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Magic Finger-print

   This creates a magical "finger print" of the caster. It is placed on objects to mark as his, or to find his way through a maze. Only the mage who created the finger print can see it. It is totally invisible and only See Aura will reveal it.
Level: 6
Duration: 1 month per level of experience or until cancelled mentally.
Range: touch; sense object/print 10 miles per level of experience.
Limitations: objects must be inorganic/not living.
Saving Throw: None.
P.P.E.: 20
Note: the caster will be able to sense his mark within range. The spell does not give him any other senses than finding his mark. Anti-magic Clouds and Negate Magic may negate/destroy magic finger-prints.



Create Glass

   This is a semi-elemental/magic energy spell. It focuses magic and nature to form glass. No materials are needed. This spell can create sdc or mdc glass. At level 5 and beyond, the mage can create colored glass.
Level: 4
Duration: Permanent.
Range: up to 10 ft.
Size: can create a 1/2x4x4 sheet per level. Caster may regulate size within dimensions.
S.D.C./M.D.C.: each sheet has about 40 s.d.c. or 4 m.d.c.
P.P.E.: 16/32



Magical Resin

   This unusual, but very handy spell creates resins. The m.d.c. resin is almost identical to Xitctic types. The spell caster can create swords, armor, doors, bows, etc. When cast, a sphere of goo levitates above the mages palms. Then he or she must physically mold it into the shape desired. The colors range in dull hues and is translucent.
Level: 4
Duration: Permanent; 2 minutes per level of experience for moulding.
Range: above casters hands.
Size: each lb. of resin is about the size of a softball.
M.D.C.: each lb. yeilds about 6 m.d.c.
P.P.E.: varies; 12 per lb. of resin.



Fists of Fire

   When cast, the mage's hands burn with magical flames. He or she can then shoot out fireballs from both hands! This spell is similar to energy expulsion powers.
Level: 7
Duration: 1 melee per level of experience.
Range: self only, fireballs are 60 ft.+ 10 per level of experience.
Damage: each fireball does 1D6 m.d. per level of experience.
P.P.E.: 30
Note: the caster can shoot a fireball from each fist per action. They can hit the same target or two different ones. The mage gets a +4 strike at one target, straight die roll for split attacks. Also do not add in any other bonuses to strike.



Mask of Ithan

   Three circles with triangles inside each one is painted on the recipiant's cheek. Color does not matter. After the spell is finished, the paint becomes permanent like and will not wash off. The Mask of Ithan bestows the user great abilitys that are constant. The effects cannot be negated by any means. It will wash off after duration elapses.
Level: 12 (Ritual)
Duration: 1 month per level of experience.
Range: self or other.
Effects: these effects are constant; Nightvision 200 ft., See the Invisible, and sees magical energy like a leyline walker. The caster also gets +5 initiative, +1 on all combat rolls, +2 sv magic, and +5 sv horror factor. The spell also grants the user the ability to turn Invisible:Simple at will.
P.P.E.: 150



Mystic Webbing

   This spell creates a magical sticky fiber that he or she can mentally "shoot" from his palms. The webbing can be used for ensnaring or swinging around in urban jungles. The mystic webbing is strong as steel with 2 m.d.c. per foot.
Level: 6
Duration: 1 minute per level of experience, strands will last for 1 melee after created.
Range: self, and can shoot out to 30 ft.+ 5 per level of experience.
Limitations: the webbing can hold up to 500 lbs. before it will snap. Trying to snare, victim must make a dodge of a 16 or higher or be ensnared. Caster can drop off strands and create new ones. Each creation takes 1 action.
P.P.E.: 25



Red Death

   This deadly spell creates a red-hot ooze that acts like napalm. A ball sized ooze appears in the palm of the casters hand. When it hits its target, it splatters on the 'object' and ignites in magical flame. Rolling in the dirt will not dowse the flames, but a lot of water will negate the effects. If not thrown, the ooze dissapears.
Level: 6
Duration: special, the ooze lasts for 1 melee if not thrown. After impact its lasts for 1D4 + 1 melees per level.
Range: normal distances for thrown oblects (about the size of a baseball).
Damage: does 2D6 m.d.c. when it hits, and an additional 2D6 per melee or until washed off. The ooze can only be washed off with a full stream of water or Cleanse Spell.
Saving Throw: dodge!
P.P.E.: 24



Magic Robes

   This spell creates mega-damage robes. The exact style and color depends on the caster. The robes will always fit perfectly. The caster may choose to change the color of the robes, but costs 2 actions to do so.
Level: 8
Duration: 10 minutes per level of experience or until destroyed.
Range: self or one other by touch.
M.D.C.: varies, robes may have 5 to 500 m.d.c. Depends on p.p.e. spent.
P.P.E.: 1 point creates 5 m.d.c. Maximum p.p.e. can spend is 100.
Note: Magic robes may stop great amounts of damage, but do take impact damage to their body. S.d.c. beings will take 1 s.d. per 10 m.d. of damage. M.d.c. beings will take 1 point per 10 of damage to the robes.



Fingerbolts

   Spell gives the mage the power to shoot electric bolts from his fingers. One bolt or two may be shot at a target. After the spell is cast, the mage has a FULL melee to shoot out bolts.
Level: 4
Duration: 1 melee.
Range: 100 ft.
Damage: does 3D6 m.d.c. per hand. Can only strike one target at a time.
Saving Throw: dodge!
P.P.E.: 16





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