magic
OCC's/RCC's
character sheets
game ideas
top ten lists
links

Air Warlock Spells



Ionized Air
Range: 10 ft radius per level
PPE: 20
Save: None
Duration: 5 minutes per level
This spell simply charged the surrounding air with a powerful electrical charge. Hair may stand on end, conductive metals may spark(5% chance) and give a D4 SDC jolt to anyone who touches them. As a side effect, this "Cloud of Charge" also interferes with radio waves. Read Sensory Equipment will have a -5% penalty per level of the warlock, and Radio Skills are at -4% per level.
Feel Vibrations
Range: Self to 30ft +5ft per level
PPE: 15
Save: None
Duration: 5 minutes per level
The warlock becomes a living motion sensor, able to sense the air currents and other movements around him and translate them into impressions about his surroundings. This power extends past walls that are fairly well ventilated. Bonuses: +2 to strike and parry, cannot be victim of sneak attack. Estimate numbers and speed of approach: 50% +4% per level. Penalties of being blind are halved. Note: This power will not work in winds over 10mph or in extremely cluttered areas (eg. thick forest or high grasses.) Nor is it effective versus high-speed attacks(bullets, rail gun rounds, lasers, etc.(no +2 bonus)

Electric Blast
Range: 30 ft per level
PPE: 10 or 20
Save: Dodge or Parry(-2 to parry)
Duration: Instant, MDC bolt takes up two actions
This spell has two flavors, SDC and MDC. For 10 PPE the warlock can direct a 'minor' lightning bolt from his hand that inflicts 6D6 SDC plus D6 per level. For 20 PPE the warlock can send a 2D4 per level lightning blast. Ranges are unchanged.

Shock Blast
Range: 200 feet
PPE: 25
Save: None except Dodge or Roll with Impact
Duration: Instant
This spell fires a forced bolt of air and vibration at a target and is +4 to strike, inflicting 4D6 MDC. If a person wearing armor is hit they will take residual damage through the armor. Simple body armor will allow 1/2 damage in SDC through. Environmental armor will allow 1/3 damage in SDC through. Power Armor allows 1/4 through, and vehicles and large robots still allow 1/5 through.

Corrosive Mist
Range: 5 ft + 1ft per level
PPE: 30
Save: Dodge or Wash off
Duration: Instant, lingers for D4 melees +
The warlock can expel an acid-like mist from his hand that settles on sufaces and 'eats' at objects for D4 melees. No bonus to strike. Organic substances take 5D6 SDC or D4 MDC per melee, inorganics take 4D6 SDC or (D4-1) MDC per melee. The warlock can extend the time period another D4 melees for another 30 PPE.

Wingless Flight
Range: Self or Others
PPE: 30 for self, 35 for others
Save: None unless desired
Duration: 30 minutes per level
A more powerful version of Fly as the Eagle. The warlock can attain speeds of 10mph per level experience and reach altitudes of 200ft per level. Bonuses in flight: +2 strike, +1 parry, +3 dodge, +1 attack per melee. +4 SDC to damage per 20mph.

Bolt of Sunlight
Range: 60 ft +10ft per level
PPE: 40
Save: Dodge or Parry
Duration: Instant
This spell creates a laser-like bolt of true sunlight that can affect living, animated dead, and undead alike. Undead take D4 per level damage to Hit Points. The beam inflicts D6 per level MDC to the Living and inanimate objects, and D6 per level SDC to Animated Dead, dealing damage same as fire does.

Intangibility
Range: Self only
PPE: 50
Save: None
Duration: 2 minutes per level
The warlock becomes a transparent image of himself, as ethereal as the air he emulates. 3 lb. per level may be made intangible with him. He can pass through any non-magical or -psionic barrier as if they weren't there. Impervious to kinetic attacks, even pure kinetic energy(eg T-Bolts.) Fire, Sound, and Electricity do 1/2 damage. Magic and Psionics do normal damage (with above exceptions.) If the spell time elapses while the warlock is inside an object, either lose a limb or roll up a new character. This spell does _not_ bounce people out of things.

Create Fog: Superior
Range: 2 miles per level
PPE: 70
Save: None
Duration: 30 minutes per level
Effects are identical to the standard 11th level spell found on pg 186 of the main Rifts book.

Wind Shear
Range: 300ft
PPE: 70
Save: Piloting Roll at -50% or P.P. check(roll under on a 20-sided) at 1/2 attribute number
Duration: Instant
A spell designed to ground fliers. A titanic downdraft will make all flying objects at an altitude of 500ft per level or lower plummit like rocks. Damage is 2D6 MDC per 100 lbs of object, reduced to 1/4 if a successful save("controlled crash") was made. Wonderful spell against transports, power armor, and dragons.
Ice elemental Water elemental Earth elemental Air elemental Fire elemental
Blue flame spells Wizard spells Counter spells Psionics Magic weapons