SONIC MAGIC SPELLS
SONIC SHIELD
Range: Contact to establish.
Duration: 3 Melee Rounds per level of Experience
Saving Throw: none
P.P.E.: 5
The Sonic Shield establishes a 6' radius sphere around the user. This sphere
offers 50 M.D.C. protection. If the caster uses it on himself, it moves
with him; if he places it on another, the sphere must remain where it is.
In addition to is damage protection capacities, all Sonic weapons used
against someone protected by a Sonic Shield are totally negated (note that,
in the case of a Boom Gun, the Shield will prevent the negative effects
of the boom gun's firing, but will offer only its 50 M.D.C. protection
against the flechette cloud). The Shield also coincidentally muffles sound,
making verbal communication with those outside of the Shield all but
impossible.
CONE OF SOUND
Range: 100'
Duration: Instant
Saving Throw: none
P.P.E.: 6
The Cone is a sound attack, inflicting damage in a manner similar to
Arcadian Sonic Weapons. The Cone will affect all living targets in a
swathe 100' long and 30 degrees wide, dealing 4d6 M.D.C. damage.
SHOCKWAVE
Range: 50'
Duration: Instant
Saving Throw: None
P.P.E.: 15
The Shockwave is a moving wall of sound which radiates outwards in all
directions. Friend and foe alike is thrown outwards, loosing their footing
and their next attack. This spell will also move anything of human size
or smaller which is not firmly rooted (thus, it is a good defense if someone
throws a grenade at you -- push it right back at them.)
SILENCE
Range: 120'
Duration: 5 minutes per level of experience
Saving Throw: none
P.P.E.: 20
All sound within the specified radius is muffled. No sound, from whisper
to explosion, can be heard by anyone if the sound originates within the radius.
Maintaining this spell is strenuous, and so as long as the mage wishes to
continue it, he may not cast other spells unless he first rolls under his M.E.
on 4d6, although he may end the spell at any time.
TEMPEST
Range: 500'
Duration: 1 minute per level of experience
Saving Throw: standard
P.P.E.: 35
The Tempest produces a wave of sonic interference about the caster, filling
a 500' radius area. Within the area of Tempest, sounds do not carry properly,
visible images seem bent, wavering and distorted, and motion is difficult.
All within the Tempest suffer -5 to Initiative and -5 to Strike, Parry and
Dodge. All skills relating to perception and motion (such as Stealth
and Piloting) suffer a -30% penalty and if failed can have severely negative
effects (such as flying your Sky Cycle into the ground, for instance?).
SOUNDWINGS
Range: Contact
Duration: 10 minutes per level of experience
Saving Throw: None
P.P.E.: 10
Soundwings allows the caster to fly up to 100 feet above the ground, at
speeds of up to 500 miles per hour. The subject is shielded from the
effects of great speed by the spell. Flying with the aid of Soundwings
is accompanied by a thunderous ripping sound, which is quite spectacular
and impressive but totally negates any attempts to fly quietly or without
attracting attention.
ALARM
Range: Physical contact is required to set the point.
Duration: Two hours per level of experience
Saving Throw: none
P.P.E.: 18
The Alarm is used to defend a location against intrusion. If anyone
comes within 10' of the nominated point, Alarm activates and produces a
sound which can be clearly heard for two miles, and will awaken and disturb
anyone within 200'. Placing several of these points can be used to defend
a wider area.
SONIC LASH
Range: 300'
Duration: Instant
Saving Throw: None
P.P.E.: 12
The Lash is another Sonic weapon, a long coiling whip of sound which streaks
from the caster's fist to strike a single target within 300 feet. The
attack inflicts 6d6 M.D.C. damage. Any attempts to dodge suffer a -3 penalty.
DOOMCRY
Range: 200'
Duration: Instant
Saving Throw: Standard, but with a -4 penalty
P.P.E.: Special
Doomcry is a last-ditch offensive attack against enemy magicians. The
Doomcry tears through its victim's skull, shattering concentration beneath
a hammering wave of crushing sound. The use of Doomcry drains its user
of all remaining P.P.E. points, but if the victim fails his save, he also
looses all his remaining P.P.E. points. This, if successful, leaves both
combatants bereft of magical support; it is the thing of nightmares to
magicians who rely on their art for survival.
THUNDERCRASH
Range: Affects an area up to 50' in radius, but can be heard for miles.
Duration: Instant
Saving Throw: vs. HF
P.P.E.: 10
Thundercrash is a more powerful version of the conventional Thunderclap spell
(Rifts RPG, pg.169). Like its cousin, it produces a clap of thunder to
startle, confuse, distract and frighten. However, Thundercrash is powerful
enough to throw human-sized objects dozens of feet and shatter MDC materials.
Everyone within 50' must attempt to roll over a 17 on 1d20, with their P.P.
bonus added in, or be knocked flat and loose all their attacks for the
current combat round. The caster is immune to this effect, and automatically
gains the initiative. All glass, S.D.C. or M.D.C. within the 50' radius
shatters (this includes computer screens). All enemies of the caster must
take an immediate Horror Factor check.