Warlock Spells
These spells can be used for Rifts, Heroes Unlimited, Palladium Fantasy, Beyond The Supernatural, and Nightbane in most cases.
Air Warlock:
First Level:
Farsight:
Range: Self or other by touch only
Duration: One minute per level
Saving Throw: None
P.P.E. Cost: 4
This spell increases the caster (or another by touch) vision to be equal to that of a person with modern binoculars. Magnification is four times at first level, increases to eight times at third level, sixteen times at sixth level, and thirty-two times at tenth level. The caster can vary their magnification as needed up to their maximum ability. Does not magnify small close in objects, only useful for long distance.
Fourth Level:
Messages in the Wind:
Range: 1 mile (1.6 km) per level of experience of the Warlock casting
the spell
Duration: 10 minutes per level of experience of the Warlock casting
the spell
Saving Throw: None
P.P.E.: 10
This spell uses a fragment of an air elemental essence to act as a spy for the Air Warlock who cast the spell. The fragment cannot take any physical action but can spy on a specific location per spell casting. The area is approximately a 30 ft (9 meter) radius if the subjects are talking normally. Reduce area that can be spied on if they are whispering and increase area if they are shouting. The Air Warlock can listen to an area up to 1 mile (1.6 km) away from her location per level of experience. The Warlock only gets sound and it will seem to blow in from the breeze from a long distance. The Fragment Spy will not be able to pass through a Sanctum or other protections designed to work against Elemental beings. The spy must have a complete path through the air to get to the warlock casting the spell. For example, this means that a being in an airtight room could not be listened to unless they are yelling loud enough to be heard outside the room. People talking inside of sealed environmental body armors using radios will usually be unable to be heard for the same reason.
Thick Air:
Range: 60 feet (18.3 meter) away, covers a 10 foot (3 meter) by 10
foot (3 meter) area per level of the warlock.
Duration: 1 minute per level of experience of the Warlock casting the
spell
Saving Throw: None
P.P.E.: 15
This spell creates a wall of air which is much denser than normal air, almost the consistency of water. The wall is relatively thin, only about 3 feet (0.9 meter) thick. The effect of the wall is that most bullets and fast moving objects will be either deflected and lose all velocity or will disintegrate. Relatively slow powered rounds such as pistol and black powder rounds are deflected and lose all velocity. High powered rifle rounds will simply disintegrate when they hit the wall. The wall does not impede energy weapons and larger that 14.5 mm rounds (As well as M.D.C. rounds) will penetrate the wall. Throw daggers will also be deflected by the wall although a spear or javelin can be thrown through the wall with a -4 penalty.
Earth Warlock:
Third Level:
Armor of Thorns:
Range: Self or Other
Duration: Two Minutes (8 Melee) per level
Saving Throw: None
P.P.E.: 15
In many ways, this spell is similar to the Wizard Spell of "Armor of Ithan." The spell creates a magical armor made from thorns. Even though bulky in appearance, the armor does not restrict the wearer of the armor. It gives protection of 15 M.D.C. per level in Mega-Damage settings such as Rifts. In S.D.C. settings, the armor provides 150 S.D.C. with an additional 15 S.D.C. per level. Armor also has an A.R. rating of 18 in S.D.C. settings. As well, if someone strikes the armor with bare flesh, the will take 5D6 S.D.C. (Does not convert to M.D.C.)
Heart of Oak:
Range: Self Only
Duration: 1 minute per level of experience of the Warlock casting the spell
Saving Throw: None
P.P.E.: 15
This spell is designed to draw strength for the earth warlock to make him be able to withstand damage as if he was an oak tree instead of being of flesh. Movement is not effected although weight is doubled for the duration of the spell. In an S.D.C. Environment such as Palladium Fantasy, when the spell is cast, the warlock has an A.R. rating of 12 (Considered a natural A.R. rating) and his S.D.C. and hit points are doubled while protected by the spell. In an M.D.C. environment such as Rifts, when the spell is cast, the warlock will have one fifth of his Hit Points and one tenth of his S.D.C. in M.D.C. Round up in the case of both hit points and S.D.C. (Example: An Earth Warlock with 42 Hit Points and 36 S.D.C. will have a total of 13 M.D.C., nine from hit points and four from S.D.C.)
Mold Plants:
Range: Touch
Duration: Effect plant for one week per level - Actual effects are permanent
Saving Throw: None
P.P.E.: 15
This spell is designed to mold a plant as it grows but does not directly reshape a plant like the Biomancer spell of "Shape Plants." It does not speed up the growth of plants which requires different spells. Still, over time amazing shapes can be formed. Creating structures can take many years potentially.
Fourth Level:
Forge Metal:
Range: Touch
Duration: Permanent
Saving Throw: None
P.P.E.: 15
This spell allows the Warlock to create metal objects just as if he or she was a blacksmith or armorer. This can include tools, equipment, weapons, and even armorer. Metals which cannot be forged in normal ways such as Titanium or Kisenite can be effected by this spell and the spell can actually take materials from their base ore (although the ore must contain the metal the Warlock wants to forge) and be refined to a completed item. Special alloys such as high tensile strength steel can be created as well. Spell effects 2 pound (0.91 kg) per level of experience when working with already refined metals and 0.5 lbs (0.23 kg) of metal per level of experience when it is in its raw ore form. Skill is 50% + 5% per level of experience. For every two levels of experience above fourth, a weapon can be given a bonus of +1 to damage and for every four levels of experience above fourth, a weapon can be given +1 to strike, parry, or initiative. As well, metal armor can be increased in strength to reduce weight by 5% or increase S.D.C. by 5% for every two levels of experience beyond fourth. All bonuses to weapons and armor are restricted to the maximum bonuses giveable by Dwarven Craftsmanship.
Part Forest:
Duration: 10 minutes per level of experience
Saving Throw: None
P.P.E.: 15
This spell might be considered a specialized version of the spell “Animate Plants.” One cast, all plants will part from the spell casters path, allowing them to pass through the thickest growth. Works on forests, vines, thorn bushes, jungles, and pretty much any growth. It even allows the recipients of the spell to pass through a wall of thorns. The recipients of the spell also leave no tracks or signs of passage.
Rumbles in the Earth:
Range: 1 mile (1.6 km) per level of experience of the Warlock casting
the spell
Duration: 10 minutes per level of experience of the Warlock casting
the spell
Saving Throw: None
P.P.E.: 10
This spell uses a fragment of an earth elemental essence to act as a spy for the Earth Warlock who cast the spell. The fragment cannot take any physical action but can spy on a specific location per spell casting. The area is approximately a 30 ft (9 meter) radius if the subjects are talking normally. Reduce area that can be spied on if they are whispering and increase area if they are shouting. If the targets are more than 30 feet from the ground in a wooden tower or on a boat in the water., the spy will be unable to listen to the conversation. The Warlock must keep his ear to the ground to hear the sound and will hear it almost a rumble from the ground. Only sound is gotten from the spell. The Fragment Spy will not be able to pass through a Sanctum or other protections designed to work against Elemental beings. The spy must have a complete path through the ground (either stone or earth) to get to the warlock casting the spell.
Fifth Level:
Earth Mother's Touch:
Range: Touch or up to 6 feet (1.8 meters) away.
Duration: Permanent
Saving Throw: None
P.P.E.: 40
The Earth Warlock can use this spell to save the dying but cannot help the deceased. The warlock sprinkles a bit of earth on the body. The spell will restore a person in a coma or dying of poison to ten hit points above zero. The person will be weak and perhaps sick, but they will not die. The spell works automatically and can be cast up to six feet away.
Fingers of Stone:
Range: 100 square foot (9.29 square meters) area plus 25 square foot
(2.32 square meter) area per level of experience.
Duration: 10 minutes per level of the warlock
Saving Throw: None
P.P.E.: 30
This spell causes stone spikes to rise from the ground, each around six feet in height and extremely sharp. These spikes are around 2 feet (0.61 meters) apart (One every 4 square feet / 0.186 square meters) and are extremely hard to penetrate with each spike inflicting 2D6 points of S.D.C. damage against soft / non-armored targets. Running through them with a horse or a car will cause multiple spikes to hit. Against harder targets such as armored vehicles (including M.D.C. vehicles in Rifts), these stone spikes will not inflict damage but will slow vehicle by half. Each spike can take 20 S.D.C. points of damage.
Sixth Level:
Heart of Granite:
Range: Self Only
Duration: 1 melee per level of experience of the Warlock casting the spell
Saving Throw: None
P.P.E.: 45
This spell is designed to draw strength for the earth warlock to make him be able to withstand damage as if he was made from hard stone instead of being of flesh. Movement is not effected although weight is quadrupled for the duration of the spell. In an S.D.C. Environment such as Palladium Fantasy, when the spell is cast, the warlock has an A.R. rating of 15 (Considered a natural A.R. rating) and his S.D.C. and hit points are multiplied by ten while protected by the spell. In an M.D.C. environment such as Rifts, when the spell is cast, the warlock will have his Hit Points and his S.D.C. in M.D.C.
Fire Warlock:
Fourth Level:
Fire Spy:
Range: 1 mile (1.6 km) per level of experience of the Warlock casting
the spell
Duration: 10 minutes per level of experience of the Warlock casting
the spell
Saving Throw: None
P.P.E.: 10
This spell allows a Fire Warlock, through the use of a fragment of a fire elemental essence, to spy from sources of fire. It must be a true fire, not just an ember or source of heat. The fire warlock can only spy at a specific locations and the locations must have line of sight and be within a 30 ft (9 meter) distance from the fire. The warlock cannot get sounds but may be able to read lips to understand what people are saying. The Fire Warlock can look from any fire up to 1 mile (1.6 km) away from his location per level of experience. Images will be slightly wavy, as if looking through heat distortion. The Fragment Spy will not be able to pass through a Sanctum or other protections designed to work against Elemental beings.
Forge Metal:
Range: Touch
Duration: Permanent
Saving Throw: None
P.P.E.: 15
This spell allows the Warlock to create metal objects just as if he or she was a blacksmith or armorer. This can include tools, equipment, weapons, and even armorer. Metals which cannot be forged in normal ways such as Titanium or Kisenite can be effected by this spell and the spell can actually take materials from their base ore (although the ore must contain the metal the Warlock wants to forge) and be refined to a completed item. Special alloys such as high tensile strength steel can be created as well. Spell effects 2 pound (0.91 kg) per level of experience when working with already refined metals and 0.5 lbs (0.23 kg) of metal per level of experience when it is in its raw ore form. Skill is 50% + 5% per level of experience. For every two levels of experience above fourth, a weapon can be given a bonus of +1 to damage and for every four levels of experience above fourth, a weapon can be given +1 to strike, parry, or initiative. As well, metal armor can be increased in strength to reduce weight by 5% or increase S.D.C. by 5% for every two levels of experience beyond fourth. All bonuses to weapons and armor are restricted to the maximum bonuses giveable by Dwarven Craftsmanship.
Water Warlock:
First Level:
Break Surface Tension:
Range: 50 feet (15.2 meters) per level of experience of the Warlock
casting the spell. Effects a 10 foot (3.05 meter) radius area per level
of experience of the Warlock casting the spell.
Duration: One melee (15 seconds) per level of experience of the
Warlock casting the spell
Saving Throw: None
P.P.E.: 4
This spell simply makes a body of water have no surface tension. When something, a person or an object, hits the water at a high rate of speed, it will hit as if it is hitting a solid object. This is due to surface tension. This spell eliminates that surface tension and reduces damage when hitting the water at high velocity by 80%. When a person hits the water with this cast on it, they can survive when they normally would have been killed.
As a secondary effect, small creatures (insects and spiders) which can stand on the water through surface tension will sink into the water and usually drown. This spell will also prevent the spell of "Walk on Waves" from working and the person will sink into the water. Magic items with similar effects will also be effects in the same manner.
Fourth Level:
Reflection in the Waters:
Range: 1 mile (1.6 km) per level of experience of the Warlock casting
the spell
Duration: 10 minutes per level of experience of the Warlock casting
the spell
Saving Throw: None
P.P.E.: 10
This spell allows a Water Warlock, through the use of a fragment of a water elemental essence, to spy from flat surfaces of water. Such items as lakes, flat streams and rivers, and pools are good surfaces to spy from. The sell does not work through fast moving water. The water warlock can only spy at a specific locations and the locations must have line of sight and be within a 30 ft (9 meter) distance from the surface of the water. The Water Warlock can look from any flat water surface up to 1 mile (1.6 km) away from his location per level of experience. The Warlock needs to use a second flat surface of water (scrying bowl for example) to gaze at the image and it will look from the vantage of the water and be blurred as if underwater as well. The Fragment Spy will not be able to pass through a Sanctum or other protections designed to work against Elemental beings.
Thick Air:
Range: 60 feet (18.3 meter) away, covers a 10 foot (3 meter) by 10
foot (3 meter) area per level of the warlock.
Duration: 1 minute per level of experience of the Warlock casting the
spell
Saving Throw: None
P.P.E.: 15
This spell creates a wall of air which is much denser than normal air, almost the consistency of water. The wall is relatively thin, only about 3 feet (0.9 meter) thick. The effect of the wall is that most bullets and fast moving objects will be either deflected and lose all velocity or will disintegrate. Relatively slow powered rounds such as pistol and black powder rounds are deflected and lose all velocity. High powered rifle rounds will simply disintegrate when they hit the wall. The wall does not impede energy weapons and larger that 14.5 mm rounds (As well as M.D.C. rounds) will penetrate the wall. Throw daggers will also be deflected by the wall although a spear or javelin can be thrown through the wall with a -4 penalty.
Fifth Level:
Water's of Life:
Range: Touch
Duration: Permanent
Saving Throw: None
P.P.E.: 60
Many scholars claim that "Breath of Life" is the only Warlock spell which can bring the dead back to life. This is incorrect and there is a Water Warlock spell known as "Waters of Life" which can also bring the recently deceased back to life. The spell is cast on either a pool of water or a small container (such as a pitcher of water.) When the deceased person is bathed in the pool or made to drink the water, the spell will be activated and revive the person if successful. Once the spell is activated, the water transforms back into normal water.
The person will revive in 1D4 melees if successful. Success ratio is 70% + 1% per level of the warlock. The spell can only be attempted once on a person by the warlock but another warlock can attempt the spell. The spell will only work if the deceased has been dead less than twenty-four hours. The water of life will restore life to the recently deceased but does not restore missing limbs, heal burns, cure metal disorders, or remove possessions if they have not fled the body. It only restores half of the creature's hit points and the remain hit points and S.D.C. must be restored by other means (Rest, medical treatment, or additional magic)
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write-ups by Kitsune (E-Mail Kitsune).
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