NEW COMMON SPELLS


Spring

  • Level: 4
  • Duration: 2 mins (2 gallons) per level
  • Range: Touch
  • Saving Throw: None
  • P.P.E. Cost: 10

    Used by people who live in the deserts, and techno-wizards who want to built water based weapons.

    This cause a spring to break out from where ever the mage touches. It produces 2 gallons of pure water per level of the caster, and the water flowat the rate of 1 gallon per minute.

    Recognition

  • Level: 5
  • Range: Touch
  • Duration: Instant
  • Saving Throw: Conditional
  • P.P.E. Cost: 12

    By means of the recognition spell, the wizard gains an ability similar to the object read ability of the psychic character. However, this ability allows the mage to determine the powers and abilities of magical items aswell as the mundane, including rare and powerful magical weapons where otherwise the mage would be forced to pore over archaic texts to determine such attributes. This spell allows the PC to answer general questions about an objects purpose, uses and vague sense of how old the item in question is (i.e. new, recent, old, ancient). While the caster does not receive images, he is also able to determine the alignment and occupation of the object's last owner (last previous owner only, no matter how old the item). Where recognition wholly departs from its psychic cousin however is in itsability to ascertain the special abilities and powers of magical items. When used in this capacity, the normal P.P.E. expended in casting is doubled and if the item is intelligent or contains a trapped essence, a save vs. magicis allowed. However, if the object is not permitted or fails its allowedsavings throw, the caster is able to ascertain one of the items functions/powers and how to invoke it. Of course, many magical items have multiple abilites so further castings (and item savings throws if applicable) will have to be made if the mage wishes to know all the items secrets. Note that each of the items attributes will require a separate casting of recognition, to include special bonuses to the wielder (strike,savings throws, damage), number of charges, presence of intelligence orotherworldly being inside, etc.

    Example: Archimedes owns a charm bracelet still retaining five of its charms. If he wished to know everything there is to know about his new found accoutrement, he would have to cast recognition twelve times: five spellsfor each of the charms abilities, five spells for the number of charges leftin each charm, and two more spells to determine the bracelets ability andcharges. All this casting would amount to 264 points of P.P.E. beingexpended, meaning that our friend would most likely need some assistance ifhe wanted to manage this undertaking all at once.

    Note Also: Due to the dangerous and alien nature of intelligent or trapped essence magical items (rune magic or items such as the Tarnow Crystal), there is a 5% cumulative chance per casting that an item will completely drain the caster's remaining reserve of P.P.E., forcing him to rest to regain his power (there is no save for such an occurence; the mage is opening himself up to the item). No further knowledge will ever be learned from the item by successive castings by the mage who has been drained in this manner.

    Pain Link

  • Level: 8
  • Range: 2 people who are within 100 feet of each other when the power is activated.
  • Duration: 2 days per 25 P.P.E. spent
  • Saving Throw: normal with a -4 penalty.
  • P.P.E. Cost:

    The 2 people effected by the spell are linked by a mystic bond created by the user of the power. While linked, any damage caused to one of the individuals will also effect the other. This goes for, physical, mental, poisoning, etc. If one person loses a limb or gains a wound, an identical wound will appear or the persons limb will seemingly just drop off. Worst of all, if one person dies, sodoes the other. If one creature is M.D.C. and the other S.D.C., go on a point bypoint basis, ie: one point of M.D. to the M.D.C. individual does one point of S.D. to the S.D.C. individual. The range of this spell is interdimensional...no matter where the two people are, they will feel the bond.

    Note: Only one of the persons need make the saving throw to resist the bond.

    Dimensional Window

  • Level: Ten
  • Range: Across dimensions
  • Duration: Two melees per level of experience.
  • P.P.E. Cost: 500

    Unlike a full dimensional portal, a dimensional window causes a rip inreality that only light can pass through. Windows can be opened to any dimension and location the spell caster has viewed, whether he was actuallythere, or whether he simply saw a picture of it doesn't matter. The spell creates a two-dimensional image of the chosen location in the air in front of the mage's face. This spell is useful for checking out an area before yourift or teleport in, and can also be used to look for ambushes and traps in the area ahead of you. The window is one way only, and can only be auto- matically detected by temporal wizards, warriors, raiders and lords. Other practitioners of magic and supernatural creatures have the same chance of detecting the window as they do the viewing point of a crystal ball, and can dispel the window in the same manner. This is a very rare spell, and is known in only a few places on Rifts Earth. There are variations on this spell that can open windows on specificpeople or objects, and a spell that can create a moving window, but these magicks have been lost (G.M.'s Note: The magickal technology to generate a moving D-window was first successfully completed in the American Northwest,in what is now Xiticix[TM] country. A group of human and D-Bee Techno-Wizards[TM] created a vast machine that uses the minds of psychics topower and direct the movement of the window. Unfortunetly, the first window they created led to the Xiticix[TM] homeworld, allowing many of the of thebug-men to escape into our dimension. This is the cause of the current Xiticix dominion in Southern Canada. The machine was damaged when the Xiticix arrived, and although they are trying to repair it, they are not having any success. See the Rifts¨ Game Shields and Adventure Book, pages 49-51).

    Permanency

  • Level: Ten
  • Range: Self or Touch
  • Duration: Permanent
  • Saving Throw: Not Applicable
  • P.P.E. Cost: 200 per spell affected.

    The spell allows some already casted spell to have a duration of permanent. The level and power of the spell remains the same. A successful Negate Magic spell will destroy the affect of permanency.

    Calibrate Rift

  • Level: 11
  • Range: 600 feet (183 m)
  • Duration: Instant
  • Savings Throw: When this spell is used against a portal or rifts created by another practitioner of magic, the mage who is opening the rift must save vs magic to keep control of the portal. If he fails the save, he loses control of the rift's destination, and can no longer cancel it himself.
  • P.P.E. Cost: 200

    This spell is used to alter the destination of a natural rift at a ley line nexus, or a dimensional portal being opened by someone else. Although the mage must wait for a rift to open or must leach off someone else's spell, this spell is quite popular in the Midwest, because it's far quicker and easier (not to mention cheaper) to alter the destination of another rift, instead of making your own.This spell can only be cast when a rift is forming, not after it has opened.

    Ritual: Golem Armor

  • Level: 15
  • Range: Touch
  • Duration: Exists until destroyed
  • P.P.E. Cost: 1500

    Golem Armor is a variation on the standard Create Golem ritual. Normal golems are enchanted automatons which function like magically animated robots. The Golem Armor ritual creates what is in effect a hollow iron golem-like body, which can be worn as armor by the mage or anyone else. The ritual to create the Golem Armor is effectively the same as that of the normal golem, except the sorcerer must be nude and covers himself entirely in clay, which is then magically shaped to reflect his image of the armor and then transformed into a golem. Knowledge of this spell is currently limited to Manoa, the city of True Atlanteans(TM) in the Land of a Thousand Islands.

  • Size: Human equivalent.
  • Weight: 70 pounds.
  • Bonuses: The armor magically raises the physical strength and speed of the wearer; these values can be raised by other mages. +6 to P.S. (and makes it supernatural), +10 to spd, reduces the rate of fatigue by 70%.
  • Mobility: Perfect, no penalties.
  • M.D.C. by Location: The numbers in parenthesis are the highest value that the armor can be raised to by alchemists.
    
    
            Helmet            40 (80)
    
    
            Arms              60 each (120 each)
    
    
            Legs              70 each (140 each)
    
    
            Main Body         100 (300)
    
    
    
  • Special Weapons or Features: During the creation process, the mage can elect to add specific mounts for TW and enchanted weapons, magical sensor systems, etc. The armor can be further enchanted by alchemists and techno-wizards(TM) to increase its damage capacity,
  • Market Price: A basic suit of Golem Armor can cost upwards of one million credits on the South American black market (although the mage who created the armor usually gets only 20 or 30%), and is totally unheard of in North America, for they can only be manufactured in Manoa, and the Manoans frequently alter the armor even further, transforming it into a suit of power armor. Additional features raise the cost of the armor dramatically.
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