Techno-Wizard Crystal Warheads:
Techno-wizards can created enchanted warheads for a variety of different weapons. The basic rule is that the round must be large enough to carry an explosive warhead. This works out to a warhead being at least as large as a 20 gauge shotgun shell. Special warheads can be produced for pump pistol rounds, arrow warheads, grenades (hand thrown / launched), cannon shells, mini-missiles, larger missile types, as well as even torpedoes and mines (both land and water mines.) The spell "Spell Store" enables an item to be created that when it is smashed, it activated a spell. The problem is that the items are normally very fragile and can be set off by the user if they are not careful. They are also simply too dangerous to be fired from any type of weapon because they will often go off when fired. If a stronger material is used, there is strong risk that spell storing item will not break and as such, not activate. A techno-wizard, his or her name lost in history, decided that there needed to be a solution to the problem. The idea was to enchant a quartz crystal with the enchantment of "Spell Store" with a small amount of explosives with a trigger. The warhead is then encased in high strength composites or alloys to protect the whole warhead. The trigger can be a variety of different styles including timed (For most grenades), impact, radar, magnetic, or altitude fused. Basically, it can be fused with any available style of trigger. When the trigger is activated, the explosive shatters the crystal and activates the spell.
The enchantments on the warheads are limited as per the spell "Spell Store" and are limited to non-ritual spells and the spell cannot be an illusion. Other than that, virtually any spell can be enchanted into the warhead. The way the spell activates when it is created and spells are limited to levels one through eight. The spell is cast at the level of the wizard who created the warhead. The warheads are too expensive, both in terms of P.P.E. and monetary, to be produced in large numbers so that someone can continuously fire them from a pistol or rifle, but can be very effective and dangerous.
- Arrows: 2,000 Credits + 100 Credits per P.P.E. for spell put in Warhead
Grenade or Pump Pistol Cartridge: 10,000 Credits + 100 Credits per P.P.E. for spell put in Warhead
Mini-Missile: 12,000 Credits + 100 Credits per P.P.E. for spell put in Warhead
Short Range Missile: 14,500 Credits + 100 Credits per P.P.E. for spell put in Warhead
Medium Range Missile: 60,000 Credits + 100 Credits per P.P.E. for spell put in Warhead
Mini-Torpedo: 14,500 Credits + 100 Credits per P.P.E. for spell put in Warhead
Light Torpedo: 18,000 Credits + 100 Credits per P.P.E. for spell put in Warhead
Medium Torpedo: 30,000 Credits + 100 Credits per P.P.E. for spell put in Warhead
105 mm Howitzer: 11,200 Credits + 100 Credits per P.P.E. for spell put in Warhead
155 mm Howitzer: 13,000 Credits + 100 Credits per P.P.E. for spell put in Warhead
203 mm Howitzer: 18,000 Credits + 100 Credits per P.P.E. for spell put in Warhead
Most Common Types: See Spells for further details
- Blinding Flash: When this warhead hits, a sudden burst of intense,
white light, is created, temporarily blinding everyone in its ten foot
radius unless the target makes a saving throws vs magic. Victims are blinded
for one to four melees, a penalty of -5 to strike, and -10 to parry and
dodge. The chance of falling is 50% every 10 feet.
Turn Dead: Where warhead hits, in an area of 60 ft, 1D6 animated dead will be repelled per level of the creator
Carpet of Adhesion: Creates an area 10 ft wide by 20 ft long that will hold adhere firmly to anyone who touches it. Target will remain stuck until spell elapses which is 10 melee per level of creator. If a target makes a saving throw vs magic, target can pull free in 2D6 melee rounds
Magic Net: Throws a nets around 1D6 human sized targets within a 10 foot (3 meter) diameter area. Net has a duration of two melee per level of the caster. Target can dodge by rolling a 16 or higher. It takes Mega Damage weapons, Magic Weapons, or Spells to effect net and it takes two melees to cut through.
Agony: This warhead causes extreme pain which causes the target to be incapacitated. Effects last four melees. Under the influence of the magic, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage, the pain is very real, and it will take another minutes for the victim to regain his/her full composure. During that minute their number of attacks per melee and their speed is reduced by half, and they suffer a penalty of -1 to strike, parry and dodge. In order to avoid the effects, the target must make a saving throw against magic
Dispel Magic Barriers: The dispel magic barriers warhead negates/dispels all magic barriers of any kind including the sorcerer's seal, carpet of adhesion, wall spells, wards, etc. The enchantment being attack must make a saving throw or be negated.
Globe of Silence: This warhead immediately creates an invisible, 10 ft radius globe which stops all sound. Voices, screams, footsteps, everything within that 10 ft radius is absorbed by the globe. This means that absolutely no sound can leave the globe or penetrate it. So while it can prevent those within the globe from making noise, it also prevents sound from outside to enter. Those within the globe cannot hear anything. A spell caster, reliant on spoken incantation, is completely powerless inside a globe of silence.
Negate Magic: This spell warhead will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll a saving throw. If the roll is a successful save against the magic used, its influence is needed from spell magic depending on the experience level of the mage (usually 12 or 13 is needed). A failed save means the negation attempt did not work. Negation will not work against possession, exorcism, constrain being, banishment, talisman, amulet, enchanted objects, symbols/circles of protection, wards, summoning magic, zombies, golems, restoration or healing/cures. Negation can be attempted to cancel a curse, but only has a 25% possibility of succeeding, and that's only if the saving throw was successful.
Frequency Jamming: The magical warhead interferes with communications and sensor systems (Radio, Radar, Sonar, Motion Detectors, Heat Sensors, etc.) of the target. No intelligible readings or communications will be able to be received by the effected equipment. Effects last two melees per level of the creator.
Sonic Blast: Creates a magical sonic boom which effects everything within a 20 foot (6.1 meters) radius of the warhead when it activates. Victims will be deafened for 2D4 minutes and will suffer penalties of loss of two attacks per melee, -8 to initiative, -3 to parry and dodge, and -25% on skill performance. Targets also have a 40% chance of being knocked down.
Fire Globe: Creates a fire the size of a grapefruit which when it hits its target, inflicts 5D6 M.D.C. Fire will continue to burn for 1D4 minutes and inflicts an additional 5D6 M.D.C. per melee unless extinguished.
Shock Wave: Creates a shock wave which inflicts 1D4 M.D.C. per level of the spell caster plus a chance to known down targets. Effects a 10 ft radius per level of the spell caster who created it. Airborne targets are especially effected by the shockwave. Targets weighing less that 500 lbs have an 88% chance of getting knocked down and knocked back 3D4 meters. Targets weighing greater than that but less than 1000 lbs have a 50% chance of being knocked down and knocked back 1D4 meters. Targets weighing greater than that but less than one ton have a 20% chance of being knocked down and will back a few feet. Airborne targets will not be knocked down but will be knocked back twice the distance.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2003, Kitsune. All rights reserved.