Magi Magic Spells
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These are spells useful to magicians in protecting possessions, reading
magic, attacking other magician's possessions, etc. The spells of Sense
Magic, Sense P.P.E.tm, Mystic Alarm, Negate
Magic, Transferal, Wards, and Sanctum can be considered Magi spells.
Attune Object to Owner (ritual)
Level: 6
Range: Touch
Duration: One year per level of experience or until dispelled
by the creator.
Casting Time: A thirty minute ceremony.
Saving Throw: None
P.P.E.tm Cost: 30
Another version of this spell can be found on page 74 of Rifts®
England as a Temporal spell - but it doesn't have anything to do with time
or space. This spell is actually a powerful enchantment that makes
an object's special powers usable only by one person (the caster of the
spell or one other person). Thus, a rune weapon could be used as a weapon
by anyone but only one person could access the special powers of it. Even
Telemechanics or Mechano- link cannot activate the special powers of such
an attuned object.
The owner of the affected object will see an aura signature on the object,
and on any object enchanted with this spell and bonded to him - the
recipient's own unique psychic fingerprint is on the object. If the
owner dies, the magical bond will not break until the object comes into
the possession of another life form - then there is a 5% chance per month
of the spell breaking and allowing anyone to use it as normal.
Cleansing
Level: 1
Range: Touch or 10ft plus 2ft radius per level of experience.
Duration: Instant.
Casting Time: One melee
Saving Throw: Only sentient spells get a save throw, and
do so with a +4 bonus.
P.P.E.tm Cost: 1
Stray magic and psychic energies can be wiped clean from a single object
held in the hands, one person, or an entire area. This spell can be used to
blank one's psychic scent for countering Object Read and psychic trackers,
utilized as a preventive measure by mages who want to prevent stray
P.P.E.tm from interfering with their studies
and ceremonies, and also employed to dissapate psychic and supernatural
energies (like those that would attract haunting entities). Think of it as
making an object or area psychically blank, with no impressions on it at all
- useful to a thief type who wants to cover his tracks!
Decipher Magic
Level: 2
Range: Self, line of sight for 12ft.
Duration: Three minutes per level of experience.
Casting Time: One melee
Saving Throw: Standard, but only magical texts get save
throws vs deciphering.
P.P.E.tm Cost: 5
This spell enables the caster to read, even if encrypted, any magic
book, scroll, text, rune, etc.) that fails the save against magic. When
the spell ends, the mage is just as clueless as before about what the
words meant. Three consecutively failed attempts to decipher the text
means that the character has no chance of understanding the encrypted
text until 25,000 experience points or another experience level is
gained (whichever comes first). This spell doesn't interpret other
languages nor does it allow the caster to identify or understand magical
circles and wards, though he can decipher individual symbols. If the book
is magically encrypted, give it a +1 to save for each -10% penalty it
imposes on attempted translation. This is obviously a useful spell in
magical research.
Column of Protection
Level: 7
Range: A 3-6ft radius circle, with a maximum height of 25ft
+5ft per level. It is centered on where the caster was at upon invocation,
and cannot be moved.
Duration: Three minutes per level.
Casting Time: Three melee actions.
Damage Capacity: 200 S.D.C.tm
+20 per level, in a Nightbanetm world
add a +50 S.D.C.tm bonus, and in Rifts®
it instead becomes to 90 M.D.C.tm +10 per
level.
P.P.E.tm Cost: 20
This is a swift and powerful invocation that is favored in summoning
and in magical experimentation. All things inside the column are
protected - they gain a +2 to save vs magic, psionic attack, and
possession in addition to defense against physical attacks. Only those
on the inside of the column at the time of its creation can enter and
exit at will and they can bring other objects into it at a later time,
including people, but those foreign objects still can't penetrate the
column on their own (must get help or wait for the duration to end).
Magic, weapons, and psionics can be used by occupants of the circle
and can be targeted at those outside - the barrier is one-way. The
appearance of the column will vary according to the magician - each
is as unique as a fingerprint.
Obviously, the protective strength of this doubles at a ley line
and triples near a nexus point.
Intellect Essence (ritual)
Level: 13
Range: Touch
Duration: Permanent
Casting Time: A ritual lasting 1d10 hours, plus one hour per
spell infused in the book.
Saving Throw: None
P.P.E.tm Cost: 900 (drawn
over the ritual duration from a P.P.E.tm
source), and the permanent sacrifice of 10% of the caster's base
P.P.E.tm or 30
P.P.E.tm (whichever is more).
With the lengthy and painstaking ritual of Intellect Essence, it is
possible for a magician to infuse a book with a fraction of his life
force and instill spellcasting powers within a physical extention of
himself. The link is similar to that between a rune weapon and it's
owner, but more involved since the same life essence runs in the
object and in the magician.
Inside the book are written and drawn the visions of the magician when
he casts his spells. A magician with talents in fire and light magic
would create a book filled with images of vast fires, blazing sunsets,
and writing remarkably similar to runescript describing key requirements
in casting fire and light. Should the book be stolen and translated (-75%
penalty to translation!), it can be used to grant a +8% when figuring out
existing magic spells or +5% when creating new and variant spells relating
to the spells visually described in the book. Double these bonuses if the
book's creator was of the 12th level or higher. See this for more info on spell design
and learning.
The magician can infuse the book with a maximum of one spell per M.E.
point and per level of experience (M.E. + level in spells). No spell of
a level equal to or higher than the caster's can be infused (you've got
to be second level to put a first level spell in!) The book has a
P.P.E.tm base equal to twice the M.E. of
the creator plus the amount of P.P.E.tm
personally sacrificed in the spell. Spell strength is the base 12, and
does not increase. By simply holding the book, the caster can direct
the book to cast spells. Other magicians cannot understand the writings
in the book without Decipher Magic, and even then the book gets a +6
bonus to save vs the deciphering.
Other Notes: This spell makes the book invulnerable to Lostrel's
Symbol Smasher and Lostrel's Wordwipe.
Physical Requirement: A book of the highest possible quality -
the following conditions must be met:
Pages must be made from wood/ plants aged at least 300 years.
Bound in the hide of a rare or supernatural creature, or some
kind of backing made of high quality materials.
Constructed with at least 2000 gold (or 1000 dollars or credits)
worth of precious metals or stones (might be a gem pattern on the
cover, could have silver runes painted on it, may be woven with gold
thread, etc.)
One page is required per 1-4 level spell, two pages per 5-8 level
spell, three pages per 9-13 level spell, and four pages per 14-15
level spell. There must be room for the spells to exist.
Interpret Magic Energy
Level: 5
Range: 150ft and line of sight for accurate
interpretation, but one mile per level for general detection
of large energy sources (ley lines, big TW machines, gods,
supernatural intellects, a horde of vampires, etc.)
Duration: Three minutes per level.
Casting Time: One melee
Saving Throw: None, but a Mind Block or magical
masking will make one undetectable to this spell (consider
this spell a hyped up See Aura).
P.P.E.tm Cost: 12
With this spell, the mage becomes able to not only see/sense
magic energy and magical auras (as per the first level spells
of See Aura and Sense P.P.E.tm)
but he can read the energy and see what 'flavor' it is.
Vampires and animated dead obviously have a necromantic
flavor. TW machinery will have a metallic aspect. A fire warlock
will appear to have a burning or brimstone smell. Illusion
masters will just seem subtle and mysterious. Non- magic using
living creatures have a light and fluffy taste. Ley line storms
have a pungent odor, like a field of wildflowers. This spell can
also be used to approximate a target magician's magical focus -
so an evil Ley Line Walker who dabbles a lot in necromancy will
have a flavor much more similar to that of a Necromancer than
a Ley Line Walker.
In the line of sight (or when sensing a powerful energy at a
distance), interpretation is exact. From a distance it is possible
to track and/or interpret magical energies of small targets (such
as a particular mage's magical flavor) but this has a limited
accuracy of 50% +5% per level. Add +10% if the target is familiar,
and subtract 5% per each mile of distance. An interpretation on a
lost or previously misinterpreted target can be performed once per
ten minutes. Large and/or powerful sources of magic energy can
be tracked and interpreted at +1% per 100 P.P.E.tm
points of the source (ley lines run about +15% and nexuses can
reach +25%).
Lostrel's Symbol Smasher
Level: 10
Range: 30ft
Duration: Instant
Casting Time: Two minutes
Saving Throw: Standard
P.P.E.tm Cost: 90
Against runes, wards, glyphs, circles, and other magic texts and
symbols this spell is invaluable. Each invocation can affect one glyph,
rune word, circle symbol, or ward/alarm series. This spell can be cast
as a fifteen minute ritual, as well. If the magic symbol succeeds in the
save throw vs spell magic (or ritual magic) then it is not altered or
damaged in any way. A failed save roll means the targeted symbol is
disrupted and erased - potential disaster in circle magic. If the
symbol's save throw is a natural 20 then the spell disrupted the symbol
enough to trigger it, cause a magical explosion doing 3d6 damage to
everything in a 10ft radius of the symbol, or some similarly annoying
magical effect. The creator of a symbol will know when his symbol is
gone, but won't quite know what happened.
Lostrel's Wordlock
Level: 8
Range: Touch
Duration: One year per level.
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 45
This spell is the one of the only defenses against the Wordwipe spell
below. It not only renders a text immune to the Wordwipe spell for
a pretty good duration, but makes it damageproof. Books become
fadeproof and waterproof, scrolls stay resilent and strong, newspapers
won't have fading and ink discoloration, and computer data becomes
impervious to viruses and random file corruption. One magic scroll or
book with magic circles and formulae can be affected per invocation of
this spell, or the caster can instead affect 500 pages of normal text
and digital information per level per invocation (becomes uncorruptable).
Affecting computer information requires a Computer Programming skill
of 50% or better.
Lostrel's Wordwipe
Level: 4
Range: 30ft
Duration: Instant
Casting Time: One melee action
Saving Throw: Special
P.P.E.tm Cost: 10
This interesting bit of magic was developed in the Rifts®
city of Lazlo. This is a seemingly useless spell, which is what local
guildmembers and private wizards in the city thought when that laughed
at the developer, Lostrel Zhane. Then they found their magic scrolls
blank. They also found their magical libraries ruined. Entire passages,
accounts, laboratory reports, and chapters of the costly books were
partially deleted (some even totally wiped out). Even a one of a kind
text on developing magical servants was damaged beyond repair, when the
first six chapters on the necessary preparation for the ceremonies
were erased in a way that made you wonder if there was ever any writing
there. Even Techno- wizardstm who thought
their magical information was safe on the encrypted hard drives of their
personal computers found their text files garbled beyond recognition.
The neophyte who created the spell was grudgingly accepted into one of
the most renowed guilds of Lazlo, and also made a lot of enemies when he
agreed to teach a course on the creation and usage of this spell. Those
same enemies were placated (on the surface, at least) when he offered to
sell a validated counter- spell for Wordwipe.
When targeted at a scroll, book, or any sort of object with writing
upon it this spell magically erases some of the writing! Even if
it is encrypted or in a foreign language, the text is erased. If the
caster also has the Computer Operations skill (70% skill level or better)
he can attack one specific data format or program on a computer (image
files, text files, virus protection software, viruses, the W|nd0w$ 95
operating system, etc.)
The scroll, book, or computer gets a save vs spell magic. Success means
that no words are erased. Failure means that some (5d10 +25%) of the words
are erased. A save throw roll of 3-5 means that 80 +1d20% of the text gets
erased, a 2 means that all text in the book (or whatever) is erased, and a
1 means that the entire literary object is erased clean of all
pigmentation (all text, artwork, images, even inkstains and paper
discoloration is gone!)
Normal literary works save normally, with no bonus. This includes all
books that are about magic. Things that have magic written in
or on them, such as circle making manuals and magic scrolls are +3
to save. Books that are magic probably have their own bonus to
save listed. Anything on a computer gets an additional +1 save throw
bonus. One magic scroll or book with magic circles and formulae can be
affected per invocation of this spell. The caster can also affect about
200 pages of normal text and digital information per level per invocation.
The effect is instant - so this spell could be used to counter the
reading of a scroll, which would probably have some bad effects for the
scroll reader.
Runes, wards, glyphs, and all magical writing and objects are
not affected by this spell.
MystiCrypt (ritual)
Level: 7
Range: Touch
Duration: Permanent
Casting Time: One hour
Saving Throw: None
P.P.E.tm Cost: 20
The use of this enchantment spell lets a caster magically encode all the
words in a finished book (or scroll) so that only he can understand them.
This spell imposes a -5% penalty per level of the caster on translation
and scroll conversion attempts. Each -10% gives the encrypted text a +1
to save vs the Decipher Magic spell.
A Mind to Magic (ritual)
Level: 15
Range: Special - one spell, rune, glyph, circle, etc.
Duration: Permanent
Casting Time: One hour per level of the target magic (several
hours of work if the target is a rune or circle).
Saving Throw: Standard (roll for the target magic).
P.P.E.tm Cost: 1000
Page 33 of Through the Glass Darkly describes living magic - the
evolution of a spell's magical energy into a sentient form.
This powerful ritual allows the caster to cause this to happen
to a spell. The save throw that the spell gets doesn't actually prevent
anything from happening - the target spell is always affected.
If it fails the save throw it is totally shaped into sentience by the
caster and is bound to him as a servant. It will respond to the caster
and grow in sentience similar to a child. If it is treated badly it will
learn to hate its creator (or even itself). Treated well, it will probably
respond in kind. The caster is also able to terminate the magic by
expending the same amount of P.P.E.tm
needed to cast it in the first place (no save throw). Cruel magicians
have been rumored to develop methods of torturing sentient magics,
but the exact mechanics of this are still not known.
If the target magic succeeds in the save throw, it becomes sentient but
has free will. It is not under any kind of control or influence from the
magician who triggered the evolution to sentience. The character will
probably need to reason with the spell if he wants it to do what he
intended.
Note: The personality of the spell will be based on what it was.
Healing spells become manifestations with healing skills, abilities, and
personalities. An Eyes of the Wolf spell would come into existence with
the nature of a hunter or tracker. A Transformation spell might become
some kind of possessing entity that alters it's host. The more powerful
the magic, the more powerful the being that is created. Consider sentient
magic beings creatures of magic whose attacks can affect supernatural
creatures (for obvious reasons).