New Magic

For the Palladium Megaverse


I hope you enjoy these new magical spells and items I have developed. These few were created by myself, but I hope to have others soon too. All spells created by others will have the creator's name underneath the title. Anything unmarked came from The Far North Game Player's Organization. I hope you enjoy my list, it will grow. Also if you wish to add anything to this list, just e-mail it to me!


New Spells

  • Physical Revertion
  • Gender Change
  • Superhuman [Attribute]

    Magical Items

  • Helmet of Knowledge
  • Angel's Wings


    NEW SPELLS

    Physical Revertion

    Only as a Ritual in BTS, can be either in RIFTS.

    P.P.E.: 20 (30 in RIFTS)
    Level: 7
    Saving Throw: 18
    Time Required to Cast: 30 minutes (4 melees in RIFTS); 1 Melee as a Spell in RIFTS
    Duration: Special (see description)

    Effect: This powerful spell changes a person physically (and mentally). If the spell takes effect on a person they will

  • 1.) Pass out for 1D4 minnutes,
  • 2.) Change to a younger age. The younger age is figured by subtracting 2D8+the caster's level from the target's present age.

    This character will wake up (after the 1D4 minutes- with no outside influence to prevent it) younger. They will retain ALL skills and knowledge (experience), but will have tendencies (extreme) to act like thier new age.

    This means a person turned to a 6 year old will talk like his/her original age, but want to run and play like a six year old.

  • If the caster is killed (the affected person(s) must be able to see the caster when (s)he dies to cancel the spell!) within 24 hours of casting the spell (from it's start) the spell will revert (again knocking the person out for 1D4 minutes).

    If the caster is not killed the spell will remain forever. Even a Negate Magic will remove the spell, unless the caster is of tenth level (then even the spell saving throw (made by the person changed) is at +6!)

    This spell can only reduce a person to the age of 6, unless pregnant then it's 13. (This spell will cause no problems to the pregnancy if cast). If the age drops below six, the character will remain 6 until the years below 6 have caught up!

  • Example: A person of 16 years old has just had this spell cast on him. He fails his saving throw. The age reduced is figured up.... He'd revert to 4, but since the spell can only turn him to 6 he turns six and must wait two extra years until he'd actually be 7 as if he started at 4.

    Age Penalties Bonuses
    6-10-2 PS, -1 PE, -1 SPD, -10 SDC+15 P.P.E.
    11-13-1 PS, -1 PE, -5 SDC +10 P.P.E.


    Gender Change

    P.P.E.: 30(40 in RIFTS) Level: 7
    Saving Throw: 18
    Duration: Permanent
    Time Required to Cast: 30 Minutes (2 Melees in RIFTS)

    Effect: This spell changes a person's sex to the oppositte sex. If the caster successfully casts this on a person they become engulfed in a blinding white light lasting about 15 seconds (1 Melee). When the light clears they see themsleves as the oppositte sex!

    This spell changes both internal and external organs and body parts, not even blood work can tell that the person has changed! Only a Psychic Diagnosis within three days will be able to notice.

    A person changed will act like their new sex. Meaning a male turned female will want to wear skirts, dresses, and panties... NOT their own MENS clothing!!! And vice versa of course!

    The person retians all skills and abilities (except those based on sex- like a Dryads abilities). Any ability lost is lost forever. The GM may opt to allow the player to choose a new O.C.C. at this point (All older O.C.C. skills and abilities are frozen and only the new skills and OCC and Secondary skills advance). The new OCC should be something somewhat close to the original.

    If a male is changed to a female the following applies:

  • +2 PB, +1 PP, +1 ME, -2 PS, -2 PE. -10 SDC/HP (any combination thereof), -1D4", -10 lbs.

    If a female is changed to a male the following applies:

  • +2 PS, +2 PE, +1 PB. -2PP, -2 ME. +10 SDC/HP (or any combination thereof), +1D4", +10 lbs


    Superhuman Attribute

    PPE: 15 (20 in Rifts)
    Level:3
    Saving Throw:None, if Willing
    Duration:8 hours, +8 per lv.
    Effect:This spell creates a magical enchancement of the human body making the person more apt at certain things. The caster can cast this up to 8 times on one person (including him/herself) at any ontime, but not for the same attribute twice! They can cancel any one effect at any given ttime, or all of them with a mere thought. This spell Enchances one attribute by 3D6 points! (Caster rolls the 3D6) Any bonuses that apply as aresult of this new attribute level are figure in and used during the spell's durarion. Note: Only one attribute can be enhanced through TW enhancements. IE: A suit of armor can only magically enhance one attribute of the wearer. (See magical items).


    MAGICAL ITEMS

    Helmet of Knowledge

    This magical helmet is a TW wonder. Once placed on the head it adds 12 points to the wearer's I.Q. The I.Q. bonuses fromthis new number becomes permanent if the helmet is worn more than 4 hours. If wornm less the I.Q. bonus lasts one hour for each hour the helmet is worn after removed. A remove curse will negate the helmet's effects on the wearer, but only after they have removed it. NOTE: For all intents and purposes the helmet is considered a Rune Object and can only be destroyed as such.


    Angel's Wings

    This isn't actually just a set of wings. Years ago in acniet Japan a man had a young daughter who was crippled ans confined to the floating chair he created for her. Her one dream was to fly and to have a beautiful dress for all people to see her in as she flew. Being a Rune Master he created a small dress (that any small girl of 5'0" and 95 lb. girl can wear) and added a small set of wooded wings. The wings were carved with wood and bound to the back of the dress by very strong fibers thsu permanently binding them to the back of the dress. 1