P.E.: Two Hundred
This invocation is not a summoning ritual, but is extremely useful in directing and controlling supernatural "Entities." The spell can actually imprison an Entity inside an object. The act of imprisonment can be punishment or as part of a scheme. An imprisoned Entity still retains all of its abilities, although it is
trapped. Consequently, a seemingly harmless ring or medal could contain an Entity which can still use its abilities to help or
hurt. The immured Entity must obey the mage who imprisoned it (though it gets a new saving throw vs spell each time a command
is given, and can refuse if it succeeds), and can not strike out at him while imprisoned. However, if it escapes (rather than
being willingly released by the mage), the Entity is certain to seek to punish, hurt or kill the mage who captured it.
There are only a few ways to free an Immured Entity. The spell caster who trapped it releases it by canceling the magic,
Exorcism performed by a priest or spell caster, or by destroying the object in which it is imprisoned. To prevent easy escape, the
spell caster usually uses a hard, durable substance, such as metals, stones and gems, but any non-living substance can be used
(wood, bone, etc.). See Entities in the Monsters and Animals sourcebook for specific types and powers.
This spell can also be used on Lesser Demons such as Labassu, and most other lesser non-corporeal, supernatural spirits,
but costs double the P.P.E. Note: This spell cannot be used to imprison Astral Travelers or Astral Beings. Characters of a
good alignment are not likely to imprison, enslave and command even hideous beings like Entities. However, they may use
the magic to capture an Entity that has been haunting or hurting people and take it someplace it cannot do serious harm and release
it. A released Entity will be unhappy but will not attack his captor, glad simply to have been let go. However, one that gets
loose on its own, especially if it has been enslaved, will seek revenge.
Ley Line Storm Defense
Range: 10 foot (3m) diameter per level of the spell caster, x10 if performed
at a ley line nexus. x 100 if a triangle of connecting ley lines is involved, purging the storm from the area along, within and
around the triangle.
Duration: 10 minutes per level of the spell caster, x10 if performed at
a ley line nexus, x 100 if done at a nexus that is part of a triangular
conjunction of ley lines.
Requires one or more ley lines and knowledge that a Ley Line Storm is coming (Line Walkers and Shifters can sense a coming
Storm at least 1D4x10 minutes before it arrives).
P.P.E.: 180 (half for Ley Line Walkers and Shifters).
This spell creates an invisible barrier over the defended area that causes natural and magically created Ley Line Storms to skip over it to
continue down the line. If the area of protection is at the end of a line it will either send it back in the direction it came or down a different, intersecting
line. Note: The cities of Tolkeen and Freehold use this spell whenever a storm is on the horizon to protect most of their respective
communities.
Mindshatter
Duration: Special; 24 hours minimum.
Saving Throw: -2 to save against the initial mental attack, standard every 24 hours thereafter.
P.P.E.:One Hundred Thirty
Mindshatter is a crippling spell used when the target is wanted alive (for whatever reason) but incapacitated. The spell caster must touch his
or her victim, but any contact will suffice, even through environmental body and power armor. Magical energies then rage through the target's
mind. The victim' s psyche is (temporarily) shattered, causing the character to lose sight of his self and very existence. For the duration of this
enchantment, the victim has no sense of time or being, and memories, skills, fighting abilities, goals, alignment, and awareness are gone. The
victim is effectively magically lobotomized, becoming a walking zombie with only faint glimmers of awareness (may be momentarily fascinated
by a butterfly, console a frightened child, giggle, and so on).
Every 24 hours, the character gets to make a saving throw vs magic. If the save is a failure, the character remains a vegetable for another 24
hours. If the save is successful, the victim shows signs of awareness and self, regaining 10% of his lost memories, self-awareness and abilities
every 12 hours, until restored to normal. Thankfully, the character has no recollection of being a vegetable, although he may recall especially
vivid things as a feeling or image; i.e. the face of a person who showed him kindness, the face (ring, symbol, etc.) of a tormentor, a
place that frightened him or was the scene of an atrocity or happy event, and so on.
Remove Curse
Range: Touch or 10 feet (3 m).
Duration: Instant removal.
The mage can attempt to remove any type of curse using this incantation. To determine success, a 20-sided die is rolled (plus bonuses) to
save vs magic. A successful save means that the curse is instantly gone. A failed roll to save means the curse is still in effect. Try again with a
new invocation and another 140 P.P.E. The Remove Curse is a powerful magic that provides bonuses to
save vs magic and to remove that curse. Those bonuses are: +5 to save when cast as a spell and +10 to save as a ritual.
Re-Open Gateway
Duration: One melee round per level of experience (at most).
P.P.E.: One Hundred Eighty
The Re-Open Gateway spell enables the sorcerer to "re-open" an already existing and active, or permanent, dimensional portal. This includes
the dimensional portals found in stone pyramids, select nexus points like the Devil's Gate in St. Louis, and The Monster's Rift in Calgary,
and similar. The portal will automatically open to the last dimension/world location accessed from that portal. Once opened, anything,
friend, foe, or monster, can pass through the gateway from either side, simply by stepping into the mass of swirling blue energy. Thus, it is not
wise to open a portal for very long, especially if one does not know exactly where the gateway leads. The spell caster can close the Gateway
in an instant, at will, but may need to roll initiative to see whether or not he closed it before "something(s)" nasty come(s) through (G.M.
discretion). Note that due to the nature of this spell, those passing through may only go one way.
Rift to Limbo
Note: Also known a s the "Ambush Rift."
Range: Must be performed at a nexus point.
Duration: Limbo: One hour per level of the spell caster. May be set to
automatically reopen at a specific, predetermined time, or upon the
command of its creator. Otherwise, it opens at the end of the maximum
duration period.
Fixed position at a specific location on a ley line connected to the nexus point. Once that location is established, it can
not be moved. Reopens at that precise location. If not reopened before the duration time elapses the dimensional portal will automatically
open to disgorge those waiting inside at the end of that period.
P.P.E. Cost: 160 (half for Shifters and Temporal Raiders).
This spell is rather like a giant version of the Temporal Raider's Pocket Dimension and is used to conceal troops and/or large vehicles or
creatures. In this case, 50 man-sized people (or equivalently fewer, large objects, vehicles or creatures) per level of the spell caster can enter
a small Rift to a limbo realm of white mist and clouds. Once all have entered, the portal closes and those who entered seem to disappear.
There is no trace of these troops or objects and no sensors can detect them because they no longer exist in our world. The creation and
entry to the Rift must be done at a ley line nexus, but once all have entered and the portal is closed, it can be placed to reopen anywhere
along any ley line connected to the nexus.
The passage of time for those in limbo is warped, so for every one hour that passes in the real world outside, it only seems like 1D4 minutes
to those waiting in limbo.
This spell is ideal for setting up ambushes and surprise attacks. Spell casters love to lead an enemy into a seemingly innocent and unoccupied
location and then reopen the Rift to Limbo with a verbal command to spring the trap and release the troops waiting inside. Likewise,
a character may trick an enemy into pitching their camp, searching for treasure, or lingering nearby long enough for some pre-set time in
which the Rift will open and the enemy will be overwhelmed. When the Rift does reopen, it is the cue for all those within the limbo realm to
exit. Slowpokes and those reluctant or unable to leave under their own power are magically deposited from limbo at the nexus point. Unsuspecting
troops and travelers can suddenly face a small army of dozens to hundreds where none had stood just a moment before (several Rifts
to Limbo can be strategically placed on the same ley line). This is yet another reason CS troops have learned to steer clear of ley lines and
nexus points.
Note that when the Rift is first opened, it is comparatively small. However, even unwitting troops will see and recognize it for what it is
and avoid it. The point is, enemy troops can not be tricked into entering the Rift and being held captive inside for hours. Nor can the portal be
cast on top of somebody or something already occupying the precise nexus point. Remember, the location where the portal is supposed to reopen
is designated at the moment of its creation and can not be changed or moved.
Rift Teleportation
Range: Up to 100 miles (160km) per level of the spell caster.
Duration: Roughly 1D4+4 seconds/half a melee round.
Saving Throw: +3 to save if an unwilling participant of this magic. A
successful save means the character is not teleported with the others
and remains at the nexus location where the Rift was opened.
Limitation:
Requires a ley line nexus and can only teleport to another ley line nexus point within the range of the spell caster.
P.P.E. Cost: 200 (half for Shifters and Temporal Raiders/Wizards).
As many as 20 human-sized people per level of the spell caster can be teleported from one ley line nexus to another, allowing for entire
platoons and companies of soldiers to be magically whisked from one location to another. In all cases, the spell caster must be familiar with
the arrival point (nexus point).
A Rift appears at the departure point and closes in six seconds (roughly equal to two or three melee actions). A moment later ( I D6
seconds), a Rift opens up at a different nexus location and those who entered are teleported to that point. A second later, the Rift closes as if
it never existed. This is a one-way method of travel, requiring the spell to be cast coming and going. Teleportation is done without risk because
the exact location is a known and fixed point at a j unction where two or more lines of magic energy converge. The only exception is if the spell
is used during a Ley Line Storm, in which case the group will be teleported to some random location 3D6x 100 miles (480 to 2880km)
away. This spell can not be used to teleport to other worlds, only on the planet where the ley lines are located (in this case, Rifts Earth).
See in Magic Darkness
Range: Self or two others by touch; line of sight.
Duration: One minute per level of the spell caster.
P.P.E.: One Hundred Twenty-Five
This rare and powerful (and P.P.E. costly) spell enables the recipient of this enchantment to see in darkness, even magic darkness, as if it
were daylight. This spell is even effective in a Shadow Wall (no penalties for being blinded by the absolute darkness and can travel through
the wall at twice the normal speed), against Cloak of Darkness (the character can see into the magical darkness perfectly), and against
Shadow Beasts. (Can actually see them lurking in the shadows. The Shadow Beasts are not completely invisible to the character who can
See in Magic Darkness, but they are semi-invisible; fundamentally functions as a Chameleon spell with shadows being what the Shadow
Beasts can hide in if they stay motionless or move slowly). Note: Can not be cast on Automatons, robots or vehicles, but can be used on its
pilot.
Summon & Control Animals(RITUAL)
Range: 600 feet (183m).
Duration: Five hours per level of experience.
Saving Throw: Standard for animals.
A superior summoning pentacle, the invocation empowers the practitioner of magic to summon and control any type of animal.
Tiny animals like frogs and mice: 40 per level of experience.
Medium-sized animals like dogs and cats (up to 30Ibs/13.6kg): Eight per level of experience.
Large animals like horses: Six per level of experience.
Exotic animals, including animals which are not indigenous to the area; i.e., animals such as a tiger, panther, or elephant are not native to
New York city. Only one per level of experience.
As usual, any animal which comes into the sorcerer's 600 foot (183m) range while in the pentagram will obey the mage unless it makes a
successful save vs magic. Familiars are not influenced or summoned by this pentagram.
Summon Fog
Range: Up to 10 miles (16km) away per level of experience.
Duration: One hour per level of experience.
The spell caster can call forth a dense fog that will impair vision and make travel difficult. The fog is so thick that a person can see clearly
for four feet (1.2m) and see only blurred, shadowy figures and shapes for about another 10 feet (3m). Anything beyond 10 feet (3m) is totally
obscured by fog. The fog can be made to cover a one mile (1.6km) area per each experience level of the spell caster.
Safe travel is slowed to a crawl. On foot, a safe speed is 10 or less, and even then there is a 30% chance of tripping over something every
30 feet (9.1m)or so. A completely safe speed is 3. Running faster than a speed of 10 is hazardous, with a 60% likelihood of falling every 30
feet of travel. All sense of direction is lost. A safe speed for an automobile is 5mph (8kph). Up to 20 mph (32kph) can be attained, but the
risk of running off the road is 60%, and for every half mile there is a 40% chance of crashing into something. Traveling faster than 25 mph
is almost certain disaster, with an 85% likelihood of running off the road and a 70% chance of crashing. Roll for every 600 feet (183m). Air travel is
Bonuses or penalties? The fog adds a +20% to prowl skills.
Long-range combat and gunfights are extremely difficult. All such attacks, including ranged magic and psychic attacks, are -5 to strike and
opponents are +2 to dodge each other's attacks.
Note: The summoner can cancel the fog at any time or let it last out its full duration. It can be summoned day or night, any time of the year.
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by Salomón » Sun Feb 10, 2019 6:47 pm
Range: Holder/wearer of the amulet.
Duration: Exists as long as the medallion is not destroyed.
P.P.E.: Two Hundred Ninety or more.
The "Amulet" is a potent invocation that instills a medallion or charm with mystic properties that will protect an individual from magic
or supernatural forces. The only requirement of the invocation is that the amulet be made of one metal purified by fire or made of semiprecious
stone.
The sole purpose of an amulet is to protect. Protection is provided in several different ways. Any one of the following can be created by the
amulet invocation:
Charm: A general ward against magic that provides a bonus of + 1
to save versus magic and psychic attacks. P.P.E. Cost: 290.
Protection Against Sickness: Amulet that specifically protects
against the eighth level magic invocation " Sickness." Bonus of + 6 to
save. P.P.E. Cost: 290.
Protection Against Insanity: Adds a bonus of +4 to save against
all magically induced insanities. P.P.E. Cost: 320.
Protection Against the Supernatural: Adds a bonus of +2 to save
vs Horror Factor and +2 to save vs possession. P.P.E. Cost: 300.
See the Invisible: Enables only the wearer of the medallion to see
the invisible. P.P.E. Cost: 500.
Sense the Presence of Spirits : The amulet changes color whenever
an entity(s) is in the area. Range : 60 feet (18.3m). P.P.E. Cost: 310.
Turn the Undead: A charm that will prevent any of the undead
from physically touching them while they wear or hold the amulet. The
amulet works much like a cross does against vampires. Effective
against all undead including mummies, zombies and vampires. P.P.E.
Cost: 400
Calm Storms
Range: Immediate area around the mage, affecting a one mile (1.6 km) area per level of experience.
The spell caster can calm the tumultuous tempest of nature with a simple invocation and 200 points of potential psychic energy. As a
spell, the mage can slow a downpour to a light rain, reduce wind speed by half, reduce waves by half and lighten the dark, stormy skies.
Using ritual magic, the mystic can turn a torrential rain into a drizzle, reduce winds to a gentle breeze, shrink ocean waves to normal, disperse
a tornado in an instant and get the sun to peek through clearing skies. Note: Calm Storms is effective against natural and magically induced
storms.
Create Magic Manikin (RITUAL)
This spell is a variant of the one used to create a Golem. It is similar in many ways, with the obvious exceptions of the materials
used to make it, and the level of power in the resulting automaton.
While a Golem is a hulking brute of limited intelligence, a Magic Manikin is much smaller, capable of more
subtle action and skills requiring, if not cleverness, at least dexterity.
A Magic Manikin must first be fashioned entirely from wood. Any metal tools used in the fashioning process must be
made from something other than iron or iron alloys such as steel, or it negates the magic. Thus, carving tools made of
bronze, stone, wood, etc., are all perfectly acceptable, but iron or steel are not. Likewise, no nails, clamps or pieces can be
made of metal, they must be wood. The body can be made from several different pieces of wood, though it is recommended they
all come from the same tree. The carving can be simple, crude and spindly, or like that of a life-sized puppet (i.e. manikin) or
more beefy and lifelike, such as a highly detailed replica of a human (or Dwarf, Elf, etc.) complete with finely carved facial
features and even a varnished or painted surface.
The wooden heart placed inside the chest must also be fashioned from wood, however, it must be carved from a single
piece and it must be without flaw (no knots, worm holes, gouges, nicks, etc.). Sculpting/Whittling for the heart is performed
with a -20% skill penalty and a failed roll means damage that makes the heart flawed; start over with a new piece of
Note: The actual wood components may be created/carved by a woodworker rather than the mage himself (but remember,
no steel or iron tools).
The cost of a simple, crude construction (including the heart) is 2D4x10+80 gold, a larger, more detailed one is 1D4x100+80 gold, and a highly detailed, beautiful or realistic carving costs 1D6x 100+160 gold. The eyes must be high quality (ideally flawlessly) cut emeralds of 5 carats, costing approximately 1000+ gold each. Lastly, the automaton's creator must recite the ritual, pay the cost in P.P.E., and place a drop of his own blood on the forehead of his wooden construct. The creation of a Magic Manikin permanently drains six S.D.C. from the Wizard. Additionally, the spell caster may have accidentally and permanently transferred a piece of his own I.Q. and M.E. into the artificial construct. This is determined in game play by rolling (in front of the G.M.) 4D6 once for I.Q. and once for M.E. If the resulting total of each attribute check is greater than the spell caster's own attribute, he loses one point from that attribute permanently, and the Magic Manikin gains a bonus of 1D4 in that attribute, making it even more formidable.
The end result of this magic is an animated manikin that can think and behave like a living servant. This automaton is automatically and completely loyal to its creator (the practitioner of magic who brought it to life with his P.P.E. and blood) and follows the commands of its creator without hesitation. Like Golems, Manikins obey only their creators, and follow the last direction given, or default to general orders, if left idle for too long.
Magic Manikins are not nearly so resilient as Golems, but they do share many of their defenses. They are immune to
charms, sleeps, bio-manipulation, illusions, paralysis, and any other magic designed to work on a living, flesh and blood body.
Tum Dead is inappropriate and ineffective against them, as are Banishment, negation, and Remove Curse. Magic Manikins cannot
speak, but they are literate and have articulated fingers and hands, capable of writing words and making hand signals and
gestures as necessary. The wooden automaton is also much more intelligent than its Golem cousins, and is able to follow
complex instructions and perform complex tasks.
Magic Manikin Stats
Attributes of Note: I.Q. 10, M.E. 12, M.A. 6, P.S. 19, P.P. 20, P.B. 6 (minimum, may vary, see below), Spd 14.
Notes: Manikins are stronger than the average human or Elf even if they have spindly builds. While strong, they do not
possess Supernatural Strength. The Physical Beauty (P.B.) is 6 if a simple construct, however, its creator may have the
Magic Manikin carved to look monstrous demonic weird or beautiful like a finished and highly detailed doll or wood
sculpture (add 2D6+4 to P.B. in the latter case). Of course, a beautiful Manikin is likely to be a disguise that conceals a
magical automaton designed with evil intentions.
Emotions: Wood automatons have no emotional desires, needs, wants, dreams or fears. They are, in effect, magical robots
who do as they are instructed by their master without hate, joy, or other emotions. This makes them excellent servants,
helpers, and guards, who go about their duties with methodical efficiency.
Size: 3-7 feet (0.9 to 2.1 m) tall.
Horror Factor: 9 as a rule, 12 if made to look monstrous; none if made to be beautiful.
A.R.: 10
S.D.C.: 120. Like a true Golem, a Magic Manikin regenerates 10 S.D.C. per hour, even if chopped to bits or severely
burned, unless its heart is destroyed.
Attacks per Melee: Three.
Damage: 1D6 (+4 P.S. damage bonus) or by weapon.
Bonuses: +4 to damage, +3 to strike, parry, and dodge, +5 to roll with impact, +5 to save vs magic (includes attribute bonuses),
suffer only half damage from magical energy attacks and normal weapons, but take full damage from magic weapons,
Supernatural P.S., and fire. Magic fire does 50% greater damage. Magical cold does no damage, they float on water,
do not breathe, making them impervious to toxic gas and fumes, and they are also impervious to heat, fatigue, poison,
drugs, disease, insanity, fear-based magic, illusions and most psionic attacks, as well as Horror Factor.
Skills of Note: Magically understands all languages at 96%, Basic Math 80% and a total of six other skills selected from the
Communications, Domestic, Medical, Science, and Technical categories, each with a +50% bonus.
Note: Wizards build
Magic Manikins to serve them as domestic servants, secretaries, and in simple tasks that require discretion. Thus, they
program the wooden automatons with the skills they wish them to know.
Special Abilities: Nightvision 200 feet (61m), bio-regenerates 10 S.D.C. per hour (unless its heart is destroyed), Supernatural
Endurance (never fatigues), has no need to eat, drink, breathe or sleep, and has no emotions, desires, or personality.
Create Zombie (RITUAL)
P.P.E.: Two Hundred Fifty
The zombie invocation is a Necromantic ritual that turns a corpse into the undead. To create a zombie, the sorcerer must find a recently
deceased body, 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 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. Tum 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. Zombies can also be trapped/imprisoned
and blown up.
Zombies will 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. Horror stories in Haiti whisper of entire sugar cane plantations
worked by zombie laborers.
Zombies:
• Horror Factor: 12
• I.Q. 7 , P.S. 20, Speed 10
• Two attacks per melee, 2d4 S.D.C . damage by hand/punch or by
weapon. Guns can be used, but at -4 to strike.
• +2 to parry and dodge. No initiative bonus.
• Most psychic and magic powers have no effect, only energy.
• Fearless; no Horror Factor scares it. However, large fires and energy
weapons/barriers will hold it at bay. A protection circle will also
keep it away .
• S.D.C . : 150; will regenerate within 48 hours unless head and body
are buried separately. Can wear M.D.C. body armor or power armor
although it lacks the intelligence and skill to use power armor as
anything other than protective armor.
Ensorcel
Duration: 20 minutes per level of the spell caster (double if 800 P.P.E. is expended).
P.P.E.: Four Hundred
This powerful magic is typically used by high level Shifters and other powerful beings to control and enslave minions. A character who
is Ensorcelled is impervious to mind control, possession (all), illusion and is +4 to save vs the magic of other sorcerers (all types of magic).
However, he is completely vulnerable (no save) against the magic of the spell caster who has him Ensorcelled! Furthermore, the enchanted
character is afraid to raise his hand against the mage who has him Ensorcelled; Horror Factor 16 each melee round he tries to oppose his
master. In this case, a failed save means the character loses one melee action and will back down from the spell caster and do nothing to hurt
or oppose him for the entire melee round. Note: Can not be used on Automatons, Iron Juggernauts, robots or vehicles.
Heavy Air
Range: Can be cast up to 100 feet (30.5m) away per level of experience.
Area Affect: Covers a radius of 300 feet (91.4m) per level of experience.
Saving Throw: - 1; everybody in the area of affect must roll to save vs magic, including animals.
This spell makes the air seem muggy, hot, heavy and stifling. Characters will find it difficult to catch a breath and breathing is labored.
Most afflicted characters will feel as if they can not get enough air to breathe. Even environmental body armor seems too hot, restrictive and
disturbingly confining. Most victims feel compelled to remove heavy clothing, backpacks and body armor (or at least the helmet) - roll again
to save vs magic. A failed roll means the character removes part of such stifling clothing, armor or helmet. In addition, afflicted characters fatigue at twice the normal rate, are -4 on initiative, and are -20% to perform skills which also take twice as long to do. Heavy exertion (running,
lifting, working, fighting, etc.) is a repulsive chore better left for later. Victims of Heavy Air have no motivation to do anything but sit,
sweat, gasp for air and rest. Machines, including robots and androids, are not adversely affected by this magic, nor are animated dead, zombies,
golems or other automatons, only living creatures. Likewise, cyborgs and those in power armor suffer half the effects and penalties
described above, but still feel weighed down and listless.
Note: Characters who save vs magic feel uncomfortable, but are only - I on initiative and -5% on skill performance. This spell is ideal against armies and
large groups, especially as a delaying tactic.
P.P.E.: Varies dramatically; Fifty P.P.E. minimum. Also available to the Earth Warlock as an 8th level Elemental spell, but costs the
same amount of P.P.E.
This spell transforms regular S.D.C. wood into Mega-Damage material. S.D.C. is converted into M.D.C. on a point for point basis, thus a
wood door with 170 S.D.C. has 170 Mega-Damage. Likewise, each S.D.C. conversion point counts as one P.P.E. point, so a 170 S.D.C.
(now 170 M.D.C.) door costs 170 P.P.E. to make, while an ax handle with 20 S.D.C. costs 50 P. P.E. because a minimum of 50 P.P.E. must
be spent to transform even a simple ax handle into a Mega-Damage structure. The transformation is instantaneous and permanent. Although
an M.D.C. structure, the item retains the look, feel, buoyancy and weight of wood. Note: Just because a wooden club is now an M.D.C.
object, it does not inflict Mega-Damage (although it does inflict an extra 1d6 damage); it is just very strong; tougher than steel.
The magic works only on simple objects like a wooden handle, board, door, wall, box, trunk, wagon, the hull of a ship, wood armor,
and so forth. It is impossible to transform complex S.D.C. machinery and devices, or any other substance, including bone, with this spell.
Metamorphosis: Mist
Range: Self; or others through ritual magic.
Duration: 20 minutes per level of experience.
Saving Throw: None; standard if an unwilling subject.
Said to be the most powerful of all the metamorph magicks, the mage can transform himself into a mist. As a mist, no physical or energy
attacks can harm him. No locked door can stop him, for he can slip through the tiniest crack or keyhole. Although the mage can not
communicate or cast magic as a mist, he can hear and see events around him as would a normal human being. Of course, he can materialize
(naked) with a thought.
The mist moves at a maximum speed of 14 . Prowls (a natural, innate ability) at an 80% skill proficiency, is completely silent, can hover
up to 100 feet high (30.5 ) and is semitransparent.
Null Sphere
Range: 10 foot (3m) radius per level of experience.
P.P.E.: Two Hundred Twenty
Null Sphere creates a globe of golden magical force centered on the spell caster. The sphere has a whopping 1 00 M.D.C. per level of the
caster and is difficult to destroy. The Null Sphere is a protection magic that blocks out or negates all harmful forces within its sphere of influence.
This means the Null Sphere stops dangerous gases, pollution, noxious fumes, disease, curses (only temporary relief) and magical
sickness, summoning and mind control (again, this may only be temporary relief; once the sphere ends, the maladies return). Additionally, attacks
of magic and energy from outside the sphere, directed at those inside the sphere, are dispelled the moment they hit the sphere; no damage.
However, physical opponents and projectiles can penetrate the magical sphere without resistance - once they enter the sphere, they
can attack those within without difficulty. Likewise, greater demons and powerful supernatural beings (including Master and Secondary
Vampires) can enter the sphere, but lesser demons and lesser entities cannot. Note: The sphere cannot block psionic attacks (other than mind
control), so Bio-Manipulation, Empathic Transmission, Telekinesis, etc., can be used to attack those inside.
Soultwist
Range: 100 feet (30.5 m); line of sight or touch.
Damage: 6D6 M.D. or Hit Points, as is appropriate.
Duration: Doubt and temptation for a minimum of 3D4 weeks; physical damage is instant.
Saving Throw: -6 to save. A successful save means no physical damage and only minor doubt and temptation, reevaluation.
P.P.E.: One Hundred Seventy
Soultwist is a spell that attacks the target' s life force and inner spirit, as well as the physical body. Due to its insidious nature, the
physical aspect of this attack does M.D. to Mega-Damage creatures or damage direct to Hit Points to mortal S.D.C. beings. This damage can
not be healed by normal means and can only be restored by a priest, god or supernatural servant/minion of a god (must be of the appropriate
faith or ethics, good or evil as is appropriate).
More significant is the damage done to the character' s spirit. Suddenly, the victim of the Soultwist doubts himself, his goals, life and
god(s). He is racked with uncertainty about his views of life and the morals, ethics, beliefs and alignment that once governed his actions and
motives. This character suddenly sees (not necessarily accepts) the opposite views. Thus, a character of good alignment will recognize and
consider evil and spiteful actions. A noble, honest character will consider lies and cheating. A religious character will have doubts about his
god and the people who serve him, and so on. On the other hand, an evil character will suddenly find a conscience and compassion. He may
hesitate at murder and treachery, and find himself open to acts of goodness and kindness.
Whether or not these self-doubts and reevaluation of character have any lasting effect on the character (i.e. change of alignment, rejecting a
god or king and taking up a new one, etc.) is left entirely to the player of that character.
Player Note: This can be a wonderful opportunity for role-playing; have fun with it. Please use common sense in playing this "twisted (and
tormented) soul." Remember, a Principled character is not going to become a mad-dog killer overnight, if he changes at all. Temptation,
doubt, recriminating thoughts and new emotions are one thing, acting on them is quite another. Furthermore, any good character who suddenly
does evil is not going to wake up one day and say, "Oops, I shouldn't have done those bad things. I'm sorry and won't do 'em any
more. I'm good again." No way! This magic does not force the character into any action or change, it only makes him doubt his old ethics
and consider alternatives. The character can fight these ideas or not. If he gives in to them during a moment of weakness, his alignment will
change appropriately (this aspect may be suggested, determined and or enforced by the G.M. as is appropriate; G.M.s, be fair and objective).
The character may repent and strive to return to his old ways, but it will be a difficult thing that will take months, perhaps years, of conviction
and effort to achieve.
Likewise, evil or selfish characters will not become saints overnight.
Additionally, while such characters may be momentarily touched by friendship, conscience and/or compassion, old ways die hard, and
such benevolence or goodness may be nothing more than a moment of weakness of confusion. Or not. It is up to the player.
Summon and Control Entity (RITUAL)
Range: Not applicable.
Duration: 24 hours per level of experience.
An impressive ritual, the magic invocation plucks an Entity (specific type can be designated) out of its native dimension, and magically
teleports it to appear before the sorcerer. The alien being is automatically under the mage' s control and will obey him without question. The
Entity can be used for any purpose: manual labor, protection, assault, etc.
The mage can have the Entity return to its own world at any time before the duration of the invocation elapses. After the duration time
elapses, however, the Entity slips out of the mage' s control and remains in our world. If it suits the Entity, it may elect to work with the sorcerer
or it can be enslaved by other magic means. An unhappy or vengeful Entity may attack the mage at the first opportunity after the spell
elapses. One reason to return it before that happens.
Summon and Control Rain (RITUAL)
Range: Immediate area around the mage or up to 10 miles (16km)
away per level of experience.
The spell caster can create a rainstorm out of thin air. The rain can be controlled to be a drizzle, light rain or downpour. One mile (1.6km)
per level of experience can be rained upon. A heavy storm will reduce visibility and slow travel.
Summon Ley Line Storm
Range: One mile (1.6km) per level of experience.
Duration: Five minutes per level of the spell caster.
Saving Throw: Standard per the effects of the storm.
Limitation: Can only be created on a ley line.
P.P.E. Cost: 500 (half for Shifters). Nazcan Line Magic can also be used to "create" a Ley Line Storm, but requires an hour long ritual
and 800 P.P.E.
The spell caster can summon (effectively creating) a Ley Line Storm that causes electromagnetic disturbances, dimensional anomalies
and disrupts magic.
The mage can also direct its movement, making it pause in one place or travel down a particular portion of the ley line or a connecting
line. In addition, the spell caster can direct bolts of ley line energy at specific targets of his choosing (each bolt counts as one melee action;
see the rather lengthy description for details).
To control the Ley Line Storm, the spell caster is mentally linked to it. This means he sees and senses most everything going on within the
storm itself. However, as long as the summoned storm remains, the spell caster is effectively part of it, his physical body entranced and
vulnerable while his mind and senses are one with the Ley Line Storm.
This means he can not cast other spells or take action (move, run, dodge, talk, etc.) as long as the storm remains in existence. He can be
physically moved or protected by others, but can't do so of his own volition.
To regain control of his body, the Ley Line Storm must be stopped and the spell cancelled.
Swallowing Rift
Range: Opens at a ley line nexus, but affects a one mile (1.6km) radius
around the portal, triple if part of a triangular ley line grid.
Duration: One melee round (15 seconds) per level of the spell caster.
P.P.E. Cost: 300 (half for Shifters).
For just a few minutes, a temporary dimensional portal can be opened at a nexus point where two or more ley lines cross. This Rift is enormous,
towering one mile (1.6 km) high. This Rift also creates a light windstorm (2D6+10 mph/ 19-35 km) with the wind flowing into
the Rift. The wind and magical energy in the air inflict a penalty of -2 to strike and -20% to piloting skills for aircraft and other fliers, including
power armor and those with wings or empowered by magical flight. Any non-living object carried on the wind is sucked into the Rift, including
missiles. Whatever is pulled into the Rift is sent to a different dimension and is forever lost. Most intelligent beings and animals can
avoid this fate, but missiles, weapons knocked loose in the air and light objects not touching the ground and weighing under 10 pounds (4.5
kg), and within a one mile radius (1.6 km) of the Rift, are swallowed by it. Where these portals lead is unknown, but is presumed to be a
limbo-like or inhospitable environment.
Living beings who get "swallowed" vanish for as long as the Rift is active (lost to a swirl of chaos), but after it closes they reappear 2D6
minutes later somewhere along one of the connecting ley lines. They are dazed for 1d4 melee rounds (reduce combat bonuses by half and
speed by 20%) from their dizzying experience, but are none worse for the wear. Note: One can combine the Swallowing Rift with the Triangular
Defense, provided the necessary ley lines and nexus points are available.
Time Hole
P.P.E.: Two Hundred Ten
The mage can teleport himself and his possessions into a sort of stasis field in a limbo-like dimension. The Time Hole is a white void the
wizard inhabits. He controls a 20 foot (6m) area per level of experience and can not go beyond this area of control. There is nothing to see
or do in the Time Hole, except for what the character may have brought with him. Likewise, there is no food or water except what is taken into
the strange dimension.
The advantage of the Time Hole is that a man of magic can effectively disappear for days or weeks and be nowhere to be found. In this way the mage
can hide away from enemies when he needs to recover from physical damage or P.P.E. exhaustion. He can also use the time to
prepare for combat, make plans or to study in absolute isolation and seclusion.
In the Time Hole time passes normally, so the character will age as usual. However, outside the Time Hole, time is moving at a much
slower rate, thus for every 12 hours inside a Time Hole, only two hours pass in the outside world of humans. This means the mage can spend
two days/48 hours in the Time Hole but appear to have been gone for only eight hours. The mage can stay in a Time Hole for 24 hours (four
hours real time) per level of experience.
Wall of the Weird
Range: The wall can be cast up to 200 feet (61m) away.
Damage: 4D6 M.D. or entanglement/capture.
Saving Throw: Dodge or parry.
This spell causes a soft feeling, spongy wall, covered in slime and tentacles, to rise out of the ground. The wall is 10 feet (3m) tall, one
foot (0.3m) thick and 10 feet (3m) long + 10 feet (3m) per level of the spell caster. Each 10 foot (3m) length has 40 M.D.C. per level of the
mage! The multitude of tentacles are on both sides of the wall, and are constantly lashing about in search of victims. Anyone coming within
15 feet (4.6m) of the wall will be attacked by 1d4 tentacles per melee round. Characters must roll a parry or dodge of 15 or higher to avoid
the attack. A failed roll means 1d4 tentacles strike and either hit or ensnare the character. Roll percentile: 01-50 strikes, inflicting 4d6 M.D.
per each tentacle, or 51-00 entangles and holds the character in a vise-like grip.
In the case of entanglement, the tentacle grabs and wraps around the victim and begins to slowly constrict. Constriction inflicts a comparatively
minor 2d4 M.D. per melee round, but will prevent the character from attacking or moving, plus, one additional tentacle will wrap
around the character every melee round! No additional damage is inflicted by the additional tentacles, but the character is completely immobilized
and mouth covered (can't speak or cast spells) within three melee rounds from entangling tentacles. A combined P.S. of 40 is
needed to pry away each tentacle, and 1d4 other tentacles will lash out every melee round at anybody trying to help free a captive. Inflicting
12 M.D. to a tentacle will slice it from the wall, but it will disappear before it hits the ground and reappears to strike again in the next melee
round! Note that momentarily severing a tentacle does not count as an M.D.C. loss to the wall.
If the wall's M.D.C. is completely depleted, it immediately collapses into dust and vanishes. If a 10 foot (3m) length of a larger wall
is destroyed, a massive (10 foot/3m) opening will appear for 1d4 melee rounds, after which the opening will begin to regrow and close at a
rate of three feet (0.9m) per melee round and one third its M.D.C.
Note: As with most spells, the mage can adjust the size of the wall to fit his specific needs, so it can be made smaller than his maximum capability to fit the wall into smaller spaces (i.e. in a doorway, the length of a room, etc.).
by Salomón » Thu Jun 13, 2019 9:31 am
Level 13 Uses 3 actions to cast
Range: 100 feet + 10 feet per level of experience.
Damage: Special; described below.
Duration: 1d4+ 1 melee rounds delayed reaction (30-75 seconds).
Saving Throw: Special.
P.P.E.: Varies; Seventy to Four Hundred points.
Collapse is a spell designed exclusively to destroy buildings and similar structures (towers, bridges, etc.), and can never be targeted on anything else. Essentially, by casting Collapse, the mage focuses great magical forces on the support beams of the structure, causing them to break and the building to cave-in. For 1d4+ l melee rounds after the spell is cast, the building will creak and groan ominously. Those inside who suspect danger, know magic is at work or have been warned, have
30-75 seconds to evacuate before the building collapses.
Those caught in the collapsed building suffer 2d4x10+20 S.D.C./Hit Point damage or 1d4 M.D. points of damage, but whether
killed or just bruised by the collapse, all are buried under tons of debris and must be dug out by rescue teams. Characters who survive the initial damage will have 3D4 hours of air or survivable injuries in which to be rescued. After that time has elapsed, they fall into a coma and have an additional 30 minutes per P.E. point in which to be rescued and given medical aid - roll to save vs coma and death! In the high-tech world of Rifts, most Coalition States and similarly advanced communities can
locate and rescue 85% of all survivors within 1d4 hours from a collapsed skyscraper; 2d4x10 minutes from smaller buildings.
The spell either destroys the building or it doesn't. The building gets a save vs magic, with penalties or bonuses based on its size and structure:
• S.D.C. Building (Small; tent to an average house) : - 10 to save; P.P.E. Cost: 70
• S.D.C. Building (Medium; 3-6 story building) : -5 to save. P.P.E. Cost: 120
• S.D.C. Building (Large; 7-14 story building): - 1 to save. P.P.E. Cost: 200
• S.D.C. Skyscraper (15-25 stories): +2 to save. P.P.E. Cost: 275
• S.D.C. Skyscraper (25 stories or higher) : +4 to save. P.P.E. Cost: 350
• M.D.C. Building (Small): Standard save. P.P.E. Cost: 200
• M.D.C. Building or Bridge (Medium): +2 to save. P.P.E. Cost: 275
• M.D.C. Building, Bridge (Large), or Bunker: +6 to save. P.P.E. Cost: 350
• M.D.C. Skyscraper: + 10 to save. P.P.E. Cost: 400
• M.D.C. Mega-Structure (i.e. Chi-Town, etc.): Impervious.
Note: Affects only "standing" structures, and can not be used against mobile fortresses or underground structures/installations. In the case of large M.D.C. buildings and M.D.C. skyscrapers, a single Collapse spell will not destroy the entire building. Rather it will cause one floor per level of the spell caster to collapse, starting from the top.
Create Golem (RITUAL)
P.P.E.: Seven Hundred (Stone) or One Thousand (Iron)
The sorcerer first draws a pentagram in animal blood. Second, he sculpts a Golem (humanoid shape) from clay. Third, he places two onyx gems, valued at no less than 1,000 credits each, for eyes. Fourth, he places a heart, molded out of iron, into the clay body. Lastly, the mage recites the ritual ceremony. At the end of the ritual, the mystic places a single drop of his blood on the behemoth' s forehead to bring it to life. The process permanently drains the mage of six S.D.C. points.
Both the stone and iron Golems are mystical Mega-Damage creatures born of magic and almost indestructible. Since they are not of flesh and blood, psionic and magic attacks designed for the human physiology and mind control do NOT affect them. That means Charms, Sleeps, Fear, Bio-Manipulation, Illusions, Paralysis, etc., have no effect.
Since the Golem was never alive, Turn Dead is useless, as is Banishment, Negation and Remove Curse.
Physical attacks and energy magic can hurt a Golem, but do half damage (even explosives). In many respects, a Golem is like a mummy, only bigger and tougher. It can not speak, nor read or understand complex commands. It has no emotions, no fears, and is like a robot waiting for a direction. Golems will obey only the person who created it. When the creator dies, the Golem will follow his last command until it is destroyed.
• I.Q. 6 , Supernatural P.S. 25, Speed 8 , Height: 6-18 feet.
• Four attacks per melee, damage is by Supernatural P.S. (2D6 M.D. punch or kick, 4D6 M.D. from a power punch or full speed ram attack).
• No bonus to parry or dodge or on initiative.
• Impervious to many psychic and magic attacks. Magic energy attacks, rune and TW weapons and normal weapons, like guns,
knives, and explosives, only do half damage.
• Impervious to normal fire and cold (magic fire and cold does half damage).
• Does not breathe air or need nourishment, thus impervious to gas attacks, disease and can survive underwater at any depth. Also Impervious to possession and Horror Factor.
• M.D.C. 35 stone or 80 iron, but regenerates 1d6 M.D. per melee round. Note: If the heart is made from Iron with a diamond worth 8,000 credits or more at the center, double the M.D.C. (70 Stone or 160 for Iron).
• Regenerates completely, even if seemingly blown to bits. Regenerating to its original form within 24 hours unless its heart is removed from the chest cavity.
Protection Circle: Superior
Range: Radius of the circle.
Duration: 24 hours; but can be reactivated immediately at a cost of 20 P.P.E.
P.P.E.: Three Hundred to create; Twenty P.P.E. to reactivate.
In principle and function, the Protection Circle: Superior is just like the simple circle, only stronger. The spell caster must recite the invocation while drawing the circle in chalk or any substance.
300 P.P.E. is needed to initially create the circle, but a mere 20 P.P.E. points will reactivate it. Anybody with sufficient P.P.E. and desire can reactivate a protection circle. The circle ceases to function only if it is seriously
marred.
The superior protection circle will protect everybody inside its radius by preventing all supernatural creatures from coming any closer than 20 feet from its edge. Even greater beings are held at bay. Lesser beings can not stand to be within line of sight of the circle and are forced to leave, even if it is only to the next room with the door shut. This means no attacks are possible from the lesser beings.
The circle also provides the following bonuses to all occupants: +5 to save vs all magic and psychic attacks, impervious to possession, +8 to save vs Horror Factor. Plus it provides an extra 10 P.P.E. to each mage and 10 I.S.P. to each psychic. Of course, the characters are vulnerable to conventional weapons and thrown objects and all bonuses vanish the moment the characters exit the circle.
Restore Life
P.P.E.: Two Hundred Seventy-Five
Restore Life brings the recently deceased back to life. However, the body must be prepared first. All cuts and wounds on the deceased must be sewn closed and/or bandaged as if he were alive. Likewise, bones must be set and internal injury repaired, so a doctor may still be necessary before the spell is cast. The mage must touch the body while intoning a brief ritual (8 minutes). Upon completion of the ritual, the dead is infused with a magical life force that will sustain the character long
enough for the body to heal.
Restore Life is always successful, so long as the victim has not been dead for more than/our hours per level of the spell caster, and the body is not so badly torn apart that not enough remains to repair and restore.
The body can be cut, battered and damaged but must be mostly whole.
Perhaps needless to say, if the head, brain, heart, or lungs are missing, the character can not be "restored." If a limb is missing, the wound must be tended to (sewn, cauterized, bandaged, etc.) before the magic is performed, and when restored to life, the limb will remain missing. If the recipient has been dead longer than the mage' s usual capabilities, noted above, the chances for a successful restoration of life drops to a 01-50% chance (roll percentile dice). This spell can be attempted up to
double the sorcerer' s normal success rate (i.e. a 3rd level mage has automatic success on dead up to 12 hours old, but only a 50/50 chance on a character who has been dead for 13-24 hours, and so on). Longer than this is beyond the powers of this ritual.
A successful Restore Life brings the victim back to the living with 10 Hit Points (or one M.D.C. if a Mega-Damage creature). Other spells or natural healing must then be used to help the recipient. If the character possesses bio-regeneration, it will not kick in until 1d4 days have passed. Restore Life does not replace lost or damaged limbs, nor remove scars. Likewise, the character feels weak and is in pain, requiring weeks (or magic) to heal completely. Note: The deceased will never quite be himself. Hit Points and S.D.C. (or M.D.C. as the case may be) are permanently reduced by 10% each. This magic only works on mortals and can NOT be used to resurrect supernatural beings or creatures of magic (i.e. dragons, etc.).
Range: 30x30 feet room; can be created up to 200 miles away.
Duration: The lifetime of the mage or until canceled.
P.P.E.: Three Hundred Ninety
The mage can protect a room as big as 30x30 feet from mystic influence by using the Sanctum invocation. The room is
instantly turned into a safe haven, or sanctum, free of mystic disturbance. While inside the room, the mage can not be found by the Calling or Locate spell, can not be seen by Second Sight or a Crystal Ball, and can not be affected by bonding magic (but only while in the room).
Even more impressive is that Animated Dead and the Undead can not enter the Sanctum. Lesser monsters can not enter unless they save vs magic; greater beings and humans are not affected and enter at will.
Shadow Wall
Range: Can be cast 100 feet away per level of experience.
When the mage casts this spell, he or she creates a huge, pitch-black wall. The wall's maximum dimensions are 30 feet long, by 10 feet high, by 3 feet thick per level of experience. As a wall, it must be touching the ground or a floor, and is relatively
straight; i.e. a long wall, say 120x40x12 feet, may curve a bit, but is fundamentally straight. It cannot be cast as a slab in the air or made into a circle, square or "V" shape. However, a square, rectangle or "V" could be made by creating several such walls butted within inches of each other (this applies to all magic walls unless stated otherwise).
The Shadow Wall is immaterial, existing only as energy. Nonetheless, it is highly effective at stopping things from passing through. Any living being who attempts to pass through the wall will be able to do so, but at the snail's pace of only two feet (0.6 m) per melee round.
Since the Shadow Wall is magical, characters with nightvision or optic systems that normally enable them to see in the dark are completely blind (-9 to strike, parry, and dodge); they cannot see their hand in front
of their face.
Each melee round, the victim suffers a 10% drop in maximum energy, regardless of type. The Shadow Wall will siphon P.P.E., I.S.P., and technological energy (E-Clips lose 10% of their charge per round).
Living creatures passing through the wall also suffer the "energy drain" as to what amounts to physical damage via life drain. Every melee round, each creature suffers 1d6 damage direct to Hit Points, or 4D6 M.D. in the case of Mega-Damage creatures. Armor is no protection against this effect. The wall uses this energy drain to maintain itself. If no opponents enter the wall, its duration is reduced by half. The wall is hazardous to everyone, friend and foe alike. The energy drain is such
that even laser blasts and other energy bolts fired through the wall are reduced by half. Rail guns and other kinetic weapons can pass through, but also do only half damage. Furthermore, no sensors can penetrate the Shadow Wall, so any shooting is done blind.
Summon and Control Storm
Range: Immediate area around the mage or up to 10 miles
P.P.E.: Three Hundred
The spell caster can create a destructive storm out of thin air. A rainstorm will create a torrential downpour of 4 inches of rain
per hour, causing flooding even in cities. Flooded roads will immobilize all vehicles (water is 3-5 feet high). Poor visibility will
slow travel to about 20 mph. Traveling fast is likely to cause an accident; roll on the following table for every two miles traveled.
01-30% : No problem, keep going.
31-39% : Vehicle stalls out. 50% chance of restarting.
40-69% : Vehicle runs off road and is immobilized.
70-00% : Vehicle crashes into an obstacle or another vehicle. Vehicle is immobilized. All passengers roll 1d6 damage for every 10 mph of vehicle speed.
The storm is accompanied by damaging winds gusting to 35 and 45 mph. The rain and wind makes air travel impossible.
A windstorm may be accompanied by light rain, but the real threat is high winds. Winds gust up to 70 and 90 mph, uprooting
small trees, knocking down tree branches and electrical wires, and even overturning an occasional car. Travel on foot is very difficult, reducing a character' s speed by 90%. Travel in automobiles is slowed to about 20 mph. Traveling any faster is likely to cause the vehicle to run off the road or flip over. Roll 40% + 10% for every 10 mph above 20 mph. Roll once for every four miles of travel. Air travel is extremely hazardous, but not impossible.
Summon Lesser Being (RITUAL)
P.P.E.: Four Hundred Twenty Five
An impressive ritual that plucks a supernatural being out of its native dimension and magically places it before the sorcerer in our world. Specific lesser demons, sub-demons, Deevils, Entities, demonic spirits and monsters can be summoned if desired, or a random creature can be called for.
The supernatural being is automatically under the spell caster' s control and will obey him without question. The only thing it will definitely not do is commit suicide and it may not fight to the death.
The monster can be returned to its own world at any time before the duration time of the invocation elapses. If the creature is not returned and the duration lapses, the mage loses control of the thing and it remains in our world. The creature can be enslaved by other means, may elect to stay with the mage, or wander off to wreak havoc. The only way to send it back to its native world/dimension after this spell elapses is to open a Dimensional Portal.
Note: Rifts Dark Conversions, Rifts Canada, Mystic Russia, Federation of Magic and many of the other Rifts world books
contain information on specific demons and monsters, as do the Palladium Fantasy RPG and the Monsters and Animals sourcebook.
Swap Places
Range: 50 feet per level of experience; line of sight. Self or one other person by touch.
Duration: One minute per level of experience.
Swap Places is a commander's and security chief's nightmare. It allows the spell caster to target any one individual within visual range and swap places with him! The person with whom the swap is made must be clearly visible to the spell caster. The "swap" lasts only one minute per level of the spell caster, and can be canceled at any time.
When the spell duration ends (or is canceled by the spell caster, or one of the people swapped is slain), the swap is repeated, with the two characters reversing places again. Instead of sending himself, the mage can swap one willing character with another by touching him and casting the spell.
This spell is ideal for surprise attacks, creating confusion and assaulting, or momentarily kidnaping, one lone individual, by swapping places in the middle of a group who is ready to receive and attack the victim of the swap.
Note: This magical swap can only be made with another intelligent, living being of flesh and blood. A swap with energy beings, the dead, or undead is NOT possible. If either the mage or either of the two who have been swapped is slain, the magic instantly ends, causing the two to swap back. If the person swapped was somebody other than the mage, and he is killed, the spell caster suffers half of the damage inflicted to the dead man direct to Hit Points and is stunned and dazed for 1d6 melee rounds (if an M.D.C. creature, it loses half of its M.D.C. and is stunned). The initial swap and back again is all this spell provides, and multiple swaps in rapid succession are not possible.
Range: Varies with type of spell.
Duration: Talisman exists until destroyed.
P.P.E.: Five Hundred
The term "talisman" is believed to have its roots in the Arabic language and means "to make marks like a magician." Indeed, that is what a talisman is, an extension of magic, an item that contains magic power.
A talisman can be made from almost anything, although it is most commonly designed as a medallion, necklace, mantle, pin, charm, small statue, headdress, or hand-held symbol. A talisman is designed to perform one function only. The invocation enables the spell caster to empower an ordinary object with magic powers. The only substances which can not be used are iron and plastic, and the object can not be larger than two feet tall, long or wide. Once an object is transformed into a talisman, the mage can empower it with one magic spell.
The spell can be selected from Levels One through Eight, excluding illusion types. Of course, to implant the spell the sorcerer must already know it and it must be a spell invocation, not a ritual.
After its initial creation, the magic talisman can be used to cast its one spell for a total of three times. After all three have been cast, the object is drained. The practitioner of magic who created it can replace its three exhausted spells by casting that same spell invocation combined with part of the Talisman spell or ritual. The cost of the recharge is 50 P.P.E. plus the cost of the spell invocation. Note that the process must be repeated for each of the three identical spells (each at a cost of 50 P.P.E. plus the spell's P.P.E. cost). Thus, to recharge all three identical spells would cost 150 P.P.E. plus. Three spells being attributed to a magic talisman may be the source of legends that grant three wishes.
In the alternative, a talisman can be a P.P.E. battery. A talisman can be used for one purpose other than spells. The mage can elect to make it a potential psychic energy battery. Instead of spells, the mystic can put up to 50 P.P.E. into it initially and recharge it with 30 P.P.E. at the cost of 60. The talisman can then be used at a later time to bolster the character' s normal P.P.E. reserve. A P.P.E. battery can never hold spells.
A talisman can be destroyed by smashing it. That is all there is to it.
If the spell caster who created it is killed or can not be found, the talisman will be good only for whatever number of spells or P.P.E. that are currently inside it and can not be recharged (except by a god or Demon Lord). Typically, only the mage who created it can recharge it.
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redpajama_set_name: RedPajamaCommonCrawl