Rifts: Ether Spells

ETHER ELEMENTAL MAGIC/SPELLS

Ether spells deal primarily with light, energies, raditions, heat, P.P.E. and magic, and transformations.

LEVEL ONE: ETHER

Blinding Flash:
Range:
10 foot radius, up to 60 feet away
Duration: Instant
Saving Throw: Standard
P.P.E.: 1
This spell creates a sudden burst of intense white light temporarily blinding everyone in its ten foot radius. Victims are blinded for one to four melees, a penalty of -5 to strike and -9 to parry and dodge. The chance of stumbling and falling is 50% per every 10 feet. Those who successfully save versus magic are not blind.

Globe of Daylight:
Range:
Near self or up to 30 feet away
Duration: 12 melees per level of the warlock
Saving Throw: None
P.P.E.: 2
A small sphere or globe of true daylight is created. The light is bright enough to light up a 12 foot area per level of the warlock. Because it is daylight, it can ward away most vampires, keeping them at bay just beyond the edge of the light. The warlock can mentally move the globe along with him or send it up to thirty feey away. The maximum speed at which the globe can travel is equal to a speed attribute of 12.

Infravision:
Range:
Self, line of sight
Duration: 5 minutes per level of the warlock
Saving Throw: None
P. P. E. : 6
This spell enable the warlock to see in the infrared spectrum of light. This provides a limited type of nightvision allowing the warlock to see clearly in the dark (limited to 300 feet).

Salt Water to Fresh:
Range:
Touch or 12 feet
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 4
The warlock can change thiry gallons of salt/sea water into drinkable fresh water, per each level of his experience. This spell can be cast up to twelve feet away. Does not negate strong toxic impurities and poisons.

Sense Magic:
Range:
l2Oft area
Duration: 2 minutes per level of the warlock
Saving Throw: None
P.P.E.: 4
This magic spell enables the character to sense or feel the presence of magic. Like a Geiger counter, the individual can tell if he is near (within 2Oft) or far (toward the limit of the range).

The ability can also indicate whether a person or object is enchanted/under a magic spell (this does not include psychic powers), is in the process of invoking magic or if magic is being used within the range of the spell. Note: Men of Magic and most supernatural beings do not register as magic except when actually casting a spell/using magic.

Rock to Mud:
Range:
20 feet per level of the warlock
Duration: Instant and permanent Saving throw: None P.P.E.: 6
This magic turns any type of stone or rock into mud. The warlock can transform 30 pounds of rock per level of experience. The spell can be caster cast up to 20+ feet away. The spell has no effect on elementals but will cause 2d6 M.D. to a golem.

Water to Wine:
Range:
12 feet
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 5
Another transformation spell that enables the warlock to change up to thrity gallons of ordinary fresh water into wine. The wine is of fair to average quality, with the quality increasing by 5% per each level of experience.

X-Ray Vision:
Range:
Self line of sight
Duration: 2 minutes per level
Saving Throw: None
P.P.E.: 6
This spell enable the warlock to use X rays to see through most substances. Lead and lead alloys will block x-ray vision. It requires a few moments of concentration to see through various substances.

See through fabric or paper up to four inches thick instantly.

See through up to one foot of wood, plaster, fabric, paper, vegetation; requires one melee per each foot of material.

See through six inches of brick, stone, concrete, or metal; requires two melees per each six inches.

LEVEL TWO: ETHER

Darkness:
Range:
Five foot area
Duration: 10 melees per level of the warlock
Saving Throw: None
P.P.E.: 8
With this spell the Ether warlock creates an area darkness by building an anti-light field. This darkness cannot be dispelled by flames or light. Nightvision and optic systems are cut to half in such darkness, and passive nightsight is blinded. Only the warlock can see clearly in the darkness, add +15% prowl skill and +1 to strike. Victims that are blind in the darkness are -9 to strike, parry and dodge.

Dirt to Clay:
Range:
10 feet per level
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 6
A transformation spell that enables the warlock to transform dirt into clay. Fifty pounds of dirt per level of the warlock can be changed. The warlock can only affect dirt within his range.

Dirt to Sand:
Range:
10 feet per level
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 6
Another transformation spell that turn dirt into sand. Fifty pounds of dirt per level of the warlock can be changed. The warlock can only affect dirt within his range.

Foul Water:
Range:
Touch or 12 feet
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 6
This transformation spell turns 30 gallons per level of his experience, of good drinkable water into bitter mildly toxic, non-drinkable water. The water will appear slightly discolored, yellow, brown, or grayish. Persons drinking this foul water will find it tastes terrible and may get diarrhea or nausea (27% chance), and suffer one hit point of damage for each glass of water they drink.

He can also spoil milk, mead, beer, ale, wine, and fruit juices but can affect only half as many gallons.

Freeze Water:
Range:
30 feet
Duration: Varies
Saving Throw: None
P.P.E.: 8
The warlock is able to instantly freeze 20 gallons of water per level of his experience by drawing the heat from it. This water will remain frozen until it melts due to normal conditions. This spell can be cast up 30 feet away.

Heat Bolt:
Range:
10 feet per level
Duration: Two melees per level
Damage: 6d6 S.D.C. or 2d6 M.D.
Saving Throw: Dodge
P.P.E.: 7
This elemental magic creates a bolt of shimmering concentrated heat that shoots from the warlock's hand. The warlock can shoot out this heat bolt equal to the number of hand to hand melee attacks. The warlock must roll to strike and is +3 to hit.

Heat Object and Boil Water:
Range:
12 feet
Duration: Fairly instant; 1d4 melees
Saving Throw: None
P.P.E.: 4
This spell enables the warlock to heat an object or boil water simply by staring at it for 1d4 melees. He can boil two gallons of water per level of experience or make an object too hot to hold (touching it causes 1d4 S.D.C. damage); cool down enough to hold in about 3d6 melees. The warlock can even fry food this way.

Levitate:
Range:
30 feet per level
Duration: Five melees per level
Saving Throw: None
P.P.E.: 7
The warlock can lift himself, someone, or something, up into the air by generating a contra-gravity field. Maximum weight is 200 pounds per level of experience. The maximum height 30 feet level of the warlock. Levitation is the ability to rise straight up into the air, horizontal movement is impossible.

Liquids to Water:
Range:
Touch or 12 feet away
Duration: Instant
Saving Throw: None
P.P.E.: 10
Yet another transformation spell, this one changes many different liquids into fresh drinking water. The warlock can change ten gallons per each level of his experience, of virtually any fluid into drinkable water.

Toxic liquids such as poisons, gasoline, chemicals, or fould water are much harder to transform. The chance of success is only 7% per level of experience and only half the usual amount can be changed. If unsuccessful, the liquid is unchanged. Cannot transform magic potions. This spell can be cast up to twelve feet away and also negates impurities and poisons.

LEVEL THREE: ETHER

Call Lightning:
Range:
100 feet per level
Duration: Instant
Damage: 1d6 M.D. per level
Saving Throw: None
P.P.E.: 10
This spell creates a lightning bolt which ban be directed at any specific target up to 100 feet away per level. The lightning bolt shoots down from the sky, hitting the desired target. The target or area must be within the warlock's line of vision.

Circle of Cold:
Range:
15 foot radius per level, up to 90 feet away
Duaration: 10 minutes per level
Saving Throw: None
P.P.E.: 10
This creates an invisible circle (fifteen foot radius) of bone chilling cold. The temperature in the circle is forty degrees below freezing. The spell can be cast up to ninety feet away. Anyone in the circle will take one point of S.D.C. damage each melee from exposure (not applicable to those in full environmental suits). Water freezes at a rate of one gallon per five melees and frostbite will occur if one is in the circle for more than fifteen minutes, unless heavily wrapped up in warm clothes or environmental suit/armor. Frostbite does 4d6 S.D.C. damage.

Create Heat:
Range:
30 foot radius per level
Duration: 10 minutes per level of the warlock.
Saving Throw: None
P.P.E.: 8
The warlock can raise the temperature of a particular area by ten degrees Farhenheit per each level of his experience. Extreme heat, over 110 degrees has a 40% chance of causing victims to pass out for 2d6 minutes from heat exhaustion (not applicable to those in full environmental suits).

Laser Blast:
Range:
100 feet plus 20 feet per level
Duration: Instant
Damage: 1d6 M.D. per level
Saving Throw: Dodge
P.P.E.: 10
The warlock can create a focused beam df light that streaks from his hand and toward its target, inflicting 1d6 M.D. per each level of the warlock. The laser beam is magically directed and seldom misses. Saving Throw: None except dodge, but the victim must know the attack is coming and must roll an 18 or higher.

Lower Temperature:
Range:
30 foot radius per level
Duration: 10 minutes per level of the warlock Saving Throw: None The warlock can lower the temperature of a particular area by ten degrees Fahrenheit per each level of his experience. Extreme cold may cause frost bite.

Northern Lights:
Range:
Affects a 30 ft area and can be cast 60 feet away
Duration: Four melees per level
Saving Throw: Standard
P.P.E.: 12
This spell conjures forth a kaleidoscope of swirling, changing colors, stunning/dazzling All who behold it. Victimes will gaze helplessly the dancing colors, not speaking, moving, attacking, parrying, dodging, etc., for the duration of the light show. All sense return at the spell's end. This spell can be cast up to 60 feet away.

Wall of Heat:
Range:
90 feet and fills a 30 foot long area
Duration: Three minutes per level
Damage: Attempting to run through the superheated area causes 4d6 S.D.C. damage or 2d6 M.D.C. per every five feet of thickness, plus a 70% chance that combustible item will catch on fire.
Saving Throw: None
P.P.E.: 15
The warlock can create a wall of shimmering, hissing, super heated air that stretched accross a 30 foot wide/long area and towers 30 feet tall. The thickness of the wall is five feet per level of experience. Cnan be regulated to be S.D.C. or mega-damage heat. Can be cast up to ninety feet away.

LEVEL FOUR: ETHER

Ball Lightning:
Range:
60 feet per level
Duration of the hurled balls: Temporary
Electrical Field Duration: Four melees per level of the warlock
Damage: Hulred balls: 3d6 M.D. plus 1 M.D. per level. Electric field: 3d6 + 1d6 M.D. per level
Saving Throw: None
P.P.E.: 15
This spell creates three basketball-sized balls of lightning which will hover at the side of the warlock. With a simple gesture, the three balls are hurled at their target. The warlock character must roll a 20-sided die to strike, just as if the balls were a normal thrown weapon, but the magic ball are +5 to strike.

An electrical field can be created by placing the three balls in a triangular formation about four feet apart. Thiscreates an electrical energy field that covers approximately a ten foot area per level. Anyone who touches the field or tries to pass through it suffers damage.

Destroying the field is possible if all three balls are destroyed. Each ball has 20 M.D.C.

Mage Darts:
Range:
90 feet plus 10 feet per level of the warlock
Duration: One melee per level
Damage: 1d4 M.D. per dart, 3 + 1 dart per level of the warlock
Saving Throw: Dodge
P.P.E.: 20
The warlock can shoot three, plus one per level , small darts of magical energy from the palm of his hand which hurl at their target at an awesome speed. The mage darts can be fired equal to the number of hand to hand attacks per melee. The darts are magically directed and seldom miss.

Saving Throw: None except dodge, but the victim must know the attack is coming and must roll an 18 or higher.

Mage Shield:
Range:
Self or 6 foot area up to 60ft way
Duration: Four melees per level
Saving Throw: None
P.P.E.: 20
This spell renders the warlock or everyone/everything in a six foot area protected from P.P.E. based attacks (magic). No magic can pass through the shield in either direction and no magic can be preformed within the shield (even benificial magic like healing). Additionally everyone within the mage shield is also protected from visual detection as if cloaked with the invisibility spell. The spell requires intense concentration on the part of the warlock, preventing him from casting any additional spells unless he drops the shield. He cannot perform any complicated task lest he lose concentration and become visible (the protection from magic however will still be in place). The warlock can move and the shield will move within, maximum movement rate is a Spd of 10, anything faster will disrupt the mage's concentration enough that the invisibility will drop (although he and/or any others within the shield will still be protected from magic). The mage also does not need to be within the shield to direct it as long as it remains within 60ft of him, should the distance between the warlock and shield exceed 60ft the shield will vanish. The original caster of the spell will also be able to clearly see all contained within its protective radius even when outside of the shield. All other effects and abilities are identical to the wizard spell of invisibility. Note: Only living or mostly living beings (such as partial reconstruction cyborgs) can be made invisible by this spell, completely or mostly non-living beings (such as robots and full reconstruction cyborgs) and beings encased in power armor can NOT be made invisible by the shield, although they will still enjoy the benefit of being within an anti-magic area.

Quicksand: Range: Five foot radius per level, up to 100 feet away
Duration: 10 minutes per level
Saving Throw: None
P.P.E.: 15
The warlock is able to transform normal earth or stone into a pool of quicksand. Anyone stepping into it will find himself sinking at a rate of two feet per melee. Struggling double the sinking rate. Once submerged, the victim will drown/suffocate within four minutes (loses consciousness in two), unless the individual can hold his breath or is wearing an environmental suit/armor. The quicksand is covered by leaves or water, looking like normal ground, a shallow pool, or pond; 79% undetectable outdoors, 97% undetectable in swampy area, and 30% undetectable indoors.

Wispy (fragmented elemental essence):
Range:
Immediate area
Duration: 10 minutes per level
Saving Throw: None
P.P.E.: 20
Through the spell the warlock is able to summon and command a mischievous ether elemental essence fragment from an intelligence. The ether elemental can be assigned to gather intelligence, to small items, to scout ahead, or to lead other astray (it particular specialty).

Wispy
M.D.C.: 25
Glowing blue orb, size of volley ball, P.S. 10, P.P. 6, flying speed 60 mph, +4 to dodge, two melee attacks/actions. The wispy is intangible to normal physical items and attacks but can be harmed by magical, psionic, and energy attacks.

LEVEL FIVE: ETHER

Clay to Lead:
Range:
10 feet per level
Duration: Instant and Permanent
Saving Throw: None
P.P.E.: 20
Another transformation spell that turns clay into lead. Fifty pounds of clay per level of the warlock can be transformed. The warlock can only affect clay within his range.

Clay to Stone: Range: 10 feet per level
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 20
Another transformation spell that turns clay into stone. Fifty pounds of clay per level of the warlock can be transformed. The warlock can only affect clay within his range.

Earth to Mud: Range: 20 feet per level
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 20
This magic turns earth/dirt into mud. The warlock can transform 100 pounds of earth per level of experience. The spell can be cast up to 20+ feet away. The spell has no effect on elementals or golems.

Ectoplasmic Warrior (fragmented elemental essence):
Range:
Immediate area
Duration: 30 minutes per level
Saving Throw: None
P.P.E.: 250
This spell enables the warlock to summon and command a fragmented essence from a greater ether elemental to create a smaller version of a Ectoplasmic elemental. This assistant can be sent to scout ahead, spy, hunt, kill, defend, attack, carry items, etc. There is no limit to the distance it can travel away from the warlock.

Ecto-Warrior
M.D.C.: 250
Made of ectoplasm, eight feet tall, P.S. 25, P.P.16, I.Q. equal to 8, speed of 20, +1 on intitiative, +2 to strike, +4 to parry and dodge, can ooze through cracks, bio-regenerate 4d6 M.D.C., has nightvision of 600 feet and magic attacks do half damage. ~ Can cast all level 1-4 ether elemental magic; 100 P.P.E. Four physical attacks per melee or two by magic, and inflicts 2d6 M.D. from punch or 4d6 M.D. power punch (counts as two attacks). The ecto-warrior can carry up to 1250 pounds and still moves at its maximum speed. The elemental servant will obey only the warlock and remain in this world until the spell's duration elapses or it is sent back by the warlock. It supernatural strength means it can inflict mega-damage. When ordered to kill someone it will use what weapons are at hand and/or magic.

Grav Squeeze:
Range:
50 feet per level
Duration: Instant
Damage: 6d6 M.D.
Saving Throw: Dodge
P.P.E.: 30
This spell sends out opposing inverse gravity waves along a straight path. The spell's opposing waves smash together the atoms of the target, inflicting M.D.C. damage. Saving throw: dodge only, but victim must dodge vs a 17.

Unravel:
Range:
50 feet per level
Duration: 2 melee per level
Saving Throw: Standard
P.P.E.: 30
This spell enable the warlock to shoot forth a beam of light that unravels the fabric of spells. This spell is used as a parry attempt against other spells or to destroy ungoing spells. The spell receives a saving throw vs magic or is destroyed by the unravel beam.

LEVEL SIX: ETHER

Clay or Stone to Iron: Range: 10 feet per level of warlock
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 40 for clay, 60 for stone
A tansformation spell that changes clay or stone into iron. The warlock can affect up to 50 pounds of material per level.

Electrical Field:
Range:
Affects a ten foot area per level of the warlock, up to 200 feet away
Duration: Two minutes per level of the warlock
Damage: 4d6 + 10 M.D.
Saving Throw: None
P.P.E.: 35
The electrical field is a crackling wall of energy that inflicts mega-damage on anyone who attempts to pass through it. There is also a 50% chance of being stunned for 2d6 melees, taking an additional 4d6 M.D. for each melee caught in the field. All damage is subtracted from hit points and not armor S.D.C. The field cannot be attacked or destroyed, but a dispel magic barrier or negate magic spell will destoy it instantly.

Electro-magentism:
Range:
Affects a 40 ft area and can be cast up to 300 feet away
Duration: Five minutes per level of the warlock
Saving Throw: None
P.P.E.: 40
This spell creates an area that is super magnetized. Any iron or iron alloy that enters its radius will be irresistibly draw to the center of the field and held there until pulled away or the spell duration elapses. This will include iron objects in knapsacks, pockets, belt buckles, tools, rail guns and their ammunition, vehicles, bots, etc. (borgs and cybernetics are not made of iron). The magnetic force is invisible and undetectable except for its irresistible pull. To remove an object requires a combined strength (P.S.) of 60. The force can pull and hold a single object wieghing up to 1000 pounds per level of the warlock. The magnetism is so strong that it will rip swords from their scabbards, iron utensils from pockets, and draw to it an entire suit of iron armor, man and all. A dispel magic barrier or negate magic spell can destroy the field; the magnetic field has a +5 to save, however.

Stone to Flesh:
Range:
Touch or up to 12 feet away
Duration: Instant and permanent
Saving Throw: None
P.P.E: 30
This spell magically transforms stone to flesh and can restore people who have been turned to stone, via petrification, back to normal. The warlock can change 100 pounds of stone per level of experience.

Wood to Stone:
Range:
Touch or 10 feet per level
Duration: Instant and permanent
Saving Throw: None
P.P.E. : 30
This transformation spell enables the warlock to change wood (non-living) into stone, affecting 60 pounds of wood per level of experience.

LEVEL SEVEN: ETHER

Gravity Funnel:
Range:
Affects a 100 foot area and can be cast up to 600 feet away
Duration: Four melees per level
Saving Throw: None
P.P.E.: 60
With this spell the warlock creates a twist in the gravity field of his surroundings, creating a funnel of gravity much like a tornado. People a hundred feet away from the gravity funnel take 2d6 M.D. each melee from flying debris. The awesome black gravity funnel is the center of the storm of flying items, dragging air to form winds of 120 to 180 mph. The funnel sucks in everything within it 100 foot area of swirling gravity, destroying all wood, clay, stone, and other S.D.C. structures, and uprooting trees in one melee. Anything actually caught in the funnel suffers 4d6 x 10 M.D. per melee. After 1d6 melees, the object will be hurled from the funnel, enduring another 2d6 x 10 M.D. If a bot or living creature, the being will be stunned and immoblie for 2d6 minutes. The warlock can maneuver the gravity funnel as he desires, in any direction. This requuires the full attention of the warlock, so he may not cast any other spells for the duration of the gravity funnel. Should the warlock be knocked unconscious or killed, there is a 64% chance the funnel will run wild and uncontrolled, disappearing only after the full spell duration has elapsed.

Lead to Gold:
Range:
Touch
Duration: 10 minutes per level
Saving Throw: None
P.P.E.: 40
This powerful transformation spell enables the warlock to transform lead into gold. Unlike other transformation spells the effect is not permanent, the gold will revert to lead once the time limit expires. The warlock can change 10 pounds of lead per level of experience.

Melt Metal:
Range:
15 feet plus five feet per level
Duration: Four melees per level
Damage: 1d6 x 10 M.D., but only metal, nothing else
Saving Throw: None
P.P.E.: 50
This elemental magic enable the warlock to melt up to forty pounds of metal per each level of his experience. The metal will immediately becom too hot to hold or touch and will melt into slag within seconds. The warlock does this by staring at the metal object to be melted. this spell does not melt or harm magic weapons or items, but will inflict 1d6 x 10 M.D. to M.D.C. alloys. Can be used twice per melee.

Metal to Clay:
Range:
Touch or 12 feet
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 40
This transformation spell changes metal into clay. The warlock can change 60 pounds of iron per level of experience. Not effective on M.D.C. metals, but will cause 4d6 M.D.

Petrification: Range: 40 feet plus five feet per level
Duration: Permanent unless restored by stone to flesh spell
Saving Throw: Standard, if a successful save, the person is not affected at all
P.P.E.: 40
This is yet another transofrmation spell that changes any living creature to stone. The victim must be within the warlock's line of vision and not further than 40 feet away. The effects of petrification instant and permanent. However, a stone to flesh spell will restore the petrified creature back to life.

LEVEL EIGHT: ETHER

Creature of Ether:
Range:
Self
Duration: One melee per level of the warlock
Saving Throw: None
P.P.E.: 70
The warlock is temporarily transformed into an ether elemental being composed of crackling blue enegies and ectoplasm. In this form the warlock can transport himself from one point along a ley line to another point along the same line or any line linked to it, turn invisible while inside a ley line or nexus point, is an M.D.C. being with 200 M.D.C., mega-damage attacks inflict half damage, can ooze through keyholes and cracks in two melee action, and is +2 on initiative, +1 to strike and parry, +2 to dodge, and punches inflict 4d6 M.D. Although he can pick up and carry up to 500 pounds the warlock is -2 to strike using weapons of any kind.

Flight:
Range:
Self or others within 100 feet
Duration: 20 minutes per level of the warlock
Saving Throw: None
P.P.E.: 40
This spell enables the warlock or the recipient of the spell to fly via contra-gravity fields. There is no maximum elevation for this form of flight although going out of the atmosphere without proper protection is extremely dangerous. maximum flight speed is 200 mph (660 in vacuum) and while in flight recipient is +2 to parry and plus +4 to dodge.

Spark of Life:
Range:
Touch
Duration: Instant and permanent
Saving Throw: None
P.P.E.: 70
The warlock can revive a recently dead person by invoking the elemental magic of ether to rekindle the spark of living energy within the being (P.P.E.) The person will revive in 1d4 melees if successful. Success Ratio: 70% + 1% per level. This spell can be attempted only once, although another warlock can try on the same body. This is the only other life-restoring elemental magic spell that exist besides Breath of Life. It will restore life to any creature which has died within the past 24 hours. The spark of life restores life into someone who is recently dead but does not restore missing limbs, heal burns, or cure insanity. It only restores one-half of the creatures' original hit points, the rest must be regained through rest and medical means.

Strengthen Metal:
Range:
Touch or 12 feet
Duration: Instant and Permanent
Saving Throw: None
P.P.E.: 75
This powerful transformation spell changes S.D.C. metal into M.D.C. metal. The warlock can change 50 pounds of S.D.C. metal per level into the same amount of M.D.C. metal (100 S.D.C. suit of armor become a 100 M.D.C. suit of armor).


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