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RACE Almost any race can be chosen in Rifts Oz. D-bees constantly arrive due to regular rift activity, and mutagens produce a steady stream of mutants of all kinds. The common inhabitants of Oz include: humans, dwarves, orcs and mutant animals. Several new races are found only here. New OCCs and RCCs for Rifts Oz include: Servant of Light OCC Traditional Aboriginal Land-Walker RCC Traditional Aboriginal Mabarn RCC Traditional Aboriginal Wendy RCC MUTANT ANIMAL CHARACTERS The most common types of mutant animal characters in Oz are goats, rabbits, and rats. Less common are dingos, emus, kangaroos, lions, thorny devils, weasels and wedge-tailed eagles. Rarely seen, but known to exist, are bears, chimps, orcas and wolverines. All of the above species exist as stable, true-breeding subspecies. If players wish to make up characters which have differing mutations, or are of species not listed above, they may do so ("sports" or unique mutations). Such characters would be considered mutants by members of the stable animal species. Goats, kangaroos, rabbits and rats are known to have formed tribes in various parts of Oz. Except for the kangaroos, the tribes tend to be militaristic. There are also numerous members of these species who live in non-tribal societies. Details of the members of the stable mutant animal species are as follows: Bear. Size level 9 (average 1.4m, 75 kg), base SDC 35, PS +9, PE +5, PP +1. Full hands and bipedal stance, partial speech, advanced hearing, advanced smell. Chimpanzee. Size level 8 (average 1.6m, 60 kg), base SDC 35, IQ +6, ME +2, MA +2, PS +6, PE +3. Full hands and bipedal stance, partial speech. Dingo. Size level 11 (average 1.9m, 100 kg), base SDC 40, IQ +2, ME +3, MA +3, PS +8, PE +4, PP +2, SPD -1. Full hands and bipedal stance, partial speech, advanced smell. Emu. Size level 8 (average 1.6m, 60 kg), base SDC 35, PS +2, PE +2, SPD +4. Full hands and bipedal stance, partial speech, D8 foot talons, heightened speed. Goat. Size level 9 (average 1.7m, 75 kg), base SDC 35, IQ +2, PS +3, PE +5, SPD +1. Full hands and bipedal stance, partial speech, advanced hearing, chemical resistance. Kangaroo. Size level 8 (average 1.6m, 75 kg), base SDC 35, IQ +1, MA +1, PS +4, PE +1, SPD +3. Full hands and bipedal stance, telepathic transmission, 1D10 foot claws, advanced hopping ability. Lion. Size level 9 (average 1.7m, 75 kg), base SDC 35, PS +5, PE +3, PP +6. Full hands and bipedal stance, partial speech, advanced smell, nightvision. Orca. Size level 10 (average 1.8m, 85 kg), base SDC 135, P 10, IQ +4, ME +4, MA +4, PS +4, PE +2. Full hands and bipedal stance, partial speech, extra thick skin and blubber, sonar, D10 bite. Rabbit. Size level 9 (average 1.7m, 75 kg), base SDC 35, PS +3, PE +1, PP +1, SPD +4. Full hands and bipedal stance, partial speech, leaping ability, advanced hearing & smell. Rat. Size level 9 (average 1.7m, 75 kg), base SDC 35, IQ +2, ME +1, PS +3, PP +1, PE +1. Full hands and bipedal stance, partial speech, advanced hearing, digging. Thorny Devil. Size level 7 (average 1.6m, 40 kg), base SDC 50, P 5, PS +1. Full hands and bipedal stance, partial speech, capillary skin, light body armour, digging. Weasel. Size level 7 (average 1.7m, 40 kg), base SDC 30, PS +1, PP +9, SPD +7. Full hands and bipedal stance, partial speech, increased metabolic rate. Wedge-Tailed Eagle. Size level 7 (average 1.6m, 40 kg), base SDC 30, PS +1, PP +3, SPD +2. Extra limbs with full hands, full bipedal stance, partial speech, flight, enhanced vision. Wolverine. Size level 7 (average 1.2m, 40 kg), base SDC 30, IQ +3, PS +3, PP +5, SPD +10. Full hands and bipedal stance, partial speech, digging. SERVANTS OF LIGHT A martial monastic order. They are mystics, but do not follow a specific religion (some are Taoists, some Bhuddists, and some Christians). They condemn nothing except supernatural evil, but they oppose non-defensive violence, cruelty and injustice with personal courage and compassion. Among themselves they do not indulge in any kind of magic study or artificial augmentation, but their years of meditation, commitment and physical training give them a physical and mental edge. The order is descended from a pre-Rifts organisation called the Conclave, regarded as a primitive (and not entirely virtuous) ancestor. The Conclave was the last remnant of the Catholic Church's holy inquisition. It was a worldwide secret organization dedicated to the eradication of supernatural evil, and all magic-users. They believed that magic corrupts, and that any study of magic ultimately corrupts the soul. In the time of rifts, it was revealed that the leadership of the Conclave was, and always had been, magic-users. They had manipulated the selfless work of their members to eliminate rivals and gather magical knowledge. A bitter series of battles ensued, with some leaders perishing, and many members. Other members forswore their brotherhood, or turned to aiding others in that bleak time. A small group of believers forged their intentions anew, however, with a vow to fight evil in whatever shape it came. These were the first Servants of Light. Servants of Light are tested extensively as students. All beginning Servants are scrupulous, principled, or unprincipled, though they may change alignment later. Servants learn meditation (twice as good for ISP recovery as sleep, and focusing: add +1 or +5% to all die rolls in the hour after at least an hour of meditation), self-discipline (+D4 to ME and +3 vs. pain and horror factor) and philosophy (choose 3 philosophy or lore skills at +10). This takes from a few months to a few years. They are considered a man of arms for SDC purposes. They practice mental arts: psychic powers. ISP is ME +3D6/level including first. Gain bio-regenerate (self), mind block, and 2 other healing powers; see the invisible, see aura, and 2 other sensitive powers. At every 3rd level, gain 1 physical power. At every 5th level, gain 1 super power. These powers are the result of enlightened instruction and 10 years of training. They also train in physical arts. Servants of Light study a fighting style which is a descendant of classical hard karate, aikido, and shao-lin kung fu. By the time they reach 1st level (when their psionic powers are gained), they have also achieved 1st level in their fighting art. In addition to this, they get 3 physical skills (at +10, where appropriate) and 3 ancient WP's. They may also choose 6 secondary skills. Quick Hand Karate. Exclusive to Servants of Light. Attribute bonuses: +10 Chi, +2 ME, +2 PS, +10 SDC. Combat skills: #AT 3, combination parry/attack, disarm, power punch, palm strike, backhand, knife hand, knife hand knockout (automatically KO's a joint-locked opponent for 2D4 rounds, otherwise requires a save vs. poison), backward sweep, snap kick, leap attack, automatic flip/throw, automatic finger lock, automatic wrist lock, automatic elbow lock. Martial art powers: 1 Chi mastery power and 1 body hardening exercise. Level advancement bonuses: 1st +2 RWP, +2 s, critical 19-20 or behind 2nd +2 flip/throw, +1 attack 3rd +1 Chi mastery or body hardening exercise 4th KO on 19-20, +2 parry/dodge 5th critical attack on 18-20 6th double existing Chi 7th death blow on 20 8th +1 Chi mastery or body hardening exercise 9th +1 attack 10th tamashiwara 11th KO on 18-20, +2 strike 12th double existing Chi 13th +1 Chi mastery or body hardening exercise 14th +1 Zenjorike power 15th +1 attack, death blow on 19-20 Servants may learn weapon katas. They are particularly fond of sword kata and vibroswords. They will not use magic weapons as a rule, techno-wizardry or not. Beginning Servants start with two sets of clothing, a backpack, canteen, gas mask, tinted goggles, knife, hatchet, a good staff, basic cooking gear, a bedroll, first aid kit, light MD body armour, an SDC gun with 3 ammunition clips, an energy weapon of choice with 2 E-clips, and a melee weapon (or pair) of choice. Cash is a meager D6x $100. Sample Servants: Khuman. Human Servant of Light, 1st level. Male, 175 cm, 60 kg, age 20. A slender, unobtrusive man, boyish. He is attempting to travel in order to season himself for battling major evils. IQ 12, ME 15, MA 12, PS 20, PE 12, PP 10, PB 14, SPD 20, HP 15, SDC 50, ISP 25, Chi 22. Strike practice, chi healing. Psionics: bio-regenerate, mind block, exorcism, psychic purification, see the invisible, see aura, sense evil, empathy. Skills include boxing, HTH quick hand karate (1), wilderness survival 40, WP chain (+1 s), WP knife (+1 s), WP paired knife-and-chain. He wears simple rural clothes with a heavy weather cape (as necessary) and a broad-brimmed hat, or Budget Enclosed armour. He carries a Sterling L-1 pistol (D4 damage, range 100m, ammo 60) with 2 E-clips, Lee-Enfield .303 rifle with 3x10 FMJ clips, and a vibroknife-and-chain which he uses as a paired weapon. Taeger. Mutant emu Servant of Light, 10th level. Female, 160 cm, 58 kg, age 30. A lean-bodied emu with a scarred beak. IQ 11, ME 18, MA 13, PS 22, PE 18, PP 12, PB 8, SPD 30, HP 54, SDC 60, ISP 120, Chi 56. Partial speech, D8 foot talons, heightened speed. Kick practice, body chi, dragon chi, chi healing, tamashiwara. Psionics: bio-regenerate, mind block, psychic purification, psychic surgery, see the invisible, see aura, sense evil, telepathy, telekinesis, nightvision, mind bond, psi-sword. Skills include running, HTH quick hand karate (10), monster lore 98, holistic medicine 70, WP sword (+3 s/p), fencing (+1 s/p) and WP sling (+3 s). She wears khaki fatigues and a close-fitting leather cap or Budget Enclosed armour (enchanted with Armour of Ithan and Chameleon at 5th level). She's armed with a TK pistol, an ADI HMk.3 ion pistol, a sling with a pouch of river stones, and a vibrosword. TRADITIONAL ABORIGINES The Australian aborigines were thought by white immigrants to be ignorant savages, barely at the level of the stone age, and of no consequence. Beginning in the late 20th century, the largely white technologist culture learned that the aborigines had arrived at least 40,000 years earlier in Australia, that their lack of writing masked an extensive oral history, and that their lack of permanence was offset by an knowledge and understanding of the land that no white man could match. In the time of the Dreaming, as the age-old time of magic is called by the aborigines, they were a people of great power. Their magic attuned them to the land. As the magic disappeared from the land, the aborigines managed to survive, and their attunement to nature permitted them to live in harmony with it. But without their magic, they were almost powerless to resist the crushing invasion of the whites. They were nearly destroyed as a people, and only a few individual heroic efforts preserved their traditions and ways. When the rifts came, the magic returned. And the aborigines who had retained the old ways were rewarded. They survived, even prospered, where others died in droves. Now, aboriginal tribes wander over most of Oz, and their numbers rival those of the whites or the d-bees. The traditional aboriginal ways tie them to the land. They are attuned to it, gaining hidden information from it, and most can call on its power in a few simple ways. This link to power makes them MDC creatures. Three kinds of special individuals, the Land-Walker (a kind of warrior-magician), the Mabarn and the Wendy (male and female sorcerers) can call on the power of the Dreaming in a variety of ways. These powers are not available to non-aborigines. Note that many aborigines lived in the cities, and had adopted western culture, at the time of rifts. Some of these survived, and since then also some tribal aborigines have come to dwell among the whites. These non-traditional aborigines may be of any OCC except the Land-Walker, Mabarn or Wendy, and are considered normal humans. Traditional aborigines may be of any alignment. They gain the following modifiers to their attributes: PS +D6, PP +D6, PE +2D6, SPD +2D6. All have D4x10 MDC, and gain a further 3D6 MD per level above one. PPE is D4x10+10. Skill bonuses are as follows: Communications: radio basic only Domestic: any (+5) Electrical: electronics basic only Espionage: any (+10) except intelligence Mechanical: basic or automotive only Medical: first aid and holistic medicine (+10) only Military: none Physical: any (+10) Pilot: pilot car, hover vehicle, motorcycle or truck only Pilot related: none Rogue: none Science: any Technical: any except computer skills WP: any Wilderness: any (+20) They also all know the following spells (learned as children): Chameleon, Climb, Find Water, Hear Approach, Run. Before the whites came, there were a multitude of aboriginal languages in Australia. As a result of the destruction of their culture, there are only about 30 remaining. There are no native aborigines in Tasmania, but some have emigrated there from the mainland. There are no written aboriginal languages, but traditional art fulfils the purpose of simple written messages and maps. Understanding a particular aboriginal dialect means nearby dialects (i.e., within 500 km) may be partially understood (language check at -20), but those further away are largely incomprehensible (language check at -40). For this reason (and for trade with outsiders) every tribe usually includes someone who speaks Australian. Gear: if employed by either the UAR or RA, the character will have weapons and armour as supplied by the government. All aboriginal characters have 1-4 traditional weapons, an energy rifle with 2 E-clips, an SDC rifle for hunting and light body armour. $D4x10 in cash, and saleable items (usually gems or gold) to the value of $D4x1000. Land-Walker OCC Land-Walkers are aboriginal warriors who, having been prepared with a special ceremony provided by their tribal elders, have travelled widely away from the tribe. In the course of their travels, their link to the Dreaming may show them visions (GM, use this as you like, but make visions rare and simple, images and analogies rather than words and explanations), and they encounter and battle with twisted and evil spirits. They usually (75%) return to their tribe after 2-8 years, but sometimes settle with another tribe, or even among whites or in solitude. They are usually scrupulous, unprincipled, anarchist or aberrant. Land-Walkers are usually male. Land-Walkers gain +D4x10+10 PPE, above the norm (total 2D4x10+20). They learn certain kinds of spells (from the visions, or taught by tribal elders). They gain a heightened sensitivity, superhuman vision (double normal, can see normally in twilight or outside at night; still blind in total darkness) and hearing (+3 initiative and dodge). They gain +20 to track, survival, prowl, land navigation, monster lore, and Dreamtime lore. Spells of up to 3rd level can be learned by Land-Walkers. Usually (in addition to those known by all traditional aborigines) they know Silent Approach. They sometimes teach spells to each other, but this is rare. Additionally, they are +3 to strike with any traditional weapon (i.e., spear or throwing stick). They can use a kind of power strike, as often as desired, which affects only MDC opponents (this includes rift demons, dinosaurs, and powered armour): employing a traditional weapon which they have made themselves, they can inflict 1D6 MD with such a strike (+D6/3 levels). The weapon may be either hand-held or thrown. Mabarn OCC Mabarn are male aboriginal sorcerers. Teachings permit them to store an additional 2D4x10+20 PPE (3D4x10+30 total), +3D6/level above one. In addition, once per week they may draw additional power from the earth (D4x10 per level). They may also draw power from ley lines, but Mabarn will not employ PPE from the death of living things, not even animals, nor can they absorb PPE from others, even if they are willing. Initially they learn D4 spells of each level 1-4. Mabarn obtain visions like Land-Walkers, but theirs are usually induced by the spell Vision. Visions, and teachings from other Mabarn, are the only way to learn new spells, unless a Dreamtime spirit consents to pass on magic knowledge. Note that a Mabarn will teach only those from their tribe. Earth Magic is not drawn from an elemental intelligence, like elemental magic. Earth Magic is drawn from the earth itself, and is very different to other styles. Only traditional aborigines can learn earth magic as it comes from their unique link with their environment. Traditional aborigines can not learn other kinds of magic, because it is foreign to their essence. Despite these differences, earth magic is similar to normal spell magic in that it uses PPE. Most of the magic listed is cast normally, by uttering words of power. However, some also require the pointing of a specially prepared animal bone (or the Mabarn may choose to use a bone), similar to using a wand. Bones are good for a single use only, and must be prepared beforehand using a special ceremony. Once prepared, they can only be used for a specific spell (i.e. a bone prepared for a Bone Curse could not be used for any other purpose). Using a bone means that the PPE is expended during preparation, not at the time of casting, and the victim must save vs. ritual, rather than spell, magic. Many spells used by Mabarn are identical in effect to wizard magic spells. New spells are listed in the following Traditional Aboriginal Magic section. Wendy OCC Wendy are female aboriginal sorcerers. They are identical to Mabarn, with the exception that they can use Wendy-only spells, and cannot use Mabarn-only spells, and that they will only teach females from their own tribe.
Traditional Aboriginal Magic Wizard and elemental spells used by Mabarn and Wendy: Level 1: Thunderclap Chameleon Level 2: Change Wind Direction (W)(W only) Climb Level 3: Circle of Rain (W) Create Heat (W)(W only) Level 4: Darken the Sky (W)(W only) Fire Bolt Quicksand (W) Sand Storm (W) Level 6: Call Lightning Level 7: Metamorphosis: Animal Level 8: Calm Storm (W)(W only) Level 10: Summon Storm (W)(W only) The following new spells are only available to Mabarn and Wendy: Level 1: Find Water Hear Approach Level 2: Run Sense Injury To Land (R only) Silent Approach Track Level 3: Enchant Wooden Weapon (R only) Sense Fire Stop Rain (W only) Level 4: Entrance Animal Minor Curse (requires Bone) Level 5: Create Dreamtime Crystal (M only) Create Healing Crystal (M only) Good Luck Repel Animals Superhuman Endurance Level 6: Bad Luck Create Expulsion Crystal (M only) Cure Illness (W only) Warp Earth Level 7: Call Predators Illness (W only) Summon Whirlwind (W only) Turn To Dust (requires Bone) Wildfire (requires Bone) Level 8: Create Anti-Venom Crystal (M only) Create Exorcism Crystal (M only) Create Soothing Crystal (M only) Create Spring Create X-Ray Crystal (M only) Earth Meld Flash Flood (requires Bone) Repel Water Level 10: Bone Curse (requires Bone) Create Psychic Sense Crystal (M only) Remove Bone Curse (requires Bone*) Remove Curse Level 12: Create Psychic Protection Crystal (M only) Vision
Level 1 Find Water. R 50 km, D 48 hours, ST none, PPE 4. Pinpoints the distance and direction to the nearest surface (or close to the surface) water (salt or fresh, at the caster's option) in range. Hear Approach. R 100 km, D 5 min/lvl, ST special, PPE 20. This spell allows a character to, by putting his or her ear to the ground, hear large groups or heavy vehicles moving around up to 100 km distant, a group of 10 persons moving up to 50 km distant, or a single person up to 5 km distant. The caster can discern number of persons, a rough estimate of object or vehicle size or type (i.e. dinosaurs, giant robots or tanks), estimate distance to one significant figure, and estimate speed and direction of movement. Stealthy approaches gain a saving throw if human-sized or smaller and on foot. Level 2 Run. R caster, D 1 hr/lvl, ST none, PPE 10. When this spell is cast, the caster is enabled to run at 30 km/h without tiring for as long as the spell lasts. In difficult country (i.e. crowds, thick scrub, dense forest, steep mountains, or mangroves) this speed is reduced by half. Sense Injury to Land. R 5 km, D instant, ST none, PPE 10. This ritual permits the spell caster to tell if any damage has been done to the surrounding land, including digging, mining, unnaturally-caused bush fires, warfare and construction. Silent Approach. R self, D 5 min/lvl, ST none, PPE 15. Through this spell, the caster persuades the surrounding ground to permit them to pass silently. Twigs don't break, leaves don't crackle, etc. Adds +30 prowl in bushland, or +15 in quiet places like the desert. Track. R self, D 2 min/lvl, ST none, PPE 10. This spell gives the caster the ability to track at 85%, as well as the power to identify the tracks. Ignite Fire. R touch. D instant, ST standard if a living target, PPE 2. Primarily for lighting campfires, this spell is severely limited in offensive utility. To set someone afire, the caster must touch them, and the target gains a save. If this fails, damage is only 4D6 SDC. Level 3 Sense Fire. R 10 km/lvl radius, D 5 min/lvl, ST none, PPE 10. This spell allows the character to detect fires, gaining a rough idea of the direction and distance to the fire, as well as how large the fire is. Stop Rain. R 500m/lvl radius, D 5 min/lvl, ST none, PPE 35. This spell stops rain within its radius, and prevents more falling for the duration. Enchant Wooden Weapons. R touch, D permanent, ST none, PPE 100. This spell enchants one weapon, which must be entirely wood, including a blade if applicable. Traditional wooden aboriginal weapons include spears, spear-throwers, throwing sticks, and axe-like digging tools. Enchanted wooden weapons are +1 strike/parry and do 1D6 MDC damage. Level 4 Entrance Animal. R 10 m, D 1 min/lvl, ST standard, PPE 10. This spell will induce a single non-intelligent, non-magical animal to remain still, even if the caster approaches. The caster may slay it in a single action, if desired. Minor Curse. R 10m, D 1 day/lvl, ST standard, PPE 45. Except as above, identical to the 8th-level spell Minor Curse. Level 5 Create Dreamtime Crystal. R 0, D permanent until re-absorbed, ST none, PPE 25 and 1 HP. One of the easiest of the "create crystal" spells, useable only by Mabarn. The crystals are also called Mabarn. They are formed from the caster's own flesh, and in addition to expending PPE to create them, the caster must "invest" hit points in them. This type of crystal requires only 1 hit point to form. It takes 1 round per hit point to create crystals, which can be carried inside the caster's body (and are thus invisible and undetectable, except by sense magic or sense PPE). The caster cannot heal the invested hit points until the crystal is destroyed or re-absorbed. Re-absorption takes 1 round (regardless of the number of hit points) and is a conscious act, i.e. a caster in a coma cannot choose to re-absorb crystals. Mabarn crystals appear much as natural crystals, no more than 5cm long. Any Mabarn sorcerer can determine the type, power and creator of any crystal. Mabarn (and, at the GM's option, all psychics or mages) can insert other sorcerer's crystals in their own body. When this is done, not only can they use the crystal, but the creator cannot recover the hit points. The thief can also use the hit points invested in the crystal to make other crystals (though the original creator is then free to heal). The owner of a stolen crystal will recognise the current holder on sight. A Dreamtime crystal enables anyone who touches it while they sleep to visit the Dreamtime and speak with a Dreamtime spirit. This is not always helpful, but is rarely dangerous (GM's discretion). Create Healing Crystal. R 0, D permanent until re-absorbed or consumed, ST none, PPE 25 and 1 HP. Refer to "create Dreamtime crystal" for general rules about Mabarn crystals. The healing crystal differs in that it is consumed when used. It can be used to heal only others, never the creator. When inserted into the body of an injured person, it is consumed, and the subject heals 3D6 HP or SDC. Good Luck. R self, D 5 min/lvl, ST none, PPE 40. This spell makes the character incredibly lucky. Any combat, attribute or skill check, or saving throw may be made twice, and the preferred die roll chosen. Repel Animals. R 1 km/lvl radius, D 6 hrs/lvl, ST none, PPE 20. All unintelligent, non-magical animals in the area of effect will leave it as fast as possible. No such animal will enter the area for the spell duration. Superhuman Endurance. R self, D 1 hr/lvl, ST none, PPE 30. Temporarily increases the caster's PE +10 and MDC by +30. Damage is taken from the magic MDC first. Level 6 Bad Luck. R 2m, D 5 min/lvl, ST standard, PPE 60. This spell inflicts bad luck on whoever it is cast on. The victim must roll any combat, attribute or skill check, or saving throw twice, and the worst die chosen. Create Expulsion Crystal. R 0, D permanent until re-absorbed or broken, ST standard, PPE 50 and 2 HP. Expulsion crystals must be made with a specific individual in mind, whom the caster has met, though their name does not have to be known (i.e. the red-headed leader of the bandits we fought yesterday). The subject of the crystal will find it difficult to approach within 3m of it (save vs. spell every round) due to pain. If the subject touches the crystal, it shatters, and they suffer 2D6 HIT POINTS of damage and must make another saving throw for that round. Once broken, the caster can heal the invested hit points normally. Cure Illness. R touch, D permanent, ST none, PPE 35. This spell will cure any non-magical, non-terminal illness. Warp Earth. R 30 km +5/lvl, AoE caster + 1 person touched/lvl, D instant, ST none, PPE 40. This spell permits the caster to travel instantly up to 30 km + 5 / level. For distances of 1 km or less, the spell can be cast in one action; for greater distances, the spell takes a whole melee to cast. Level 7
Call Predators. R 30m, D 1 day/lvl, ST standard (ritual if using a Bone), PPE 70 (90 if using a Bone). This spell calls large predators to the spot indicated. They will approach from random directions, and from up to several kilometres away, and are not forced to avoid or attack anything (though they are likely to be hungry). If desired, this spell can be cast on a person, so that predators always come to where they are; in such a case, they receive a saving throw. If a Bone is used, the predators will attack the spell subject for preference. Illness. R touch (if using a Bone, 20m), D 12 hrs/lvl, ST standard (ritual if using a Bone), PPE 50 (60 if using a Bone). Except as noted above, identical to the Sickness spell. Turn To Dust. R 5m, D permanent, ST ritual magic, PPE 60. This spell requires a Bone to cast. It will turn a small amount (2kg / level) of near anything to dust. Note: the dust will be of the same material the item was, i.e. an iron sword will turn to iron dust. Against MDC structures it will do 1D4 x 10 MD. Summon Whirlwind. R 30m/lvl, D 6 rounds (or more), ST special, PPE 50 (or more). On the first round, a whirlwind affects an are 3m in diameter, and can lift or knock over things up to 25 kg in mass (loose, light objects, dust and gravel will be swept up, and can do 2D6 SDC damage to all in the area, as well as blinding them, affecting all combat rolls by -6). At the end of each round, any specific object or person caught up in the air by the whirlwind is 25% likely to be hurled out, falling to the ground for 2D6 damage. On the second round, the creator may dispel the whirlwind or encourage it (spend an extra 10 PPE). If encouraged, it will grow to a 4m diameter, lifting or knocking over up to 50 kg masses. If centred on a single person or creature, it can be used to hold them in one place (check vs. 2X PS to escape). Damage from any loose objects (or from being hurled out) is 4D6 per round, and blindness is still caused. On the third round, the creator may dispel the whirlwind or encourage it (spend an extra 10 PPE). If encouraged, it will grow to a 6m diameter, lifting or knocking over up to 100 kg masses (most lightly encumbered humans). If used to hold a creature in place, they must check vs. 1X PS. Damage from loose objects (or from being hurled out) is D6x10 per round, and blindness is still caused. On the fourth round, the creator may encourage the whirlwind (no extra PPE required), or attempt to dispel it (save vs. psychic attack to succeed). If not dispelled, or if encouraged, it will grow to a 9m diameter, lifting or knocking over up to 200 kg masses. At this point the whirlwind cannot be held in one place to restrain a single creature. Damage from loose objects (or from being hurled out) is 3D6x10 SDC. The fifth round is the same as the fourth, except that the 12m-diameter whirlwind can lift 400 kg masses and does 1D4 MD. On the sixth round, the caster will lose control of the whirlwind. The GM should roll to determine if conditions are right for it to continue growing; on 01-60 it will fade (at the same rate as it grew), but on 61-00 it will continue to grow, becoming a destructive monster along the lines of a tornado, moving in random directions at 10-80 km/h for 2-8 hours. Wildfire. R 100m +10/lvl, D 1 melee, ST none, AoE a circle 3m in radius/lvl, PPE 40. This spell creates a localised firestorm, similar to the intense bushfires experienced in the outback. It lasts for a single melee, during which time it inflicts a D4 MD of damage per 10 PPE spent by the caster (minimum 20). Level 8 Create Anti-Venom Crystal. R 0, D permanent until re-absorbed or broken, ST special, PPE 50 and 4 HP. This crystal can be used by the caster to draw poison out of themselves or others. When this is done, the caster must save vs. poison. If they succeed, the afflicted character is cured. If they fail, the subject is still cured, but the crystal is broken. Create Exorcism Crystal. R 0, D permanent until re-absorbed or broken, ST special, PPE 50 and 4 HP. This crystal is employed by being broken. When shattered, it creates a zone of repulsion sovereign against supernatural creatures, the undead, magical constructs, and the like. The zone is 20m in radius, lasts 1 day/level of the caster, and affects 2D6 creatures/level. At the GM's option, very powerful creatures (such as master vampires) may gain a saving throw.
Create Soothing Crystal. R 0, D permanent until re-absorbed, ST none, PPE 50 and 4 HP. This crystal is a panacea. Any character touching it has any physical pain they feel negated for as long as they continue to touch it. Create Spring. R touch, D 1 hr/lvl, ST none, PPE 60. This spell creates a freshwater spring in the ground, where the caster touches it. Water flows at a rate of 3L/melee. NOTE: it is advisable to create the spring somewhere where the water can be collected, as in sand it will usually just sink back into the ground. This spell can only be cast on the ground (outside or in a cave), not in above-ground buildings, vehicles or on people. Create X-Ray Crystal. R 0, D permanent until re-absorbed, ST none, PPE 50 +4 HP. The caster can look through this crystal at any creature within 2m and see their internal structure and organs. Injuries and the effects of disease are clearly evident. The crystal cannot see through anything which is not living. Flash Flood. R 500m, D special, ST special, PPE 150. This spell requires a Bone to cast. The target must be in a depression, such as a cave, riverbed, the bottom of a valley or somewhere else that water could naturally flow. Once cast, the spell takes 2D6 minutes to gather the necessary water, then travels at 60 km/h, flowing downhill until it hits other water, sand etc. where it can dissipate. There is no saving throw to avoid it, but a dodge (vs. 18) is effective. The wave is 2m high, 5m wide and 10m long. It does only 4D6 SDC on impact, but can sweep away anything up to 500 kg in mass. People in the flood must save vs. poison or drown, unless they have an independent oxygen supply or gill worn or installed. Note that loose objects, like weapons and equipment, could be scattered for kilometres. Earth Meld. R self, D 6 hrs/lvl, ST none, PPE 75. When the caster finishes this spell, they sink into the earth. This takes 2 melees, and once complete, the character can not be injured in any way, and cannot be detected (except by scrying), as they have become a part of the earth. When the spell ends, or the caster cancels it, the caster instantly rises to the surface. For 1 minute afterwards, they will be disoriented (-30 all skill and attribute tests, -6 all combat rolls and saves). While the spell is in effect, the caster is unaware of everything except the passage of time. Level 9 Repel Water. R 10m, D 5 min/lvl, ST none, PPE 50. This spell allows the character to repel all water. Any water within 10m will immediately flow away (ripping SDC containers, if necessary). Even large bodies of water cannot approach the caster, but if the caster attempts this spell while in a large body of water, or steps or falls into one, the spell is immediately broken. Level 10 Bone Curse. R 10m, D permanent, ST ritual magic, PPE 200. This spell requires a Bone to cast. The victim of this spell wastes away, losing D4x10 SDC (or MDC) per day if they fail their save (at -4). The only way to survive is a Remove Bone Curse spell. A normal Remove Curse is 25% likely to work and 25% likely to transfer the curse to the one casting it. The Bone may only be used once, but if the Bone is destroyed before the victim dies it is 25% likely that the curse will be dispelled. Create Psychic Sense Crystal. R 0, D permanent until re-absorbed, ST none, PPE 100 +6 HP. While the caster is touching this crystal, they gain the abilities of See the Invisible, See Aura and Empathy, as well as determining alignment. Remove Bone Curse. R touch, D permanent, ST none, PPE 80. This spell can either remove a Bone Curse or render useless an enchanted Bone (any type). In order to remove a Bone Curse, a Bone is required - and not just any bone! The caster must have the Bone used to inflict the curse. Remove Curse. R touch, D permanent, ST none, PPE 75. This spell will remove all curses except a Bone Curse. Level 12 Create Psychic Protection Crystal. R 0, D permanent until re-absorbed or broken, ST special, PPE 250 +8 HP. Affects anyone who touches the crystal. The subject is treated as though they were Mind Blocked against any psionic attacks made on them, and telepathic communication is also blocked. Each time a psionic attack is made, the character must still save vs. psionics (at +8). If they succeed, the attack fails. If they fail, the attack still fails, but the crystal shatters. Vision. R 0, D D4+4 hours, ST none, PPE 300. This dangerous spell puts the caster into a deep dream state where they come into contact with Dreamtime spirits. Some of the spirits are deadly PPE predators, others disinterested, still others frivolous or deceitful. Some, however, are of great intelligence and power, and can be persuaded to speak of things magical, permitting the caster to learn one (or more) new spells. While the caster is in the dream state, they cannot be wakened except by physical injury. Even then they will not wake for 3D6 minutes (and no benefit can be derived from the spell). The GM must determine what spirits the caster encounters, and what reactions they have. In the dream state the caster has access to any magical items kept on their person, but nothing else. Frequently the process of learning new spells is accomplished by performing some purpose for the instructing spirit. The purpose is likely to be difficult and/or dangerous and must also be determined by the GM. Using this spell too often is dangerous. If the caster enters the spirit plane in this fashion more than once in six months, their link to reality becomes weakened. Each casting of this spell after the first in a six month period requires a save vs. magic. The first save is at no penalty, the second -1, the third -2, and so on. If a save is failed, the caster becomes a permanent inhabitant of the spirit plane. Their body remains vacant (and may be possessed by another spirit, at GM option), dying at the rates listed under astral projection for a vacant body.
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