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Enrither the Fury: A Greatest Rune Weapon

By: Dustin M. Ramsey aka Kralizec! (DustinM@rifts-rpg.com)


Many eons ago, Enrither was an Ancient Great Horned Dragon and Champion of Good for over a dozen worlds. Over the millennia she fought untold numbers of battles against evil, slew countless millions of vampires across the Megaverse, and single handedly killed the Splugorth Buellencryth, thus preventing the N'Grath dimension from being conquered. However, all things eventually come to an end, and during the battle that forever ejected Nxla the Soul Harvester from the Palladium world, Enrither suffered grievous wounds and lay dying. Unwilling to see such a noble spirit die, the god Isis persuaded Thoth, a rune wizard and fellow member of the Pantheon of Light, to transform Enrither into a powerful weapon of good. Thus Enrither the Fury, the first Greatest Rune Weapon was born.

As a weapon of supreme good, Enrither has continued the battle for all that is right and just. Over two millennia ago during a battle that was so pitched that its dead were counted in the millions, Enrither the Fury and the godling Justynchyn slew the Splugorth Turrilizynth, making her the only being ever to kill two Splugorth. This angered the Splugorth so much that a coalition of a dozen Splugorth lords (including Splynncryth) hunted down and murdered Justynchyn, and dumped Enrither into the seething cauldron of an active volcano on a deserted, backwater world. However, Splynncryth was so intrigued with this powerful weapon, before Enrither was disposed of, he had a dozen of his best bio-wizards and runesmiths examine the sword, and create their own version. A new, super powerful class of rune swords were borne, a class that Splynncryth christened the Sword of Atlantis.

The rune sword Enrither the Fury is incredibly ornate and decorated with flared protrusions, etchings, symbols, sculptured figures, and a double-headed dragon (signifying the duality of the weapon and its owner), and its hilt is encrusted with gems worth millions of credits. A great pair of wings protrude from the hilt and can come alive in an instant.

Standard Abilities:

  1. Independent personality with an IQ 26.
  2. Communicate through limited telepathy.
  3. Totally indestructible, the blade never dulls or dents.
  4. Made of a dark red metal and lined from tip to handle with runes.
  5. Can be used to parry energy blasts (-5 to parry, very difficult).
  6. Link itself with owner/wielder within six months of constant contact. Thus, man and weapon can sense each other's presence within a four mile (6.4km) radius if separated.
  7. Adds +1 to all saving throws.
  8. Principled good in nature, it can only be used by those of good or unprincipled alignments. Persons not of a compatible alignment take 2D6 S.D.C. (4D6 M.D. if a mega-damage creature) each time they touch the weapon.

Greatest Abilities:

  • Skills: Enrither has the following skills that can be used up to five times total (not each) per day: Lore: Magic at 50%, Lore: Demons & Monsters at 65%, and Detect Ambush at 65%.
  • Spell Magic: Can cast these spells as often as three times each, per 24 hours. Equal to a 12th level sorcerer.
    • Turn Dead
      Range: Up to 60ft (18.3m) away
      Duration: Instant effect.
      Saving Throw: Standard save vs. magic with a -3 penalty
      Effect: This magic will turn/repel 12D6 animated dead. This means that those creatures affected will turn and immediately leave the area without harming the spell caster or anyone near him. The dead turned will not come back for 24 hours. This magic only affects "animated" dead, and skeletons or corpses that are magically animated like marionettes, but will not affect vampires, zombies, or any corpse or skeleton possessed by a living entity.
    • Heal Wounds
      Range: Touch or 3ft (.9m) distance.
      Duration: Instant
      Saving Throw: If the person resists the magic, they may attempt a standard save vs. magic spell, but with a -3 penalty.
      Effect: This powerful invocation will instantly heal minor physical wounds, such as bruises, cuts, gashes, bullet wounds, burned flesh and pulled muscles. It will not help against illness, internal damage to organs or nerves, broken bones, or poisons/drugs.
      The Heal Wound magic restores 3D6 S.D.C. and 1D6 hit points.
    • Fear
      Range: 20ft (6.1m) area, up to 100ft (30.5m) away.
      Duration: 12 minutes.
      Saving Throw: Special; Save vs. Horror Factor 16
      Effect: The invocation creates a sensation of fear over a particular area. The mystic can place the enchantment on an area occupied with people, or an area that is not presently occupied. Anybody entering the area of enchantment must roll to save vs. horror factor 16. A failed roll means the person is suddenly washed with terror and will be momentarily stunned, loses initiative, is the last person to attack, and can not defend against an opponent's first strike each melee the person is in the area of fear.
    • Globe of Daylight
      Range: Near self or up to 30ft (9.1m) away.
      Duration: 36 minutes.
      Saving Throw: None
      Effect: A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 144ft (43.9m) area. Because it is daylight, it can ward off most vampires, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet (9.1m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
    • Invisibility: Superior
      Range: Self or others by touch.
      Duration: 12 melees
      Saving Throw: None
      Effect: A powerful incantation that makes the spell caster invisible to all means of detection. Infrared, ultraviolet, heat, motion detectors, and even an animal's sense of smell, can not locate the invisible person. No footprints are made, and little sound (Prowl 84%). The magic is broken only if the character makes a hostile move, 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 or aggression or combat, so the invisibility is maintained.
    • Protection Circle: Superior
      Range: Radius of the circle.
      Duration: 24 hours, but can be reactivated immediately.
      Saving Throw: None
      Effect: In principle and function, the superior protection circle is just like the simple circle, only stronger. The arcanist must drawl the circle to have effect. The circle ceases to function only if it is seriously marred.
      The superior protection circle will protect everybody inside its radius by preventing all supernatural creatures from coming any closer than 20ft (6.1m) from its edge. Even greater beings are held at bay. Lesser beings can not stand to be within line of sight of the circle and are forced to leave (even if it's only to the next room with the door shut). This means no attacks are possible for the lesser beings.
      The circle also provides the following bonuses to all occupants: +5 to save vs. all magic and psychic attacks, impervious to possession, +8 to save vs. horror factor. Plus it provides an extra 10 P.P.E. to each mage and 10 I.S.P. to each psychic. Of course, the characters are vulnerable to conventional weapons and thrown objects.
    • Mystic Portal
      Range: 20ft (6.1m)
      Duration: 10ft wide by 20ft tall portal/opening
      Saving Throw: None
      Effect: 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 caster 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 144ft (43.9m) deep passage in any substance.
      Teleportation. The portal can also teleport someone to another location known to the spell caster instantly, as well as flawlessly. The portal can be placed on a vertical wall. Looking into it reveals what will appear to be just the other side of the wall, even though the view may be completely incongruous to ones present location. Stepping through it will instantly place the person in that location. Range is a meager 1200ft (366m).
      The major limitation of this spell, in all its modes of transport, is that the portal provides only one-way passage to or through all aforementioned places. Once a person steps through a mystic portal the portal behind him is gone (although people on the other side can see both the portal and the person). To return, a new portal must be made on the other side by invoking another mystic portal spell.
    • Close Rift
      Range: 100ft (30.5m)
      Duration: Instant results
      Saving Throw: -3 to save vs. spell magic
      Effect: The master of magic can close a rift by sheer force of will. The mystic nature of the dimensional gateway gives it an automatic save versus magic attack. The rift will instantly vanish if successful. A failure means the rift is not affected.
  • Healing Abilities: Heal wounds: 2D6, six times per day; remove curse: 56% chance of success, four times daily; turn 4D6 dead: 55% chance of success, four times daily (four hour duration); animate & command 2D6 dead: 64% chance of success, four times daily (four hour duration).
  • Damage: Inflicts 1D4 x 10 M.D. from physical blows. Double damage to vampires and all alien intelligences like Splugorth.
  • Fly: The sword can be thrown and fly (with the help of the magic wings) 1000ft (305m), then return to its owner.
  • Animated: Upon command, the sword becomes completely animated and can fight, hover, and move through the air by its wings! The weapon functions as if it were being used by an invisible swordsman. The sword can fight alongside its owner up to 200ft (61m) away. The sword has three attacks per melee, +4 to strike and parry, and +2 on initiative. It cannot cast spells when animated.
  • Ranged Dragon Head Attack: The double dragon heads can breath down the length of the sword to fire one of the following :
    Fire Blast: 1D6 x 10 M.D., range 1000ft (305m).
    Force Blast: 2D4 x 10 M.D., range 1000ft (305m).
    Lightning Blast: 1D6 x 10 M.D., range 2000ft (610m).
    Note: Even the blasts inflict double damage to vampires and alien intelligences.

 

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