Battle Mage Magic Spells

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Since the contract between Myrimidion Press® and Palladium Books® is no longer in existence, there aren't going to be any sourcebooks for Rifts® Manhunter®. These spells are incantations used by the Smoker O.C.C., and are normally taught only to those magicians. Spells that are either directly offensive or defensive in nature cast by a smoker only use half the listed P.P.E.tm cost. In my campaigns, I allow smokers to cast the following at half cost: Since it was never explicitly stated what spells were defensive and offensive, I hope this will give any confused GMs out there a better perspective and an idea of how they think they should do things. All of the following spells are cast by a smoker at half P.P.E.tm cost, even if not directly offensive or defensive (they created them, so the spells use special techniques known to them). Normal magicians can learn these spells, but that is pretty uncommon - Smokers guard their magic jealously as any magician.

One more thing. since Smokers are experts in offensive magic, I'd suggest GM's consider giving them the ability to increase the damage of spells as an extra O.C.C. ability (see the Metamage ability).



Ambush

Level: 9
Range: Self
Duration: One hour per level.
Casting Time: One melee
Damage: None
Saving Throw: None
P.P.E.tm Cost: 40

This spell creates a small extra-dimensional area just large enough to accomodate the caster and another being his size (but only the caster can reside in the space). The viewing area out of this miniature time hole is limited to one direction, a circle with a 3ft radius. Inside this time hole, time passes at half the normal rate (an hour outside is only a half hour inside). At any moment, the caster can leap out of the time hole, ending the spell and attacking at will. He cannot attack from within the hole without ending the Ambush spell abruptly.

The sneak attack by the battle mage is automatically a critical strike and does double damage (more if a critical strike is used or a natural 20 is rolled), plus has a +4 strike bonus. The victim cannot defend against this attack unless they have the Sixth Sense psionic ability or is a Juicertm or some other fast-acting being. Even then, no bonuses are allowed - just a straight die roll to defend. If combat is continued, the battle mage gets a +4 bonus on initiative for the ensuing melee round (but not any thereafter).

The character is plainly visible to anyone who can see dimensional anomalies, and can be detected by the ability to sense dimensional anomalies. If a mage suspects that someone is using an Ambush spell, he can use Detect Concealment (25% success rate) or Negate Magic (75% success rate) to reveal the hiding smoker.


Blur

Level: 7
Range: Self or others by touch.
Duration: Two minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 25

The smoker can cause a temporal distortion to affect himself or others that accelerates perception, reaction time, and movement abilities. There appear to be afterimages of the recipient when he moves around, a blurring effect, from which the spell takes its name. This spell is, in reality, a combination of Time Slip and Superhuman Speed. The recipient gains the following abilities for the duration of the magic: This spell can be cast at half cost by Temporal Wizards, Warriors, and Raiders as well as Smokers due to the time- altering effects.


Chaos Plane

Level: 8
Range: Self or 100ft
Duration: Three minutes per level.
Casting Time: Two melee actions for the small, or one full melee for the large.
Damage: None
Saving Throw: None
P.P.E.tm Cost: 15 for a small one or 40 for a large one.

With this spell a plane of chaotic particles a few atoms thick is generated. The particles are relatively invisible to the naked eye, and seem to produce a warping effect similar to hot air on a hot day. It is like a one-way protective barrier - if you are on the right side of it, you can shoot through it with no problems.

For the small plane, the mage can use it to parry attacks (it hovers near his body and can be mentally moved at will). A successful parry means the attack (whether a sword strike or a hail of rail gun slugs) is deflected and does no damage to the character. Deflected bullets and arrows have only a 30% chance of hitting allies during a battle, sometimes more or less depending on the circumstances. The caster gets a +3 bonus to parry (hand to hand combat bonuses are not applicable) in addition to his spell strength bonus.

The larger plane has a surface area of 32 square feet per level of experience (an 8 ft by 4 ft plane at first level). Objects traveling at speeds greater than 15 mph (Spd. 22) are thrown off course in a direction to the side or above the caster of the spell. This plane has the benefit of only disrupting motion from one direction. Anyone firing through the plane from the side that the caster is on suffers no strike penalty, and will probably not be hit by anything coming through the other side. Anyone shooting through the plane from the side the caster isn't on suffers a -6 penalty to strike (-8 if the caster is 5th level or higher).

Note that vehicles and fast moving beings suffer the same effects as projectiles moving through the field. They too are thrown off course, and must make a roll to maintain their course and heading (-35% to a control roll or -7 to a roll on a 1d20). If successful, they maintain their course without major problems. If the roll fails, they crash or tumble. The plane can be used for both offensive and defensive measures.

Energy blasts are not affected by the plane in any way. The plane is also plainly visible to anyone who can see dimensional anomalies, and can be detected by the ability to sense dimensional anomalies.


Clesius' Rod

Level: 5
Range: Self
Duration: Two minutes per level.
Casting Time: One melee action
Damage: 1d6, 2d6, or 4d6 S.D.C.tm, or 1d6, 2d6, or 3d6 M.D.C.tm (the mage can vary the damage), +1 per level of experience.
Saving Throw: None, must dodge or parry.
P.P.E.tm Cost: 15

Clesius was the name of a mysterious battle mage, and this spell bears his namesake. This invocation creates a two foot long rod of crackling yellow-white energy that can be used as a weapon. It is indestructible, can parry mega- damagetm attacks, is +1 to strike and parry, +2 more to parry energy blasts (effective penalty of only -3 with the weapon bonuses), and does half damage against beings like werecreatures, vampires, and other beings with limited invulnerability (better than nothing). Multiple invocations of the spell will create a rod for each hand, if so desired. The rods can be given to other people to use. In a Nightbanetm environment, add anywhere from a +0 to a +10 S.D.C.tm (variable) damage bonus.

Note: The caster can also opt to create a magical short sword made of the same yellow-white energy for no additional magic energy cost.


Clesius' Staff

Level: 8
Range: Self
Duration: Three minutes per level.
Casting Time: One melee action
Damage: Anywhere from 1d6 to 6d6, or 1d4x10 S.D.C.tm, or anywhere from 1d6 to 6d6, or 1d4x10 M.D.C.tm (the mage can vary the damage), +1 per level of experience.
Saving Throw: None, must dodge or parry.
P.P.E.tm Cost: 25

A more advanced version of the Clesius' Rod spell. This magic creates a 5-7 foot long rod of crackling yellow-white energy. It is indestructible, can parry mega- damagetm attacks, is +2 to strike and parry, +2 more to parry energy blasts (effective penalty of only -2 with the weapon bonuses), and does normal damage against beings like werecreatures, vampires, and other beings with limited invulnerability. Multiple invocations of the spell will create multiple staves, which can be given to other people to use. In a Nightbanetm environment, add anywhere from a +0 to a +10 S.D.C.tm (variable) damage bonus.

Note: The caster can also opt to create a magical long sword made of the same yellow-white energy for no additional magic energy cost.


Cloaking Armor

Level: 4
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: Three melee actions
Damage Capacity: Equal to Armor of Ithan (also known as Magic Armor).
Saving Throw: None
P.P.E.tm Cost: 15

This simple spell is a combination of Armor of Ithan and Chameleon. Defensively, the spell has protective capacity equivalent to that of the Armor of Ithan spell. The character can also move slowly with a standard Chameleon- spell effect.

The spell goes above and beyond the two component spells by providing the recipient with these illusion effects: Masking of body heat and sound (-20% to Read Sensory Equipment rolls for those using technology to find the character), it alters the character's voice to be understandable yet unrecognizable, hides the face and all clothing to prevent identification, hides the fingerprints without hampering the ability to grasp objects, inhibits the normal shedding of skin and hair, and it even provides the character with a +2 to strike, parry, and dodge bonus (tough to make out exactly where the cloaked being is at). Think of Cloaking Armor as a spy's tool.

Illusion dispelling effects will only negate the illusion aspect and identity- masking aspect of this spell, and not the armor aspects. An iron rod is not able to dispel this spell's illusion effects.


Combat Disc

Level: 6
Range: 120ft
Duration: One minute per level
Casting Time: Two melee actions
Damage: 2d6 S.D.C.tm +1 per level, in a Nightbanetm world add +1d6 damage, and in Rifts® it instead does 2d6 M.D.C.tm +1 per level.
Saving Throw: Dodge or parry
Strike/Parry Bonus: Equal to the caster's spell strength
P.P.E.tm Cost: 15

An invocation to create a spinning disk of kinetic energy, which the caster can mentally direct at targets or to block attacks. If used to block attacks, they can withstand a total of 20 S.D.C.tm +1 per level in damage (change to mega- damagetm in Rifts®). The discs (multiple ones can be created, and often are) can attack once per melee of their own volition. More attacks require the caster to use his own melee actions. Thus, if a mage with three attacks creates three Combat Discs, he can use them to attack or parry three times without giving up his own melee actions. If he wants to do more with them, he must use his own three melee actions to do so.


Danger Sense

Level: 3
Range: Self, 60ft radius.
Duration: Two minutes per level
Casting Time: One melee action
Saving Throw: None
P.P.E.tm Cost: 6

For the duration of the spell, the character has a sensing ability equivalent to the sensitive psionic power of Sixth Sense.


Flash Wall

Level: 4
Range: 15ft
Duration: Instant, or up to a melee.
Casting Time: Instant (!)
Damage Capacity: 50 S.D.C.tm +10 per level, in a Nightbanetm world add a +30 S.D.C.tm bonus, and in Rifts® it instead becomes to 25 M.D.C.tm +5 per level.
Saving Throw: None
P.P.E.tm Cost: 6

A 'Flash Wall', contrary to what the name might mean to some people, does not involve illusion effects or light bursts. Rather, 'flash' is used in the sense of 'instant'. A Flash Wall is a barrier magic that exists briefly enough to block magic energy attacks, projectiles, and other fast attacks. It can be used to block/ parry attacks with a bonus equal to the character's P.P. bonus or spell strength bonus (whichever is higher - only use one of them though). Any leftover damage that overcomes the protection of the Flash Wall will penetrate the wall unless further defensive measures are taken.

The P.P. bonus is used, because although it is magic that is being cast and not a physical defense the magic is designed to flow with one's first reaction - which is what P.P. partially reflects. The magic can be used in two ways. The first is as a brief force field (up to a melee in duration) used to block a series of attacks, such as a spray of bullets or a flurry of punches. The second is as an instant defense against a sniper's blast, a Call Lightning spell, or maybe a couple laser bolts coming in quick succession. One instant use of the Flash Wall can be combined with a normal melee action. When striking or dodging the mage can also cast one instant Flash Wall at that time. Only one Flash Wall can be created per melee action, even though the wall is an instant effect. You can't attack once and create four Flash Walls to handle incoming attacks.

Size and shape-wise, the Flash Wall can cover at most about a 30 square foot surface (10 square meters). It can be bent into a partial dome, made into a circular/ columnar area, or used as a simple square barrier.


Force Bolt: Lesser

Level: 2
Range: 90ft
Duration: Instant
Casting Time: One melee action.
Damage: 2d6 S.D.C.tm
Saving Throw: Dodge, parry, or roll with punch/fall/impact.
P.P.E.tm Cost: 4

The mage can create a small surge of kinetic force and project it at a target. Unlike a Call Lightning or Fireball spell, this is not entirely directed by magic. As such, the mage gets a +1 bonus to strike in addition to his spell strength bonus, up to a maximum bonus of +8. In a Nightbanetm environment, add an extra 1d6 S.D.C.tm damage.


Force Bolt: Superior

Level: 6
Range: 180ft
Duration: Instant
Casting Time: One melee action.
Damage: 1d6 S.D.C.tm +1d6 per level or 1d6 M.D.C.tm per level.
Saving Throw: Dodge, parry, or roll with punch/fall/impact.
P.P.E.tm Cost: 12

A stronger version of the lesser spell. With this spell the mage gets a +3 bonus to strike in addition to his spell strength bonus, up to a maximum strike bonus of +8. The victim also suffers knockdown if the strike roll was successful. In a Nightbanetm environment, add +3d6 S.D.C.tm damage.


Force Ball

Level: 8
Range: 180ft, affects a 4ft radius +1 ft per level.
Duration: Can be maintained for up to one minute per level.
Casting Time: Two melee actions.
Damage: 2d6 S.D.C.tm or 1d6 M.D.C.tm per level (the mage can vary the damage).
Saving Throw: Dodge or roll with punch/fall/impact.
P.P.E.tm Cost: 30

Like the spells Force Bolt: Lesser and Superior, this incantation generates a kinetic force. In this case, the force is unstable and can damage a large area at one time. The mage gets a +3 bonus to strike in addition to his spell strength bonus, up to a maximum strike bonus of +6. Anyone caught in the blast radius also suffers knockdown. In a Nightbanetm environment, add a +2 S.D.C.tm damage per level bonus.


Force Mine

Level: 8
Range: Touch, affects a 4ft radius +1 ft per level.
Duration: Two hours per level.
Casting Time: Two melees
Damage: 5d6 S.D.C.tm or 3d6 M.D.C.tm per two full levels of experience. Thus, increase the damage at levels 2, 4, 6, 8, 10, etc.
Saving Throw: Dodge or roll with punch/fall/impact.
P.P.E.tm Cost: 40

This spell requires a physical component to be of any use, usually a container of some sort filled with shrapnel or debris (rocks, wood splinters, metal fragments, used rail gun slugs, etc.) The container will detonate once disturbed, spewing its contents across the radius of effect. If the spell duration ends without the magic device being activated, it loses its enchantment and becomes inert. It could still be re-enchanted by a battle mage, however. The mage can sense all of the mines that he has set and he can pick them up, move them, and end the spell without any ill effect.

Anyone who has Sixth Sense or Sense Magic will be instantly aware that there is danger nearby, but cannot necessarily pinpoint the source as the physical component. Those who can see magic energy or auras will instantly be aware of the container's enchantment, but won't be able to see that it is dangerous (they can only suspect). The spell Detect Traps will certainly find them!

In a Nightbanetm environment, change the damage from 5d6 S.D.C.tm to 1d4x10 per two full levels of experience.


Force Transmitance

Level: 4
Range: Self or other by touch, the effect has a range of 18ft +2ft per level of experience.
Duration: Two minutes per level of experience.
Casting Time: One melee action
Damage: Special!
Saving Throw: Dodge or parry at -6
P.P.E.tm Cost: 10

This is a favored spell among martial artist mages. It allows the beneficiary to perform physical attacks and then transmit the force anywhere within range! The mage can be standing 20ft away from a target and still engage in physical combat. Holds, leg hooks, power punches, etc. can all be done from far outside of melee and grappling range. Better still, this spell isn't telekinesis. The actual physically generated force is moved to a different location, so strength amplifying spells can be used in conjunction with this magic to do additional damage.

The only defense against this kind of physical assault are conventional parries and dodges (normal or automatic) or body armor. Any kind of force field or electromagnetic field will prevent transmitted force from travelling beyond it - the T-force will just damage the force field. The force created by weapons can only be transmitted if a blunt melee weapon is used. Characters with Heightened Senses of hearing or touch, Radar, or the psionic power of Sixth Sense suffer only half the penalty to dodge or parry.


Harden Aura

Level: 4
Range: Self or others by touch.
Duration: Three minutes per level
Casting Time: Two melee actions
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 10

Recipients of this spell are impervious to (and cannot use) the psionic abilities of telepathy, empathy, Empathic Transmission, and Hypnotic Suggestion. They are also given immunity to all mind altering magic (Befuddle, Compulsion, Domination, Wisps of Confusion, etc.) Add a +1 to save vs psionic attack and illusions. This spell confers the same defenses as a Mind Block in the Dreamstreamtm, but only has half the penalties.


Impact Shield

Level: 5
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 12

An invocation that creates a form fitting barrier of cushioning energy. When this shielding is in use, the character is +4 to maintain balance against knockdown attacks (or is equivalent to a supernatural being if you're using the tables on page 13 of Conversion Book One). The character takes no damage at all from S.D.C.tm impacts (bullets, punches, hammers, etc.) and half damage from mega-damagetm blunt attacks (rail guns, punches from supernatural beings and robots, any of the above force spells, etc.) This damage reduction applies only to blunt and impact attacks - claws, swords, energy weapons, and all other attacks do normal damage. The shield extends to just beyond body armor and is fully compatible with the Armor of Ithan spell.


Warmonger

Level: 10
Range: Self or others by touch.
Duration: Two minutes per level.
Casting Time: Two melees
Damage: Special
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 80

This spell enhances the strength and combat ability of the recipient, making him a more deadly warrior. He gains the following abilities:

Warrior's Health

Level: 7
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: Two melee actions
Saving Throw: None
P.P.E.tm Cost: 30

While under the influence of the magic the battle mage is impervious to the effects and damage from all poisons, toxins, venoms, harmful drugs, radiation, electronic stun weapons, moderate heat and cold, and pain. He is able to fight up to -10 hit points below zero, and recovers 1d4 hit points or S.D.C.tm per melee. Add +3 on all physical save throws, such as those against magic, poisons, and pain.


Weapon Talent

Level: 4
Range: Self and touch, or others by touch.
Duration: Five minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard (roll for the device), but ballistic firearms get a +1 bonus, energy weapons get a +2 bonus, and vehicle weapon systems get a +3 bonus.
P.P.E.tm Cost: 10

The casting of this spell gives the recipient an unnatural skill with a weapon held at the time of casting. If the recipient has no weapon proficiency with the weapon he gains a +1 to strike and parry with it, or +1 on an aimed and burst strike for firearms. If the recipient does have training with the weapon he gains one extra melee attack with the weapon and a +2 initiative bonus when using it for their first attack in a melee, in addition to the bonuses of an untrained user of the weapon. If physical contact with the weapon ends (like if it is knocked away or dropped) the magic ends immediately.