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SPELLS AND MAGIC

By Hida Jiremi hida_jiremi@yahoo.com


With ideas and material from Players Handbook Wheel of Time RPG

Spells and Magic


Spells come in two types: arcane and divine. In the world of Rifts, arcane magic is by far the more common, with sorcerers, line walkers, and mystics all wielding arcane power, while of the base classes, only the shifter casts divine spells. Certain prestige classes grant the ability to contact a greater being for power, but overall magic is much the same regardless of source. Magic is a visible force to those who understand its power. While a spellcaster holds on to the source of his power, that power is visible as a radiant glow or noticeable as a strange feeling, depending on the caster in particular. Most spellcasters have access to the spellsight ability to reflect this. Magic consists of five different elemental energies: Air, Earth, Fire, Water, and Spirit. When a caster uses his powers, he gathers strands of these energies, sometimes drawing up just one of them, and sometimes (especially in powerful or intricate spells) incorporating three, four, or even all five of them. The strands, invisible to normal people, dance in the air before the caster, who weaves them together with his mind into a specific pattern he knows. When the casting is complete, the spell takes place. Not all casters are equally adept with each of the elemental powers. Every caster has an affinity with one or more of these elemental energies. A caster with an affinity for a certain element or elements works most efficiently with spells that require only those elements. When attempting a spell that requires other elements, he will not be quite as efficient with the expenditure of personal energy and effort. When attempting a spell that does not use his affinities at all, he will be at an even greater disadvantage. In addition to Affinities, casters also develop Talents. A Talent is a set of related spells, gathered together into understandable schools of thought. Each Talent includes many spells, and there are spells that fall into no particular Talent, but to which all casters have access. There are a number of Talents, as well as several lost Talents. Lost Talents are rare and unique, requiring intense study and training from the very beginning of a spellcasters career, reflected by feats prerequisite to each such lost Talent. Spell effects occur in levels, ranging from 0 (which even the most novice adept can learn) to 9th (the highest-level spells that exist, the powers of master channelers). Spell slots can advance to levels past 9th, reflecting a level of power that can only be reached through extreme effort (overextending) or by spellcasters of epic power. Some spells do only a specific thing, making overextending less useful for them. Others gain power as the level of the caster advances, making overextending vitally important. Generally speaking, a caster can learn any spell from within the Talents he knows. He can only learn and cast relatively low-level spells from outside of those Talents as defined in the individual class descriptions. Despite the different manners of wielding magic, all forms of magic interact freely unless otherwise noteda sorcerers spells and a shifters spells can counterspell one another just as well as those of two sorcerers.

Boosters
Boosters are magical items, sometimes ancient relics and sometimes new creations, that magnify the abilities of spellcasters. They effectively allow a spellcaster to overextend with a greatly reduced penalty. Boosters are rated on a power scale of 1 to 10. The rating represents the spell slot reduction to any spell cast. For example, a sorcerer using a booster of power rating 2 can cast a 7th-level spell using a 5th-level slot. Boosters are usable by either arcane or divine casters, who need only touch it while they cast to gain its benefits. Typically, a booster will have a name associated with its power level or creator.

Casting Spells
An understanding of the nature of magic allows spellcasters to grasp the immense potency of that power. Spells allow them to put that power to active use. Spells are like formulasmethods by which magic is manipulated to create the often awesome effects that only spellcasters can achieve. Individual casters will often refer to their magic abilities as webs, weaves, or formulae, but in most basic form they are all spells. Spellcasters are constantly in contact with their magic, though concentration and some amount of ritual is required to use spells. To cast a spell, it must be a spell that you know, you must be able to cast spells of that level or higher (unless overextending), and you must have a spell slot available at that level (again, unless overextending). The individual classes describe the number of spell slots available to each of them per day. You always have the option of using a high-level spell slot to cast a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots, but they must be used to cast spells of lower level. After seeing if you can cast the spell, check the Affinities associated with that spell. In most cases, you will have one or more, but not all, of the associated Affinities. If so, cast the spell according to its listed level. If you have all of the listed Affinities, count the spell as being one level lower than its listed level. If you have none of the listed Affinities, count the spell as being one level higher than its listed level. If that makes it too high-level to cast, then you cannot cast the spell without overextending. Generally, to cast a spell you must be able to see the target of its effects or specify a line or area of effect. Spells are made of the strands of elemental energy (called potential psychic energy by some). As such, they are visible to you and to other spellcasters with the spellsight ability. When you cast, hold, or tie off a spell, other spellcasters can see not only the spells effects, but the ghostly image of the spells casting method for its entire duration (or longer, for those with the Sense Residue feat).

Casting Time
Most spells have a casting time of 1 action. Casting a spell with a casting time of 1 action takes a standard action, just like an attack. A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action). Adding a metamagic feat to a spells casting increases the casting time as well as the spell slot used. Using a metamagic feat on a spell with a casting time of 1 action increases the spells casting time to a full-round action. The spell is completed in the same round it is started, not the following one, but the only action the caster may take that round is a 5-foot step. Spells with a casting time longer than 1 action have their casting time doubled. You must make all pertinent decisions about a spell (range, area, effect, etc.) when you begin casting.

Range
A spells range determines how far from you it can reach, as defined on the Range line of the spell description. A spells range is the maximum distance from you that the spells effect can occur, as well as the maximum distance at which you can designate the spells point of origin. If any portion of the spells area of effect would extend beyond the range, that area is wasted. Standard ranges include: Personal: The spell affects only you. Touch: You must touch a creature or object to affect it. Close: The spell reaches up to 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels. Medium: The spell reaches up to 100 feet + 10 feet per caster level.

Long: The spell reaches up to 400 feet + 40 feet per caster level. Unlimited: The spell reaches anywhere on the same plane of existence. Range Expressed in Feet: Some spells have no standard range category, just a range expressed in feet.

Aiming a Spell
You must make some choices about whom the spell is to affect or where the effect is to originate, depending on the type of spell. Target or Targets: Some spells have a target or targets. You cast these spells directly on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose the target. However, you do not have to select your target until you finish casting the spell. If you cast a spell on the wrong sort of target, the spell has no effect. Effect: Some spells create or summon things rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spells range. Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though you typically make a ranged touch attack rather than a normal ranged attack. As with a range weapon, you can fire into the dark or at an invisible creature and hope you hit something. You dont have to see the creature youre trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature youre aiming at. If the ray has a duration, its the duration of the effect that the ray causes, not the length of time the ray itself persists. Spread: Some effects spread out from a point of origin to a distance described in the spell. The effect can extend around corners and into areas that you cant see. Figure distance by actual distance traveled, taking into account the turns that the spell takes. You must designate the point of origin for such an effect but need not have line of effect to all portions of the effect. Area: Some spells affect an area. You select where the spell starts, but otherwise you dont control which creatures or objects the spell affects. Sometimes a spell describes a specially defined area, but usually an area falls into one of the categories below. Burst: As with an effect, you select the spells point of origin. The spell bursts out from this point, affecting whatever it catches in its area. A burst spell has a radius that indicates how far from the point of origin the spells effect extends. Cone: When you cast a spell with a cone area, the cone shoots away from you in the direction you designate. A cone starts as a point directly before you, and it widens out as it goes. A cones width at a given distance from you equals that distance. Its far end is as wide as the effect is long. Creatures: Some spells affect creatures directly, but they affect creatures in an area of some kind rather than individual creatures you select. The area might be a burst, a cone, or some other shape. Many spells affect living creatures, which means all creatures other than constructs and undead. Objects: Some spells affect objects within an area you select (as above, but objects instead of creatures). Cylinder: As with a burst, you select the spells point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. Emanation: Some spells have an area like a burst except that the effect continues to radiate from the point of origin for the duration of the spell. Spread: Some effects spread out from a point of origin to a distance described in the spell. The effect can extend around corners and into areas that you cant see. Figure distance by actual distance traveled, taking into account the turns that the spell takes. You must designate the point of origin for such an effect but need not have line of effect to all portions of the effect. Shapeable (S): If an Area of Effect entry ends with (S), you can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.

Line of Effect: A line of effect is a straight, unblocked that indicates what a spell can affect. A line of effect is canceled by a solid barrier. Its like a line of sight for ranged weapons, except its no blocked by fog, darkness, or other factors that limit normal sight. You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast. For bursts, cones, cylinders, and emanating spells, the spell only affects areas, creatures, or objects to which it has a line of effect from its origin. An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spells line of effect. Such an opening makes a 5-foot length of wall no longer considered a barrier for purposes of a spells line of effect (though the rest of the wall farther from the hole can still block the spell).

Saving Throw
Most harmful spells allow an affected creature to make a saving throw to avoid some or all of the effect. The Saving Throw line in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. Negates: This term means that the spell has no effect on an affected creature that makes a successful saving throw. Partial: The spell causes an effect on a subject. A successful saving throw means that some lesser effect occurs. Half: The spell deals damage, and a successful saving throw halves the damage taken (round down). None: No saving throw is allowed. Disbelief: A successful saving throw lets the subject ignore the effect. (Object): The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, etc.) by a creature resisting the spell, in which case the object gets the creatures saving throw bonus unless its own bonus is greater. This notation does not mean that a spell can only be cast on objects. Some spells of this sort can be cast on creatures or objects. A magic items saving throw bonuses are each equal to 2 + one-half its caster level. (Harmless): This spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it wishes. Saving Throw Difficulty Class: A saving throw against a spell has a DC of 10 + the level of the spell + the relevant ability score modifier. Succeeding at a Saving Throw: A creature that successfully saves against a spell without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. When a creatures saving throw succeeds against a targeted spell, you sense that the spell has failed. Voluntarily Giving Up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spells result. Even a character with a special resistance to magic can suppress this if he wants to.

Spell Resistance
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creatures spell resistance rating for the spell to affect that creature. The Spell Resistance line and descriptive text of a spell tell you if spell resistance protects creatures from it. In many cases, SR applies only when a resistant creature is targeted by a spell, not when a resistant creature encounters a spell that is already in place. The terms Object and Harmless mean the same thing as for saving throws. A creature with spell resistance must voluntarily drop the resistance to receive the effects of a spell noted as Harmless without the caster level check described above. Certain creatures are able to resist psionic powers, but have no specific listed spell resistance. A creature with power resistance (PR) is assumed to have spell resistance as well. A psionically

resistance creatures SR is equal to its power resistance minus 10. Thus, a creature with PR 23 would have SR 13 as well.

Duration
Once youve determined who is affected and how, you need to know for how long. A spells Duration line tells you how long the magical energy of the spell lasts. Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a spells duration is variable, the GM rolls it secretly. Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences of the spell may be long-lasting. Permanent: The energy remains as long as the effect does. The means the spell is vulnerable to being dispelled. Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a partial action that doesnt provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while youre maintaining one, causing the spell to end. You cant cast a spell while concentrating on another one. Sometimes a spell lasts for a short time after you cease concentrating. In these cases, the spell keeps going for the stated length of time after you stop concentrating. Otherwise you must concentrate to maintain the spell, but you cant maintain it for more than a stated duration. Also, certain spellcasters can learn to tie off concentration spells, maintaining them without thinking about it. Subjects, Effects, and Areas: If the spell affects creatures directly, the result travels with the subjects for the spells duration. If the spell creates an effect, the effect lasts for the spells duration. The effect might move or remain still. Such effects can be destroyed prior to when their durations end. If the spell affects an area, then the spell stays with that area for the spells duration. Creatures become subject to the spell when they enter the area and become no longer subject to it when they leave. Touch Spells and Holding the Charge: If you dont discharge a touch spell on the round you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. You can make touch attacks round after round. You can touch one friend (or yourself) as a standard action, or up to six friends as a full-round action. If you touch anything with your hand while holding a charge, the spell discharges. If you cast another spell, the spell dissipates. Discharge: A few spells last for a set duration or until triggered or discharged. (D): If the duration line ends with (D), you can dismiss the spell at will. You must be within range of the spells effect and must speak words of dismissal, which are usually a modified form of the spells verbal component. If the spell has no verbal component, you dismiss the spell with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not require an action.

Counterspells
It is possible to cast any spell as a counterspell. By doing so, you are using the spells energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is arcane and the other divine. Magic and psionics cannot be used to counterspell one another, unless the description of the spell or power specifically permits this. To counterspell, you must select an opponent as the target of the counterspell. You do this by readying an action to counterspell that opponent when he attempts to cast a spell. If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spells level) as a free action. If the check succeeds, you correctly identify the opponents spell and can attempt to counter it. If the check fails, you cant do either of these things. To complete the action, you must cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the

same spell, you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spell automatically negate each other with no other results. Metamagic feats are not taken into account when determining whether a spell can be counterspelled. Some spells specifically counter each other as noted in their spell descriptions, especially when they have diametrically opposed effects. You can use dispel magic to counterspell another spellcaster, and you dont need to identify the spell hes casting. However, dispel magic doesnt always work as a counterspell.

Overextending
The limit to the number and level of spells a caster may use in a given day is not absolute. Any spellcaster with the overextending class ability may attempt to cast additional spells, or higherlevel spells, beyond those allowed by his level and bonuses. Using boosters is one way of doing this, but more commonly spellcasters try to overextend. To overextend, make a Concentration check. The DC depends on what you are attempting to do. If you succeed in the check, the overextended spell goes off just as if you were normally capable of casting it. If you fail, the spell does not work, and you must make a Fortitude saving throw. Concentration Check 15 20 25 20 25 30 Overextending Attempt Cast a 0-level spell with no slots left Cast a 1st-level spell with no slots left Cast a 2nd-level spell with no slots left Cast a spell 1 level higher than slot Cast a spell 2 levels higher than slot Cast a spell 3 levels higher than slot Fortitude Save DC 15 25 35 15 + spell level 25 + spell level 35 + spell level

If you succeed at the Fortitude save, you are unharmed by your attempt to overextend. If you fail, the result depends on how badly you failed the roll. Subtract your saving throw result from the DC and consult the table below. DC missed by 1-5 6-10 Result Headache and fatigue. 1 to all skill and ability checks, saving throws, and attack rolls. This penalty ends after six hours of rest. Severe headache and overwhelming fatigue. 2 penalty on all skill and ability checks, saving throws, and attack rolls. Also takes 1d6 points of damage and cannot overextend. All penalties fade after six hours of rest. 3 on all previously listed rolls, which fades after six hours of rest. Takes 2d6 damage and cannot cast spells at all for 24 hours. 4 on all previously listed rolls, which fades after six hours of rest. Takes 3d6 damage and cannot cast spells at all for 48 hours. 5 on all previously listed rolls, which fades after six hours of rest. Takes 4d6 damage and cannot cast spells at all for two weeks. 6 on all previously listed rolls, which fades after six hours of rest. Takes 5d6 damage. The spellcaster is burnt outcompletely unable to cast spells for the rest of his life.

11-15 16-20 21-25 25+

Overextending is difficult and risky, to novices and masters alike. It requires a Concentration check, and failure may result in injury, incapacitation, and even death. Most spellcasters only overextend in extreme circumstances, and even then with reluctance. Shifters especially have a difficult time at overextending, as their mental stability decreases with each overextending attempt. By overextending, you may cast a spell one, two, or three levels higher than your highest available spell slot. You could cast a 6th-level spell, for example, even if you can normally only

cast 3rd-level spells. Or you could cast a 3rd-level spell when youve already used all of your 3rdlevel, 2nd-level, and 1st-level slots, and only have 0-level slots left. You may also overextend to cast a 0-level, 1st-level, or 2nd-level spell even when you have no slots at all left open. You may only overextend if you cannot cast the same spell without overextending. For example, if you want to cast a 3rd-level spell and still have any 3rd-level or higher slots open, you must use those slots instead of overextending. You must always use your highest-level slot when overextending. If you have one 2nd-level and three 1st-level spell slots available, and you want to cast a 3rd-level spell, you must use the 2nd-level slot (overextending by one level) rather than use a 1st-level slot (overextending by two levels).

TALENTS OF MAGIC

ABJURATION Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject to another dimension. If more than one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4. If an abjuration creates a barrier that keeps certain types of creatures at bay, the barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you break the spell. CONJURATION Conjurations bring manifestations of creatures, objects, or some form of energy to you (summoning), actually transport creatures to your location from another (calling), or create objects on the spot (creation). Creatures you conjure usually, but not always, obey your commands. A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spells range, but it does not have to remain within that range. Calling: The spell fully transports a creature from another place to your location. The spell grants the creature the one-time ability to return to its place of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature cannot be dispelled. Spells that call powerful extraplanar creatures are most useful when the conjurer has a magical trap to hold the summoned creature. The simplest type of trap is a magic circle spell. When focused inward, a magic circle spell binds a called creature for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. A magic circle leaves much to be desired as a trap, however. If the circle laid down in the process of casting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome the resistance, the creature breaks free, destroying the circle. A creature capable of any means of dimensional travel can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If successful, the anchor lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks can. The creature can attack any target it can reach with its ranged attacks except the circle itself. More powerful methods of binding called creatures are known, but these require special training and knowledge. Creation: The spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above for conjurations). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends or is dispelled, the conjured creature or object disappears without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence. Summoning: The spell instantly brings a creature or object to a place you designate. When the spells ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or dropped to 0 hit points. It takes 24 hours for the creature to reform, during which time it cant be summoned again. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast end. A

summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells or use any spell-like abilities that would cost it XP. DIVINATION Divination spells allow you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the spell description. ENCHANTMENT Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature: Charm: The spell changes the way the subject views you, typically making the subject see you as a good friend. Compulsion: The spell forces the subject to act in some manner or changes the way his mind works. Some spells determine the subjects actions (or the effects on the subject), some allow you to determine the subjects actions when you cast the spell, and others give you ongoing control over the subject. EVOCATION Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. HEALING Healing spells infuse the target with the energy of life to cure wounds, seal cuts, repair broken bones, and dispel negative energies. Spells that remove esoteric ailments, diseases, and poisons are usually healing spells. ILLUSION Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions come in five types: figments, glamers, patterns, phantasms, and shadows. Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different version of the figment, (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you know. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like. Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly. Glamer: A glamer changes a subjects sensory qualities, making it look, feel, taste, smell, or sound like something else, or even to disappear. Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.

Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. The impression is totally in the minds of the subjects. It is a personalized mental impressionall in their heads and not a fake picture that they can see. Third parties viewing or studying the scene dont notice the phantasms at all. All phantasms are mind-affecting spells. Shadow: A shadow spell creates something that is partially real (quasi-real). The caster weaves it from extradimensional energies. Such illusions can have real effects. If a creature takes damage from a shadow illusion, the damage is real. Disbelief: Creatures encountering an illusion effect usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. A successful saving throw reveals it to be false, but a figment or phantasm remains as a translucent outline. A failed saving throw indicates that a character fails to notice something is amiss. A character faced with incontrovertible proof that an illusion isnt real needs no saving throw. If any character successfully disbelieves an illusion and communicates this fact to other viewers, each such viewer gains a saving throw with a +4 bonus. Spellsight: Illusions are perfectly visible to spellcasters with the spellsight class ability unless they are inverted. Inverted illusions are invisible to spellsight, unless the spellcaster has the Sense Residue feat, in which case the viewer of the illusions may attempt a Spellcraft check opposed by the casters Invert check. A successful Spellcraft check reveals the presence of a lingering spell; another Spellcraft check must then be made as usual to determine the nature of the spell. NECROMANCY Necromancy spells manipulate the power of death and the flow of negative energies. Spells involving undead creatures make up a large part of this Talent. TRANSMUTATION Transmutation spells change the properties of some creature, thing, or condition. A transmutation spell usually only changes one property at a time, but it can be any property. UNIVERSAL A very few spells are usable by any spellcaster. These spells are available to any caster with any Talent as though they were included on his Talent list, though universal spells gain no special benefit from abilities that affect Talents.

TALENTS AND SPELLS


All spells within this section are from the 3rd Edition Players Handbook and the class book Tome and Blood, and represent the generic magic of the world of Rifts, spells that best represent their Talents. Their listed descriptions still apply, with the addition of the elemental Affinities for each spell. Any spell which normally lists a spell creator in the title (such as Mordenkainen) has had that creator removed for thematic reasons. A small number of other spells have had their names altered to fit more closely into the Rifts naming scheme as well. Further spells will be presented in future conversions and new spells will be added in future supplements.

Abjuration 0th Resistance [Spirit] 1st Alarm [Air, Spirit] Endure Elements [Air, Earth, Fire, Spirit, Water]* Hold Portal [Air, Spirit] Protection from Chaos/Evil/Good/Law [Air, Fire, Spirit] Shield [Air, Spirit] 2nd Arcane Lock [Air, Fire, Spirit] Filter [Air] (Tome and Blood) Gaze Screen [Air] (Tome and Blood) Obscure Object [Air, Spirit] Protection from Arrows [Air, Fire] Resist Elements [Air, Earth, Fire, Spirit, Water]* 3rd Dispel Magic [Air, Earth, Fire, Spirit, Water] Explosive Runes [Air, Fire, Spirit] Magic Circle Against Chaos/Evil/Good/Law [Air, Earth, Fire, Spirit, Water] Nondetection [Air, Spirit] Protection from Elements [Air, Earth, Fire, Spirit, Water]* 4th Break Enchantment [Air, Earth, Fire, Spirit, Water] Dimensional Anchor [Air, Earth, Fire, Spirit, Water] Dispelling Screen [Air, Earth, Fire, Spirit, Water] (Tome and Blood) Fire Trap [Air, Fire, Spirit] Mass Resist Elements [Air, Earth, Fire, Spirit, Water]* (Tome and Blood) Minor Globe of Invulnerability [Air, Earth, Fire, Spirit, Water] Stoneskin [Earth, Fire, Spirit]

5th Dismissal [Air, Earth, Fire, Spirit, Water] Energy Buffer [Air, Earth, Fire, Spirit, Water]* (Tome and Blood) Private Sanctum [Air, Fire, Spirit] (Tome and Blood) 6th Antimagic Field [Air, Earth, Fire, Spirit, Water] Globe of Invulnerability [Air, Earth, Fire, Spirit, Water] Greater Dispelling [Air, Earth, Fire, Spirit, Water] Guards and Wards [Air, Earth, Fire, Spirit, Water] Repulsion [Air, Fire, Spirit] 7th Banishment [Air, Earth, Fire, Spirit, Water] Energy Immunity [Air, Earth, Fire, Spirit, Water]* (Tome and Blood) Greater Dispelling Screen [Air, Earth, Fire, Spirit, Water] Sequester [Air, Earth, Fire, Spirit, Water] Spell Turning [Air, Earth, Fire, Spirit, Water]

8th Dimensional Lock [Spirit] (Tome and Blood) Mind Blank [Air, Fire, Spirit] Prismatic Wall [Air, Earth, Fire, Spirit, Water] Protection from Spells [Air, Earth, Fire, Spirit, Water] 9th Disjunction [Air, Earth, Fire, Spirit, Water] Freedom [Air, Earth, Fire, Spirit, Water] Imprisonment [Air, Earth, Fire, Spirit, Water] Prismatic Sphere [Air, Earth, Fire, Spirit, Water] *These spells do not have all five elements as Affinities at all times. All spells marked with an asterisk always have Spirit as one of their Affinities, but other Affinities vary depending on which element is being defended against by the spell. Protection from fire is Fire; protection from acid is Water; protection from cold or electricity is Air; and protection from sonic is Earth.

Conjuration 0th Ray of Frost [Water] 1st Grease [Earth, Water] Magic Armor [Earth, Fire, Spirit] Mount [Air, Earth, Fire, Spirit, Water] Obscuring Mist [Air, Water]

Summon Monster I [Air, Earth, Fire, Spirit, Water] Unseen Servant [Air, Spirit] 2nd Acid Arrow [Spirit, Water] Choke [Air, Spirit] (Tome and Blood) Fog Cloud [Air, Water] Glitterdust [Air, Fire] Ice Knife [Air, Water] (Tome and Blood) Summon Monster II [Air, Earth, Fire, Spirit, Water] Summon Swarm [Air, Earth, Fire, Spirit, Water] Web [Earth, Spirit] 3rd Corpse Candle [Air, Fire, Earth, Spirit] (Tome and Blood) Flame Arrow [Air, Fire] Phantom Steed [Air, Earth, Fire, Spirit, Water] Sepia Snake Sigil [Earth, Fire, Spirit] Sleet Storm [Air, Water] Stinking Cloud [Air, Spirit] Summon Monster III [Air, Earth, Fire, Spirit, Water] 4th Black Tentacles [Earth, Fire, Spirit] Lesser Planar Ally [Spirit] Minor Creation [Air, Earth, Fire, Spirit, Water] Secure Shelter [Earth, Spirit, Water] Solid Fog [Air, Earth, Water] Summon Monster IV [Air, Earth, Fire, Spirit, Water] 5th Cloudkill [Air, Spirit, Water] Faithful Hound [Air, Earth, Fire, Spirit, Water] Lesser Planar Binding [Air, Earth, Fire, Spirit, Water] Major Creation [Air, Earth, Fire, Spirit, Water] Secret Chest [Earth, Spirit] Summon Monster V [Air, Earth, Fire, Spirit, Water] Wall of Iron [Earth, Spirit] Wall of Stone [Earth, Fire] 6th Acid Fog [Air, Spirit, Water] Planar Ally [Spirit] Planar Binding [Air, Earth, Fire, Spirit, Water] Summon Monster VI [Air, Earth, Fire, Spirit, Water] 7th Instant Summons [Air, Fire, Spirit] Magnificent Mansion [Air, Earth, Fire, Spirit, Water] Phase Door [Spirit]

Power Word, Stun [Air, Earth, Fire, Spirit, Water] Summon Monster VII [Air, Earth, Fire, Spirit, Water] 8th Greater Planar Ally [Spirit] Greater Planar Binding [Air, Earth, Fire, Spirit, Water] Incendiary Cloud [Air, Fire] Maze [Spirit] Power Word, Blind [Air, Earth, Fire, Spirit, Water] Summon Monster VIII [Air, Earth, Fire, Spirit, Water] Trap the Soul [Spirit] 9th Elemental Swarm [Air, Earth, Fire, Spirit, Water]* Gate [Air, Earth, Fire, Spirit, Water] Power Word, Kill [Air, Earth, Fire, Spirit, Water] Summon Monster IX [Air, Earth, Fire, Spirit, Water] *When casting this spell, it uses the Affinity for the type of elemental it is being used to summon.

Divination 0th Detect Poison [Spirit] 1st Comprehend Languages [Spirit] Detect Secret Doors [Earth, Spirit] Detect Undead [Spirit] Identify [Air, Earth, Fire, Spirit, Water] True Strike [Fire, Spirit] 2nd Augury [Spirit] Detect Thoughts [Spirit] Locate Object [Air, Earth, Spirit] See Invisibility [Spirit] 3rd Arcane Sight [Spirit] (Tome and Blood) Clairaudience/Clairvoyance [Air, Spirit] Divination [Spirit] Tongues [Spirit] 4th Arcane Eye [Spirit] Detect Scrying [Spirit]

Locate Creature [Air, Fire, Spirit] Scrying [Spirit] 5th Contact Other Plane [Air, Earth, Fire, Spirit, Water] Prying Eyes [Air, Fire, Spirit] Telepathic Bond [Spirit] 6th Analyze Dweomer [Air, Earth, Fire, Spirit, Water] Find the Path [Earth, Spirit] Legend Lore [Air, Earth, Fire, Spirit, Water] True Seeing [Air, Earth, Fire, Spirit, Water] 7th Greater Scrying [Spirit] Vision [Spirit] 8th Discern Location [Spirit] 9th Foresight [Spirit]

Enchantment 0th Daze [Spirit] 1st Charm Person [Air, Earth, Fire, Spirit, Water] Hypnotism [Spirit] Sleep [Spirit] 2nd Hideous Laughter [Spirit] Indifference [Spirit] (Tome and Blood) 3rd Hold Person [Air, Spirit] Suggestion [Air, Earth, Fire, Spirit, Water] 4th Charm Monster [Air, Earth, Fire, Spirit, Water]

Confusion [Spirit] Emotion [Air, Fire, Spirit] Lesser Geas [Air, Earth, Fire, Spirit, Water] 5th Dominate Person [Air, Earth, Fire, Spirit, Water] Feeblemind [Spirit] Hold Monster [Air, Spirit] Mind Fog [Spirit] 6th Geas/Quest [Air, Earth, Fire, Spirit, Water] Mass Suggestion [Air, Earth, Fire, Spirit, Water] 7th Insanity [Air, Earth, Fire, Spirit, Water] 8th Antipathy [Spirit] Binding [Air, Earth, Fire, Spirit, Water] Demand [Air, Earth, Fire, Spirit, Water] Irresistible Dance [Air, Fire, Spirit] Mass Charm [Air, Earth, Fire, Spirit, Water] Sympathy [Spirit] 9th Dominate Monster [Air, Earth, Fire, Spirit, Water]

Evocation 0th Dancing Lights [Air, Fire] Flare [Fire] Light [Air, Fire] 1st Floating Disk [Air] Lesser Acid Orb [Water] (Tome and Blood) Lesser Cold Orb [Air] (Tome and Blood) Lesser Electric Orb [Spirit] (Tome and Blood) Lesser Fire Orb [Fire] (Tome and Blood) Lesser Sonic Orb [Earth] (Tome and Blood) Magic Missile [Air, Earth, Fire, Spirit, Water] 2nd Continual Flame [Fire, Spirit]

Darkness [Air, Spirit] Daylight [Air, Fire, Spirit] Flaming Sphere [Air, Fire] Produce Flame [Fire] Shatter [Earth, Spirit] 3rd Fireball [Air, Fire] Ice Burst [Air, Water] (Tome and Blood) Gust of Wind [Air] Lightning Bolt [Air, Spirit] Tiny Hut [Air, Earth, Fire, Spirit, Water] Wind Wall [Air] 4th Acid Orb [Spirit, Water] (Tome and Blood) Cold Orb [Air, Spirit] (Tome and Blood) Electric Orb [Air, Spirit] (Tome and Blood) Fire Orb [Fire, Spirit] (Tome and Blood) Fire Shield [Fire, Spirit] Ice Storm [Air, Water] Resilient Sphere [Earth, Spirit] Shout [Earth, Spirit] Sonic Orb [Earth, Spirit] (Tome and Blood) Wall of Fire [Fire, Spirit] Wall of Ice [Spirit, Water] 5th Cone of Cold [Spirit, Water] Interposing Hand [Air, Spirit] Sending [Air, Earth, Fire, Spirit, Water] Wall of Force [Air, Earth, Fire, Spirit, Water] 6th Chain Lightning [Air, Spirit] Contingency [Air, Earth, Fire, Spirit, Water] Freezing Sphere [Air, Spirit, Water] Forceful Hand [Air, Spirit] 7th Delayed Blast Fireball [Air, Fire, Spirit] Forcecage [Air, Earth, Fire, Spirit, Water] Force Sword [Air, Earth, Fire, Spirit, Water] Grasping Hand [Air, Spirit] Prismatic Spray [Air, Earth, Fire, Spirit, Water] 8th Clenched Fist [Air, Spirit] Earthquake [Earth, Spirit] Great Shout [Air, Earth, Spirit] (Tome and Blood)

Sunburst [Air, Fire, Spirit] Telekinetic Sphere [Earth, Spirit] 9th Chain Contingency [Air, Earth, Fire, Spirit, Water] (Tome and Blood) Crushing Hand [Air, Spirit] Meteor Swarm [Air, Fire, Spirit]

Healing 0th Cure Minor Wounds [Air, Spirit, Water] 1st Cure Light Wounds [Air, Spirit, Water] Remove Fear [Air, Fire, Spirit] 2nd Cure Moderate Wounds [Air, Spirit, Water] Delay Poison [Spirit, Water] Lesser Restoration [Air, Earth, Fire, Spirit, Water] Remove Paralysis [Earth, Spirit, Water] 3rd Cure Serious Wounds [Air, Spirit, Water] Remove Blindness/Deafness [Air, Spirit, Water] Remove Curse [Air, Spirit, Water] Remove Disease [Air, Spirit, Water] 4th Cure Critical Wounds [Air, Spirit, Water] Restoration [Air, Earth, Fire, Spirit, Water] Neutralize Poison [Spirit, Water] 5th Healing Circle [Air, Spirit, Water] Raise Dead [Air, Earth, Fire, Spirit, Water] 6th Heal [Air, Spirit, Water] 7th Greater Restoration [Air, Earth, Fire, Spirit, Water] Regenerate [Air, Earth, Fire, Spirit, Water] Resurrection [Air, Earth, Fire, Spirit, Water]

8th Mass Heal [Air, Spirit, Water] 9th True Resurrection [Air, Earth, Fire, Spirit, Water]

Illusion 0th Ghost Sound [Air, Fire] 1st Change Self [Air, Fire, Spirit] Color Spray [Fire, Spirit] Magical Aura [Fire Spirit] Silent Image [Air, Fire] Undetectable Aura [Air, Spirit] Ventriloquism [Air, Fire] 2nd Blur [Air] Disguise Undead [Air, Fire, Spirit] (Tome and Blood) Hypnotic Pattern [Fire, Spirit] Invisibility [Air, Fire] Magic Mouth [Air, Spirit] Magic Trap [Air, Fire, Spirit] Minor Image [Air, Fire, Spirit] Mirror Image [Air, Fire] Misdirection [Air, Spirit] 3rd Displacement [Air, Spirit] Illusory Script [Earth, Fire, Spirit] Invisibility Sphere [Air, Fire, Spirit] Major Image [Air, Fire, Spirit] 4th Hallucinatory Terrain [Air, Fire, Spirit] Illusory Wall [Air, Fire] Improved Invisibility [Air, Fire, Spirit] Phantasmal Killer [Air, Earth, Fire, Spirit, Water] Rainbow Pattern [Air, Fire, Spirit] Shadow Conjuration [Air, Earth, Fire, Spirit, Water] 5th

Dream [Spirit] False Vision [Spirit] Greater Shadow Conjuration [Air, Earth, Fire, Spirit, Water] Mirage Arcana [Air, Fire Spirit] Nightmare [Spirit] Persistent Image [Air, Fire, Spirit] Seeming [Air, Fire, Spirit] Shadow Evocation [Air, Earth, Fire, Spirit, Water] 6th Greater Shadow Evocation [Air, Earth, Fire, Spirit, Water] Mislead [Air, Fire, Spirit] Permanent Image [Air, Earth, Fire, Spirit, Water] Programmed Image [Air, Fire, Spirit] Project Image [Air, Fire, Spirit] Shades [Air, Earth, Fire, Spirit, Water] Veil [Air, Fire, Spirit] 7th Mass Invisibility [Air, Fire, Spirit] Shadow Walk [Spirit] Simulacrum [Air, Earth, Fire, Spirit, Water] 8th Screen [Air, Earth, Fire, Spirit, Water] 9th Weird [Air, Earth, Fire, Spirit, Water]

Necromancy 0th Disrupt Undead [Spirit] 1st Cause Fear [Air, Spirit] Chill Touch [Air, Spirit, Water] Negative Energy Ray [Spirit] (Tome and Blood) Ray of Enfeeblement [Air, Spirit, Water] 2nd Command Undead [Spirit] (Tome and Blood) Death Knell [Spirit] False Life [Earth, Spirit, Water] (Tome and Blood) Ghoul Touch [Earth, Spirit] Scare [Spirit] Spectral Hand [Air, Spirit]

3rd Feign Death [Air, Earth, Fire, Water, Spirit] (Tome and Blood) Gentle Repose [Earth, Spirit, Water] Halt Undead [Air, Earth, Fire, Spirit, Water] Negative Energy Burst [Spirit] (Tome and Blood) Vampiric Touch [Air, Earth, Fire, Spirit, Water] 4th Animate Dead [Air, Earth, Fire, Spirit, Water] Contagion [Air, Spirit, Water] Death Ward [Spirit] Enervation [Spirit] Fear [Air, Spirit] Negative Energy Wave [Spirit] (Tome and Blood) 5th Circle of Doom [Air, Spirit, Water] Magic Jar [Spirit] Slay Living [Air, Earth, Fire, Spirit, Water] Spiritwall [Air, Spirit] (Tome and Blood) 6th Circle of Death [Air, Spirit, Water] Create Undead [Air, Earth, Fire, Spirit, Water] Undeath to Death [Spirit] (Tome and Blood) 7th Control Undead [Spirit] Finger of Death [Air, Earth, Fire, Spirit, Water] 8th Clone [Air, Earth, Fire, Spirit, Water] Create Greater Undead [Air, Earth, Fire, Spirit, Water] Horrid Wilting [Earth, Spirit, Water] 9th Astral Projection [Spirit] Energy Drain [Spirit] Hide Life [Air, Earth, Fire, Spirit, Water] (Tome and Blood) Soul Bind [Spirit] Wail of the Banshee [Air, Spirit, Water]

Transmutation

0th Mage Hand [Earth] Mending [Earth] Open/Close [Air] Repair Minor Damage [Earth, Spirit] (Tome and Blood) 1st Animate Rope [Earth, Spirit] Burning Hands [Fire] Enlarge [Earth, Fire, Spirit] Erase [Air, Spirit] Expeditious Retreat [Water] Feather Fall [Air] Jump [Fire] Magic Stone [Earth, Spirit] Magic Weapon [Fire, Spirit] Message [Air, Spirit] Reduce [Earth, Fire, Spirit] Repair Light Damage [Earth, Spirit] (Tome and Blood) Shocking Grasp [Air, Spirit] Spider Climb [Earth, Spirit] 2nd Alter Self [Air, Earth, Fire, Spirit, Water] Blindness/Deafness [Air, Spirit] Bulls Strength [Spirit, Water] Cats Grace [Fire, Spirit] Darkvision [Air, Spirit] Eagles Splendor [Fire, Spirit] (Tome and Blood) Endurance [Earth, Spirit] Foxs Cunning [Air, Spirit] (Tome and Blood) Knock [Earth, Water] Levitate [Air, Spirit] Owls Wisdom [Spirit, Water] (Tome and Blood) Pyrotechnics [Air, Fire] Repair Moderate Damage [Earth, Spirit] (Tome and Blood) Rope Trick [Earth, Spirit] Soften Earth and Stone [Earth] Whispering Wind [Air, Fire, Spirit] 3rd Blink [Air, Spirit] Fly [Air] Gaseous Form [Air, Spirit, Water] Greater Magic Weapon [Fire, Spirit] Haste [Fire, Spirit] Keen Edge [Fire, Spirit] Repair Serious Damage [Earth, Spirit] (Tome and Blood) Secret Page [Air, Spirit] Shrink Item [Earth, Fire, Spirit] Slow [Spirit, Water] Water Breathing [Air, Spirit, Water]

4th Bestow Curse [Air, Earth, Fire, Spirit, Water] Dimension Door [Earth, Spirit] Polymorph Other [Air, Earth, Fire, Spirit, Water] Polymorph Self [Air, Earth, Fire, Spirit, Water] Mass Darkvision [Air, Spirit] (Tome and Blood) Repair Critical Damage [Earth, Spirit] (Tome and Blood) 5th Animal Growth [Earth, Fire, Spirit] Fabricate [Earth, Spirit] Ghostform [Air, Spirit] (Tome and Blood) Passwall [Earth] Stone Shape [Earth] Telekinesis [Earth, Spirit] Teleport [Air, Earth, Spirit] Transmute Mud to Rock [Earth, Water] Transmute Rock to Mud [Earth, Water] 6th Control Water [Water] Control Weather [Air, Water] Disintegrate [Air, Earth, Fire, Spirit, Water] Eyebite [Air, Fire, Spirit] Flesh to Stone [Earth, Spirit] Mass Fly [Air, Spirit] (Tome and Blood) Mass Haste [Air, Fire, Spirit] Move Earth [Earth] Stone to Flesh [Earth, Spirit] Transformation [Air, Earth, Fire, Spirit, Water] 7th Ethereal Jaunt [Air, Earth, Spirit] Mass Teleport [Air, Earth, Spirit] (Tome and Blood) Plane Shift [Air, Earth, Fire, Spirit, Water] Reverse Gravity [Air, Earth, Spirit] Statue [Earth, Spirit] Teleport Without Error [Air, Earth, Spirit] Vanish [Air, Earth, Spirit] 8th Etherealness [Air, Earth, Spirit] Iron Body [Earth, Fire, Spirit] Polymorph Any Object [Air, Earth, Fire, Spirit, Water] 9th Refuge [Air, Earth, Fire, Spirit, Water] Shapechange [Air, Earth, Fire, Spirit, Water] Teleportation Circle [Air, Earth, Spirit] Temporal Stasis [Air, Earth, Fire, Spirit, Water]

Time Stop [Air, Earth, Fire, Spirit, Water]

Universal 0th Arcane Mark [Air, Spirit] Detect Magic [Air, Fire, Spirit] Prestidigitation [Air, Earth, Fire, Spirit, Water] Read Magic [Spirit] 2nd Familiar Pocket [Earth, Spirit] (Tome and Blood) 3rd Enhance Familiar [Fire, Spirit] (Tome and Blood) 4th Fortify Familiar [Earth, Fire, Spirit] (Tome and Blood) 5th Permanency [Air, Earth, Fire, Spirit, Water] 6th Imbue Familiar With Spell Ability [Air, Spirit, Water] (Tome and Blood) 8th Symbol [Air, Earth, Fire, Spirit, Water]

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