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:
- Defensive illusion magic (Shadow Meld, Multiple Image)
- Healing/preventive magic (Heal Wounds, Impervious to Fire)
- Damaging spells (Call Lightning, Energy Bolt, Circle of Flame)
- Offensive enchantment spells (Turn Dead, Carpet of Adhesion,
Befuddle, Charm Weapon)
- Wall/barrier magic (Magic Net, Invulnerability, Armor of Ithan)
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:
- Automatic parry and dodge.
- +1 to strike, +2 to parry, and +6 to dodge.
- +2 on initiative.
- +1 attack per melee.
- Spd. of 88 (60 mph).
- Does not fatigue during the spell.
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:
- +3 to strike, +1 to parry, and +1 to dodge.
- +2 to grapple.
- +2 on initiative.
- +1 attack per melee.
- +3 to on all save throws.
- Impervious to pain, possession, Hypnotic Suggestion, Empathic
Transfer, Domination, Charm, and knockdown attacks.
- Mortals become roughly equivalent to a supernatural P.S. of 20. They
do 1d4 M.D.tm on a punch, 1d6 M.D.tm
on a forearm, elbow, head butt, knee, snap kick, body block, or body
throw, 2d4 M.D.tm on a kick attack,
and 2d6 on any stronger attacks. Essentially, drop all damage bonuses
and the damage done becomes mega-damagetm.
For contemporary worlds, simply add +8 to damage or convert their
strength to supernatural for the spell's duration.
- If the being already has supernatural strength add +6 to their P.S.
attribute, so they do more damage on physical attacks.
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.