Chromatic Magic
SILVER MAGIC



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Filfre | Dictation | Frotz | Recall | Conjure Rainments | Mind's Eye | Probability | Mirror Spell | Dispell Non-Magical Barriers | Recover | Accelerate | Holographic Access | STC Hole | Align | Fate Twist | Aura of Mystic Protection | The Silver Mist of Mythica | Psychic Static | Soul Sword | The Becoming | Carista's Gem | Mystic Channel | Potion
FILFRE
Dur: 2 melees / level Range: 1000 feet
Cost: 1 P.P.E. (FREE if within 10 feet of a ley line) Comp: Verbal
EFFECT: Causes a harmless fireworks display under the mental control of the caster. 20+10% chance per level of doing extraordinary unique effects.
SAVE: None

DICTATION
Dur: 10 minutes Range: 10+2 feet / level
Cost: 2 P.P.E. Comp: Gesture (fist held near face, thumb pointing towards mouth)
EFFECT: The caster can make everything he says (out loud, or subvocally) be written on a nearby piece of paper, computer or video screen, or other similar medium. Everything caster says during the spell's duration is written. The writing is permanent, but the media can be destroyed (i.e. burn paper, erase a computer screen, etc.)
SAVE: None, unless a magical or sentient media is chosen.

FROTZ
Dur: 2 hours Range: 150 feet
Cost: 3 P.P.E. Comp: Verbal, Gesture
EFFECT: Target of the spell emits an extremely bright white light for the duration of the spell. No dispelling is possible except by Negate Magic. The light does no damage, so it is safe to cast on creatures. Frotz light is not sunlight, but it will blind anything that is sensitive to any type of light. Can frotz 100+20 pounds / level.
SAVE: Standard -4

RECALL
Dur: Until dispelled, or events end Range: 300 foot area
Cost: 10 P.P.E. Comp: Verbal, Material (object from target area)
EFFECT: The spell summons ghost-like images that replay everything that transpired in that area any time from 24 hours ago to present time. The speed of the replay is controlled by the caster. There is no sound. Please note that there is no "rewind". The events can only be played through once per casting.
SAVE: None

CONJURE RAINMENTS
Dur: Instantaneous Range: Self and up to 4 others
Cost: 12 P.P.E. Comp: Gesture (cross 2 fingers)
EFFECT: This spell dispels whatever clothing/armor the caster is currently wearing and replaces it with the outfit or armor you desire (likewise, the allies you can include in the spell may choose whatever outfit they desire). Each recipient of the spell must own the desired outfit, and it cannot include power armor, but it can be environmental armor or a space suit. The dispelled clothing/armor appears at the location that the new armor came from.
SAVE: Standard if target is unwilling

MIND'S EYE
Dur: 1 melee / level Range: 100 feet
Cost: 12 P.P.E. Comp: Verbal
EFFECT: Allows the caster to look into the public mind of 1 person per level, and read their surface thoughts and emotions. Memories and private thoughts (secrets) are not read.
SAVE: Standard

PROBABILITY
Dur: 1D6 melees / level Range: Self or touch
Cost: 15 P.P.E. Comp: Verbal
EFFECT: Adds +10 to all D20 rolls and +30% to all D100 rolls for duration.
SAVE: None

MIRROR SPELL
Dur: Instantaneous Range: Self
Cost: 20 P.P.E. Comp: Verbal ("avert"), Gesture (hold hand up, palm facing towards opponent)
EFFECT: Bounces a spell cast at you back at the original caster. Only works on spells that target the caster. Caster of the bounced spell can try to save against his own spell, if possible. Note: You must have initiative over the other caster for this spell to work.
SAVE: Not applicable

DISPELL NON-MAGICAL BARRIERS
Dur: Instant & Permanent Range: Touch
Cost: 20 P.P.E. Comp: Verbal (quiet blowing noise), Gesture (touch the barrier)
EFFECT: This spell disperses some of the energy of non-magical energy fields. This includes force fields, TK barriers, etc. The spell does 1D6�100 S.D. or M.D. to energy fields only (+1D6�100 damage per level beyond the first). It has no effect on sentient energy beings, even if in barrier form.
SAVE: Not applicable

RECOVER
Dur: Instantaneous Range: 50 foot area
Cost: 20 P.P.E. Comp: Verbal
EFFECT: Reverses the effects of the last attack round's attacks on all in area that don't save vs. magic. The saving throw cannot be voluntarily waived on this spell.
SAVE: Standard

ACCELERATE
Dur: 3 melees / level Range: Self + 2 allies / level
Cost: 25 P.P.E. Comp: Verbal, Material (drop of blood from a fast creature i.e. centaur, unicorn, cheetah, super being w/ sonic speed or flight, etc.)
EFFECT: All characters affected by the spell have their reactions sped up for the duration of the spell. Double their number of actions per melee (max 15); two of those extra actions can be used as attacks, the remainder can only be used to defend (but including Power Parries) and manoeuver. Each use of this spell ages the affected person by 5% of their total life-span.
SAVE: None, unless unwilling, then Standard

HOLOGRAPHIC ACCESS
Dur: Until caster stops concentrating Range: Touch or 3 feet
Cost: 30 P.P.E. Comp: None
EFFECT: Allows caster to access a computer disc, chip or other storage media without a computer. The information appears as a holographic display in front of caster. The information access is controlled mentally. A sneak attack or any other form of combat / intense physical action will instantly dispel the display. Note that Techno-Wizards can use this spell without a TW device at its normal cost/duration.
SAVE: None

STC HOLE
Dur: 1D6 hours Range: 80 feet
Cost: 40 P.P.E. Comp: Verbal
EFFECT: Creates a hole in the Space-Time Continuum under a target. The target is instantly transported to an alternate reality for the duration of the spell.
SAVE: Standard - 6

ALIGN
Dur: Instantaneous Range: 400 feet
Cost: 40 P.P.E. for S.D.C. creatures, 100 P.P.E. for M.D.C. creatures Comp: Verbal
EFFECT: Target's Hit Points (including MDC Hit Points) are adjusted, up or down, so that they are at the same percentage of maximum as the caster currently is.
SAVE: Standard

FATE TWIST
Dur: Instantaneous Range: Self
Cost: 45 P.P.E. Comp: Gesture (twisting motion with hand)
EFFECT: When cast, this spell makes any other spell targeting caster, or currently affecting him, have the opposite effect. If there is no way to reverse the spell's effect, then the spell is bounced bask at the caster (unless he saves, in which case the spell has no further effect on anyone). The effects of reversed spells are at GM's discretion. (i.e. fireballs become waterballs, Blind becomes enhanced sight, Magic missile heals target, etc). Area affecting spells, or spells that do not target the caster directly are immune to this spell.
SAVE: Not applicable

AURA OF MYSTIC PROTECTION
Dur: 24 hours, or until M.D.C. is exhausted Range: Self or touch
Cost: 85 P.P.E. Comp: Material (small piece of M.D.C. alloy, consumed by spell)
EFFECT: For the first melee after the spell is cast, the target takes no damage from ANY Megadamage attack. however, roll damage as usual, and keep track of cumulative damage. At the beginning of the second melee, the target gets a glowing M.D.C. aura, with M.D.C. equal to the M.D. absorbed during the first melee. This spell can only be cast on S.D.C. creatures or objects, and target can only be under the effect of one AURA OF MYSTIC PROTECTION at once. Wearing any type of M.D.C. armor or protection during the "charge-up" time, negates the effect of this spell.
SAVE: None, unless unwilling

THE SILVER MIST OF MYTHICA
Dur: 1D4�15 minutes Range: 100 foot area / level
Cost: 100 P.P.E. Comp: Verbal, Material (3 oz. pure silver)
EFFECT: A barely visible mist fills the air and blocks the use of all magic AND psionics in the area effect, including the caster's. Active spells/psionics instantly end, and no new spells/psionics can be initiated. Permanently enchanted objects fail to function while in the mist, but function normally once beyond.
SAVE: None

PSYCHIC STATIC
Dur: 1 melee / level Range: 20+5 feet radius / level
Cost: 118 P.P.E. Comp: Gesture (put fingers to your temples), Material (a flawless diamond worth at least 25 000 cr. (reusable))
EFFECT: Creates a field of psionic "white noise". No sensitive psionics can be used. All other psionics cost 4� as much I.S.P. to use. Automatic psionics (i.e. TMNT animal psionics, Mind Block Auto Defense) have � effect and range.
SAVE: None

SOUL SWORD
Dur: Permanent Range: Self
Cost: 1000 P.P.E., and the permanent loss of 10, 25 or 50 Hit Points Comp: Verbal (mantra), Circle of Protection
EFFECT: The caster removes ectoplasm from his own body, and forms it into a sword. The ritual takes 10 hours to perform. There is a 75+2% chance per level of making a flawless weapon (if flawed, then it has 100 M.D.C., and regenerates 20 M.D.C. per melee. It does 1D6 M.D. to itself when used)(flawless weapons are indestructible; on par with Rune Weapons). The caster can only have one Soul Sword at a time. If his original is destroyed, then he can make a new one. A Simple Soul Sword costs 10 HP to make, and does 2D6 M.D.; has +3 to strike / parry and glows in the dark. A Master Soul Sword costs 25 HP to make, and does 4D6 M.D.; has +5 to strike / parry, glows in the dark, senses evil (100 feet), cuts mystic/magical seals. A Master Soul Sword costs 50 HP, and does 6D6 M.D. to evil or evilly aligned creatures only (including Miscreants)(passes intangibly through Good and Unprincipled characters); it has +10 to strike/parry, glows in the dark, cuts mystic seals, parries magic (adds +6 to saving throws while wielded), Detects magic and evil (100 ft), and can heal 2D6 HP (3�/day) by touch. The sword can be summoned and dispelled as needed once made.
SAVE: None

THE BECOMING
Dur: Varies Range: Self
Cost: 1500 P.P.E., plus the permanent loss of 1 point off all attributes Comp: None
EFFECT: The effect of this spell varies, but it always has two constants; 1) the spell triggers some form of physical transformation, and 2) it is always to the caster's favour. Duration is dependant on the situation, but is never permanent. The spell's actual effects are up to the GM's discretion.
SAVE: Not applicable

CARISTA'S GEM
Dur: Permanent, until used Range: Touch
Cost: 2500 P.P.E. Comp: Verbal
EFFECT: This spell conjures a magical diamond that will merge the caster with any other willing character, permanently. Both characters must touch the gem simultaneously, and verbally state their willingness to merge. Each must then roll 10 saving throws vs. death (base value 46%) If either character dies at this point, the gem disappears and the spell fails. If both characters live, then both roll 10 saving throwns vs. insanity. Each failure give the new composite character a random insanity. Now, both characters roll a percentile roll; the highest roll determines which character is the dominant persona in the new composite body (then roll 20% or less to see if the other persona is present in the new person; if they fail; they are irrevocably dead and gone). If the second character is still present, he is a voice in the other's mind, and can advise the dominant persona. At the dominant persona's discretion (or when he is unconscious), the secondary persona can take control of the body. The new character formed by this spell has the attributes equal to the highest rating or the 2 characters, plus half of the other character's attribute rating. Skills and Powers take the highest rating for commonly known skills; all others are cumulative. Hit Points, S.D.C. (or M.D.C.) are added together. The character is the same size as the largest character (a little heaver, since he is more dense than before), and appearance shares any distinguishing features of both characters. Note that joining a male to a female creates a sexually active hermaphrodite (but let's not get too sick. people!).
SAVE: None, except saves vs. death & insanity

MYSTIC CHANNEL
Dur: 1 month / level Range: Special
Cost: 3000 P.P.E. Comp: Ritual (5 hours), Material (rose diamond, at least 12 Karats)
EFFECT: As you know, magic cannot penetrate environmental armor, robots or vehicles. This spell creates a mystical channel in the hull of a spaceship, combat robot or power armor so that spell can be cast through it to affect things outside. Note that this also allows spells from outside to penetrate into the vehicle; and if a person knows where the channel is, he can cast spells directly through it and onto those within. Fortunately, the channel is invisible (detect magic will spot it); however, seeing a fireball emerge from a solid point on a ship's hull will tip others off of something being amiss.
SAVE: None, unless target is magical, psionically active or sentient.

POTION
Dur: Special Range: Special
Cost: 10 P.P.E., plus twice the P.P.E. cost of desired spell Comp: All components of desired spell, plus Material (distilled water, ginseng, and 1000 cr. worth of powdered diamond or sapphire)
EFFECT: Allows the caster to create a magical mixture which grants the drinker the effects of a spell. The creation takes 96 hours of non-stop work, and the caster must know the spell that he is putting into potion form. The potion remains potent for only 3 weeks, unless stored in a crystal flask; then it will last indefinitely. Potion duration, effect, etc. are equal to a spell cast at one level lower than the caster. Obviously, spells that create objects / energy, or have an esoteric effect, cannot be made into a potion (i.e no Potions of Fireball, please, however, Providence could be potioned)
SAVE: Not applicable, potioned spell grants no saving throw when consumed

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