Rufus (Kankoran Ley Line Walker)

A few good people crusading against the chaos of this broken world.
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Rufus (Kankoran Ley Line Walker)

Post by Rufus »

Player Name: Eric
YIM Handle: uncle_servo
Hangouts Handle: uncle.servo
Eric's EP Ledger Entry

Character Name: Etaronn Blue-Light
Alias: Little Rufus (nickname from when he first arrived in Houndstooth), Rufus of Clan Longfang, Rufus
Race: Kankoran
O.C.C.: Ley Line Walker
Alignment: Scrupulous
XP Level: 8
XP Points: 62,431 (Updated 10/4/2022 by GD)
Next Level @ XP: 70,921
XP Table
Ley Line Walker XP Table
I 0,000 - 2,240
2 2,241 - 4,480
3 4,481 - 8,960
4 8,961 - 17,420
5 17,421 - 25,920
6 25,921 - 35,920
7 35,921 - 50,920
8 50,921 - 70,920
9 70,921 - 95,920
10 95,921 - 135,920
II 135,921 - 185,920
12 185,92-1 - 225,920
13 225,921 - 275,920
14 275,921 - 335,920
15 335,921 - 395,920
Sentiments/Non-Humans: Hates demons and evil supernatural beings, but otherwise will accept just about anybody who proves himself.
Sentiments/Coalition: Suspicious and fearful of the CS. Sees them as a nation of misguided zealots who hate, fear and destroy what they fear and don’t understand. Wishes that would change.
Disposition: Cocky, self-assured and more than a bit of a smart alec. Seems to take very few things seriously and never goes very long without some sort of wisecrack. He means well however and isn’t so bad once you get to know him. Has a soft spot for children of any race.
Insanity: Dual Obsessions: Magic/Magic Items and High Technology. Loves to acquire new spells as well as acquire/use magic and technological items.

I.Q.: 16 (+2% to all skills)
M.E.: 18 (+2 vs psi/insanity)
M.A.: 13
P.S.: 18 (+3 S.D.C. to hand to hand combat damage)
P.P.: 19 (+2 to strike, parry and dodge)
P.E.: 18 (+6% vs coma/death; +2 vs magic/poison)
P.B.: 18 (40% charm/impress)
Speed: 12

P.P.E.: 303
H.P.: 47
S.D.C.: 55
Age: 15
Sex: Male
Height: approximately 4’6”
Weight: approximately 140 lbs.
Description: Rufus is a small canine humanoid covered in red fur and hazel eyes. Likes to dress in loose-fitting earth color clothes (browns, greens, blues, etc.) and a mottled green/brown hooded cloak.

Racial Abilities
  • Nightvision (40’/12.2 m)
  • Excellent color (day) vision, a bit better than human 20/20 vision
  • Keen sense of smell
    30% +4% per level of experience to track blood scent up to 1,000'/305m away; recognize common/known smells 50% +3% per level of experience; 20% +4% recognize the scent of others up to 50’/15.2 m away
    • 64% to track blood scent up to 1,000’/305 m away
    • 76% to recognize common/known smells
    • 54% to recognize the scent of others up to 50’/15.2 m away
  • Keen hearing
    (equal to a Dog Boy) Can hear into a higher range of sound and can register sounds of 35,000 vibrations per second compared to 20,000 in humans and 25,000 in cats. His large ears work like external sound receivers that can pick up and swivel to focus in on the sound of the noise. He can also shut off their inner ear to filter the general din of noise in zero-in on the sound he wants to concentrate on.
  • Horror Factor: 12, at least when they are seen in combat or when angry or threatening.
Natural Abilities
Perception: 83% (increases when on a ley line)
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
Max. Encumbrance: 42 lbs.
Max. Carrying Weight: 180 lbs.
Max. Lifting Weight: 360 lbs. (can hold it up for 51 seconds)
Max. Jumping Ability: 9’ across and 4.5’ high

Special Abilities
  1. Sense Ley Line and Magic Energy: can see and feel the presence of magic, providing all of the following sensing abilities as automatic powers which do not require the expenditure of PPE.
    Full Text
    • Sense Ley Line: 10 miles (16 km) per level of experience. Can tell whether it is near or far and follow the feeling to the location of the ley line. 32% +5% per level.
    • Sense Ley Line Nexus: Can follow ley line to as many nexus points as it may have. 42% +5% per level.
    • Sense a Rift: Will automatically feel the sensation of a rift opening/closing anywhere within 50 miles (80 km) of him. Increase the sensing range 10 miles per each additional level of experience starting with level 2. Cannot tell exactly where it is, but knows if it is near/far and whether it is big/small. NOTE: when actually on a ley line, he will know exactly where the rift is located and can sense one wherever it is, as long as it is on the ley line or a connecting line.
    • Sense Magic in Use: The expenditure of magic in the form of a spell, rifting, or techno-wizardry can be felt, if not seen, up to 100’ (30.5 m) away per level. Will not know the location or be able to trace it, but will feel its energy and know that magic is being used in the area of his sensing range. NOTE: does not include use of psionic powers.
    • See Magic Energy. Faint aura whenever more than 20 PPE points are present. Can see things made invisible by magic and invisible things that are magical (uses 1 attack per melee). Doesn't work on Invisibility: Superior. Range: 1,000' (305 m)
    • Sense Ley Line: 80 miles (128.8 km). Can follow the feeling to the location of the ley line. 72%
    • Sense Ley Line Nexus: Can follow ley line to as many nexus points as it may have. 82%
    • Sense a Rift: Anywhere within 120 miles (193.1 km) of him.
    • Sense Magic in Use: Up to 800’ (243.8 m) away.
    • See Magic Energy. Range: 1,000' (305 m)
  2. Read Ley Lines.
    Will know the following: what directions the line runs (and therefore his location on it), how long the line runs, whether there are any nexus points and where, and whether there are any rifts presently open along the line. Also knows about any major natural disasters currently happening along the line (war and magic are not natural disasters). Automatic and does not require expenditure of PPE.
  3. Ley Line Transmission.
    Can send a verbal and/or visual message directly along a ley line to another person so long as that person is located somewhere on the line. Best messages are under 100 words. One-way transmission. One recipient per level. 1-20% chance for another psychic/magic character to sense message, 1-31% chance they can receive message too. No way to know or to scramble the message. Automatic and does not require expenditure of PPE.
  4. Ley Line Phasing.
    (Teleportation) Automatic success to anywhere on the same ley line, including height (+20% prowl/hide if phasing into the air). Takes 1d4 melees of concentration time.
    • Limits: Maximum 4 teleports per hour and maximum per 24-hour period is 4 +2 per level. Can only teleport himself and his possessions.
  5. Ley Line Walking or Drifting.
    Can float or walk through the air (usually 1’-5’ off the ground) along the length of the ley line (SPD 10). Automatic and does not require expenditure of PPE. Can even meditate while drifting. Can float as high as the line itself if desired.
  6. Ley Line Rejuvenation.
    2x rate of natural healing. Can also perform instant rejuvenation once per 24 hours – heals 20 HP, 20 SDC, plus 1d6 HP & 2d6 SDC per level (after 10 min. concentration). Cannot restore PPE/ISP this way.
  7. Ley Line Observation Ball.
    About the size of a soccer ball. He sees/hears everything it does. Will remain until he leaves ley line, dispels it, or is destroyed.
    • Stats: 1 MDC per level. Up to 500’ (152 m) range per level. Speed up to 30mph/48 km. +3 dodge.
    • Stats: 8 MDC | 4,000’ (1,219.2 m) range | Speed up to 30mph/48 km | +3 dodge.
  8. Affinity with Rift and Ley Line Magic.
    Rufus knows the following Ley Line spells and can learn an additional spell per level by communing with a ley line (trance lasts 48 hours -- see list on p.115 of RUE) or by being taught by an elder mage.
    • Ley Line Phantom (20 PPE)
    • Ley Line Storm Defense (90 PPE)
    • Ley Line Tendril Bolts (13 or 26 PPE)
    • Ley Line Time Flux (40 PPE)
    • Rift Teleportation (200 PPE)
    • Ley Line Transmission (30 PPE)
    • Rift to Limbo (160 PPE)
  9. Ley Line Force Field.
    20 MDC +2 per level. Costs 10 PPE initially but remains as long as he stays on the line or until he dispels it. If destroyed it regenerates at full strength at the start of the next melee round. NOTE: sustaining it draws upon half the ambient PPE of the ley line normally available (20 PPE) to him per melee round.
    • Stats: 36 MDC | 10 PPE initially | Unlimited duration on the ley line
  10. Initial Spell Knowledge.
    Select 3 spells from each magic level 1-4 at level one (12 total), then one per level equal to his level of experience (5th level LLW can select one spell from levels 1-5).
  11. Learning New Spells.
    Can be learned/purchased at any time.
  12. P.P.E.
    3d6x10+20 plus PE stat to start, with 3d6 added at every level starting at 2nd. Can draw extra 20 PPE per round when on a ley line and 40 PPE per round at a nexus point. Recovers spent PPE at rate of 7/hour sleeping or resting and 15/hour meditating (1 hour meditation counts as 1 hour of sleep in terms of recovering from fatigue and physical rest).
Tiny symbiotic fish that translates language
  • Effect: Automatically translates any language to one the host understands.
  • Will attempt to translate responses at 50% chance.
  • Lifespan: 6 months
  • Notes: Created by a Genesplicer, no side effects

Spell Knowledge
Spell Strength: +2
Level One
  • Cloud of Smoke (2)
  • Globe of Daylight (2)
  • Lantern Light (1)
  • See Aura (6)
Level Two
  • Chameleon (6)
  • Cleanse (6)
  • Manipulate Objects (2+)
  • Turn Dead (6)
Level Three
  • Armor of Ithan (10)
  • Breathe Without Air (5)
  • Create Wood (10/20)
  • Float in Air (5)
  • Invisibility: Simple (6)
  • Magic Shield (6)
Level Four
  • Carpet of Adhesion (10)
  • Magic Net (7)
  • Fire Bolt (7)
  • Multiple Image (7)
  • Shadow Meld (10)
Level Five
  • Eyes of Thoth (8)
  • Heal Wounds (10)
  • Lifeblast (15)
  • Mend the Broken (10+; varies -- see spell description)
  • Superhuman Strength (10)
  • Sustain
Level Six
  • Barrage (15)
  • Tongues (12)
  • Sheltering Force (20)
Level Seven
  • Dispel Magic Barriers (20)
  • Fly as the Eagle (25)
  • Heal Self (20)
Level Eight
  • Fire Globe (40)
  • Invincible Armor (30)
  • Metamorphosis: Human (40)
  • Stone to Flesh (30)
  • Wall of Wind (40)
Level Ten
  • Restore Limb (80)
Level Eleven
  • Energy Sphere (120)

O.C.C. Skills
Climbing 87/77% (+5%)
Hand to Hand: Expert
Land Navigation 74% (+4%)
Language: American 96% (+3%)
Language: Dragonese/Elven 96% (+3%) (using Welsh)
Language: Gobblely 98/115% (+3%) (using Turkish)
Language: Wolfen 98/115% (+3%) (using Slovenian)
Lore: D-Bee 77% (+5%)
Lore: Demons & Monsters 87% (+5%)
Lore: Faeries & Creatures of Magic 77% (+5%)
Lore: Magic
  • General Knowledge: 82% (+5%)
  • Recog. Magic Circles, Runes, etc: 72% (+5%)
  • Recognize Enchantment 62% (+4%)
Lore: Psychics & Psionics 77% (+5%)
Mathematics: Basic 97% (+5%)
Pilot Hovercycles, Skycycles & Rocket Bikes 98/101% (+3%)
Wilderness Survival 87% (+5%)
W.P. Knife
W.P. Paired Weapons

O.C.C. Related Skills
Artificial Intelligence 56% (+3%)
Astronomy & Navigation 82% (+5%)
Computer Hacking 57% (+5%)
Computer Operation 92% (+5%)
Computer Programming 72% (+5%)
Intelligence 73% (+4%)
Mathematics: Advanced 82% (+5%)
Pilot Tanks & APCs 54% (+4%)
Mythology 67% (+5%)
Prowl 97% (+5%)
Sensory Equipment 74% (+5%)
Zoology 82% (+5%)

Secondary Skills
Barter 60% (+4%)
Basic Electronics 52% (+5%)
Basic Mechanics 52% (+5%)
Computer Repair 52% (+5%)
Electrical Engineer 52% (+5%)
History: Post-Apocolypse 35/30% (+5%)
Robot Electronics 52% (+5%)
Field Armorer & Munitions Expert 62% (+5%)
Go 52% (+5%)
Literacy: American 72% (+5%)
Literacy: Dragonese/Elven 72% (+5%)
Radio: Basic 87% (+5%)
Swimming 92% (+5%)
W.P. Energy Pistol
W.P. Handguns
Vehicle Armorer 52% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +3
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +3 S.D.C.
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
  • Armor rating of 6 (only applicable to SDC combat)
  • Backhand strike: 1d4 S.D.C.
  • Punch/claw strike: 1D6 S.D.C.
  • Karate Punch: 2D4 S.D.C.
  • Kick attack: 1D8 S.D.C.
  • Karate Kick attack: 2D6 S.D.C.
  • Bite: 1D6 S.D.C. (no additional P.S. damage)
  • Body Flip/Throw: does 1D6 S.D.C., and victim loses initiative/1 attack
  • Automatic KO on natural 20; does not have to be declared (boxing)
  • Critical Strike on unmodified roll of 18, 19, or 20
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife: +3 to strike, +3 to parry, +4 to strike when thrown
W.P. Energy Pistol: +4 to strike
W.P. Handguns: +4 to strike

Saving Throw Bonuses
Coma/Death: +6%
Magic: +4
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +2
Psionics (varies): +2
Horror Factor: +9
Curses: 11+
  • +2 vs possession/mind control
Last edited by Rufus on Wed Nov 02, 2016 8:09 am, edited 31 times in total.
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Re: Rufus (Kankoran Ley Line Walker)

Post by Rufus »


None, stored at base.

Worn on Person
Ring of Invisibility
Fenri's Baby Tooth
• Hooded cape
• Traveling clothes
• Tinted goggles
• Air filter/gas mask
• Ancient Timex Ironman digital watch
Medium Concealed Ley Line Walker Armor
Triple Bladed "Cats Claw" Hand-Guards
N-F20A Medium Force Field
Magic Optic System

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Sheath: Survival Knife (1D6)
• Attachment: 1 E-clip
• Attachment: Large Ammo Pouch: 3 Magazines .45 caliber (Silver), 10 rounds
• Attachment: “
• Attachment: Large Ammo Pouch: 2 Magazines .45 caliber (Silver), 10 rounds
• Attachment: “
• Attachment: Large Ammo Pouch: 3 Magazines .45 caliber, 10 rounds
• Attachment: “
• Attachment: Large Ammo Pouch: 3 LE-clips
• Attachment: “
• Attachment: Flashlight
• Attachment: Field Gun Cleaning kit

Utility Belt
Holster: Modified NG-45LP Long Pistol
Holster: Modified .45 Colt Commander
Thumbreak Holster: Empress Heavy Ion Pistol (Patron Item)
Thumbreak Holster: Modified TW Thundergun

• Spare set of clothes
• 2 small sacks
• 1 large snack

• 6 wooden stakes and mallet
• Canteen
• 2 weeks worth of rations (Meal Bars)
• Binoculars
• 100’ of lightweight cord and grappling hook
• Pen/pencils and note/sketch pad
• Hand Axe (1D6)
• Ammo Case: .45 ACP, 70 rounds
• Ammo Case: .45 Schofield Ammo (Silver), 60 rds
• Ammo Case: .45 Schofield Ammo, 100 rds
Gun Repair Kit
NG-S2 Survival Kit
Wilk's PC-2020 Field Identifier Laser Holographic Portable Computer
• 300' nylon cord
TW Water Pistol

Waterproof Bag
Snorkel Kit
Self-Contained Rebreather

Stored in Vehicle

Stored at Base
Modified NG-300 "Speedster" Hovercycle
12 Communicators (Medium)
TW Water Well

Secure Universal Card: 1,231,553 credits (7/11/22 -Consumer)

Gear Stats

Modified NG-300 "Speedster" Hovercycle
Vehicle Type: Hovercycle
Crew: One rider, and one passenger can sit behind the driver, but will not be comfortable on long trips.
M.D.C. by Location:
* Rear Hover Jets (2) – 35 each
* Front Hover Jet (1) – 40
* Forward Headlight (1) – 5
Windshield (1) – 15
Main Body – 75 (97 with deluxe armor)
*Luggage Rack: 15 M.D.C.
*Cargo Box: 20 M.D.C.
(* means called shot must be made at -3 to strike)
Statistical Data
Vehicle Type: Hovercycle
Crew: One rider, one passenger (cramped)
Modifiers: +10% bonus to his piloting skill, +1 on initiative (to take evasive action) and +1 to dodge; -5% on piloting skill rolls when making sudden stops, trick moves and elaborate stunts or evasive actions. The hovercycle is not designed to be a flyer and suffers a -5% piloting penalty for every 30' above the ground.
Maximum Speed: 220 mph
Maximum Altitude: 120' and can handle drops of up to 600'
Maximum Range: 800 miles
Engine: Electric Engine.
Dimensions: 9' long, 4' high, 3.9' wide, 700 lbs.
Weapon Systems: None.
Modifications: Integrated Luggage Rack. (500 lbs Cargo Capacity)
Storage Box (27"L x 36"W x 12"H.; Can Hold approximately 200 lbs of gear.)

Medium Concealed Ley Line Walker Armor
M.D.C. by Location:
• Main Body: 60
• Arms: 15
• Legs: 26
Modifiers: -5% to physical skills.
Magic Features
• Breathe without air
• • Note: All spell effects at 5th level equivalent.
• Duration: 10 minutes per activation.
• P.P.E. Cost to Use: 20 P.P.E. or 40 I.S.P.

N-F20A Medium Force Field
M.D.C. by Location:
  • Force Field: 75

Weight: 10 lbs.
Modifiers: none
  • 10 hour duration per E-clip

Book Reference: p.122, DB2

Modified NG-45LP Long Pistol
  • Weight: 5 lbs (2.25 kg)
  • Range: 1,200 feet (366 m)
  • Mega-Damage: 5D6 M.D. per shot
  • Rate of Fire: Each shot counts as one melee attack
  • Payload: 8 shots
  • Modifications: Hair Trigger (+1 Initiative), Custom Grip (+1 to strike)

Modified .45 Colt Commander
  • Range: 200'
  • Damage: 4d6
  • Rate of Fire: Single shots only
  • Payload: 10-round box magazine
  • Modifications: Hair Trigger (+1 Initiative), Custom Grip (+1 to strike)

Empress Heavy Ion Pistol (Patron Item)
Atorian ion blasters use accelerated, charged particles in a dense, destructive beam. The Empress model is manufactured exclusively for use by imperial guards of the six princesses of the Empire. None have ever made their way to the galactic black market.
• Range: 600'
• Damage: 6d6+2 + possible EMP effect
• Rate of Fire: Single shots only
• Payload: 8 shots per E-clip
• Modifiers: +1 to initiative, +3 to strike, critical strike on Natural 17-20
• Features:
☞ Custom Grip
☞ Laser Targeting
☞ EMP effect: a localized EMP discharge from a called shot against any electrical, cybernetic, or bionic location struck will disable that location/item for 1d6 melee rounds.

Modified TW Thundergun
• Damage: 3D6 S.D.C., or 5D6 M.D.C. vs. practitioners and creatures of magic, or 1D6x10 M.D.C. vs. Supernatural Beings.
• Range: 200'
• Payload: Six shots (Silver Bullets)
• P.P.E.: 10 P.P.E. or 20 I.S.P.
• Modifications: Hair Trigger (+1 Initiative), Custom Grip (+1 to strike)

TW Water Pistol
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 150'
  • Damage: 2d6 Hit Points
  • Rate of Fire: Standard
  • Payload: 40 blasts (10 P.P.E. to recharge)
  • Weight: 1 lbs
  • Features: None.
  • Modifiers: None.
  • Book Reference: BOM pg 330

Triple Bladed "Cats Claw" Hand-Guards
  • Damage: 3D4 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE

Snorkel Kit
  • Contains: Diving mask, snorkel and fin package.
  • Note: All components are designed to fit over standard body armor.
  • Modifiers: Swim fins add 20% to swimming speed.

Self-Contained Rebreather
  • Contains: Rebreather and Filter
  • Note: All components are designed to fit over standard body armor.
  • Maximum Depth 130’
  • Oxygen Supply: 4 hours
  • Modifiers: None.

Waterproof Bag
  • Contains: A rubberized, waterproof bag with shoulder strap.
  • Note: Large enough to hold a standard energy rifle, four extra ammo clips, a walkie-talkie, canteen, flashlight and a few similar, small items.
  • Maximum Depth 1,000’

Ring of Invisibility
Uncommon Enchanted Ring
M.D.C.: 5
Magic Features
• Invisibility
• • Duration: 10 minutes per activation.
• • Charges: 3 renewed every 24 hours.

Wilk's PC-2020 Field Identifier Laser Holographic Portable Computer
  • Contains: Padded M.D.C. Case, Holographic projector, scanner. Can use 1” disks.
  • Bonuses/Effects: Identifier Program: Can ID 16,000 vehicles and robots, 60,000 animal species ( indigenous and known D-Bee life forms), 100,000 insects, and 50,000 plants and fruits, including poisonous, edible and medicinal plant life. (72% Chance by description or drawing, 98% chance with scan)
  • Weight : 5 lbs
  • M.D.C.: 15.

Communicators (Medium)
The size of a 20th Century walkie-talkie.
  • Weight: 1 lb.
  • Range: 10 miles.
  • M.D.C.: 4

Magic Optic System
[insert image here -- image submitted here]
TW Characteristics:
  • TW Functions: Gives its wearer mystic optical enhancement -- Eyes of the Wolf, See Aura, See the Invisible, and Detect Concealment (all same as their spells)
  • Device Level: Three
  • Activation Cost: 23 P.P.E. or 46 I.S.P.
  • P.P.E. Construction Cost: 460
  • Spell Chains Needed: Eyes of the Wolf (25; primary spell), See Aura (6), See the Invisible (4), Detect Concealment (6), and Energy Bolt (5)
  • Physical Requirements: Alexandrite worth 9,000 credits, tiger eye worth 3,000 credits, and a piece of amber worth 600 credits, plus a pair of goggles
  • Duration of Charge: 15 minutes
  • Construction Time: 5 days and 18 hours to build
  • Black Market Cost: 30,000 credits
  • Book Reference: Rifts Ultimate Edition, p.136

TW Water Well
[insert image here -- image submitted here]
TW Characteristics:
  • TW Functions: Creates fresh, drinkable water, up to 10 gallons (37.8 liters) per activation.
  • Activation Cost: 10 P.P.E. or 20 I.S.P.
  • P.P.E. Construction Cost: 220 total
  • Spell Chains Needed: Energy Bolt (5) and Create Water (15)
  • Physical Requirements: A manually operated water pump with a tripod stand, an integrated catch basin, and 6 large aquamarine crystals worth at least 2,000 credits each.
  • Duration of Charge: Immediate results.
  • M.D.C. of the TW Device: 60 M.D.C.
  • Cost: 175,000 credits. Poor to fair availability at cities of magic. Poor to no availability elsewhere, even in Dinosaur Swamp.
  • Book Reference: World Book 26 - Dinosaur Swamp, p.99
Fenri's Baby Tooth
Rare Enchanted Amulet
Magic Features
  • Harbringer of the Apocalypse (Metamorphosis (Animal; Wolf Form Only; 1/day 12 hour duration)

Curse: None.
History: Awarded by Brom Ironsides for helping stop the Nightwraith. A large wolf's canine tied with leather cord, dedicated to the trickster god Loki. It grants it wearer a fraction of Fenris' power.

Field Gun Cleaning kit
  • Contains: A complete cleaning kit contained in its own pouch.

Gun Repair Kit
  • Contains: 12”x8”x2’ Case, Tools to repair and clean firearms, with room to spare.
  • Weight: 4 lbs.

NG-S2 Basic Survival Pack
  • A very popular item among adventurers and other travelers, the NG-S2 survival pack contains all the basic things someone traveling through the wilderness could need.
  • S.D.C.: 50
  • Weight: 10 lbs.
  • Source: P.187 GMG
Last edited by Rufus on Tue Apr 05, 2016 8:03 pm, edited 13 times in total.
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Re: Rufus (Kankoran Ley Line Walker)

Post by Rufus »

Background Story

“How’s your head?”

Rufus grinned at the voice behind him. “Better than this morning. One of these days I’m going to learn when to call it quits on a night out on the town with you two. I don’t see how you keep this up – you’re like professional partiers while I’m still a relative amateur.”

“Lots and lots of practice… not to mention a good anti-hangover spell,” chuckled the older of the two Wolfen leaning against the door frame. He was large, even for his race, and even with the tell-tale streaks of silver in his mane there was still a sense of youthful energy about him. “You may have learned spellcasting at the University, but you learned how to live from your old Uncle Cato… and don’t you ever forget it.”

“I’d wager he learned quite a bit from me too,” chortled Septimus, the other Wolfen in the doorway. Although he was twice Rufus’ size, there was only about a year between the two of them. Their magical talents manifested about the same time so they came to Lazlo to study the mystic arts together.

Rufus shook his head as turned around with a handful of items he had just pulled out of a drawer. “You call it ‘learning to live,’ I call it ‘a pair of bad influences.’ The FUN kind of bad influence, but bad influences none the less. Your reputation seems to have spread far and wide -- when the caravan leader found out I was your ward, he just laughed and shook his head.”

“That’s because Basil’s raised just as much uffern as I have, only he never pulled it off as well…” Cato laughed. “He’s a good egg though, as humans go, so you could do worse than hooking up with his bunch.” He fell silent for a moment, letting the echo of his laughter fade. “Speaking of… your parents know, right? I don’t want to go back to Houndstooth and let it slip that you’re out wandering the world if it’s a surprise.”

Rufus nodded. “Oh they know. I stopped by the village on my way back from the rite of passage ritual. They didn’t seem to be all that surprised… or upset for that matter,” he grumbled. “Honestly, I think they like it when I’m away. My interests have never set well with them – every time I wanted to talk about magic or technology they’d just look at me like I had a second tail growing out of my nose.” He shoved the items into his backpack and closed it up with a sigh. “Besides, they’ve got their paws full with the litters they’ve had since moving in.”

“Don’t get your hackles in a tangle…” Septimus walked over and put a massive paw on Rufus’ shoulder. “You’re unique among Kankoran, but that’s not a bad thing.” He paused a moment to let the reassurance sink in. “Truth be told, magical talent isn’t all that common among Wolfen either. Father knew it would have been hard for us to learn about and develop that talent back in Houndstooth so he sent us to live here with Uncle Cato.”

Cato nodded in agreement. Too right! My brother and I may have different outlooks on life but I know full well that Optimus genuinely cares about everyone in the village -- especially the cubs. You may not have been born a Wolfen, but he considered you one of his own from the moment your parents showed up with you fresh out of the womb and he welcomed you all into the village. He just can’t show it while he’s chief of the place. Seppy, do you remember the letter you gave to me from him when he sent you to me ten years ago?” Noticing the shake of his nephew’s head he continued. “He said he knew the both of you were destined for great things from the moment you first showed your knack for the arcane arts as a pup, so he wanted you to learn from the best here in Lazlo. He also wanted to make sure you both were being watched over by someone he trusted that’d make sure you’d become, as he put it, ‘worthy of the Clan Longfang name.’ Who better than family?”

“Alright, you’re beginning to sound like some chain of Italian restaurants,” Rufus chuckled. “But seriously, thank you both. I greatly appreciate your taking me in all this time. Lazlo is a fantastic place, and I’ve learned so much here these past ten years, but I need to do this. I want to learn more about technology as well as magic and I can’t do that here. Magic-based towns poo-poo technology and tech-based towns pee on magic.” he shook his head and threw up his paws in frustration. “MercTown is one of the few places where neither side goes potty on the other. I know it sounds crazy. Insane even. But I know I’m going to go crazy if I stay here much longer.”

Cato sighed. “Oh I understand, Rufus -- more than you realize. It’s a canine thing. We all have the urge to go out and sow our wild oats at some point or another. The trick is learning when you’ve sowed enough in time to enjoy the simpler things in life. Either that or living long enough to learn it in the first place.”

“What do you mean?” Septimus raised an eyebrow. “You’re still out sowing oats several times a week.”

“And I’m gonna keep it up as long as I’ve still got oats left…” Cato winked. “Plus I learned enough to know you can still do some sowing closer to home.”

“Heh. At your age you're lucky to know that you even have oats anymore,” Rufus laughed. “Just try to keep from hurting yourself while I’m away, okay? I do plan on coming back to visit at some point.”

“Better hope I don’t rent out your bedroom, then…” Cato snorted. “Merctown, eh?” the elder Wolfen scratched his muzzle. “Yeah, I’ve heard of it. Used to know this Pythonan named Ison who I believe went to work at the Collegiate Arcane down there. You make it down there, see if you can get your paw in the door. Can’t hurt to network, you know.”

“Let’s hope your scoundrel’s reputation has faded from his memory then,” the Kankoran nodded. “But seriously, I will. Thanks for the tip.” He thought for a moment. “And thank you again, Uncle Cato… for everything.”

“Awwwwwwwww, I’m going to miss you little brother!” Before Rufus could react, Septimus reached down and plucked him up in a giant hug. “And if you’re lucky I’ll come visit you down in MercTown soon!”

“Whoa, whoa, whoa!!!!” Rufus squirmed around trying to give himself some breathing room. “I know you’re a hugger, but remember those guns can dent armor – which I’m not wearing!” he added with a laugh. “You’re welcome to come look me up sometime, big brother, but you need to work on your American before you get there...” He reached around and tousled Septimus’ fur on top of his head. “You sound like some Russian bad guy in an old Golden Age action movie. Next time find yourself a tutor from around here and not some Russian gypsy, eh?”

Septimus growled a ‘fake angry’ growl and dropped Rufus. “What can I say? He was willing to teach for cheap and I needed the rest for beer money -- Mid-Winter’s Eve was coming up.” He shrugged. “Besides, I can get my point across. ‘Waiter! Please to bring more beer!’ See? Booze is the universal language.”

“Alright you booze hound, that’s enough. Time to let him get back to it.” Cato put a paw on his nephew’s shoulder and gently pulled him towards the door. “You’re welcome though Rufus. You may be someone else’s pup by birth, but I’ll still call you one of my own too.” He tousled Rufus’ fur on top of his head before following Septimus out the door. “Now get your packing done and get some rest. Tomorrow’s going to be here before you know it.”
Last edited by Rufus on Wed Apr 06, 2016 12:43 pm, edited 8 times in total.
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Re: Rufus (Kankoran Ley Line Walker)

Post by Rufus »

Expanded Spell List
(NOTE: using Bengali for spell incantation “magic words” via Google Translate)

Ley Line Spells
  • Ley Line Phantom জাদু লাইন ভ্রম
    • Range: Self only
    • Duration: Five minutes per level of experience.
    • Saving Throw: None.
    • P.P.E.: 40 (half that for Ley Line Walkers and Shifters).

      The spell caster turns into a faint, blue, transparent ghost-image of himself and is intangible to boot, but he is not dead, only magically transformed. Physical attacks and the elements can not hurt the Phantom and the character is free to move about, but only within the energy of the ley line. As a Ley Line Phantom, the character can not leave the ley line, and any magic that he casts is limited to the normal range but cannot go beyond the length and width of the line; those outside the direct area of the ley line energy can not be touched even if they are within the normal range of a spell.

      As a phantom the character can only use magical and psionic attacks, and can only be hurt or influenced by magic and psionics in return. Additionally, the Ley Line Phantom can float on the waves of mystic energy to fly at speeds double his running speed without fatigue, and fly as high as the ley line energy rises (rarely higher than 6000 feet/1,828 m). The phantom can also use Ley Line Transmission at will, and for the cost of two P.P.E., make whatever he says (up to 100 words) heard by everybody on the ley line. This is usually reserved for threats, warnings, cries for help and to intimidate those unfamiliar with magic.

      Remember, the Ley Line Phantom, while impervious to physical attacks, remains vulnerable to magic and psychic attacks, including magic weapons. The phantom also suffers the same consequences as the Ley Line Faded character if caught in a Ley Line Storm. NOTE: Intangible Phantoms are sometimes confused with Ley Line Ghosts.
  • Ley Line Storm Defense জাদু লাইন ঝড় সুরক্ষা
    • Range: 10 foot (3 m) diameter per level of the spell caster, x10 if performed at a ley line nexus. x100 if done at a nexus that is part of a triangular conjunction of ley lines.
    • Duration: 10 minutes per level of the spell caster, x10 if performed at a ley line nexus. x100 if a triangle of connecting ley lines is involved, purging the storm from the area along, within and around the triangle.
    • Saving Throw: Not applicable.
    • Limitations: Requires one or more ley lines and knowledge that a Ley Line Storm is coming (Ley Line Walkers and Shifters can sense a coming storm at least 1d4x10 minutes before it arrives).
    • P.P.E.: 180 (half that for Ley Line Walkers and Shifters).

      The spell creates an invisible barrier over the defended area that causes natural and magically created Ley Line Storms to skip over it to continue down the line. If the area of protection is at the end of a line it will either send it back in the direction it came from or down a different, intersecting line. NOTE: The cities of Tolkeen and Freehold use this spell whenever a storm is on the horizon to protect most of their respective communities.
  • Ley Line Tendril Bolts লে লাইন টেন্ড্রিল বোল্ট
    • Range: 10 foot (3 m) per level of experience.
    • Duration: One melee round. Each four tier blast counts as one melee attack.
    • Damage: Currently 6D6 M.D.
    • Saving Throw: -2; a successful save means the victim suffers only half damage.
    • Limitations: This spell can only be cast when on a ley line.
    • P.P.E.: 26 (half for Ley Line Walkers and Shifters). Doubling the amount of P.P.E. (26 points for Ley Line Walkers and Shifters) adds +20 M.D. to each of the bolts.
      Damage: 2D6 M.D. at level one, +1D6 M.D. per every two additional levels of experience (i.e. 2D6 at level one, 3D6 at level three, 4D6 at level five, 5D6 at level seven, and so on). The level of damage inflicted can be regulated by the spell caster in increments of 1D6 M.D., so as little as 1D6 M.D. to full damage (depending on the level of the mage) or anything in between can be inflicted. Each blast counts as one melee attack. The casting of the spell to create this attack uses at least up one melee attack/action to begin with.

      This spell creates a sphere of energy that either encircles the hand or appears floating in the palm of the character's hand (as depicted on the cover of this book). Four bolts of mystic energy emit from the energy sphere simultaneously to strike four different targets, each suffering the same amount of damage. Each energy bolt appears to shoot out like miniature arcs of lightning to strike the four nearest enemies/opponents to the spell caster (never an ally).

      When used against one opponent, only two energy tendrils strike him, each doing damage. The other two don't even appear. If there are two opponents, two energy tendrils will strike each. If there are three opponents, two energy tendrils will strike either the nearest opponent or a supernatural opponent (if present), and one will strike each of the other two antagonists.
  • Ley Line Time Flux লে লাইন টাইম ফক্স
    • Range: Self and one other per level of experience.
    • Duration: To slow or increase the seeming passage of time: Five min­utes per level of the spell caster. To leap ahead in time, the effect takes only 15 seconds (one melee round), but the character(s) can leap forward up to 12 hours per level of experience (double for Temporal Raiders and Temporal Wizards). Time travel must go forward in nothing less than incre­ments of one minute (60 seconds).
    • Saving Throw: Standard for those who do not wis h to be affected by this spell.
    • Limitations: Only works on a ley line.
    • P.P.E.: 80 (half for Ley Line Walkers, Shifters, Temporal Raiders and Temporal Wizards).

      This spell has a few different possible applications.

      1. Speed up or slow down time. The spell caster can create one of the following time altering effects (pick one). This magic only works on those on one specific ley line, or the connecting lines joined at a specific nexus junction. Everybody on the ley line, including friends and foes, feel the same affect. Only the spell caster is immune. Note: Percentile numbers are provided for random determination of a Time Flux as a random dimensional anomaly. This often occurs during ley line surges (i.e. solstices, planetary alignments, etc.) and after Ley Line Storms (01-33%chance).
        • 01-50% -- Time seems to be moving too quickly while the character(s) seems to be moving in slow motion. What seems to be five minutes is really 10 or 15. Skill performance, duties, travel time/distance covered, and similar takes twice as long to do than it should. The character(s) affected will feel frustrated and behind schedule.
        • 51-00% -- Time seems to be moving slowly while the character(s) seem to be moving quickly. What seems to be 10 or 15 minutes is really only five. Skill performance, duties and travel time/distance traveled takes half the time they would normally. The character(s) affected will feel like a dynamo who is ahead of schedule.
      2. This spell can negate random Time Flux events as well as a Time Flux spell and its effects cast by a different mage.
      3. An alternative use of the Time Flux spell is "Time Leap." The spell caster can use this incantation to leap forward (never backward) in time. The use of the Time Flux in this capacity will make the mage and one additional individual, animal or vehicle (no larger than a van; each person inside counts as one individual.) per level of the spell caster's experience teleport into the future. The mage and his companions disappear from the here and now, to reappear several hours or days into the future (which becomes their here and now)! They always reappear at the same point where they leapt forward in time, and the entire process for the time travelers seems to take only a few seconds even if days have passed.

        Unfortunately, by leapfrogging ahead in time, the time travelers have no knowledge of what has transpired while they were gone. Although only seconds have passed for them, the rest of the world contin­ued to proceed as usual, with the natural passage of time and chain of events going forward. During this period, the time travelers seem to disappear from the face of the planet.

        Time leaping can be dangerous, because the future is a fluid and ever changing thing. Schedules may be altered and unexpected events can change plans and projections. Consequently, jumping ahead in time could mean missing a battle or event where the character(s) were desperately needed, or appearing in the middle of a conflict that they thought would have ended hours or days earlier. Similarly, events that the character(s) miss or avoid by Time Leaping may have a different outcome than expected because he (or they) were not present to make a difference.

        Note: Leaping forward in time involves skipping time, not space, so this spell can not be used to teleport someplace else. The time travelers reappear at the same place on the ley line where they leapt forward in time to reappear there "later." This spell only works when performed on a ley line, but once a Time Leap is completed the participants are free to physically leave the line and travel anywhere. If there is an obstruction at the exact location of departure, the time traveler(s) will appear at the nearest point to it (they do not materialize inside or under the obstruction).

Level One
  • Cloud Of Smoke ধূম্র মেঘ
    • Range: 90 feet (27.4 m).
    • Duration: Four melees (one minute) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Two

      This magic enables the arcanist to create a cloud of dense, black smoke (30x30x30 feet/9x9x9 meter maximum size) up to ninety feet (27.4 m) away. Victims caught in the cloud will be unable to see anything beyond the cloud, and their impaired vision allows them to see no more than three feet (0.9 m) within the cloud, and even then that means only blurry shapes. While in the cloud, victims are -5 to strike, parry, dodge, disarm and entangle.
  • Globe of Daylight দিনের আলো ফোটোস
    • Range: Near self or up to 30 feet (9.1 m) away.
    • Duration: 12 melees (3 minutes) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Two

      A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 12 foot (3.6 m) area per each level of its creator's experience. Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
  • Lantern Light লণ্ঠন আলো
    • Range: 10 feet (3 m); can light up a room.
    • Duration: 30 minutes per level of the spell caster.
    • Saving Throw: None.
    • P.P.E.: One

      The Lantern Light spell creates a small sphere of light that is less brilliant but longer lasting than the Globe of Daylight. It floats within 10 feet (3 m) of the spell caster and can be mentally moved to hover at direct angles and positions as the mage desires. This magic light may be thought of as a magical floating lantern or light bulb with a dimmer switch. The intensity of the light can be mentally adjusted to the equivalent of a 50 to 300 watt light bulb, whatever suits its creator. Note: This is not sunlight, so it will not damage vampires nor keep them at bay.
  • See Aura আত্মা দেখুন
    • Range: 100 feet (30.5 m).
    • Duration: One melee.
    • Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
    • P.P.E.: Six

      All things, organic and inorganic, have an aura. The aura has many features and distinctions, and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
      • Estimate the general level of experience. Low (1-3), medium (4.7), high (8th and up).
      • The presence of magic (no indication of what, or power level).
      • The presence of psychic abilities. Low (Minor) or high (Major or Master).
      • High or low base P.P.E.
      • The presence of a possessing entity (does not indicate Psychic Possession or mind control).
      • Health: Sick, injured or completely well.
      • The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee, or demon, but docs not reveal which. Note: One can not use this spell to determine another character's alignment.

Level Two
  • Chameleon বহুরুপী
    • Range: Self or Others by touch.
    • Duration: Four and a half minutes (18 melees) per level of spell caster.
    • Saving Throw: None.
    • P.P.E.: Six

      This spell enables the enchanted character(s) to seemingly alter the color and pattern of his clothes and physical body, enabling him to blend into the surrounding environment and disappear from sight. Movement destroys the effectiveness of this magic. The character is 90% undetectable if unmoving. 70% undetectable if moving 2 feet (0.6 m) per melee round or slower. 20% undetectable if moving 6 feet (1.8 m) per melee round. Totally ineffective if moving any faster. This spell is effective against normal vision, see the invisible and most optic systems. A thermo-imager is likely to reveal the character, especially if he is hiding in a cold environment. However, if the air temperature or a machine he is hiding against is around the same temperature as his body temperature (within five degrees), the character is concealed even from it.
  • Cleanse ধোয়া
    • Range: Self, one person and the clothes he's wearing up to 10 feet (3 m) away, or two people by touch.
    • Duration: Instant.
    • Saving Throw: None.
    • P.P.E.: Six

      This is a simple but useful spell designed to remove dirt and grime from the body of a living being and the clothes he wears. Magic energy flows over the person and magically removes dirt, grime, stains, and just about anything that the spell caster considers "unclean." The recipient of this magic instantly becomes spotless, from head to toe. The hair and body look as if right out of the shower (only dry) and the clothes as if freshly washed and dried. The spell cannot be used on body armor, buildings, vehicles, streets, or anything else, only living creatures and clothes/fabric. One pile of clothes, weighing no more than 25 pounds (11.25 kg; no living person) can also be washed in place of a specific character's clothes. Note: This spell only cleans off the surface of the target and will not rid them of diseases or poison, although it will kill most surface parasites, such as ticks and fleas.
  • Manipulate Objects জিনিস নিপূণভাবে
    • Range: 50 feet ( 15.2 m) + 10 feet (3 m) per level of experience; line of sight.
    • Duration: Two minutes (8 melee rounds) per level of experience.
    • Saving Throw: None for inanimate objects. Living beings are immune to this magic.
    • P.P.E. : Varies; two P.P.E. per five pounds (2.3 kg).

      The Manipulate Objects spell was designed to help a sorcerer when he needs an extra pair of hands, but has nobody to assist him. It is used mainly to hold an item in mid-air, to bring an item from across the room without having to get up and get it, and to use magic energy to pick up, move, carry or hold one or more small objects.

      The spell caster summons forth blue strands of magical energy that wrap around an item and bring it to him, hold it near or in place or still, or to pick up and carry it, following the mage around at waist or shoulder level. Being able to magically hold an item in mid-air until needed, or to magically carry or retrieve an item allows the mage to keep his hands free to perform more delicate tasks. This also means the mystical movement of objects weighing less than 10 pounds (4.5 kg) is very simple and requires little concentration. When the mage is not consciously manipulating an object, the item hangs suspended 3-5 feet (0.9 to 1.5 m) above the ground, usually within arm's reach.

      The P.P.E. cost varies with the combined weight of the objects, two P.P.E. points per five pounds (2.3 kg).

      Inanimate objects get no save against this spell; this means that even tiny, lightweight robots get no save, although they may struggle or attack.

      • Limitations:
        • Maximum speed of moving objects that weigh 10 lbs (4.5 kg) or less is a speed factor of 10. Reduce speed by half when the total weight becomes 100 lbs (45 kg) or more.
        • Maximum height: Six feet ( 1.8 m).
        • Maximum number of Objects: Two per level of experience.
        • Maximum weight: 10 pounds (4.5 kg) per level of experience. The spell caster cannot manipulate more than his maximum weight, so a first level spell caster can manipulate up to two items with a combined weight of 10 lbs (4.5 kg). while a third level mage can manipulate as many as six items weighing up to 30 lbs (13.6 kg).
        • The magic force has the equivalent P.S. of 8, +1 per additional level of the spell caster (9 at 2nd level, 10 at 3rd, etc.).
        • The magic energy is designed to hold and carry objects, so it can not be used to open a container. open a door or window. shoot a gun, pull a trigger or lever, press a button, or tum a knob, however, a small object can be "manipulated" to gently press or tap against a button or switch to tum it on or off. The spell caster must concentrate to direct the object and each action by the object counts as one of the character's melee actions.
        • Likewise, the slow speed of movement, relatively low P.S., and the fact that this spell is not intended for combat, means that small objects can NOT be hurled or used to stab or pound an opponent. Each object manipulated to hit/attack requires the conscious focus of the spell caster, uses up one of his attacks per melee. and is easy to dodge or parry (the magic force is -2 to strike, and no other combat bonuses apply). Note: This magic cannot be used to pick pockets or steal items unnoticed. Nor to grab an item, lift it in the air and drop it. The magic energy will not drop anything, because it is designed to hold and carry. A few seconds before the spell duration elapses, the objects are gently lowered to a tabletop or the floor.
  • Turn Dead টার্ন ডেড
    • Range: Up to 60 feet away (18.3 m).
    • Duration: Instant effect
    • Saving Throw: Standard
    • P.P.E.: Six

      The utterance of this in vocation will turn/repel 1D6 animated dead per level of experience. This means that those creatures affected will turn and immediately leave the area without harming the spell caster or anyone near him. The dead who are turned will not come back for 24 hours. This magic only affects "animated" dead and skeletons or corpses that are magically animated like marionettes, but will not affect vampires, zombies, mummies, other undead or any corpse or skeleton possessed by a living entity.

Level Three
  • Armor of Ithan সামান্য যাদু বর্ম
    • Range: Self or other by touch.
    • Duration: One minute (4 melee rounds) per level of the spell caster.
    • Saving Throw: None.
    • P.P.E.: Ten

      This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. of 10 per level of the spell caster's experience. Magic fire, lightning, and cold do half damage to it.
  • Breathe Without Air বায়ু ছাড়া শ্বাস ফেলা
    • Range: Self or others by touch.
    • Duration: 12 melees (3 minutes) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Five

      This invocation enables the character to function normally without air, whether it be underwater or in a vacuum, or in an area with little or no oxygen. Unfortunately, the magic does not protect the character from magic toxins or other types of magic, but does protect against natural and man-made gases. Two characters can be given this enchantment simultaneously provided the mage is touching each at the time the spell is invoked.
  • Create Wood কাঠ তৈরি করুন
    • Range: 10 feet (3m).
    • Duration: Permament.
    • Saving Throw: Not applicable.
    • P.P.E.: 10 for soft wood for burning, 20 for hard wood for building.

      Create Wood does just that. It forces magical energy to draw together particles and fibers from the surrounding air and area, bond them together and multiply them on a molecular level to create wood. The shape can be two foot (0.6 m) long logs or six foot (1.8 m) long, one foot (0.3 m) wide planks. Hard wood costs more to make but is excellent for building; soft, weak wood is used for burning. The use of this spell has allowed Dweomer City (and others) to use wood in buildings and various tools/weapons/ items without chopping down lots of trees. Thus, the city sits in the middle of pristine wilderness, making it even harder to detect.

      The amount of wood created varies: Up to 100 lbs (45 kg) per every 10 (soft) or 20 (hard, building wood) P.P.E. expended.
  • Float in Air বায়ু মধ্যে ভাসা
    • Range: Self or others within 30 feet (9.1 m)
    • Duration: 10 melees (2.5 minutes) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Five

      This spell creates air currents which hold a person or object aloft, hovering about 1-2 feet (0.3-0.6 m) above the ground. It can be used to slow someone’s descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating individual suffers the following penalties: all attacks, strikes, parries and dodges are at -1; normal speed/movement is reduced by half.
  • Invisibility: Simple ছোট অদৃশ্যতা
    • Range: Self only (includes clothes and articles on one's person).
    • Duration: Three minutes (12 melees) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Six

      The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any object picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psionically or magically "see the invisible" are able to see an invisible person. Infrared and heat detectors can also pinpoint an invisible character.

      Although the invisible character is imperceptible to the eye, he still retains physical mass. This means he can not go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect him as usual.

      While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic's duration time elapses or the mage cancels the spell.

      Note: If cut, only the blood is visible, and so is anything sprayed on the character.
  • Magic Shield জাদু ঢাল
    • Range: Self or other.
    • Duration: Two minutes per level of the spell caster.
    • Saving Throw: None.
    • P.P.E.: Six

      This spell creates a pale white field of energy in the shape of a large, round shield with 60 M.D.C. The shield can be used by the spell caster or be given to someone else. It functions as a normal shield to parry melee attacks (sword blades, clubs, etc.), with a bonus of +1 to parry. The shield wielder can also attempt to parry energy blasts and projectiles, but the user has no bonuses and suffers a -8 penalty to parry. The shield takes one quarter damage from all attacks it parries and disappears when all M.D.C. are used up, the spell duration elapses, or if the user loses contact with the shield.

Level Four
  • Carpet of Adhesion আনুগত্য গালিচা
    • Range: 30 feet (9.1 m) per level of the spell caster.
    • Duration: 10 melee rounds (two and a half minutes) per level of spell caster.
    • Saving Throw: Special.
    • P.P.E.: Ten

      The spell caster creates a sticky carpet, up to 10 feet wide by 20 feet (3x6 m) long. that will adhere firmly to anyone who touches it. The victim stays stuck until the carpet spell lime elapses or until the spell caster cancels the spell. The carpet can be cast on a floor, table, wall, etc., or actually cast upon a person. The spell caster can create this super-flypaper up to 90 feet (27.4 m) away and can alter the size and shape (without exceeding the stated limit of 200 square feet/18.6 sq. m).

      Saving Throw: If a successful saving throw vs magic is made, that player rolls two six-sided dice to see how many melee rounds it will take him to pull free. Those failing to make the saving throw are stuck for the entire duration of the spell. Effective even against cyborgs, power armor, and robots.
  • Fire Bolt অগ্নি বল্ট
    • Range: 100 feet (30.5 m) plus 5 feet (1.5 m) per level of experience.
    • Duration: Instant.
    • Damage: 4D6 M.D. or 1D6x10 S.D.C. (+4 strike)
    • Saving Throw: Dodge.
    • P.P.E.: Seven

      The spell caster creates and directs a bolt of M.D. fire that is +4 to strike. Damage is normally 4D6 M.D., or 1D6x10 S.D.C. (the mage can pick which).
  • Magic Net জাদু নেট
    • Range: 60 feet (18.3 m).
    • Duration: Two melees (30 seconds) per level of the spell caster.
    • Saving Throw: Dodge of 16 or higher.
    • P.P.E.: Seven

      This spell creates a net composed of magic fibers and can snare up to 1-6 human-sized victims within a 10 foot (3 m) area. Normal weapons can not cut through the net; only Mega-Damagc weapons, magic weapons, and magic can affect this net. Even then, it requires a full two melee rounds to cut or blast out (a Dispel Magic Barriers will dispel it instantly). Anyone caught in the Magic Net is helpless and unable to attack or defend. The spell caster can cancel the net at any time.
  • Multiple Image একাধিক ছবি
    • Range: Self.
    • Duration: One minute (4 melees) per level of experience.
    • Saving Throw: -4 to save. Viewers may be able to see through the illusion and identify the true person, but must roll to save vs magic at -4.
    • P.P.E.: Seven

      An illusion that creates three identical images of the mage, each of which mimics his every movement exactly. Only piercing the false image with iron will dispel that particular image. This is a great way to confuse, scare and distract an opponent. Provides the mage with a bonus of +2 on initiative, +2 to dodge, and +1 to strike.
  • Shadow Meld ছায়ার সাথে মিশে যাই
    • Range: Self.
    • Duration: Two minutes (8 melees) per level of experience.
    • Saving Throw: None
    • P.P.E.: Ten

      This unique magic enables the spell caster to step into shadows, becoming totally invisible, even to a "See the Invisible" spell. The shadow must be at least five feet (1.5 m) tall or long to become an effective hiding place. The shadow serves as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of shadow or from shadow to shadow. While in shadow/darkness, the character prowls at a 60% proficiency (or at +15% to normal skill, whichever is higher).

      Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light, less than 10 torches or 300 watts, will only create more shadows.

      While hidden in shadow, the character is still susceptible to magic, psionic and physical attacks, although attackers are -5 to strike him (because they cannot see him). Area affect magic does not suffer any penalty. Infrared/thermo-optics are the only means that can be used to see somebody in a shadow.

Level Five
  • Eyes of Thoth দেবতার চোখ
    • Range: Self or others by touch.
    • Duration: 10 minutes per level of experience.
    • P.P.E.: Eight

      Thoth is the god of knowledge and wisdom of the ancient Egyptians and said to know all languages. This invocation enables the character to read and understand ALL written languages, modern and ancient. However, spoken languages are incomprehensible unless a Tongues spell is also invoked or the character has an education in that language.
  • Heal Wounds ক্ষত আরোগ্য
    • Range: Touch or 3 feet away (0.9 m).
    • Duration: Instant
    • Effects: Restores 3D6 SDC and 1D6 Hit Points
    • Saving Throw: Standard, if the person resists the magic
    • P.P.E.: Ten

      This powerful invocation will instantly heal minor physical wounds, such as bruises, cuts, gashes, bullet wounds, burned flesh and pulled muscles. It will not help against illness, internal damage to organs or nerves, broken bones or poisons/drugs.

      In the case of bullet wounds, the bullet should be removed first. If the bullet is left inside a person it will be a constant irritant causing chronic pain; reduce the character's P.E. attribute by one and P.P. attribute by one (and attribute bonuses accordingly) due to stiffness and discomfort.
  • Lifeblast জীবনের বিস্ফোরণ
    • Range: Can be cast upon one character up to 30 feet (9m) per level of experience, or two by touch.
    • Damage: Varies, see description below.
    • Duration: Varies.
    • Saving Throw: Varies; typically as None; automatically hits its target.
    • P.P.E.: Fifteen

      Used on the living (good and evil), the Lifeblast is a powerful magic energy that brings renewed hope and optimism to the character(s) it is cast upon. This renewed faith motivates those it enchants to press on, and provides the following bonuses for the first melee round a character is affected by the magic: +3 on initiative, +1 on all combat rolls, +1 melee attack action, and +1 on all saving throws!

      After the first melee round and for the next half hour, the affected character continues to feel optimistic and is +1 on initiative, +5% on the performance of skills and + I0 % to save vs coma/death.

      In the alternative, the Lifeblast can be used against creatures or death and undeath with interesting results:
      • Animated dead: Negates the magic that animated the corpse, and the hellish thing drops lifeless to the ground.
      • Drive away mummy or zombie: The blast inflicts 1D6 damage and makes the creature fear the person who wields the powerful energy of life; equal to a Horror Factor of 16. A failed roll to save vs H.F. means the creature is held at bay (will not attack, shuffles around confused and frightened) for 1D4 melee rounds. Roll for each blast.
      • Drive away Banshee or Grave Ghoul: Equal to a Horror Factor of 19. A failed roll means the monster will immediately flee the area. Roll percentile to see for how long: 01-33% leaves the area for 1D4 hours, 34-66% leaves the area for 1D6 days, 67-00% leaves the area permanently.
      • Kill vampires. The undead are too powerful and evil to be driven away easily, but each Lifeblast inflicts 1D6x10 damage to the vampire it strikes. Only a Master Vampire can roll to save vs magic. If successful, he takes half damage.
      • Combat Necromancer: A Lifeblast shot directly against a Necromancer will inflict 4D6 S.D.C./Hit Point damage (or 3D6 M.D. if a Mega-Damage creature) and destroys two of its addition al undead appendages (if any; only affects appendages attached to the Necromancer's body). If the Death Mage was in the process of casting a spell, the blast will interrupt the incantation and burn up half the P.P.E. needed for that Necromantic spell.

      Note: A Lifeblast can only be directed at one target/person at a time (or two by touch) and automatically hits.
  • Mend the Broken ভাঙা ভাঙ্গা
    • Range: Touch.
    • Duration: Instant and permanent.
    • Saving Throw: None.
    • P.P.E.: Ten plus the cost of structural repairs.

      Just as healing spells are used to repair the body, Mend the Broken is used to repair inanimate objects. This spell will only work on physical damage (not electronics or software, nor living creatures), and can not restore shattered, mangled, flattened or completely destroyed items (must have at least 20% of its original S.D.C. or M.D.C.). However, it can seamlessly adhere the broken arm, nose, or other appendage of a statue back together without a crack, fill cracks and chips, repair cuts and holes, remove dents, restore metal from rust and tarnish, restore worn fabric, repair pottery and china, fix cracks and chips in glass, and even remove stains from fabrics.

      The base P.P.E. to initiate this spell is 10, plus the amount of P.P.E. needed to restore/mend the damage. Mending the object completely (restore all S.D.C.) will make it look like new.

      Structural repair of S.D.C. objects requires one P.P.E. point for ev­ery two S.D.C. the spell caster wishes to repair. One to remove a particularly stubborn or otherwise impossible to remove stain.

      Structural repair of M.D.C. objects requires 30 P.P.E. points for every one M.D.C. the spell caster wishes to repair. This means it is unlikely the mage can instantly repair battle damaged M.D. armor, but they can fix it to some small degree. S.D.C. materials can not be changed into M.D.C. materials or improved in any other way, other than restoring it to like new condition.
  • Superhuman Strength দেবতার শক্তি
    • Range: Self or others by touch.
    • Duration: 2 melee rounds (30 seconds) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Ten
      The incantation magically gives the character a Supernatural P.S. of 30 and a P.E. of 24, as well as adds 30 S.D.C. for the duration of the magic. Supernatural strength, endurance and bonuses last for the duration of the magic.
      • Inflicts 5D6 S.D.C. on a restrained punch, 3D6 M.D. on a full strength punch, or 6D6 M.D. on a power punch (counts as two melee attacks)
      • Can carry 1,500 pounds and lift 3,000 pounds for 1 minute per P.E. point or until spell elapses
      • Encumbrance: 100% of body weight (140 pounds)
      • Can jump 45 feet across (27 feet without a running start) and 22.5 feet high.
  • Sustain বজায় রাখা
    • Range: Self or two others by touch.
    • Duration: 24 hours per level of experience.
    • Saving Throw: None.
    • P.P.E.: Twelve

      Sustain allows the recipient of this enchantment to go for days without food, water, or breathable air! The magic keeps their energy level up and removes the need for any outside source of these things. In addition, the recipient only needs two hours sleep per night for the duration of the magic. The individual can survive in almost any environment. However, the character remains vulnerable to other external conditions such as heat, cold, and physical damage, and fatigues from exertion as normal. This spell is a must for serious explorers and dimensional travelers.

Level Six
  • Barrage জাদুকরী বাঁধ
    • Range: 100 feet (30.5 m) +30 feet (9 m) per level.
    • Duration: Seven seconds (approximately half a melee round).
    • Damage: Two M.D. per each force blast. Unleashes three blasts +1 per level of the spell caster.
    • Saving Throw: Dodge or parry.
    • P.P.E.: Fifteen

      This spell unleashes a succession of force blasts to batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and is fast moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles. However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and the blast dispels without damage on impact. Of course, the downside is that the barrage of magic force will either strike, injure or distract the targeted victim, and probably cause him to spend his time and combat actions trying to defend against the attack!

      In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack(s) leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!
  • Tongues মুখের মধ্যে কথা বলতে
    • Range: Self or others by touch.
    • Duration: 3 minutes (12 melees) per level of experience.
    • Saving Throw: None.
    • P.P.E.: Twelve

      The magic enables the character to perfectly understand and speak all spoken languages: 98% proficiency. An understanding of written languages is not provided by this magic. See the Eyes of Thoth.
  • Sheltering Force আশ্রয় বাহিনী
    • Range: Around self, or up to 20 feet (3 m) away.
    • Duration: One hour per level of experience.
    • Saving Throw: Not applicable.
    • P.P.E.: Twenty

      The Sheltering Force is essentially a light force field that appears as a semi-opaque (can see figures, outlines and blurred colors, but not faces or details), bluish-white dome. The “shelter” can be small enough to accommodate two people or big enough to accommodate six (eight cramped). In either case, it resembles a dome shaped tent made of semi-opaque plastic. It is dry inside and maintains a temperature that is 10 degrees Fahrenheit cooler than outside in hot weather and 10 degrees warmer in cool weather. It will hold smoke in, so any campfire must be made outside. The magical shelter keeps rain and insects out, but animals, people, ‘bots and spirits can come and go as they please, much like a real tent. Furthermore, if attacked, the Sheltering Force will only stop 1D6 M.D. per each attack blast/arrow/whatever, with the remaining damage penetrating the force field and possibly hitting those inside the shelter. The semi-opaque nature of the force field means that those attacking from outside cannot get a clear shot and are -3 to strike, but they can see shapes and shadows inside to shoot at.

Level Seven
  • Dispel Magic Barriers দূর ম্যাজিক বাধা
    • Range: 100 feet (30.5 m).
    • Duration: Instant.
    • Saving Throw: The magic spell being attacked automatically gets a standard saving throw (12) as if it were a person. If a successful save is made, the negation spell has no effect; the barrier remains.
    • P.P.E.: Twenty

      The Dispel Magic Barriers invocation negates/dispels all magic bar­riers of any kind, including the Sorcerer's Seal, Carpet of Adhesion, Magic wall spells, ward spells, etc.
  • Fly as the Eagle ইগল হিসাবে উড়ে আসা
    • Range: Self or two others by touch or cast upon one to 100 feet (30.5 m) away.
    • Duration: 20 minutes per level of the spell caster.
    • Saving Throw: None.
    • P.P.E.: Twenty-Five

      The power of flight is bestowed upon the spell caster or person it is cast upon. It is especially effective outdoors, and in large, open areas. Maximum Speed: 50 mph (80 km). Bonuses: +1 to parry, +2 to dodge and +2 to damage on a diving attack. Bonuses apply only when in flight.
  • Heal Self নিজেকে সারিয়ে দাও
    • Range: Self.
    • Duration: Instant.
    • Saving Throw: None.
    • P.P.E.: Twenty

      This is a (comparatively) costly and mid-level spell because of all the mental, physical and magical aspects of this magic. The mage must have any external wounds/cuts bound to stop or slow bleeding, and meditate for one minute while whispering a mantra-like chant. At the minute's end, the mage is washed with mystical energy that heals cuts, bruises, internal injuries and broken (not shattered) bones, restoring 3D6 S.D.C. and 1D6 Hit Points (or 1D4 M.D. if a Mega-Damage crea ture).

Level Eight
  • Fire Globe আগুনের গ্লোব
    • Range: Touch; appears above the open palm of the mage's hand. Can be thrown 200 feet (61 m).
    • Damage: 5D6 M.D. at the moment of impact and 5D6 additional M.D. per melee round.
    • Duration: Stored as a globe for one week per level of the spell caster, but burns out within 1D4 minutes after it is activated.
    • Saving Throw: None.
    • P.P.E.: Forty

      This is a unique spell similar to the Fire Blossom, only in this case, the mage creates a portable globe containing a magical fire. The globe is about the size of a grapefruit and flickers as if a fire bums inside (which it does), but no heat or significant amount of light radiates from it. Consequently, the globe can be held and put in a bag or backpack without fear of starting a fire. The fire does not bum until activated by the mage or the recipient of the Fire Globe (it can be created and given to another as a gift). To activate, the character must throw the globe while wishing it to ignite or damage whatever it hits. Upon impact, the fire inside erupts like napalm, covering the surface body of its target in flame. It bums without combustibles (wood, rags, coal, etc.) for 1D4 minutes and then vanishes. The magic fire burns for 1D4 minutes or until extinguished. It can be put out magically, or by rolling around in dirt or being covered in dirt, sand, or other substance to smother the flame. The use of water to extinguish the fire hurts, creates steam and inflicts 2D6 M.D. (scalding) before the fire is extinguished. If placed on or stoked with combustibles, these items will immediately catch fire and continue to bum after the magic fire vanishes.
  • Invincible Armor অজেয় বর্ম
    • Range: Self or one other by touch.
    • Duration: Three minutes per level of the spell caster.
    • Saving Throw: None.
    • P.P.E.: Thirty

      Although not quite as “invincible” as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 25 M.D.C. per level of the spell caster, and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor cannot be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.
  • Metamorphosis: Human একটি ব্যক্তির মধ্যে চালু করুন
    • Range: Self, or others by ritual.
    • Duration: 20 minutes per level of experience
    • Saving Throw: None
    • P.P.E.: Forty

      A human spell caster can shape change to alter his or her physical structure to look like somebody else. The ultimate disguise, the character can change his height, weight, age, hair color, hair length, skin color, gender, and features. A non-human D-Bee or demon can transform itself to appear completely human.

      To attempt to impersonate a specific, real person, the spell caster must have the Disguise skill, even though he/she is mentally molding his/her features through magic. A good photograph will do. The success ratio for imitating/impersonating the appearance of a real person is the mage's Disguise skill +20%. The better he knows the person the more complete the disguise.

      In a ritual version of this same magic, the mage can metamorph somebody else, rather than himself. Also in the ritual magic, the spell caster can metamorph someone else into an exact duplicate of himself. Likewise, a captive or anybody at the ritual ceremony can be duplicated without flaw. Note: The metamorphosis process only changes the appearance of the body. The transformed person retains his own voice, memory, skills, and attributes.
  • Stone to Flesh পাথরকে মাংসে পরিণত করুন
    • Range: 12 feet (3.6 m).
    • Duration: Instant/permanent
    • Saving Throw: None
    • P.P.E.: Thirty

      This spell transforms stone to flesh and can restore people who have been turned to stone back to normal. The spell caster can change 50 pounds (22 kg) of stone per level of experience.
  • Wall of Wind বাতাসের প্রাচীর
    • Range: Can be cast up to 100 feet (30.5 m) away.
    • Duration: Five minutes per level of experience.
    • Saving Throw: Special
    • P.P.E.: Forty

      Wall of Wind creates a barrier of rolling air currents intended to stop others from passing through it. The wall is 10 feet (3 m) long and 6 feet (1.8 m) high per level of the spell caster; actual size can be adjusted by the mage. The wall has an equivalent Supernatural Strength of 32 +1 per level of the spell caster. Only characters with a higher P.S. or that weigh over two tons can move through its fierce winds, but even then only at 20% their normal speed. Items not securely fastened or held tight will be pulled off the body and hurled the length of the wall plus 2D6x10 yards/meters away. Furthermore, characters are unable to hear anything while inside the roaring wind tunnel, are relentlessly buffeted by the rolling winds and may be struck by flying debris and/or people who could not withstand the winds. Roll to maintain balance each time the character is struck by an object (percentile if the character has a skill with “balance” or the equivalent of a parry to keep one's balance. In the latter case, a 12 or higher is needed). Failure to keep one's balance will send him flying down the length of the wall plus 1D6x10 yards/meters! Should the character lose his balance, the Wall of Wind can pick up and hurl weights of 3,000 to 4,000 pounds!

      Wind Damage is 2D4 M.D.; not severe if a Mega-Damage being or if protected by M.D.C. armor, vehicle or magic, but deadly to most ordinary mortals. Plus the character is thrown around in the air along the wind wall for one melee round (15 seconds) before being thrown clear. During that melee, the character cannot perform any actions of any kind (no spell casting, no skills, no melee attacks, etc.) and is dazed after impact for another melee round (only has one melee action attack; no combat bonuses). Note: This "wall" can be cast lengthwise down a corridor to create a wind tunnel.

Level Ten
  • Restore Limb অঙ্গ পুনরুদ্ধার করুন
    • Range: Touch.
    • Duration: Permanent.
    • Saving Throw: None.
    • P.P.E.: Eighty

      This powerful healing magic enables the mage to "restore" (i.e. reattach) a single severed limb (hand, arm, leg) or appendage (nose, ear, finger, etc.) on the suffering individual. The reattached limb or append­ age functions I00% as it did before it was severed and the magic leaves no scar. Only the actual limb can be attached in this fashion, substitutes are not possible. Furthermore, the severed limb cannot have been de­tached for more than 12 hours per level of the sorcerer (i.e. a 6th level mage can reattach a limb as much as 71 hours and 55 minutes after it was severed). The ritual takes five minutes.

Level Eleven
  • Energy Sphere শক্তির গোলক
    • Range: 100 feet (30.5 m).
    • Duration: Two days per level of experience, or until used up.
    • Saving Throw: None
    • P.P.E.: One Hundred Twenty

      Energy Sphere creates a globe of blue energy similar to that seen along ley lines. The mage can create this sphere through the expenditure of 120 P.P.E. but then must pump additional P.P.E. into it within the next 10 minutes or it fades away. This additional energy (up to 100 P.P.E. per level of the spell caster) must come from the mage, another sorcerer, dragon, god, blood sacrifice or drawn from a ley line nexus when energy is high (eclipse, solstice, etc.). The magic energy contained in the basketball-sized energy sphere will follow the mage wherever he goes, floating in mid-air above his right or left shoulder, and holds the energy until he needs it. This storage of potentially large amounts of energy can be drawn upon by either the mage who created it or one specific person whom the mage gives the sphere to as a gift or reward (in this case, only that person can draw upon the energy). The sphere is typically created when a practitioner of magic knows that he will need a large amount of P.P.E. to cast a high level spell, ritual or a number of spells beyond his normal limit (i.e. combat, construction, dimensional travel, etc.). This spell, said to have been created by Thoth or the legendary Old Ones, is sometimes used by gods and demon lords to give their mortal minions and/or champions additional power to accomplish great feats.

      The energy reserve in the sphere must be used within a limited period (typically within a matter of days) or the sphere and the P.P.E. will be wasted when it fades away. The person to whom the Energy Sphere belongs can draw on the P.P.E. reserve in any increments from a few points at a time to whatever its total power reserve may be in a single spell. The sphere is impervious to most attacks but can be destroyed by 500 M.D. points and loses 2D6x10 P.P.E. per minute in an Anti-Magic Cloud. A successful Negate Magic will drain it of 6D6 P.P.E. each time a negation is cast on it, but Dispel Magic Barrier has no affect on it. Psi-Stalkers and most other P.P.E. vampires cannot draw upon this concentrated and protected energy source.
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Re: Rufus (Kankoran Ley Line Walker)

Post by Rufus »

Uncle Cato Once Said…
• Until you step into the unknown, you don’t know what you’re made of.
• Sometimes the right spell to cast is the one in your holster.
• Beauty may be skin deep, but ugly goes clean to the bone.
• Have patience in all things, but first of all with yourself.
• It is in the compelling zest of high adventure that we find our supreme joys.
• It's not the size of the dog in the fight that matters, but rather the size of the fight in the dog.
• A little boredom every once in a while isn't so bad a thing.

My People Have a Saying:
• Change, like sunshine, can be a friend or a foe, a blessing or a curse, a dawn or a dusk.
• We should not make a bad situation even worse by an improper remark.
• What goes around comes around.
• The first bite is with the nose.
• One today is better than two tomorrows.
• If the only tool you have is a hammer, every problem looks like a nail.
• The early bird gets the worm.
• Strangers are just friends you haven't met yet.

• "My uncle Cato illustrated that idea with his favorite axe once, right after I arrived in Lazlo. He could use it to cut wood for a fire, to slaughter an animal for food, or to protect his loved ones. On the other hand, he could use it to murder someone, destroy their shelter, or cut the rope holding up a bridge. In every instance the axe remains constant -- it is solely the intent of the wielder that makes it a tool of good or a weapon of evil. It's the same thing with magic."
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