Ritual Magic

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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. 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. 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:

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:

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).

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:

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: 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.