Enchanting a container of food or drink with this spell will result in its tranformation into a strong aphrodesiac. The spell will affect a wine glass, a punchbowl, and a tray of oysters all the same. Persons affected by the spell will perceive all people of their sexual preference to have an M.A. and a P.B. six points higher than they really are. The afflicted will flirt mercilessly and attempt to seduce the nearest person of their sexual preference found attractive (almost anyone). A rejection isn't disheartening - they will move on to the next person in their sights. Those who drink or eat the enchanted sustinence will also be generally giddy and forgetful, though they will still fight to defend themselves, their loved ones, and their principles. Anyone with serious sexual problems/repression gains a +6 bonus to save vs this spell. This spell is guaranteed to make a party interesting.
This spell creates a barrier with a surface area of 32 ft per level of the caster (a 4ft by 8ft area at first level). Only the creator of the barrier can cast spells through it against targets on the other side. All other spells are ineffective! Magical energy blasts are not affected. A Dispel Magic Barrier cast at the wall will succeed as normal, as does a Negate Magic spell.
Use of this spell allows a mage to mentally generate any form of noise, from breaking glass to a car engine. He can center the sound anywhere within range, but it can be heard for a distance equal to the real sound. The sound can also be maintained for the listed duration. Voices cannot be duplicated (use Ventriloquism for that). This spell is useful to add noise to visual illusions to make them more convincing. If that is the use, drop the save throw for this illusion and instead add a -2 penalty to the save throw for the visual illusion.
A ritual of white magic that creates a lucky or enhancing object. The object can be a feather, medallion, ring, sword, pair of glasses, or any other object that does not function off of electricity (analog watches are even okay). However, the object must be of good, high, or excellent quality, or be an heirloom. The bonuses are gained only while the object is worn, and under an Anti-Magic Cloud the object does not function. The mage infuses the object with bonuses equivalent to his spell strength bonus:
* For 1 point: Add +1 to save vs possession, +1 to save vs insanity, +1 to save vs poison/toxins, +5% to charm and impress, or +5% to invoke trust and intimidation. * For 2 points: Add +1 to Spd., +1 on perception, +1 vs horror factor, +1 to save vs magic, or +1 to save vs psionics. * For 3 points: Add +1 to M.A., +1 to P.B., +1 to parry, or +1 to dodge. * For 4 points: Add +1 to P.E., +1 to M.E., +1 to strike, or +1 to parry with a particular kind of ancient weapon (shield, knife, staff, etc.) * For 5 points: Add +1 to P.P., +1 to P.S., +1 on initiative, +1 hit point, or +1 to strike with a particular kind of ancient weapon (spear, sword, axe, etc.) * For 6 points: Add +1 to I.Q., +1 on an aimed strike with one type of missile weapon or firearm, +1 to the P.P.E.tm recovery rate per hour, +1 to the I.S.P.tm recovery rate per hour, or +1 to the hit point recovery rate per day.
To create a more powerful item or one with varied bonuses, the mage can cast the ritual again. However, each extra casting costs 300 P.P.E.tm more than the previous (first ritual is 300, second is 600, third is 900, etc.) If this ritual is cast once, then once again immediately following the first the mage can double the number of points he can use in the ritual.
This spell creates a column of magical cold that is six feet tall and damages anyone attempting to pass through the circle. The circle has an eerie, two-dimensional flicker of pale blue energy.
This spell will create a barrier of freezing cold with a width of five feet per level of the caster, a length of 15 feet, and a height of 10 ft. Anyone moving through the wall takes damage every five feet traveled into the wall. Anything in the area of effect will start to ice over and freeze. The wall, like the circle, has a strange flicker of pale blue energy. This spell was taken from Aliens Unlimitedtm, page 21, and slightly changed.
This spell is a corrupted form of the Biomancer spell of Bio-Blast. It can damage any magically animated dead with great effect. However, it is only effective against animated dead. Vampires, mummies, zombies, and all living creatures are immune to its effects.
This spell is essentially the same as the previous spell with one difference - it can affect up to 1d4+2 animated dead at a time. If desired, the mage can focus all of the spell's energy upon a single target. That particular animated dead has a -4 to save against the spell's effect and takes 1d6x10+40 damage.
A magic invocation that allows the mage to electrify a target, causing it to become partially paralyzed and damaged simultaneously. Cast against a flesh and blood target, the victim suffers the immediate loss of initiative (can still gain it in the following melees), lose one attack, and a -4 to strike, parry, and dodge for the duration of the spell. Roll damage once.
Mechanical targets also suffer from this spell. They take no damage, but instead lose initiative (cannot gain it in the following melees), two attacks, and are -3 on all combat rolls. Every time an onboard system is used (whether a rail gun or spotlight) the device has a 15% chance of failure. Speed, strength, and all ranges are also cut to 75% of their normal values. Though the penalties are stiffer for machines, they have a +2 bonus to save. Any system that is shielded against electromagnetic energy has a +4 bonus and suffers only half the penalties if affected. This spell is effective against any and all machines including robots, robot vehicles, power armor, transport vehicles, computer systems, energy weapons, medical equipment, stereos, bionics, cybernetic implants, etc.
This is kind of a reversal of the Energy Disruption spell. The mage can transform magic energy into electrical energy and power an energy weapon! Each invocation will supply the weapon with energy equivalent to two E-Clips. Weapons that use E-Clip canisters or some other energy form will only work for 20-40 shots (varies according to the weapon). The weapon need not even have an E-Clip in the port to work.
This spell can also be used to power technological devices for hours, usually 2d4+4. If the powered system runs off of nuclear energy, it can be powered for 1d4+2 minutes. The only problem with the spell is that the device being powered must be in physical contact with the casting mage. If physical contact is broken the spell ends and the unused energy is wasted.
Note: Techno-wizardstm who use this spell in creating an energy weapon can usually increase the payload by 40% to 70%, or add a few dice to the damage.
The mage can sheath his fist in a glowing field of energy. Punches do the listed damage (add it to the standard punch damage for supernatural strength) and the fist can parry energy blasts (only a -4 penalty), parry vibro-blades and flaming objects, hold electrified cables, etc. Anyone trying to parry or hold the energized fist will suffer 1d6 damage even if the parry was successful (if a weapon was used, it takes damage). Two castings are necessary to cover both hands. This spell was taken from Aliens Unlimited, page 21.
This spell will create a wall of screaming flame with a width of five feet per level of the caster, a length of 15 feet, and a height of 10 ft. Anyone moving through the wall takes damage every five feet traveled into the wall. Anything in the area of effect will definitely burn, though the fire won't spread to other objects. This spell was taken from Heroes Unlimited, page 101, and slightly changed.
A spell that inflicts painful frostbite on an extremity. The frostbite must be taken care of within 1d4 hours, or else the affected flesh needs to be removed. Professional medical care or psionic or magical healing is necessary to prevent amputation. Regeneration abilities take twice as long to heal the wounded flesh. Note: I'm relatively sure that there was a printing of the effects of frostbite somewhere in a Palladium book. If you know which book, which page, and what the effects were please mail me.
Cast on a hand - weapons cannot be held, skill performance is -35%, and the character is -2 to parry and dodge and on initiative due to the pain and distraction. If a foot is affected cut speed by 75%, -4 to dodge, -2 on initiative, and the victim loses one attack. Aiming the spell anywhere else will be painful and difficult to tend to. The penalties for this are a -2 to parry, dodge, and initiative and a -10% on skill performance.
This spell is similar to the other first level spells of Blinding Flash and Globe of Daylight. In this case, the photokinetic energy is spread out over a longer duration. The mage can vary the color, size, and shape of the glow to create a display of pretty lights. The glow isn't really enough to see by (less than the light produced by a few candles). It's great for distractions, impressing children, training young illusionists, and making a mage seem more intimidating (+1 to horror factor when the glow is radiated from one's self, eyes, clothes, staff, etc.)
A more powerful version of the Heal Wounds spell. Each invocation allows a mage to heal 3d6 hit points and 1d4x10+20 S.D.C.tm (or 1d4x10+10 M.D.C.tm) per invocation. The same data under the lesser spell apply to the superior version also.
This spell is a chilling version of the Fireball spell. The mage can create a harmful cone of cold, frost, sleet, hail, and ice shards that is 5ft wide at the base of the cone when it hits. To dodge the attack, the victim must be aware it is coming. This spell was taken from Aliens Unlimitedtm, page 21.
An invocation that allows a mage to alter his physical appearance to a fair degree. If the mage has the Disguise skill, he can add a +15% bonus when using this spell. If he does not have it, his base skill is 30% +5% per level when using this spell. He can not, however, copy another person's face (too complicated). What he can do is change the appearance of his clothing, his apparent age (add or subtract three years per level), his apparent P.B. or P.S. (can alter each by one point per level of experience), and the shape of his body.
The mage still retains his own sex, voice, memory, skills, attributes, and abilities with the illusion, at least until level three. After level three, the mage can change his apparent sex, race, personal odor, and the sound of his voice in addition to his appearance. At level four, he can use his Lore: D-Bee and Lore: Demons & Monsters skills as a Disguise skill and make himself look like a member of another race. Size and weight does not change, but can appear to. Anyone who successfully saves against the spell will not see the illusion but the mage himself. The mage could also use this spell to boost his own horror factor by a number equal to his spell strength. Combined with Mask of Deceit, the mage can totally change his appearance into that of another person. Add Ventriloquism to this spell.
Normal and magical cold will do no damage to the recipient of this protective magic.
Though radiation is still uncommon, its presence has been enough to prompt the development of this spell. It's very useful in outer space, strange dimensions, and on the battlefield where cracked nuclear cores can spew radiation for decades. The beneficiary takes no damage from natural or artifical radiation. This spell will not cure physical damage caused by radiation, but will prevent any further damage from occuring.
This spell restores the vitality of a subject for a limited duration. The recipient immediately recovers one hit point and 1d4 S.D.C.tm (or 1d6 M.D.C.), feels refreshed and alive (no penalties from fatigue or pain), and he gets a +1 to save vs poisons, toxins, pain, and magic and psionic attacks that affect the physical body for the duration of the magic.
If cast on someone who is currently wounded, dazed, weakened, etc. the mage can instead halve all the penalties that the character is currently suffering from whether induced via magic, psionics, chemicals, fatigue, or wounds. If this is done, none of the benefits in the previous paragraph are gained. This spell is useful in fighting the effects of Agony, debilitating curses, sickness and disease, and wounds. It is useless against mind attacks and reality-warping spells like S-Dep and T-Dep.
Use of this spell confers a bonus on all save throws (except horror factor and perception) equal to the spell strength bonus of the caster. If the caster has no bonus yet, add a +1 bonus. Multiple luck spells cast on one target will not add up - use the best bonus avaliable. The recipient also gains a +1 to parry and dodge and +5% on skill rolls for the duration of the magic.
This simple spell can be cast on just about anything. For the duration of the magic the object or life form will maintain its natural temperature. Whether human or ice, nothing will be able to alter the temperature. This spell is vital when travelling in artic environments and scorching deserts without protection from the elements. This spell provides no special resistance against fire or ice attacks, but heat and cold attacks will only do half damage. Magic and mega-damagetm fire, heat, ice, and cold do full damage.
This spell was taken from Nightbanetm, page 139. It temporarily incapacitates the victim, who can only blink, think, and breathe. He cannot move, speak, fight, or run away. If damage is inflicted on him the spell is broken immediately and the victim can attack next melee action.
The mage can generate a hypersonic screech that will damage and debilitate one target. At the point where the sonic cone strikes the target it is 5ft wide. The victim suffers, in addition to the damage, the loss of one attack, -4 on initiative, and -3 to strike, parry, and dodge for 3d4 melee rounds. Multiple strikes only lengthen the duration of affliction, and could even cause temporary deafness (up to GM). This spell will shatter S.D.C.tm glass at the base of the cone regardless of its current damage capacity. M.D.C.tm glass will only crack, but a couple of Shriek spells will eventually shatter that too.
An invocation which creates a replica of a physical object. The object that is "created" can be no larger than 100 cubic feet (5x5x4 feet) plus 100 cubic feet per level. Thus, anything from your basic easy chair to a pen can be simulated. The object has no substance, and if it is touched the spell is broken and the illusion ends. It is most effective when used to create an illusion of an object that is looked at but rarely touched (like a mantlepiece, painting, or other asthetic possession). As the mage progresses, he can even create illusions of non-moving cars, shacks, used armor, etc. In order to create an object, the mage must have a copy to work from, a detailed memory, or a skill involving the object.
This spell is useful in medical situations and in removing dust and other particles from surfaces. Each invocation affects one cubic foot or a four square foot surface area (depending on the task at hand) per level. All dust, harmful bacteria, powder, small loose particles, and external viruses are destroyed. Casting this spell is a good idea when there is a chance of infection from wounds. Multiple castings can also help to prevent the spreading of gangrene and other similar diseases.
An incantation that allows the spellcaster to create a beam of pure, powerful sunlight with laser intensity. As it is true sunlight, it does double damage against vampires and other creatures that are vulnerable to the sun. The only requirement of this spell is that the mage must have already cast a Globe of Daylight, from which the beam will emanate from.
Recipients of this magic will gain a P.B. rating equivalent to a P.B. of 28 (86% chance to charm or impress) and +5% on the Interrogation, Pick Pockets, and Performance skills.
The recipient of the spell gains another +3 to strike, parry, and dodge, one extra attack per melee, +1 on initiative, and +5 points to the speed attribute.
The character who recieves this strenthening magic gains a P.E. of 30 (+8 vs poison/magic and +30% vs coma/death) and is also impervious to the effects of knockout and stun attacks. The recipient also gains +30 S.D.C.tm (for supernatural creatures this is M.D.C.tm) for the duration of the magic.
The mage can transport himself and 25 lbs per level of experience to a known location within the range of the spell (within sight is allowable). The additional weight must be non-living matter. The success ratio is 84% +2% per additional level of experience. A failed roll means that the mage ends up somewhere within his range (but is not teleported into an object). GMs can decide if his possessions appear in the same place as he does. This spell is a bit different than the one found in Heroes Unlimitedtm, but the end result is the same.
The mage (or the recipient of the spell) can throw his voice anywhere within range. Imitating voices is not possible unless the character has that skill (+10% bonus if he has it), but the character can grunt, growl, mumble, moan, scream, and change the sound of his voice. Note: This spell is taken from the first edition of the Palladium Fantasy RPGR, and if you have the second edition I'd love to get the updated version put in this file. Mail me with it if you've got it.