Ritual Magic
[ Return to the Magic Section ]
Some of these spells have been moved to/ from other files, or are
taken from a Palladium book. Remember, the base magic strength of a
ritual is 16 even when cast by a single person. For more notes on ritual
magic see Notes on Magic 2.
Charm Weapon (ritual)
Level: 6
Range: Touch
Duration: 8 hours per level of the caster.
Casting Time: Twenty minutes
Saving Throw: None
P.P.E.tm Cost: Varies
This ritual doubles the damage a weapon does to supernatural creatures.
The P.P.E.tm varies for the type of weapon
being enchanted. For a standard melee weapon the P.P.E.tm
cost is 10. If the weapon is a missile weapon (gun, bow, crossbow) or an
energized melee weapon (vibro-blade) the P.P.E.tm
cost is 20. If the weapon is an artillery or energy weapon (laser pistols
and rifles) the P.P.E.tm cost to charm it
is 40. This is an alternate form of the spell of the same name on page 133
of Nightbanetm
Create Holy/Unholy Water (ritual)
Level: 8
Range: Touch, affects 16 ounces per level per invocation
Duration: Permanent (not even Negate Magic can undo the magic!)
Casting Time: One half hour per 16 ounces.
Saving Throw: None (this is strong magic).
P.P.E.tm Cost: 50
Holy water is just plain water infused with the essence of
magical 'good' or 'evil.' The result depends on the alignment
of the ritual caster/leader. For the ritual, pure water is
necessary (whether from a water filter or mountain stream).
Good Alignments: Water becomes refreshing and good to the taste.
Drinking 4 ounces heals 1 hit point, 1d4 S.D.C.tm,
or 1 point of M.D.C.tm Pouring 4 ounces
on a wound will immediately clear out any infection and prevent
infection from happening for three days. Against vampires and other
beings of necromantic energy, holy water does double the damage that
normal water does.
Selfish Alignments: Special! A person of a Taoist, Unprincipled,
or Anarchist alignment can create either holy or unholy water but they
are only able to affect half the normal amount of water per invocation.
Evil Alignments: Pretty much the opposite of holy water. The water
becomes pungent and bitter to the taste. Drinking 4 ounces drains 1 hit
point, 1d4 S.D.C.tm, or 1 point of
M.D.C.tm Pouring 4 ounces on a wound will
either cause infection or cause an existing infection to worsen. For
vampires and other beings of necromantic energy, 4 ounces of unholy
water will heal 1d4 hit points!
Create Greater Golem (ritual)
Level: 15
Range: Touch
Duration: Permanent
Casting Time: Twelve hours
Damage: By supernatural strength.
Saving Throw: None
P.P.E.tm Cost: Varies
This is a recently rediscovered spell, and no one quite knows how a
corrupted version of it (the very, very weak Create Golem in Rifts®,
page 188) became so widespread.
Notes:
For golems between 12 and 16 feet tall, increase the damage
capacity by 25%. If between 16 and 20 feet, increase it by 50%. This
applies to all golems except for the tech golem (it is a special case -
more like a robot than a sculpted golem).
Mega-damagetm golem creators
lose M.D.C.tm instead of S.D.C.tm
- every 5 S.D.C.tm or fraction therof sacrificed
in golem creation translates to 1 M.D.C.tm
All golems are completely fearless - impervious to Horror Factor.
Some careful sculpting, surgery, or molding of the body can result in a +1 bonus
to the golem's horror factor per 12 hours of work (maximum H.F. of 18).
Golems regenerate completely within 48 hours unless the head
and body are separated and buried apart. This will not kill a golem - each
type has a particular weakness that must be exploited to render it 'dead.'
Flesh: These golems are most often made by a
Cybermagetm, a
Fleshsculptortm, or a Bio-
Wizardtm.
P.P.E.tm Cost to Create: 500
S.D.C.tm Drain: 3
Physical Requirement: A brain from a freshly dead creature
(within 24 hours) is needed.
Attribute Equivalents of Note: I.Q. 6, P.S. 22, P.P. 16,
P.E. 22, P.B. 3, and Spd. 14 The M.A. and M.E. are irrelevant, because
the thing has no mind or personality. P.S. is supernatural. Use the
P.E. bonus for saves against Carpets of Adhesion and similar magic.
Size: Usually 5 to 8 feet, but is based on the size of a primary corpse.
A.R.: 8
Hit points/S.D.C.tm: 100
M.D.C.tm: 120
Horror Factor: 16
Attacks per melee round: Four
Damage (S.D.C.tm): 2d4 restrained,
3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses two
attacks).
Damage (M.D.C.tm): 3d6 S.D.C.tm
restrained, 3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses
two attacks).
Bonuses: +2 to strike, parry, and dodge.
Defenses: Half damage from electrical attacks, even if the A.R. is
penetrated. Impervious to poisons, disease, drugs, toxins, mental psionic powers,
heat, and cold.
Vulnerabilities: Takes double damage from all fire based attacks.
Skills of Note: Magically understands all languages at 96%,
Math: Basic at 80%, Land Navigation at 65%, Track Humanoids at 40%, and
Climbing at 50/45%.
Special Abilities: Nightvision 100ft, never fatigues.
Regeneration: 6 per hour, but a good supply of protien and carbohydrate
rich food is needed (i.e. meat and potatoes).
Death: The flesh golem must be dismembered and cremated or burned.
Clay/Dirt: A body made entirely of clay and/or dirt must be molded or sculpted.
P.P.E.tm Cost to Create: 600
S.D.C.tm Drain: 5
Physical Requirement: Two onyx gems are are required (1000
gold/ credit value each) for the eyes
Attribute Equivalents of Note: I.Q. 6, P.S. 24, P.P. 15,
P.E. 24, P.B. 3, and Spd. 8 The M.A. and M.E. are irrelevant, because
the thing has no mind or personality. P.S. is supernatural. Use the
P.E. bonus for saves against Carpets of Adhesion and similar magic.
Size: Between six and twelve feet.
A.R.: 10
Hit points/S.D.C.tm: 120
M.D.C.tm: 150
Horror Factor: 16
Attacks per melee round: Four
Damage (S.D.C.tm): 2d4 restrained,
3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses two
attacks).
Damage (M.D.C.tm): 3d6 S.D.C.tm
restrained, 3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses
two attacks).
Bonuses: +2 to strike and parry.
Defenses: Half damage from energy attacks and physical attacks, even
if the A.R. is penetrated. Only magic weapons and supernatural P.S. do full
damage. Impervious to poisons, disease, drugs, toxins, mental psionic powers,
heat, and cold.
Vulnerabilities: None
Skills of Note: Magically understands all languages at 96%,
Math: Basic at 80%, Land Navigation at 60%, Track Humanoids at 30%, and
Climbing at 40/35%.
Special Abilities: Nightvision 200ft, never fatigues.
Regeneration: 8 per hour, but a supply of fresh dirt or clay is needed.
Death: The eyes must be removed and the body burned for six
hours (to solidify the clay and dry out the dirt).
Stone: A clay body is fashioned with a heart of sculpted stone.
Upon completion of the ritual, the entire body becomes stone.
P.P.E.tm Cost to Create: 700
S.D.C.tm Drain: 6
Physical Requirement: Two onyx gems are are required (1000
gold/ credit value each) for the eyes, plus a sculpted heart of stone.
Attribute Equivalents of Note: I.Q. 6, P.S. 25, P.P. 15,
P.E. 25, P.B. 3, and Spd. 8 The M.A. and M.E. are irrelevant, because
the thing has no mind or personality. P.S. is supernatural. Use the
P.E. bonus for saves against Carpets of Adhesion and similar magic.
Size: No smaller than 10 feet and no taller than 20 feet.
A.R.: 14
Hit points/S.D.C.tm: 250
M.D.C.tm: 300
Horror Factor: 16
Attacks per melee round: Four
Damage (S.D.C.tm): 2d4 restrained,
3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses two
attacks).
Damage (M.D.C.tm): 3d6 S.D.C.tm
restrained, 3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses
two attacks).
Bonuses: +2 to strike and parry.
Defenses: Half damage from energy attacks and physical attacks, even
if the A.R. is penetrated. Only magic weapons and supernatural P.S. do full
damage. Impervious to poisons, disease, drugs, toxins, mental psionic powers,
heat, and cold.
Vulnerabilities: None
Skills of Note: Magically understands all languages at 96%,
Math: Basic at 80%, Land Navigation at 60%, Track Humanoids at 30%, and
Climbing at 40/35%.
Special Abilities: Nightvision 200ft, never fatigues.
Regeneration: 10 per hour
Death: Removing the heart of sculpted stone destroys this kind of golem.
Quicksilver: These golems are rare, known only to be created
by the most powerful (or well funded) wizards. They are unlike any other
construct in that they are quite fast.
P.P.E.tm Cost to Create: 1000
S.D.C.tm Drain: 6
Physical Requirement: Two quartz, sapphire, or emerald gems are
are required (2000 gold/ credit value each) for the eyes, an uncut
diamond (5000 gold/ credit value) must be placed in the chest, and a body
made of silver (20%), nickel (30%), mercury (40%), and water (10%) is
needed (also about 5000 gold/ credit value).
Attribute Equivalents of Note: I.Q. 7, P.S. 22, P.P. 18,
P.E. 22, P.B. 10, and Spd. 25 The M.A. and M.E. are irrelevant, because
the thing has no mind or personality. P.S. is supernatural. Use the
P.E. bonus for saves against Carpets of Adhesion and similar magic.
Size: Usually
A.R.: 14
Hit points/S.D.C.tm: 200
M.D.C.tm: 250
Horror Factor: 16
Attacks per melee round: Four
Damage (S.D.C.tm): 2d4 restrained,
3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses two
attacks).
Damage (M.D.C.tm): 3d6 S.D.C.tm
restrained, 3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses
two attacks).
Bonuses: +1 on initiative, +4 to strike and parry (already includes
the P.P. bonus), and +4 to Automatic Dodge.
Defenses: Half damage from all physical attacks, even if the A.R. is
penetrated. Only magic weapons and energy attacks do full damage. Impervious to
poisons, disease, drugs, toxins, mental psionic powers, and heat.
Vulnerabilities: Intense cold or ice can slow the quicksilver golem
down greatly, cutting its attacks, speed, and bonuses in half.
Skills of Note: Magically understands all languages at 96%,
Math: Basic at 80%, Land Navigation at 60%, Track Humanoids at 30%, and
Climbing at 40/35%.
Special Abilities: Nightvision 300ft, never fatigues, plus has an
Automatic Dodge.
Regeneration: 10 per hour
Death: If the chest diamond is removed, the quicksilver golem dies.
Iron: The classic iron golem. It is made from clay and dirt with a heart
of iron. Upon completion of the ritual, the entire body becomes iron.
P.P.E.tm Cost to Create: 1000
S.D.C.tm Drain: 6
Physical Requirement: Two onyx gems are are required (1000
gold/ credit value each) for the eyes and a heart of molded iron is
needed.
Attribute Equivalents of Note: I.Q. 6, P.S. 30, P.P. 15,
P.E. 25, P.B. 3, and Spd. 8 The M.A. and M.E. are irrelevant, because
the thing has no mind or personality. P.S. is supernatural. Use the
P.E. bonus for saves against Carpets of Adhesion and similar magic.
Size: No smaller than 10 feet and no taller than 20 feet.
A.R.: 17
Hit points/S.D.C.tm: 400
M.D.C.tm: 500
Horror Factor: 18
Attacks per melee round: Four
Damage (S.D.C.tm): 2d6 restrained,
4d6 full strength punch/ kick, and 1d4x10 power punch/ kick (uses two
attacks).
Damage (M.D.C.tm): 5d6 S.D.C.tm
restrained, 3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses
two attacks).
Bonuses: +2 to strike and parry.
Defenses: Half damage from energy attacks and physical attacks, even
if the A.R. is penetrated. Only magic weapons and supernatural P.S. do full
damage. Impervious to poisons, disease, drugs, toxins, mental psionic powers,
heat, and cold.
Vulnerabilities: None
Skills of Note: Magically understands all languages at 96%,
Math: Basic at 80%, Land Navigation at 60%, Track Humanoids at 30%, and
Climbing at 40/35%.
Special Abilities: Nightvision 200ft, never fatigues.
Regeneration: 16 per hour
Death: Removing the iron heart will kill the golem.
Tech: These golems are very, very new and not much is known about them.
The Techno- Wizardtm (and sometimes
Cybermagetm) creators take a robotic body
and enchant it with a pseudo- living force. Though the golem is a machine
(bio- mechanical golems are possible too), consider it a creature of magic.
P.P.E.tm Cost to Create: 1500
S.D.C.tm Drain: 10
Physical Requirement: A heart (power source) and brain (central
computer) must be fashioned for this golem. Each should cost between 5000
and 10,000 gold/ credits, or if biological they must be very fresh (12 hours
freshly dead).
Attribute Equivalents of Note: I.Q. 6, P.S. 25, P.P. 15,
P.E. 25, P.B. 3, and Spd. 8 The M.A. and M.E. are irrelevant, because
the thing has no mind or personality. P.S. is supernatural. Use the
P.E. bonus for saves against Carpets of Adhesion and similar magic.
Size: No smaller than 8 feet and no taller than 30 feet.
A.R.: 17
Hit points/S.D.C.tm: Varies with body
design and size, usually 200-300 but can be armored with up to 50% more after
creation.
M.D.C.tm: Equal to S.D.C.tm
Horror Factor: 16
Attacks per melee round: Four
Damage (S.D.C.tm): 2d4 restrained,
3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses two
attacks). Can also attack by onboard weapon system (up to three are allowed).
Damage (M.D.C.tm): 3d6 S.D.C.tm
restrained, 3d6 full strength punch/ kick, and 6d6 power punch/ kick (uses
two attacks).
Bonuses: +3 to strike by hand or with weapon system, +2 to parry and dodge.
Defenses: Half damage from energy attacks and physical attacks, even
if the A.R. is penetrated. Only magic weapons and supernatural P.S. do full
damage. Impervious to poisons, disease, drugs, toxins, mental psionic powers,
heat, and cold.
Vulnerabilities: None
Skills of Note: Magically understands all languages at 96%,
Math: Basic at 100%, Land Navigation at 70%, Track Humanoids at 50%, and
Climbing at 40/35%.
Special Abilities: Does not fatigue. Other abilities are dependent
upon what is built into the body. GMs should limit this to 1d4+3 sensory,
or utility systems. These can be conventional cybernetic, bionic, or vehicle
systems or even Techno- Wizardtm devices.
Regeneration: 10 per hour
Death: Remove both the heart and the brain.
Add-Ons:
Attack Spell: By burning off the casting cost of an attack
spell (permanent P.P.E.tm), the character
can bestow the golem with the same spell ability! The attack has a strength
equal to a magician half the experience level of the character at the time
of creation. The energy attack can be used up to two times per melee.
If using a power cell (see below) it can be used as desired so long as
energy to cast the spell is available, and only 50% of the P.P.E.tm
cost to cast the spell must be sacrificed.
Spell Ability: Each spell ability must be purchased by burning off
the casting cost of a magic spell (permanent P.P.E.tm)
The spell functions at half the level of experience of the golem's creator
and can be used once per three minutes. If using a power cell (see below) it
can be used as desired so long as energy to cast the spell is
available, and only 50% of the P.P.E.tm
cost to cast the spell must be sacrificed.
Power Cells: To avoid part of the permanent P.P.E.tm
burnoff to fuel magic spells (or Techno- Wizardtm
devices), crystals can be built into the golem to store energy. The maximum storage
capacity is 10 P.P.E.tm per 2000 credits/ gold
of crystal in the golem. 2,000 credits/gold worth of crystals can be built into
the golem per foot of height. It recovers at the rate of 10 per hour at a ley
line (double at a nexus), 3 per hour without a magic energy source, or can be
recharged by a magic user. Every 10 P.P.E.tm
of storage requires an extra 100 P.P.E.tm (or
1 permanent S.D.C.tm) to create.
Attack Resistance: Each extra 300 P.P.E.tm
(or 3 permanent S.D.C.tm) will make the
golem completely impervious to one attack type from the following
list: fire and heat, cold and ice, electricity (including ion weapons),
light/ laser strikes, dark/ negative energy, and particle beam and phase
beam strikes. Only two additional attack resistances may be acquired.
Vulnerability: Each vulnerability taken (whether to water, light,
fire, etc) will make that attack form do double damage. However, the
caster who gives a golem a weakness gains 3 permanent S.D.C.tm
(or 300 P.P.E.tm) that he can use to 'buy'
other abilities or bonuses. There are no limits to the number of vulnerabilities
taken. Vulnerabilities can be to attack forms (as above, takes double damage),
or to magic or psionic attacks (has a -2 save throw penalty and lasts twice
as long on the creature).
Attribute Increase: A +1 may be added to the I.Q., P.S., P.E., P.S.,
or Spd. This requires 100 extra P.P.E.tm in
casting the ritual, or permanently drains 1 S.D.C.tm
point from the caster. Additional P.S. can increase damage according to the
supernatural P.S. damage charts.
Quickness: A +1 can be added to a combat skill (strike, parry, dodge,
entangle, maintain balance, initiative, or roll with punch/ fall/ impact)
per extra 100 P.P.E.tm spent (or for 1
permanent S.D.C.tm) An extra attack can be
added for an extra 250 P.P.E.tm (or 2
permanent S.D.C.tm)
Extra S.D.C.tm: An extra 20
S.D.C.tm (or M.D.C.tm)
can be added to a golem per extra 50 P.P.E.tm
expended in the ceremony (or per 1 permanent S.D.C.tm
sacrificed). This is applied after any changes due to golem size.
Save Throw Bonus: An extra 100 P.P.E.tm
(or 1 permanent S.D.C.tm) can purchase a +1 on
any save throw for the golem.
Soul Transfer: The soul of another living creature is placed into
the golem to animate it! Any unwilling victim has a +4 save throw bonus.
Animals can be transferred too, but are +6 to save. The golem's bonuses
and physical stats don't change, but it takes on the I.Q., M.E., and M.A.
of the soul that inhabits it. Half the I.S.P.tm
and P.P.E.tm is transferred too, and the
golem's soul can use magic and psionics (but not Chi powers) at half
the soul's level. The golem no longer progresses in experience as a
mage or psionic - he is now a golem (use the Dragon experience table,
with a first level of 0 to 3000 experience points). A benefit of using
a soul is that the former body of the golem's soul can be killed off
without problem (once the soul is in the golem, at least) and the
remaining P.P.E.tm used to further
enhance the golem. The soul transfer costs nothing to do - the cost is
the procedure itself.
Create Magic Weapon (ritual)
Level: 14
Range: Touch
Duration: One month per level of experience, or permanent.
Casting Time: Three hours
Saving Throw: None (this is strong magic).
P.P.E.tm Cost: 400 for
non- permanent, or 1000 for permanent.
With this ritual, a magician can create a magic weapon without
knowing rune magic. One melee weapon, 48 arrows, or 72 bullets can
be turned into extremely strong weapons. The enchanted weapons do
double their normal damage and become highly durable. They recover
1 S.D.C.tm point per day. Under an
Anti- Magic Cloud the increased damage goes away but the magic
durability remains. Weapon specific stats are below.
Note: For Rifts®, turn the doubled damage into mega-
damagetm. A 2d6
S.D.C.tm sword now does 4d6
M.D.C.tm Also turn the below
S.D.C.tm value into mega-
damagetm and drop the A.R.
- Swords: Also apply this to bows. Gains an A.R. of 16
and 250-300 S.D.C.tm
- Knives: Applies also to small batons, scepters, and hand
axes. Gains an A.R. of 14 and 150-200
S.D.C.tm
- Polearms: Includes staves and large axes. Gains an A.R.
of 17 and has 400-500 S.D.C.tm
- Arrows: Includes crossbow bolts, shuriken, and small
throwing knives that do 1d4 damage. Each will inflict double
its normal damage - a 1d4 shuriken becomes a 2d4 shuriken.
Each has about 50 S.D.C.tm and
an A.R. of 15.
- Bullets: The enchantment on a bullet will remain until
it is fired. Regardless of caliber each bullet does either 6d6
S.D.C.tm damage or 2d6
M.D.tm Each bullet has an A.R. of
10 and 30 S.D.C.tm
Permanently creating a magic weapon is exhausting, and can be
performed only once per three months. Plus, a permanent magic weapon
drains the caster of 2d4 P.P.E.tm
This drain can come from a surrogate - sometimes the requestor of
the weapon isn't a mage and doesn't care about this energy.
This is an alternate form of the spell 'Enchant Weapon (minor)' on
page 159 of Federation of Magictm.
Enchant Object (ritual)
Level: 13
Range: Touch
Duration: Permanent
Casting Time: One hour
Saving Throw: None (this is strong magic).
P.P.E.tm Cost: 300 plus extra
The use of this spell lets a magician create a basic magic item. 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 either be an heirloom or of good to
excellent quality. The bonuses are gained only while the object is worn or
held. This ritual can also be cast upon a magic weapon, as created by
Enchant Weapon or Create Magic Weapon, but strike/parry bonuses will apply
only to the weapon in use. Any extra P.P.E.tm
the ritual caster can summon can be used to add to the object.
- Per 100 P.P.E.tm: 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.
- Per 200 P.P.E.tm: Add +1 to Spd., +1
on perception, +1 vs horror factor, +1 to save vs magic, or +1 to save vs psionics.
- Per 300 P.P.E.tm: Add +1 to M.A., +1
to P.B., +1 to parry in hand to hand combat, or +1 to dodge.
- Per 400 P.P.E.tm: Add +1 to P.E., +1
to M.E., +1 to strike in hand to hand combat, or +1 to parry with a particular
kind of ancient weapon (shield, knife, staff, etc.)
- Per 500 P.P.E.tm: 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.)
- Per 600 P.P.E.tm: Add +1 to I.Q., +1
on an aimed strike with one type of missile weapon or firearm, +1 to one kind
of magic strength (circle, spell, rune, line drawing, etc.), +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.
Against the spell Negate Magic, the object has a bonus to save equal
to the spell strength of the maker at the time of creation. If the
Negate Magic spell is successful, the object's powers and bonuses are negated
for 1d4 melees per level of the negating mage. Under an Anti- Magic
Cloud the object does not function.
Example: The mage Ergo, knowing the winter solstice is coming up, decides
to create a magic object. As he is seventh level, he has about 200 P.P.E.tm
of his own and can tap into an amazing 2100 P.P.E.tm
from a nexus. Since the energy is avaliable, he decides to create a very strong
magic object. After the casting cost of 300 is paid for, he still has 2000
P.P.E.tm to work with in creating a magic object.
He could create an object that gives +2 to P.S. and P.P., +3 to I.Q. and +1 on
perception, +5 to P.E., +5 to strike in hand to hand combat, etc.
Enchant Weapon (ritual)
Level: 13
Range: Touch
Duration: Permanent, at least until the weapon is destroyed.
Casting Time: Three hours
Saving Throw: None
P.P.E.tm Cost: Varies
Like the Charm Weapon ritual, this ritual doubles the damage a weapon
does to supernatural creatures. However, it permanently affects
the weapon. The P.P.E.tm varies for the
type of weapon being enchanted. For a standard melee weapon the
P.P.E.tm cost is 300. If the weapon is
a missile weapon (gun, bow, crossbow) or an energized melee weapon
(vibro-blade) the P.P.E.tm cost is 600.
If the weapon is an artillery or energy weapon (laser pistols and rifles)
the P.P.E.tm cost to charm it is 900.
When in a Rifts® environment, reduce the energy required to enchant
a weapon by one-third. This is similar to the spell of the same name
on page 148 of Nightbanetm, but is
expanded to include notes on Rifts®.
Purification: Simple (ritual)
Level: 7
Range: Self or one person by touch.
Duration: Permanent
Casting Time: One hour
Saving Throw: Standard, if resisted.
P.P.E.tm Cost: 50
This powerful healing ritual will cleanse a person's body
of many disorders and illnesses, regardless of the source or
cause. The recipient will be:
- Relieved of any minor aches, pains, muscle tension, etc.
- Healed of any internal bleeding
- Cleansed of any poison, toxin, or chemicals. Note: Cast
upon Juicerstm, this will eradicate
the chemicals that keep them juiced up - they'll suffer some
withdrawal penalties for about four hours until the normal level
of chemicals are recovered.
- Cured of diseases ranging from the common cold to measles,
mumps, chicken pox, pink eye, etc.
- Kill any mundane parasitic, fungal, bacterial (no more zits!), or
viral infections, so long as they are not fatal (such as HIV/AIDS).
- Negate any curses with 40% +2% per level success ratio (-30% for
powerful ones like Dim Mak or a curse cast by a 10th level or higher
magician).
- Remove any artificial insanities with 40% +2% per level success ratio.
- Give a person a +4 or +20% bonus to save vs withdrawal, lasts for one
day per level of the ritual caster.
- Add another month to live per level of the ritual caster, if cast
upon a person with a terminal disease.
Purification: Superior (ritual)
Level: 10
Range: Self or one person by touch.
Duration: Permanent
Casting Time: Three hours
Saving Throw: Standard, if resisted.
P.P.E.tm Cost: 300
Like the simple version but much more powerful. An 8 ounce quantity of
holy water is needed. All the effects of the simple one are achieved, plus
these new or improved effects:
- Cured of diseases ranging from the common cold to malaria,
ebola, elephantitis, and similarly deadly diseases.
- Kill any supernatural parasitic, fungal, bacterial, or viral
infections (including HIV/AIDS). This will automatically remove
any minor symbiotes also, ones that affect less than 30% of the
body. Those that affect 30% or more get a +3 to save vs ritual
magic and those that affect 60% or more get a +6 to save vs
ritual magic.
- Sends all kinds of cancers into remission, and can cure small
cases of it. Depending on the size, type, and amount of cancerous
tissue multiple castings of this purification ritual could be needed.
- Negate any curses with 60% +2% per level success ratio (-15% for
powerful ones like Dim Mak or a curse cast by a 10th level or higher
magician).
- Remove any artificial insanities with 60% +2% per level success ratio.
- Give a person a +6 or +30% bonus to save vs withdrawal, lasts for two
days per level of the ritual caster.
Protection (ritual)
Level: 4
Range: Self or one other by touch.
Duration: One day per level of experience.
Casting Time: Twenty minutes
Saving Throw: Standard, if resisted
P.P.E.tm Cost: 10, plus 10 per protection granted
A useful and variable ritual that lets a ritual caster use components
to create a variety of protective magics with a good duration. The exact
component required and the protection it grants are listed below. The
protection extends to the recipient's clothes and just beyond body
armor, but not to power armor, robots, or vehicles. When the ritual
is completed, all the components vanish (except for the special cases in
electricity protection).
- Fire:
- Requires - A small piece of coal, volcanic rock, or wood
burned by fire.
- Effect - Recipient becomes immune to damage from
fire, heat, and smoke.
- Ice:
- Requires - A small piece of ice or some other frozen substance
(dry ice and frozen ammonia will work too).
- Effect - Recipient becomes immune to damage from
ice, cold, and frostbite.
- Electricity:
- Requires - A small piece of quartz crystal or part of an object
burned by an electrical surge (such as tree or rock struck by lightning).
An electric power source, such as a battery or E-clip can be used. The power
source is drained of all electricity if small, or drained of one energy blast
worth of energy if an E-clip.
- Effect - Recipient becomes immune to damage from
electricity and takes half damage from heat.
- Poison:
- Requires - The tongue, teeth, or stinger of a poisonous creature
(snakes and scorpions are most commonly used).
- Effect - Recipient becomes immune to damage from
poisons and toxins.
- Magic:
- Requires - A drop of blood from a spellcaster or creature of magic.
- Effect - Character becomes is +3 to see through magical illusions and
+2 to save vs all other magical effects (for attack spells, he is +2 to dodge
them).
- Good:
- Requires - Four ounces of unholy water.
- Effect - Recipient takes half damage from supernatural beings of good
and takes normal damage from weapons that do increased damage to evil beings.
- Evil: Requires - ,
- Requires - Four ounces of holy water.
- Effect - Recipient takes half damage from supernatural beings of evil
and takes normal damage from weapons that do increased damage to good beings.
- Darkness:
- Requires - A shard of onyx crystal.
- Effect - Recipient takes half damage from darkness, dark energy, and
astral Void based attacks, or normal damage if vulnerable to such attacks.
- Light:
- Requires - A small piece of quartz crystal.
- Effect - Recipient takes half damage from light and laser attacks,
or normal damage if vulnerable to such attacks.
- Parasites: Note - this doesn't include symbiotes
- Requires - A leech, tick, or other small parasitic
creature. Either dead or alive is fine.
- Effect - Recipient is not found to be a suitable host by parasites
(those currently infesting him will leave).
Temporary Enchantment (ritual)
Level: 9
Range: Touch
Duration: One week per level of the caster.
Casting Time: Two hours
Saving Throw: None
P.P.E.tm Cost: Varies
Like Charm Weapon and Enchant Weapon, this ritual doubles the damage a
weapon does to supernatural creatures. The P.P.E.tm
cost varies for the type of weapon being enchanted. For a standard melee
weapon the P.P.E.tm cost is 100. If the
weapon is a missile weapon (gun, bow, crossbow) or an energized melee
weapon (vibro-blade) the P.P.E.tm cost
is 200. If the weapon is an artillery or energy weapon (laser pistols and
rifles) the P.P.E.tm cost to charm it is
300. This is an alternate form of the spell of the same name on page 141
of Nightbanetm
Transfer Life Energy (ritual)
Level: 13
Range: Self and others by touch.
Duration: Permanent
Casting Time: Six hours
Saving Throw: Automatic, if resisted.
P.P.E.tm Cost: 100
This is a powerful chant that gives a caster to take a fraction of life
from a willing donor and transfer it into another being (even the
caster). The donor can give away up to 50% of his permanent P.P.E.tm
base and up to 75% of his hit points to another being. As long as he
remains with at least half his normal P.P.E.tm
and 25% of his normal hit points, there is no problem for the donor. So, a
man with 5 P.P.E.tm and 48 hit points could
try to help save his little girl (stricken with a strange magic disease)
and give her another 2 P.P.E.tm and up to
36 hit points (leaving him with 3 P.P.E.tm
and 12 hit points).
Some selfish mages have either found or created a version of this spell
that costs 400 P.P.E.tm to cast, but takes
only six hours and can steal up to 60% of the permanent P.P.E.tm
from any non- sentient animal. However, these are all strict limitations -
no other creatures or point totals can be affected!
Evil mages have also learned to alter the ceremony, and for only
250 P.P.E.tm and the sacrifice of the
'donor,' either the being's full hit point or P.P.E.tm
total is added to the mage's own.
It is up to the GM to decide which variant a character might encounter or
learn. This spell could be studied as a way of finding out how other
point totals (Chi, the Spd. attribute, strike bonuses, maybe even skills!)
have to be drained. Any creative mages out there?
Transformation: Lesser (ritual)
Level: 12
Range: Touch
Duration: Four hours per level.
Casting Time: Two hours
Saving Throw: -1 penalty
P.P.E.tm Cost: 250
Functions exactly like the 15th level spell (page 190 of Rifts®)
but has a shorter duration and is much cheaper to cast. If the victim
fails the save throw, he turns into the desired monster. If the save
throw roll was a natural 1-4 the victim is a helpless and mentally
incapacitate servant of the ritual caster (as per the 15th level
Transformation ritual). If the roll is 5 or more, but still a failure,
the victim retains his own memories and personality and can resist the
mage's commands by making a successful save vs psionic attack (no bonuses
may be added to the roll, however). The victim cannot be made to do things
against his alignment - the mental domination of this ritual is not as
complete as that of the full power ritual.
The mage can make the target transform into a specific kind of monster,
but he must make a Lore: Demons and Monsters roll at a -25% penalty. Another
alternative is to have a living captive creature, which lets the
mage turn a victim into an exact copy of the captive (no Lore skill roll
needed). The victim can only be turned into a lesser creature - A Hunter,
Waste Coyote, Melech, Manticore, or Gryphon is a good example (they've all
got around 100 S.D.C.tm or 150
M.D.C.tm and a high animal or low human
I.Q.) All necromantic creatures, beings created by a ritual (like a golem
or other automaton), shapeshifters, and powerful/ alien beings (greater
devils and demons, angels, elementals, dragonds, Dominators, most
Splugorthtm minions, etc.) are beyond the
power of this spell.
Vitality (ritual)
Level: 5
Range: Self or other by touch (halve the casting time if cast on oneself).
Duration: Three days per level of experience.
Casting Time: Thirty minutes
Saving Throw: Standard, if resisted
P.P.E.tm Cost: 35
This ritual requires 8 ounces of exceptionally pure water,
like that you'd find in a remote mountain stream or an aquifer
deep underground. Holy water will do also. This ritual is of
benefit both to sick people and sleepy soldiers on guard duty.
The person who drinks the water will gain the following benefits
for the duration of the magic:
- Does not fatigue
- Needs only four hours of sleep a night.
- +1 on initiative
- +1 on perception
- +2 to save vs poisons and toxins.
- +4 to save vs pain.
- +20% to save vs coma/death.
- Recovers double the normal hit points per day
(this doesn't increase regeneration abilities).
- Increase top running speed by +10%, and increase the maximum
amount to lift and carry by +10% also.
Weapon Turning (ritual)
Level: 6
Range: Self or other by touch (halve the casting time if cast on oneself).
Duration: One hour per level of experience
Casting Time: Twenty minutes
Saving Throw: Standard, if resisted.
P.P.E.tm Cost: 30
The recipient of this ritual gains protection against melee weapons! He
becomes +3 to parry melee weapons with his bare hands and feet, takes no
damage on successful parries of melee weapons, has an effective A.R. of
8 plus half the caster's level against melee weapons, and only takes half
damage from such weapons if they hit him and overcome the magical A.R.
Melee weapons includes bows, slings, arrows, swords, staves, knives, batons,
etc. Hand and foot strikes are not protected against, nor are firearms or
energy weapons. This is a popular ritual among devoted martial artists.
White Aura (ritual)
Level: 9
Range: One person in the circle's radius (usually 4-6ft)
Duration: 20 minutes per level.
Casting Time: One hour
Saving Throw: Standard, if resisted.
P.P.E.tm Cost: 100
This is an extremely powerful ritual of white magic. The physical
components needed are an eight ounce quantity of holy water and an
angel's feather (which can be reused). Two ounces of water are used
to make a circle, two more are used to annoint (poured over) the
feather in the middle of the circle, and the person who will benefit
from the ceremony must drink the last four ounces. With some chanting
and meditation, the person the ritual is being performed on becomes
a powerful force of supernatural good.
The character gains the following abilities and bonuses for the duration
of the magic:
- +3 on all save throws.
- +10 to P.S. (becomes supernatural).
- +2 on initiative
- +1 to strike, parry, and dodge.
- +1 melee action
- Light, electricity, fire, and cold resistant (half damage).
- See the invisible (normal sight range)
- Nightvision - 100ft
- Impervious to all poisons and toxins (magical and
psionic included).
- Regenerates 1d6 hit points, S.D.C.tm
or M.D.C.tm per melee.
- Gains a bonus of +250 S.D.C.tm
(becomes M.D.C.tm when in a Rifts®
environment).
- Hand attacks of the recipient do double damage to supernatural evil.
The only three drawbacks are these: the recipient must be of a good
alignment in order to receive any benefits. Second is that dark energy,
negative energy, and Negative Chi attacks do double damage! Anything
designed to harm supernatural good will affect the recipient the same
way. Lastly, the angel feather is the source of power. If it is taken
from the ritual recipient, the magic ends abruptly. The feather is
usually attached (with tape, rope, or whatever) to the recipient's body
to prevent that from happening, and can of course be hidden under armor
or clothing. The small of the back and the thigh are good places to put
the feather.