Shadow Magic Spells
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These are magic spells that have been developed by various students
of magic, some good and some evil, that draw on the power of night.
These spells would do nicely to round out necromancers, Shadow
Warlocks, Nightbanetm spellcasters,
and holy warriors for the goddess of darkness Ratri.
Black Bubble
Level: 7
Range: Covers a 5ft +1ft per level radius and can
be cast up to 90ft away.
Duration: Three minutes per level.
Casting Time: One melee action
Saving Throw: None
Damage Capacity: 200 S.D.C.tm
+25 per level, in a Nightbanetm world
add a +50 S.D.C.tm bonus, and in Rifts®
it instead becomes to 100 M.D.C.tm +10 per
level. It also recovers 10 points per melee! If destroyed, the bubble will
vanish (can see in and enter its area) but will come back in the next melee
with 10 damage points (i.e. it lasts for the full spell duration).
P.P.E.tm Cost: 30
A black bubble will spring into existence to block any and all attacks.
It forms a dome or sphere of protection that cannot be penetrated by
any kind of sensing (psychic, magic, technological, etc.) This is ideal
for an emergency escape, because you could create a Black Bubble and then
teleport (or use an escape hatch, if you want) from within it and leave
your enemies on the outside. No one can see into barrier but it is possible
for inhabitants to see out of it and the creator can enter and exit it at
will. Naturally, it is impervious to darkness and shadow based attacks. Once
created, this barrier cannot be moved around. Dispel Magic Barrier and
Negate Magic work as usual, but the barrier has a special +2 save bonus
against negation!
Black Light
Level: 7
Range: 300ft
Duration: Instant
Casting Time: One melee action
Damage: 3d6 S.D.C.tm +1d6 more
per level damage. Add +3d6 S.D.C.tm
damage in Nightbanetm and change to
2d4 M.D.C.tm per level in Rifts®
worlds.
Saving Throw: Dodge an 18 or better.
P.P.E.tm Cost: 20
The casting of this spell generates an intense beam of icy black energy.
Animated dead and undead suffer no damage from this spell, but it does
double damage to beings vulnerable to darkness- based attacks and
and normal damage to everything else.
Dark Duality
Level: 8
Range: One weapon
Duration: Two melees per level.
Casting Time: Two melee actions
Damage: Special!
Saving Throw: Standard
P.P.E.tm Cost: 35
This enchants a weapon held in the caster's hand with the ability to
damage a foe by way of his shadow. Any time the weapon is used
to strike a victim directly it does normal damage - but attack a victim's
shadow with it and the weapon does triple damage! The weapon being
enchanted gets a save throw against the magic, and success means the
weapon is not enchanted. Bows, slings, and other missile weapons get a
+1 save bonus, ballistic firearms get a +3 save bonus, and energy weapons
(to include vibro-knives and rail guns) get a +5 save bonus.
Impervious to Darkness
Level: 4
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 10
The recipient of this protective magic becomes immune to darkness and
negative energy blasts (like Negative Chi), immune to the darkness based
spells in this file, and immune to blindness, mute, and all other sense
affecting spells. No special ability to see in darkness is granted.
Inkspray
Level: 4
Range: 30ft
Duration: Effects last for 1d4 minutes per level.
Casting Time: One melee action
Damage: The ink drains 2d4 S.D.C.tm
(3d6 S.D.C.tm in Nightbanetm
and 1d4 M.D.C.tm in Rifts®) per
minute.
Saving Throw: Standard
P.P.E.tm Cost: 8
The invocation of this spell conjures a sticky black substance that is
placed on the chosen victim, who suffers from a life drain. The black ink
will begin to glow a pale blue within a melee of covering a victim. During
the draining the victim loses one attack, -2 on initiative, and -1 to
strike, parry, and dodge. Total submersion in water or a Remove Curse
spell are the two quickest ways to get rid of the ink.
Midnight Wind
Level: 5
Range: 90ft radius around caster.
Duration: One melee round per level.
Casting Time: Two melee actions.
Damage: 3d6 S.D.C.tm
Strike Bonus: +3 to strike
Saving Throw: Dodge
P.P.E.tm Cost: 12
Taken from page 135 of the Nightbanetm
RPG (the range is a bit clearer). This spell creates a chilling, hurricane
force wind that darkens the sky in the area. The lights dim down, and
the temperature drops by 15 degrees Fahrenheit. Once per melee, the
caster can attack a target with a blast of icy wind with the damage and
strike bonus listed above. If the damage is greater than half the P.S. of
the victim, he suffers knockdown due to the impact. In a non-
Nightbanetm environment the wind blast
only does 2d4 S.D.C.tm damage, but in
Rifts® the damage increases to 6d6
S.D.C.tm
Mindshade
Level: 5
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One minute
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 15
The recipient of this spell gains a +4 bonus to save vs psionics and
mind-altering magic, plus becomes impervious to possession. The
character's aura comes up as blank (nothing extraordinary), and he
doesn't radiate any magic or psionic power!
Negative Flame
Level: 8
Range: 120ft
Duration: Instant
Casting Time: One melee action
Damage: 1d4x10 S.D.C.tm
+2 per level, or becomes mega- damagetm
in a Rifts® world.
Saving Throw: Dodge an 18 or better.
P.P.E.tm Cost: 30
The caster of this spell creates a brief rift into a world of strange
black flames that sear and burn only flesh, not wood or stone or steel.
Animated dead and undead are immune to the effects of negative flame,
as are all non-flesh objects and creatures, but living (flesh and bone)
creatures suffer normally. Beings vulnerable to darkness suffer double
damage! Damage from negative flame must be healed normally, and cannot
be regenerated. Magical and psionic healing is half as effective.
In a Nightbanetm environment change the
+2 damage bonus per level into a +3 damage bonus per level.
Nightspill
Level: 7
Range: 50ft +10ft per level radius, affects a target area up
to 100ft +20ft per level away.
Duration: Five minutes per level.
Casting Time: Two melees
Saving Throw: None
P.P.E.tm Cost: 25
This spell floods an area with total darkness. The light sources are
not harmed. They produce visible light, but the spell creates
interference with the visible EM spectrum. Only one range of
light is affected, and that is usually the visual light spectrum. At the
the third level of experience, the caster can negate the infrared (to
mask body heat) or the ultraviolet spectrum. At the sixth level, the
caster can choose to knock out radio waves (television, AM, FM, SW,
and CB don't work).
Everything in a static (non-moving) 100 square
foot area (per level) is tossed into total darkness, -6 to strike, parry,
and dodge. Anyone with heightened senses or superior visual abilities
will probably suffer only half penalties. A Negate Magic or Dispel Magic
Barrier spell will destroy Nightspill, but the victim spell gets the
usual save throw vs magic.
Nightvision
Level: 4
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 8
This spell confers a recipient with the ability to clearly see objects
in total darkness for 200ft +100ft per level of the caster. Vision in
magical or artifical darkness is 50ft +10ft per level of the caster.
Taken from page 133 of the Nightbanetm
RPG and slightly updated.
Nocturnal
Level: 9
Range: Self or others by touch.
Duration: 10 minutes per level.
Casting Time: Two minutes
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 45
This spell grants the recipient with several darkness based powers.
He can Shadow Meld at will for the duration of the spell. Natural
nightvision range is doubled, or if none is naturally possessed the
range is 300ft (if Nightvision is cast then use that range instead). The
character also gains +2 to parry and dodge in shadows (more than 50%
shadows) and is +2 to save vs all darkness-based powers and magic.
Darkness and negative energy attacks do half damage.
Portal of Fear
Level: 8
Range: Cast up to 90ft away.
Duration: Two minutes per level.
Casting Time: One minute
Damage: 2d6 S.D.C.tm
per strike, blow, or melee action of crushing. In
Nightbanetm add +1d6 damage, and
in Rifts® the attacks to 2d6 M.D.C.tm
Saving Throw: See description
P.P.E.tm Cost: 40
This spell creates a magical rift of darkness, out of which 4d6 tentacles
will stretch and attack afrom. Each tentacle has one attack, +2 to strike,
+4 to entangle, 50 S.D.C.tm (or
M.D.C.tm), a supernatural P.S. of 15 plus
the caster's level (has no effect on damage - only grasping ability),
and can reach 30ft away from the black rift.
Once entangled, a victim must save vs a horror factor of 15 when
touched by a tentacle - failure
means the victim is stricken with fear and reduced to one melee action
while in contact with a tentacle. Getting away from the tentacle and
getting touched again calls for a new save throw. Two melees (maybe
more depending on strength) after being entangled, victims are pulled
into the darkness rift. Another save vs magic (16 or better) must be
made - failure means the victim is wracked with fear (immobilized) for
4d4 melees.
The portal will disappear when all tentacles are destroyed, the
duration of the spell ends, or the spell is hit with a Dispel Magic
Barriers or Negate Magic spell. This was based on power #11 of Weapons
of Chaos, on page 89 of Heroes Unlimitedtm.
In an Nightbanetm setting, the tentacles
have 75 S.D.C.tm
Shadow Leap
Level: 7
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: Two melees
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 45
For a limited duration, the character gains the power to jump into
a shadow and appear out of one nearby! In a dark area, the character
can truly come out of nowhere. For areas that are mostly shadow (+70%)
give the character a +4 on initiative, +4 to strike, +6 to dodge, and an
automatic dodge. For partially shadowed areas (40%-69%) the character gets
+2 on initiative, +2 to strike, and +4 to dodge. Areas that are rather
well lit (0%-39% shadowed) don't offer any bonuses. The range of the
shadow teleportation is about 60ft.
Shadow Meld: Superior
Level: 7
Range: Self or others by touch.
Duration: 20 minutes per level.
Casting Time: One minute
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 25
Same as the fourth level spell, but can be cast on others and has a much
longer duration. It also bestows upon the recipient nightvision, as per
the spell above, at 4th level strength.
Level: 9
Damage: Special
Saving Throw: Standard
P.P.E.tm Cost: 50 plus extra
Be sure to read the information on glyphs
because that has a lot to do with how some of these spells and powers
will operate.
This glyph has the power to protect with all the powers of night and
darkness. A few students of the magic arts have managed to find ways of
turning the power into an offensive sort, but protection is still the
easiest usage. These are the powers avaliable, their costs (in addition
to the glyph's creation cost above), and their effects:
- Summon Shadow Beast:
Cost to Create: 50 for the ability and
100 per creature 'installed', limit of one plus one
more at levels three, six, nine, and twelve,
Cost to Activate: 20 per creature
For shadow beast stats see the description on page 184 of the
Rifts® RPG. The creature will attack
whatever triggered the glyph, drive it off or kill it, and vanish.
The shadow beasts appear within the creator's maximum range at
the time of creation but can move beyond it. When the glyph is
no longer disturbed they vanish, no matter how far away. If the
creature is destroyed, the glyph cannot regenerate it or find
another shadow beast. An additional (or replacement) shadow
beast can be 'installed' for 50 P.P.E.tm
by anyone who knows how to create a Shadow Glyph.
- Blindness:
Cost to Create: 20
Cost to Activate: 10
One target per melee can affected by a magical blindness for 5d6+30
minutes, -2 save throw penalty.
- Midnight Wind:
Cost to Create: 20
Cost to Activate: 10
Same as the spell, as per the usual constraints of
glyphs. If protecting something,
a glyph will use the wind gusts to do so.
- Nightspill:
Cost to Create: 30
Cost to Activate: 15
Just like the spell, but it affects the full range of the glyph.
- Portal of Fear:
Cost to Create: 50
Cost to Activate: 20
Just like the spell except that it lasts while the glyph is
being disturbed (or attacked) and for 1d4 minutes after.
- Black Ward:
Cost to Create: 15
Cost to Activate: None - constant
The protected object (or bearer) takes no damage from darkness, void, and
shadow based attacks. It is also +2 to save vs spells of these types.
- Black Bubble:
Cost to Create: 30
Cost to Activate: 10
Same as the spell in all respects. If cast by a glyph it envelops the object
that the glyph is written on. A Dispel Magic Barrier spell will banish a
glyph's bubble for 1d4x10 minutes.
- Black Light:
Cost to Create: 50
Cost to Activate: 20
In defense of the object is is written on, the glyph can attack with the
Black Light spell once per melee (twice if the creator was level five or
higher, and three times if level ten or higher).
- Dark Whip:
Cost to Create: 25
Cost to Activate: 10
A strand of black energy is created that does 3d6 damage plus damage
bonuses (add +2d6 in Nightbanetm). The
whip's range is 12ft and has a +2 to strike and entangle. If used by
a glyph protecting itself, the whip can strike three times per melee.
Use by a bearer is limited only by the number of melee actions.
Twilight Sight
Level: 6
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One minute
Saving Throw: Standard
P.P.E.tm Cost: 15
Recipients of this spell are blessed with a multitude of visual abilities.
Their eyes are magically infused with shadowstuff, a rare magic
substance, and take on the appearance of being night skies with stars
everywhere (much like the goddess Ratri's eyes).
Beneficiaries of this spell have perfect 20/20 vision, total nightvision
(can see with almost no light) and darkvision (can see without any light),
can recognize all creatures of darkness and evil, can see the true form of
all shapeshifters, and are also impervious to any kind of visual illusion.
Vision in artificial or magical darkness is one mile!
Void Spirit
Level: 9
Range: 30ft
Duration: One hour per level of the caster.
Casting Time: One minute
Saving Throw: Standard
P.P.E.tm Cost: 50
This spell forces a victim's soul out of it's body for a short
time! The body is not harmed, and is also not filled with a spirit
(so a malevolent entity could possess it easily). For the duration
of the magic the victim's soul is locked out and is trapped in the
Astral Plane. The astral self comes into being inside the Void, and
surprisingly doesn't take damage from existing inside or outside of
the Void area. Any being with astral projection or dreaming powers
has a +2 save bonus against this spell.
Void Wall
Level: 7
Range: Cast up to 90ft away.
Duration: Three minutes per level.
Casting Time: Two melee actions.
Damage: 4d6 S.D.C.tm or
1d6 M.D.C.tm per five feet of thickness.
Saving Throw: None
P.P.E.tm Cost: 20
This spell will create a wall of silent black 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 suffer from the
decaying effects of the Void matter. In Nightbanetm
increase the damage to 1d4x10 S.D.C.tm