Showing posts with label rifts magic. Show all posts
Showing posts with label rifts magic. Show all posts

Tuesday, March 6, 2012

The best superhumans HU2 can build

Unlike Nightbane -- where I made something ridiculously imba even before talents, spells, or even skills, HU2 requires quite a bit more effort to bust. There are some really powerful super abilities, and some good builds make strong use of them. No HU2 creature is as resistant to everything as Nightbanes are, and magic in particular is a gigantic weakness for superhero characters.

However, HU2 has a few major kinks. The biggest issue is the Alien and Mega-Hero templates and somewhat the Mutant template. While Mega-Hero is considered "optional rules" in HU2 for more powerful characters, Alien is not.

All HU2 superhuman builds have the option of megahero powers, and the best penalty is forced transformation. There's no limit on transformation time, making it essentially a pretty Nightbane Morphus. The obvious megachoice is immortality. Megaheroes automatically get supernatural PS, though in some cases it's a pretty low value. They get 1.5 times their normal SDC (or MDC), and magic has half duration unless the character has a magic vulnerability. We would never choose magic as a vulnerability, ever. Mega immortality makes you literally unkillable while mega-transformed, your basically has to be atomized to die. Nobody goes to that kind of lengths to kill someone. Megastrength is the second good megapower option and it basically gives you +20 +avg 7 PS, which can let some heroes rival Olug and most rival or surpass the cow.

Aliens can hit ANY power category in addition to their alien racials. This is actually totally okay, since any Alien template character could become some imba Rifts class (shifter, battle magus, techno-wizard, etc); likewise more absurdly powerful D-Bee races in Rifts could also become any of the power categories and that's fine. What Alien does is add power for free though, which is dangerous. It's especially significant because aliens can get base MDC by having either high gravity environment or tough hide/natural exoskeleton. High Gravity is the most cheatery environment ever, tripling SPD attribute, granting PS, and giving MDC. In addition, you can add in mineral bodytype for +180 MDC and more PS. Rhino gives more PS, Demon gives multiple arms (+1 apm). For most of my top tier builds, I'll be using high gravity mineral alien.


The general uber builds are:
Mutant/Experiment: 1 major + 3 minor
Mutant/Experiment: 2 major
Mutant/Experiment: 5 minor
Mutant/Experiment: 1 major + 1d4+1 minor psychic powers or 1 super psychic power (for TW item use)
Mutant/Experiment: 3 minor + 1d4 minor psychic powers
Mutant/Experiment: 2 minor + 1 super psychic power
All mutants take ambidextrous as mutant trait and unstable power level growth trait. Level growth could be replaced with the emergency alter physical structure trait, for when situations get really bad.
All experiments take forced transformation for the 1d4*10 SDC and 1d6+4 PS bonus. There are other, less good traits that don't increase size, most notably chemical resistance. No facial features is also okay but superhuman access to TW metamorph stuff is kinda limited, so it's a pretty big drawback.

A mystically bestowed character with mega-hero immortality can get 8 low level spells and 1 imbalanced major super ability. The 8 low level spells are inconsequential; the real advantage is that the hero can use TW items with his one imbalanced major. The one imbalanced major super ability in question is Multiple Beings/Selves. The multiple selves have mega immortality, making them nearly unkillable. He can make 1 clone per level of his experience, although the clones are one level lower than him. He has an average MDC in bestowed form of about 170 (plus physical skill bonuses), plus hit points of relatively normal. Each clone has minimum 20(s) PS, 18 PP, 24 SPD and avg 75+PE mana plus 7.5 avg per level. This character becomes retarded by about level 3 with 3 unkillable kage bunshins all with caster abilities and low-superhuman power levels. If he's teamed with a character who can grant energy spheres, this guy can provide the mana for any ritual ever. Megahero immortality makes this character imbalancedly powerful and because it's in the core as an optional rule (and the devs acknowledge that megahero makes you pretty imbalanced) this shouldn't be seen as a gigantic exploit. It is BY FAR the worst case scenario and it is only really bad when paired with Rifts-tier magic.

Another option for Mystically Bestowed is to start with basically any spell in the game. He can only pick a few but he can pick the more abusive ones like Energy Sphere, Talisman, and Create Scroll. With Create Scroll, he can create translatable scrolls of his rape spells to allied casters. He kind of tapers off in power once his allies have all his spells, but he does retain mega-immortality and can still use any TW devices with the same mana pool as the above character. You may want to give him mega-strength instead and kill him off so you can roll something that can actually learn spells. Obviously, you'd relearn all your high level rape from your allied wizards and pick something gay like chiang-ku shifter or battle magus. A similar build uses Enchanted Object but you are limited to spell levels 1-12; you get a few more good powers, lose some durability, and gain one unique special effect. The unique effect is generally pretty crappy, except for complete magic immunity. The problem with the immunity effect is that it permanently gimps your ability to get durability and is overall not a very good idea. I would go for Mystically Bestowed if I wanted to use scrollhax.

The problem with Mystically Bestowed as a category is that the character must do the bidding of whatever's granting him his powers. He's basically a priest, and that's cool for RP but he's gotta pick the right god. Kym-nark-mar ftw?!?

Enchanted Object gets to use scrollhax as above but is not quite as good. He can use TW though even with major super abilities, so there are some decent builds. I don't think any of them are "cow good" but there's always sonic speed for a mini-Harken build. Probably not as good as Mystically Bestowed kage bunshins though.

Enchanted Weapon is a character packing a rune weapon as his main ability and loses all of his megapowers if his sword is ever lost. This makes him kind of vulnerable right out of the gate. I would take mega strength rather than mega immortality; even if you don't die right away, someone just jacks your sword and you're hosed. Better to be more capable of avoiding death. They have around 53 MDC in transformed mode, plus normal HP. We'll assume they do 6d6 weapon damage.

Mystic Weapon of Order can get some ridiculous strength by doubling up on the strength weapon option plus megastrength. The best options after strength are the +6 damage bonus, fly, mystic shield, and invis superior at will. The +6 damage bonus applies to the wielder, so he can use it to wield a battle fury blade doublestriking at +6 damage per hit. Not too bad, considering this build will probably have over 70 PS.

Mystic Weapon of Chaos has a few more utility options but not as much strength. +6 damage, portal of fear (makes a grappling tentacle portal, really nice), invis superior at will, fly and mystic shield are the best overall options. There are some decent other weapon choices. In this case though, the +6 damage is probably better off used with guns and a Chaos Weapon wielder probably wants spells so he can power TW items. He's an inferior choice overall other than his +6 damage with guns. Megastrength doesn't do him much good, but it's better than nothing? I'm having trouble making a working build for this guy that is dramatically better than nightstalker mystic (which is kind of a benchmark).

For the Mystic Weapon characters, they either get 1 major or 3 minors, although they get a spells option it only allows spells up to 8 and doesn't allow learning new spells. This, obviously, is kind of mediocre and the base mana is really bad.

For the Weapon of Order character he probably wants Teleport (major) for perfect gap closing with his monster strength and melee damage. He could also go with 3 minors and get extraordinary speed and 2 other +APM minors, for +3 APM total and some good dodge/parry bonuses. He might also be able to work automatic dodge into a minor. Because he's a Weapon of Order wielder, Karmic Power (major) might also be good to completely screw his opponents (it nulls all enemy combat bonuses) but Karmic Power relies on being a good guy all the time. Obviously, Invulnerability works for anything. APS: Stone or Metal can also be used for more PS but less mobility.

Mutant and Experiment heroes (Mutant is really ideal) have some power flexibility.

One major + TW use is a big draw. This -needs- to be a durability increase as the mutant is not MDC by default. APS Liquid, APS Metal or APS Ice are the most flexible options but Invulnerability is always there. Alternatively, it can be something imba like Slow Motion Control or Karmic Power and he can rely on EBA, PBF, or TW mods to give him protection. He's still mega-immortal. However, the durability powers get bonuses from being a mega-hero (+50% MDC) and APS Ice and Liquid in particular have a lot of utility. The mutant character with the level growth unstable perk can get a major on level-up and combine another imbalanced power with his first one.

3 minor + TW use is inevitably going to be harder to break. Manipulate kinetic energy for double damage physical attacks is insane in team play. Otherwise, he pretty much can just rely on getting +3 APM and some form of mobility and some combat bonuses. 2 minor + a super psi is not really worth it compared to 1 major and a super psi. The best combo there is manipulate kinetic energy with super-TK for some really imbalanced item throwing, which might be cool.

1 major + 3 minor will give some mobility to a major. I really, really like wingless flight with APS Ice, but this stuff isn't really broken. It's nice though. Nowhere near as good as 1 major + TW + some random psi.

2 major is really sick because you can do some dumb combos, especially with the possibility that mutants give for level-up powers. Multiple Beings/Selves with APS of any kind is pretty retarded, Plasma being a huge offender for huge damage output and fly mobility. Unfortunately, 2 majors and no TW means combining Multiple Beings/Selves with any non-durability power is fucking dangerous, even with mega immortality.

So overall, the biggest abusers (unless stated, all use the basic Alien + Mega-Hero template: high gravity mineral alien, mega hero immortal transformation)

Build 1: Plasma/Electric Kage Bunshins
This build uses Demon multi-armed aliens rather than mineral aliens for +1 APM. Mineral adds more durability, though.
I choose Mutant with Ambidextrous/Experience Growth and 2 majors
Major super abilities: Multiple Beings/Selves, Alter Physical Structure: Plasma (or Electricity)
mostly normal stats (HP is mega) except
Triple normal SPD
+avg 7 PS (normal)
avg 142.5 MDC in normal form, +90 in plasma form (plus physical skills)
Can create 1 copy of self per level, copies are 1 level lower than creator.
Deals 10d6 damage to anything it touches (in plasma form)
Deals 20d4 damage to anything grappling it (cannot actually grapple since intangible)
Flies at 60mph +20/level
Can throw 10d6 +2/level plasma bolts with 200ft +20level range
Can throw 4d6 plasma bolts with 300ft +30/level range
Takes half damage from energy (in plasma form)
Immune to physical and heat (in plasma form)
Takes huge damage from cold, water, etc.
This build basically gives the character a bunch of flying, unkillable plasma allies that deal monstrous ranged damage. He starts off reasonably powerful and gets absurd at higher levels due to his per-level speed increase and massive number of clones. He also gets superpowers every 3 levels at 3/6/9/12/15. He does not have very good endgame scaling though, and is better off only keeping poorly-equipped clones in plasma form later on. He is easily ignored with i2e, but due to getting superpowers every 3 levels he may have some other means of damage by level 3 or 6. He can also dual wield rifle weapons, so against an i2e enemy he still has his superior speed and particle beam rifles or multiple grenade launchers. Due to having so many clones, he can arm some of them as machinegunners or other means of support.
 
Build 2: Slowing Kage Bunshins
Mutant, Ambidextrous/Experience Growth, 2 majors
Multiple Beings/Selves, Slow Motion Control (or Gravity Control)
Triple speed
avg +25 PS (35.5) normal
avg +382.5 MDC
Can do a no-save half-apm half-bonuses attack
This build is weird, since it relies almost entirely on mineral alien tank and normal weapons. It has to use mana cell weapons to even use TW, and it will never be able to use TW normally unless it spontaneously develops Mimic. Even then, it will have to Mimic a psionic ally or enemy and most likely, the clones will be dispersed doing various things. It loses pretty hard to the plasma alien mutant unless armed with cryo-weaponry of some kind. However, the character has the unique ability to royally dominate a battle if his kage bunshins are allowed to get close due to the slow-motion attacks. His clones are also incredibly hard to hit without concentrated fire. He can 1v1 almost anything except someone else also using kage bunshins. He is somewhat vulnerable to the cow due to his low magic save, but the cow cannot do anything but cast spells and has half APM with which to do so. The gravity control version works a little better by improving mobility of kage bunshins (multiplying a multiplied speed is kinda dumb) and completely destroying anyone with bonuses. He is only really vulnerable to a really powerful mage and some MB/S builds.

Build 3: Mage Army
Mystically Bestowed, Mega-Hero Immortal/Transformation, Multiple Beings/Selves, 8 spells 1-5
PE/PP minimum ~20 (thus good bonuses/saves)
Triple SPD
PS avg +27.5(s) (roughly 38)
avg +550 MDC
avg75+PE+avg 7/level mana
This build has ridiculous tank and speed like any mineral high gravity alien, but he is pushed to physical perfection thanks to Mystically Bestowed. His army can't cast any truly epic spells, but 1-5 has enough good stuff that he can really do some damage. In core, Mental Blast is level 5, as is Domination, while Magic Net is level 4. Astral Projection is there too. This guy has quite a few decent tools early and is a really big problem late, since he has full access to TW gear and each clone has enough mana to end a fight. He is a counter to casters due to his highish saves and magical aptitude. The plasma army can beat him early but it's as easy as TW ice guns lategame. The cow has no chance of beating even two of him as long as both of them stay out of Darksong range. In very close combat, the cow still might not beat him because he is unlikely to stun 4 or 5 kage bunshins for more than a melee round. Slow army build probably loses as well, as their magic saves are low.

Build 4: All the Strength
This build replaces megahero immortal with megahero strength.
Mystic Weapon of Order, +6 damage, fly, mystic shield, invis at will, strength x2 + 1 major
Alter Physical Structure: Metal
+1610 MDC in metal form (-1200 in normal form, ohnoes still 410)
+avg 97(s) PS (avg 107.5 before physical skills)
Triple SPD, which is halved in metal form
Can turn invisible at will, fly at 50mph (half in metal), create a 200 MDC parrying shield, and deals +6 damage with all attacks.
This character hits so hard, the universe shudders whenever he does not pull his punches. He's also unkillable and can just straight-up trade blows with almost anyone. He has a decent magic save (not listed) but no ways to boost his PE for more. He's really imba with a team, but is not actually one of the "titans." I just thought it would be amusing to build a character with over 100 supernatural PS. Almost any of the MB/S builds above can beat him.

Friday, March 2, 2012

In this thread, Nightbane are retarded

So yeah. Nightbane are pretty powerful in morphus form. According to the conversion notes, Nightbane in morphus form turn their SDC into MDC, which means that they can train Marvel Comics style in facade mode and gain stat buffs in morphus mode legitimately (I houseruled physical stat training for superstr characters).

The conversion notes in Dark Conversions screw us out of some fun options. Unfortunately, there is no benefit to playing as a spider, snake, or giant insect as their poisons are SD (obviously I would change this but I'm doing core just to show imba). Thus, the best options provide better senses or stats.

Note: fStat means facade stat, mStat means morphus

The base stats of any Nightbane are double HP (mPE*2 + 2d6 per level) and 30+2d6*10 MDC. They get a natural +10 to PS, PE, and SPD and +6 to PP. They also have some of the highest mana totals in the game at  fPE+3d6*10+20, +3d6 per level. Nightbane have to spend mana permanently to get talents, so this might be a compromise. Note that a Nightbane sorceror can select no talents and have his full mana pool for spells, although there are enough good talents that I think this is a bad idea.

Nightbane core abilities are +1 init, +2s/p/d, +3 roll, +4 save magic, +3 save psi, +3 save disease, +3 save hf. This might be a little retarded but at least they don't have a huge poison save. Good stuff to know if you ever fight a Nightbane, but racial +10 PE might have something to say about that.

Appearance type: Bizaare (1 Beauty, 1 Characteristic, 1 Animal Form, 1 Stigmata)
Characteristics: 2x Unnatural Limbs, 1x Biomechanical, 1x Alien Form)
Animal Form: Cow/Buffalo
Unearthly Beauty: Physical Perfection, Fallen Angel
Stigmata: Bones, 1x Biomechanical
Unnatural Limbs: Four Arms (actually two), Pseudopods
Biomechanical: Metal Endoskeleton, Metal Exoskeleton
Alien Form: Crystaline, Hulking Monster

I only choose this combination because I assume you can't run plasmoid with a bunch of metal exoskeleton parts. Otherwise, plasmoid is kind of ftw, but you end up running with less than half HP.

Overall it gives you, without physical skills:
avg 64+7 HP per level = kinda hard to kill
avg 623 MDC = you can tank glitter boy guns to the face
avg 41.5 PS = fuck trucks, you hit like a short-range missile
avg 19.5 PP = you are kinda dextrous
avg 32 PE = you resist everything
avg 19 PB = you're a hot cow
avg 50.95 run SPD = you can chase down cars going the speed limit
horror factor 18 = you are fucking terrifying... and I'll be honest, I'm terrified looking at these stats
+2 initiative, +2 roll with punch, +3 save disease = boring
+2 s/p/d, +3 save psi, +3 save hf = awesome
+4 save magic = you're probably immune
fire and cold resistance = does half damage
avg +2.75 APM = the chance for +3 APM is there, that's all I'm saying
automatic dodge = yeah that's right, what now bitch

Monday, September 12, 2011

Helpful Tips on magic for shamans

Fire Level 1
Blinding Flash -- A good control effect for very cheap, but easy to find. A staple spell that everyone should have.
Create Coal -- At level 1, it creates fossil fuel for burning. Has a lot of potential uses, especially for providing fuel for low-income people. It's a really neat spell.
Fiery Touch -- A must-have. It's a class-defining spell. This should be cast before any sort of melee combat.
Fire Bolt -- Most notable because it's level 1, making firebolt TW weapons very cheap.

Fire Level 2
Cloud of Ash -- Creates a teargas like effect, although not as good as tear gas. Good but skippable.
Darkness -- Magical darkness that beats passive nightvision spells or abilities. Probably not as good as smoke spells or grenades overall though.
Heat Object -- A good utility spell for cooking.
Spontaneous Combustion -- A good way to make non-magic fire, which is nice for... certain other effects.
Swirling Lights -- Probably the main bread and butter control spell for fire warlocks. Short range but incredibly good.

Fire Level 3
Circle of Flame -- Pretty good area denial spell. Better than the wizard version in every way.
Fireball -- With a blast radius and huge damage, this is kind of scary.
Wall of Flame -- Also pretty good area denial spell.

Fire Level 4
Cloud of Steam -- A better teargas type spell than Cloud of Ash.
Fire Blossom -- A grantable object to set things on fire.
Flame Friend -- A fire pet who can fight for you.
Cauterize/Heal Burns -- The only healing spell in Fire.
Mini-Fireballs -- A strong buff that can be used in self-defense if you find yourself unarmed.
See Through Smoke -- Infrared vision at long range is good, even if you have infrared radar.

Fire Level 5
Blue Flame -- A huge area high damage nuke. Does a ton of cold damage.
Eat Fire -- Allows you to survive without food by eating fire.
Fire Globe -- A grantable napalm grenade. Wow!
Screaming Wall of Flame -- A spell too good for words. The best warlock area denial.
Wall of Ice -- Kind of high level for this kind of spell, but a very sturdy barrier that is hard to get past.

Fire Level 6
Dancing Fires -- Summons a lot of little flame pets that tear enemies up.
Flame of Life -- It's a heal and a rez! What else is there to say?
Fire Whip -- The damage on this spell is ridiculous. A great close combat weapon.

Fire Level 7
Fire Sponge -- Lets you absorb fires and unleash a mega-powerful flaming blast. Very short range, though.
Melt Metal -- This spell ruins anyone with metal armor and does tons of damage to vehicles. Absolutely frightening.
River of Lava -- Probably the strongest spell in Fire. Probably needs to be nerfed.
Ten Foot Wheel of Fire -- A gigantic fiery wheel of doom that you control. Causes massive amounts of chaos and destruction.

Fire Level 8
All 3 spells in this level are good~

Shaman Level 1
You don't actually have a choice here as there are only 2 spells

Shaman Level 2
All 3 spells in this level are pretty decent, Animal Speech is kind of must-have

Shaman Level 3
Animal Companion -- Gives you a pet animal friend! Permanent and can be recast!
The other two spells are decent, not amazing

Shaman Level 4
Ears of the Wolf -- Gives you super hearing!
Spirit Paint -- Provides some bonuses to combat and hunting skills

Shaman Level 5
Totem Gift -- Must have! Empowers you with your totem's bonuses

Shaman Level 6
...they pretty much all suck

Shaman Level 7
Spirit's Blessing (Animal) -- Makes your mounts or pets MDC

Shaman Level 8
Only 2 picks and both are pretty awesome

Shaman Level 10
Only 2 choices and again, both are great

Shaman Level 11
...3 choices, all are awesome... you probably won't get any of these though

Thursday, August 25, 2011

Techno-Wizard Competition

Because no player has even thought for a minute to analyze the competition, I doubt this post will even get read.

Whatever.

This post supercedes stuff in the BoM and FoM.

Stormspire
Stormspire is the largest TW manufacturer in North America and produce the largest volume of TW armaments anywhere in the world. Stormspire makes millions of sales annually, and they have a reputation for quality.

The Stormspire "Mana Bar" energy magazine is the most innovative TW deployment method yet produced for the mass market. The Mana Bar system eliminates the need for the operator to have magical powers or even knowledge of how to operate TW equipment. The Mana Bar energy magazine can be recharged at a leyline or nexus point, and provides several times the payload of a single charge device.  Usage of a Mana Bar-enabled device is simple, just like any normal firearm. It is this major fact, plus Stormspire's sheer production volume, that makes Stormspire the player that they are. Mana Bar systems are not interchangable with normal TW power, but a Mana Bar can be recharged by any mage, making this a minimal issue.

Stormspire is well-known among the wizard community to be overpriced, but they produce items that are simply unavailable anywhere else.The Mana Bar system allows a mage to power his firearms without sacrificing his personal spell power, a huge benefit to most combat spellcasters.

Stormspire also produces numerous utility and home use TW products but is mostly outdone in this area by other manufacturers. Their prime export is weapons, armor, and vehicles.

Mana Bar cost is 20,000 credits. It's a little larger than a short E-Mag; roughly 1"x1"x6" and can be carried in a short mag ammo pouch.

Shard Pistol
Range: 200ft
Damage: 3d4+2 (piercing, semi-automatic)
Payload: 48 rounds per Mana Bar
Cost: 72,000 credits

Shock Pistol
Range: 120ft
Damage: 2d6 (electric, semi-automatic)
Payload: 60 rounds per Mana Bar
Cost: 35,000 credits

Jammer Pistol
Range: 150ft
Damage: Disables a size 1.5 or smaller electronic device until the end of the round. Can't affect armored items or TW items of any kind.
Payload: 6 rounds per Mana Bar
Cost: 90,000 credits

Starfire Pistol
Range: 800ft
Damage: 3d6+4 (smashing)
Payload: 12 rounds per Mana Bar
Cost: 70,000 credits

Firebolt Rifle
Range: 2000ft
Damage: 4d6 (fire)
Payload: 18 rounds per Mana Bar
Cost: 70,000 credits

Lightning Pulse Rifle
Range: 2000ft
Damage: 2d6 (electric, 3-round burst)
Payload: 50 rounds per Mana Bar
Cost: 95,000 credits

Fireburst Rifle
Range: 1000ft
Damage: 2d6+4 (fire, automatic)
Payload: 40 rounds per Mana Bar
Cost: 150,000 credits

Disruptor Rifle
Range: 2000ft
Damage: Disables any unshielded electronic device until the end of the round. Can't penetrate the armor of RPA or armored vehicles.
Payload: 12 rounds per Mana Bar
Cost: 150,000 credits

Force Rifle
Range: 4000ft
Damage: 1d6*10+4 (smashing)
Payload: 3 rounds per Mana Bar
Cost: 300,000 credits
Note: Unsuitable for firing without bipod or PS 30(n)/18(s). If fired unsupported, recoil inhibits actions on turn after firing. Bipod standard, no standard scope. Stormspire exclusive.

Snare Rifle
Range: 500ft, 5ft radius splash
Damage: Magic net as spell -- one shot per round as always
Payload: 12 rounds per Mana Bar
Cost: 190,000 credits

Windblast Shotgun
Range: 500ft, 10ft radius column
Damage: As Wind Rush; 90 MD KB magnitude. One shot per round.
Payload: 18 rounds per Mana Bar
Cost: 150,000 credits

Starfire Pulse Cannon
Range: 2000ft, 10ft radius splash
Damage: 2d6*10 (smashing)
Payload: 2 rounds per Mana Bar. Holds a total of 8.
Cost: 450,000 credits
Note: Size 2; tripod comes standard. Stormspire exclusive.

TK Light Machine Gun
Range: 2000ft
Damage: 2d4 (smashing, machinegun)
Payload: 100 rounds per Mana Bar
Cost: 160,000 credits
Note: Requires PS 25(n)/15(s) to be used as a shoulder fired firearm due to excessive recoil. Size 1.5. Bipod comes standard.

Dragonfire Flamethrower
Range: 250ft, 5ft radius column
Damage: 1d4*10 (fire, suppressing)
Payload: 2 shots per Mana Bar
Cost: 300,000 credits
Note: Size 1; roughly the size of a short-barrelled shotgun or SMG

Daylight Grenade
Airbursts about 20ft above its thrown point and generates a Globe of Daylight, as the spell, for 12 minutes. Vampires and sun-sensitive undead cannot enter within 50ft of the globe. It is stationary.
Cost: 2000 credits

Rain Flare
Creates a 100ft radius rainstorm underneath the flare for 30 minutes.
Cost: 20,000 credits

Flash Grenade
Literally the same thing as the Spellforge grenade.
Cost: 1000 credits

Fear Grenade
1 minute Fear: HF16 on explosion, 10 foot radius.
Cost: 2000 credits

Fire Grenade
6d6 fire damage to a 10 foot blast radius.
Cost: 5000 credits

Freeze Grenade
Ices everything over in a 10ft radius. The ice is thick, requiring MDC tools to break it. It lasts for 3 minutes.
Cost: 6000 credits

Generic TW Melee

These weapons can be made by a variety of crafters. Expect most TW shops to have some stock of some of these items, most typically flaming sword or dagger hilts. All large TW manufacturers produce most, if not all, of these weapons and generally have some in stock at any given time.

Boomerang Blade
Passively returns when thrown, no mana cost. Has a throwing range of 600ft. Returns on the turn after being thrown; cannot be thrown in successive turns. Must be a knife, large shuriken, tomahawk, bladed boomerang, or chakram.

Damage: 2d6+3
Bonuses: +1 strike and parry
Has 300 MDC, must be repaired by a TW (expensive)

Cost: 100,000 credits

Flaming Dagger
A knife hilt that erupts into flame when activated.
Damage: 2d6 fire when activated
Activation Cost: 5 mana (10 ISP)
Duration: 2 minutes
Cost: 40,000 credits

Flaming Sword
A sword hilt. When activated, turns into a blade that can throw fire bolts.
Damage: 4d6 fire when active, 4d6 firebolts
Activation Cost: 8 mana (16 ISP)
Duration: 2 minutes
Payload: 6 firebolts; if firebolts are expended, active mode ends.
Range: 200 feet (for firebolts)

Cost: 70,000 credits


Ice Blade
Coats itself in ice when activated, dealing cold damage and chilling targets. Victims must make a saving throw vs. magic or suffer -1 init, -1 combat and -10% speed penalty. Spell strength 12. Effects worth through body armor. Can be any long blade weapon (sword, axe, polearm)
Damage: 3d6 cold when activated.
Activation Cost: 10 (20 ISP)
Duration: 2 minutes; cold effect lasts for 1d4 rounds per hit
Cost: 100,000 credits

Lightning Axe
When activated, crackles with electricity and does bonus damage. Does slashing megadamage when not active. If it hits a metal vehicle or other conductive electronic device, the electric damage is doubled and has a 45% chance of causing a minor malfunction. No extra effect against composite armor or shielded systems.
Damage: 2d6 slashing, +2d6 electric when active. Must be an axe, although spiked mace versions are made in some places in the New West.

Activation Cost: 12 mana (24 ISP)
Duration: 30 seconds
Cost: 80,000 credits

Lightning Spear
When activated, crackles with electricity and deals massive damage when thrown. Is frighteningly accurate as a thrown weapon. Must be a spear. Deals megadamage when deactivated. Activating the spear can be done during the throw as a free action. Note: Returning versions of the spear are rumored to exist; roughly equivalent to an Elite weapon.
Damage: 2d6+3 piercing, 1d6*10 electric when thrown while active.
Bonuses: +5 strike when thrown. Travels almost instantly to the target.
Activation Cost: 15 mana (30 ISP)
Range: 2000 feet
Cost: 70,000 credits. Returning versions typically cost 300,000 credits or more.

Elite TW Items

Elite TW weapons can come from any major TW manufacturer. Stormspire and Tolkeen make most of them, but all have a long creation time and are generally made to special order. All costs must be paid up-front if purchased from a major manufacturer. If a smaller manufacturer can produce them, generally half is paid up front, with another half upon delivery.

Battle Fury Blade
When activated, inflicts dramatically increased damage and doublestrikes. Deals mega-damage even when deactivated. Must be a bastard sword, greatsword, claymore, flamberge, slashing polearm, war axe, or great axe. One of the most feared and popular epic TW weapons in the world.
Damage: 6d6 passive, 1d6*10 active (plus doublestrike)
Activation cost: 40 mana (80 ISP)
Active Duration: 3 minutes
Has 200 MDC, regenerates 2d6 per day
Cost: at least 10,000,000 credits

Deathbringer
Deals full damage even when deactivated. When active, the wielder takes no damage from non-magic, non-psychic attacks (chi attacks also okay). The wielder's gear (including armor) can still be damaged. The wielder can also shoot a single burst of high-powered force per activation. The wielder may spend the activation cost again to reset the force blast and duration. Activating the Deathbringer while its active is in place is a free action. Must be the same type of weapon as a Battle Fury Blade.
Damage: 1d6*10 slashing, 1d6*10+10 force blast
Bonuses: +1 strike and parry
Activation Cost: 50 mana (100 ISP)
Duration: 1 minute
Has 200 MDC, must be repaired by TWs
Cost: at least 12,000,000 credits

Demon Claws
Deals full damage even when deactivated. When activated, gives the wearer supernatural strength and increases his strength by 8. Gives -2 to strike using firearms, -1 to strike with other melee weapons and -30% on manual dexterity skills when worn.
Damage: 4d6
Bonuses: +1 strike, +2 parry with claws only. Always active.
Activation Cost: 25 mana (50 ISP)
Duration: 15 minutes
Has 450 MDC. Regenerates 10 MDC per day.
Cost: roughly 1,000,000 credits

Draining Blade
When activated, deals megadamage and drains the target as the Life Drain spell. Deals standard damage otherwise. Must be a one-handed sword.
Damage: 4d6 + life drain effect, 2d6 SD when inactive
Activation Cost: 10 mana (20 ISP)
Duration: 30 minutes
Generally under 100 MDC. Must be repaired by TWs.
Cost: At least 2,000,000 credits

Earthshaker
When active the wielder inflicts massive knockback and damage with attacks. If used to slam the ground, can apply kb magnitude only to a 10 foot radius circle. Must be a warhammer, mace, maul, gauntlets or other blunt weapon.
Damage: 1d4*10, SD as appropriate for weapon when deactivated. Deals an additional +100 kb magnitude in addition to magnitude from damage.

Activation Cost: 35 mana (70 ISP)
Duration: 1 minute
Cost: 250,000 credits

England

England TW weapons are generally exclusive to the Camelot military, but it is quite possible to purchase or trade for them.

Plasma Lance
Deals mega-damage even when deactivated. When activated, functions similarly to a flaming sword; can throw firebolts and is surrounded in a flaming aura. Can be couched for charging attacks from a mount.
Damage: 2d6, +4d6 fire when active, 4d6 firebolts
Activation Cost: 8 mana (16 ISP)
Duration: 2 minutes
Payload: 6 firebolts; if firebolts are expended, active mode ends.
Range: 1000 feet (for firebolts)
Cost: 70,000 credits

Electroshield
When active, becomes immune to energy and can shoot lightning bolts. A lightning bolt is also discharged on a successful melee parry at the attacker.
Damage: 3d6 per lightning bolt, deals SD from shield bashes
Activation Cost: 20 mana (40 ISP)
Duration: 5 minutes. Each lightning bolt discharge eats 1 minute from the timer.
Range: 50 feet (for lightning bolts)
Has 100 MDC. Must be repaired by a TW.
Cost: 600,000 credits

Helm of All Seeing
When active, the wearer can see invisible, see aura, gains thermal vision, detect magical concealment and gains +3 to save vs. illusions.
Activation Cost: 12 mana (24 ISP)
Duration: 15 minutes
Cost: 250,000 credits

MORE COMING SOON?!

Monday, August 22, 2011

Rifts New Spells

3/2/12
Added a lot more spells!

9/25/11
Added a ton of combat spells

9/19/11
Huge huge TW update
Added Rasp
Added Dimensional Anchor

8/23/11
Added Shield Crush (Weapon) to level 6

OMG

SPELL CREATION RULES

BASE CHANCE
IQ + ME + int( Spellcraft / 10 ) + caster level
plus
spell level of base spell
plus
(spell level of base spell - spell level of target spell ) * 5% and yes this line can be negative
minus
-10% per spell level over 9

TIME TO RESEARCH
45 hours per spell level


Level 1

Assist Birth
Mana: 2
Range: One person by touch; could be Self, but unlikely
Duration: 20 minutes / level
Effect: This spell has no effect if cast on a person who is not in labor. When cast on an appropriate target, the birth is much less painful and is less exhausting. If active when the birth occurs, it is free of complications.

Boombox
Mana: 3
Duration: 5 minutes/level
Saving throw: None unless device is being wielded by an unwilling target, then standard
Effect: Causes an electronic audio device to produce much more sound than normal, up to 3 times as loud (maximum of 130 dB). The audio device cannot be altered to produce sound at less than its normal volume by normal controls, but can be reduced at will by the spell caster as a standard action to any volume level. Techno-wizards cast this spell at full potency.

Contraception
Mana: 4
Range: Self or one person by touch
Duration: 1 hour / level
Saving throw: Standard (if unwilling)
Effect: The recipient of this spell cannot become pregnant or impregnate others for the duration of the spell.

Prestidigitation
Mana: 1
Range: 15 feet
Duration: Up to 15 seconds
Saving throw: Any debilitating effects created are +6 to save.
Effect: You know what it is, you fucks.

Sober Up
Mana: 2
Range: Approximately 1 liter of water by touch
Effect: This spell enchants a small amount of water. When consumed entirely, the effects of alcohol (and similar substances) is reduced significantly. This reduces the drinker's blood-alcohol content by 2% (that's .02) per level of experience. This has almost no effect on most poisons and other deadly substances, but can be used to dull the effect of drugs somewhat. Casting this spell on a Juicer has virtually no effect.

TW Burst Radius 1 (TW Mod)
Mana: 2
Effect: Adjusts the radius of a TW explosive to 10ft radius sphere. Has no effect when cast normally.

TW Handgun Range (TW Mod)
Mana: 1
Effect: Adjusts the range of a TW firearm to 150 feet; size mods above 0.5 have no impact. TWs begin with this spell.

TW SMG Range (TW Mod)
Mana: 1
Effect: Adjusts the range of a size 1 or larger TW firearm to 500 feet. This spell has no effect when cast normally.

Level 2

Call Creature of Light (Ritual)
Mana: 10
Range: 10 miles / level (not extradimensional)
Effect: Sends a message to the nearest creature of light within range (includes priests of light, spirits of light, guardians, ki-rin, unicorns, any good aligned divine being) containing the identity of the caster and an empathic flash of the caster's intentions.

Deplete Air
Mana: 6
Range: 90 feet
Area of effect: 30 foot radius sphere
Duration: 1 minute / level
Saving throw: Vs. Poison (as spell strength, but is not vs. magic)
Effect: This spell depletes all breathable atmosphere from the sphere for the duration of the spell. Characters within the radius will begin to suffocate. After 2 melee rounds, characters must roll a saving throw each round. For each round after the third, apply a cumulative -1 penalty to save. After a character is unconscious, they begin losing 1d6 HP each melee round until they can breathe. Even after being exposed to breathable air, the character will remain unconscious for at least 1d4 melee rounds. EBA and rebreather-like technology counters this spell, and simply exiting the radius will allow affected characters to breathe normally. This spell deals 1d6*10 MD per round to air elementals and 2d6 MD per round to fire elementals.

Dragonhunt
Mana: 8
Duration: 15 seconds / level
Range: Self
Effect: All thoughts are driven from the caster's mind except as they relate to the slaying of dragons. No actions can be undertaken by the caster that do not involve finding the nearest dragon and attacking it until it is dead. The character can make tactical decisions, but they must be made with the intent of killing dragons. When fighting against dragons, the character gains +2 initiative, +2 to strike and parry, +3 to damage, and +1 attack per melee. The character must exert hostile actions against a dragon if one is present; if a dragon is not present, the character will seek one out (he will not attack non-dragons).

Eavesdrop
Mana: 6
Range: 10 feet per caster level
Duration: 2 minutes per caster level
Effect: The caster can hear things as though he was positioned at the target location. He does not retain his normal hearing, and loses focus on everything except the area he is listening in on. Any sort of physical disturbance (such as a significant nudge or any damaging attacks) will break the caster from the spell's effects.

Fastball
Mana: 6
Duration: 1 turn
Range: Self
Effect: Increases the throwing power and speed of the caster, doubling his normal throwing distance. This spell also adds an extra +20 feet of throwing distance per caster level. Thrown weapons deal +1d6 damage (SD or MD as appropriate) if the thrown item is intended to deal damage with its impact. This spell casts as a free action.

Haymaker
Mana: 5
Duration: 1 turn
Effect: This spell casts as a free action. The next unarmed melee strike delivered by the caster deals +1d6 damage and has +1 expanded crit range. This also adds to any knockout range.

Nightvision
Mana: 6
Duration: 5 minutes / level
Range: Self
Effect: The caster gains passive nightvision. The vision augmentation is effective to about 500 feet, but can be augmented by normal glass optics (binos, etc) since they bounce light. The nightvision makes the eyes light-sensitive, which means that bright light is blinding and will inflict at least partial blindness (-5) while in proximity.

Guided Strike
Mana: 5
Duration: Special
Range: Self or other by touch
Saving throw: Standard if unwilling
Effect: Grants +3 to strike on the next non-wild, single shot the recipient takes. If the recipient takes any other action besides shooting, the buff is expended. This can be used on magic spell attacks if they throw a projectile that requires a strike roll. This spell has no effect on self-guided (homing) projectile attacks.

Rain Wash (Water 1)
Mana: 5
Duration: Requires at least 20 minutes
Effect: Up to 30 pounds of washables per caster level can be hung out on a clothesline or left outside in the rain. If this is done, the rain will wash everything clean as though it was machine washed. This spell requires rainwater to be effective.

Solar Beam
Mana: 5
Duration: 15 seconds / level
Range: Self; beam extends to 100ft + 5 ft / level
Saving throw: Standard for blind; none for vampires
Effect: While this spell is in effect, the caster may radiate an intense beam of sunlight from his hands. It deals extensive damage to vampires (3d6 per melee attack) and is +5 to strike. It can also be shined in people's eyes, causing temporary blindness - he loses one melee action when first exposed; will likely avoid looking at the beam, meaning will probably avoid directly attacking the caster; -3 to strike and -2 to dodge while the beam is focused on the character if save is failed. A successful save means no effect, but still cannot look directly into the beam. Polarized optics completely prevent blinding from the beam. Each strike of the beam counts as one of the caster's melee actions. The area around the beam is brightly illuminated, as a Globe of Daylight; it will repel vampires and illuminate areas far from the path of the beam.

Sonic Dampener (Aptaev researched)
Mana: 5
Range: Self or other by touch
Duration: 1.5 minutes (90 seconds/6 melee rounds) per level
Effect: Sounds heard by the caster above the 70 decibel range are reduced to 70 decibels (from the recipient's perspective), and painful pitch/tone is no longer painful (the sound is heard, but is not painful). Reduces the effect of all sonic-based attacks and effects on the recipient to -1 initiative for normally deafeningly painful sounds, and durations of all such effects are reduced to 1 melee round maximum. Non-deafening sonic attacks have zero effect. Sonic vibration attacks are reduced to 1/4 effectiveness on the caster, but his equipment is not affected.

TW Burst Firing 1 (TW Mod)
Mana: 5
Effect: Increases the fire rate of a TW firearm to allow for 3-round bursts. This typically reduces the power and/or range and increases the payload of the firearm. This spell has no effect when cast normally.

TW Carbine Range (TW Mod)
Mana: 3
Effect: Adjusts the range of a size 1 or larger TW firearm to 1000 feet. This spell has no effect when cast normally.

TW Noise Suppression (TW Mod)
Mana: 4
Effect: Reduces the noise produced by a TW weapon when operated by 75%. This spell has no effect when cast normally.

Level 3

All-Nighter (Ritual)
Mana: 12
Duration: 3 hours per caster level
Effect: This spell allows the caster to function without mental fatigue for the duration of the spell. When the spell expires, the caster will want to sleep for at least 10 hours. If the spell caster cannot get rest, he will suffer -1 APM, -3 init, -1 on combat rolls and -15% on skill checks until he gets appropriate rest. This spell does not have penalties if it is cancelled before the caster's normal sleep tolerance is reached.

Call Monster (Ritual)
Mana: 15
Effect: This spell must be cast in the presence of a mirror, sheet of polished glass, or other reflective surface. The caster creates a small Rift in the reflective surface to the location of a (random) lesser supernatural creature, allowing it to move to the caster's location. The monster is under no compulsion to come; it may decide to remain where it is, although many will embrace the opportunity to cause some mayhem. This ritual is best employed when the sorceror is prepared to deal with a potentially hostile monster. Shifters begin the game with this spell.

Campfire Sphere (Ritual) (Fire 2)
Mana: 12
Duration: 1 hour per caster level
Area of Effect: 15 foot radius sphere
Effect: This spell creates a magical fire that warms the area as though it was a real campfire. It is not real fire and does not burn or create smoke and cannot be used to cook food. If cast as Fire Elemental magic, it does not require ritual time.

Featherfall (Air 2)
Mana: 13
Range: Self or other up to 300ft away.
Duration: 1 turn
Effect: This spell reduces the effective fall height of the next fall the recipient takes during the turn by 50ft per caster level. If this reduces the fall height to 0, the fall does not make noise. This spell can be cast as a free action.

Fertility
Mana: 8
Range: Self or other by touch
Duration: 1 hour per level
Saving throw: Standard (if unwilling)
Effect: Greatly increases the chance the female recipient will become pregnant after sex. Normally has no effect on males, but will render an impotent male capable of producing children. Has no effect on a barren woman or any person who has had their ability to have children removed by medicine.

Mystic Torch
Mana: 6
Range: Self; approximate reach of 1-2 feet
Duration: 20 minutes / level
Effect: Creates a translucent beam from the sorceror's finger that can be used as a bonding torch. It can be adjusted to cut through SD or MD materials or weld them together, much like a laser torch. Unlike a laser torch, the beam does not damage or injure flesh at all or generate bright light when used. Grants a +10% skill bonus to any non-TWCS mechanics checks requiring the use of welding equipment. Techno-Wizards begin the game with this spell.

Out of Place
Mana: 6
Duration: 2 minutes per caster level
Effect: This spell is cast on a room, shelter or camp the caster is familiar with (minimum of 48 hours of residence) and lets the caster know if something has been moved or disturbed. If cast on a shared space, anyone sharing the space other than the spell caster will trigger this spell's effect.

TW Assault Aim (TW Mod)
Mana: 8
Effect: This spell grants the effects of a front grip (+1 while unaimed) without using the undercarriage slot of a TW firearm. The weapon does not need to be fired with both hands to gain this benefit (two-handed weapons must still be fired with both hands). This spell has no effect when cast normally.

Level 4


Subdue
Mana: 9
Range: Self, one weapon by touch, or up to 30 rounds of ammunition per level by touch
Duration: 5 minutes / level
Effect: Physical damage inflicted by an weapon enchanted by this spell cannot kill, and is healed at a rate of 1d6 points per melee round (SD creatures regenerate SD, MD creatures regenerate MD). Attacks dealt by this weapon do not draw blood, and knockback effects cannot send the opponent flying (merely knocks down). If this enchants a character, only his natural weapons are affected. This has no effect on firearms unless used as melee weapons, but projectile ammunition can be enchanted. The damage inflicted is unchanged. All attacks that strike inanimate objects and force fields do their full normal effect (unless they penetrate to hit). This spell cannot affect explosives of any kind.

Survivor
Mana: 15
Range: Self or other by touch
Duration: 30 minutes per caster level
Effect: This makes the recipient immune to the effects of hostile environments. It will lower hot temperatures and warm cold ones, and he is treated as though he has environmental protection against gases, radiation, and similar effects. It will also block small debris such as dust clouds, snow or sand and will keep moisture out unless delivered at very high pressures. It provides no protection against truly extreme temperatures (past -70 or 170 degrees Fahrenheit). This spell counts as an armor buff.

TW Burst Radius 2 (TW Mod)
Mana: 10
Effect: Adjusts the effect of a TW explosive to a 15 foot radius sphere. The explosive weapon payload must be at least 0.5kg (60mm mortar and larger). This spell has no effect when cast normally.

TW Rifle Range (TW Mod)
Mana: 8
Effect: Adjusts the range of a size 1 or larger TW firearm to 2000 feet. This spell has no effect when cast normally.

Level 5

Charm Weapon (Ritual)
Mana: 12
Duration: 2 hours / level
Saving throw: Standard
Effect: This spell magically enhances a weapon, allowing it to be more effective against supernatural creatures. If an SD weapon, it deals its normal damage against supernatural creatures, even if normally immune. If an MD weapon, it deals double damage against supernatural creatures. If the creature is normally immune (such as astral beings or vampires) then it deals normal damage. If used against a character protected by an immunity spell (such as a fire weapon against a character impervious to fire), the weapon deals normal damage. The weapon has a saving throw; failure means the spell has no effect. The saving throw is +1 if the weapon is a projectile weapon, +2 if the weapon is made via modern technology, and +3 if the weapon is magical (eg. +6 for a TW firearm).

Full Throttle
Mana: 12
Range: The vehicle currently occupied by the caster
Duration: 15 seconds / level
Saving throw: None
Effect: The driver of the vehicle may accelerate once per round as a free action. If desired, the driver may spend his driving action to also accelerate (doubling normal acceleration). In addition, Control Rolls made by the driver regarding high speeds are made at no penalty (this does not include terrain penalties) for the duration of the spell.

Gravity Hold
Mana: 10
Range: 150 feet + 10 feet / level
Duration: 15 seconds / level
Saving throw: Standard
Effect: This spell magnifies the gravity around a character, crushing them and rendering it almost impossible to move. The character suffers 3d6 SD per melee (ignores armor). Speed is reduced to 1/10th of normal, aiming and melee combat is impossible, and the character is -4 on initiative, -8 to parry and dodge, -2 to strike with guns and -20% on all skills. MD creatures take 2d4 MD if human-sized or 6d6 MD if giant-sized. Supernatural strength significantly lowers the penalties; only half speed, -1 on initiative and -3 to parry and dodge; -3 to strike in melee, no penalty to strike with ranged weapons. This spell cannot attack characters in a robot, powered armor, or other large vehicle (motorcycle OK).

Ignore 3-D Constraint (Temporal)
Mana: 14
Range: Self
Duration: 2 minutes/level
Effect: If the caster touches a plane large enough for him to stand on and support his weight, he can designate that plane as "down" from then on (until the spell expires). If the caster falls for more than a full melee round, gravity will re-exert itself normally. The caster may jump laterally towards a wall and use that wall as "down" for interesting methods of acrobatics. This spell can only be selected on level up by Temporal mages.

Stunning Blast
Mana: 12
Range: 300ft + 50ft/level
Duration: 30 seconds
Saving throw: -2
Effect: This spell fires a bolt of energy at the enemy (+3 to strike). If it hits and his save is unsuccessful, he is stunned and suffers -1 APM, -5 on initiative and -2 to all combat rolls for 30 seconds. If he is wearing environmental body armor, he only suffers -1 APM, -2 init and -1 to all combat rolls. This spell has no effect on RPA or vehicles.

TW Guidance (TW Mod)
Mana: 13
Effect: Gives a TW explosive active guidance. Requires a TW aiming device and the Weapon Systems skill. This makes the weapon homing; +4 to strike (including weapon systems skill), target number set to 4 (regardless of distance). This spell has no effect when cast normally.

TW Ocular Enhancement (TW Mod)
Mana: 15
Effect: Grants +1 while Aiming to a TW scope, and grants a 2x magnification setting (50-1000ft range, -4 to target number). This spell has no effect when cast normally.

TW Semi-Active Guidance (TW Mod)
Mana: 13
Effect: Gives a TW explosive semi-active guidance. The shot will home in on the nearest available target within view (roughly 15 degree view angle); targets must be marked with Light Target (or another, more stealthy target marking spell) in order to be tracked. If there are no available targets within view, it will track on targets with Invincible Armor instead. This spell has no effect when cast normally.

Level 6

Call Greater Monster (Ritual)
Mana: 25
Effect: Similar to the Call Monster spell, but targets greater supernatural creatures. As this spell can summon creatures that can summon other creatures, the use of this spell is extremely dangerous.

Dimensional Stalking
Mana: 20
Range: Self
Duration: Instant; can track ports up to 1 hour old / level
Effect: This character may track a character who has teleported or traveled via Rift, determining roughly where the character went. The character gains a +10% bonus to his tracking skill (or if the skill is not known, use the base skill with no bonus). The character rolls against his tracking skill to get a general location (specific dimension and landmass/continent/region). If successful, he may make a second roll to get a more specific location (within ~100 miles). If that is successful, he may make a third roll to know the exact location of the teleport. This spell may be selected by Shifters on level up as one of their dimensional/summoning slots.

Magic Science Network (Spellforge)
Mana: 15
Duration: 1 minute/level
Range: 2 miles/level
Saving throw: No effect on unwilling recipients
Function: Allows two-way "text" mental communication between the caster and the recipient for the duration of the spell. A maximum of 100 texts per cast (unless you have an unlimited plan, otherwise 10c per additional text)

Penetrating Spell (Metamagic)
Mana: 22
Range: Self
Duration: 15 seconds / level or until used
Effect: The next spell cast by the caster of this spell has a -2 saving throw penalty to the target. Spells with no save are not affected.

Rasp
Mana: 20
Range: 500ft
Effect: Fires a burst of light from the mage's hands. The blast is +4 to strike (plus WP: Targeting). It deals 1d6 damage per caster level to the recipient's mana. It does not deal any physical damage. This spell cannot penetrate vehicles, RPA or magic "walls" (except non-solid walls eg. Wall of Fire) but can pass through magic armor spells. I2E is not a valid defense.

Shadowstep (Spellforge)
Mana: 20
Range: Self
Duration: 2 melee rounds
Effect: While shadow melded, the user may teleport (as a movement action) to any shadow within 50ft/caster level within visual range. The maximum teleport distance from this spell is 200ft (level 4). This power can be used regardless of enemy perception, but the caster must be in a shadow (even magical shadows) with the shadow meld spell active in order to utilize the teleport. When using teleportation to dodge, the caster is +1.

Shield Crush (Weapon)
Mana: 23
Range: Touch, one weapon or up to 50 rounds of ammunition per spell cast
Duration: 1 minute per level
Effect: The enchanted weapon bypasses damage resistance of any magical forcefield and deals double damage to the field. Has no effect against non-physical barriers. Against Impenetrable Wall of Force (which has infinite HP), the weapon's attacks have no effect. This spell has no effect on magically-created physical barriers, such as Wall of Stone. For Armor Bizarre, use Charm Weapon.

Thermal Vision
Mana: 24
Range: Self
Duration: 2 minutes / level
Effect: The caster's vision is changed to see in the infared spectrum, allowing him to see heat sources.

TW Automatic Firing (TW Mod)
Mana: 11
Effect: Increases the rate of fire of a TW weapon to allow it to fire on full auto. This generally reduces the damage and/or range of the weapon and increases the payload.

TW Weight Distribution (TW Mod)
Mana: 25
Effect: Allows a TW melee weapon to be wielded in one hand and removes any weight/awkwardness penalty from wielding the weapon. The weapon retains its normal weight for damage and encumbrance purposes. Cannot be used with flails or missile weapons. This effect is always on, even if other TW enhancements is not active. If this is the only TW enhancement on the weapon, the effect is permanent unless the TW device is removed or cancelled (via Remove Spell or AMC).

Level 7

Blast Shield
Mana: 40
Area of effect: 10 foot diameter sphere
Duration: 15 seconds
Effect: This spell deflects the heat, shrapnel and explosive force of an explosive device that impacts nearby, but not inside the shield. It deflects up to 50 MD per caster level of explosive force, but does not deflect light or radiation. In addition, the heat does bleed through; this spell is not sufficient to absorb the heat of large thermobaric explosions or nuclear weapons. It will deal with small thermobaric payloads (500lb or below) just fine, although the heat will be uncomfortable. This spell will not block supersonic projectiles or energy weapons.

Debris Rain
Mana: 35
Range: Can target foes up to 100 feet away per caster level.
Area of Effect: Targets up to 1 foe per caster level.
Effect: This directs debris littered on the ground, throwing it outwards to deal 2d6 MD at each selected target. This can only be used if there are suitable nearby objects to throw at foes. This spell takes only one action to cast, but takes a second action to direct the debris at foes.

Fast Food
Mana: 45
Range: One item by touch
Duration: 1 day per caster level
Effect: Duplicates one food item or small packaged meal. In the case of a small meal, it must weigh less than one pound. In the case of a food item, it must weigh less than 10lbs and it must duplicate one complete item. If the item is cut into parts, each part must be duplicated separately. This creates 1 copy of the food item per caster level. The duplicates taste like reheated leftovers or cheap quality versions of the original item. If the original item was junk food to begin with, the quality will be relatively unchanged. The nutritional value of the duplicates is somewhat lower, except again in the case of junk food -- calorific value is unchanged in either case. The duplicate food items lose all non-food properties; they cannot be crafted and they retain no magical or alchemical value. Additionally, they lose any toxic properties; this can be used on rotten or poisoned food to produce edible meals, but will remove any intoxicating properties from a duplicated plant item (smoking it is like smoking paper). This spell can only be cast once on any given food item, and duplicate food items cannot be duplicated again. Beverage items cannot be duplicated in this manner.

Heavy Air
Mana: 30
Area of effect: Maximum of 10 foot radius / level
Duration: 10 minutes / level
Effect: This spell creates a stationary pocket of extremely dense air around the spell caster. The air is completely breathable, but feels a bit heavy. Physical exertion inside the pocket is doubled and speed is halved. Rest and sleep inside the cloud are actually 50% more restful than normal (still need the same amount of sleep, but it is better sleep). Mechanical speeds, including robot vehicle walk speeds and jet propulsion are unchanged. The dense pocket of air is incredibly absorbent. Electrical, plasma, and laser attacks cannot travel more than a foot or two inside the cloud (completely ineffective). Explosive attacks that travel into the cloud are half the normal area and damage. Particle beams also deal half damage and (if fired from inside) are half range. Most projectile attacks however, including arrows, fragments, bullets, rail gun rounds, and missiles are 100% range and effect. Fire-based attacks (not plasma) deal full damage to characters inside the cloud, but the range of fire-based attacks (typically spells) is halved for characters inside. Melee attacks inside the cloud also deal full damage, although melee combat is exhausting (-1 on combat rolls for every minute of battle).

Paralysis: Superior
Mana: 25
Range: 30ft
Duration: 1 minute / level
Saving throw: Standard
Effect: Target is completely paralyzed. The magic keeps the target from dying due to massive biological failure (don't ask), but the target cannot do anything while the spell is active, except activate psionic powers or magic items triggered through use of the character's will.

Sense Dragons
Mana: 20
Range: 150 feet
Duration: 5 minutes / level
Effect: Like sense X, for dragons.

Skitching
Mana: 12 normal, 40 for teleport plus teleport cost
Duration: 5 minutes per caster level for normal or instant for teleport
Effect: The caster may hitch a ride by grabbing onto the back of a moving vehicle. The caster can also use this spell to ride on top of a normally fast-moving vehicle without fear of falling off as long as he is touching the vehicle. This spell may also be used to follow a teleport. In order to do so, the spellcaster must be within 20 feet of the place where the teleport left and this spell must be cast within 15 seconds of the teleport occurring. In addition, the caster must pay whatever mana the teleport cost to activate in addition to the cost of the spell. The spell caster may not take more than 50lbs of gear with him when hitching a ride on a teleport.

Spellshield
Mana: 15 + special
Range: Self
Duration: 1 minute per level or until exhausted
Effect: When this spell is cast, the caster may pay any amount of additional mana, which is used to create a spell shield. If a non-physical magic effect would strike the caster, compare the amount of mana left in the shield to the spell's casting cost. If there is more mana in the shield, subtract the casting cost from the remaining mana and negate the spell's effect on the caster. If there is enough mana in the shield to negate half of the spell's casting cost, cancel the shield and halve the spell's effect and duration on the caster. If there is less mana than that, cancel the shield; it has no effect. This spell cannot differentiate between friendly and hostile spells.

TW Burst Radius 3 (TW Mod)
Mana: 22
Effect: Increases the effect of a TW explosive of 1kg or heavier (105mm mortar or rocket) to 20 foot radius sphere. This spell has no effect when cast normally.

TW Critical Range 1 (TW Mod)
Mana: 25
Effect: Increases the crit range of a TW weapon to 19-20. This spell has no effect when cast normally.

Level 8

Dimensional Anchor
Mana: 50
Range: 200ft +15ft per caster level
Area of Effect: 15ft radius per caster level
Duration: 15 seconds per caster level
Effect: Completely prevents all unnatural teleportation and portal effects from occurring inside its radius. Teleportation from racial abilities, spells, and class abilities are all prevented. This also prevents the casting of Rift to X rituals, Mystic Portal cast as a ritual, and activation of Circles of Travel. It does not prevent Dimensional Portal from being cast as a ritual, nor does it prevent the opening of rifts via natural magic energy condensation. If a portal manages to open up inside its radius, the spell is immediately cancelled. Any teleportation or rift attempts to move inside the radius automatically fail.

Dispel Magic
Mana: 45
Range: 100ft
Area of effect: 15 foot radius
Saving throw: Special
Effect: This spell negates spell magic (only) inside its radius. The saving throw is the same as the save for Negate Magic, but it has zero chance to affect curses. It does not affect wards, circles, or rituals of any kind.

Hallucination
Mana: 30
Range: Up to 5ft
Duration: 3 minutes / level
Saving throw: Standard
Effect: Creates an illusion in the target's mind. The target (assuming saving throw is failed) will completely believe the illusion, even if someone else points out that the illusion is not there. No one else can see the illusion. Mind blocks add +2 to save versus this spell.

Haste
Mana: 30
Range: Self
Duration: 30 seconds or until used
Effect: While this spell is in effect, the caster may sacrifice a melee action to gain +7 on a strike, parry, dodge, roll with punch or initiative roll. This spell cannot be combined with Beat Insurmountable Odds and takes one melee action to cast.

Improved Sonic Blast (Spellforge)
Mana: 55
Range: 100ft + 10ft/level
Area of Effect: 20ft radius
Duration: Instant, penalties last 2d4 minutes
Saving Throw: None (Sonic Dampener renders immune)
Effect: Creates a burst of loud, ear-piercing sound at the point of impact designated by the caster. Deals 10d6 points of SD damage to unprotected listeners, or 4d6 MD to unprotected MD listeners. Victims are -8 initiative, -2 APM, -3 on combat rolls and -25% to all skills for 2d4 minutes. RPA and vehicles tend to be immune, though this is not a hard rule. This spell takes one melee action to cast.

Repair Permanent Attribute Damage (alternatively, Unfuck Stupid Game Mechanics)
Mana: 80 + special
Range: Self or one person by touch
Effect: Repairs permanent attribute damage (of any kind, including stats, HP, mana, etc.) from magic or drugs. The caster temporarily loses 10 mana per healed attribute point; this mana replenishes at a rate of one per week. Damage inflicted by divine means cannot generally be healed in this manner, unless the god is being nice.

Ride the Wave
Mana: 44
Range: Effective electronic communication device distance; limited to local dimension only
Saving throw: Doesn't work on unwilling targets
Effect: Teleports the recipient and 50lbs of his equipment to the caster. The recipient and the caster must be within 1 foot of an electronic communication device, and the two devices must have an open channel with each other. This spell has a 30% failure chance if the signal quality is bad. This spell can be cast by Techno-wizards at no penalty. It may be selected by Shifters as a dimensional spell or Temporal Wizards as a Temporal spell on level-up.

Rift to XXXX (Ritual)
Mana: 50
Range: 30ft maximum
Area of Effect: 10ft radius portal
Duration: 1 minute / level (assumedly people will cast this at the minimum caster level)
Effect: The caster creates a portal to a specific location, designated at the time the spell is researched. While this portal is open, anyone can cross between the two points. The portal cannot be dispelled before its duration ends, except via a Close Rift spell. If a version of this spell is already known, researching this spell is +20%, and takes one third the usual time. The location cannot be greater than one mile from the place where the spell is research, and all spell research must be done within the same general radius around the destination point.

Temporary Enchantment (Ritual)
Mana: 70
Range: Touch
Duration: 1 week / level
Saving throw: -1 to save.
Effect: This spell functions as the Charm Weapon spell, with a much longer duration and is more likely to take effect.

Level 9

Anti-Arcane
Mana: 40
Duration: 60 seconds / level
Range: Self
Effect: Caster automatically succeeds on all saving throws versus magic. In addition, spells which have an effect on a successful save no longer do so (such as Mental Shock). Spells with no save function normally. While this ability is active, the caster may not cast spells. TW devices and other magical effects can still be activated normally.

Empower Spell (alternatively, The Other Half Mage) (Metamagic)
Mana: 45
Duration: 15 seconds / level or until used
Range: Self
Effect: The next spell cast by the caster is cast at full caster potency. This spell is not affected by reduced caster level debuffs.

Mystic Stealth
Mana: 50
Range: Self
Duration: 5 minutes / level
Effect: While in effect, the caster cannot be picked up by magic sense. This spell is undetectable by magic sense. Other spell effects and items may be detectable, however.

Spellforge (Spellforge)
Mana: 80
Duration: 24 hours
Range: Self, 5ft or by touch
Effect: Adds +20% to the success chance of any spell research done by the recipient, with a best 2 of 3 roll on the research check. This spell only functions if it endures on the recipient during all research hours.

Strange Mood (Spellforge)
Mana: 80
Duration: 24 hours
Range: Self, 5ft or by touch
Effect: Adds +20% to the success chance of any electrical or mechanical fabrication or repair task performed by the recipient, with a best 2 of 3 roll on the skill check. This spell only functions if it endures on the recipient during all production hours.

Level 10

Quicken Spell (Metamagic)
Mana: 60
Range: Self
Duration: 15 seconds / level or until used
Effect: The next spell cast by the caster takes one fewer action to cast. This can reduce single action spells to free actions.

Redirect Damage (Temporal)
Mana: 85
Range: Self
Duration: 15 seconds / level
Creates a warp in space around the caster, causing any hostile attacks that would harm the caster to harm the attacker instead (if a vehicle, robot, or artillery battery is the attacker, the vehicle will be struck). This only affects attacks that would hit the caster; dodged or parried attacks are not redirected. Fast moving attackers (movement at time of attack >30mph) will probably not be struck by the return attack as the space warp lacks precise aim. Other attackers are hit automatically unless the counterattack is expected; otherwise, it fails to hit (the warp is predictable, and avoiding it is simple). The warp can redirect up to a total MDC of 10 per level of experience. An attack which exceeds the remaining damage will not be stopped by the warp at all. This spell may only be selected on level up by Temporal mages.

Summon Monster (Ritual)
Mana: 75
Duration: 1 hour / level
Effect: Summons a lesser supernatural creature. Unlike Call Monster, this spell forces the creature to come, and a specific type of creature can be called. Additionally, a specific creature may be summoned, if the creature's name is known. Like Call Monster, however, the creature is not controlled in any way, thus protective measures are required. When the spell elapses, the creature is teleported back to wherever it came.

Teleport: Self (Temporal)
Mana: 120
Range: 5 miles/level or within visual range
Effect: This spell instantaneously moves the spell caster and up to 50lbs +5lbs/level of other stuff  to a specified location within range. If cast to transport to a location within view, this spell takes one melee action to cast. This spell is dangerous (similar to Teleport: Superior) if used to teleport somewhere the caster is unfamiliar with. This spell can only be selected by Temporal mages on level up. Shifters may also select the spell as one of their dimensional pool spells.

TW Burst Firing 2 (TW Mod)
Mana: 80
Effect: This spell increases the rate of fire of a TW firearm to allow for 3-round bursts. This spell also generally increases the payload of the firearm. This spell has no effect when cast normally.

Level 11

Control Monster
Mana: 85
Range: 30ft
Duration: 1 hour / level
Saving throw: Standard
Effect: This spell attempts to bring a lesser supernatural creature under the control of the spellcaster. The creature gets a standard saving throw versus magic. If the intent of the caster is to do something very contrary to the creature's alignment or purpose, the creature is +4 to save. Likewise, if the intent of the caster is to do something the creature would be likely to do anyway, the creature is -4 to save. The caster is warned every minute within the last ten minutes of his control that it will expire; this spell can be re-cast in order to reestablish control (new saving throw applies) or the caster may attempt to banish the creature (with other spells).

Metamorphosis: Swarm
Mana: 100
Duration: 10 minutes / level
Range: Self, or others via ritual
Saving throw: None unless target is unwilling
Effect: The spellcaster transforms into one large insect, bat, small bird, rodent, or other similar small animal for every hit point, SDC, or MDC point the character has.
  • Each animal has one hit point (not MD hit points, even if the creature is mega-damage)
  • Attacks on the swarm are -5 unless area effect attacks are used, and the swarm gains an automatic dodge against non-area attacks. Also, single target attacks require called shots, necessitating the use of Aim.
  • Fragmenting explosives only hit 5% of the animals or insects caught inside its radius.
  • Non-fragmentation explosives, like HE or plasma, are extremely deadly to a swarm.
  • Attacks by every ten animals or insects deals 3d6 SD. The attacks automatically hit.
  • While in swarm form, the spellcaster cannot cast spells. He can cancel the spell with a thought (naked!).
Teleport: XXXX
Mana: 100
Range: 10 foot radius
Saving throw: Standard if unwilling
Effect: Instantly transports anything inside the radius to a location specified at the time the spell is researched. If a version of this spell is already known, researching this spell is +20%, and takes one third the usual time. Additionally, there is no "higher than level 9" penalty to research this spell if another version of it is already known.

Level 14

Remove Spell
Mana: 300
Range: 100ft + 30ft/level
Effect: Instantly removes the effects of any normal spell magic. Does not work on curses, wards, circles, or rituals. If cast on an active TW device, it cancels the effect and prevents the activation of the item for 1 round per level of experience.

Rifts Techno-Wizard Construction

SKILL CHECK BONUS/PENALTIES
-20% Prototype Schematics (original item, until first successful item is created)
-10% Another TW's Schematics (if the other TW is present, penalty is voided)
-30% Size Category reduction (per .5 size category)
-20% Unknown Mechanical/Electrical Skill
-25% Rush 2/3 Time
-50% Rush 1/3 Time
-15% Low Magic (no ley line)
-40% Alien Technology
-20% Unknown Primary Spell (wizard)
-30% Specialist Primary Spell
-15% Unknown Secondary Spell (wizard)
-20% Specialist Secondary Spell

+15% Known Working Schematic
+10% Disassembling Working Device (to alter caster level or gemming)
+5% Disassembling Similar Working Device (to alter function)
+5% Working Prototype/Template Model
+20% Experienced TW Supervision, Proven Design
+10% Experienced TW Supervision, Prototype
+15% Taking 1.3x Time
+30% Taking 2x Time
+1% Assistant TWCS/10 (round down)
+5% Each Device Level Reduced
+20% Strange Mood...?

(for a level 1 TW working at Spellforge, this gives 82 + 15 + 5 + 20 + 20 -- 147%... which lets them do 1/3 time at a 97%, as long as Jackie is present)
This includes any rule changes. The book version is just way too verbose. There are some differences; these rules override the book. Unless I miss something. When in doubt, ask.

Determining the function of the device: In this case, basically, you ask me. You can be creative in this (eg. mixing fireball + carpet) but on the whole it's on me. I will tell you what spells you need to have.

Single use devices, like a grenade or whatever, can have one effect.
For a full suit of body armor, up to five effects. One boots, one hands, one helmet, two chest.
For a vehicle, up to six effects.
Weapons are variable; typically one or two complex effects.
Other miscellaneous items can have one.
You may petition for more if it makes sense.

Item potency is mostly a function of size.
Handgun-sized items and smaller (amulets, etc.) have half the expected potency. This is a somewhat nerf for many TW items in the book, but at in most cases they can still fire semi-auto (3 round bursts). This applies to knife-sized melee weapons.
Rifle-sized items have the normal potency. Normal body armor mods also have normal potency. Sword and other obvious melee weapons reach this scale.
Mid-sized vehicle weapons and heavy two-handed weapons have roughly 1.5 times the normal potency. This includes motorcycles, light machineguns, and two-handed sword/spear type weapons.
Large vehicle-sized items have double the normal potency. An armor can have a vehicle-potency effect, but it will use up all effects for that armor. This also applies to large vehicle-sized weapons.
Some effects may only be available in vehicle-size mods.
This 'size mod' may affect other effects rather than magnitude at the GM's discretion.

Each effect has a level of magnitude, determined by the primary crafter's experience level. This magnitude, called Device Level, determines a whole lot of stuff in the various formulas. The crafter can choose to reduce the Device Level if he so chooses. This may be a good idea if you are trying to craft a prototype device.

Each effect requires a primary spell to determine the effect. Add-on spells, called secondary spells, are then determined to modify the effect. This is basically a GM-determined thing.

A physical object, called a focus, is needed. It must be similar in function to the effect of the device. This can be player-determined or GM-determined if the player is a retard. The GM will typically determine costs.

Gems are needed. The big gem list in Rifts UE will tell you what gems are needed. The number of carats in the primary spell gem has a pretty sizable effect on the activation cost of the device, but otherwise you can use 1 carat gems to construct whatever the fuck you want.

Crafting Time in hours: mana * CL / 3 * size * SL / 4 * 2
Construction Cost in mana: same as crafting time, above
Activation Cost in mana: mana * 1 / (1 + 0.1C) * (SL / 4) ROUND UP

Market cost: CT * 1000 * ((1 - AC / mana * SL / 4 ) * (SL * 2 - 1) + 1)

mana = cost of all spells in effect
C = size of primary spell gem in carats
CL = desired caster level of item; cannot exceed level of primary constructing TW
SL = spell level of primary spell
size = size mod (.5, 1, 1.5 or 2)
AC = activation cost in mana after rounding up
CT = construction time in hours; do not round

GEM CHANGES

Illumination = 100c
Fire, Lightning = 200c
Smoke, Darkness = 300c
Water, Ice, Plants = 350c
Force = 350c
Fear, Sound, Communication = 400c
Sensing, Vision = 500c
Life, Healing = 500c (ivory)
TW Mod Spells = 500c
Light (weaponized) = 600c
Strength, Power = 700c
Armor = 800c (amethyst)
Earth, Wind = 1000c
Soft Controls, Illusion = 1300c
Speed, Flight = 1500c
Concealment, Invisibility = 2000c
Transformation, Metamorphosis = 3000c
Barriers, Immunities = 5000c
Hard Controls = 10,000c
Mystic Energy, Temporal = 13,000c
Teleportation, Dimensional Travel = 15,000c
Enchanting Items = 20,000c

Meteor, Firequake moved to Ruby (deep red)
Fire Bolt, Fire Ball, Fire Gout moved to Quartz (ruby)
Speed Weapon moved to Star Sapphire
Agony moved to Ivory
If you think a gem should be moved, let me know. Gems with a * are more or less fixed as to their general category.

*Agate (orange) (healing spells) 40c

*Agate (fire) (knowledge) 40c - vision should not be here probably
*MOVE: Sense Evil, Sense Magic, Second Sight to Tiger's Eye

*Amber (wood-related) 60c - detect concealment should be moved
*MOVE: Detect Concealment to Agate (fire)

*Alexandrite (metamorph-related) ??c - eyes of the wolf and influence the beast should be moved
-MOVE: Eyes of the Wolf to Tiger's Eye
-MOVE: Influence the Beast, Tame the Beast to xxx

*Amethyst (magic field related) 100c
-MOVE: Havoc to xxx
-MOVE: Mute to xxx
-MOVE: Paralysis: Leser to xxx

*Anodite (curses) - ??c - repel animals, sickness?, sleep, transformation should be moved
-MOVE: Repel Animals to xxx
-MOVE: Sleep to xxx
-MOVE: Transformation to Alexandrite

*Aquamarine (water) - ??c

Chrysophase (????) - ??c - move everything, change this
-MOVE: Leyline Transmission to xxx
-MOVE: Summon Greater Familiar to Citrine
-MOVE: Summon Lesser Being to Citrine
-MOVE: Summon Leyline Storm to xxx

*Citrine (summons) - ??c - move astral spells

*Diamond (high power energy spells) - ??c -
-MOVE: Armor of Ithan to Amethyst
-MOVE: Invincible Armor to Amethyst
-MOVE: Fly to Zircon
-MOVE: Fly as the Eagle to Zircon

*Emerald (invis/cloaking) - ??c

Garnet (black) (magic items) - ??c - move shit

*Garnet (color) (sound) - 150c - all ice spells are aquamarine

*Jade (life spells) - 5000c - move climb, escape, wall of the weird

Ivory (death spells) - 50c - move exorcism?

Lapis (dimensional) - ??c - split negation spells and annihilate to another gem

Malachite (weight spells?) -??c - move shit around
Opal (black) - ??c - seems to be mind-altering, no f-ing idea
Opal (fire) (counter-demon? what a shitty category) - ??c - fix this.

*Opal (color) (force) - 200c - move armorbane, negate mechanics, spinning blades, throwing stones. move all force-based spells (barrage, power bolt, etc.) to this

Onyx (teleportation) - ??c - meteor got moved already; time spells should probably be moved
Pearl (black) (strength and endurance) - ??c - move levitation, giant, reduce self, possibly keep giant
Pearl (white) (phantasmal creatures) - ??c - move cleanse, locate, realm of chaos, swords to snakes, this shouldn't be a category fix something

*Quartz (clear) (light spells) - 60c - mostly fine
- MOVE: Lightblade to Jade (mostly a balance change)

Quartz (rose) (cure spells) - xxc - move everything to heal spells, stone to flesh move to transmutation spells

Quartz (ruby) (energy spells) - ??c - move fire spells, possibly sheltering force; this is gonna get a lot of extra spells added
>> add magic shield, most armor spells, energy bolt, etc.

*Quartz (smoky) (fire spells) - 150c - move all fire spells to this

Ruby (there are only red rubies, wtf) (fire spells 2) - ??c - change category to blood magic or something similar
Ruby (blue) (mind-altering) - xxc - blue rubies are sapphires, idiots. move all of these to a different gem
Sapphire (black?) (darkness) - xxc - wtf black sapphires, move all darkness spells to tourmaline probably
Star Sapphire - xxc - not that they don't exist, but the idea that they're a separate gemstone is just stupid
Sapphire (all) (random) - ??c - pick an appropriately expensive category and stick with it like enchanting spells
Tourmaline (illusion) - 150c: all illusion spells, world bizarre, etc.
Tiger Eye (vision spells 2) - ??c - not even sure what this gem is, but probably move sense spells to the fire agate replacement gem, move mental spells to something fucking else, keep vision spells here
Topaz (more curing spells) - ??c - use this gem for something else probably move mind-altering/charm here
Turquoise (no idea) - ??c - move everything

*Zircon (clear) (air element) - 200c - eliminate all other zircon types

Zircon (blue) (weather) - ??c - move these to zircon (clear)
Zircon (red) (electrical) - ??c - move these to something - not super needed
Zircon (yellow) (illusions) - ??c - probably move this to something - not super needed



Adding storage to an item requires the addition of a Talisman primary function or an Energy Sphere primary function with a Talisman secondary function. Ignore the other rules regarding mana storage (including the skill penalty), they do not exist.

Adding AI involves enslaving a tectonic entity. Good luck there, but it is doable

Other magic effects that are not obvious:

Ensorcel: Effects become permanent (restrictions apply) and is attuned to its owner (won't activate except by its owner). The TW who created the item can re-attune the weapon or use it.
Beat Insurmountable Odds: Adds crit range of 19-20 (secondary effect).
Energy Disruption: Reverses the effects of a particular effect, generally in a disruptive way
Globe of Silence: Weapon doesn't produce sound
Telekinesis: Deals kinetic/smashing damage
Shockwave: Weapon deals knockback/increased knockback

old formula (unsimplified): (mana * SL / 4 - AC) / mana * SL / 4 * (SL * 2 - 1) + 1
(11:43:33 PM) Blackstream17: Here you go Pat
(11:43:38 PM) Blackstream17: (Old Cost - New Cost + 1) / Old Cost * (X-1) + 1 - (X / Old Cost)
(11:43:46 PM) Blackstream17: What does this do you Ask
(11:43:54 PM) Pat: what's x
(11:44:03 PM) Blackstream17: Max multiplier
(11:44:12 PM) Blackstream17: multiplier starts at 1 for ratio = 1
(11:44:33 PM) Blackstream17: and goes to X as ratio goes to old value
(11:46:09 PM) Pat: wait
(11:46:14 PM) Pat: x needs to be variable
(11:46:33 PM) Pat: probably.... spell level + something
(11:46:40 PM) Pat: like spell level +5
(11:46:41 PM) Blackstream17: yeah you could do that
(11:46:54 PM) Pat: with a 15th level primary spell
(11:47:05 PM) Pat: you practically have to have / 20
(11:47:11 PM) Pat: maybe spell level * 2?
(11:47:33 PM) Blackstream17: or something like that
(11:47:33 PM) Pat: I mean, hypothetically our 1575 mana effect
(11:47:48 PM) Pat: /30
(11:47:51 PM) Pat: goes to 52.5
(11:48:09 PM) Pat: I lvu sam
(11:48:14 PM) Pat: <3
(11:48:17 PM) Blackstream17: haha

Rifts Spell Magic Errata

3/7/12
Significant buff to D-Step
Clarification for Leyline Time Flux (probably a nerf)
Improved Swords to Snakes slightly and lowered its spell level
Minor change to Water to Wine
Range increase to Enemy Mind
Buffed Armorbane
Significant changes (buffs) to Astral Hole
Rift to Limbo nexus point restriction removed

9/12/11
Did you realize we made brit's character on 9/11?
Massive errata for fire warlock magic

6/13/11
Added rules for weapon buff spells (not TW mod spells)
Adjusted Death Strike (Necromancy) to be a weapon buff
Added an area effect to Stench of the Dead (Necromancy) and clarified its effects on EBA
Clarified a few things on Insect Swarm (Necromancy) and Summon Vampires (Necromancy)
Slightly adjusted Rust vs. composite armor
TWs can now cast Negate Mechanics without TW penalties

4/28/11
Slightly adjusted Lifeblast (old change)
Clarified rules for flying out of Carpet

3/3/11
Began work on elemental magic
Quicksand radius nerfed, moving in quicksand clarified
Rust given incremental range and damage (re: is now awesome)
Sand Storm APM penalty slightly nerfed, buffed to have incremental diameter, made movable, many functions clarified
Beat Insurmountable Odds combat effects altered

2/28/11
Errataed Wind Rush more; clarified knockback magnitude and added rules for falling and smashing damage
Adjusted buff rules slightly for more clarity, especially on deflection spells, added rule for armor "refreshing"
Reduced saving throw penalty from Multiple Image; note that it apparently only creates two doubles now (this is an old change)
Clarified that Invul and Domination take 2 melee actions to cast (when in doubt, if it's level 8+, it takes more than 1).
Noted that Spinning Blades usually destroys the material component and listed the situations in which it does not
Clarified the effects on Sub-Particle Acceleration on energy canisters, and added a ritual version
Buffed Luck Curse more
Havoc is now a single action spell
Mental Blast touch effect slightly buffed, ranged effect more detectable, mind block adds extra protection
Life Drain area effect removed, range doubled, clarified that the effect is not cumulative (doesn't quarter HP or anything)

ALL MAGIC STUFF
Spells 1-7 take one melee action to cast, unless otherwise stated.
Spells 8-12 take two melee actions to cast, unless otherwise stated.
Spells 13-15 take four melee actions to cast, unless otherwise stated.
Spells of Legend vary widely; not like any of you kids are ever going to get one. If you do, we'll discuss limitations.

Spell strength applies to rituals. Only the spell strength of the strongest caster applies.
Base saving throws are 12 for spell, 16 for ritual, before applying spell strength.
Spell strength might be augmentable by magic items, but no TW item is capable of this. Sorry.

There are a lot of "save or die" spells in this game. Enjoy.
When APM is 'reduced by x', round up.

Spells that may be cast as a free action may be cast in lieu of a parry.

Shifter: Battle of wills is done via ME, not MA (wtf does charisma have to do with willpower)

TWs can wield TW devices better than other characters in the following ways:
  • A TW can regulate the caster level of his device down to the minimum level.
  • A TW may cancel active effects of TW devices he is using.
  • Effects created by TW devices use the operating TW's spell strength for the purposes of dispelling.
  • TW-wielded dispel devices use the TW's saving throw versus magic.
  • TWs can wield TW devices without weapon proficiencies, at level 1 proficiency. In order to be qualified for this, the weapon's delivery system must be TW in nature.
  • TWs can also wield TW devices without the weapon systems skill, if the weapon is TW-guided.

A character has a limit of six total buff effects. No more than six non-divine buffs may be active on any character at any time.
- No distinction is made between magic and psionic buffs, or chi power buffs for that matter
- Enchanted weapon buffs generally do not count unless they affect the weapon wielder, eg. Speed Weapon; CK psi swords do not count (they are a special case), melter psi swords do; see below for weapon buff details
- All shields (eg. Magic Shield, flaming shield tattoo) count; hand-wielded shield devices do not count
- Buffs that debuff the enemy (cloak of darkness, multiple image, psi invis) still count
- Divine buffs don't count, unless I say they do; buffs created by priest magic count
- Instantaneous buffs (sixth sense, timeslip), class trait buffs (magic sense), and permanent/semi-permanent buffs (super abilities, mind block auto) don't count; some, like burster fire field do count (none are currently available to players)
- Deflect does not count due to its short duration, Targeted Deflection counts always even if added to a shield item (as it affects the caster's ability to parry bullets)
- Dimensional Pocket and similar spells do not count
- Debuffs don't count and generally stack without limit; the same debuff is generally not cumulative unless expressed in the debuff's description, even if it comes from a different place of origin

Of those six buffs, only one can be an armor or protection buff
- In order for it to qualify, it must reduce damage or provide MDC
- Unlike other buffs (which fail if the buff limit is exceeded), new armor buffs overwrite old ones (allowing casters to refresh before the armor is completely expended)
- Chromatic Protection is just a normal buff, in the same category as psi invis
- Resist Poison, Disease, and similar are normal buffs, even though RP resists poison damage
- Energy Field and other static barriers aren't buffs at all
- Anti-Arcane counts, Spell Shield does not
- Invul counts even if the MDC is depleted

Weapons have their own buff cap; that buff cap is 1, but each weapon may be separately enchanted
- Subdue, Charm Weapon, Temporary Enchantment, Power Weapon, Speed Weapon, and all other similar and future buffs count as weapon buffs
- Yes, Speed Weapon counts as a character buff and a weapon buff
- Inherent or magical weapon properties do not count as weapon buffs, eg Shield of Invincibility's myriad buffs, TW items, etc.
- New weapon buffs overwrite old weapon buffs, much like armor buffs
- Charm Weapon and similar buffs only overwrite if they succeed

SPELL INVOCATIONS

Blinding Flash: No falling chance if the person is trying not to fall; common sense applies here. Obviously if someone is blind and they are running, they will stumble and shit. Duh.

Cloud of Smoke: Penalties apply also for anyone trying to attack into the cloud. Thermals, see aura, and similar smoke-viewing optics can see through this without penalty. AoE into the cloud is not affected if the splash is bigger than the cloud; otherwise, it still is.

Sense Evil: Overt evil (miscreant/diabolic-aligned) intentions are noted in the effects of this spell. Spells cast by an evil-aligned mage or a selfish mage with evil intent are also noted.

Sense Magic: If magic is part of a creature's nature, it can be detected all the time.

Thunderclap: -5 initiative, -1 combat to anyone affected. Standard save. HF is a separate save (roll twice). Does not give the caster bonuses. Can affect allies unless the intent to use the spell is announced in advance (like, the action before) but if enemies hear, they will also not be affected.

Chameleon: The speed is somewhat increased; generally, 70% if stealthing, 20% if walking, 0% if anything faster. This is a separate detection check from Prowl; if this is successful, Prowl gains +15% bonus.

Climb: Adds 30% to climb skill if it is known to climb unclimbable surfaces.

Concealment: The size and weight of this is increased to be able to cover any man-portable weapon system, up to about 25 pounds.

Extinguish Fire: This spell can be used as a held action to dispel fire attacks such as breath weapons or plasma weapons. Intent must be stated at the time of the held action.

Fear (Horror Factor: 16): This spell activates every melee round until it expires. The duration of the fear is one melee round.

Heavy Breathing: Effect changed; fear is treated as a failed HF save (-1 apm; -1 combat). Effect duration is 1 round. Caster can move the effect on his turn as a free action. Effect only activates at the start of each round. If the caster decides to move in a way that the spell leaves the spell's maximum range the spell remains where it is unless the caster moves it. If he does so, it must be moved to within 60' of the caster.

Levitation: Horizontal movement is possible using normal laws of physics.

Mystic Alarm: At the caster's discretion, the alarm may be audible.

Decrease Weight: Has no effect on firearms, other than reducing their encumberance.

Breathe Without Air: This does not prevent exposure to space or water pressure.

Energy Bolt: 4d6 SD or 2d6 MD; ley line influence is normal.

Fuel Flame: This can be used as a held action to increase the damage from an ally's fire or plasma weapon by 50% for one attack. It will also double the blast radius of a fire or plasma area effect attack. It must be used as a held action to achieve this effect. The ally or the target must be within the spell's range.

Impervious to Fire: All fire, magic, psi, plasma, heat radiation has no effect. The sun has no effect on you, aside from the blinding and the gravity thing. This spell does jack shit for vampires and daylight though.

Impervious to Poison: Affects magic poisons.

Light Target: Range is 500ft + 100ft per level. Victims are -4 to save.

Negate Poison: Same thing as Impervious to Poison.

Magic Shield: If the caster is man-sized or smaller, he can hide behind the shield and use it as cover.

Wave of Frost: This can be used to blind optics of environmental helmets. It only takes 2d4 melee actions to scrape the ice off.

Carpet of Adhesion: Save negates. Supernatural PS 19+ is slowed 50%, getting up takes three melee actions instead of one and attempting to fly out of the carpet is a 3-action movement. Supernatural PS 35+ is not affected. People with less than Supernatural PS 19+ are still owned if they fail their save.

Chromatic Protection: Characters buffed by this spell automatically fail prowl checks, as though hit by Light Target. The effect fires in all circumstances. This spell does not affect powered armor users or anyone not actually looking at the target. Polarized visors (typically multi-optics) also block this spell.

Deflect: Functionality changed. This spell can be cast as a free action. Until your next turn, you may parry projectile attacks. You gain a +1 to parry. WP Shield, if present, applies. Deflects throw attacks in a random direction 1d4*10 meters away. You may make a second parry roll (no +1 bonus) in order to deflect the blast away from friendlies as per the spell description; however, it is not guaranteed to hit a friendly even on a low roll (just that you didn't prevent it). This deflect cannot block missile volleys.

Electric Arc: This spell can be cast as a free action. If the character has WP: Paired (Spells), it can be dual wielded with no extra cost.

Fire Bolt: Double range (200ft)

Magic Net: Magic/psi blade weapons take 2d4 melee actions to break out. Vibros take 1d4 rounds. If you have the Escape Artist skill, you can escape on a successful check if your dodge fails, but only on the initial hit. An escape spell escapes instantly. If you don't have one of these methods, you are fucked. This spell can only be cast once per melee round; magic devices which cast nets can also only be fired once per melee round.

Multiple Image: Does not add any bonuses to dodge or initiative. Still gives +1 to strike. One third chance of any non-AOE attack hitting you, instead of half. Saving throw penalty is only -2, not -4.

Repel Animals: Affects all animals in a 100 foot radius.

Ricochet Strike: This spell can be cast as a free action. It can be cast twice in the same round, and can be paired with WP: Paired (Throwing)

Armor Bizarre: No initiative penalty to opponents.

Charm: The effect of this spell is non-obvious unless the caster makes the recipient overtly do things he would not do.

Domination: Spell level is eight. Cost is 30 MP, takes 2 melee actions to cast.

Energy Disruption: This lasts 3 rounds per level of experience and affects one item. Can't affect robots or powered armor; can affect powered armor weapons. If used as a held action, can disrupt an in-flight missile (kind of a waste of an action).

Escape: This works on spells and magic items of 6th level or lower.

Featherlight: As reduce weight, this spell does nothing to firearms, other than lowering encumbrance.

Heal Wounds: This heals 1d6 HP/SD/MD points per every other caster level. Yes, it heals MD.

Implosion Neutralizer: Can be cast as a free action. This spell works on all explosive effects, including exploding fireball magic. Range is 500 feet + 100 feet/level. This spell may be used to prematurely detonate explosive projectiles in flight, cutting their blast radius by half. Use a parry roll to determine success. Only works on one missile, but can detonate other missiles in the same volley.

Lifeblast: This spell cannot self-target. Range increased to 500ft + 100ft/level. The first round benefit is +1 APM, +1 combat, +2 to all saving throws, +5% to all skills and +20% to save vs. coma. The second round benefit includes +1 to all saving throws, +2 initiative (in addition to listed effects) and doesn't count as a buff (the first round effect does), which lasts for 30 minutes. Lifeblast always does 5d6 damage to any undead with a x2 weakness modifier (meaning 5d6 *2 before other weakness mods), although if the damage is lethal it dispels the undead energy, rather than destroying the corpse. Against a necro, Lifeblast deals 4d6 (*2 weakness mod) damage, destroys appendages, and interrupts, but also deals its damage to the necro's mana (same as the physical damage dealt).

Mental Blast: This spell is moved to level 7, cost 22 mana. Touch effect works on any touch, but is completely prevented by EBA (non-EBA is fine). No effect on FCBs, ever. Ranged attack still works on EBA. All psionics automatically detect the attacker (assuming they survive). An active Mind Block or MBAD automatically functions as a save, plus an additional save for no effect (remember, MB is +2 to save vs. psi).

Superhuman Endurance: This spell adds +4 to PE in addition to its listed effects. If it is lower than 24, raise it to 24.

Superhuman Strength: Gives +6 and makes PS supernatural. If it is lower than 30, raise it to 30. This spell does not affect PE and does not prevent fatigue.

Superhuman Speed: This spell gives the recipient an additional melee action. This spell does not prevent fatigue. This spell increases speed by 25%; if this modified speed is below 44, increase it to 44.

Animate Object: This can be used to animate and operate firearms. Unless the character is a battle magus, this is shooting wild.

Apparition: This always has six melee actions.

Barrage: This spell works differently. Every turn cycle, the recipient is struck by a force bolt until all force bolts are used up. The attacks cannot be parried without an appropriate parrying device, but they do not count as bullets and do not incur the parrying bullets penalty. Getting hit inflicts a -3 on combat actions during the cycle.

Call Lightning: A modified 30 is needed to dodge this. Range is doubled. If cast indoors, it is fired from the mage's hands and has line of sight limitations.

Crushing Fist: This spell can be cast as a free action. Only one fist is enchanted per spell cast. This spell can be dual-wielded by a character with WP: Paired (Spells).

Cure Disease: This spell can cure AIDS and any other viral disease. It cannot cure cancer (use Resto).

Fireball: Range of 120 feet, has a 30 foot blast radius. If used as a held action, can be used to shoot down missiles as though it was a guided missile. In this case, it automatically hits. Fireball TW weapons can be used normally in lieu of dodge actions to shoot down missiles as per SHOOTING DOWN MISSILES NEW HOUSE RULES.

Impervious to Energy: This spell is gay. Duration is 1 minute/level (yes, nerfed).

Targeted Deflection: The attacker cannot parry reflected attacks unless he is using WP: Paired with a held (non-attacking) weapon or a shield. This spell cannot fail to be parried if a successful parry is made.

Time Slip: This spell can be cast as a free action, but may only be cast once per melee round. The caster gains two free melee actions. During this time, the caster cannot take actions that affect beings other than himself, or any items on their person. He may still break windows, open doors and such. He may not affect piloted vehicles. He may not attempt to loophole this in any way that allows him to affect anything else during the duration (eg. throwing grenades).

Ballistic Fire: Range is +100 feet per level, not 10. This spell does 1d6+2 damage per projectile.

Constrain Being: This spell is rad. Doesn't work on dragons or any non-supernatural creature.

Dispel Magic Barriers: This spell is altered to resemble the functionality of Negate Magic. As a refresher, the negating mage attempts to save versus the enemy mage's spell strength. DMB offers a +4 bonus to save for the purposes of this effect. If the spell is cast by an item with no normal spell strength, it is typically the default (12), including TW barriers.

Globe of Silence: Can be dispelled by Dispel Magic Barriers. This is not so much an errata as a clarification.

Heal Self: Heals 1d6 SD/MD per caster level.

Immobilize: If this spell exists in Rifts, it cancels energy weapons fired into the radius. Yes, you can throw grenades into it and they will still go off.

Invisibility (Superior): See the Invisible still works.

Invulnerability: Duration nerfed to 1 melee round, +1 melee round for every 3 subsequent caster levels (1 4 7 10 etc). Cost increased to 40, level increased to 8, takes 2 actions to cast.

Life Drain: This works on lesser supernatural creatures on a mega-scale. This spell does not work against people inside a piloted robot vehicle unless the exact position of the pilot is known. Area effect is removed, including maintained effect (only ever targets a single enemy). Range doubled to 60ft. Debuff is not cumulative.

Mental Shock: This spell is moved to Level 10; it costs 70 mana to cast and takes 2 melee actions.

Negate Mechanics: This spell is ineffective against vehicles and robots unless the character has a related repair skill and can succeed on a skill check (GM discretion as to modifiers). If the character has a piloting skill, the character may check at a -30% penalty. TWs cast this spell without any penalties.

Second Sight: This spell is cheating. It has a saving throw if the person is unwilling.

Spinning Blades: The parrying done by this spell is automatic and requires no effort on the user. The blades use only their own parry bonus, not the user's, and can block bullet/laser attacks at no penalty. They will parry reflected attacks via Targeted Deflection, etc. If a blade successfully blocks an attack, it is destroyed. Note: This spell has a material component; the item must be drawn and in-hand to cast this spell and unless the spell expires naturally, the item is consumed. If the spell has at least one blade remaining, it can be canceled and the item will not be consumed.

Sub-Particle Acceleration: This spell fully restores the energy in a short (pistol) E-Mag, half the energy in a long (rifle) E-Mag, or 1/6 the energy in a canister. It can be used while the magazine is still inserted in the weapon. If cast as a ritual, can fully recharge a canister or power pack (don't cast it on anything smaller~)

Wind Rush: Parry rolls are needed to retain handheld items (target number 18). All targets in the cone of effect are hit with 90 MD of knockback magnitude (no actual damage). SD collision damage if knocked into objects is equal to a 60mph vehicle crash, or a 30mph crash if the recipient simply falls and hits the ground (4d6 per 10mph). As in a vehicle crash, half is applied to armor and half to SDC if the recipients are armored.

Eyes of the Wolf: This power does not grant See the Invisible.

Greater Healing: This spell restores MD health in the same manner that it restores SD health.

Hallucination: Mind Block is 100% protection against this spell.

Invincible Armor: This spell regenerates 1d6 MD per caster level per melee round. This spell is highly visible and makes Prowl virtually impossible -- also illuminates stealth spells such as invis (any), shadow meld, and similar. Cloak of Darkness obscures this spell, as it blocks magical light. This spell takes only one melee action to cast.

Leyline Tendril Bolts: The caster can select the targets. Single targets are still only hit twice. The caster must hit the maximum number of targets possible (won't hit friendlies). This spell does not require an extra attack; it resolves as soon as the spell is cast successfully. This spell takes only one melee action to cast.

Lightning Arc: This spell may be cast as a free action. As per Electric Arc, this spell can be dual wielded without penalty using WP: Paired (Spells)

Luck Curse: The skill penalty applies all the time. Natural 20s do not crit. Death strikes don't deal extra damage. Although Prowl obviously always fails, the character cannot deal a crit by any means, including backstab/stealth crits. Also, the character loses any skilled grappling abilities and the ability to dodge or parry bullets, even if it is granted by other buffs.

Magical-Adrenal Rush: The duration of this spell is nerfed to 1 melee round, plus 1 per every 3 subsequent caster levels (1 4 7 10 etc.) Supernatural strength creatures given this ability gain +2 PS. This spell does not grant any special damage resistance. This spell grants the automatic dodge ability, and gives the ability to parry or dodge bullets and energy blasts without incurring the normal penalty. This spell takes only one melee action to cast.

Negate Magic: The save is determined by spell strength of the enemy caster, the numbers are not indicative. This spell takes only one melee action to cast and is moved to level 6. PPE cost is reduced to 20. This spell can dispel the charge from an active TW device (still requires a saving throw); the item gets no save bonuses unless it was specifically built with them.

Shockwave: The knockback from this spell is changed. Instead, it grants 20 points of kb magnitude for each caster level, in addition to the kb magnitude from its damage.

Sorcerous Fury: This spell may be cast as a free action. WP: Paired (Spells) allows magic bolts to be dual wielded. A mage of good alignment that stops short of attacking friends will automatically cancel the spell as well.

Wall of Wind: Use common sense: things that weigh under two tons will be blown around and do not get a chance to balance jack shit. If one can grab onto something, well... GL with that.

Wisps of Confusion: This spell has a 90 foot range + 20 per level of the spellcaster. This spell takes only one melee action to cast.

Beat Insurmountable Odds: When used in combat, can perform one of four functions. First function is as out-of-combat; auto-succeed on a skill check (spell expires afterwards, treated as rolling a 5%). Second use is to grant a natural 20 on any defense roll (if this is also a skill check, such as a teleport dodge, it is automatically successful). If the defense also includes an attack roll, the attack gains no special benefits. Third use is to grant a natural 20 on any attack roll; this attack does not deal critical damage, unless the user has a non-luck critical modifier, but can be used to inflict a knockout or pin. The fourth use is to grant +4 on all combat rolls, 3 additional parries per turn, automatic dodge, the parry bullets ability, and side flanking immunity (can still be flanked from behind). The fourth benefit only lasts for the current melee round.

Create Steel: 10 pounds of MD steel per level, needs recycled material. Most MD armor is ceramic, btw.

D-Step: The alternate universe can be traveled, and when the spell expires the caster will pop back where he is, not where he stepped out.

Desiccate the Supernatural: This spell fucking works against anything supernatural; creatures of magic is a fucking gay lameass Sue term and I hate it.

Dragon Fire: This spell grants only one fire blast per melee round, but it is done as a free action.

Leyline Time Flux: This spell ends if anyone affected by the spell enters combat.

Swords to Snakes: This spell is moved to level 7, mana cost reduced to 35, and counts as a single action. Items affected can have a maximum mass of 2kg +0.2kg per caster level. This spell will only target items held in the hands.

Water to Wine: The caster may improve either taste or alcoholic content by 5% per caster level (not both) up to a maximum of +100% (at CL20)

Armorbane: This spell deals an additional 5d6 +1/CL per size category of the target and can be cast upon giant robots, tanks and vehicles. Additionally, the armor or vehicle must roll on crit tables to determine downed sensors or support systems. This spell can only be cast once upon any particular armor or vehicle.

Enemy Mind: Range increased to 50ft +5ft per caster level

Giant: Self only. APM bonus removed. Strength bonus only applies to normal strength; if strength is already supernatural, add +8 bonus. Speed increased, not decreased, by 20%. Strike bonus increased to +2. If this spell is TWed into an armor, the armor grows with the character... and gets the durability increase.

Havoc: Range is 500 feet; radius is 30 feet. Damage affects MD hitpoints too. This spell... can be cast as one melee action.

Transferal: Although it isn't obvious, the mage can't cancel this spell manually without contact with the target. Also, this does grant the person use of the spellcaster's maximum mana for the duration of the effect, if they are a caster themselves or have some other way of using mana. Again, if this spell is cast covertly, the recipient will not know he has a boatload of mana unless he is a mage or otherwise uses mana (doesn't work on negas). If the recipient dies before the spell expires, the mage automatically gains his maximum (not current) mana and spellcaster level back.

Plane Skip: This spell does not function as advertised. A player can choose to jump to a location of choice, or use the random chance happening. I will make another table because the existing one sucks.

Reality Flux: This spell has a 200ft/level range.

Speed Weapon: The enchanted weapon double strikes (rather than doubling actions). If the first attack is dodged, the followup is also dodged; if the first attack is parried, the followup gets a free parry attempt at -3. The penalty can be avoided if a shield is used to parry.

Banishment: Dragons are immune. The banishment radius is 1 mile per caster level.

Dimensional Pocket: Duration can be refreshed before the spell expires.

Summon Shadow Beast: This spell creates a much more dangerous creature than the little bitch in the book. I'll figure something out.

Super-Healing: Casting this spell takes four melee actions. It heals 5d6 points of damage (SD/MD, hit points first) per caster level.

Anti-Magic Cloud: This spell takes four melee actions to cast. The base save is 18, plus spell strength. This spell cannot be dispelled. As stated in the spell, rune weapons are immune.

Astral Hole: Use of the Astral Hole counts as a movement action (not standard actions) and can be used as a dodge (+2). Additionally, he may also use the Astral Hole to fully jump to the Astral Plane and does not need to Astral Project. Note that the character will take continuous ISP damage while "real" in the Astral Plane unless in a domain or kingdom.

Create Scroll: Anyone who gets this spell and does not abuse it properly should be beaten.

Energy Sphere: A character may only have one at a time. Dispel Magic Barriers deletes it instantly.

Rift to Limbo: Nexus point requirement removed. Can rift an additional 10 allied soldiers per caster level. Lastly, the caster can see into the real world to know when to time the ambush.

Create Golem: Health loss from this spell is not permanent and recovers at a rate of one per month.

Restore Life: Health "permanently" lost is recovered at a rate of one per week, HP first.

Sanctum: Spell strength is included in this spell's effects.

Swap Places: This spell has a saving throw.

Close Rift: No permanent mana is lost from casting this spell.

Restoration: This spell recovers limbs without needing the limb; dude it's fucking 750 mana

Leyline Restoration: This spell does not cause any semipermanent mana lost. Instead, the leyline on which it is cast is half function for one week. Adjoining leylines with a half potency leyline do not form a nexus point.

Summon Greater Familiar: This spell can be used similar to a shifter pact rather than a witch; the creature is not necessarily evil.

Doppelganger (SOL, heh): Character level, mana, ISP etc. are halved; attributes are not. Skills are derived from character level being halved. Skills cannot be reduced below level 0. You will never get this spell anyway.

Necromantic Invocations

Stench of the Dead: Has a 30 foot effect radius. Does not affect people with environmental protection, but blocking only sense of smell is not enough. Holding breath will minimize the effect if it is done in advance, but cannot be done during combat.

Death Strike: Now a weapon buff. Can be cast on self to buff one's natural weapons. The additional damage does not affect any non-living object, including armor or forcefields, but does affect Armor Bizarre and other similar, living magical constructs. The -1 save is rolled with every hit; a success means no bonus damage. If used on an SDC weapon, only the bonus damage is MDC (not the base damage).

Summon Vampires: The vampires are compelled to obey the spellcaster, but it is similar to a shifter pact, and they may interpret orders liberally. This ritual requires several pints of fresh blood to cast.

Summon Insect Swarm: The maximum range is set from the point of origin of the ritual. The insects must be seen to be controlled; enhanced vision works but video imaging does not. This ritual requires 1 ounce of bonemeal and enough mangled corpses of the desired insects to make an 8 foot diameter circle.

Elemental Magic

Fire
Cloud of Smoke: Creates a sphere 30ft in diameter (not a cube). Also, see the errata for Cloud of Smoke in the wizard section.

Fiery Touch: This spell creates an aura around the caster's armor. It does not damage any items held or wielded by the caster. The aura deals 1d6 MD or 4d6 SD, at the caster's discretion. It deals double damage for grapple attempts and triple for full body contact. If damage is dealt to an opponent's health with the aura, he or she may not continue any grapple attempts against the caster. This does not improve the damage of the caster's melee weapon strikes, except for punching or kicking-type weapons.

Fire Bolt: Double range (200ft + 10/level)

Nightvision: The range is equal to the caster's normal vision and can be improved with optical enhancements such as binoculars or scopes.

Cloud of Ash: This cloud does not obscure vision if environmental protection is worn. There is no saving throw for the damage.

Fireblast: Deals +1 MD per caster level.

Flame Lick: This spell can be cast as a free action (essentially a long-duration Lightning Arc that uses fire damage).

Heat Object/Boil Water: The maximum damage caused by this spell is up to 2d6 SD (can be regulated to no damage, 1d4, 1d6 or 2d4 as desired). The exact temperature can be regulated by the caster for the purpose of cooking food; this spell can be used to raise objects up to a maximum of 500 degrees Fahrenheit. This spell cannot be used to heat armor worn by another character.

Resist Cold: This spell renders the caster immune to the damage of non-MD cold effects. MD cold effects deal half damage (probably still fatal).

Swirling Lights: Functionality changed. This spell creates a burst of swirling light from the caster's hands. This light erupts in a 10 foot diameter column that stretches for 60 feet. Any enemy in the path of this column must make a saving throw vs. magic. If it is unsuccessful, they are dazed; if roused from the daze, victims have no initiative, -2 APM and are partially blinded (-5 on combat rolls) for 4 rounds per level of the caster's experience.

Circle of Cold: This spell does not affect characters in environmental armor unless the victims stand in it for very long periods. This spell can be cast 90ft away +20ft per caster level.

Circle of Flame: Damage is 4d6, either SD or MD as desired. This spell can be cast 90ft away +20ft per caster level.

Create Heat: This spell can be cast on an area 100ft away, +30ft per level. As Circle of Cold, above, this spell has no immediate effect on environmental protection but will bleed through if the victims do not exit the area in a couple hours (the spell obviously would have to be recast).

Extinguish Fire: As the wizard version -- this spell can be used as a held action to dispel fire attacks such as breath weapons or plasma weapons. Intent must be stated at the time of the held action.

Fireball: Damage is 1d6+2 per caster level. Affects a 15 foot blast radius.

Fire Gout: Range increased to 60ft. This spell is treated as suppressing fire, at the caster's discretion. NOTE: Suppressing fire requires continuous flamethrowing for the term, meaning the caster cannot move or the suppression will end (see modern weapon proficiencies errata)

Part Fire: This spell can be used to deflect fire attacks if used as a held action (similar to Extinguish Fire). Deflected fire attacks still hit something and may cause collateral damage.

Flame Friend: The essence fragment is impervious to all energy attacks (not P-beams, they're smashing). Cold effects deal their SD in MD damage. He is surrounded in a fiery aura that deals 1d6 MD, similar to the Fiery Touch spell (including grappling effects). It does affect items and objects that he carries, causing them to melt or catch on fire.

Fuel Flame: As the wizard spell, but stronger -- This can be used as a held action to increase the damage from an ally's fire or plasma weapon by triple. It will also triple the blast radius of a fire or plasma area effect attack. It must be used as a held action to achieve this effect. The ally or the target must be within the spell's range.

Heal Burns: Renamed to Cauterize; heals 4d6 health points per cast and works on all types of wounds. Can only be cast once per injury.

Mini-Fireballs: Deals +1 damage per attack per caster level. Casts as a free action. Range increased to 150ft + 50/level.

See Through Smoke: Grants passive infrared vision in addition to the listed effects.

Blue Flame: Damage increased to 1d6+3 per caster level. Range is 100ft +30ft per caster level. This spell deals cold damage for the purposes of resistance. There is no saving throw versus this spell. This spell no longer has a duration; its effects are immediate.

Breathe Fire: Range increased to 300ft + 50ft per caster level. This spell can be cast as a free action. Damage increased to 4d6 +3 per caster level. The fire breathing attack can only be used once per round, but counts as a bonus action for that round.

Fire Globe: If the wielder's throwing range is longer than 200ft, the wielder can throw it up to his or her maximum throwing range.

Screaming Wall of Flame: The damage dealt by this spell bypasses armor and forcefields, and deals 4d6 MD or SD as appropriate. This spell has no bonus versus dispel attempts. The fear affects everyone within 50 feet of the wall, but can be heard up to 200 feet away.

Eternal Flame: The fire can be dispelled but dispel attempts are -5 to save. Remove Magic cancels it immediately. The fire does not immediately cause damage but will burn from prolonged exposure.

Flame of Life: This spell will work on a dead character if the fatal wounds do not exceed 3 * PE. The chance of success of an actual resurrection is 50% +3% per level. This spell can only be attempted once per critical injury.

Fire Whip: This spell does +1d6 damage per level. This spell can be cast as a free action. Supernatural PS factors into this spell's damage.

Fire Sponge: Functionality changed. This spell allows the character to store "charges" of fire blasts. While storing charges, the character is surrounded by a flaming aura, identical to the Fiery Touch spell. The character generates one charge of fire per 5 foot square of fire absorbed (or thereabouts), it requires at least two campfire-sized fires, one bonfire, or at least 20 points of damage from a MD fire/plasma weapon to generate one charge (max 1 charge per MD plasma attack). These charges can be released to deal 2d6 MD per charge. This can not be regulated; all charges must be discharged at once, and once they are fired the spell ends. The maximum number of charges held is 5 per caster level. The caster suffers no damage from absorbing magical fire, but magical fire adds a maximum of one charge. The plasma bolts are +3 to strike. WP: Targeting applies.

Melt Metal: This spell deals 2d4*10 +1/caster level MD to metal objects. This spell does not have a duration; the effects are instant. This spell can be cast repeatedly against MD metal objects as long as there is metal remaining to be melted. Characters inside MD metal armor are likely to be severely burnt by the metal, taking 5d6 SD per round until the metal cools -- note that most EBA-type suits have a Kevlar-like underlayer but it will be melted through in just one or two casts of this spell.

Ten Foot Wheel of Fire: Spells cannot be cast while the wheel is active. The wheel can be dispelled with DMB.

Burst into Flame: MDC is 70 +10 per caster level; the caster also becomes impervious to energy attacks for the spell's duration. Fire damage dealt is 4d6 +2/caster level in addition to supernatural PS if any. This spell takes one melee action to cast. Duration reduced to 1 melee round per caster level. This spell counts as an armor buff.

Plasma Bolt: Range doubled. Damage increased to 6d6 +2/caster level. This spell can be cast as a free action.

Water

Shards of Ice: Deals 3d4 damage per attack, +1 per caster level (holy fuck this spell was terrible). Casts as a free action. Range increased to 100ft + 50/level.

Earth

Quicksand: Effect radius is changed to diameter (5ft diameter/level). Movement causes sinking at a rate of 6 inches per melee action spent moving (and you move nowhere).

Rust: +5 feet per level. Damage dealt is 2d6 MD per caster level, regardless of structure type; will completely degrade structures if the damage is exceeded. Deals half damage to hybrid composite armor.

Sand Storm: +5 feet diameter per level. Sound does not travel through the storm, making sonar/improved hearing useless. If unprotected, has a -1 APM penalty and inflicts full blindness until the turn after leaving the storm (no 2 APM penalty). The storm can be moved by the caster as Heavy Breathing, above, although range is limited to the max range of Sand Storm. Protected characters (the goggles do something) suffer from partial blindness. Characters inside or directly behind the cloud are also partially obscured.