Magic Spells
Level Four
Rumble
Range: 500ft plus 25ft per level.
Duration: Instant
Saving Throw: Dodge
P.P.E.: 10
This is low level combat spell that a mage can cast and is a variant off of the Energy Bolt spell. The effect is bolt of electricity that is fired from the mage's hands at the target doing 3D4 S.D.C. +1D4 S.D.C. per level of experience. On M.D.C. worlds, this becomes mega-damage. Bonuses are +3 to strike. Damage is doubled when influenced by a ley line and tripled when cast from a ley line nexus.
Level Nine
Reduce Others (6 inches)
Range: 150ft
Duration: 5 minutes per level of experience.
Saving Throw: Standard
P.P.E.: 30 or 60
By expending 30 P.P.E. the caster may shrink one person down to a size of six inches. The caster may effect multiple targets by expending 60 P.P.E. instead, shrinking the size of 1d6+1 individuals in a 10 foot area. In either case, the person(s) clothing and possessions are shrunk along with them. M.D.C. weapons or damage will inflict only one point of damage while conventional weapons will inflict nothing. Only living beings are effected by this spell. Power Armor, Robots and Vehicles are unaffected.
Level Twelve
Special thanks to AnubisXy for his suggestions on this spell.
Ball of Soul
Range: 1,000 feet +100 feet per level
Duration: Instant
Save: Special
P.P.E.: 140 P.P.E.
This ritual takes approxomatly two melee rounds to cast. Upon completion, the caster simply stares at the victim for a few seconds (about one melee action). Twin balls of pure, glowing white energy shoot from the casters eyes and hit the victim. The target is allowed to dodge (no parries) but with only 1/2 the usual bonuses and the dodge cannot be an automatic dodge. They must roll either a natural 20 or a modified 24 or higher. This dodge counts as 3 melee attacks/actions.
If they dodge, this spell has no other effect. However, if
they fail, they must make a saving throw vs magic at -2. If
successful, the spell deals 2D6 damage to both Hit Points and
S.D.C. (or 1D4x10 to M.D.C. if used in Rifts). On a failed roll,
the victim is immediately reduced to one Hit Point and one S.D.C.
(or one M.D.C. point). Also, they will suffer an additional -4 on
all saving
throws vs magic for one hour per level of the caster.
This spell will not work on demons, dragons, gods, alien intelligences or other powerful supernatural beings.
Level Fourteen
Water Serpents
Range: 200 ft (61m) plus 100 ft (30.5m) per
level of experience.
Duration: Five minutes per level of experience.
Saving Throw: None other then save vs horror
factor.
P.P.E.: 350
The only requirement for this spell, is the caster have a large enough body of water to create these creatures. A mage can create up to one plus one water serpent per level of experience. The creatures are made entirely of water and as such, are very difficult to destroy.
Water Serpents
Attributes of Note: I.Q. 5, P.S. 30, P.S. 20,
P.E. 20, P.B. 4, Spd. 10
Horror Factor: 10 A.R.: 18
Hit Points/S.D.C.: 300; electrical attacks have
no effects on the creature though it will certainly have full
effects on those trapped within or nearby in the water.
Attacks per melee: Four
Damage: 5D6 bodyslam or when frozen solid,
attacks usually by drowning victims by engulfing them, crashing
down in wave-like fashion and similiar attacks.
Bonuses: +3 strike, parry and dodge.
Fearless: Only magik and magik weapons can harm
or effect these creatures, energy, fire and cold, even magik
energy, fire and cold inflict no damage. Only entense heat which
inflicts 2D4 S.D.C. per melee seems to harm them.
Special Abilities: Supernatural P.S. and P.E.,
impervious to poisons, drugs, disease, cold, horror factor,
phobias, fear, illusions and most psionics.
Level: Legendary
Maelstrom By Orion
Range: One Mile (1.61 km)
Duration: 1D4 hours
Save: None
P.P.E.: 5000, and 75% of the caster's M.D.C./Hit
Points, and all S.D.C., if applicable
Time to Cast: 5 minutes
This spell was created by a lone genius mage in times long since forgotten; this much has been pieced together from legends and old recordings: the spell's creator was well known as a force for good, and was caught by a siege at her tower by some of the most powerful forces of evil for hundreds of miles. The Maelstrom was evidently her final effort, in an attempt to destroy those attacking her even as she, herself was destroyed by them.
This legendary spell creates a powerful storm of raw mystic energy, so powerful it will tear through almost any defense it touches; buildings disintegrate, armor and those wearing it are consumed by the raging energies, and even most magical protections are destroyed. Only the most powerful circles of protection, designed specifically to hold back the raw fury of the magestorm, and protections created by the strongest gods can withstand the Maelstrom.
The Maelstrom appears as a vast funnel of blue-green mist, whirling around the mile-wide edge at hundreds of miles an hour. On the inside of the 'funnel' is a momentary calm zone barely wide enough for a human to stand in, followed by another funnel of 'mist', and so on to the center, where the smallest funnel rises around the caster. Everywhere but the inside of that innermost funnel, occasional puffs of the 'mist' sweep through the gaps, tearing at anything which was lucky enough to not get caught by the main walls.
Effects:
- Everything touched by the mist loses 10 M.D.C./S.D.C./Hit
Points per melee of contact.
- No form of communication, whether magical, psionic, or
technological, will work within 10 miles of the Maelstrom's edge.
- All charged objects within the one-mile range, whether charged
with P.P.E. like a talisman or with normal power like an e-clip,
will be drained the moment the Maelstrom comes into existence.
Living creatures are not affected by this drain, so a mage can
still draw P.P.E. off of others.
- No power sources will work within ten miles of the storm. The
moment the storm dies away, however, any power sources that
aren't batteries will resume working as if nothing happened -
this includes nuclear generators.
- Anyone trying to attack the caster will be seized by a small
funnel and flung up into one of the thicker walls, to be torn
apart by the magical field.
- An odd side effect of the Maelstrom is that it prevents any
Rifts from opening within 10 miiles of it, and any ley line
storms will be absorbed by it. When combined with the fact that
no tech power sources work, and all PPE-charged 'batteries' are
drained, if you want to get away from the Maelstrom you have to
do it the hard way. Even teleportation fails consistently.
- All spells, even those of the caster, are at half range within
10 miles of the Maelstrom.
The few mages who know this spell will *not* teach it to anyone they haven't trained themselves for at least twnety to thirty years. They know exactly how powerful the spell is, and don't want it used freely.