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By Hida Jiremi firstname.lastname@example.org
With ideas and material from Player’s Handbook Wheel of Time RPG
Spells and Magic
Spells come in two types: arcane and divine. In the world of Rifts, arcane magic is by far the more common, with sorcerers, line walkers, and mystics all wielding arcane power, while of the base classes, only the shifter casts divine spells. Certain prestige classes grant the ability to contact a greater being for power, but overall magic is much the same regardless of source. Magic is a visible force to those who understand its power. While a spellcaster holds on to the source of his power, that power is visible as a radiant glow or noticeable as a strange feeling, depending on the caster in particular. Most spellcasters have access to the spellsight ability to reflect this. Magic consists of five different elemental energies: Air, Earth, Fire, Water, and Spirit. When a caster uses his powers, he gathers strands of these energies, sometimes drawing up just one of them, and sometimes (especially in powerful or intricate spells) incorporating three, four, or even all five of them. The strands, invisible to normal people, dance in the air before the caster, who weaves them together with his mind into a specific pattern he knows. When the casting is complete, the spell takes place. Not all casters are equally adept with each of the elemental powers. Every caster has an affinity with one or more of these elemental energies. A caster with an affinity for a certain element or elements works most efficiently with spells that require only those elements. When attempting a spell that requires other elements, he will not be quite as efficient with the expenditure of personal energy and effort. When attempting a spell that does not use his affinities at all, he will be at an even greater disadvantage. In addition to Affinities, casters also develop Talents. A Talent is a set of related spells, gathered together into understandable “schools” of thought. Each Talent includes many spells, and there are spells that fall into no particular Talent, but to which all casters have access. There are a number of Talents, as well as several “lost” Talents. Lost Talents are rare and unique, requiring intense study and training from the very beginning of a spellcaster’s career, reflected by feats prerequisite to each such “lost” Talent. Spell effects occur in levels, ranging from 0 (which even the most novice adept can learn) to 9th (the highest-level spells that exist, the powers of master channelers). Spell slots can advance to levels past 9th, reflecting a level of power that can only be reached through extreme effort (overextending) or by spellcasters of epic power. Some spells do only a specific thing, making overextending less useful for them. Others gain power as the level of the caster advances, making overextending vitally important. Generally speaking, a caster can learn any spell from within the Talents he knows. He can only learn and cast relatively low-level spells from outside of those Talents as defined in the individual class descriptions. Despite the different manners of wielding magic, all forms of magic interact freely unless otherwise noted—a sorcerer’s spells and a shifter’s spells can counterspell one another just as well as those of two sorcerers.
Boosters are magical items, sometimes ancient relics and sometimes new creations, that magnify the abilities of spellcasters. They effectively allow a spellcaster to overextend with a greatly reduced penalty. Boosters are rated on a power scale of 1 to 10. The rating represents the spell slot reduction to any spell cast. For example, a sorcerer using a booster of power rating 2 can cast a 7th-level spell using a 5th-level slot. Boosters are usable by either arcane or divine casters, who need only touch it while they cast to gain its benefits. Typically, a booster will have a name associated with its power level or creator.
The individual classes describe the number of spell slots available to each of them per day. that area is wasted. Range A spell’s range determines how far from you it can reach. but not all. Spells are like formulas—methods by which magic is manipulated to create the often awesome effects that only spellcasters can achieve. . Touch: You must touch a creature or object to affect it. Spells with a casting time longer than 1 action have their casting time doubled. you will have one or more. unless overextending). Standard ranges include: Personal: The spell affects only you. Close: The spell reaches up to 25 feet away from you. count the spell as being one level higher than its listed level.Casting Spells An understanding of the nature of magic allows spellcasters to grasp the immense potency of that power. area. but they must be used to cast spells of lower level. you must be able to cast spells of that level or higher (unless overextending). etc. Adding a metamagic feat to a spell’s casting increases the casting time as well as the spell slot used. hold. Spellcasters are constantly in contact with their magic. but the ghostly image of the spell’s casting method for its entire duration (or longer. or tie off a spell. to cast a spell you must be able to see the target of its effects or specify a line or area of effect. they are visible to you and to other spellcasters with the spellsight ability. just like an attack. it must be a spell that you know. If so. check the Affinities associated with that spell. of the associated Affinities. other spellcasters can see not only the spell’s effects.” or “formulae. count the spell as being one level lower than its listed level. As such. Casting a spell with a casting time of 1 action takes a standard action. Medium: The spell reaches up to 100 feet + 10 feet per caster level. When you cast.) when you begin casting. Spells are made of the strands of elemental energy (called potential psychic energy by some). you are casting a spell as a full-round action). The spell is completed in the same round it is started. After seeing if you can cast the spell. You always have the option of using a high-level spell slot to cast a lower-level spell. In most cases. It comes into effect just before the beginning of your turn in the round after you began casting the spell. Individual casters will often refer to their magic abilities as “webs. If that makes it too high-level to cast. If any portion of the spell’s area of effect would extend beyond the range. A spell’s range is the maximum distance from you that the spell’s effect can occur. Spells allow them to put that power to active use. You then act normally after the spell is completed. as well as the maximum distance at which you can designate the spell’s point of origin. though concentration and some amount of ritual is required to use spells. The maximum range increases by 5 feet for every two full caster levels. as defined on the Range line of the spell description. but the only action the caster may take that round is a 5-foot step. Casting Time Most spells have a casting time of 1 action. not the following one. A spell that takes 1 round to cast is a full-round action. If you have all of the listed Affinities. Using a metamagic feat on a spell with a casting time of 1 action increases the spell’s casting time to a full-round action. and you must have a spell slot available at that level (again. cast the spell according to its listed level. Generally. A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds.” “weaves. If you have none of the listed Affinities.” but in most basic form they are all spells. then you cannot cast the spell without overextending. To cast a spell. You must make all pertinent decisions about a spell (range. for those with the Sense Residue feat). A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots. effect.
Long: The spell reaches up to 400 feet + 40 feet per caster level. You must designate the location where these things are to appear. taking into account the turns that the spell takes. Cylinder: As with a burst. A cone starts as a point directly before you. Creatures: Some spells affect creatures directly. Effect: Some spells create or summon things rather than affecting things that are already present. Figure distance by actual distance traveled. Area: Some spells affect an area. If you cast a spell on the wrong sort of target. you do not have to select your target until you finish casting the spell. Intervening creatures and obstacles. Many spells affect “living creatures. Cone: When you cast a spell with a cone area. you select the spell’s point of origin. The area might be a burst. Unlimited: The spell reaches anywhere on the same plane of existence.” which means all creatures other than constructs and undead. but otherwise you don’t control which creatures or objects the spell affects. affecting whatever it catches in its area. If the ray has a duration. Aiming a Spell You must make some choices about whom the spell is to affect or where the effect is to originate. not the length of time the ray itself persists. You must be able to see or touch the target. You must designate the point of origin for such an effect but need not have line of effect to all portions of the effect. . Range determines how far away an effect can appear. However. as you do with a targeted spell. Target or Targets: Some spells have a target or targets. or some other shape. you can fire into the dark or at an invisible creature and hope you hit something. A burst spell has a radius that indicates how far from the point of origin the spell’s effect extends. taking into account the turns that the spell takes. but objects instead of creatures). depending on the type of spell. Burst: As with an effect. This point is the center of a horizontal circle. The effect can extend around corners and into areas that you can’t see. and you must specifically choose the target. Figure distance by actual distance traveled. You select where the spell starts. though you typically make a ranged touch attack rather than a normal ranged attack. You don’t have to see the creature you’re trying to hit. it’s the duration of the effect that the ray causes. filling a cylinder. but they affect creatures in an area of some kind rather than individual creatures you select. As with a range weapon. A shaped effect or area can have no dimension smaller than 10 feet. Emanation: Some spells have an area like a burst except that the effect continues to radiate from the point of origin for the duration of the spell. but if the effect is mobile it can move regardless of the spell’s range. you select the spell’s point of origin. Many effects or areas are given as cubes to make it easy to model irregular shapes. Spread: Some effects spread out from a point of origin to a distance described in the spell. and it widens out as it goes. either by seeing it or defining it. the spell has no effect. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas. the cone shoots away from you in the direction you designate. a cone. The spell bursts out from this point. you can shape the spell. You cast these spells directly on creatures or objects. Range Expressed in Feet: Some spells have no standard range category. The effect can extend around corners and into areas that you can’t see. A cone’s width at a given distance from you equals that distance. can block your line of sight or provide cover for the creature you’re aiming at. You aim a ray as if using a ranged weapon. but usually an area falls into one of the categories below. Spread: Some effects spread out from a point of origin to a distance described in the spell. as defined by the spell itself. Its far end is as wide as the effect is long. Objects: Some spells affect objects within an area you select (as above. Shapeable (S): If an Area of Effect entry ends with (S). Ray: Some effects are rays. You must designate the point of origin for such an effect but need not have line of effect to all portions of the effect. just a range expressed in feet. however. Sometimes a spell describes a specially defined area. and the spell shoots down from the circle.
You must have a clear line of effect to the point of origin of any spell you cast.Line of Effect: A line of effect is a straight. SR applies only when a resistant creature is targeted by a spell. but cannot deduce the exact nature of the attack. you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance rating for the spell to affect that creature. not when a resistant creature encounters a spell that is already in place. Saving Throw Most harmful spells allow an affected creature to make a saving throw to avoid some or all of the effect. You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. None: No saving throw is allowed. Partial: The spell causes an effect on a subject. For bursts. This notation does not mean that a spell can only be cast on objects. An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect. creatures. Voluntarily Giving Up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result. It’s like a line of sight for ranged weapons. but have no specific listed spell resistance. The Saving Throw line in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. A creature with power resistance (PR) is assumed to have spell resistance as well. you sense that the spell has failed. The Spell Resistance line and descriptive text of a spell tell you if spell resistance protects creatures from it. not harmful. If your spell is being resisted by a creature with spell resistance. and emanating spells. A creature with spell resistance must voluntarily drop the resistance to receive the effects of a spell noted as Harmless without the caster level check described above. When a creature’s saving throw succeeds against a targeted spell. A successful saving throw means that some lesser effect occurs. A psionically . Spell Resistance Spell resistance is a special defensive ability. except it’s no blocked by fog.) by a creature resisting the spell. unblocked that indicates what a spell can affect. darkness. (Object): The spell can be cast on objects. in which case the object gets the creature’s saving throw bonus unless its own bonus is greater. In many cases. Some spells of this sort can be cast on creatures or objects. but a targeted creature can attempt a saving throw if it wishes. Disbelief: A successful saving throw lets the subject ignore the effect. cones. which receive saving throws only if they are magical or if they are attended (held. or objects to which it has a line of effect from its origin. Such an opening makes a 5-foot length of wall no longer considered a barrier for purposes of a spell’s line of effect (though the rest of the wall farther from the hole can still block the spell). A magic item’s saving throw bonuses are each equal to 2 + one-half its caster level. or other factors that limit normal sight. grasped. Negates: This term means that the spell has no effect on an affected creature that makes a successful saving throw. cylinders. etc. Even a character with a special resistance to magic can suppress this if he wants to. Half: The spell deals damage. and a successful saving throw halves the damage taken (round down). The terms “Object” and “Harmless” mean the same thing as for saving throws. the spell only affects areas. Succeeding at a Saving Throw: A creature that successfully saves against a spell without obvious physical effects feels a hostile force or a tingle. (Harmless): This spell is usually beneficial. Saving Throw Difficulty Class: A saving throw against a spell has a DC of 10 + the level of the spell + the relevant ability score modifier. Certain creatures are able to resist psionic powers. A line of effect is canceled by a solid barrier. worn.
you must select an opponent as the target of the counterspell. You can’t cast a spell while concentrating on another one. If the check fails. If the check succeeds. make a Spellcraft check (DC 15 + the spell’s level) as a free action. You can make touch attacks round after round. A spell’s Duration line tells you how long the magical energy of the spell lasts. If a spell’s duration is variable. the magic goes away and the spell ends. The means the spell is vulnerable to being dispelled. you can dismiss the spell at will. Dismissing a spell is a standard action that does not provoke attacks of opportunity. but you can’t maintain it for more than a stated duration. then the spell stays with that area for the spell’s duration. To complete the action. a spell can only counter itself. or up to six friends as a full-round action. The effect might move or remain still. (D): If the duration line ends with (D). Counterspells It is possible to cast any spell as a counterspell. though the consequences of the spell may be long-lasting. the spell discharges. which are usually a modified form of the spell’s verbal component. the spell keeps going for the stated length of time after you stop concentrating. and dismissing it does not require an action. You can touch one friend (or yourself) as a standard action. Concentrating to maintain a spell is a partial action that doesn’t provoke attacks of opportunity. you can hold the discharge of the spell (hold the charge) indefinitely. Sometimes a spell lasts for a short time after you cease concentrating. Concentration: The spell lasts as long as you concentrate on it. As a general rule. minutes. If you touch anything with your hand while holding a charge. and Areas: If the spell affects creatures directly. Effects. you can’t do either of these things. Otherwise you must concentrate to maintain the spell. In these cases. Instantaneous: The spell energy comes and goes the instant the spell is cast. you dismiss the spell with a gesture. Creatures become subject to the spell when they enter the area and become no longer subject to it when they leave. Thus. certain spellcasters can learn to “tie off” concentration spells. Touch Spells and Holding the Charge: If you don’t discharge a touch spell on the round you cast the spell. Counterspelling works even if one spell is arcane and the other divine. you are using the spell’s energy to disrupt the casting of the same spell by another character. the result travels with the subjects for the spell’s duration. If the spell affects an area. Anything that could break your concentration when casting a spell can also break your concentration while you’re maintaining one. Timed Durations: Many durations are measured in rounds. hours. Subjects. the spell dissipates. the GM rolls it secretly. unless the description of the spell or power specifically permits this. you need to know for how long. the effect lasts for the spell’s duration. Also. causing the spell to end. If the spell has no verbal component. You do this by readying an action to counterspell that opponent when he attempts to cast a spell. a creature with PR 23 would have SR 13 as well. or some other increment. Magic and psionics cannot be used to counterspell one another. you must cast the correct spell. By doing so. When the time is up. If the spell creates an effect.resistance creature’s SR is equal to its power resistance minus 10. maintaining them without thinking about it. A spell that depends on concentration is dismissible by its very nature. You must be within range of the spell’s effect and must speak words of dismissal. To counterspell. Discharge: A few spells last for a set duration or until triggered or discharged. Permanent: The energy remains as long as the effect does. you correctly identify the opponent’s spell and can attempt to counter it. If you cast another spell. If you are able to cast the . Duration Once you’ve determined who is affected and how. Such effects can be destroyed prior to when their durations end. If the target of your counterspell tries to cast a spell.
–1 to all skill and ability checks. and you don’t need to identify the spell he’s casting. Takes 2d6 damage and cannot cast spells at all for 24 hours. even if you can normally only . Some spells specifically counter each other as noted in their spell descriptions. for example. saving throws. It requires a Concentration check. The DC depends on what you are attempting to do. –3 on all previously listed rolls. DC missed by 1-5 6-10 Result Headache and fatigue. you are unharmed by your attempt to overextend. Subtract your saving throw result from the DC and consult the table below. and even death. which fades after six hours of rest. saving throws. You could cast a 6th-level spell. If you succeed in the check. If the target is within range. the spell does not work. By overextending. 11-15 16-20 21-25 25+ Overextending is difficult and risky. Takes 4d6 damage and cannot cast spells at all for two weeks. and you must make a Fortitude saving throw. and attack rolls. incapacitation. both spell automatically negate each other with no other results. If you fail. which fades after six hours of rest. and attack rolls. you may cast a spell one. but more commonly spellcasters try to overextend. However. beyond those allowed by his level and bonuses. Shifters especially have a difficult time at overextending. To overextend. to novices and masters alike. which fades after six hours of rest. Any spellcaster with the overextending class ability may attempt to cast additional spells. dispel magic doesn’t always work as a counterspell. altering it slightly to create a counterspell effect. Severe headache and overwhelming fatigue. Concentration Check 15 20 25 20 25 30 Overextending Attempt Cast a 0-level spell with no slots left Cast a 1st-level spell with no slots left Cast a 2nd-level spell with no slots left Cast a spell 1 level higher than slot Cast a spell 2 levels higher than slot Cast a spell 3 levels higher than slot Fortitude Save DC 15 25 35 15 + spell level 25 + spell level 35 + spell level If you succeed at the Fortitude save. or three levels higher than your highest available spell slot. You can use dispel magic to counterspell another spellcaster. The spellcaster is burnt out—completely unable to cast spells for the rest of his life. which fades after six hours of rest. –4 on all previously listed rolls. or higherlevel spells. Most spellcasters only overextend in extreme circumstances. as their mental stability decreases with each overextending attempt. two. All penalties fade after six hours of rest. and failure may result in injury. If you fail. Using boosters is one way of doing this. and even then with reluctance. the overextended spell goes off just as if you were normally capable of casting it. –2 penalty on all skill and ability checks. –5 on all previously listed rolls. you cast it. This penalty ends after six hours of rest. Metamagic feats are not taken into account when determining whether a spell can be counterspelled. Takes 5d6 damage. Takes 3d6 damage and cannot cast spells at all for 48 hours. make a Concentration check. Overextending The limit to the number and level of spells a caster may use in a given day is not absolute.same spell. especially when they have diametrically opposed effects. –6 on all previously listed rolls. Also takes 1d6 points of damage and cannot overextend. the result depends on how badly you failed the roll.
. You may also overextend to cast a 0-level. you must use those slots instead of overextending. 1st-level. or 2nd-level spell even when you have no slots at all left open. you must use the 2nd-level slot (overextending by one level) rather than use a 1st-level slot (overextending by two levels). 2nd-level. You may only overextend if you cannot cast the same spell without overextending. Or you could cast a 3rd-level spell when you’ve already used all of your 3rdlevel. and you want to cast a 3rd-level spell. if you want to cast a 3rd-level spell and still have any 3rd-level or higher slots open. and 1st-level slots. For example.cast 3rd-level spells. You must always use your highest-level slot when overextending. If you have one 2nd-level and three 1st-level spell slots available. and only have 0-level slots left.
When the spells ends or is dispelled. nor can it appear floating in an empty space. actually transport creatures to your location from another (calling). the anchor lasts as long as the magic circle does. a magic circle spell binds a called creature for a maximum of 24 hours per caster level. harm trespassers. They create physical or magical barriers. A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object. When focused inward. all the spells it has cast end. but other creatures can. A magic circle leaves much to be desired as a trap. you break the spell. When the spell that summoned a creature ends and the creature disappears. It must arrive in an open location on a surface capable of supporting it. The spell grants the creature the one-time ability to return to its place of origin. but its ranged attacks can. If the spell has an instantaneous duration. Creatures you conjure usually. the effect immediately ends. CONJURATION Conjurations bring manifestations of creatures. but it does not have to remain within that range. If the spell has a duration other than instantaneous. Calling: The spell fully transports a creature from another place to your location. during which time it can’t be summoned again. A creature capable of any means of dimensional travel can simply leave the circle through that means. but you must cast the spell before the creature acts. The duration of a calling spell is instantaneous. The creature cannot reach across the magic circle. If you continue to apply pressure. If an abjuration creates a barrier that keeps certain types of creatures at bay. negate magical or physical abilities. The DC to find such spells with the Search skill drops by 4. objects. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it. the barrier cannot be used to push away those creatures. If you force the barrier against such a creature. a summoned creature is instantly sent back to where it came from. the magical fields interfere with each other and create barely visible energy fluctuations. it can test the trap once a day. or even banish the subject to another dimension. Creatures who are called actually die when they are killed. It takes 24 hours for the creature to reform. Spells that call powerful extraplanar creatures are most useful when the conjurer has a magical trap to hold the summoned creature. If you fail to overcome the resistance. If the circle laid down in the process of casting is broken. which means that the called creature cannot be dispelled. as do those brought by a summoning spell (see below). A . Creation: The spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above for conjurations). but these require special training and knowledge. the conjured creature or object disappears without a trace. or some form of energy to you (summoning).TALENTS OF MAGIC ABJURATION Abjurations are protective spells. It lasts indefinitely and does not depend on magic for its existence. The creature or object must appear within the spell’s range. but not always. the creature breaks free. but a summoned object is not sent back unless the spell description specifically indicates this. More powerful methods of binding called creatures are known. destroying the circle. you feel a discernible pressure against the barrier. or create objects on the spot (creation). directly or indirectly. provided that you cast the spell that calls the creature within 1 round of casting the magic circle. although the spell may limit the circumstances under which this is possible. however. magic holds the creation together. the created object or creature is merely assembled through magic. Summoning: The spell instantly brings a creature or object to a place you designate. and when the spell ends or is dispelled. The trapped creature can do nothing that disturbs the circle. The simplest type of trap is a magic circle spell. they do not disappear and reform. A summoned creature also goes away if it is killed or dropped to 0 hit points. The creature can attack any target it can reach with its ranged attacks except the circle itself. If successful. obey your commands. If more than one abjuration spell is active within 10 feet of another for 24 hours or more. If the called creature has spell resistance.
The cone defines the area that you can sweep each round. and to foil deceptive spells. glamers. Because figments and glamers (see below) are unreal. not their own slightly different version of the figment. some allow you to determine the subject’s actions when you cast the spell. feel. Many divination spells have cone-shaped areas. to predict the future. but a pattern also affects the minds of those who see it or are caught in it. ENCHANTMENT Enchantment spells affect the minds of others. making it look. phantasms. Likewise. If you study the same area for multiple rounds. influencing or controlling their behavior. (It is not a personalized mental impression. They cannot cause damage to objects or creatures. EVOCATION Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. the image produces gibberish. and dispel negative energies. and others give you ongoing control over the subject. you cannot make a visual copy of something unless you know what it looks like. These move with you and extend in the direction you look. All patterns are mind-affecting spells. it must be in a language you know. Illusions come in five types: figments. to find hidden things. seal cuts. these spells are useful for confounding or delaying foes. provide nutrition. you can often gain additional information. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. typically making the subject see you as a good friend. they create something out of nothing. Pattern: Like a figment. DIVINATION Divination spells allow you to learn secrets long forgotten. Spells that remove esoteric ailments. support weight. smell. In effect.summoned creature cannot use any innate summoning abilities it may have. repair broken bones. Many of these spells produce spectacular effects. Consequently. ILLUSION Illusion spells deceive the senses or minds of others. but useless for attacking them directly. hear phantom noises. HEALING Healing spells infuse the target with the energy of life to cure wounds. They cause people to see things that are not there. a pattern spell creates an image that others can see. Some spells determine the subject’s actions (or the effects on the subject). and evocation spells can deal large amounts of damage. All enchantments are mind-affecting spells. as noted in the spell description. Figment: A figment spell creates a false sensation. or provide protection from the elements. If you try to duplicate a language you cannot speak. patterns. . Those who perceive the figment perceive the same thing. If intelligible speech is possible. Two types of enchantment spells grant you influence over a subject creature: Charm: The spell changes the way the subject views you. they cannot produce real effects the way that other types of illusions can. and it refuses to cast any spells or use any spell-like abilities that would cost it XP. and shadows. or even to disappear. diseases. or remember things that never happened. and poisons are usually healing spells. Compulsion: The spell forces the subject to act in some manner or changes the way his mind works.) Figments cannot make something seem to be something else. Glamer: A glamer changes a subject’s sensory qualities. not see things that are there. taste. or sound like something else.
Spellsight: Illusions are perfectly visible to spellcasters with the spellsight class ability unless they are inverted. The caster weaves it from extradimensional energies. Such illusions can have real effects. the damage is real. thing. If a creature takes damage from a shadow illusion.Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. A successful saving throw reveals it to be false. or condition. but it can be any property. UNIVERSAL A very few spells are usable by any spellcaster. A character faced with incontrovertible proof that an illusion isn’t real needs no saving throw. another Spellcraft check must then be made as usual to determine the nature of the spell. It is a personalized mental impression—all in their heads and not a fake picture that they can see. but a figment or phantasm remains as a translucent outline. in which case the viewer of the illusions may attempt a Spellcraft check opposed by the caster’s Invert check. NECROMANCY Necromancy spells manipulate the power of death and the flow of negative energies. A transmutation spell usually only changes one property at a time. each such viewer gains a saving throw with a +4 bonus. All phantasms are mind-affecting spells. The impression is totally in the minds of the subjects. Third parties viewing or studying the scene don’t notice the phantasms at all. These spells are available to any caster with any Talent as though they were included on his Talent list. Inverted illusions are invisible to spellsight. unless the spellcaster has the Sense Residue feat. though universal spells gain no special benefit from abilities that affect Talents. A failed saving throw indicates that a character fails to notice something is amiss. If any character successfully disbelieves an illusion and communicates this fact to other viewers. Spells involving undead creatures make up a large part of this Talent. Disbelief: Creatures encountering an illusion effect usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. TRANSMUTATION Transmutation spells change the properties of some creature. . A successful Spellcraft check reveals the presence of a lingering spell. Shadow: A shadow spell creates something that is partially real (quasi-real).
Spirit] 2nd Arcane Lock [Air. Earth. Spirit] Protection from Elements [Air. Water]* 3rd Dispel Magic [Air. Spirit] Filter [Air] (Tome and Blood) Gaze Screen [Air] (Tome and Blood) Obscure Object [Air. Spirit. Earth. Fire. Further spells will be presented in future conversions and new spells will be added in future supplements. Spirit] Magic Circle Against Chaos/Evil/Good/Law [Air. Spirit] Protection from Chaos/Evil/Good/Law [Air. spells that best represent their Talents. Spirit] Protection from Arrows [Air. Fire. Earth. Spirit] Mass Resist Elements [Air. Fire. Fire. Fire. Abjuration 0th Resistance [Spirit] 1st Alarm [Air. Fire. Water]* 4th Break Enchantment [Air. Water] Explosive Runes [Air. Spirit. Fire. Fire. Earth. Earth. Water]* (Tome and Blood) Minor Globe of Invulnerability [Air. Spirit. Water] Dispelling Screen [Air. Water]* Hold Portal [Air. Water] (Tome and Blood) Fire Trap [Air. Spirit. Earth. Spirit. Their listed descriptions still apply. Spirit. Water] Stoneskin [Earth. Fire. Fire. Spirit. Fire. Spirit] Endure Elements [Air. Any spell which normally lists a spell creator in the title (such as Mordenkainen) has had that creator removed for thematic reasons. Water] Dimensional Anchor [Air. Spirit. Fire. Water] Nondetection [Air.TALENTS AND SPELLS All spells within this section are from the 3rd Edition Player’s Handbook and the class book Tome and Blood. Spirit. and represent the “generic” magic of the world of Rifts. Earth. Spirit] Shield [Air. A small number of other spells have had their names altered to fit more closely into the Rifts naming scheme as well. Fire. Spirit. Fire] Resist Elements [Air. Spirit] . with the addition of the elemental Affinities for each spell. Fire. Earth. Earth. Earth. Fire.
Earth. Earth. Earth. Earth. Water] 8th Dimensional Lock [Spirit] (Tome and Blood) Mind Blank [Air. Earth. Water] Greater Dispelling [Air. Fire. Spirit. Water] Energy Immunity [Air. Fire. Water] 9th Disjunction [Air. Earth. Water] Spell Turning [Air. Spirit. Water] Imprisonment [Air. Water]* (Tome and Blood) Greater Dispelling Screen [Air. Water] Repulsion [Air. Spirit] Mount [Air. Earth. Earth. and protection from sonic is Earth. Fire. Water] Energy Buffer [Air. Spirit] Prismatic Wall [Air. Water] Guards and Wards [Air. Water] Protection from Spells [Air. Spirit. Earth. Spirit. Water]* (Tome and Blood) Private Sanctum [Air. Conjuration 0th Ray of Frost [Water] 1st Grease [Earth. Water] Obscuring Mist [Air. Water] Prismatic Sphere [Air. Earth. Spirit. Fire. Earth. Water] . Spirit. Spirit. Spirit. Fire. Earth. Water] Globe of Invulnerability [Air. Fire. Fire. protection from cold or electricity is Air. Fire. Fire. Spirit. Earth. Spirit. Water] Sequester [Air. Earth. Protection from fire is Fire. Spirit. Water] Freedom [Air. Spirit. Water] Magic Armor [Earth. Spirit. Fire.5th Dismissal [Air. Fire. Fire. All spells marked with an asterisk always have Spirit as one of their Affinities. Spirit. but other Affinities vary depending on which element is being defended against by the spell. Spirit] 7th Banishment [Air. Spirit. Earth. Fire. Spirit. Fire. Fire. Fire. Earth. protection from acid is Water. Fire. Fire. Spirit. Earth. Spirit. Fire. Water] *These spells do not have all five elements as Affinities at all times. Spirit] (Tome and Blood) 6th Antimagic Field [Air. Fire. Fire. Earth. Fire.
Fire. Spirit. Water] 7th Instant Summons [Air. Water] Secret Chest [Earth. Spirit. Spirit] 2nd Acid Arrow [Spirit. Spirit. Spirit] 3rd Corpse Candle [Air. Fire. Spirit] (Tome and Blood) Fog Cloud [Air. Water] Stinking Cloud [Air. Spirit. Water] 4th Black Tentacles [Earth. Water] Secure Shelter [Earth. Fire. Spirit] Magnificent Mansion [Air. Spirit. Water] Sepia Snake Sigil [Earth. Spirit] Sleet Storm [Air. Earth. Fire. Water] Major Creation [Air. Spirit. Spirit] Wall of Stone [Earth. Spirit] Lesser Planar Ally [Spirit] Minor Creation [Air. Spirit. Earth. Water] (Tome and Blood) Summon Monster II [Air. Fire. Earth. Spirit. Spirit] (Tome and Blood) Flame Arrow [Air. Fire.Summon Monster I [Air. Spirit. Earth. Water] Summon Monster IV [Air. Spirit. Water] Wall of Iron [Earth. Earth. Spirit. Spirit] Summon Monster III [Air. Earth. Water] Faithful Hound [Air. Water] Lesser Planar Binding [Air. Earth. Earth. Fire. Fire. Spirit. Earth. Fire] Ice Knife [Air. Fire. Fire. Earth. Water] Unseen Servant [Air. Earth. Earth. Water] 5th Cloudkill [Air. Water] Choke [Air. Spirit. Fire. Water] Glitterdust [Air. Fire. Fire. Fire. Water] Web [Earth. Fire. Fire] Phantom Steed [Air. Water] Summon Swarm [Air. Spirit. Water] Phase Door [Spirit] . Spirit. Fire. Spirit] Summon Monster V [Air. Earth. Water] Planar Ally [Spirit] Planar Binding [Air. Spirit. Fire] 6th Acid Fog [Air. Earth. Water] Solid Fog [Air. Earth. Fire. Water] Summon Monster VI [Air. Spirit. Earth. Fire.
Fire. Spirit] Divination [Spirit] Tongues [Spirit] 4th Arcane Eye [Spirit] Detect Scrying [Spirit] . Fire] Maze [Spirit] Power Word. Earth. Fire. Fire. Earth. Water] Trap the Soul [Spirit] 9th Elemental Swarm [Air. Earth. Water] Incendiary Cloud [Air. Fire. Spirit. Fire. Earth. Fire. Spirit. Spirit.Power Word. Earth. Spirit. Earth. Spirit. Earth. Spirit. Water] Summon Monster VIII [Air. Earth. Stun [Air. Water] Summon Monster IX [Air. Blind [Air. Kill [Air. Fire. Water] Power Word. Water] 8th Greater Planar Ally [Spirit] Greater Planar Binding [Air. it uses the Affinity for the type of elemental it is being used to summon. Divination 0th Detect Poison [Spirit] 1st Comprehend Languages [Spirit] Detect Secret Doors [Earth. Spirit. Spirit. Spirit] 2nd Augury [Spirit] Detect Thoughts [Spirit] Locate Object [Air. Water] *When casting this spell. Fire. Water] Summon Monster VII [Air. Fire. Water]* Gate [Air. Spirit] See Invisibility [Spirit] 3rd Arcane Sight [Spirit] (Tome and Blood) Clairaudience/Clairvoyance [Air. Fire. Earth. Spirit. Water] True Strike [Fire. Spirit. Earth. Earth. Spirit] Detect Undead [Spirit] Identify [Air.
Fire.Locate Creature [Air. Fire. Water] True Seeing [Air. Spirit. Fire. Water] Prying Eyes [Air. Earth. Fire. Fire. Water] 4th Charm Monster [Air. Spirit] Suggestion [Air. Earth. Fire. Earth. Spirit] Legend Lore [Air. Water] Hypnotism [Spirit] Sleep [Spirit] 2nd Hideous Laughter [Spirit] Indifference [Spirit] (Tome and Blood) 3rd Hold Person [Air. Spirit. Fire. Fire. Water] Find the Path [Earth. Spirit] Telepathic Bond [Spirit] 6th Analyze Dweomer [Air. Spirit. Earth. Spirit. Earth. Earth. Spirit] Scrying [Spirit] 5th Contact Other Plane [Air. Fire. Water] . Spirit. Earth. Spirit. Spirit. Water] 7th Greater Scrying [Spirit] Vision [Spirit] 8th Discern Location [Spirit] 9th Foresight [Spirit] Enchantment 0th Daze [Spirit] 1st Charm Person [Air.
Earth. Spirit. Water] 2nd Continual Flame [Fire. Fire. Fire] 1st Floating Disk [Air] Lesser Acid Orb [Water] (Tome and Blood) Lesser Cold Orb [Air] (Tome and Blood) Lesser Electric Orb [Spirit] (Tome and Blood) Lesser Fire Orb [Fire] (Tome and Blood) Lesser Sonic Orb [Earth] (Tome and Blood) Magic Missile [Air. Earth. Water] Mass Suggestion [Air. Earth. Spirit. Earth. Spirit] Mind Fog [Spirit] 6th Geas/Quest [Air. Earth. Spirit. Spirit. Fire. Fire. Fire. Fire. Water] Evocation 0th Dancing Lights [Air. Water] 7th Insanity [Air. Fire. Water] Demand [Air. Water] 5th Dominate Person [Air. Water] Sympathy [Spirit] 9th Dominate Monster [Air. Spirit] . Spirit.Confusion [Spirit] Emotion [Air. Earth. Earth. Fire] Flare [Fire] Light [Air. Fire. Earth. Fire. Water] Irresistible Dance [Air. Fire. Spirit. Earth. Fire. Fire. Spirit. Spirit] Lesser Geas [Air. Spirit] Mass Charm [Air. Water] 8th Antipathy [Spirit] Binding [Air. Fire. Earth. Spirit. Water] Feeblemind [Spirit] Hold Monster [Air. Spirit. Spirit.
Spirit] Tiny Hut [Air. Fire. Fire] Ice Burst [Air. Water] 8th Clenched Fist [Air. Spirit] (Tome and Blood) Fire Shield [Fire. Spirit. Fire. Water] 5th Cone of Cold [Spirit. Spirit] (Tome and Blood) Fire Orb [Fire. Spirit] Wall of Ice [Spirit. Spirit] Daylight [Air. Spirit] (Tome and Blood) Wall of Fire [Fire. Fire. Spirit. Water] Freezing Sphere [Air. Spirit] 7th Delayed Blast Fireball [Air. Water] (Tome and Blood) Gust of Wind [Air] Lightning Bolt [Air. Water] Resilient Sphere [Earth. Spirit] Great Shout [Air. Fire.Darkness [Air. Spirit] (Tome and Blood) Electric Orb [Air. Spirit. Water] Wind Wall [Air] 4th Acid Orb [Spirit. Spirit] Forcecage [Air. Spirit] Flaming Sphere [Air. Fire. Water] Wall of Force [Air. Water] (Tome and Blood) Cold Orb [Air. Spirit. Spirit] Shout [Earth. Water] 6th Chain Lightning [Air. Fire. Water] Force Sword [Air. Earth. Fire. Spirit] Contingency [Air. Earth. Fire. Spirit] Prismatic Spray [Air. Water] Grasping Hand [Air. Fire. Water] Interposing Hand [Air. Spirit] 3rd Fireball [Air. Earth. Earth. Earth. Water] Forceful Hand [Air. Spirit] Sonic Orb [Earth. Earth. Spirit. Fire] Produce Flame [Fire] Shatter [Earth. Spirit] Sending [Air. Spirit] (Tome and Blood) . Spirit. Earth. Earth. Spirit] Ice Storm [Air. Spirit. Spirit] Earthquake [Earth. Spirit.
Fire. Fire. Fire. Spirit. Spirit. Spirit] 9th Chain Contingency [Air. Water] Regenerate [Air. Spirit. Water] Remove Fear [Air. Water] 7th Greater Restoration [Air. Water] Neutralize Poison [Spirit. Spirit. Earth. Spirit. Earth. Spirit] Meteor Swarm [Air. Water] Remove Blindness/Deafness [Air. Water] Delay Poison [Spirit. Spirit. Spirit] Telekinetic Sphere [Earth. Spirit] 2nd Cure Moderate Wounds [Air. Spirit. Spirit. Spirit. Earth. Spirit. Spirit. Water] Remove Curse [Air. Spirit. Earth. Water] (Tome and Blood) Crushing Hand [Air. Spirit. Water] 1st Cure Light Wounds [Air. Earth. Spirit. Water] Resurrection [Air. Water] Remove Paralysis [Earth. Spirit. Water] Raise Dead [Air. Earth. Fire. Water] Lesser Restoration [Air. Spirit. Water] Restoration [Air. Fire. Spirit] Healing 0th Cure Minor Wounds [Air. Fire. Water] 3rd Cure Serious Wounds [Air. Fire. Water] 5th Healing Circle [Air. Spirit. Fire.Sunburst [Air. Fire. Water] 6th Heal [Air. Water] Remove Disease [Air. Spirit. Water] 4th Cure Critical Wounds [Air. Earth. Water] . Fire.
Spirit] Mirror Image [Air. Water] 9th True Resurrection [Air. Spirit] Phantasmal Killer [Air.8th Mass Heal [Air. Fire] Improved Invisibility [Air. Fire. Fire. Fire. Earth. Spirit. Fire. Fire] 1st Change Self [Air. Water] Rainbow Pattern [Air. Spirit] Illusory Wall [Air. Spirit. Fire. Fire. Spirit] 3rd Displacement [Air. Fire. Spirit] (Tome and Blood) Hypnotic Pattern [Fire. Spirit] Magic Trap [Air. Fire] 2nd Blur [Air] Disguise Undead [Air. Fire. Spirit] Illusory Script [Earth. Fire. Water] Illusion 0th Ghost Sound [Air. Water] 5th . Spirit] Invisibility Sphere [Air. Spirit] Color Spray [Fire. Spirit. Spirit. Earth. Fire. Spirit] Magical Aura [Fire Spirit] Silent Image [Air. Fire] Magic Mouth [Air. Spirit] Minor Image [Air. Spirit] Invisibility [Air. Fire. Spirit] Shadow Conjuration [Air. Spirit] Ventriloquism [Air. Fire] Misdirection [Air. Fire] Undetectable Aura [Air. Spirit] Major Image [Air. Spirit] 4th Hallucinatory Terrain [Air. Earth. Fire. Fire.
Water] Veil [Air. Water] 2nd Command Undead [Spirit] (Tome and Blood) Death Knell [Spirit] False Life [Earth. Spirit] Scare [Spirit] Spectral Hand [Air. Fire. Spirit. Fire. Spirit. Spirit. Water] Negative Energy Ray [Spirit] (Tome and Blood) Ray of Enfeeblement [Air. Spirit. Earth. Water] Mislead [Air. Earth. Spirit. Earth. Fire. Earth. Spirit. Fire. Spirit] . Spirit. Spirit. Spirit] Permanent Image [Air. Spirit] Project Image [Air. Water] Necromancy 0th Disrupt Undead [Spirit] 1st Cause Fear [Air. Earth. Spirit] Shadow Walk [Spirit] Simulacrum [Air. Spirit] Chill Touch [Air. Spirit] Shadow Evocation [Air. Fire. Fire. Spirit] Shades [Air. Spirit.Dream [Spirit] False Vision [Spirit] Greater Shadow Conjuration [Air. Fire. Fire. Spirit] Seeming [Air. Earth. Water] Programmed Image [Air. Fire Spirit] Nightmare [Spirit] Persistent Image [Air. Water] (Tome and Blood) Ghoul Touch [Earth. Water] 8th Screen [Air. Water] Mirage Arcana [Air. Water] 9th Weird [Air. Fire. Spirit. Earth. Fire. Spirit. Earth. Fire. Spirit] 7th Mass Invisibility [Air. Water] 6th Greater Shadow Evocation [Air. Fire. Fire. Fire. Fire.
Earth. Water] Transmutation . Spirit. Spirit. Fire. Fire. Spirit. Water] Create Undead [Air. Water] Negative Energy Burst [Spirit] (Tome and Blood) Vampiric Touch [Air. Spirit. Fire. Water] Magic Jar [Spirit] Slay Living [Air. Earth. Water] 9th Astral Projection [Spirit] Energy Drain [Spirit] Hide Life [Air. Spirit. Fire. Water] Contagion [Air. Fire. Spirit. Water] Undeath to Death [Spirit] (Tome and Blood) 7th Control Undead [Spirit] Finger of Death [Air. Spirit. Earth. Earth.3rd Feign Death [Air. Water] Death Ward [Spirit] Enervation [Spirit] Fear [Air. Water] (Tome and Blood) Soul Bind [Spirit] Wail of the Banshee [Air. Fire. Fire. Spirit] (Tome and Blood) Gentle Repose [Earth. Spirit. Spirit] Negative Energy Wave [Spirit] (Tome and Blood) 5th Circle of Doom [Air. Spirit] (Tome and Blood) 6th Circle of Death [Air. Water. Earth. Water] Horrid Wilting [Earth. Earth. Spirit. Earth. Water] Create Greater Undead [Air. Water] 8th Clone [Air. Fire. Spirit. Fire. Spirit. Fire. Spirit. Spirit. Earth. Water] Spiritwall [Air. Spirit. Water] Halt Undead [Air. Spirit. Earth. Water] 4th Animate Dead [Air. Earth.
Water] Cat’s Grace [Fire. Spirit] Bull’s Strength [Spirit. Spirit] Fox’s Cunning [Air. Fire. Spirit] Erase [Air. Fire. Spirit] Eagle’s Splendor [Fire. Spirit] 3rd Blink [Air. Earth. Spirit] (Tome and Blood) 1st Animate Rope [Earth. Spirit] Haste [Fire. Fire] Repair Moderate Damage [Earth. Fire. Spirit] Reduce [Earth. Spirit] 2nd Alter Self [Air. Spirit] (Tome and Blood) Endurance [Earth. Spirit] Owl’s Wisdom [Spirit. Spirit] Repair Serious Damage [Earth.0th Mage Hand [Earth] Mending [Earth] Open/Close [Air] Repair Minor Damage [Earth. Spirit. Water] (Tome and Blood) Pyrotechnics [Air. Fire. Spirit] (Tome and Blood) Shocking Grasp [Air. Spirit] Darkvision [Air. Spirit. Water] Greater Magic Weapon [Fire. Spirit] Message [Air. Spirit] Fly [Air] Gaseous Form [Air. Spirit] (Tome and Blood) Knock [Earth. Spirit] Expeditious Retreat [Water] Feather Fall [Air] Jump [Fire] Magic Stone [Earth. Spirit. Water] Levitate [Air. Water] Water Breathing [Air. Spirit] Keen Edge [Fire. Spirit] Burning Hands [Fire] Enlarge [Earth. Spirit] Slow [Spirit. Spirit] (Tome and Blood) Secret Page [Air. Spirit] (Tome and Blood) Rope Trick [Earth. Spirit] Shrink Item [Earth. Spirit] Magic Weapon [Fire. Water] Blindness/Deafness [Air. Spirit] Spider Climb [Earth. Spirit] Repair Light Damage [Earth. Spirit] Soften Earth and Stone [Earth] Whispering Wind [Air. Water] . Fire.
Earth. Spirit] Mass Teleport [Air. Spirit] Statue [Earth. Earth. Water] Disintegrate [Air. Water] . Spirit] Transformation [Air. Water] Transmute Rock to Mud [Earth. Earth. Spirit. Earth. Spirit] Flesh to Stone [Earth. Spirit] Polymorph Other [Air. Spirit] Mass Fly [Air. Earth. Earth.4th Bestow Curse [Air. Fire. Spirit] Transmute Mud to Rock [Earth. Spirit. Fire. Spirit] (Tome and Blood) Plane Shift [Air. Spirit] Move Earth [Earth] Stone to Flesh [Earth. Water] 6th Control Water [Water] Control Weather [Air. Earth. Earth. Water] Teleportation Circle [Air. Spirit] (Tome and Blood) Passwall [Earth] Stone Shape [Earth] Telekinesis [Earth. Earth. Water] 7th Ethereal Jaunt [Air. Spirit] (Tome and Blood) 5th Animal Growth [Earth. Earth. Earth. Spirit. Water] Dimension Door [Earth. Fire. Earth. Fire. Spirit] (Tome and Blood) Repair Critical Damage [Earth. Earth. Fire. Water] Shapechange [Air. Fire. Spirit] Fabricate [Earth. Fire. Spirit. Fire. Earth. Spirit. Spirit] Vanish [Air. Spirit] Temporal Stasis [Air. Spirit] Polymorph Any Object [Air. Spirit] Teleport [Air. Water] Polymorph Self [Air. Water] Reverse Gravity [Air. Water] 9th Refuge [Air. Spirit. Spirit. Earth. Fire. Spirit] Iron Body [Earth. Fire. Earth. Fire. Water] Eyebite [Air. Earth. Spirit. Spirit] Teleport Without Error [Air. Spirit] (Tome and Blood) Mass Haste [Air. Spirit. Spirit] Ghostform [Air. Spirit. Spirit] 8th Etherealness [Air. Fire. Water] Mass Darkvision [Air. Fire. Fire. Earth.
Spirit] (Tome and Blood) 4th Fortify Familiar [Earth. Fire. Spirit. Water] 6th Imbue Familiar With Spell Ability [Air. Water] Universal 0th Arcane Mark [Air. Spirit] Detect Magic [Air. Earth.Time Stop [Air. Fire. Spirit. Spirit] Prestidigitation [Air. Fire. Fire. Spirit. Water] (Tome and Blood) 8th Symbol [Air. Earth. Earth. Spirit] (Tome and Blood) 5th Permanency [Air. Spirit. Fire. Earth. Spirit. Spirit] (Tome and Blood) 3rd Enhance Familiar [Fire. Fire. Water] . Water] Read Magic [Spirit] 2nd Familiar Pocket [Earth.
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