Common Magic Spells
[ Return to the Magic Section ]
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:
- Blinding Flash: Same as the spell, but with a maximum radius
of effect of 8ft +2ft per level of experience (variable at will).
- Globe of Daylight: Same as the spell, but the globe can
be sent up to 60ft away and has a Spd. of 24 - good enough to strike
vampires for 1d4 hit points of damage per touch of the globe!
- Energy Bolt: Same as the spell, but ignore the range and
save throw - as long as the target is within throwing distance it
can be hit without fail.
- Blinding Flash: Same as the spell with a -2 save throw penalty (an
intense light stronger than a Blinding Flash but still can't affect
cybernetic or bionic eyes.).
- Heal Wounds: Same as the spell.
- Energy Recovery: By holding the dust in one's hands, shaking
to get the dust activated, and breathing the dust a mage can recover 8
P.P.E.tm in a pinch.
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:
- +3 to parry and dodge.
- +4 to roll with punch, fall, or impact and +2 to maintain balance against
knockdown. Also add +2 to breakfall, if the character has that skill.
- +4 vs horror factor.
- Critical strikes against the affected character do normal damage.
- If the affected character rolls a natural 20 in defense (parry or
dodge) then some unlucky event happens to his attacker that causes the
loss of initiative and the next melee action (knockdown, basically). If
parrying a strong punch, then the attacker falls over. If dodging an ion
blast, then the shooter's weapon jams up briefly. You get the picture.
- Smart bombs and other artificially- guided weapons systems have no
bonuses to strike the character! Doesn't apply to power armor or piloted
robot vehicles (unless this is used by a Techno-
Wizardtm in a device!)
- Sneak attacks against the affected party are nearly impossible - some odd
event will often happen to prevent it. An owl will startle a sniper, an stealthy
assassin will step on a twig, etc. Impose a -4 to strike or a -30% on skills
when used to target the affected for death.
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.