Meefman's Spells Page
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"Welcome to the Arcane Archive!!! Since you are a new member of the Arcana Obscura Society I will tell you what the archive contains. It contains spells that members of the Society have created, in addition to a list of the spells, there is complete information on all the spells. Be sure to check back here every week or so, we constantly get new spells added!" -Harbrovius Arett, Master Librarian of the Arcana Obscura Society.
RECHARGE WEAPON
Level: 6
Range: Touch
Duration: Instant, with lasting results
Saving Throw: None
PPE: 50
This spell allows the magic wielder to recharge energy weapons with his own magical energy. This spell will recharge any energy clip or canister to full.
WEBS OF BONDAGE
Level: 8
Range: 100 feet per level
Duration: 2 melees per level
Saving Throw: Special
PPE: 60
This spell will cause a mass of magically created spiderwebs to appear in a certain area of his choice. The spell will affect 10 feet by 10 feet by 10 feet per level. Creatures in the area of the effect will be stuck. They should then make a saving throw vs. magic. Failure indicates they are stuck for the entire duration, while a successful save means they are only stuck for 1 action before they are free. Creatures who fail their save are stuck unless they have a supernatural strength of 40+. Creatures who have a supernatural strength of 40 break free in half a melee, while those that have a supernatural strength of 50+ break free in a single action.
WARP PERCEPTIONS
Level: 7
Range: 30' per level
Duration: 1 melee per level
Saving Throw: Standard
PPE: 50
This spell warps the perceptions of the target being. The being will have all 5 senses, (and any natural radar-like power, echolocation for example), warped. In addition it is impossible for the target to judge distances with any accuracy and the target will not be able to judge the size of anything with any accuracy either. The effects of this are half attacks and bonuses, it is impossible to roll with punch/impact, and can't move faster than a speed 8 without tripping, which causes them to lose another action to get up, unless they are going to fight prone on the ground, ie shoot a gun and not even bother to stand up. This spell was invented by Harper Bob, an Oracle Cat Lord Magus.
IDENTIFY
Level: 9
Range: Touch
Duration: Instant
Saving Throw: None
PPE: 80
The caster must examine and handle the object for 1 hour, then cast this spell. The chance to learn something about the item is 10% per level, to a miximum of 90%, a roll of 96% to 100% means a completely false reading, a failed roll means no reading at all. If successful the caster will no how much damage the item does, what materials it is made of, how much damage it can take before being destroyed. It's general powers are revealed, but the caster won't know what the spells are, just the powers, ie shoot flames, heal people, teleport items, etc. So a wand of ashwood that deals 2d6 MD, has 20 MDC, and can cast Heal Wounds twice a day would be known to the caster as such, but the caster doesn't know what spell it is, just the general power, ie can heal people twice a day. Doesn't work on truly powerful items, items made from gods, or alien magic, also doesn't work on techno-wizard devices. Can only be cast on magic items, not technology. It is unkown who made this spell and whether or not they made an improved version.
MAGIC MISSILE
Level: 4
Range: 100', plus 50' per level
Duration: Instant
Saving Throw: None, and can't be dodged or parried
PPE: 15
This spell causes white missiles of magic energy to shoot out of the casters palm, it creates one missile, plus one missile every other level, so 2 at 3rd level, 3 at 5th, 4 at 7th, etc. Each missile can be directed at the same target or they can be split up to hit multiple targets. So 1 target could be hit by 3, 2 could be hit with 2 on one 1 on the other, 3 could be hit by 1 each, etc. Each missile does 1d4 MD, plus 1 per level. They never miss and will fly around obstacles to strike the target, they can't be blocked by shields, doors, etc but will be stopped by force fields and Armor of Ithan type powers, though the object takes the damage in such cases. They move so fast that they cannot be outrun or outflown and the target doesn't have enough time to teleport or cast spells, the missile hits it's target in a fraction of a second, no matter how far away.
SILENCE NAIVE!
Level: 3
Range: 10', plus 3' per level
Duration: 1 Melee per level
Saving Throw: Standard
PPE: 20
The spell causes one being to be unable to speak or make any verbal noise for the duration of the spell, if they fail their save. Typically this spell is used for making annoying people who are pretending to know what they are talking about shut up. It is also great for stopping enemy magic users from using spells against you and is oh so important for villians who simply MUST have the last word when insulting goody two-shoe heroes!!! :)
SOLAR FLARE
Level: 8
Range: Up to 30 feet away, plus 2 feet per level
Duration: Instantaneous
Saving Throw: None, no dodge or parry either
PPE: 50
When this spell is cast a wave of liquid fire and sunlight shoots out in all directions in a 20 feet radius, plus 1 foot per level. Anyone in the radius, friend or foe, takes 1d6+1 MDC per level of the caster. Vampires and other beings vulnerable to sunlight or fire take 1d6x10 MDC, plus 2 MDC per level of the caster, (HP instead of MDC for vampires).
SUN BEAM AURA
Level: 12
Range: 100 feet, plus 20 feet per level
Duration: Instantaneous
Saving Throw: Save vs magic with a -2 penalty
PPE: 250
When this spell is cast a 10' radius area from the chosen center point is filled with bright sunlight and magical energy. Anything vulnerable to sunlight must save or be destroyed. Beings not vulnerable to sunlight must save or be blinded for 1 melee. Only those in the 10' radius area must save. Was developed to fight vampires and demons vulnerable to sunlight.
POLYMORPH
Level: 13
Range: 60 feet, plus 5 feet per level
Duration: 1 hour per level
Saving Throw: Standard, but with a +3 bonus
PPE: 400
This spell changes the victim into a regular SDC sheep. Will not work on beings of magic like faeries or dragons, demi-gods, godlings, demons, alien intelligences, demons, deevils, undead, gods, energy beings, entities, or beings who are non-corporeal. The target must be a living, mortal being, so it will not work on those who are immortal and those who aren't alive, like vampires. If the target fails it's save vs magic it is turned into an ordinary sheep with the mind of a sheep and they lose all powers. Negate Magic, Anti-Magic Cloud, etc will turn them back.
GREEN VENOM BOLT
Level: 12
Range: 100 feet per level of experience
Duration: Instantaneous
Saving Throw: See Below
PPE: 160
This spell allows the caster to shoot a bolt of green, viscous fluid that is poisonous in the extreme. The caster must roll to hit and gets +4 to strike, the target can try to dodge, but cannot parry it. If the bolt hits the target takes 2d6x10 MDC because it is acidic. If it touches the target's bare skin, (if armor is destroyed this means yes, and will soak through clothes), the target makes a save vs lethal poison with a -4 penalty, if they fail they are melted down into a mound of quivering green goo. The bolt will even damage force fields, non-corporeal beings, etc because it is acidic poison infused with magical energy.
SUMMON MAGIC SPIRIT (RITUAL)
Level: 12
Range: Appears in the circle, can't be more than 5 feet away
Duration: 1 day per level of experience
Saving Throw: None
PPE: 600
This ritual allows the caster to summon and control a magic spirit. The magic spirit appears as a semi-transparent, glowing, human shaped being. It is corporeal. To summon the spirit the caster must draw a circle using special ink, the ink is made using silver, (at least 70% purity), mercury, (70% purity), and the blood of a lizard. Every 2 feet of the circle there must be a candle, the candles are different colors and have to go in this order: white, green, red, black, blue, purple, orange, and yellow. Upon the end of the 3 hour ritual the magic spirit will form out of the smoke from the candles. The magic spirit obeys all the caster's commands, can be used as a servant: lift things, clean, help during rituals, etc. The spirit can also be made to bond with a ley line, which destroys the spirit but opens a channel between the caster and the ley line. The caster must have a specially prepared amulet, pendant, ring, etc because the PPE from the ley line is channeled to it, not the caster. The caster can draw 1d4x10 PPE per level from the ley line into the item, then draw it from the item. Can only draw PPE this way once a day, however, the channel only remains open for 1 hour per level. The channel can be made permanent by spending 1000 PPE and permanently losing 2d6 PPE from their maximum PPE. It's important to note that only one Magic Spirit can bond with a ley line per caster, (2 for nexuses). Though multiple spirits can bond with a ley line if they are from different casters. The item works only for the caster who made it and the same item can be used for multiple castings of this spell, ie: you don't need to make a new item every time you cast this spell. By casting this more than once and using different ley lines the caster can have more than one channel, one per ley line, (2 per nexus). This spell was developed by Maximillian Potter, who is a member of the Arcana Obscura Society. Only members of that group and those they've found worthy have this spell, it is VERY rare!
IMPART SPELL ABILITIES
Level: 7
Range: Touch
Duration: 5 minutes per level
Saving Throw: None
PPE: 100 plus the cost of the spells to impart.
This spell allows the caster to impart spell abilities into any melee or throwing weapon, ie swords, knives, etc but not bows or arrows. WILL NOT work on energy weapons, firearms, or vibro-weapons, or any modern weapon. The caster casts this spell and pays all the PPE costs and touches a weapon, that weapon then temporarily is enchanted with those spells. When the weapon touches anyone other than the caster that
being is affected by the spells on the weapon, the touched being only is affected if it touches his skin, (or comes into contact with them for non-corporeal beings), not if it hits armor, though if enchanted with attack spells such as Fire Bolt or Call Lightning it will damage the armor. The spells stay on the weapon for the entire duration, no matter how many people are hit by it or how many times the spells are discharged. Only 1 spell per 3 levels can be imparted on to the weapon. Multiple castings on the same weapon will not work and are not cumulative! It is possible to make permanent magical weapons with this spell by using the Permanence and Area Effect wards after the weapon is enchanted. Although the Palladium Fantasy RPG says that wards cannot be used to make magic weapons it is referring to using wards only, the Permanence and Area Effect ward phrase makes this spell permanent.
WARMTH VACUUM
Level: 7 as a fire element warlock spell, 10 as a normal spell
Range: 50 feet per level
Duration: Instant
Saving Throw: Standard with a -2 penalty
PPE: 100
This spell leeches warmth from the target. If the target fails their save they take 1d6x10 damage straight to hit points, (MDC if a MDC creature). Fire creatures such as Fire Elementals of all kinds are instantly destroyed if they fail their save. Creatures immune to cold are immmune to this spell, (cold is heat being removed/negated). Will work on anything living or that has body heat, (non-corporeal creatures are not affected, neither are undead and animated dead).
ALARN MYSTRAL'S FORTIFICATION
Level: 10
Range: Touch
Duration: 1 minute per level
Saving Throw: None
PPE: 150
This spell allows the caster to fortify inanimate and non-living objects and make them resistant to damage from any source. Caster can affect 50 pounds per level. The protected objects get 150 MDC. Great for armor and vehicles!!! A Permanence and Area Effect ward phrase makes the spell permanent, but once the granted MDC is gone it's gone, it won't regenerate and this spell must be cast again and the ward phrase reactivated.
MAGIC CAULDRON
Level: 14
Range: Touch
Duration: Permanent
Saving Throw: Special
PPE: 800 to create, 100 to activate
This spell allows the user to enchant a cauldron with the ability to produce potions. The caster must cast this spell and touch the cauldron. The cauldron then saves vs magic with a -2 penalty. Before the spell can be cast the cauldron must be properly prepared. The caster must boil 2 gallons of water with 1 pint of his own blood, 1 gallon of holy or unholy water, 1 dose of any potion, and 1/4 pint of 90% pure mercury. The cauldron must be big enough to hold 4 gallons to be used, and if it passes it's save it can never be used as a magic cauldron. If it fails the save it is turned into a magic cauldron. To make a potion it must be filled with three gallons of water and allowed to boil for 2 hours. At the end of the 2 hours the caster spends 100 PPE and casts the spell he wants a potion of on the cauldron, most of the water will vanish, the rest of it turns color, making 1d4 doses of that potion. Each dose is a half pint of liquid. Potions made by the cauldron can be stored for 1 year per level, after that time elapses the magic fades and it turns back into ordinary water. Whenever a person casts this spell, whether successful or not they lose 10 PPE permanently.
CREATE POTION
Level: 10
Range: Touch
Duration: 1 week per level
Saving Throw: None
PPE: 150 plus the cost of the spell
This spell allows the caster to make a potion by taking a bottle or other container and spending 150 PPE plus the cost of the spell. The container must contain 2 spoonfulls of the caster's blood and the rest of it must be filled with water. The potion can be stored for 1 week per level, after that time it turns back into normal water for others, but a deadly poison if the caster drinks it, save vs deadly poison or die. There are rumors that there is a foul ritual that can make a perfect doppelganger or the caster by using one of their expired potions. Note that creating a potion using this spell also requires 150 credits per level of the potion's spell for rare and unusual ingredients that must be used.
CREATE METAL (LESSER)
Level: 7
Range: 5 feet
Duration: Permanent
Saving Throw: None
PPE: 100
Using this spell the mage can create up to 10 pounds of metal per level. The metal made is non-precious, (ie iron, copper, nickel, etc NOT gold, silver, platinum, etc), and cannot be an alloy.
CREATE METAL (SUPERIOR)
Level: 12
Range: 5 feet
Duration: Permanent
Saving Throw: None
PPE: 200
Using this spell the caster can create 1 pound per level of semi-precious metal as long as it is not an alloy. Platinum, mercury, titanium, etc can be made, but metals such as gold and silver CANNOT. Note that gems and crystals are not metals and can NOT be made using this spell.
CREATE METAL ALLOY (LESSER)
Level: 10
Range: 5 feet
Duration: Permanent
Saving Throw: None
PPE: 300
Using this spell the caster can create up to 10 pounds of any non-MDC metal alloy per level. If the caster wants to create MDC metal alloys she must use the Create Metal Alloy (Superior) spell.
CREATE METAL ALLOY (SUPERIOR)
Level: 12
Range: 5 feet
Duration: Permanent
Saving Throw: None
PPE: 350
Using this spell the caster can create 5 pounds of MDC alloy metal per level.
SPELL STACK
Level: 10
Range: As the spell(s) cast
Duration: As the spell(s) cast
Saving Throw: As the spell(s) cast
PPE: 100, plus the cost of the spell(s)
This spell allows the mage to cast multiple spells at once. This spell lets you cast 1 extra spell per 3 levels, they are cast when this spell is cast. The target still gets any saves noted by the spells and each spells range, duration, damage etc still applies. A sixth level character could cast this spell to cast Fire Bolt and Energy Bolt, they would both be cast at the same time. Example: Bert the evil, megalomaniacal mage is dueling his brother Erny, the happy and polite mage. Bert decides to inflict a lot of pain on his brother so he casts this spell and chooses agony 2 times, (he is sixth level), Erny must be in the range of the Agony spell, fortunately for Bert he is. Erny still gets a save vs EACH of the two spells, unfortunately he fails both saves and writhes on the ground in supreme pain. :) This spell is VERY popular among Battle Magi.
MAGIC CLOTH
Level: 10
Range: 5 feet
Duration: Permanent
Saving Throw: None
PPE: 200
This spell allows the caster to create one article of cloth clothing of any color and design he wants, ie a red cloak, a blue shirt, etc. The cloth can have special powers added in by spending extra PPE when the spell is cast. When casting this spell you permanently lose 20 PPE. Casting this spell requires rare and hard to find components, such as vampire blood, silk made by a humanoid spider d-bee. The GM will have to make up what components you need, they are different for every casting of this spell, the caster must spend 1 week researching/meditating to find out what he needs. Some examples are silk spun by a humanoid spider d-bee, vampire blood, or pieces of the Snapper Heart plant, (see Rifts: England). The components are all consumed when the spell is cast.
SILK: The caster can have the cloth be silk. 50 PPE
NOISELESS: The cloth is completely noiseless. 80 PPE
WEIGHTLESS: The cloth will weigh nothing. 80 PPE
OPAQUE: The cloth will be completely opaque. 50 PPE
TRANSPARENT: The cloth will be 80% transparent. 50 PPE
INVISIBLE: The cloth can only be seen by the wearer. Note that things beneath or behind the invisible cloth can be seen, so a woman wearing a dress causes everyone to be able to see her underwear... 120 PPE
MDC: The cloth has 50 MDC per 200 PPE.
FLIGHT: Wearer can fly at 50 mph. 200 PPE
IMMUNITY: The cloth is undamaged by fire, cold, or electricity, the wearer will still be damaged. 200
SELF-REPAIR: Cloth always is clean and repairs itself at a rate of 3d6 MDC per minute. Non-MDC cloth will repair itself completely in 10 minutes. 250 PPE
PPE GEL
Level: 7
Range: Touch
Duration: Permanent until used
Saving Throw: None
PPE: 50+
This spell allows the mage to turn PPE into a tangible, blue gel. Upon the casting of this spell the caster touches a container and it fills with a glowing blue gel. One ounce will be created for every 50 PPE. Each ounce stores 5 PPE. This PPE can be gained by eating the gel or mages can just draw it out. It is used for storing PPE and making a PPE reserve. For example, casting this spell with 250 PPE total would make 5 ounces of gel, which would contain 25 PPE. It is a 10 to 1 PPE conversion. Each ounce will typically sell for 5000 credits if a buyer can be found.
MYRKANIN'S MIRACULOUS FUSION (RITUAL)
Level: 15
Range: 10 feet, plus 10 feet per level
Duration: Permanent
Saving Throw: Standard, unwilling victims are +4 to save
PPE: 4000
This ritual takes 6 hours to cast. This spell causes 2 creatures to fuse together into one creature, with the combined traits and aptitudes of the two creatures. The composite creature's appearance is a mix of the two creatures. It's height and weight will be the average of the two creatures. The targets of the spell need not be similar or even of the same body type, it could be cast on a person and a cat, or a dog and an octopus. Also, the targetted creatures need not be intelligent. Their voice is a mix of the two creatures' voices. For stats, (PS, PP, SPD, etc), use the highest of the two for each one, except PB. PB will be the average of the two creatures' scores, so 19 and 7 will yield a 13. For skills use the highest % for all shared skills, for non-shared skills use the % that creature had in it prior to the fusion. Equipment and clothing are not affected, the fusion being comes into existence naked, with the equipment of the original creatures in a pile at it's feat. The spell will not work if the two creatures are of different genders so no male/female mixes. However, combining with aesexual creatures or creatures without gender at all will result in a gender, ie aesexual/male will result in a male creature, and aesexual/female results in a female creature. Combining hermaphrodites (those with both genders) with a non-hermaphrodite results in one gender, IE: male/herm results in male and female/herm results in female. Hermaphrodite / aesexual results in hermaphrodite. Cybernetics/bionics and any other implants vanish and are replaced with natural flesh and blood, so a cyber-arm becomes a normal arm, but things like augmented hearing are gone, normal ears and hearing. Creatures to be affected must be living and corporeal, so undead and energy beings cannot be fusioned to something else. If a Crazy fusions with something all the crazy implants are gone, but the insanities and psionic powers remain, Myrkanin was never able to figure out why this occured. The combined creature has all the memories of the two original creatures and it's personality will be a mix of the two. The combined being has all the natural abilities of the two original creatures, in the case of shared natural abilities, use the most powerful one. Example: If both creatures had bio-regeneration use the fastest time and the highest dice, so 2d6 per minute and 5d6 per hour would combine into 5d6 per minute. This spell will utterly fail on creatures of magic: demons, elementals, dragons, faeries, etc but will work on supernatural creatures. To get HP, SDC, MDC, ISP, and PPE use the highest amount of the two for each one. The combined being also has all spells and psionics the two creatures had, in the case of both creatures having the same spell/psychic power it does NOT become more powerful, it stays the same. Hair, eye, and skin color will be an even mix of the two original creature, leading to interesting and unusual hair and eye colors. If I missed anything just assume the trait is the average of the two original creatures, use your common sense and godlike-GM powers here. Alignment will be a mix of the two, use your best judgement here, Diabolic and Principled will result in Anarchist for example. Myrkanin was fond of using this ritual on his henchmen, as a result he had many unique servants. He only used it on his servants if he had their permission. Of course he would often use it on enslaved creatures he bought from the Atlantis slave market, without their permission. The spell's effects are permanent, once the fusion happens there is no residual enchantment that keeps the two creatures fusioned, so Negate Magic and Anti-Magic Cloud will NOT reverse it! Only the intervention of a god or a wish can reverse it. When the two creatures become one their minds merge, the new mind is an even blend of the two persoanlities. No new insanities are gained, old insanities remain. The new being remembers everything the two creatures knew, so they would have the memories of growing up from both beings. However, it knows it was once two separate beings and no mental harm is caused by this. They don't have multiple personalities because their is only one mind, it just happens to have both of the two being's memories. The caster cannot cast this spell on himself.
BONE BRITTLE
Level: 8
Range: 15', plus 5' per level
Duration: 1 melee per level
Saving Throw: Standard
PPE: 50
The concept of this spell was recently thought of by my sister, Lisa. This spell was recently invented by a mysterious Ley Line Walker known only as "Benny". He said he developed it to fight vampires and zombies. The spell causes the bones of the undead to become weak and brittle. This results in any blunt weapon or kinetic attack (ie: punches/kicks/etc), doing double damage. Note that if the target undead normally can't be hurt by the object hitting them they become vulnerable to it, but take normal damage, not double damage. So yes, using this on a vampire WILL allow you to beat them to a pulp with a rock or lead pipe. In the case of MDC undead they become vulnerable to blunt/kinetic attacks but take normal damage instead of double damage. So a 1d6 SDC hammer would do 1d6 MDC to an MDC undead that had been affected by this spell. Affects only ONE undead / animated dead per casting. Only works on undead and animated dead, doesn't work on the living, the non-corporeal, etc.
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