These spells can also be used for Heroes Unlimited, Palladium Fantasy, Beyond The Supernatural, and Nightbane in most cases.
Level 1:
Law of Identification
Range: 60 feet
Duration: One use per casting
Saving Throw: None
P.P.E. Cost: 2
This simple Wizard spell locates more of a specific item or material based on its similarity to another material. For example: If a person has a pinch of sand and wishes to find out which bag the sand comes from he casts the spell and once cast he will know which bag it comes from. The spell can also be used to identify a piece of skin or blood as coming from a specific person if they are within the range of the spell. This can be very useful in prosecuting crimes.
Locate Object:
Range: 40 feet
Duration: One use per casting
Saving Throw: None
P.P.E. Cost: 4
This spell is for the mage that forgets where he put an object. All he needs to do is cast the spell, picture the item, and if the object is within the range of the spell then he knows where the object is.
Level 2:
Mage Clean:
Range: 10 square feet per level of experience
Duration: Instant
Saving throw: not applicable
P.P.E.: 4/8
This is an often overlooked but important spell used for domestic purposes. This spell is similar in many ways to the spell ‘Cleanse' but is specialized for use on inanimate objects. The magical energy of the spell magical removes dirt, grime, stains, and whatever else the mage considers unclean. This spell is often taught to mages just learning magic and is know by most mages. With game masters permission, a mage may know this spell to start without taking another spell's slot. The spell normally does not get rid of diseases and bacteria although it will get rid of fleas, ticks, and other similar vermin. If the spell caster spends four extra P.P.E., the spell with also disinfect and get rid of diseases and bacteria as well.
Level 3:
Color Restoration:
Range: 10 square feet per level of experience
Duration: Instant and Permanent
Saving Throw: none
P.P.E.: 8
This is a relatively simple spell but is a very useful domestic type spell. Over time, colors can fade through sunlight or by being exposed to the elements. This spell restores colors to faded materials even if the color has completed faded. This spell is believed to have been invented to restore manuscripts that had faded to the point that they could no longer be read. It was found to be useful for a great many other materials than faded books.
Illusionary Clothing:
Range: Self or Touch
Duration: 1 hour per level of experience
Saving Throw: Standard (See Description)
P.P.E.: 8
Mages often learn this spell or similar spells as lessons to more powerful illusions. This spell created illusionary clothing and allows the creation of almost any time of clothing, fancy to plain and linen to silk or velvet. The spell gives no protection for the elements but does work as a disguise and can be cast over other clothing. In most cases, unless a viewer has a reason to suspect an illusion, do not give the viewer an automatic saving throw. If a viewer discovers that the clothing is an illusion, the illusion will not disappear but the viewer will be able to see it as an illusion though imperfections and possibly a slightly ghostlike property. The quality of illusion is improved if the spell caster has the sewing skill and is further improved if the spell caster has the skill at professional level. Add a -2 penalty to save against the illusion if the spell caster has sewing and -3 if the spell caster has professional sewing.
Level 4:
Makeover
Range: Special
Duration: 24 hours
Saving Throw: None
P.P.E.: 15
Low powered spell but involved both illusion and telekinetic/reshaping effects. Spell creates a low powered illusion that allows character to do whatever facial makeup effects that character wants. Spell allows for highlighting, color changing, and any other effect associated with makeup. Spell can include unusual effects such as green hair as well. Spells secondary effect is to manage hair and style hair into desired effect via telekinetics and reshaping. Spell was designed by the Sorceress Lilly.
Level 5:
Disinherit (Lesser)
Range: Touch
Duration: Instant
Saving Throw: None
P.P.E. Cost: 10
This spell is designed to break the metaphysical connection that any object handled or even touched by a person has. The Wizard using the spell can only break the link to himself and not to others. The actual effect is that after casting this spell, the object cannot be used for either psionic or magical spells that use this. If the psionic ability "Object Read" is used, the user will get a blank image from the time frame that the mage had the item. This will immediately tell the psionic individual that someone blanked out the object. A ley Line Walker using Locate would get absolutely no information about the location of the person trying to be detected if using an item that has been neutralized by this spell. All other spells and psionics or similar effects will be effected in the same way.
Moon Phases
Range: Self Only (Others by touch as well for characters with the skill Medical Doctor)
Duration: One month
Saving Throw: Not Applicable
P.P.E. Cost: 18
An important but often overlooked aspect are the spells that help in everyday life. Moon Phase is a spell that allows female magic wielders to control their own biology. This spell can only be used by the spell caster because only the caster knows enough about their own biological functions to be able to properly control them. A spell caster would need to have a medical doctors training in order to be able to cast this spell on other people (Beyond the Supernatural Arcanists are the only spell casters that can relatively easily have the required medical skills) . There are two different uses for the spell, one is to control fertility and the other controls menstruation. Unlike chemical methods of controlling biology, this spell has no ill effects and may be used as desired by the spell caster as often as once a month. The first aspect allows them to control their fertility. Unlike some other spells, this spell cannot overcome biological barriers and does not allow for fertility to other races (depending on the gaming group - elves and humans may be an exception) and does not allow pregnancy before puberty or after menopause. The other effect is that a lady mage can effect her moon days if they would interfere with activities. Moon Days refers to the menstruation period. She can chose to change the time frame of her menstruation cycle (Change the menstruation period by up to fifteen days before or after the normal time frame), can choose to not have any menstruation period that month as long as the spell is cast prior to ovulation, or can choose not to suffer pain and other ill effects from her menstruation period (The character will still have blood flow but it will be lighter). The spell may be cast during the moon days to stop menstruation as well, this will negate any discomfort but will not stop blood flow until all the blood is out of the body. This is so other sicknesses do not develop. Most female mages know this spell and at game masters option, all female mages that can learn spells have this spell automatically without costing them one of their spell choices.
Mystic Zanshin:
Range: Self or others by ritual (Has a 60 ft [18.3 meter] radius)
Duration: Ten minutes per level.
Saving Throw: Not Applicable
P.P.E. Cost: 10
This spell is similar to the psionic ability of ‘Sixth Sense'. The spell create a 60 foot (18.3 meter) radius field which when any being tries to attack the spell caster, the spell caster will instantly be alerted. Unlike the psychic ability, the spell lasts of a specific duration or until triggered, whichever comes first. The spell may be cast as a ritual to allow the spell caster to know if another individual is being attacked. The spell is tailored for that person olone in those cases. Bonuses ast only for first melee the spell is trigger on. Bonuses: +6 to Initiative Roll, +2 to Parry, +3 to Dodge, and mage cannot be snuck up from behind.
Level 7:
Ecstasy:
Range: 5 feet per level
Duration: 1 minute (4 melees)
Damage: Special
Saving Throw: Standard (Willing targets and addicts do not save against spell)
P.P.E.: Twenty Two
This spelling is a very dangerous reversal of the Agony spell. While the Agony spell activates all of the victims pain centers, the Ecstasy spell does the reverse and activates all of a victims pleasure centers. The spell creates the same effects to a targets activity that the agony spell does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge. This spell effects only one person per invocation.
The big danger of the spell is not the effect the spell has in combat but that some spell casters have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by casting the spell for free or a reduced price and then once the person is addicted, they raise the cost of the spell astronomically or make the person do jobs for them under the threat of not cast the spell anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this spell will get no save against the spell even if it is cast on them in combat
Rumored and only whispered is that some Wizards have used the spell agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this spell combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well.
Shell of Silence:
Range: Can either be cast on themselves, on a location, or other by touch
Duration: 10 minutes per level of the spell caster
Saving Throw: None
P.P.E. Cost: 25
Many a spell caster may wish to have a conversation without others being able to listen. This is why an enterprising young battle-mage came up with this spell. She wished to be able to have conversations in privacy. The spell is a variation on the spell Globe of Silence but instead of the silence covering the entire globe, the spell create a shell that is four inches think that no sound enters or leaves. It can be cast to cover an area from a 5 ft radius or as large as a 10 ft radius. The spell works both ways, People outside the shell cannot hear people inside of the shell as well as people inside the shell cannot hear people outside the shell. One large advantage of this spell is that spell caster can use this spell and still be able to cast spells.
Level 8:
Disinherit (Greater)
Range: Special
Duration: Instant
Saving Throw: None
P.P.E. Cost: 30
This spell is an enhanced version of the spell “Disinherit (Lesser)” and the spells purpose is to break the metaphysical connection that any object handled or even touched by a person has even though the object is already out of the mage’s hands. Like the lesser version, the Wizard using the spell can only break the link to himself and not to others. He or she must chose a specific object that they are breaking the connection, the spell does not break the connect with all objects that the person has ever handled. This spell can also be used for hair, skin, or other similar items. If the items are together, the whole batch of items will have the connection broken from the mage. The actual effect is that after casting this spell, the object cannot be used for either psionic or magical spells that use this. If the psionic ability “Object Read” is used, the user will get a blank image from the time frame that the mage had the item. This will immediately tell the psionic individual that someone blanked out the object. A Ley Line Walker using Locate would get absolutely no information about the location of the person trying to be detected if using an item that has been neutralized by this spell. All other spells and psionics or similar effects will be effected in the same way.
Firestorm
Range: 300 feet (95.1 meters) distance from spell caster per level of experience of
spell caster but must be within sight.
Duration: Four melees (one minute) per level of the experience of spell caster.
Saving Throw: None.
P.P.E. Cost: 45
The Mage creates what appears to be a twisting pillar of fire. The pillar is in reality a combination of a pillar of fire and a powerful whirlwind which both sucks stuff up and further feeds the fire. The firestorm has a diameter of 20 feet (6 meters) and a height of 80 feet (24 meters).
Any object, including creatures, weighing less than 1000 lbs (450 kg) will be sucked into the storm by powerful winds. They will be caught within the storm for one full melee before being hurled to the ground. All objects caught within the firestorm will have 2D6x10 MDC of fire damage and cannot attack, cast spells, etc. After one melee, the object will be hurled from storm and will have an additional 2D6+2 MDC inflicted on them. Creatures will be dazed for an additional 1D4 melees and will have all attacks and bonuses reduced by half. Objects heavier than 1000 lbs (450 kg) will have 2D6x10 MDC inflicted on them but will have no additional effects. S.D.C. objects are completely incinerated by the spell and the ground beneath is blackened or turned into glass as appropriate. When used over water, the spell will produce a gigantic cloud of steam.
This spell is especially effective against low flying aircraft and creatures. Any flying object that is less than 80 feet long will be effected the same way as an object less than 1000 lbs (450 kg) on the ground. Flying objects less than 200 feet must make a piloting roll at -40 or be effected the same way.
The firestorm is directed by the spell caster and requires the caster's full attention to move it. While directing the storm, the spell caster cannot cast other spells. If the Mage casts another spell, the firestorm will remain stationary while the spell caster casts the other spell. Once the casting of the other spell is complete, the caster may retake control of the firestorm. The storm can travel at a speed of 75 mph (120 kph) but must stay within the casters range and line of sight.
Level 12:
Amulet of Presence Sense:
Range: Holder / Wearer of Amulet
Duration: Until the Amulet is destroyed
Saving Throw: None
P.P.E.: 320
This ritual can be considered an addition to the Normal Amulet Spell or can be considered a new spell at Game Masters option. The Presence Sense Amulet is made in a similar fashion to other types of amulets. It is made from either semi-precious stone or metal purified by fire. The important difference is that either an item held by the individual (Clothing, Written Note, or other similar object) or something from the individuals body (Hair, Nail Clipping, Dried Blood, or something similar) that the amulet is designed to detect. The object is either incorporated in the amulet or is destroyed in the process of creation.
At creators option, the amulet will either warm up or will vibrate when the specific individual the amulet is keyed to is within 200 feet (61 meters). Walls and other barriers do not effect the spell. The reaction of the amulet increases in intensity as the target of the amulet gets closer. When the individual is within 50 feet (15.2 meters), the amulet will be so hot that it will burn to the touch (not hot enough to catch materials on fire - about equal to 130 degrees Fahrenheit) or vibrate so much that it will actually hum (can be dampened in cloth or in a box). For the most part, Alter Aura or a similar ability will hide the individual from the amulet. However, if the amulet touches the individual that it is designed to detect, it will still heat up or vibrate slightly.
This item is most often made for guards or bounty hunters looking for a criminal. The amulets are also often made for assassins looking for a target or individuals afraid of a specific assassin being sent after them. The amulet ability should not be confused with the Psionic ability with the same name. The amulet works against both normal and supernatural targets as long as they have an object from the individual.
Cloth of Iron
Range: Touch
Duration: Permanent
Saving Throw: None
P.P.E.: Varies Dramatically; 50 P.P.E. Minimum
This spell is virtually identical to the spell "Ironwood" from Federation of Magic except the spell effects cloth instead of wood. The magic of the spell transforms regular S.D.C. cloth into mega-damage material. The S.D.C. of an object is converted into M.D.C. on a point for point basis, thus a 20 S.D.C. backpack would have 20 M.D.C. once converted by the spell. Likewise, each point of M.D.C. converted to M.D.C. costs one P.P.E. with a minimum of 50 P.P.E. This spell is especially useful when used to convert cloth and leather armor. When the armor is converted with the spell, ignore the Armor Rating for protective purposes. The transformation is instantaneous and permanent. Although the material is now an M.D.C. structure, the item retains the look, feel, and weight it had originally.
This spell only works on natural materials such as cotton, wool, silk, or leather. It does not work on man made materials such as polyester, rayon, or latex.
Level 13:
Preserver:
Range: Self or touch
Duration: One Month (28 days)
Saving Throw: None
P.P.E.: 400 on self or 800 on other (Ritual in both cases)
This ritual prevents the person who the spell is cast on from aging.
When the ritual is cast, the person does not age for a period of one month.
This is not increased by the casting of the spell again but the time is
then figured from the date of the second casting of the spell. Most mages
who cast this spell will cast it at the same time each month.
When the ritual elapses, the person continues to age normally. While
this ritual does not require the death of any victims, it has contributed
to the opinion of many that the only way a mage can keep themselves from
aging is by the death of others because many evil mages use the P.P.E.from
killed victims to power the ritual. This ritual will actually prevent the
rapid aging of a juicer and if a juicer could get a mage to cast this spell
could live indefinitely but most mages will charge around 200,000 credits
per casting or take advantage of the situation and keep the juicer in service
of them.
Trigger Nightspawn Form
Range: Special
Duration: Permanent
Saving Throw: None
P.P.E.: 400 (Ritual)
Ritual that cause any person who is a night spawn who has not manifested
their Nightspawn form to manifest their Nightspawn form. Ritual takes 4
hours to complete and involves drawing runes all over the beings body.
Spell has no effect on non nightspawn. Spell was designed by the Sorceress
Lilly.
[ Rifts®, Palladium Fantasy®, beyond the Supernatural®, and Nightbane® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc.]
By Kitsune (E-Mail Kitsune).
Copyright © 1998, 1999, 2000, 2001, & 2002 Kitsune. All rights reserved.