Magic

Magic and Ley Lines

Magic is the most powerful force in the universe. Able to bend gravity; overcome the barriers of time and space; harness and create any force in nature, magic energy pervades every aspect of reality. Ley lines, are like grooves in the fabric of reality where the magic energy gets caught and concentrated. These flowing blue lines of semi-matter are visible to normal eyesight in the day, and glow brightly at night. Around the planet they exist at seemingly random intervals and lengths, some circle the entire globe. When in close proximity to ley lines, magic spells and rituals have heightened results, ranges and effects are often doubled.

In individuals on Earth, psionic powers are much more common than magical ability, in most of the the mega-verse however, the presence of magic far outweighs the presence psionic abilities. In seeming contrast to this, Rifts Earth is one of a small percentage of the habitable planets in the universe where the presence of magic energy is higher than almost anywhere else. This concentration of magic energy is part of the reason why so many supernatural creatures have flocked here.

To learn to cast magic spells or rituals, requires possessing the Magical Ability feat. After that one may choose the Magical Study feat to gain selection points to buy new spells. The selection points are listed in the descriptions of each spell; Ley Line Walkers, Dragon Hatchlings and some magic rich heritages such as the True Atlantean gain one extra selection point each time they take the Psionic Study feat.

P.P.E. —used by some spells—is a measure of the magical energy within all forms of organic life. P.P.E is fed on by Psi-Stalkers, and is the energy which makes up ley lines. Choosing a spell with a P.P.E component requires that you possess the number of P.P.E required to cast it. Expended P.P.E. returns during an extended rest, each restoring P.P.E. equal to your Intelligence statisic.

Spells are divided into At Will, Encounter and Daily powers. At Will abilities once purchased may be used as often as the caster wants; Daily powers may only be purchased once and used once each day. Encounter powers are special, and may be purchased multiple times, and each time they are purchased, they grant another use during each encounter.

At Will Spells

Aura of Power

At Will | Standard Action
Selection Points: 2
Range: Self or another by touch
Target: One creature
The target of this spell is momentarily surrounded by a glowing golden aura that makes them seem more experienced and imposing than they are. It has the effect of granting the mages INT modifier +5 to any opposed Bluff, Diplomacy or Intimidate skill roll and the character’s level of experience appears increased by the mages INT modifier (minimum 1). The See Aura spell or psionic ability will see right through the ruse. Sustain minor.

Blinding Flash

At Will | Standard Action
Selection Points: 2
Range: Area Burst 1 within 12 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Damage: 1D12+Int radiant
This invocation creates a sudden burst of white light, inflicting 1D12+Int force damage, and Blinding those without eye protection, save ends. Does not effect robotic, bionic or cybernetic eyes.

Carpet Of Adhesion

At Will | Standard Action
Selection Points: 2
Range: Area burst 1 within 20
Target: All creatures in burst
Attack: Intelligence vs. Reflex
You create a sticky carpet that lasts until the end of your next turn. Targets entering the area or starting their turn there are subject to attack. Targets are immobilized save ends, on a hit, and slowed, save ends, on a miss.

Cloud of Smoke

At Will | Standard Action
Selection Points: 2
Range: Ranged 18
Target: Area burst 2
Attack: none
The spell creates are area of thick black smoke. Those caught in the cloud have total concealment, and are effectively Blind while inside the cloud. The area once created is stationary. Sustain minor.

Create Fire

At Will | Standard Action
Selection Points: 2
Range: Ranged 6
Target: One target
Attack: Intelligence vs. Reflex
The spell causes spontaneous combustion upon any material that can burn. Fire can only be created where you have line of sight. If somebody’s clothes or hair are set on fire, they have two melee rounds (12 seconds) to get it off or put the fire out as a minor action before damage is inflicted. Damage from the small fire is 1D6 HP per round (beginning after the first 2 rounds).

Create Water

At Will | Standard Action
Selection Points: 2
Range: Ranged 2
Target: Special
The spell enables the mage to conjure a quantity of water out of thin air by drawing and purifying moisture from the surrounding area. The water can be made to appear in any open container indicated by the caster within ranged and sight. The caster can create one half gallon per level of experience or half that much in a desert, or twice that much in a rain forest or the sea.

Create Wood

At Will | Standard Action
Selection Points: 2
Range: Ranged 2
Target: Special
The spell forces magical energy to draw together particles and fibers from the surrounding air and area, bond them together and multiply them on the molecular level to create wood. The shape can 2 foot long logs or 6 foot long 1 foot wide planks, or it can be used to fill in existing damaged wood as desired. The amount of wood created per casting depends on the caster level: 10 pounds per caster level, up to 100 lbs total. This is hardwood suitable for building, but modern energy weapons will penetrate it like rice paper.

Cure Minor Disorders

At Will | Standard Action
Selection Points: 2
Range: Close burst 5
Target: You or one ally
Cast this spell upon yourself or an ally to provide a saving throw against an effect that a save can end.

Death Trance

At Will | Standard Action
Selection Points: 2
Range: Self only
Target: Self
A magically induced trance which makes the caster appear to be dead. There is no breathing, pulse, heartbeat or any other signs of life. While in the trance the mage is Helpless and unable to act. Only minor physical sensations felt by the character are recognizable, like being jostled, carried or hearing voices but no specific identification or memories are possible. The magic can be cancelled at will. Sustain minor.

Energy Bolt

At Will | Standard Action
Selection Points: na
Range: Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Damage: 3D10+Int force
You create a bolt of pure magical energy which hits a target for 3D10+Int force damage. You may use this spell as a ranged basic attack.

Globe Of Daylight

At Will | Standard Action
Selection Points: 1
Range: Close burst 1+1 per 2 levels
Target: Personal
A small globe or sphere of true daylight is magically created until the end of your next turn. The light is bright enough to light up a 15 foot area (burst 1) per each two levels of its creator’s experience (burst 2 at level 2, burst 3 at level 3, to a max of burst 10 at 10th level). Because it is daylight, it will inflict 2D20 radiant damage to Vampires and other sunlight allergic creatures who enter the area. The globe moves along with the caster. Sustain minor.

Heavy Breathing

At Will | Standard Action
Selection Points: 2
Range: Area burst 1 within 12
Target: All enemies in burst
Attack: Intelligence vs. Will
Damage: 1D10+Int psychic
The mage is able to conjure a mysterious, frightful sound of heavy, labored breathing, as if something invisible was lurking about. Those hearing the breathing will become fearful and panicky and suffer a -2 penalty to attacks, save ends.

Lantern Light – Cantrip

At Will | Minor Action
Selection Points: na
Range: Ranged 5
Target: One object or unoccupied square
The Lantern Light spell creates bright light on the target. It illuminates the target square and all squares within 4 squares.

Levitate

At Will | Standard Action
Selection Points: 3
Range: Ranged 12
Target: One target
Attack: Intelligence vs. Fortitude
Magic levitation enables the caster to raise himself or other people, or an object into the air 20 feet up and suspend it there (hover). Movement is straight up and down, no lateral movement is possible (unless pushed?). Weight is restricted to 200 lbs + 20 lbs per level of experience. Unwilling victims may save to end the effect as normal. Each turn the caster may use a move action to manipulate the target higher or lower. Sustain minor.

Mage Hand – Cantrip

At Will | Minor Action
Selection Points: na
Range: Ranged 5
Target: Personal
You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.

Orb Of Cold

At Will | Standard Action
Selection Points: 2
Range: Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Damage: 3D8+Int cold
The spell caster launches a globe of magically charged ice at a target within 20 squares. When the orb hits, it shatters, inflicting cold damage to the target. Hit: 3D8+Int Cold damage and the target is dazed or weakened, caster’s choice, save ends.

Prestidigitation – Cantrip

At Will | Standard Action
Selection Points: na
Range: Ranged 2
Use this cantrip to accomplish one of the effects given below.
  • Move up to 1 pound of material;
  • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor;
  • Color, clean, or soil items in 1 cubic foot for up to 1 hour; Instantly light (or snuff out) a candle, a torch, or a small campfire;
  • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour;
  • Make a small mark or symbol appear on a surface for up to 1 hour;
  • Produce out of nothingness a small item or image that exists until the end of your next turn;
  • Make a small, handheld item invisible until the end of your next turn.
    Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
    Special: You can have as many as three prestidigitation effects active at one time.

Scorch

At Will | Standard Action
Selection Points: 2
Range: Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Damage: 3D6+Int fire
You hurl a spark at an enemy which explodes on a successful hit dealing 3D6+Int and 2 ongoing fire damage, save ends.

See Aura

At Will | Standard Action
Selection Points: 2
Range: Ranged 10
Target: One creature
Attack: Arcana vs. Will
If successful on your check, you can make out the creature’s aura. The psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities and/or possession. All things, organic and inorganic, have an aura. The aura has many features and distinctions and can be used to see or sense things invisible to the eye. Note: One can not use this spell to determine another character’s alignment. Seeing an aura will allow you to:
  • estimate the general level of experience
  • sense the presence of magic on the individual
  • sense presence of psychic abilities
  • sense the presence of a possessing entity
  • detect general health state

See The Invisible

Encounter | Standard Action
Selection Points: 2
Range: Ranged 40
The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.

Sense Evil

At Will | Minor Action
Selection Points: 1
Range: Ranged 20
Saving Throw: none. A Mind Block, Alter Aura will block the detection of evil and a Protection from Magic Circle will prevent the spell from working on anyone in the circle. The Sense Evil spell enables the caster to feel the presence of evil, and especially supernatural evil. It will indicate approximately how many presences are within the area; It can also register the intensity of the evil and pinpoint the general location of the source to a particular room, object, person, or an approximate distance. Evil emanations from human beings, D-Bees and other mortals are much less distinct and cannot be sensed as easily or broadly as above. In this case, the spell caster must see a particular individual and cast the spell on that one character. The caster can then detect if the character is evil aligned or not, otherwise he can only sense any immediate evil intention on the part of the targeted individual.

Sense Magic

At Will | Minor Action
Selection Points: 1
Range: Ranged 12
This magic ability enables the character to sense or feel the presence of magic. Like a Geiger counter, the individual can tell if they are near (within 20 feet) or far (toward the limit of the range). The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of invoking magic, or if magic is being used in range. The Arcana skill can be used to refine the results.

Shatter

At Will | Standard Action
Selection Points: 2
Range: Ranged 4
Target: One object
Attack: Arcana DC:25
Damage: Special
The spell causes brittle, comparatively fragile items like glass, ceramic pottery, china, hardened clay, sandstone, ice, peanut brittle, etc., to instantly shatter into hundreds of tiny pieces with merely a touch or mean look. The spell is not effective against objects weighting more than 100 lbs, magic items, mega-damage materials, flexible or elastic materials (cloth, plastic, rubber, etc.) and substances with the toughness of wood or better. Likewise it cannot be used against living beings. You may not ‘take 20’ for this, you may ‘take 10’.

Shock

At Will | Standard Action
Selection Points: 2
Range: Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Damage: 3D6+Int Ion
Shock causes a crackling bolt of white lightning to jump from the spell caster’s hand to the intended target. It inflicts 3D6+Int Ion damage.

Telekinesis

At Will | Minor Action
Selection Cost: 2
Range: Ranged 5
Target: One target
Attack: Wisdom vs. Reflex
Damage: 1D4 force
The mage can manipulate light objects completely with their minds. You may move anything weighing up to 50 lbs with very little effort or exertion. You can use telekinesis to hurl an object at someone, but must succeed in an Intelligence vs. Reflex attack, and even then you only inflict 1d4-1d12 damage due to the slow speed. Telekinesis cannot be used to fire a gun or use tools, fine movements are not possible.

Throwing Stones

At Will | Standard Action
Selection Points: 2
Range: Ranged 50
Target: One creature
Attack: Intelligence vs. AC
Damage: 3D12+Int force
This spell enables the caster to magically make a hardball-sized, circular stone appear and fire at an enemy with the force of a cannonball. On a successful hit, the target suffers 3D12+Int force damage.

Thunderclap

At Will | Standard Action
Selection Points: 2
Range: Close blast 3
Target: All creatures within range
Attack: Intelligence vs. Fortitude
Damage: 2D6+Int thunder
The invocation produces a booming clap of thunder that is so loud that it seems to make the air vibrate. A Thunderclap is an excellent means of alerting or signaling allies, as well as a means of intimidation. As an intimidation device, it will momentarily startle and distract all enemies of the spell caster if cast, say above their heads. Victims hit by the Thunderclap suffer 2D6+Int thunder damage and are dazed until the start of your next turn. Characters inside Robots, Power Armor, vehicles, and who have bionic or cybernetic ear implants are unaffected.

Water To Wine

At Will | Minor Action
Selection Points: 1
Range: Ranged 2
Target: Special
A transformation spell, the spell caster is able to change ordinary fresh water into wine, affecting ten gallons per level. The wine is of fair to average quality, with the quality increasing by 5 percent per each level of experience.

Encounter Spells

Armor Of Ithan

Encounter | Standard Action
Selection Points: 3
Range: Close burst 5
Target: You or one ally
This spell instantly creates a suit of armor on you or an ally until the end of the encounter. This mystic armor has DR equal to your Int mod +½ your level to a maximum of 12. Against fire, cold and ion, the wearer takes half damage. This armor stacks with DR granted from worn armor.

Breathe Without Air

Encounter | Standard Action
Selection Points: 3
Range: Ranged 5
Target: You and up to two allies
This spell enables the character to function normally without air until the end of the encounter. Two other characters can be given this enchantment provided the mage is touching each at the time the spell is invoked.

Calling

Encounter | Standard Action
Selection Points: 3
Range: Special
Target: One creature
The Calling is like a limited form of telepathic communication in which the mage can mentally call a specific individual whom they know, or one who they know their true name or have a focus object from, the recipient can respond as a free action as part of the spell. Only a Mind Block can stop the call. The call will re-sound in the target’s mind once per minute until the end of the encounter or until answered.

Charismatic Aura

Encounter | Standard Action
Selection Points: 3
Range: Ranged 5
Target: You or one ally
You may cast this spell on yourself or an ally, it creates a bonus to dealing with others. The target receives a +15 to one of: bluff, diplomacy or intimidate.

Charm

Encounter | Standard Action
Selection Points: 3
Range: Ranged 3
Target: One intelligent non hostile creature
Attack: Intelligence vs. Will
The charm spell can influence any intelligent creature. The victim falls under immediate influence of the spell caster. They are not dominated, but they will believe everything the mage tells them, trusts the spell caster as a friend, does their best to please/help/assist or protect him, and will answer any questions asked by the caster truthfully and with as much detail as requested. Other than perceiving the caster as a good friend, the subject will not do anything that is contrary to their alignment or character.

Circle Of Flame

Encounter | Standard Action
Selection Points: 3
Range: burst 1 or 2
Target: Personal
Attack: Intelligence vs. Reflex
Damage: 4D6+Int fire
The spell caster creates a circle of flame around themselves. The flame is 10 feet tall and attacks all creatures who pass through it. A hit inflicts 4D6+INT damage and half damage on a miss. The mage may pass through the fire freely, and the circle may be used for summoning as a ritual, and can be cast to a specific area in that case. The Circle is not mobile, and can be cancelled at will as an immediate interrupt. Sustain minor.

Climb

Encounter | Minor Action
Selection Points: 3
Target: Personal
A spell that enables you to climb with exceptional, almost inhuman, skill, speed and agility. Add +16 to athletics and acrobatics checks to climb.

Cloak Of Darkness

Encounter | Standard Action
Selection Points: 3
Range: Close Burst 1
Target: Personal
This magic cloaks the spell caster in a field of darkness that follows them everywhere until the end of the encounter. The cloak provides total concealment, if an attacker is guided by thermal-optics, the mage still has concealment. Those who move into the darkness also gain total concealment. The mage can see perfectly well out of the darkness, and suffers no penalties.

Compulsion

Encounter | Standard Action
Selection Points: 3
Range: Ranged 12
Target: One intelligent creature
Attack: Intelligence vs. Will
The spell caster can implant a sudden need or desire in another character’s mind. The focus of the irresistible impulse should be something reasonable and attainable to be effective. If targeted thoughtfully, the victim of this spell will be obsessed with attaining whatever it is (candy bar, the need to visit someone, urge to relieve themselves, etc.) for the full duration of the spell (24 hours). A ‘remove curse’ will immediately end the compulsion.

Dispel Magic

Encounter| Standard Action
Selection Points: 3
Range: Ranged 12
Target: A specific spell effect, item, or creature
Roll an Arcana check as and divide the result by 4, rounding down, this is how many levels above yours you can effect with your spell. If the spell you are trying to Dispel was cast by someone that level or lower, you succeed, otherwise, there is no effect. It has no effect against psychic abilities, Techno-Wizard, Bio-Wizard or Rune devices. This spell can be used as a ritual, if so add +10 to the Arcana check but the ritual requires a 30 minute casting time.

Energy Disruption

Encounter | Standard Action
Selection Points: 3
Range: Ranged 12
Target: One device
Attack: Intelligence vs. Fortitude
A particularly useful magic in a tech environment. The invocation will temporarily knockout, stop, or immobilize, an electrical device it is aimed at, save ends. This includes normal automobiles, computers, radios, surveillance cameras, sensors, appliances, entire fuse boxes, batteries, electric alarm systems, etc. Does not affect environmental armor, power armor, robots, weapons or military vehicles.

Escape

Encounter | Standard Action
Selection Points: 3
Target: Personal
The escape invocation enables the mage to magically escape any bonds, or open any locking mechanism that bars his way. Adds a +16 to an acrobatics or athletics check to escape a grab, or will automatically unlock shackles, manacles and the like. No effect on most technologically advanced restraints.

Eyes Of The Wolf

Encounter | Standard Action
Selection Points: 3
Range: Ranged 5
Target: You or one ally
Until the end of the encounter, gain: Nightvision (60 feet), See the Invisible, Identify Plants and Fruits, Identify Tracks, and Track, +15 bonus to perception.

Eyes Of Thoth

Encounter | Standard Action
Selection Points: 3
Range: Ranged 5
Target: You or one ally
This invocation enables the character to read all written languages, modern and ancient until the end of the encounter. However, spoken languages are still incomprehensible.

Featherlight

Encounter | Standard Action
Selection Points: 3
Range: Ranged 2
Target: One object / 200 lbs per level limit
Attack: Intelligence vs. Fortitude
This spell was designed mainly to enable practitioners of magic to carry great weight easily and allows a spell caster to reduce an object’s weight to that of a feather. Due to loss of mass and weight, there are varying effects on objects. The spell ends when the objects are sheathed or put down (inanimate objects) or succeed in a saving throw (piloted objects).
Effects: Used in a combat context, melee weapons made Featherlight can not inflict damage and are easily blown by the wind; ranged weapons become light as a feather and flutter in the wind ( -4 to strike) and may also blow away. Blown away. The holder must save at the beginning of their turn; they may add their STR bonus to the saving throw. Power armor and robots who are made Featherlight (if the mage can affect the entire weight of the armor) have their speed reduced by half and must save at the beginning of each turn or the caster may slide them a number of squares equal to their INT modifier unless they have something to hold onto. A robot or power armor hit by any attack while featherlight will push it three squares and knock it prone. A vehicle will move at double the desired speed, but if you move faster than 1/4 of the available speed you must succeed in a pilot check at -10 or be dismounted or knocked prone. Carried or worn objects—if not tied down or secured—may also be blown away, the saving throw applies. Save ends the effect on piloted objects.
Limitations: The spell is limited to 200 lbs per level of the caster and only one object is affected per use of the spell even if the object weighs less than the mage’s limit. The spell does not work on anything living or connected to a living being such as MOM implants, bionics, borgs or cybernetics. Only entire objects can be ensorceled, no half objects, or arms of a robot etc. The object does not return to normal until it is sheathed or put down, there is no picking up boulders and throwing them, then canceling the magic.

Fist Of Fury

Encounter | Standard Action
Selection Points: 3
Range: Ranged 5
Target: You or one ally
The target of this spell gains incredible martial powers. The recipient deals 2D6 hand to hand attack damage with an effective STR of 24 (+7 to attacks and damage) and the recipient may make 2 basic melee attacks per standard action against the same target until the end of the encounter.

Float In Air

Encounter | Standard Action
Selection Points: 3
Range: Ranged 5
Target: You or one ally
This spell creates air currents which hold a person or object aloft, hovering a foot or two above the ground. It can slow someone’s descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating individual’s attacks and skills are at -2; normal movement speed is reduced by half.

Fly As The Eagle

Encounter | Standard Action
Selection Points: 3
Range: Ranged 5
Target: You or one ally
Those affected by this spell will gain the ability to fly at a speed of 10. This spell will last until the end of the encounter.

Heal Wounds

Twice per Encounter | Minor Action
Selection Points: 2
Range: Close burst 5
Target: You or one ally
The target of this spell may spend a healing surge and regain HP equal to their surge value.

Impervious To Cold

Encounter | Standard Action
Selection Points: 3
Range: Ranged 5
Target: Two creatures
This magic invocation makes the individual temporarily impervious to cold. Up to two allies can be so affected if they are touching the caster when the spell is invoked. The target gains DR/20 vs. cold. Sustain minor.

Impervious To Energy

Encounter | Standard Action
Selection Points: Talent Selection
Range: Ranged 5
Target: Two creatures
Prerequisites: Impervious to Cold or Impervious to Fire, choosen as a talent.
This invocation maks the individual temporarily impervious to energy (DR30) including plasma fire, lasers, fire, cold, ion, necrotic, radiant and thunder. Sustain minor.

Impervious To Fire

Encounter | Standard Action
Selection Points: 3
Range: Ranged 5
Target: Two creatures
This magic invocation makes the individual temporarily impervious to fire. Up to two allies can be so affected if they are touching the caster when the spell is invoked. The target gains DR/20 vs. fire. Sustain minor.

Invisibility: Simple

Encounter | Standard Action
Selection Points: 3
Target: Personal
You become invisible until the end of your next turn or until you attack. You can still be discovered by infrared, thermal vision, and motion detectors. Sustain minor.

Invisibility: Superior

Encounter | Standard Action
Selection Points: Talent
Target: Personal
This modifies your Invisibility spell so that technology cannot detect you, and you only become visible for a moment when you attack and then immediately vanish again, considered total concealment during any turn in which you attack. Sustain minor.

Life Stealing

Daily | Standard Action
Selection Points: 3
Range: Ranged 12
Target: One creature
Attack: Intelligence vs. Fortitude
Damage: 3D12+Int necrotic
This spell steals life force from the target and gives it to the caster. The victim takes 3D12+Int necrotic damage, and the caster gains that many temporary hit points.

Magical Adrenal Rush

Encounter | Standard Action
Selection Points: Talent Selection
Range: Close burst 5
Target: You or one ally
Prerequisites: Int 17, All Superhuman spells, talent.
This powerful spell produces a magical rush that puts Juicers to shame. The target’s Strength, Speed, and Constitution are greatly increased. The character gains an additional Standard action per round, movement speed is increased by 4, is able to endure triple the normal damage to his body (gains temporary HP equal to double their maximum HP), the target is also +4 on initiative, and is +5 on all saving throws while the enchantment lasts. The enchantment does have consequences, however. Once the enhancement wear off, the character is dazed, weakened, and speed, skill bonuses and all combat bonuses are reduced by half. After a short rest, the character returns to normal. Sadly, this spell does not affect Supernatural creatures, or creatures of Magic/M.D. construction. This spell will last for rounds equal to the casters Intelligence modifier +½ their level.

Mask Of Deceit

Encounter | Standard Action
Selection Points: 4 – Ritual
Target: Personal
A useful tool for deception, it magically creates an illusionary mask over the spell caster’s own facial features. Age, gender, skin color, hair, hair length, and specific features are composed with thought. However, the magic is limited to facial features and does not apply to any other part of the body. The mage can attempt to imitate a specific person’s face, requiring a DC: 25 Arcana check. The spell provides a virtual +20 bonus to bluff checks to pass off the disguise.

Metamorphosis: Animal

Encounter | Standard Action
Selection Points: 4 – Ritual
Range: Touch
Target: Self or other by ritual
With a successful DC:20 Arcana check, the character can change themselves or another person into any common animal. An alley cat, rhinoceros, muskrat, eagle, alligator, etc.; any animal can be copied. While in animal form the caster retains his own ability to speak, memories, HP and personal but not armor granted DR; but otherwise gains all the attributes and locomotion of the selected animal type. Advantages can include digging ability, enhanced eyesight, sence of smell, etc. When cast as a ritual, the spell caster can meta-morph a willing ally into any animal. Sustain minor, ritual version lasts until cancelled by the target.

Metamorphosis: Human

Encounter | Standard Action
Selection Points: 4 – Ritual
Range: Touch
Target: Self or other by ritual
The character can change all physical features of themselves or another person. A non-human D-Bee or demon can transform itself to appear completely human. To attempt to impersonate a specific person a DC: 25 Arcana check is required. A good photograph is helpful but the better they know the person the more complete the disguise will be (birthmarks, scars, tattoos, etc.) In a ritual version, the mage can metamorph someone else. Also in the ritual, the spell caster can metamorph someone else into an exact duplicate of himself. Likewise, a captive or anybody at the ritual ceremony can be duplicated without flaw or skill check. Sustain minor, ritual version lasts until cancelled by the target.

Metamorphosis: Superior

Encounter | Standard Action
Selection Points: 5 – Ritual
Range: Touch
Target: Self or other by ritual
Attack: Intelligence vs. Fortitude
Prerequisites: Int 17, Metamorphosis: Human, Talent
This incantation enables the spell caster to transform into any real, living creature: animal, human, D-Bee, insect, fish or whatever. The caster may even transform another person, but it does not last long on the unwilling. Unwilling targets who are metamorphed, save ends. Sustain minor, ritual version lasts until cancelled by the target.

Multiple Images

Encounter | Standard Action
Selection Points: 3
Target: Personal
This is an illusion spell that creates 1D4+2 identical images of the mage, each of which mimics every movement exactly. When attacking the mage, a die is rolled to determine if the attack hits the mage, or one of the images. The images are destroyed by any amount of damage and have an AC and Reflex Defense of 10. If the attack misses that defense, no image is destroyed that round. The mage and his images can move together, and reform to one and re-split at will to keep attackers from figuring out which is which by process of elimination.

Negate Magic

Encounter | Standard Action or Immediate Interrupt
Selection Points: 3
Range: Ranged 12
Target: A specific spell effect, item, or creature
A magical effect or incoming spell with you as a target may be negated. Roll an Arcana DC:20, the spell, effect, item or creature must make a saving throw with a -1 penalty for every point over 20 on your roll. If the save fails, the spell has no effect. A failed Arcana roll has no effect. It has no effect against psychic abilities, Techno-Wizard, Bio-Wizard or Rune devices.

Remove Curse

Encounter | Standard Action
Selection Points: 3
Range: Ranged 2
Target: One creature
The mage can attempt to remove any type of effect from themselves or another target. The Remove Curse invocation is a powerful magic that provides saving throw with a +5, and +10 to save when cast as a Ritual. A successful save means that the curse/effect is instantly gone. A failed roll to save means the curse is still in effect.

Sleep Tonic

Encounter | Standard Action
Selection Points: 3
Range: Touch
Target: One meal per level
Attack: Intelligence vs. Fortitude
The invocation can turn any normal food or drinkable fluid into a sleep inducing potion. Immediately after two bites of enchanted food or two gulps of fluid, the target will fall into an enchanted sleep. The victim can be awakened if the mage cancels the magic or if attacked. A miss means the enchanted food or drink has no effect whatsoever. Note: A sleeping character can be Coupe De Graced, but only once, they will be awake and probably mad for any future attempts.

Tongues

Encounter | Standard Action
Selection Points: 3
Range: Ranged 1
Target: You or one ally
The magic enables the character to perfectly understand and speak all spoken languages: 98 percent proficiency. An understanding of written languages is not provided by this magic. See the Eyes of Thoth.

Turn Undead

Encounter | Standard Action
Selection Points: 3
Range: Burst 2
Target: Each Undead creature in burst
Attack: Intelligence vs. Will
Damage: 1D10+INT Radiant damage
The utterance of this invocation will turn any Undead in the area of effect. On a hit the targets suffers Radiant damage and are pushed a number of squares equal to 3 + your Charisma modifier and Immobilized. Half damage, and the target is not pushed or Immobilized on a miss.
NOTE Increase damage to 2D10 + INT at 5th level, 3D10 + INT at 11th, 4D10 + INT at 15th, 5D10 + INT at 21st and 6D10 + INT at 25th level.

Words Of Truth

Encounter | Standard Action
Selection Points: 3
Range: Ranged 1
Target: One creature
Attack: Intelligence + Charisma vs. Will
A person affected by this enchantment is compelled to answer all questions truthfully. The spell caster must be within five feet and can ask one question per round, each question is a separate attack. The caster may ask 1 question, +1 per each point of INT modifier. After the spell ends, an Arcana check determines how much the victim remembers and is made at -1 for every two levels of the victim.

Result of Check Lasting Memory
Under 16 Recalls entire event perfectly, can act immediately on the conversation
17 – 22 Has a vague idea that they might have said something they should not have, shock persists for 6 rounds, then may act on the conversation
23 – 30 Seems to have blacked out during the conversation, but will realize what happened within a few hours
30+ May never recall what was asked about, or what happened for the moments before the spell was cast

Daily Spells

Agony

Daily | Standard Action
Selection Points: 5
Range: Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Damage: 6D10+Int necrotic
A particularly cruel and painful invocation that incapacitates its victim with pain. On a hit the target suffers 6D10+Int necrotic damage, is knocked prone and stunned, save ends. After the stun, the shock of the horrible pain remains, the target is weakened, and suffers a -2 penalty to all attacks, save ends each effect. Half damage and knocked prone on a miss.

Ballistic Fire

Daily | Standard Action
Selection Points: 4
Range: Ranged 40
Target: One or more creatures
Attack: Intelligence vs. Reflex
Damage: 3D8+Int fire
You launch up to one missile per level at an equal number of targets within range and line of sight. Only one missile can be fired at each target. Targets suffer 3D8+Int fire damage with 5 ongoing fire damage, save ends. Attack and damage rolls are separate for each target, half damage is inflicted on a miss.

Banishment

Daily | Standard Action
Selection Points: 5
Range: Close Burst 10
Target: One creature per level
Attack: Arcana vs. Fortitude
Damage: Special/3D12+Int radiant
The magic affects two supernatural beings/demons within range per level of experience. On a successful attack, the creature must return to its dimension of origination, and is banished from Rifts earth until it is summoned or finds another way to return. On a miss, targets suffer 3d12+Int radiant damage.

Befuddle

Daily | Standard Action
Selection Points: 4
Range: Ranged 20
Target: Up to 3 creatures
Attack: Intelligence vs. Will
An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Attacking two targets incurs a -1 on both attacks, 3 targets at -2 on all attack rolls. Those affected will attack a random target each round, save ends.

Blind

Daily | Standard Action
Selection Points: 4
Range: Ranged 20
Target: One or two creatures
Attack: Intelligence vs. Fortitude
Damage: 3D6+Int psychic
This spell will blind any target, on a hit the target takes 3D6+Int psychic damage and is Blinded (save ends). This spell will affect people inside power armor, FE armor and can even damage and blind the sensors of skelebots and full conversion cyborgs.

Call Lightning

Daily | Full Round Action
Selection Points: 4
Range: Ranged 100
Target: One creature
Attack: Intelligence vs. Reflex
Damage: 3D12+Int Ion
Each round you may summon one lightning bolt from the sky as a minor action, and strike a target square within line of sight, any square may be attacked only once per round. A hit inflicts 3D12+Int Ion damage. The bolt causes ion damage against the target. Half damage on a miss. This spell lasts a number of rounds equal to your INT modifier, minimum 1.

Cloud Of Swirling Ice

Daily | Standard Action
Selection Points: 4
Range: Area Burst 2 within 25
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Damage: 3D10+Int cold
This magic creates a cloud of dense, swirling, snow and ice. Victims in the cloud or starting their turn there, take 3D10+Int cold damage and are unable to see anything beyond five feet. While in the cloud, creatures have total concealment. Optics such as infrared reduce penalties by one step to partial cover, thermal optics has no effect as the as the area is freezing cold and body heat does not escape. The cloud may be moved up to 4 squares per turn as a move action, and persists until the end of the encounter, or may be cancelled as a free action.

Desiccate The Supernatural

Daily | Standard Action
Selection Points: 4
Range: Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Fortitude
Damage: 5D10+Int radiant damage
Desiccate is a vicious spell designed for use against supernatural monsters. Spirits, demons, Deevils, Elementals, creatures from the rifts, etc. On a successful hit the target(s) suffer 5D10+Int radiant damage, half damage on a miss.

Domination

Daily | Standard Action
Selection Points: 4
Range: Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Those hit by this spell are dominated. Save ends at -2.

Dragon Fire

Daily | Standard Action
Selection Points: 4
Range: Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Damage: 3D8 per tier + Int
This spell allows the caster to breathe fire just like a Dragon. The mage is able to breathe a searing blast of fire that inflicts 3D8+Int fire damage to a close blast 5.

Electric Arc

Daily | Standard Action
Selection Points: 4
Range: Ranged 10
Target: Special
Attack: Intelligence vs. Reflex
Damage: 3D10+Int ion
Attack a target within 10 squares, if successful make a secondary attack against another target within 6 squares of the first, if successful make a tertiary attack, the bolt keeps jumping to additional targets until you miss. There is no limit to the number of jumps the bolt can take as long as each roll hits. Those hit suffer 3D10+Int ion damage and are dazed, save ends. Anyone attacked but missed, suffers half damage.

Energy Field

Daily | Standard Action
Selection Points: 4
Range: Area burst 0 or 1 within 12
Target: Area
The magic creates a field of energy that can be placed around the mage, allies, or an object. The area once created is stationary, sealed to the environment, and cannot be moved through. Air for breathing is automatically circulated inside the field, and suffocation is not a problem. If cast underwater, it will create a bubble of fresh air, but the bubble is stationary in space-time. The semi-transparent field provides a total protection of 60 hit points plus the caster’s Intelligence modifier times their level. HP provided is doubled on ley lines and tripled at a ley line nexus. To place around an enemy, you must first succeed in a Wisdom vs. Fortitude attack.

Fear (HF: 16)

Daily | Standard Action
Selection Points: 4
Range: Area burst 2 within 20
Target: All creatures within burst
Attack: Intelligence vs. Will
Damage: 2D12+Int psychic
The invocation creates fear in a particular area until the end of your next turn. Any creature who enters or starts their turn within the area is attacked. Those hit are washed with terror and suffer 2D12+Int psychic damage and are Stunned (save ends). Sustain minor.

Fire Ball

Daily | Standard
Selection Points: 4
Range: Area burst 3 within 20
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Damage: 4D8+Int fire
The spell caster creates a large Fire Ball which hurls to its target at an awesome speed, inflicting 4D8+Int fire damage with an ongoing 5 fire afterwards, save ends. Half damage on a miss.

Fire Bolt

Daily | Standard Action
Selection Points: 4
Range: Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Damage: 1D6×10+Int fire
The spell caster creates and directs a bolt of magical fire damage which hits for 1D6×10+Int fire damage + 5 ongoing damage.

Firestorm

Daily | Standard Action
Selection Points: 4
Range: Close burst 3
Target: All enemies within burst
Attack: Intelligence vs. Reflex
Damage: 4D6+Int fire
Fire erupts from thin air to surround all enemies within the area of effect. Everything successfully hit takes 4D6+Int fire damage and an ongoing 5 fire damage. The blast inflicts half damage on a miss.

House Of Glass

Daily | Standard Action
Selection Points: 4
Range: Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Damage: Special / Necrotic damage
”People who live in glass houses shouldn’t throw stones …”
On a successful hit the target is covered in a thin, shiny, glass-like surface which hampers aggressive movements. For the rest of the encounter, anytime the victim attacks, they must save or suffer 2D10+Int necrotic damage. No saving throw is provided to end the effect unless one is granted and even then with a -4 penalty. If he victim is a mage then any spell they cast that includes the caster as a target also affects the victim. This spell does not stop the attacks from hitting or the spell from affecting the caster, it just mirrors the effects upon the target. Target suffers 2D10_Int necrotic damage and is stunned on a miss, save ends. If the caster is killed or incapacitated, the spell ends immediately.

Life Drain

Daily | Standard Action
Selection Points: 4
Range: Ranged 5
Target: One creature / Special
Attack: Intelligence vs. Fortitude
Damage: 2D8+Int necrotic
This spell drains the life force from the target. Those hit suffer 1D12+Int necrotic damage, are weakened, save ends; slowed, save ends; and dazed, save ends. No effect on a miss, reliable power. NOTE Starting at 5th level the caster may affect an area burst 1, at 15th level they may affect an area burst 2.

Lightblade

Daily | Minor Action
Selection Points: 4
Range: Ranged 10
Target: Personal
Attack: Intelligence vs. AC
Damage: 2D10+Int radiant
You summon a blade of pure white light which attacks a target within range. On a hit, it inflicts 2D10+Int radiant damage has the weapon property High Crit. Note that Radiant damage is not blocked by armor DR. It attacks once per round, and can be moved to another creature within 10 squares with a minor action. Against vampires, Shadow Beasts, and other demons vulnerable to light/radiant, the Lightblade inflicts double its normal damage. One summoned, it remains until the end of the encounter.

Lightning Arc

Daily | Standard Action
Selection Points: Talent/Special
Range: Ranged 20
Target: Special
Attack: Intelligence vs. Reflex
Damage: 4D10+Int ion damage
Attack a target within 20 squares, if successful make a secondary attack at -1 against another target within 10 squares of the first, if successful make a tertiary attack at -2, the bolt keeps jumping to additional targets until you miss and the penalty to hit grows with each successive jump. There is no limit to the number of jumps the bolt can take as long as each roll hits. Those hit suffer 4D10+Int ion damage and are dazed, save ends. Anyone attacked but missed, suffers half damage and the bolt stops there.

Magic Net

Daily | Standard Action
Selection Points: 4
Range: Area burst 1 within 12
Target: All creatures in burst
Attack: Intelligence vs. Reflex
Damage: 2D8+Int psychic
This spell creates a net composed of magic fibers and can snare multiple medium-sized or one or two larger victims within a 15 foot by 15 foot area. Those successfully hit suffer 2d8+Int psychic damage and are Restrained, save ends. It consumes four total standard actions to destroy the net, multiple people trapped inside the net can work together to get out, releasing them all after four total actions are spent.

Negate Weakness

Daily | Minor Action
Selection Points: 4
Range: Ranged 5
Target: You or one ally
The spell removes one status effect caused by any source whether or not a save can end the effect.

Paralysis: Lesser

Daily | Standard Action
Selection Points: 4
Range: Area burst 2 within 25
Target: All creatures in burst
Attack: Intelligence vs. Fortitude
Damage: 2D12+Int necrotic
This magic attack temporarily paralyzes its victim’s body, the targets takes 2D12+Int necrotic damage and are stunned, (save ends). Aftereffects: Targets are slowed, (save ends). Note: Paralysis: Lesser cannot affect people inside a vehicle, robot, power armor, or environmental M.D.C. body armor, the user must have a clear line of sight to their target.

Reduce Self: 6 Inches

Daily | Standard Action
Selection Points: 4
Range: Personal
Target: self only
Special This spell can be performed as a ritual and affect a number of willing targets up to the caster’s level of experience. In that case, 20 PPE +4 PPE per person is required. This spell shrinks the caster along with everything they are wearing and carrying to a size of 6 inches tall. Weapons and magic cast while shrunk will be largely noneffective. Sustain minor.

Shockwave

Daily | Standard Action
Selection Points: 4
Range: Close burst 3
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Damage: 3D8+Int thunder
This spell creates an area of repulsion centered on the caster and going out in every direction for 5 squares. Creatures hit by the effect take 3D8+Int thunder damage and are knocked prone. A miss inflicts half damage, and targets remain standing. Creatures larger or smaller than medium sized add or subtract from their Fortitude defense by the appropriate size modifier.

Speed Of The Snail

Daily | Standard Action
Selection Points: 4
Range: Area burst 2 within 20
Target: One target
Attack: Intelligence vs. Fortitude
This time distortion spell reduces speed and mobility. Targets are slowed, save ends, and bonuses to hit and Reflex Defense both suffer a penalty of -5, save ends. Thus, a character with a Reflex Defense of 21 is suddenly at a Reflex of 16. Talking and spell casting are not reduced. Also affects robots and vehicles as well as people.

Teleport:Lesser

Daily | Standard Action
Selection Points: 4
Range: Touch
Target: One object
PPE COST 10
This spell has the power to transport matter from one place to another. The invocation is limited to non-living substances. 50lbs max per casting can be transported from the location of the sorcerer to a location known by the caster within 5 miles per level of the caster. Compare Arcana skill roll with below table for chances of success.

Arcana check total Level of success
22 or higher Right where you wanted it
15-21 nothing happens
5-14 missed intended location, you know where it landed
4 or less uh, somewhere within spell range


Wall Of Defense

Daily | Standard Action
Selection Points: 4
Range: Wall 10 within 20
By casting this spell, the mage summons into being a shimmering 20 foot high wall of magical energy. The magical wall will stop all incoming “attacks,” including thrown rocks, arrows, bullets, missiles, energy blasts and spells. All projectiles are stopped in their tracks, suspended in midair (think Neo~). Energy blasts and magic are dispelled completely, living beings who try to pass through the magic wall are immobilized in mid-step save ends, and cannot pass through. Note: The magical defenses work the same on both sides.

Wind Rush

Daily | Standard Action
Selection Points: 4
Range: Area burst 3 within 20
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Damage: 2D8+Int force
This spell creates a short, powerful wind gusting at 60 mph, those successfully hit are knocked Prone and suffer 2D6+Int force damage. Missed creatures are Immobilized until the start of your next turn. The wind can be directed by the spell caster at a specific area which is 7 squares by 7 squares. The spell is also useful in dispersing clouds of gas, or smoke and the like.

Spells of Legend

Blight Of Ages

Legend | Full Round Action | 50 P.P.E.
Range: Close burst 40
Target: Entire burst
Attack: Intelligence vs. Fortitude
Damage: 100 necrotic
When this spell is cast, the caster loses 25 Hit points permanently. A horrible contagion is summoned upon the area around the caster is a large circle. The area of blight moves with the caster. All plant life withers and dies immediately, all creatures in the area of effect suffer 100 points of necrotic damage on a hit, 50 on a miss.

Blood and Thunder

Legend | Full Round Action | 150 P.P.E.
Range: close burst 20
Target: all allies in burst
This spell summons the power of a dozen gods to instil you and your allies with the ability to fight as one man armies until the end of the encounter. Each ally within the spell range gains +300 HP, regen 20 per round, a DR of 25 to all damage, and gains the ability to throw lightning bolts at thier enemies which inflict 1D8X10 damage per strike. Your physical stats all increase to 30 for the duration, and you become a beserk and unstoppable force, fighting with all your effort and focus until there are no more enemies. Psionic or spell use is impossible to thos so ensorcelled, and the caster permanently loses 3 constitution when casting this spell.

Doppleganger

Legend | 1d6 Hour Ritual | 125 P.P.E.
Target: Personal
This powerful spell creatures an exact duplicate of the mage, same abilities and memories, only all stats are lower by 2 and the duplicate is of 3 levels lower than the original caster. A caster may only create one double at a time. Once it is slain you may create another, but must pay the costs again. You can place an idea, emotion, goal or memory within the duplicate and awaken it and send it on its way or work with it side by side. The Doppleganger can create a double of its own, ususally by the 4th double they no longer know the spell, or is just not powerful enough to warrant a casting. Casting this spell reduces all ability scores permanently by one.

Lucky

Legend | Minor Action | 45 P.P.E.
Range: Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
The incantation inflicts the victim with bad luck. The character’s normal bonuses to combat are all reduced to zero; no bonuses! Critical strikes do normal damage, Acrobatics and Athletics attempts have a 60 percent chance of causing the character to fall prone. Stealth skill rolls turn into Clumsy rolls, making noise every time one is tried. All skills are -8, during critical situations. Casting this Spell of Legend permanently reduces your Charisma by 1D4. The “Remove Curse” invocation is the only thing that can remove this curse.

Meteor

Legend | Full Round Action | 75 P.P.E.
Range: Area burst 8 within 40
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
This powerful spell conjures a large, flaming meteor to come plunging from the sky above. Trailing flame, it thunders to earth and erupts on impact. The meteor is +4 to strike and inflicts 2D6 × 10 M.D. to everything in a 40 foot (Area Burst 8) radius! This attack is especially effective against large targets and troops. A miss inflicts half damage. Casting this spell causes the loss of 1D4 Constitution permanently.







Quickjumps

Borg | City Rat | Crazy | Cyber Knight | Dog Boy | Dragon Hatchling | Glitter Boy | Juicer
Ley Line Walker | Mind Melter | Operator | Psi Stalker | Rogue Scholar | Wilderness Scout
Index | Character Creation | Level Progression | Feats | Talents | Skills | Psionics | Magic
Weapons and Armor | Equipment | Vehicles | Vehicle Rules | Rule Set

Magic

Rifts Earth 4e Saga FenrathJurath