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Peryton Spells.

Posted by GargoyleFor group 0
Gargoyle
GM, 31 posts
Sun 23 Oct 2016
at 07:29
  • msg #1

Peryton Spells

Perytonian Energy Spells
The following is a list of spells that are commonly known to Perytonian Energy Wizards.
 A larger list of potiential spells is available in the Rifts Ultimate Udition role-playing game, as well as expanded rules on magic and P.P.E. the use of rifts spells are at the game masters discretion, and he or she has final word on which spells can be used in the Robotech setting. Remember that Perytonian magic focuses on the manipulation  of energy, which includes things like energy attacks, illusions, and energy fields. So they will be unlikely to have spells like Domination or Charismatic Aura.


Spell List
The number in parenthesis is the P.P.E required to cast that spell.
Blinding flash (1)
Call Lightning (15)
Cloak of Darkness (6)
Cloud of Smoke (2)
Extinguish Fire (4)
Globe of Daylight (2)
Levitation (5)
Thunderclap (4)
Magic Armor ( Armor of Ithan; 10)
Chameleon (6)
Energy Bolt (5)
Ignite Fire (6)
Invisibility: Superior (20)
Impervious to Fire(5; self)
Lightblade (20)
Invisibility: Simple (6)
Wind Rush (20)
Electric Arc (8)
Lightning Arc (30)
Energy Field (10)
Negate Magic (30)
Fire Bolt (7)
Shockwave (45)
Multiple Image (7)
Speed of the Snail (50)
Energy Disruption (12)
Giant (80)
Meteor (75)
Fire Ball (10)
Mystic Portal (60)
Impervious to Energy (20)
Firequake (160)
Dispel Magic Barriers (20)
This message was last edited by the GM at 07:54, Sun 23 Oct 2016.
Gargoyle
GM, 32 posts
Sun 23 Oct 2016
at 07:52
  • msg #2

Peryton Spells

Blinding Flash
Range: 10 foot (3m) radius; up to 60 feet (18.3m) away.
Duration: Instant
Saving Throw: Standard; -1 if 3 P.P.E. points are pumped into this spell.
P.P.E. One

   This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot (3m) radius. Victims are blinded for one to four melee rounds, and are -10 to strike, parry and dodge. The chance of falling is 01-50% every ten feet (3m). The magic can be cast up to 60 feet (18.3m) away. Saving throw is standard; those who successfully save vs magic are not blinded. Note: does not affect robotic, bionic or cybernetic eyes.


Cloud of Smoke
Range: 90 feet (27.4m)
Duration: Four melees (one minute) per level of experience.
Saving throw: None
P.P.E. Two

This magic enables the mage to create a cloud of dense, black smoke (30x30x30 feet 9x9x9 meter maximum size) up to ninety feet (27.4 m) away. Victims caught in the cloud will be unable to see anything beyond the cloud, and their impaired vision allows them to see no more than three feet (0.9 m) within the cloud, and even then that means only blurry shaoes. While in the cloud, victims are -5 to strike, parry, dodge, disarm and entangle.



Globe of Daylight

Range: Near self or up to 30 feet (9.1 m) away.
Duration: 12 melees (3minutes) per level of experience.
Saving Throw: None
P.P.E. Two

A small globe or sphere of true daylight magically created. The light is bright enough to light up a 12 foot (3.6 m) area per each level its creators experience.because it is daylight, it can ward off vampires and most other types of undead and deamons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of the light. The creator of the globe can mentally move it along with himself, or sen it up to thirty feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.



Thunderclap

Range: Directly affects the immediate area (30 feet/9.1 m) around the magic weaver, but can be heard up to one mile (1.6 Km) away.
Duration: Instant
Saving Throw: Save vs Horror Factor
P.P.E. Four

   The invocation produces a booming clap of thunder that is so loud that it seems to make the air vibrate. A thunderclap is an excellent means of alerting or signaling allies, as well as a means of intimidation. As an intimidation device, it momentarily startle and distract everyone other than the spell caster. This provides the creator of the thunder with a bonus of +5 on his initiative, +1 to strike, parry, and dodge, and creates a Horror factor of 8 (all Characters within 30 feet 9.1 m must roll to save vs horror factor, except the mage who made the thunder).


Chameleon
Range: Self or others by touch.
Duration: Four and a half minutes (18 melees) per level of spell caster.
Saving throw: None
P.P.E. Six

   This spell enables the enchanted character(s) to seemingly alter the color and pattern of his cloths and physical body, enabling him to blend into surrounding environment and disappear from sight. Movement destroys the effectiveness of this magic. The character is 90% undetectable if unmoving. 70% undetectable if moving 2 feet, (0.6 m) per melee round or slower. 20% undetectable if moving 6 feet (1.8 m) per melee round. Totally ineffective if moving any faster. This spell is effective against normal vision, see the invisible and most optic systems. A thermal-imager is likely to reveal the character, especially if he is hiding in a cold environment. However, if the air temperature or a machine he is hiding against is around the same temperature as his body temperature (within five degrees), the character is concealed even from it. Attacking someone automatically negates the effects of a chameleon spell.


Cloak of Darkness
Range: Self plus a 5 foot radius around the character.
Duration: Four minutes per level experience.
Saving throw: None
P.P.E. Six

   This magic cloaks the spell caster in a field of darkness that follows him or her everywhere. The mage can see perfectly from within the darkness, but those outside the radius of magic cannot see in. At night, it renders the cloaked individual virtually invisible, although he can still be detected by  infrared and /or heat sensors, thermos-imaging optics, motion detectors and similar sensor systems. Furthermore, the aura of darkness may noticeably obscure a particular part of the background/area around him. Making it obvious to visual detection, especially in daylight or when bathed in light- the magic darkness cannot be dispelled by ordinary light. Consequently, this cloaking spell is ideal in darkness for hiding, escape and setting up an ambush.
In combat, opponents who attack a character cloaked in darkness from any distance (beyond the 5 foot area of magic) are -3 to strike, unless guided by thermal-optics or similar heat based optic systems, and even then are -1 to strike. Those who step into the darkness for hand to hand combat will see their quarry without difficulty; no penalty unless they stop outside the 5 foot radius of effect.


Extinguish Fire

Range: 20 foot radius. The spell can be cast a distance of up to 80 feet away +10 feet per level of experience.
Duration: one minute (4 melee rounds) per level of experience.
Saving throw: None
P.P.E. Four

   The spell caster can instantly put out up to a 20 foot radius of fire up to 80 feet away. A total of 40 feet can be extinguished every 15 seconds (one melee round).


Levitation
<b>Range: up to 60 feet away
Duration:</b> Three minutes (12 melee rounds) per level of experience.
Saving throw: Standard
P.P.E. Five

   Magic levitation enables the invoker of the magic to raise himself, or other people, or an object, straight up into the air and suspend it there (hover). Movement is limited to straight up and down; no horizontal motion is possible. Weight is restricted to 200lbs plus 20lbs per level of experience. Unwilling victims of the magic get a saving throw; a successful save roll means the character is not affected by the levitation and remains planted firmly on the ground. Maximum height possible is 60 feet plus 10 feet per each level of experience. Targets can be affected up to 60 feet away.


Magic Armor
Range: Self or by touch
Duration: one minute (4 melee rounds) per level of the spell caster.
Saving throw: None
P.P.E. Ten

   This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. This mystic armor has a M.D.C. of 10 per level of the spell casters experience. Magic fire lighting and cold do half damage to it.



Energy Bolt

Range: 150 feet
Duration: Instantly
Damage: 4D6 S.D.C.
Saving throw: Dodge of an 18 or higher
P.P.E. Five

The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target. The bolt may appear to fire from a hand or finger or the eyes, but needs  no physical gesture, such as pointing. S.D.C. damage is normally for six-sided dice, but is increased to 6D6 under the influence of a ley line and 8D6 at a ley line nexus; P.P.E cost is still only five despite the increased damage capability. One energy bolt can be fired at one target per each spell invocation.



Ignite Fire

Range: 40 feet
Duration: Instant (counts only as one attack; fire lasts until it is put out).
Saving throw: None
P.P.E. Six

   The spell causes spontaneous combustion, igniting any material that can burn. This means the mage could set a chair cushion, a jacket, paper, dry leaves, hair, etc., on fire. Note: Volatile substances that are contained in something, like gasoline in the gas tank of a car or container, can NOT be ignited. Furthermore, the target to be set on fire must be clearly visible. Maximum area of affect is 3 feet. If somebody’s cloths or hair are set on fire, they have two melee rounds to get it off or put the fire out before damage is inflicted; no other combat or action is possible as all energy is used on dousing the flame. Damage from the small fire is 2D6 S.D.C. per melee round (beginning after the first 2 Melees)



Impervious to Fire

Range: Self or others up to 60 feet away
Duration: five minutes (20 melees) per level of experience
Saving throw: None
P.P.E. Five

A Magic invocation that makes the individual temporarily impervious to fire. Normal, magical and mege-damage fires do no damage to the enchanted individual or to anything he is wearing or is on his person.



Invisibility: Simple

Range: Self only (includes cloths and articles on ones person)
Duration: Three minutes (12 melees) per level of experience.
Saving throw: None
P.P.E. Six

   The spell caster and anything he is wearing or carrying at the time of invocation are turned completely invisible. Any object picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor night-vision can detect invisibility; only beings who can naturally, psionically or magically “see the invisible” are able to see an invisible person. Infrared and heat detectors can also pinpoint an invisible character.
Although the invisible character is imperceptible to the eye, he still retains physical mass. This means he cannot go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect him as usual.
While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic’s duration time elapses or the mage cancels the spell. Invisible characters are -9 to be hit. If the character is cut and blood is drawn, then the penalty is reduces to -3. If cut. Only the blood is visible, and so is anything sprayed on the character. Note: Beings that turn invisible as a natural and or magical ability have simple invisibility, not superior, and may be heard, smelled, register on motion detectors, etc. Aggressive action (including combat) will NOT terminate an invisibility spell (either Simple or Superior). Characters who can see the invisible see both simple and superior invisibility.


Electric Arc
Range: 30 feet per level of experience
Duration: one melee round
Damage: 2D6 M.D.
Saving throw: Dodge
P.P.E. Eight

   A simple offensive spell, the electric arc causes a crackling bolt of blue energy to leap from the spell casters hand(s) to the intended target; Point and shoot; +2 to strike.
Each electrical blast counts as on melee attack/action and is limited by the characters total number of attacks. This means a character with four attacks per melee round uses up one attack to cast the spell, leaving him with three electrical attacks possible that melee round. While the damage is not great, it is accurate, and is an easy, inexpensive spell to cast.


Energy Field
Range: Self or others up to 60 feet away.
Duration: One minute (4 melees) per level of experience or until it is destroyed.
Saving throw: None
P.P.E. Ten

   The magic creates a protective field of energy that can be places around the mage, others, or an object. The maximum area of protection is about 8 feet, which means it can protect a small room full of people (about 6 to 8 individuals). The energy field appears as a semitransparent wall or bubble that shimmers with a blur-white light. The field normally provides a total protection of 60 M.D.C., but is doubled at ley lines and tripled at a ley line nexus.


Fire Bolt
Range: 100 feet plus 5 feet per level of experience.
Duration: Instant
Damage: 4D6 M.D.
Saving throw: Dodge
P.P.E. Seven

The spell caster creates and directs a bolt of M.D. fire that is +4 to strike. Damage is normally 4D6 M.D., or 1D6x10 S.D.C. (the mage can pick which).


Multiple Image
Range: Self
Duration: one minute (4 melees) per level of experience.
Saving throw: -4 to save. Viewers may be able to see through the illusion and identify the true person, but must roll to save vs magic at -4.
P.P.E. Seven

   An illusion that creates three identical images of the mage, each of which mimics his every movement exactly. Only piercing the false image with iron will dispel that particular image. This is a great way to confuse, scare and distract on opponent. Provides the mage with a bonus of +2 on initiative, +2 to dodge and +1 to strike.



Energy Disruption

Range: 60 feet
Duration: Three minutes per level of experience.
Saving throw: None
P.P.E. Twelve

   A particular useful magic in a tech environment. The invocation will temporarily knockout, stop, or immobilize any electrical device it is aimed at. This includes normal automobiles, computers, radios, surveillance, camera sensors, appliances, entire fuse boxes, batteries, electric alarm systems, Etc. The apparatus is not harmed in any way, it simply ceases to function. When the magic elapses the item(s) work perfectly again, with no sign of malfunction, damage or energy loss. Can not affect M.D.C. environmental armor, power armor, robots or military vehicles.



Call Lightning

Range: 300 feet; line of sight
Duration: Instant
Damage: 1D6 M.D.C. per level of the spell caster
Saving throw: None
P.P.E. Fifteen

  This spell creates a lightning bolt which can be directed at any specific target up to 300 feet away. The lightning bolt shoots down from the sky, hitting the desired target. The target or area must be within the spell casters line of vision. The lightning bolt does one six-sided die of M.D. per level of the spell caster.



Fire Ball

Range: 90 feet
Duration: Instant
Damage: 1D4 M.D. per level of the spell caster
Saving throw: None except dodge, but the victim must know the attack is coming and must roll an 18 or higher.
P.P.E. Ten

   The spell caster creates a large fire ball which hurls at its target at an awesome speed, inflicting 1D4 mega-damage per each level of the spell caster. The fire ball is magically directed and seldom misses.


Impervious to Energy
Range: Self or others by ritual
Duration: Two minutes (8 melees) per level of experience.
Saving throw: None
P.P.E. Twenty

   The spell caster can make himself impervious to all forms of energy, including fire, heat, electricity, lasers and so on. Energy attacks do no damage, whatsoever. Physical attacks, guns, knives, clubs, explosives, and even punches, etc, do normal damage.


Dispel magic barriers
Range: 100 feet
Duration: Instant
Saving throw: The magic spell being attacked automatically gets a standard saving throw (12) as if it were a person. If a successful save is made, the negation spell has no effect; the barrier remains.
P.P.E. Twenty

   The Dispel Magic Barriers invocation negates/dispels all magic barriers of any kind.


Invisibility (Superior)
Range: Self or one other by touch
Duration: Three minutes (12 melees) per level of experience
Saving throw: None
P.P.E. Twenty

   A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animals sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/ attacks. At that instant, he becomes completely visible. Note: the invisible character is not ethereal and can not walk through walls; he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.


Lightblade
Range: Self; close combat/ hand to hand
Duration: One minute (4 melee rounds) per level of experience.
Damage: 1D4x10 +1 M.D. point per level of experience.
Saving Throw: Parry or dodge
P.P.E. Twenty

   This spell causes a sword of brilliant white light to form in the spell casters dominant hand. The size varies with the blades power, which is represented by the characters level of experience. Thus, a first to third level mage creates a Lightblade the size of a short sword and rapier thin, a mid-level  sorcerer  makes a blade  resembling a bastard sword, while at the 10th level or higher it is a large Lightblade with the length of a two handed sword (although it can be easily wielded one-handed) and as thick as a two by four. The blade is weightless, serves as an extension of the sorcerer, is +1 to strike and can be used to attempt to parry energy attacks (no special bonus to parry, however).
Against creatures vulnerable to light, the Lightblade inflicts double its normal damage. However, the sword inflicts no damage against those immune to light or energy, and only the spell caster can use the Lightblade he creates.


Wind Rush
Range: 120 Feet
Duration: One melee
Saving throw: A roll of 18, 19, or 20 saves one from losing one’s balance and or losing some item(s).
P.P.E. Twenty

   This spell creates a short , powerful wind gusting at 60 mph, which is capable of knocking people down, knocking riders off mounts, blowing small objects 20 to 120 feet away, or creating dust storms. The wind can be directed by the spell caster at a specific target or a general sweep can be made (maximum wind width is 20 feet). Anyone caught in the wind is helpless and unable to attack or move forward. It takes an additional melee to recover, and 1D8 melee to gather up all items blown away.


Lightning Arc
Range: 100 feet per level of experience
Duration: one melee round per level of experience
Damage: 4D6+2 M.D. per level of experience
Saving throw: Dodge
P.P.E. Thirty

   This is a more powerful version of the electric arc spell, pumping more magical energy into the jolt for greater range and damage; point and shoot. +4 to strike targets within 100 feet but only +1 to strike those at greater distances.
Each lightning blast counts as one melee attack/action and is limited by the characters total number of attacks. This means a character with four attacks per melee round use up two attacks to cast the spell and fire once. This leaves two more electrical attacks that melee round, but in the next three melee rounds the mage in our example can fire up to four times (once for each of his attacks per melee round). In addition, the character ay very or combine attacks. That is to say, a sorcerer with four attacks may elect to fire once, cast another spell and draw and fire a weapon or preform a skill, and so on.


Negate magic
Range: Touch or 60 feet
Duration: Instant
Saving throw: Special (ritual magic has a greater chance of success)
P.P.E. Thirty

 This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll a saving throw. If the roll is a successful save against the magic in place, its influence is immediately destroyed, negated, canceled. 12, 13, 14 or 15 is needed for the spell magic depending on the experience level of the mage (Usually 12 or 13 is needed), meanwhile 16 or higher to save vs ritual magic. A failed save means the negation attempt did not work.Try again if sufficient P.P.E. is available.
Negation will not work against possession, exorcism, constrain being, banishment, talisman, amulet, enchanted objects, symbols/circles of protection (or magically drawn circles of any kind), wards, summoning magic, Zombies, Golems, Restoration, magical healings or cures. Negation Can be attempted to cancel a spell curs, but only has a 01-24% possibility of succeeding. Of course it has no effect against psychic abilities.


Shockwave
Range: Radius around the spell caster
Area of Effect: 10 Foot radius per level of experience.
Duration: Instant
Saving throw: 1D4 M.D. per level plus Knockdown.
P.P.E. Forty-Five

   This powerful offensive spell creates a circular shock-wave that emanates from the spell caster in the air in all directions. Only those touching the spell caster are not affected. The shockwave inflicts Mega-Damage. The exact amount of damage can be regulated in increments of 1D4 M.D. ( i.e. a 5th level mage can create a 5D4 shockwave, but may elect to create only a 1D4 shockwave, or 2D4, and so on). S.D.C. objects are shattered as if struck by a tornado force. Likewise, the spell caster can adjust the radius of the area affected by five foot increments.
In addition to the damage inflicted to everything in the radius of affect, those caught in the shockwave are likely to be knocked down (roll percentile dice).
People and animals (and objects) weighing less than 500lbs are likely (01-88%) to be knocked off their feet hurled 3D4 yards/meters. Only a percentile roll of 89-00% (defenders always win ties) sees them keep their balance without the knockdown penalty, but they suffer full damage.
Creatures and characters(giants, cyborgs, robots, etc,) weighing 501-1000 lbs have a  01-50% chance of being knocked off their feet and knocked 1D4 yards/meters.
Creatures and characters weighing up to one ton have a 01-20% chance of being knocked off their feet and too the ground – knocked only a few feet back.
Flying characters are hurled through the air at twice the distance, but do not get knocked to the ground, although they still suffer the penalties from the impact of the shockwave and disorientation. G.M.s can also have them slammed into walls, trees, etc., for an additional 1D4 M.D.
Knockdown Penalties: Those who fail to keep their balance are hurled through the air and knocked to the ground. There is a 01-40% chance of dropping anything they are holding, plus the character loses initiative and two melee attacks/actions. Only the spell caster and those touching him are unaffected by the shockwave. Note: Those with Acrobatics, gymnastics or other skill abilities involving “balance” are +10% to save vs knocked down. Likewise, a character who makes a successful roll with fall or impact (14 or higher) takes half damage but still suffers full penalties.


Speed of the snail
Range: 60 feet
Duration: 2 melees per level of spell caster
Saving Throw: Standard
P.P.E. Fifty

   This time distortion spell reduces the physical prowess, speed, and mobility of its victims to one-third their normal ability. Speed, attacks per melee, dodge, and parry are all reduced to one third. Thus, a character with six attacks per melee round and a speed of 10 suddenly has only two attack moves at only a speed of 3 (round down). Talking and spell casting are not reduced.
This spell can be cast upon 1D6 persons up to 60 feet away, but within the spell casters line of vision. Also affects robots and vehicles as well as people.


Giant
Range: Self or one other by touch
Duration: One melee round per level of experience.
Saving throw: None
P.P.E. Eighty

   This spell transforms the practitioner of magic or one person into a powerful giant. The character will grow an additional ten feet tall and ripples with muscle. Any armor or clothing will be shredded by this transformation, but is hardly necessary. While the enchanted character gains great physical power, if a  sorcerer, he or she loses the ability to draw on P.P.E. for the duration of the spell. Thus, the character must rely purely on physical power to defeat opponents. Any protective spells that create form-fitting armor or similar effects are negated at the time of transformation, but another mage could cast such a spell upon the giant afterward. When the spell wears off, the character is returned to his or her normal state. Note: Can not be used on automatons, robots, power armor, vehicles or any inorganic construct, nor any greater supernatural beings.
Bonuses:
• Hit points and S.D.C. are increased x3 and become M.D.C.! If an M.D. creature to begin with, double the M.D.C. of the character.
• P.S. is increased by 50% and considered to be Supernatural!
• Bio-Regenerates 2D6 M.D.C. per melee round!
• +1 attack per melee round
• +1 to strike and parry
• Add 1,000 pounds to weight
• Reduce speed by 20%
• -3 to dodge


Meteor
Range: 200 feet per level of experience.
Radius of Damage: 40 feet
Damage: 1D6x10 M.D. to a 40 foot radius, +2 M.D. per level of the spell casters experience!
Duration:  Instant
Saving throw: Dodge if victims see it coming
P.P.E. Seventy-Five

  This powerful spell  conjures a large, flaming meteor to  come plunging from the sky above. Trailing flame, it thunders to earth and erupts on impact. The meteor is +4 to strike and inflicts 1D6x10 M.D. to everything in a 40 foot radius! This attack is especially effective against large targets and troops.


Mystic portal
Range: 20 feet away
Size: 10 Feet wide by 20 feet tall portal/opening.
Duration: Four melee rounds per level of the spell caster
Saving throw: None
P.P.E. sixty

   This spell creates a dimensional rift in the fabric of space allowing the spell caster to use it in the following ways:
Pass through solid walls. The mage has but to weave the spell targeting a particular, blocked area, the area will shimmer bright and suddenly, a portal or passage will appear as if cut out of the very stone. The portal can create a 12 foot deep passage per each level of the spell caster in any substance.
Teleportation: the portal can be a doorway to a near-by location known to the spell caser, flawlessly traveling hundreds of feet in an instant. The portal can be placed on  a vertical wall, the floor or ceiling. Looking into it reveals what is on the other side. Stepping through it will instantly place the character in that location. Range is a meager 100 feet per level of experience. The number of how many people can pass through will depend upon how quick they are moving and how long the mage keeps it open; he can close it at any time. Figure 1D6+6 can pass through melee round.
One-way Passage. Once a character steps through a Mystic Portal, the opening behind him is gone (although people on the portal side can see both the portal and the person who just stepped through it). To return, a new portal must be made on the other side by invoking another Mystic Portal spell. When the spell duration ends, the Mystic Portal vanishes at will. A negate magic may also eliminate it if the spell is successful.
Note: a Mystic Portal can NOT be cast on people to use as a teleport spell. Mystic portals must be cast on a vertical, stationary surface. An impenetrable wall of force will stop a Mystic Portal.



Firequake

Range: Up to 500 feet away
Radius of effect: To a 100 foot radius nough to engulf 4-6 average houses and their backyards.
Damage: Varies, see description.
Duration: One melee round per level of experience.
Saving throw: None
P.P.E. one hundred sixty

   This spell causes an area of the ground to rumble, tremble, and crack, as well as spew forth clouds of sulfur and gouts of fire. All beings in the area of effect find it difficult to move atop the moving earth any faster than 10% their normal speed (crawling may be better), and eyes will burn and tear from the sulfuric gas. It is difficult to breathe (roughly same as tear gas; -9 to strike, parry, and dodge, -5 on initiative, lose one melee action per round) and those caught in the erupting turmoil must dodge jets of flame shooting up from the ground (roll once per character, per melee round). A failed dodge means getting hit by the shooting flame and taking 5D6 M.D. Large vehicles and giant robots (20 feet or bigger) take triple damage. It should take most people 2D4 melee rounds to escape. When magic is over, the area will look unscathed, as if nothing happened, except for the burnt and injured people, animals and property,
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