Common Magic Spells

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More spells can be found in Aliens Unlimitedtm, Beyond the Shadowstm, Nightbanetm, the Palladium Fantasy RPG®, Through the Glass Darkly (NB World Book Three and a must have for magic), Transdimensional T.M.N.T.s®, and the Federation of Magictm. In fact, some of these spells were taken from those books. Note that some of these spells may have been moved to/ from other files.

Note: In Nightbane®, the world is a bit more magically energized than a normal contemporary setting (like Heroes Unlimited® or Ninjas and Superspies®) so the damage from attack spells increases some. Add two dice of damage (usually 2d6) to the damage from damaging wall spells and add three dice of damage (again, usually 3d6) to the damage of combat spells level 6 and higher. Also increase the protection from barrier spells - I suggest about 15% to 25% more protection, about a +20 S.D.C.tm bonus in general. If there are any special cases, they are mentioned with the spell description.



Bridge

Level: 5
Range: Cast up to 30ft away, with a width of 5ft +1ft per level and a length of 50ft per level.
Duration: Five minutes per level
Casting Time: One melee
Damage Capacity: 50 S.D.C.tm +10 per level, in a Nightbanetm world add a +20 S.D.C.tm bonus, and in Rifts® it instead becomes to 30 M.D.C.tm +10 per level.
Saving Throw: None
P.P.E.tm Cost: 15

Though it seems strange to have a spell like this, its uses are many. Terrain is not always flat and easy to walk upon. In moving throughout a region you can encounter jungle, mountains, rivers, and areas of small squirmy things. Even in a dungeon, you may run into large pits or pools of acid. When it costs to much energy to make everyone fly across such an area, this spell comes into play. Though it has a damage capacity it cannot be used as a barrier or force field. It can only be cast as a two-dimensional plane that is perpendicular to the 'down' direction.

If so desired, the mage can cast this spell at double cost and can then double either the duration, the length, or the width. For triple cost, two of those attributes could be doubled, and obviously for quadruple cost all three could be doubled. None can be increased more than doubling, however.

The bridge appears as a plane of dull grey material. It can be somewhat curved, if so desired. Guard rails are optional.


Circle of Cold

Level: 5
Range: 10ft radius, cast up to 90ft away.
Duration: Two minutes per level.
Casting Time: One melee action.
Damage: 1d4x10 S.D.C.tm per melee.
Saving Throw: None
P.P.E.tm Cost: 12

This spell creates a column of magical cold that is six feet tall and damages anyone attempting to pass through the circle. The circle has an eerie, two- dimensional flicker of pale blue energy. Water freezes at the rate of one gallon per two minutes, and frostbite will occur with 10 minutes of unprotected exposure. These effects are applicable to the Cold Wall spell and other cold- based magic. In a Nightbanetm setting, add a +10 damage bonus.


Destroy Dead: Lesser

Level: 5
Range: 60ft
Duration: Instant
Casting Time: One melee action.
Damage: 1d4x10 damage (whether S.D.C.tm or M.D.C.tm)
Saving Throw: Standard
P.P.E.tm Cost: 12

This spell is a corrupted form of the Biomancer spell of Bio-Blast. It can damage any magically animated dead with great effect. However, it is only effective against animated dead. Vampires, ghouls, mummies, zombies, and all living creatures are immune to its effects. In a Nightbanetm setting, add a +10 damage bonus.


Destroy Dead: Superior

Level: 8
Range: 120ft
Duration: Instant
Casting Time: Two melee actions.
Damage: 1d4x10 damage (whether S.D.C.tm or M.D.C.tm)
Saving Throw: Standard
P.P.E.tm Cost: 30

This spell is essentially the same as the previous spell with one difference - it can affect up to 1d4+2 animated dead at a time. If desired, the mage can focus all of the spell's energy upon a single target. That particular animated dead has a -4 to save against the spell's effect and takes 1d6x10+40 damage. In a Nightbanetm environment, give the group damage a +10 bonus and alter the focused damage to 2d4x10+40.


Elemental Mist

Level: 9
Range: 120ft +30ft per level.
Duration: Three minutes per level of experience.
Casting Time: One minute
Damage: 1d4x10 per attack.
Saving Throw: Dodge
Strike Bonus: Equal to the caster's spell strength +3, up to a maximum bonus of +8.
P.P.E.tm Cost: 75

This impressive combat spell creates a swirling fog of rainbow-colored mist around the mage. For as long as the spell lasts, each melee action he can command the mist to attack in the following ways:
Cast a lightning bolt at one target.
Cast a fire ball at one target.
Cast a super-cold water/ice spray at one target.
Cast a spray of corrosive gas/acid at one target.
Cast a bolt of life energy at one target, damaging only to animated dead and undead.
The mist provides no defensive powers other than a visual masking of the mage, giving all those trying to strike him a -4 penalty to do so. No known form of technological or magical sensing can penetrate the rainbow mist.


Energy Fist

Level: 7
Range: Self
Duration: One minute per level.
Casting Time: Two melee actions.
Damage: 3d6 S.D.C.tm or M.D.C.tm (the mage can vary the damage).
Saving Throw: Dodge or parry.
P.P.E.tm Cost: 20

The mage can sheath his fist in a glowing field of energy. Punches do the listed damage (add it to the standard punch damage for supernatural strength) and the fist can parry energy blasts (only a -4 penalty), parry vibro- blades and flaming objects, hold electrified cables, etc. Anyone trying to parry or hold the energized fist will suffer 1d6 damage even if the parry was successful (if a weapon was used, it takes damage). One casting is necessary per limb affected. This spell was taken from Aliens Unlimitedtm, page 21.


Energy Zap

Level: 1
Range: 10ft per level of experience.
Duration: Instant
Casting Time: One melee action
Damage: 1 point, 1d4, or 2d4 damage up until level four, then the maximum becomes 3d4 S.D.C.tm damage. In a Rifts® environment, the mage can double the damage if desired.
Saving Throw: Dodge an 18 or higher.
P.P.E.tm Cost: 2

This is a weaker version of the Energy Bolt spell and is used for everything from practical jokes and visual spectacle to torture and herding cattle.


Environmental Seal

Level: 4
Range: 60ft and one room, tent, suit of armor, etc
Duration: Twenty minutes per level.
Casting Time: One melee
Saving Throw: None
P.P.E.tm Cost: 12

A useful spell in some situations. The spell creates a magical barrier that filters and/or blocks out harmful environmental factors such as intense UV rays, minimal radiation, heat, and cold, and toxic gases. Cast on a person or a partial suit of armor it will provide protection from all these things. It can also seal an object to make it water (and air) tight, but this cuts the duration in half. This is useful as an emergency patch, as a means of fortifying some patchwork armor, or as protection in a difficult environment.


Fly as the Eagle: Superior

Level: 9
Range: Self or others by touch.
Duration: One hour per level.
Casting Time: Two melee actions.
Saving Throw: Standard (if resisted).
P.P.E.tm Cost: 40

Just like the standard spell, only better. The recipient gains the ability of magical flight with a maximum speed of 60mph +10mph per level of experience. The flier also gets a +2 to parry and dodge, +1 melee action, and +2 more to dodge when flying at speeds of 120mph or more. All bonuses apply only when in flight.


Frostbite

Level: 5
Range: 50ft plus +10ft per level of experience.
Duration: Instant
Casting Time: One melee action.
Damage: 2d4 S.D.C.tm or 1d4 M.D.C.tm to mega-damagetm beings, +1 point of damage per level of experience.
Saving Throw: Standard
P.P.E.tm Cost: 10

A spell that inflicts painful frostbite on an extremity. The frostbite must be taken care of within 1d4 hours, or else the affected flesh needs to be removed. Professional medical care or psionic or magical healing within a half hour is necessary to save the afflicted tissue. Regeneration abilities take twice as long to heal the wounded flesh.

Cast on a hand - weapons cannot be held, skill performance is -35%, and the character is -2 to parry and dodge and on initiative due to the pain and distraction. If a foot is affected cut speed by 75%, -4 to dodge, -2 on initiative, and the victim loses half his attacks! Aiming the spell anywhere else will be painful and difficult to tend to. The penalties for this are a -3 to parry, dodge, and initiative and a -15% on skill performance in general, but could vary according to the targeted area.


Glitterblast

Level: 5
Range: 18ft plus +2ft per level of experience.
Duration: Instant
Casting Time: One melee action
Damage: 1d6 S.D.C.tm per level of experience. Becomes M.D.C.tm in Rifts® worlds.
Saving Throw: See below
P.P.E.tm Cost: 12

The target of the spell is showered in a stream of pulsing lights - he must roll a save throw. Failure means the victim suffers full damage from the spell and is also blinded (as per the Blinding Flash spell) for 1d4 melees. Success means the victim can opt for half damage or instead be blinded for only one melee.


Glitterdust

Level: 8
Range: The palm of the caster's hand or by touching a target container.
Duration: The glitterdust exists for one day per level of experience.
Amount: One ounce per level of experience is created with each invocation.
Casting Time: One minute
Saving Throw: See below.
Strike Bonus: +8 when thrown in one ounce handfuls (a cloud with a range of 10ft covering a 5ft radius) or +4 when thrown in a dispersing pouch (normal throwing range).
P.P.E.tm Cost: 20

Glitterdust can be thought of as powdered P.P.E.tm, the usual whitish-blue color, that disperses after the spell duration. Normally inert, it can be tossed or thrown and willed to perform one of several simple effects upon command (needn't be determined at the time of creation), with one ounce is required for each effect: This magical material could find interesting uses in Techno- Wizardtm devices... perhaps as print toner in an automatic magical scroll printer? Gunpowder in new TW pistols? Magical narcotics?


Good Luck

Level: 6
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One melee
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 20

Use of this spell confers a bonus on all save throws (including horror factor and perception) equal to the spell strength bonus of the caster. If the caster has no bonus yet, add a +1 bonus. Multiple luck spells cast on one target will not add up - use the best bonus avaliable. The recipient also gains a +1 to parry and dodge and +5% on skill rolls for the duration of the magic.


Ice Blast

Level: 6
Range: 90ft
Duration: Instant
Casting Time: One melee action.
Damage: 1d6 S.D.C.tm damage plus 1d6 S.D.C.tm per level, or 1d6+1 M.D.C.tm per level (level 4 means 4d6+4 damage).
Saving Throw: Dodge an 18 or higher.
P.P.E.tm Cost: 12

This spell is a chilling version of the Fire Ball spell. The mage can create a harmful cone of cold, frost, sleet, hail, and/ or ice shards that is 5ft wide at the base of the cone when it hits. To dodge the attack, the victim must be aware it is coming. This spell was taken from Aliens Unlimitedtm, page 21, and modified for M.D.C.tm


Impervious to Cold

Level: 3
Range: Self or others up to 60ft away.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 5

Normal and magical cold will do no damage to the recipient of this protective magic.


Impervious to Radiation and Heat

Level: 6
Range: Self or others up to 60ft away.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 15

Though radiation is still uncommon, its presence has been enough to prompt the development of this spell. It's very useful in outer space, strange dimensions, and on the battlefield where cracked nuclear cores can spew radiation for decades. The beneficiary takes no damage from natural or artifical radiation. This spell will not cure physical damage caused by radiation, but will prevent any further damage from occuring. No heat based attacks or ailments affect the recipient during the spell duration.


Impervious to Vaccuum

Level: 9
Range: Self or others up to 60ft away.
Duration: Twenty minutes per level.
Casting Time: None - instant!
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 30

This spell provides the recipient with a temporary resistance to the deadly effects of total vacuum. The character will be magically provided with air and able to breathe normally for the duration of the spell. His body is also magically able to resist the 'explosion' effect. This spell would be rarely used (who wants to live in a vaccuum?) but when it is used it is a real life saver. It can be cast in the blink of an eye (or with a dying man's breath) because it is a highly researched and well constructed spell.


Kinetic Beam

Level: 5
Range: 60ft range
Duration: Instant
Casting Time: One melee action.
Damage: 1d4+1 per level (a 9th level mage can do 9d4+9).
Saving Throw: Dodge
Strike Bonus: The caster's spell strength bonus +1 more.
P.P.E.tm Cost: 8

Though the range is limited, this spell is a good way of attacking. It is cheap, quick, and able do damage many things. Magic energy is transformed into an unstable beam of kinetic energy and directed at the target via mental command. If the strike roll is a natural 18 or better, the victim of this attack suffers knockdown (depending on size, of course). There are several more powerful Battle Mage spells based on this. In a Nightbanetm environment, instead of adding 3d6 damage change the damage to 1d6 S.D.C.tm per level, and for Rifts® the damage becomes mega-damagetm.


Maintain Temperature

Level: 1
Range: Self, or objects or others by touch.
Duration: Fifteen minutes per level.
Casting Time: Two melee actions.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 4

This simple enchantment spell can be cast on just about anything. For the duration of the magic the object or life form will maintain its current temperature. Whether human or ice, nothing will be able to alter the temperature. This spell is vital when travelling in artic environments and scorching deserts without protection from the elements. This spell provides no special resistance against fire or ice attacks, but heat and cold attacks will only do half damage. Magic and mega- damagetm fire, heat, ice, and cold do full damage.


Probability Armor

Level: 8
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: Two melee actions
Saving Throw: Standard, if resisted.
P.P.E.tm Cost: 40

Probability is a fickle and... well... unpredictable thing. But with this spell the caster changes all that. The quantum events around the recipient tend to happen in the best interests of the affected party, rendering a protective power that is unparalled by conventional armor. For the duration of the spell, the character gains the following bonuses:

Shriek

Level: 7
Range: 120ft
Duration: Instant
Casting Time: One melee action.
Damage: 1d6 S.D.C.tm per level, or 1d6 M.D.C.tm per level for Rifts®. Double the damage underwater, but cut the range in half.
Saving Throw: Roll a natural 18-20 to dodge, because the attack is fast and virtually invisible (only a subtle Predator-type visual distortion is seen).
P.P.E.tm Cost: 15

The mage can generate a hypersonic screech that will damage and debilitate one target. At the point where the sonic cone strikes the target it is 5ft wide. In addition to the damage the victim suffers the loss of one attack, -4 on initiative, -2 to strike, parry, and dodge, and -15% on skills for 1d4 minutes. Multiple strikes only lengthen the duration of affliction, and could even cause temporary or permanent deafness (up to GM).

This spell will shatter S.D.C.tm glass at the base of the cone regardless of S.D.C.tm - it cracks and shatters automatically. Plexiglass, thick glass, solid metal (metal is crystalline), and M.D.C.tm glass will only crack, but a couple of Shriek spells will eventually shatter these too.


Solar Armor

Level: 9
Range: Self or other by touch, solar blasts have a range of 80ft plus +10ft per level of the caster.
Duration: Three minutes per level.
Casting Time: Three melee actions.
Damage: Solar blasts do 1d6 per level of the caster, but when in a Nightbanetm world add +2d6. Touching a target causes 2d4 damage. Becomes M.D.C.tm in Rifts® worlds.
Armor Rating: Equal to the spell strength of the caster, but always 17 or less.
Damage Capacity: 60 S.D.C.tm +20 per level, in a Nightbanetm world add a +20 S.D.C.tm bonus, and in Rifts® it instead becomes to 20 M.D.C.tm per level. In any world, the armor recovers 1d6 points per melee!
Saving Throw: Standard, if resisted (but why?)
P.P.E.tm Cost: 50

A powerful spell developed specifically with vampires in mind! The recipient is sheathed in a combined Globe of Daylight and Invincible Armor, plus is given the ability to fire blasts of sunlight that do the above damage with a strike bonus of +2 (in addition to any targeting bonuses or P.P. bonuses). These solar laser blasts obviously do double damage against vampires and similarly vulnerable beings.

The armor bearer is also temporarily impervious to all fire and heat, sheds enough light to clearly see by for a 30ft radius, plus cuts damage from cold and ice attacks by half! The recipient is also completely protected from environmental effects like disease, pollution, radiation, gases, fumes, etc. - has an independent oxygen supply.


Spark

Level: 2
Range: 30ft
Duration: Instant
Casting Time: One melee action.
Damage: 1d6 S.D.C.tm per two full levels of experience (so 1d6 at levels one through three, 2d6 at levels four and five, 3d6 at level six and seven, etc.) Damage can be varied in increments of 1d6. Add +2d6 S.D.C.tm damage in a Rifts® world.
Saving Throw: Dodge an 18 or higher.
P.P.E.tm Cost: 4

A small burst of electrical energy can be created and fired at a single target, doing minimal damage. The electric spark has a +2 bonus to strike in addition to the caster's spell strength bonus. Add +2d6 damage when near a ley line, and +4d6 damage when near a ley line nexus. No physical gesturing is required to direct the spark and it is brief enough that it can be cast with just a few mumblings - making this spell a favorite for subtle defense.


Stillwater

Level: 8
Range: Touch
Duration: One week per level.
Casting Time: A melee per 5 gallons, or fraction thereof.
Saving Throw: None
P.P.E.tm Cost: 5 per gallon.

This is a truly unique spell, because it transforms water into a pseudo- solid state. This accidental spell seemed to have no use at first, but it has been found to be good for three reasons:
The liquid is chemically inert, and cannot be contaminated by poison or radiation. The atoms of the water are actually 'still!'

Each gallon of water will precipitate out all impurities in two months time into a finely filtered and harmless grit. An experienced caster (8th level or better) can store a lot of sea water (or other impure/ contaminated water, even beer, wine, acid rain, and radioactive water) and have fresh, clear water upon reclamation of the 'liquid log.' He need only wipe off the grit with a rag and some sort of cleaning agent (alcohol is great, since it evaporates) to freshen it up! The only things that isn't cleared out of the water are enchantments - holy water stays holy and unholy water stays unholy. A magical potion that is purified in this way becomes +10% stronger with the purification! This effect costs 25 P.P.E.tm per gallon to achieve.

It can be stored at room temperature and is pretty much solid. No amount of damage, freezing, or burning will damage it. Phase weapons completely obliterate the liquid log, since they disrupt the atomically frozen state. The caster has a fifteen second period in which he can shape the water after casting this spell. Every time he wants to 'cut' it or combine it, he only needs to expend 1 P.P.E.tm to pull and separate as he pleases for a melee.

The basic human desire for water is all that is needed to release the water from the still state. It doesn't matter if the desire is to attack a vampire, fill a wine glass, or burst open to douse a burning barn. There is no magic energy cost to relase, only to reshape.

A handful of Stillwater is a useful self defense device against vampires. Thrown, it will become water mid-air. Bonuses to strike as with thrown weapons (not much of a bonus, unless the mage took time to shape the Stillwater into an aerodynamic form - possibly an arrow). The quantity of water and magical nature (holy or normal) will determine the damage.

Sunbeam

Level: 6
Range: 600ft
Duration: Instant
Casting Time: One melee action.
Damage: 1d6+1 S.D.C.tm per level of experience, or 1d6+1 M.D.C.tm per level of experience.
Saving Throw: Dodge an 18 or higher.
P.P.E.tm Cost: 15

An incantation that allows the spellcaster to create a beam of pure and powerful sunlight with laser intensity. As it is true sunlight it does double damage against vampires and other creatures that are vulnerable to the sun. Plus, it does full damage even against laser resistant targets who normally take half damage from lasers! The only requirement of this spell is that the mage must have already cast a Globe of Daylight (or have some other source of true sunlight, even the sun), from which the beam will emanate from.

Note: Removing the sun-source limitation from the spell is possible, but requires the development of a variant spell.


Superhuman Dexterity

Level: 5
Range: Self or others by touch.
Duration: Two melees per level.
Casting Time: One melee action.
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 10

The recipient of the spell gains another +2 to strike, parry, and dodge, one extra attack per melee, +1 on initiative, and +5 points to the speed attribute. Not effective on cybernetically or chemically enhanced humanoids, power armor, robots, or vehicles.


Superhuman Durability

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

The recipient of the spell gains a tougher and more damage resistant body. Heat, cold, and bladed weapon attacks do half damage against the character. Knockout and stun attacks are ineffective. If in an S.D.C.tm environment, the character gets a natural A.R. of 10 and gains an S.D.C.tm bonus of 50 +10 per level of experience. When in an M.D.C.tm environment, the character instead gains a physical M.D.C.tm equal to his hit points plus 5 per level of experience. Creatures that are already M.D.C.tm beings instead receive a 15% increase to their M.D.C.tm base (so a dragon with 300 M.D.C.tm would get an extra 45). In a Nightbanetm setting, add a +30 S.D.C.tm bonus.

Note: The benefit of this spell is that it cannot be targeted by a Dispel Magic Barrier spell, like Armor of Ithan and the other force field type protective spells can be. It can be cast only on living targets, however.


Toxic Mist

Level: 6
Range: Cast up to 60ft away, and can cover 900 square feet (one 30ft by 30ft area) per level with mist up to 8ft high +2ft per level of experience.
Duration: Two minutes, plus one minute per level of experience.
Casting Time: Two melee actions
Saving Throw: See below,
P.P.E.tm Cost: 20

A sickly green-white mist envelops the target area, obscuring vision (-6 to strike, parry, dodge, and initiative and a -8 on perception - caster exempted) and making people sick. A standard save vs magic is rolled once per two melees inside the mist, but halve all bonuses to save against it! If the save throw succeeds, vision is still obscured but no penalties are suffered for the next two melees. Anyone peering in outside suffers the same -8 on perception rolls directed at the mist.

Failure means two melees worth of gagging, watering eyes, body tremors, -50% to Spd., the loss of half of the melee attacks (special melee attacks exempted), and an additional -2 to strike, parry, and dodge. Plus, each melee of searching for a way out of the mist has a success rate of 60% -5% per 900 square feet mist! It gets tougher to get out of the mist when it is large. Multiple castings can be used to cover even larger areas. Laying one mist over another will not increase the penalties or effects. A Dispel Magic Barrier, Negate Magic, or Wind Rush spell are effective means of getting by the mist.


Vertigo

Level: 3
Range: 30ft
Duration: One minute per level.
Casting Time: One melee action
Saving Throw: Standard
P.P.E.tm Cost: 8

The victim of this spell gets lightheaded and feels slightly nauseous. Victims lose one melee attack, -2 on initiative, -1 to strike, parry, and dodge, -5% on all skill performance, and -1 on all save throws. If cast on an already sickened person, that person will most likely begin to vomit.


Wall of Cold

Level: 7
Range: 90ft
Duration: Three minutes per level.
Casting Time: Two melee actions.
Damage: 4d6 S.D.C.tm or 1d6 M.D.C.tm per five feet of thickness or per melee.
Saving Throw: None
P.P.E.tm Cost: 20

This spell will create a barrier of freezing cold with a width of five feet per level of the caster, a length of 15 feet, and a height of 10 ft. Anyone moving through the wall takes damage every five feet traveled into the wall. Anything in the area of effect will start to ice over and freeze. The wall, like the circle, has a strange flicker of pale blue energy. This spell was taken from Aliens Unlimitedtm, page 21, and slightly changed. In a Nightbanetm setting, add a +10 damage bonus.


Wall of Fire

Level: 7
Range: Cast up to 90ft away.
Duration: Three minutes per level.
Casting Time: Two melee actions
Damage: 4d6 S.D.C.tm or 1d6 M.D.C.tm per five feet of thickness or per melee.
Saving Throw: None
P.P.E.tm Cost: 20

This spell will create a wall of screaming flame with a width of five feet per level of the caster, a length of 15 feet, and a height of 10 feet. Anyone moving through the wall takes damage every five feet traveled into the wall. Anything in the area of effect will definitely burn, though the fire won't spread to other objects. This spell was taken from Heroes Unlimitedtm, page 101, and slightly changed. In a Nightbanetm setting, add a +10 damage bonus.


Wall of Lightning

Level: 8
Range: Cast up to 90ft away.
Duration: Three minutes per level.
Casting Time: Two melee actions
Damage: 6d6 S.D.C.tm (or 2d6 M.D.C.tm) per level per five feet of thickness travelled through or per melee in the wall.
Saving Throw: None
P.P.E.tm Cost: 25

Another wall spell. This incantation can generate a wall of crackling electricity (any color of the rainbow). The caster can create a large flat area (one 8ft by 4ft plane per level) that does the damage listed above equal to a third of the caster's level, or he can create a small flat area (one 8ft by 4ft plane per three experience levels) that does the above damage equal to the character's own level. Thus, either a small but deadly wall or a large and damaging wall can be created. In a Nightbanetm setting, add a +10 damage bonus.


Wizard Blade

Level: 3
Range: Touch
Duration: Two hours per level.
Casting Time: Twenty minutes
Saving Throw: Standard
P.P.E.tm Cost: 6

The invocation of this spell creates a small dagger made of solid magic energy! It does 1d6 S.D.C.tm (or 2d6 S.D.C.tm in Nightbanetm worlds or 1d4 M.D.tm in Rifts®) and has a +1 to strike, parry, and throw. The blade also does standard damage (no reductions) to supernatural creatures, and half damage against invulnerable ones like werewolves and vampires. Multiple daggers can be created, and persons besides the caster are able use them.