Christopher King


Franklin Pierce College
FPC Box 850 College Road
Rindge, NH 03461
United States


New Spells

DISGUISE TRUE NATURE
Level: 12
Range: Self, or others up to 10 ft away per level of experience.
Duration: 1 hour per level of experience. Can be cancelled at any time.
Damage: None
Saving Throw: If the effects are not wanted, +10 to save.
P.P.E. Cost: 250
Effect: This spell is a favorite among powerful sorcerers, demons, dragons, and gods. It will make the character effectively powerless. It does nothing to disguise monstrous appearances, but to those sensitive to such, the character will have no magic, psychic, or supernatural powers. That is because the creature effectively has none for th duration of the spell. If an M.D.C. creature, all M.D.C. is converted to to 1/2 S.D.C. and 1/2 Hit Points (no A.R.). Creatures with a natural armor rating lose it for the duration of the spell. Supernatural strength and endurance are as those of ordinary mortal men. This spell, does, however, have no effect on ordinary people or on a character's skills, instincts, knowledge, or memories. If already metamorphosed into human form, a dragon, demon, or god would be indistinguishable from anybody else. This spell is particularly frightening to those in the CS because it means that anybody could walk behind their borders unmolested because of their apparent lack of magical, psychical, and supernatural power. None of those powers can be used, however, until the facade is dropped either by the caster cancelling the magic or by the duration elapsing.

HOLY SYMBOL: Lesser
Level: 2
Range: Touch or 1 ft per level of experience.
Duration: 5 minutes per level of experience.
Damage: Special; see effect.
Saving Throw: Standard (even ordinary objects get a chance to save).
P.P.E. Cost: 5
Effect: This spell will enchant any ordinary object to become a temporary holy symbol that will keep evil creatures at bay such as vampires who naturally fear and/or are damaged by holy symbols. To such creatures the holy symbol will have a horror factor of 10 +1 every other level of experience (3, 5, 7, 9, 11, 13, and 15). Evil people or those not ordinarily affected by holy symbols are unaffected.

LOCATE STAR
Level: 1
Range: 500,000 lightyears per level of experience. Knowledge is cast on self only, or others by touch or within 2 ft per level of experience.
Duration: 1 hour per level of experience.
Damage: None
Saving Throw: Standard if the knowledge is not wanted.
P.P.E. Cost: 3
Effect: This simple spell allows the caster to locate any existing galaxy, black hole,white hole, star, planet, asteroid, comet or other celestial body provided the caster knows its name. This spell will NOT locate ships, lifeforms, mineral deposits, constellations, or spaceborn ley lines and nexuses.

ORGASM
Level: 7
Range: 5 ft per level of experience.
Duration: 1 melee per level of experience.
Damage: Special
Saving Throw: Standard
P.P.E. Cost: 20
Effect: Probably the gentlest and most pleasurable incapacitation spell to date that functions by stimulating the victim's mind into feeling an intense sexual orgasm. While under the power of the spell the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this spell, although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitiation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per invocation of this spell. It should be noted that although this spell suffers from a shorter incapacitation time than the Agony spell, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony spell on any living creature while at the same time, totally incapacitiating the victim of the spell.

PINS & NEEDLES
Level: 7
Range: 30 ft per level of experience.
Duration: 1 minute per level of experience.
Damage: Special
Saving Throw: Standard
P.P.E. Cost: 20
Effect: This unique spell causes its victim to experience the stinging "pins and needles" sensation as if the bloodflow in that particular limb of the casters choice has been temporarily cut off and then restored. If cast on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If cast on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If cast on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Casting this spell on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when cast upon the torso, sex will be pleasureless no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anaesthtics handy. This spell can only be cast on one person at a time.

SEE MAGIC ENERGY
Level: 1
Range: Line of Sight/Self, Others by touch or within 5 ft per level of experience.
Duration: 2 minutes per level of experience.
Damage: None; see effect.
Saving Throw: Standard if the powers are not wished.
P.P.E. Cost: 3
Effect: This spell allows the caster or someone nearby to see the magic energy radiating from people, creatures, objects, and areas, as long as mor than 20 P.P.E. points are present in the source being looked at. The sensing ability is so acute that the character can see things made invisible either magically or naturally, including supernatural creatures, entities, and elementals. Any character under the affliction of a spell that cost more than 20 P.P.E. to cast will also be noticeable to the recipient of this spell.

SEE SHADOW CREATURES
Level: 6
Range: 100 ft per level of experience. Can be cast on others by touch or within 4 ft per level of experience.
Duration: 1 minute per level of experience.
Damage: None; see effect.
Saving Throw: Standard against being able to see, -2 for those hiding in shadows to remain undetected.
P.P.E. Cost: 15
Effect: This spell allows an individual to see people and things concealed by shadows (magically or otherwise) that are not invisible, yet remain hidden from sight such as shadow creatures and characters attempting to prowl. This spell adds a temporary bonus of +20% to all detection skills (Detect Ambush/Concealment/Traps&Mines) as well as a +5 bonus to any perception rolls based on sight.

SUSTAINANCE
Level: 8
Range: Self or 5 ft per level of experience.
Duration: 30 minutes per level of the caster.
Damage: None; see effect.
Saving Throw: Standard if the healing powers are not wanted.
P.P.E. Cost: 35
Effect: This spell is designed to cure a person from the ailments of hunger and thirst. Unlike the spells of Resist Hunger and Resist Thirst, this spell actually nourishes the person on whom the spell is cast. When the duration has run out, the character will again begin to feel hungry and thirsty, but the penalties will start anew as if the character was recovering from a large meal. This spell is great for those too sick to eat or drink, or for those who cannot reach food or water. This spell also negates the need for a person to consume components usually necessary in their diet such as dangerous poisons (Alchemical Immortals from Mystic China), P.P.E., or even blood. There is a 01-45% chance of satiating a druggie who needs a fix (although without the bonuses or penalties) and has a 01-65% chance of bring a vampire out of a bloodlust rage. Casting the spell on a person multiple times will only extend the duration of the spell, not make them fat or ill. This spell can only be cast on one person at a time.

VACUUM SPEECH
Level: 1
Range: Self or others away 100 ft +50 ft per level of experience.
Duration: 30 minutes per level of experience.
Damage: None; see effect.
Saving Throw: Standard if the power is not wanted.
P.P.E. Cost: 2
Effect: Allows the spellcaster and others to speak in the airless eniroment of outerspace, or in any other kind of vacuums. Allows for spellcasting and verbal communication when no radio is handy. This spell does not grant the spellcaster the ability to breathe without air and, if human, will run out of breath within 2 minutes. Note: Still muted in Globe of Silence.


New Rituals

RESTORE RADIOACTIVITY
Level: 11
Range: 3 ft away per level of experience.
Duration: Instant/Permanent (as far as radioactive materials go).
Damage: None; see effect.
Saving Throw: None
P.P.E. Cost: 260
Effect: This ritual is designed to fully restore radioactive material to full power. While this might sound like a stupid ritual to some, to those in space it is a godsend. It can recharge the nuclear fuels used in many fusion and fission engines to the maximum life expectancy. However, this ritual is somewhat limited in that it will not affect fossil fuels, anti-matter, or steam powered devices. This ritual will also restore up to 100 Depleted Uranium Rounds per level of experience to full Uranium rounds. Many North American powers will not like that as the use of Uranium rounds is illegal on the continent. Also, don't forget that the nearby caster has a 01-45% chance of contracting radiation sickness with a cumulative +5% each time this ritual is done in a week. This will also restore the radioactivity of ambient uranium and other radioactive materials lying on the surface. Up to 25 lbs. of radioactive material can be restored per level of experience. On radioactive creatures and aliens, this ritual will heal 1D4 hit points, S.D.C., or M.D.C. per level of experience of the caster.

SPACE RIFT
Level: 14
Range: 15 ft away per level of experience. The rift will travel anywhere in the same dimension that the caster is in.
Duration: 1 minute per level of experience.
Damage: None
Saving Throw: None
P.P.E. Cost: 700
Effect: A powerful ritual that enables the caster to move about great distances within his or her own dimension. Unlike the teleport spells, this spell creates a tunnel to exactly where the gateway will lead, and the caster, or others, can choose if to go through the portal (unless pushed). This spell also does not suffer from the same limitations of the other teleport spells because the range of this rift is unlimited as long as the location is in the amwe dimension. Like an ordinary rift, the Space Rift can go wherever the spellcaster has visited before, or to a random location. To a specific place there is a 60% +6% per level of experience chance that the caster will end up exactly where desired. Random rifts will usually lead to a ley line nexus 01-75% of the time, 76-97% on a ley line, and 98-00% anywhere else.

STAR CONTROL
Level: 13
Range: 10 mile radius per level of the caster, +5 miles for each additional 100 P.P.E. expended.
Duration: 3 hours per level of experience.
Damage: None; see effect.
Saving Throw: Standard, those who successfully save do not see the illusion.
P.P.E. Cost: 300
Effect: This is a great spell for confusing sailors, astronauts and astronomers. It allows the caster to seemingly change the position of the stars, the sun, the moon, planets, and asteroids. The caster must be aware of the stellar object to will it be moved or disappeared completely. The caster can make night seem like day or vice versa, as well as have dark nights with no clouds, or starry nights when it is raining. The caster can make a planet appear to approach Earth to the point that it fills up the whole sky! The caster can also "create" meteor showers and supernovae appear out of the blue. Confirmation from sensors will reveal that nothing is there, but those who can see the mystic illusions will swear by them. Even making stellar objects appear to ram somebody does no real damage, but is incredibly harrowing while nearing impact (H.F. 19).While minor changes from this spell are in effect, navigation and astronomy skills are at -5%, slight, yet noticeable changes will produce a -20% penalty, major changes can cause a -50% penalty, and erasing the sky will make those skills impossible.

VACUUM RIFT
Level: 15
Range: 150 ft away per level of experience. Double at Ley Lines and triple at Ley Line Nexuses.
Radius: 50 ft +10 ft per level of experience. Double at Ley Lines and Triple at Ley Line Nexuses.
Duration: 1 melee per level of the caster. Double at Ley Lines and triple at Ley Line Nexuses.
Saving Throw: None
P.P.E. Cost: 2000, 1500 at Ley Lines, and 1000 at Ley Line Nexuses.
Effect: An astounding spell that opens up a rift that will not only provide a dimensional gateway, but will also draw everything within the vacuum radius to the dimensional rift (Note that the other end of the rift is NOT a vacuum to the rift so characters will not bounce or be suspended between dimensions). It is a truly useful spell for moving heavy items between dimensions, or disposing of undesirables. The only limitation is that the object in question must be able to fit through the rift and the vacuum field must completely surround whatever is to be rifted. The caster may choose a location that he or she has visited before OR may create a random rift. It must be warned that the caster should not cast this spell too close to himself or may find that he is swallowed up by the rift just as easily as anything else. There is no way to travel back through this rift and thus there is no way to return back to the original dimension without opening another rift or dimensional teleport. This ritual can be particularly harmful if the other end of the rift is in deep space or on the ocean floor. It should be noted that this spell will work equally well underwater or in space with NO changes. There is also a rumor that the Federation of Magic has developed a spell version of this incredibly powerful ritual. Whether or not that is true remains to be seen.


Local Pages

MY Homepage
The forbbiden Dungeons of Chris
Sign/View My Guestbook
Helpful and Destructive hints alike may be placed here
Back to Chris' Rifts Page
You know the drill, yeoman!
Palladium Internet Policy
My only defense against you vultures.


This page has been cognated times.