Sorcery Spells v 1.0 (in alphabetical order) Arcs of Force Be Not Bolt of Force Concealment: Superior Destroy Shadow Dispel Shadow Dispel Shadow: Superior Enhance Plant Growth Giant Growth Metamorphosis: Animal superior Metamorphosis: Human superior Send Shadow Spell of the Immortal Telekinetic: Full force Transmutation These are spells that can only be performed by sorcerers. Mystics can do them at half strength, duration, etc.. They are performed by building their PPE, focusing, and saying the word, and casting the spell. These particular spells, as well as any other spell performed by a sorcerer, generate mystic/psionic noise. This noise can be heard from, unless otherwise stated, 100ft per PPE point. For each 100ft range, a person at 100ft has a 10% chance of picking it up, 1% if in a crowd with lots of noise and they aren't paying attention. It can only be picked up by someone with psionic or magical talents, minor and major psionics can only hear it at half as far. This one flaw offsets their power by making it rather hard to sneak around. The noise can be muffled by dragging out the spell. If the magic user creates and hurls a fireball in one melee action, it will be extremely loud. If, however, they create it over a period of ten melees, and then throw it, it will only make a whisper. If the mage tries a spell that uses more energy than they have, it will drain all of their PPE and they must save vs. coma/death, or perish. Metamorphosis: Animal superior Range: Self or other by touch Duration: special Saving throw: none PPE: 75 This is a different version of the Metamorphosis: animal spell. It requires no word spoken and makes little noise. When in animal form, their clothes and anything on them are kept in a pocket dimension so that they don't reappear naked. They can speak in the language of the animal form they are in, but not in any other language unless they perform the tongues spell. After the first time they metamorphosis into this form, they can also speak that animal's language in human form( see animal languages below). Animal language skill is not determined by level, but by time in that animal form. Skill starts at 60% and grows by 3% per hour spent as that animal. They have all the stats of the animal form they inhabit, including SDC and HP, the only things not changed are PPE and mental abilities. Also, it is possible for the sorcerer to select animal intelligence monsters as new forms( SDC only), and even species that don't actually exist. This spell has two main drawbacks. One, it only works for one species of animal; if you select the wolf, you can't turn into so much as a husky without selecting M:AS husky. If you select the pigeon, you can't even turn into a swallow without selecting M:AS swallow. Two, though it has infinite duration, it can't be canceled at will. To revert to human form, the sorcerer must expend 25 PPE. The noise made by this is very low because the energy is directed inward, 100ft to change, no noise to change back. The first couple times, the magic user has a 50% chance of messing it up. If they do so, they can either fix it with 30 PPE, or continue, but it may cause problems( small tail feathers on a bird can cause control problems). Metamorphosis: Human superior Range: Self Duration: special Saving throw: none PPE: 85 This is a different version of the Metamorphosis: human spell. It requires no word spoken and makes little noise. When in their other human form, their normal clothes are kept in a pocket dimension so that they don't reappear naked, and they are wearing clothes appropriate for their new form. They have all the stats of the new form they inhabit, including SDC and HP, the only things not changed are PPE and mental abilities. Maximum physical stats are 30. This spell has two main drawbacks. One, it only works for one form, you can only create one other human form for each time you select this power. Two, though it has infinite duration, it can't be canceled at will. To revert to their normal form, the sorcerer must expend 30 PPE. The noise made by this is very low because the energy is directed inward, 100ft to change, no noise to change back. Bolt of Force Range: 100ft per level Duration: instant PPE: Varies This is similar to the mind bolt psionic ability, but works on PPE. It can hurl someone 5 feet per 2d6 SDC, and is very good at shattering things. Damage depends on PPE expended. 8PPE=2d6 SDC, 16 PPE=4d6 SDC, 32 PPE=1d6x10 SDC, 40 PPE=2d6 MDC, 60 PPE=4d6 MDC Arcs of Force Range: touch Duration: Varies PPE: 50-360 This spell covers an object in a shield of force. This can be permanent(300 PPE) or temporary(50 PPE). If temporary, it lasts for 3melees per level of the caster. Normally it simply makes the object able to withstand 10 MD damage, but, it can also be used offensively by applying the Bolt of Force spell, so that when that object is used like a weapon, it will use the BoF spell on whatever it touches. They need the BoF spell to bestow this extra power. Send Shadow Range: global Duration: 5 minutes per level PPE: 50 This spell sends the person's shadow out into the world. It cannot touch anything, or cast spells, and appears as a slightly darker image of the person. See aura, telepathic ID, presence sense, and sense magic will detect that it is a shadow. While the shadow is gone, the caster is in a trance, and possesses no shadow. Obviously the shadow casts no shadow and this is one way to find them out if you don't have magic. The shadow can be sent anywhere instantly, and can come back instantly. One in twenty sorcerers can also cast spells and touch things in shadow form. Roll when the sorcerer selects this spell to see if they can. If they can, PPE cost is doubled. Dispel Shadow Range: 100ft Duration: 5 minutes per level Saving Throw: Standard PPE: 20 This spell sends the Shadow of another sorcerer away. It only works if the other sorcerer has sent his shadow out, and the shadow then snaps back doing 1d6 to the SDC or MDC or the sorcerer. Dispel Shadow: Superior Range: 100ft Duration: 1 day per level Saving Throw: Standard +2 to save PPE: 75 This spell sends the Shadow of another sorcerer away. It only works if the other sorcerer has sent his shadow out, and the shadow then snaps back doing 3d6 to the SDC or MDC or the sorcerer. This does not send it back right away, however. The shadow will return to the other sorcerer one day per level of the caster after the spell was cast. This causes the other sorcerer to not have a shadow for this period of time. Destroy Shadow Range: 1000ft Duration: instant Saving Throw: Standard +5 to save PPE: 300 This is a powerful and mean spirited spell. It completely destroys all cast shadows within 1000ft( this does not include normal shadows). This means that not only can the affected sorcerers never send their shadows again, they also can't throw a shadow like a normal person ever again. Principled characters would never use this spell, and scrupulous characters won't use it unless they absolutely have to. Spell of the Immortal Range: Self Duration: Permanent PPE: 600 This spell grants immortality to the caster. It can not be cast on anyone else, and does not protect the caster from anything other than death by aging. They are still vulnerable to magic, physical attacks, energy, fire, disease, and anything else that can hurt people. It can be canceled at will. Cannot be selected until level three. Concealment: Superior Range: five feet Duration: 5 minutes per level Saving throw: Standard -5 PPE: 10 This is the same as the concealment spell, but affects objects up to five feet by one foot. Be not Range: 100 ft Duration: instant Saving Throw: none PPE: 25 This causes any object do disappear completely. At least, that's how it's intended. In reality, if a sorcerer tries to completely obliterate something, it is they who are obliterated. The caster ceases to exist, time to roll up a new character. Unless they have had some formal training, they will have no idea what this spell actually does. This is the main reason that most sorcerers are trained, untrained ones wipe themselves out. Telekinetic: Full force Range: 100ft Duration: 2 minutes per level PPE: 5 to manipulate 100 lb. object, +5 per each additional 100 lb. This is basically like the TK super ability, just pumped up a bit. Transmutation Range: touch Duration: permanent PPE: 50 per lb. This allows the sorcerer to transmute any metal into any other metal. All they need is one lb. of the desired metal and armorer or other type of metal working skill. The hammer the desired metal into the raw material and as they work it, they fuse into one lump of the desired metal. They can then work this into a useable shape. The magical energies of Rifts Earth allow the sorcerer to create MD alloys. Cannot be selected by anyone until they absolutely need it( like they need MD armor, or a steel weapon). Enhance Plant Growth Range: 30 ft Duration: permanent PPE: 75 This spell causes plants to grow, even from dead twigs. They grow at a rate of 1ft, per minute, per PPE past 75 expended, for 2 minutes. Giant Growth Range: Self Duration: 1 minute per level PPE: 85 This spell causes the sorcerer to grow to giant proportions. This is usually twenty feet. If, however, they are facing an opponent that is taller, say 35 ft, then they can grow to match their size. This spell is mostly used to even out the playing field when facing larger then human opponents. PS grows +5 per five feet added to their hight, and they get 1 MD point per ten feet. Maximum height is 120ft. Psionics (Psionics make no noise unless they are physical or can be used to harm others, then it works like magic.) Memory block Telepathic Communication Telepathic ID Telepathic Shield Telepathic ID Range: 100 ft per level Duration: 5 minutes per level ISP: 10 This allows the sorcerer to scan the surface thoughts of others. Here's what it can find: Race, if known to the sorcerer Detect Psionics or Magic users Number of people in an area Supernatural evil Well known friends( party members, frequent NPCs, etc.) Telepathic Shield Range: 5 ft Duration: 10 minutes per level ISP: 20 This creates an illusion in the minds of anyone who could see the caster. The caster creates an image of their surroundings in their minds and projects it outward. This image blocks normal vision, psionic probes, and other forms of detection. Telepathic Communication Range: 10 miles per ISP point expended Duration: 1 minute per level ISP: varies This allows a two way dialog between magic users and psionics. It can not be heard by normal humans, and the recipient cannot respond unless they put forth half the ISP the caster did. The longer the range, the greater percentage of eavesdropping. Any psionic has a 1% chance of picking it up per 100 miles. It is possible to set up a three way communication by having one call the other, then that person call the next. Memory block Range: touch Duration: 1d6 years Saving Throw: standard ISP: 200 This allows the psionic to freeze up someone's brain. This can be used to permit them from telling about the caster. The target will fully know what the caster is doing, but when they try to verbalize these feelings, they freeze up. Even charades doesn't work. This permits the caster to come and go in the target's presence, without fear of being discovered. This tampering can be detected with Detect psionics, and Psychic diagnosis. It can be cured with Remove curse, Exorcism, and a careful mind wipe is also possible. The target of this, if they have any of these powers, can do it themselves. Animal Languages Wolf- Very formal and proper, like old English. Dog- Like Creole is to French, it's somewhat like the wolf language, just simpler. Bird- All birds have the same language, with many dialects. Fish- Includes all fish. Dolphin Whale Random woodland creature- Most woodland creatures have similar languages, star at 20%+3% per level to understand any woodland creature. Converted from the David Eddings series' The Belgariad and The Maloreon for use with Rifts. Converted by Majin-Buu.