Mothra Ship

Let's raid a ship!
GM: Death and Gravity
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Nurse Ratchet
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Mothra Ship

Post by Nurse Ratchet »

Cocoon mode:

Top View:
Image

Side View:
Image

Front and Back View:
Image

Bottom View:
Image

Battle Mode:

Top View:
Image

Side View:
Image

Front View:
Image

Back View:
Image

Bottom View:
Image
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Nurse Ratchet
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Re: Mothra Ship

Post by Nurse Ratchet »

(OOC: Origins and capabilites of the moth will be revealed in game as the crew rumages through whatever they find on the ship, plus whatever they figure out)

Bridge Diagram:
klingon-bird-of-prey-sheet-9.jpg
Main Level Diagram (Bridge + Mess + Crew Quarters)
klingon-bird-of-prey-sheet-7.jpg
Upper Level Diagram (Crew Quarters and Miscelleous Storage)
klingon-bird-of-prey-sheet-6.jpg
Basement Level Diagram (Brig, Arsenal, Water Storage. Ignore the boarding Ramp area. Let's pretend that area splits into two corridors to either side of the ship)
klingon-bird-of-prey-sheet-8.jpg
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Zilch
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Re: Mothra Ship

Post by Zilch »

Alternative Design for your consideration

EDIT: Ship map cleaned up and updated.
sd-mothra-nx-1833-sheet-10-X.jpg
OMM-nom-nom-nom...
M.D.C.: 440/581
Hyperactive metabolism M.D.C.: 45/45
Assuming Zilch ate at least 100lbs of food in the last hour
,
P.P.E.: 62/62
,
Nightvision: Can see perfectly in ordinary, magical and his own unnatural darkness. Range: 900 feet (274 m) in normal darkness; 45 feet (13.7 m) in his own, unnatural, darkness.
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Nurse Ratchet
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Re: Mothra Ship

Post by Nurse Ratchet »

Grizzelblack
Mothra Ship
Type: Bio-Mechanical Hybrid
Class: Pocket Cruiser
Crew: 10.

MDC/Armor by Location:
  • Biological Main Body: 6000 MDC Regens at 1d4*10 per minute.
  • Nanite Coating: 1000 MDC. Regens at 1d4*10 per minute given a full nanite tank.
  • Bridge Hull: 1500 MDC
  • Hangar Bay: 1000 MDC
  • Wings (extra armor when in cocoon form): 1000 MDC each
  • Point Defence guns (8): 600 MDC
  • Airlocks (6): 800 MDC
  • Magical Force Field: 600 MDC per side. Can cast 5 times a day. No PPE necessary.
Statistics
Height: 120 ft
Width: 230 ft
Length: 350 ft
Cargo: 2000 tons in main hull
Powerplant: Partial mystical power plant, Partial nuclear with 20 year life
Speed: (Atmosphere): Hover indefinitely. Speed upwards of mach 5
(Sublight): Mach 13 conventionally, much more via spells.
(FTL): Depends on spell power.
(Underwater): Impossible without Swim Like a Fish.
Market Cost: Unknown.

Systems of Note:
Standard Starship Systems: All are mid level commercial systems
Upper Hangar Deck: A small hanger facility able to accommodate two light aerospace fighters or one heavy fighter. Reduces cargo capacity by 30% as it takes up much of the cargo hold. The fighters enter and exit the ship by doors located on the top of the ship.
Point Defense Cannons: Dorsal Turret that defaults to one defense laser.
  • Damage: 1d6*10+10 per burst (laser mechanism can be upgraded to upwards of 4d6*10)
  • RoF: ECHH
  • Range: 2 miles
  • Payload: Effectively unlimited
  • Note: Each laser cannon is also able to access PPE battery to cast spells. Up to 10 different spells can be used. Power level is dependent on TW Wizard programmer. PPE used per incantation is 1/2 of what is listed.

Main underbelly Cannon: Main cannon that defaults to particle beam.
  • Damage: 1D4x100+50 per shot. (particle beam can be upgraded as per Dimension Book 3.)
  • Range is 150 miles.
  • Notes: Spell incantation can be used from Captain's Chair. Caster has to be seated while incanting, hands must be free, must not be mute.
    Offensive spells via Captain Chair has damage multiplied by 5, range multiplied by 20. PPE requirement is reduced by 1/2 if PPE used per incantation is greater than 40.

Special Abilities:
  • Knows all space magic spells levels 1-12
  • Knows all temporal magic spells levels 7 and 8. Will know lvl 9, 10 spells at lvl 8, will know spells 11,12,13 at level 9, will know spells 14,15 at level 10.
  • P.P.E.: 1,000 (1d6*10 increase per level)
  • Knows all Sensory Psionics (range as listed in book * 100)
  • Knows the following Super Psionics: Telemachnics, Telemechanics Paralysis, Telekinesis Super, Telepathy Super, Electrokinesis.
  • I.S.P.: 500 ISP
  • Is currently a level 6 psychic and spell caster


Type: Bio-Mechanical Hybrid
Class: Pocket Cruiser
Crew: 10.

MDC/Armor by Location:
Biological Main Body: 6000 MDC Regens at 1d4*10 per minute.
Nanite Coating: 1000 MDC. Regens at 1d4*10 per minute given full nanite tank.
Bridge Hull: 1500 MDC
Hangar Bay: 1000 MDC
Wings (extra armor when in cocoon form): 1000 MDC each
Point Defence guns (8): 600 MDC
Airlocks (6): 800 MDC
Magical Force Field: 600 MDC per side. Can cast 5 times a day. No PPE necessary.

Height: 120 ft
Width: 230 ft
Length: 350 ft
Cargo: 2000 tons in main hull
Powerplant: Partial mystical power plant, Partial nuclear with 20 year life
Speed:
(Atmosphere) Hover indefinitely. Speed upwards of mach 5
(Sublight) Mach 13 conventionally, much more via spells.
(FTL) Depends on spell power.
(Underwater) Impossible without Swim Like a Fish.
Market Cost: Unknown.

Systems of Note:
*Standard Starship Systems - all are mid level commercial systems
*Upper Hangar Deck---A small hanger facility able to accommodate two light aerospace fighters or one heavy fighter. Reduces cargo capacity by 30% as it takes up much of the cargo hold. The fighters enter and exit the ship by doors located on the top of the ship.

Point Defense Cannons:
Dorsal Turret that defaults to one defense laser, 1d6*10+10 per burst (laser mechanism can be upgraded to upwards of 4d6*10)
RoF: ECHH
Payload: Effectively unlimited
Each laser cannon is also able to access PPE battery to cast spells. Up to 10 different spells can be used. Power level is dependent on TW Wizard programmer. PPE used per incantation is 1/2 of what is listed.

Main underbelly Cannon:
Main cannon that defaults to particle beam, 1d4*100+50 per shot. (particle beam can be upgraded as per Dimension Book 3.) Range is 150 miles.
Spell incantation can be used from Captain's Chair. Caster has to be seated while incanting, hands must be free, must not be mute.
Offensive spells via Captain Chair has damage multiplied by 5, range multiplied by 20. PPE requirement is reduced by 1/2 if PPE used per incantation is greater than 40.

Knows all space magic spells levels 1-12
Knows all temporal magic spells levels 7 and 8. Will know lvl 9, 10 spells at lvl 8, will know spells 11,12,13 at level 9, will know spells 14,15 at level 10.
Has 1000 PPE (1d6*10 increase per level)

Knows all Sensory Psionics (range as listed in book * 100)
Knows the following Super Psionics
Telemachnics, Telemechanics Paralysis, Telekinesis Super, Telepathy Super, Electrokinesis
Has 500 ISP

Is currently a level 6 psychic and spell caster
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Consumer
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Grizzelblak Space Magic

Post by Consumer »

Space Magic Level One
Range: One communications system or radio per spell by touch or up to 20 feet away.
Duration: Five minutes per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Four
Turns short-range radio transmissions into long-range, and boosts long-range radio systems by 300x. Works only in the vacuum of space.

Range: Area effect that covers a 20 foot radius per level
of the mage.
Duration: One minute per level of the caster.
Saving Throw: Not applicable.
P.P.E.: Four
When cast, the spell amplifies the sound of the leak (sometimes they are almost undetectable) and pinpoints the source of the leak with a magical white smoke that by either flowing toward it or emanating from it, depending on which side of the leak the spell caster is on. If the leak is sealed before the duration of the spell ends, the spell automatically ends and the smoke disappears, indicating the leak is fixed. If the spell is cast in an area where there is no air leak, nothing happens. The spell is capable of detecting up to two leaks per level of the spell caster.
Note: This spell can also be used to detect other types of leaks, involving other gases than air, chemicals, fuel, energy, radiation, heat, water, and so on, on board spacecraft and other vehicles, as well as environmental suits, body armor and power armor. In all cases, the leak is pinpointed by a column of white, odorless smoke.

Range: Self or two others by touch, or one up to 50 feet away.
Duration: 10 minutes per level of experience.
Saving Throw: Standard, but applicable only if the spell is unwanted.
P.P.E.: Two
This spell enables the mage or recipient to resist the effects of zero gravity and cling to the surface of space stations and the hull of spaceships as if his boots were magnetic. The enchanted character remains subject to the effects of zero gravity, but will not float away as long as one foot is touching a magnetic surface (most spaceship and space station hulls are some type of metal).
Speed is half in zero gravity.

Range: Self or two others by touch, or one up to 50 feet away.
Duration: One melee round. Each blast counts as one melee attack
or melee action.
Saving Throw: Standard, but applicable only if the speU is unwanted.
P.P.E.: One
A simple spell that creates a light burst of air capable of propelling the mage or recipient of the magic through space at a slow speed (1D4 mph). It may also be used to change direction, float back to the surface of a spacecraft or its hatch, and similar needs.

Range: Self, two others by touch or one other up to 30 feet away.
Duration: Three minutes per level of the spell caster.
Saving Throw: Standard, but applicable only if the spell is unwanted.
P.P.E.: Four
The spell imbues the character with the ability to function and fight without penalty; same as if the character had the Zero Gravity Movement & Combat skill at 75% proficiency.
Note: Characters without the skill or enchantment float around helplessly, bounce around and are completely disoriented: -15% on skill performance, -1 attack per melee, -2 on initiative, and Spd and all combat bonuses are reduced by half.

Space Magic Level Two
Range: Self or up to two others by touch.
Duration: One day per level of the spell caster.
Saving Throw: +2 to save if the magic is unwanted.
P.P.E.: Five
This spell gives the recipient a magical homing beacon that is activated the moment the spell is cast. The homing signal in imperceptible by ordinary technological means. Only characters who can have the magic ability to Sense Homing Beacon or Locate Life Signs can hear, sense and locate the source(s) of the Magic Homing Beacon.

Range: Self or one other by touch. Range of detection is one light-year radius per level of the spell caster.
Duration: Ten minutes per level of the spell caster.
Saving Throw: Standard if unwanted.
P.P.E.: Eight
This spell enables the recipient to sense, follow and locate the source or sources of Magic Homing Beacons within his sensing range.

Range: Self or two others by touch.
Duration: Ten minutes per level of experience.
Saving Throw: Standard if the magic is unwanted.
P.P.E.: Five
This spell does not protect the recipient from the hazards of space, so a spacesuit or other means of protection is necessary, but it does give the character the ability to "walk in space." This is just like it sounds, the character can walk along the hull of a spaceship, space station, asteroid, etc., without fear of drifting off into space. Likewise, the character can walk along sensory arrays or any protrusions sticking out from the vessel, leap to a nearby tug, platform or piece of debris and ride on the outside, provided speed of travel is a slow 70 mph (112 km) or less. This means the character can ride debris and walk along any spaceship, be it along the sides, upside down or topside.

Range: The spell can be cast on oneself or as many as two others
by touch. Range of the radio transmission in space is limited
to one mile.
Duration: 10 minutes per level of experience.
Saving Throw: Standard.
P.P.E.: Six
Sound waves cannot travel in a vacuum, so this spell enables the mage to cast spells and talk by transforming his voice into radio waves that can be used in space, and picked up by conventional radios and listening systems. Furthermore, any characters using Vacuum Speak can be heard by other characters also enchanted with the same magic spell, thus allowing communication between two or more individuals without a radio in space.
Note: The practitioner of magic still requires a spacesuit, environmental body armor or additional magic protection, such as Impervious to Vacuum, to survive in space.

Space Magic Level Three
Range: Self or one or two others by touch.
Duration: Instant transformation. How long the air lasts depends on how much was available in the first place, with a 12 hour maximum before another spell needs to be cast to cleanse
and replenish the air again.
Saving Throw: Not applicable.
P.P.E.: Five; double the P.P.E. to double the duration.
Limitations: An entire spacecraft or sealed section of a larger spaceship as large as a shuttlecraft, provided there is an air supply (even a stale or spoiled one) to begin with.
This spell requires an existing atmosphere/air supply that it can purify and regenerate similar to a technological air purification and recycling system. Thus, it can instantly transform foul or stale air into a clean, breathable atmosphere, in effect, refreshing and renewing the existing available air supply. This means the air contained in an escape capsule, sealed chamber inside a spacecraft, airtight vault, environmental body armor, or similar enclosure can be magically purified and restored, renewing and extending an existing air supply every time the spell is cast.

Range: Self or one other by touch or up to 60 feet away.
Duration: Three minutes per level of the spell caster.
Saving Throw: Standard if the spell is unwanted.
P.P.E.: Six
This spell protects the character and anything on him from dangerous and deadly levels of radiation for a short period of time. It also provides limited protection (half damage) from heat caused by radiation.

Range: The spell can be cast on oneself or as many as two others by touch.
Duration: 15 minutes per level of experience.
Saving Throw: Standard.
P.P.E.: Seven
This magic spell provides no sort of protection from space - other magic spells or a spacesuit are needed - but it does give the character locomotion in the vacuum of space. The spell makes it so that the character can swim through space as if it were water. The simple arm and leg motions of swimming propel the recipient of the magic through space with grace and ease. It also provides the character with the Zero Gravity Movement & Combat skill at 95% proficiency and provides the following bonuses while "swimming" in space: +1 to strike, parry and disann, +2 to dodge and +2 to roll with impact. Maximum speed is double the character's running speed. Ideal for working outside a spaceship or space station, boarding parties and recreation.

Space Magic Level Four
Range: Self only; sense magical breaches and teleportation up to 100 feet away per level of experience.
Duration: Two melee rounds (30 seconds) per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Eight
This enchantment enables the spell caster to detect and pinpoint locations where one or more magic breaches via Mystic Portal, Teleportation, Dimensional Rift and similar magic have occurred within the last 1D4+ 1 minutes, or are occurring at the moment, on or within the space vessel. This magic also tells the mage exactly where the Teleportation, Mystic Portal or other magic breach occurred, and enables him to initiate defensive action, dispatch defenders or cast magic to counter, engage or impede the boarders.

Range: Two light-years per level of the spell caster.
Duration: Repeats 10 times an hour for two hours per level of
the spell caster.
Saving Throw: None, although the spell could be negated with
Negate Magic or an Anti-Magic Cloud.
P.P.E.: Twelve
This spell creates a small sphere the size of a grapefruit that floats near him for the duration of the spell. The sphere transmits a universal distress signal plus, if so desired, a recorded message up to 15 words may be transmitted. The distress call is repeated every six minutes for one hour per level of the spell caster. The message is broadcast on multiple frequencies and can be picked up and heard by a wide range of modem communication systems as well as those using Vacuum Speak and Detect Homing Beacon. As a distress call, the signal can be traced to the location of the magic sphere by both technological and magic means.

Range: One individual or spacecraft of any size up to Capital
sized spacecraft.
Duration: One minute per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Varies with the size of the vessel. Man-sized (under 12 feet): 10 P.P.E., shuttle or smaller spacecraft: 30 P.P.E., SUb-capital ships: 75 P.P.E., or capital: 145 P.P.E.; cannot conceal anything larger.
The spell folds space and time around the individual or space vessel to make it invisible to normal vision, optic systems, and all other means of detection, including advanced EWAR systems.The magic is negated and the individual or spacecraft becomes visible the instant he/it uses any of its systems to see outside the magic concealment, e.g. activates its radar, sends out a sensor probe, tries to communicate to the outside world, activates engines, sends a radio transmission, initiates a targeting system, attacks or moves. While magically concealed, those inside the vessel can only rely on their own line of sight and senses and must remain stationary or adrift. Ideal for hiding only.

Range: Self or two others by touch, or one other cast up to 90 feet away.
Duration: Five minutes per level of the spell caster.
Saving Throw: Standard.
P.P.E.: Ten
An enchantment that makes the individual impervious to exposure to vacuum, outer space and sudden decompression. It insulates the individual from the cold of space, cosmic radiation, and provides the recipient with the ability to breathe without air for the duration of the enchantment, however the recipient still cannot speak because sound waves do not travel in space. Ideal for use when exposure to space without a protective spacesuit or other gear is imminent. Note: Although not affected by the vacuum of space, the character has no means of movement through space and remains vulnerable to physical damage and attacks. Additional means of protection and movement are advised. This spell only works in space, but can be combined with other space spells.

Range: 40 feet + 10 feet per level of experience.
Duration: Three minutes per level of the caster.
Saving Throw: Dodge of 16 or higher.
P.P.E.: Ten in space and 15 in an atmosphere.
The spell conjures forth a rope composed of magic fibers that has the strength of a steel cable. One end of the tether is anchored to the spell caster and the other fires towards a single target and either wraps around it or attaches upon a soft impact (no damage). Latching on to an inanimate object or spacecraft, the mage can let himself be pulled along as it moves through space, or he can pull himself along the length of the tether to the surface of whatever it is attached to. A magic tether can also be used to snare objects and people floating in space to be pulled toward the mage. This is ideal for rescue and salvage operations provided the target does not weight more than a ton. When used on inanimate objects and unconscious people, the Magic Tether always hits its intended target, provided it is within range, but alert and hostile or unwilling sentient beings and robots may try to dodge being tethered. A roll of 16 or higher (bonuses apply) is necessary to successfully avoid the tether. The Magic Tether only has 4 M.D.C. and can easily be cut, or snapped with a Supernatural Strength of 24 or higher, or Robotic P.S. of 40+.
Tethering oneself to a powerful, hostile being can have the opposite effect of the spell caster being pulled to it! The spell is good for conducting rescues and is commonly built into various Techno-Wizard gadgets and even TW Space Tugs. It should be noted that when used against other living beings, the tether does NOT entangle, tie up or incapacitate the target in any way.
The Magic Tether spell can be used in an atmosphere, but costs a little more P.P.E. to cast it and defenders only need a 14 or higher to dodge. The magic tether has a strength of 600 pounds, plus 100 pounds per additional level of experience. In the weightless vacuum of space, the Magic Tether can pull objects three times its tensile strength.

Range: Self or one other by touch.
Duration: 10 minutes per level of the caster.
Saving Throw: Standard for unwilling victims.
P.P.E.: Eight
The magic imbues the character with an innate sense of direction when in space and the ability to read space charts and plot a course at 96% skill proficiency as if he had the Navigation: Space skill. If he fails his roll he is 2D4 light-years off course.

Space Magic Level Five
Range: 10 feet.
Duration: Two hours per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Eleven; double the P.P.E. to double the duration.
Once an air ( or other) leak is located, this spell creates a strong seal over the hole(s). The seal is temporary, lasting hours, which is hopefully enough time to make proper repairs. This spell can seal holes up to one foot in diameter per level of the spell caster or a number of smallieaks/breaches along the same hull or fitting. Thus, the repair can be a single hole or multiple tiny leaks if they fit in the diameter of the spell or run along the same length of pipe or conduit.
The spell has found numerous applications, from sealing hull breaches to plugging leaks in air hoses, pipes, and lines, to sealing small ruptures in spacesuits. The UWW often incorporates this spell in certain types of spacesuits, as well as their own TW version of a patch kit. The seal has 100 S.D.C. (1 M.D.) per level of the spell caster. It should be noted that this is only a temporary repair and disappears at the end of the duration, and the patch is susceptible to S.D.C. damage. Note: This spell can also be used to seal leaks involving other gases, chemicals, fuel, energy, radiation, heat, water, and so on, on spacecraft and other vehicles, as well as environmental suits, body armor and power armor.

Range: A magical sphere that can hold the spell caster and one
additional passenger per level of experience.
Duration: One hour per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Fifteen
If no physical escape capsule or lifeboat is available, the Magic Escape Bubble is a good, though very temporary, measure for escape and survival in outer space. The bubble, regardless of size or the number of passengers, has only 50 M.D.C., but it insulates those inside from the hazards of space (cold, radiation, provides breathable air, etc.). If the bubble is "popped" (M.D.C. reduced to zero), anyone inside the Escape Bubble without a spacesuit, environmental armor, or other magical protection is exposed to the vacuum of space, and dies in a matter of 1D6x10+40 seconds. Although not affected by the vacuum of space while inside the bubble, the character has no means of movement through space and the bubble remains vulnerable to physical damage and attacks. Additional means of protection and movement are advised.Note: May be combined with magic spells such as Homing Beacon, Hide in Space, any of the spells that provide propulsion/movement in space, and others that seem applicable (use common sense). This spell only works in space.

Range: By touch or up to 30 feet away.
Duration: Instant and permanent results.
Saving Throw: Not applicable.
P.P.E.: Twelve
A simple spell that, in effect, magically bonds a sheet or plate of metal to the hull to patch it. The plate may be an actual plate intended for patch work, or any available plate of metal, including a piece of floating debris that was snagged by some means (Magic Tether?). The patch is limited to 100 lbs per level of the spell caster, and it provides only whatever M.D.C. it has available to it (typically 1D6+4 M.D. per square foot square meter). Although the patch is permanently bonded to the hull, it looks exactly like what it is, a patch. Furthermore, the light M.D.C. means the patch is a weak spot, and a large one may be an easy place for an enemy to breach and board the ship.

Space Magic Level Six

Range: The area around the mage, approximately a 10 foot area.
Duration: One hour per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Eighteen
This spell creates enough breathable air for two people per level of the spell caster to last one hour per level of the mage. The air is not contained, so if there is a leak this air will also leak out. The only other restriction to this spell is that there must be a small amount of air to begin with, as the spell is completely negated in a vacuum. A leaky environment reduces the duration of the spell as the air leaks away. In any case, the mage can cast the spell multiple times to increase the amount and/or duration of the air supply, or shortly before the previous spell literally runs out of air to continue it.

Range: Up to 10 feet away.
Duration: Instant results; requires a container to hold the fluid.
Saving Throw: Not applicable.
P.P.E.: Sixteen
This spell draws moisture and converts it into purified drinking water. The mage can create 10 gallons per level of his experience, but he will need something to hold the water in. The containers can be anything from a bathtub or steel drum, to plastic bottles or anything that can hold water without it leaking. To keep the water clean, it is best if the container, whether it be one large container or several smaller ones, can be covered and sealed.

Range: Self or two others by touch.
Duration: Ten minutes per level of experience.
Saving Throw: Standard if the magic is unwanted.
P.P.E.: Twenty
A magic spell that creates a magic environmental bubble that can survive the heat, stress and turbulence of reentry into an atmosphere without burning up or tearing apart. The speed is blistering and the experience harrowing, but as the bubble approaches the planet's surface it automatically slows down and lands softly on solid ground (unless none is available). There is no way to pilot or direct the bubble as it is meant to be a survival mechanism and simple means to go from space to the surface of a planet, moon or similar large body with an atmosphere. Thus, the Magic Reentry Bubble lands at the nearest ley line, nexus point or other place of magic.

Range: 500 feet per level of the spell caster in space; half that range in an atmosphere or on a space station or spacecraft.
Duration: Instant.
Damage: 1D6+1 M.D. per level of the spell caster.
Saving Throw: Not applicable except as a dodge.
Bonus: The spell caster is +2 to strike with a Shooting Star.
P.P.E.: Eighteen
A spell that is common to most Space Warlocks, the Shooting Star is a burst of blue magical energy that shoots from the outstretched hand of the mage. Halfway to its target the magical bolt separates into a dozen smaller sparkling stars that pepper an area like a mystic shotgun. Everything within the 10 foot radius takes full damage. This spell can be cast anywhere, but is most effective in space, where it has the greatest range.

Range: Self, up to two by touch, or one up to 200 feet away; line of sight required.
Duration: 30 minutes per level of experience.
Speed: Mach One per level of experience. Only works in space.
Double speed when flying along a space ley line.
Saving Throw: Standard, but only if the enchantment is unwanted.
P.P.E.: Fifteen
The spell caster is able to soar through space with ease as if he were rocket propelled. The enchanted individual has excellent speed and mobility in space and can maneuver, dodge, and change direction with but a thought. Speed is Mach One per level of experience, so a 5th level spell caster can achieve Mach 5 in space. The magic does not work in an atmosphere, so a character cannot fly from a spaceship to a location planetside or from the surface of a planet to his spaceship in orbit. The moment he enters an atmosphere the spell is negated. As long as the character is in a spacesuit to protect him from the vacuum of space or has other magical protections in place, and has a breathable air supply, he can fly through space as long as the spell is in place. Note: If encapsulated by an Air Bubble or Create Air spell, or when on board a spaceship with an artificial atmosphere/air supply, the spell remains in force, it is not negated.

Space Magic Level Seven
Range: Self.
Duration: Five minutes per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Twenty-Two
This spell give the recipient an intuitive and temporary understanding of alien physiology sufficient to perform helpful and competent treatment equal to First Aid (Paramedic skill level if the character has the Paramedic or M.D. skill) even if he has no actual medical skill or knowledge. Base skill is 70% +2% per level of experience.
If the character has skill knowledge that involves Xenobiology or Xeno-Medicine of any kind, he can actually function as if he were a Medical Doctor familiar with the species and perform surgery and other complex treatments equal to a skill of 60% + 1 % per level of his experience.
In both cases, these abilities apply to even completely unknown humanoid alien species he has never seen before. Reduce skill ability by half if the subject is not humanoid.

Range: 100 mile radius per level of the spell caster.
Duration: One minute per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Twenty
A magic scan that searches for signs of life in the void of space. Ideal for search and rescue operations. Only detects large animal life forms from guinea pig to humanoid or larger, not bacteria or other small life forms. Only works in outer space or the surface of moons and planets that are otherwise devoid of life. If the spell caster knows the missing person, he can calibrate the search for life signs to that one person or two or three specific people. Note: This spell can also be tuned to find all Magic Homing Beacons within the search radius with absolute ease; 98% success rating.

Range: 100 feet+ 10 feet per level of experience.
Duration: Three minutes per level of the spell caster.
Saving Throw: Not applicable except as a dodge of 14 or higher.
P.P.E.: Twenty-Two in space; does not work in an atmosphere.
The spell conjures forth a rope line composed of magic fibers that has the strength of a steel cable. One end of the Tug Tether is anchored to a space barge, platform, cargo container, hunk of debris, or damaged or derelict spaceship as large as a frigate, and the other end is anchored to an active spacecraft, ideally a tug or cargo hauler. The active spacecraft can then pull its" cargo" as if it were a tug boat. This spell is ideal for cargo hauling, salvage, rescue and tugboat operations, as well as clearing away debris from shipping lanes, or towing a damaged vessel. Cannot be used on living beings or capital-class vessels, and this spell does not work in an atmosphere. Note: A single MagicTug Tether can pull up to 30,000 tons + 10,000 tons per level of the spell caster. If 2-3 tethers are used, increase the weight capacity by 50% (double when riding along a space ley line).

Range: 100 feet per level of the spell caster, double along a space ley line, and triple at a nexus point.
Duration: Instant.
Damage: 1D8x10 M.D. and + 1 to strike.
Saving Throw: Not applicable, except a dodge.
P.P.E.: Twenty
A flamethrower-type stream of fire that bums, even though there is no air to feed it in space. Only works in space.

Range: By touch or up to 30 feet away.
Duration: Instant.
Saving Throw: Not applicable as the force is invisible and effects
a wide area.
P.P.E.: Sixteen
A personal offensive spell that, without moving the spell caster, creates a blast of force that pushes anyone within in a 6 foot radius of the blast away from him. The jolt sends the victim(s) tumbling in space away from his attacker at a speed of 35 mph. Unless the victim(s) has some means of space flight, he loses initiative and half his attacks per melee, and is -5 to all combat maneuvers (strike, parry, etc.) and skill performance is -35% while tumbling. There is also a 01-40% chance the character lets go of whatever he was holding and it drifts away. However, a victim with maneuvering capabilities (EVA pack, magic flight, etc.) can stop his tumbling in 1D6+4 seconds to return to battle.
However, if the character has no space flight capabilities, he suffers all the penalties above as long as he is tumbling away, has a 01-60% likelihood ofletting go of whatever he was holding (it floats away) and he continues to tumble, head over heels, until rescued by someone else or he collides with something bigger (suffers ID4 M.D. from impact). If he isn't rescued or doesn't collide with something, the victim tumbles into space at a slow speed forever. Note: This spell only works in a vacuum and is only effective against humanoids and relatively small objects weighing less than one ton.


Range: 100 feet +20 feet per level of the spell caster, double along a space ley line, triple at a nexus.
Duration: 1D4 melee rounds per level of the spell caster or until available combustible materials are burned up.
Damage: 2D6 S.D.C. to S.D.C. material, or 1D6 M.D. to M.D. materials.
Saving Throw: Not applicable, except as dodge.
P.P.E.: Twenty-Eight
A spell that causes one combustible material item, like clothing and other fabrics, spacesuit, plastic, rubber, wood, leaking fuel, and so on, to burst into flame similar to spontaneous combustion. The fire continues to burn, spread and grow as long as there is combustible material to burn even though there is no oxygen to feed the flames. The fire is fed by magic energy and consumes all combustible material until the fire is extinguished, there are no more combustible materials left to burn, or the spell duration ends. Only burns in the vacuum of space, does not work in an atmosphere, but otherwise behaves and travels like a normal fire.

Space Magic Level Eight
Range: Self or one other, or an object, platform or vehicle, bytouch or up to 10 feet away.
Duration: Ten minutes per level of the spell caster.
Saving Throw: Standard when applicable.
P.P.E.: Thirty-Five P.P.E. when used on a living being under 20 feet tall, 60 when used on a vehicle, space fighter or shuttlecraft no larger than 100 feet long; larger targets are not possible.
Limited to one individual, small fighter or shuttlecraft per spell cast, but may also be cast on ordinary cars and engineless platforms to give them flight capabilities. Anti-Gravity Flight can be used to fly silently through an atmosphere (and space) without an engine or jet propulsion, hug the ground or sides of buildings (often escaping detection by broad radar systems), to stop from falling, hover in midair (any altitude), and otherwise float above the ground, as well as slip the bonds of a planet's gravitational pull to get into outer space and fly through space or get to a spacecraft. The spell caster, or other sentient being who is the recipient of this magic, controls the speed and direction of travel as well as the altitude.
Speed in an atmosphere: 70 mph.
Speed in space: 100 mph.
Bonus: The spell also provides the equivalent skill and bonuses of the Zero Gravity Movement and Combat skill at 85% proficiency.
Note: To survive in outer space, the character needs an air supply and protection from the hazards of space (cold, radiation, lack of air, etc.) via a space-worthy vehicle, spacesuit or additional magic spells. This spell can NOT be combined with other space flight spells to increase its speed.

Range: 30 feet per level of the spell caster.
Duration: Instant.
Damage: 3D6+3 points direct to Hit Points per melee to most living beings. The ray passes through conventional M.D.C. body armor (half damage if wearing magic armor or force field). 2D6+2 M.D. to mortal Mega-Damage creatures, 5D6+5 M.D. to supernatural beings including demons and Deevils, as well as creatures of magic. NO damage to spaceships, artificial constructs, body armor, or beings made of pure energy, rock or minerals.
Saving Throw: -1 to save. A successful save means the victim
suffers half damage.
P.P.E.: Thirty-Five
The spell creates a white beam of light that passes harmlessly through thin walls of solid matter such as body armor or the walls of a car, and inflicts damage direct to Hit Points. It also affects Mega-Damage creatures, and has an even greater effect on supernatural beings and creatures of magic. See damage above.

Range: By touch or up to 100 feet away; line of sight.
Duration: Temporary or permanent; varies with P.P.E.
Saving Throw: Not applicable.
P.P.E.: Twenty-Five P.P.E. per 5% of the hull that is temporarily rebuilt.
The temporary construct lasts for one hour per level of the spell caster. Triple the P.P.E. cost to make the reconstruction permanent. Note: Limited to small spacecraft like fighters, shuttles and frigate sized vessels; cannot rebuild the hull of anything larger than a frigate. A powerful spell that magically rebuilds and reforms a spacecraft's hull out of star dust and mystic energy. As much as 5% of a ship's hull can rebuilt per 25 P.P.E. expended. The spacecraft can be no larger than a frigate, and only replaces the hull walls, not gun turrets, sensor arrays, engines, machine parts, force fields, etc. The replaced hull has half its original MD.C. and this magic does not work on body armor or power armor, but does apply to space capsules, barges and other small spacecraft and platforms.

Range: Self or one other by touch.
Duration: Six months per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Thirty-Five
This spell requires a cargo container of some sort. The container must be large enough to hold at least one person (i.e. the size of a coffin or larger), and must be able to be sealed tight.
Once the spell is cast, the person is put into a state of suspended animation and the box is magically made airtight and protects and preserves the person inside from the dangers of space as well as slows the aging process.
Suspended animation lasts as long as the duration of the spell or until the container is opened, whichever comes first. If near a planet or moon with an environment conducive to the life form inside, the escape pod lands, opens and the passenger(s) awakens.
Note: A single container/Magic Escape Pod may be small or large. Iflarge, it can contain many more people than one, but the spell must be cast separately on each person contained within it for them to be in a state of suspended animation. May be combined with other magic space spells such as Homing Beacon, flight spells, etc.

Space Magic Level Nine

Range: Self, or one other by touch.
Duration: 10 minutes per level of the spell caster.
Saving Throw: Standard for unwilling recipients.
P.P.E.: Forty-Five
Cosmic Armor is as close as one comes to a magic, armored combat spacesuit. It appears as a form fitting suit of EBA body armor that covers the wearer from head to toe in what looks to be a silver or chrome colored, metallic material with a faint blue tint to it. The head is covered in an ornate, chrome helmet with a tinted, polarized visor, and the entire armor resembles something akin to a Cosmo-Knight.
Cosmic Armor is an enhanced version of Armor of Ithan that also provides complete protection from all the negative effects of outer space (cold, radiation, lack of air, etc.) as well as provides basic flight capabilities.
Features of Cosmic Armor:
• The character can breathe for as long as the spell is in place.
• Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
• Cosmic Armor can hover, and flies at a speed of Mach One.
• Armor has 50 M.D.C. per level of experience!
• Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
• Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.
Limitations: Reduce flying speed by half in an atmosphere. The armored protection also restricts movement a bit, and inflicts a penalty of -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.

Range: Can be cast up to 500 feet away per level of experience;
line of sight required.
Duration: Three minutes per level of experience.
Saving Throw: Standard vs illusion.
P.P.E.: Forty
An illusionary spell that creates the image of a small spacecraft, such as an escape capsule, space fighter or shuttlecraft. The illusion is always wrapped around a piece of wreckage or space debris and not only fools the natural eye, but registers on radar/ladar and fools most sensors into believing it is really there. It does not register life signs, but that in itself is not unusual as the crew could be dead and the ship a derelict, abandoned, or piloted by robots or an A.I. system. The illusionary vessel just sits in one place and doesn't move, and makes a wonderful decoy. Pirates, Spacers and most other space travelers are unlikely to be able to resist investigating further. Likewise, the illusionary vessel may appear to be a potential attacker, scout or guard ship, and if there is a person with portable equipment like a radio hiding among the debris within the illusion, that individual will register and so will any active equipment he might have on him.

Range: 1,000 feet per level of experience to a 10 foot radius per level. The exact area of effect can be controlled by the mage to be narrow or large.
Duration: One melee round (15 seconds).
Damage: 2D6x10 M.D.+5 M.D. per to level of experience to everything/everyone in the area of effect. Against large targets like SUb-capital spaceships, the damage is to the main body or a particular section or specific target (gun turret, sensor array, engines, etc.) on the vessel.
Saving Throw: Not applicable except as a dodge. Sub-capital ships and larger are -5 to dodge, smaller vessels are -3 to dodge and characters in space are -1 to dodge.
P.P.E.: Fifty-Five
The spell summons from the depths of space meteorites the size of marbles and propels them at targets with the strength of rail gun rounds. What makes this spell so effective is that the meteorites pepper a 10 foot area per level of the spell caster and the barrage lasts one full melee round (15 seconds). Characters in space who see the attack coming are likely to break off their own attack or operation, flee for cover, and stay there the full melee. To stay in or enter the area of effect means to take full damage even if it is for a moment. The spell last for one full melee and the mage is able to hurl the meteorites at a specific target. This spell can only be cast in the vacuum of space, never in an atmosphere.

Range: 1,000 feet +300 feet per level of the spell caster in space. In an atmosphere, range is 500 feet + 100 feet per level of experience.
Duration: One melee round per level of the caster.
Damage: In space: 1D4x100 M.D. In an atmosphere: 1D4x10 M.D.
Saving Throw: Not applicable, other than a dodge, people are -2 to dodge, fighters and shuttles are -3 to dodge, larger ships are -4 to dodge.
P.P.E.: Thirty
The spell caster is able to hurl bolts of super-hot plasma summoned from the heart of a star. The mage actually appears to be throwing the plasma (use normal strike bonuses to throw) and when it leaves his hand it hurls through the air like a fiery rocket and it expands as it goes. Range and damage are reduced when cast in an atmosphere on a planet, but full range and damage do apply when in space, which does include being in a space station or spacecraft.

Range: Self or spacecraft by touch. The Star Light covers a 200 foot diameter per level of experience.
Duration: Two minutes per level of the spell caster.
Saving Throw: Standard for unwilling recipients.
P.P.E.: Forty-Five
The mage or his spacecraft glows with the intensity of a miniature sun. So bright is the light that he cannot be seen within it, nor can anyone or anything else within the radius of effect be seen. Furthermore, radar and other sensors are only able to read the sphere of Star Light as a single object, thus everyone or every spacecraft bathed in the Star Light is unseen and undetectable. However, the mage and anyone inside the area of Star Light can see just fine and their sensor equipment is completely operational. Ideal to cover an escape (teleport, warp, etc.) or conceal the appearance of incoming fighters or small spacecraft, to conceal one's true number of small spacecraft, and temporarily blind an opponent.
Note: Vampires, most undead and any other being vulnerable to sunlight, and exposed directly to Star Light takes 2D6x10 damage (S.D.C. or M.D. depending on the nature of the undead being). Vampires and the like inside a spacecraft are protected, but they will not want to attack or go near the light, and are likely to desire to flee the area altogether as the radius of Star Light has a Horror Factor of 19 for their kind.

Space Magic Level Ten

Range: Can be cast up to 500 feet away; line of sight.
Area of Effect: Temporarily negates gravity within a 20 foot radius per level of the spell caster.
Duration: One minute per level of the spell caster.
Saving Throw: Not applicable. Zero Gravity skills minimize the penalties of this spell, so does Anti-Gravity Flight and Space Swim.
P.P.E.: One Hundred and Ten
This spell negates gravity within a limited zone of influence. Victims caught in the anti-gravity zone are helpless, floating, bobbing, and slowly spinning without control. Shooting any firearm or using any power that has a "kick" causes the character to fly in the opposite direction and across "the zone." Upon reaching the end of the Anti-Gravity Zone, the victim bounces and floats back the other way as if he hit an invisible line or wall (no damage). Victims within the zone of Anti-Gravity are stuck inside of it unless they are physically pulled outside of it (and fall to the ground), or until the spell duration ends.
Penalties: All those inside the zone see speed reduced to 10%, attacks per melee reduced by half, they have no control of their movement, and are -8 on initiative, -6 on Perception Rolls, -20% on skill performance, and -5 to strike, parry, dodge, disarm and entangle.
Note: Only characters with Zero Gravity training/skills do not suffer these penalties because they are trained to operate in zero gravity and behave accordingly. Instead, they function as their Zero Gravity skill(s) allow, but even they lose initiative and one attack upon entering or being hit by the Anti-Gravity Zone. This spell works only where gravity is present, typically on a planet, moon, or inside a spaceship or space station.

Range: Can cast the spell up to 50 feet away per level of experience, and affects a 30x30 foot area per level of the spell caster.
Duration: Three minutes per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: One Hundred and Twenty
The spell prevents magic wielding invaders from Teleporting into the area of enchantment. Anyone trying to Teleport into the protected area expends half the usual P.P.E., vanishes and reappears a second later exactly where he was standing a moment before. When this happens, the mage knows he has been blocked by this spell. Similarly, this spell can be cast along the walls of a spacecraft to prevent the use of Mystic Portal to breach and enter the ship. However, when this is done, the magic applies only to the walls to stop Mystic Portal and does not prevent Teleportation. When a Mystic Portal spell is cast against the protected surface, half the P.P.E. to cast the spell is used up and nothing happens.

Range: Can be cast up to 130 feet away; line of sight.
Area of Effect: Covers a 6 foot radius per level of the spell caster.
Duration: 2 melee rounds per level of the caster.
Damage: The first melee round: 2D6 points direct to Hit Points to mortal beings per melee round, and 4D6 M.D. to Mega-Damage creatures that breathe. Subsequent melee rounds: Double the damage each following melee round.
Saving Throw: See below.
P.P.E.: Seventy
This spell creates a vortex around an area that becomes instantly devoid of atmosphere. Anyone not wearing sealed body armor, a spacesuit or imbued with magical protection from space/vacuum has all the air sucked out of their lungs and they begin to suffocate. It is very debilitating and shocking to the body, especially the loss of atmosphere, and the blood slowly begins to boil and gas in the blood causes the veins to swell and, eventually, burst.
Roll to save vs exposure to decompression and vacuum: 16 to save.
A successful save means the character suffers half damage, but can feel his body tightening and responding badly. He is disoriented, can't tell up from down, can't tell direction, loses sense of time, Spd is reduced by half, skill performance is -50%, has no initiative, -6 on Perception Rolls, and attacks per melee and all combat bonuses are reduced by half!
A failed roll to save means the victim takes full damage, cannot tell up from down, cannot tell direction, loses all sense of time, Spd is reduced to a crawl (10% of normal), skill performance is reduced to zero, has no initiative, no Perception Roll, no combat bonuses, and one attack/action per melee round. Unless characters caught in the vacuum can get out of the area of effect (perhaps pulled, pushed or teleported out by another character if he can't do it on his own), the character will die a painful death in a matter of a minute or two.

Range: Self or one other character by touch, or spacecraft by touch.
Duration: One hour per level of experience.
Saving Throw: Standard for unwilling victims.
P.P.E.: Sixty
This spell gives the spell caster or his spacecraft the ability to travel at Mach 16 or greater regardless if he or the actual ship is normally capable. Speed is Mach 16 + Mach One per level of experience.


Range: Depends on the length of the ley line.
Duration: Instant.
Saving Throw: Not applicable.
P.P.E.: Seventy-Five
The spell doubles the vessel's usual rate of speed for one hour per level of the spell caster when flying along a space ley line. Whatever the mode being used (Mach speed, sub-light, FTLIlight-years, etc.), the speed is doubled when riding along a space ley line.

Range: Area effect that covers a 20 foot radius per level of the spell caster.
Duration: Instant.
Saving Throw: Not applicable.
P.P.E.: Sixty-Six
A magic spell that instantly negates and closes any and all Mystic Portals within its area of effect. Affects only Mystic Portals, which are often used to board ships without doing any permanent damage to the vessel's hull.

Space Magic Level Eleven
Range: The spell can be cast up to 10 feet away per level of the caster. The area of effect is as follows: for 1G it is a 50 foot radius per level of the caster, or as an offensive
spell for more than one gravity level the area of effect is reduced to a 5 foot radius per level of the spell caster.
Duration: Special, see below.
Saving Throw: Dodge!
P.P.E.: One Hundred and Eighty
This spell can be very useful if a ship's gravity generator is
offline. The first option the mage has is to create one standard
gravity (1 G) to a 50 foot (15.2 m) radius per level for one hour
per level of his experience.
The second option for this spell is an offensive attack. The
mage can affect a five foot (1.5 m) radius per level of experience,
and create up to 2 Gs per level. This only lasts for fifteen
seconds per level of the spell caster and affects everyone in the
radius of effect, even the mage! The only way out is to dodge
with a natural 16 or a modified 20 or greater, or, perhaps, to
crawl out. Note: The listed effects are for S.D.C. creatures that
live in roughly one gravity. Supernatural creatures don't feel the
effects until 6 Gs. This spell also affects cyborgs and those in
power armor, and robots, all of whom start to feel the effects at
4Gs.
The effects of being caught in a heavy gravity field are as follows:
At 2 Gs the character's Spd, combat bonuses and attacks per melee round are reduced by one third; skill performance is -10%.
At 3 Gs the character's Spd, combat bonuses and attacks per melee round are reduced by half; skill performance is -25%.
At 4 Gs the character cannot remain standing on his feet, must get on all fours and crawl slowly; Spd, combat bonuses and attacks per melee round are reduced by 75%; skill performance is -50%.
At 6 Gs the character is pinned to the ground and can barely manage to pull himself along inch by inch. Spd is reduced to only 5%, the character has only one attack/action per melee round, has no combat bonuses whatsoever, and furthemore, is -5 on all base rolls. Skill performance is likewise, barely possible at -90%, takes three times as long to do and is a Herculean effort.
Note: Mega-Damage beings suffer the effects of 2 Gs.
At 8 Gs the character is pinned to the ground and cannot move. The body feels tremendous pressure, as if a great weight were crushing him, and takes ID6 S.D.C. damage per melee round. The individual remains conscious for the number of minutes equal to his P.E. attribute. Note: Mega-Damage beings suffer the effects of 3 Gs.
At 10 Gs the damage is 4D6 S.D.C.lHit Points per melee round (lD6 M.D. to Mega-Damage beings) and the character remains conscious for a number of melee rounds equal to his P.E. attribute number. Note: Mega-Damage beings suffer the effects of4 Gs.
At 12 Gs and beyond, all mortaI/S.D.C.lHit Point creatures suffer ID6xlO S.D.C'/Hit Points per melee round (2D6 M.D. to Mega-Damage beings) and the character remains conscious for a number of seconds equal to his P.E. attribute number. Note: Mega-Damage beings suffer the effects of 6 Gs.

Range: Self or others up to 1000 feet away. Range is doubled at a space ley line and tripled at a ley line nexus point.
Area of Effect: The Cosmic Force Field places a dome-like bubble over a 50 foot diameter plus 15 feet per level of experience. In the alternative it can be cast as a "wall" along a line that is 10 feet tall and 50 feet long (+15 feet per level of experience).
Duration: Three minutes per level of the caster.
Saving Throw: None.
P.P.E.: Two Hundred
A spell that creates a strong magic force field that can be used to cover a large area to protect people and property. It can be used on the surface of planets and moons, in and on spaceships as well as to encapsulate people, cargo, or small spacecraft such as fighters as a protective containment bubble. While the force field protects from physical damage, it does nothing to protect people from the hazards of space (does not hold or create air, and cold, radiation, etc. goes right through it). The spell caster can scale the force field to be as small or large as required within the mage's limitations.
M.D.C. of Force Field: 250 M.D.C. per level of experience (325 S.D.C. per level and an A.R. of 19 in S.D.C. worlds). The protection is doubled on a ley line and tripled at a nexus. Vulnerable to all attacks including physical, magic, and psionics, all do full damage.
Limitation: The Cosmic Force Field is immobile and stays in one place, vanishing only when the duration ends, the field is destroyed or the mage cancels the magic.
Note: This spell is commonly built into a TW dome mounted on the tops of most UWW spacecraft where most of the Space Warlocks can cast their spells with a degree of protection.

Range: The spell may include the spell caster only, or two others by touch, or the spell caster and two others by touch. Teleportation range is 100,000 miles per level of the spell caster. Or for double the P.P.E., one light-year per level of the spell caster!
Duration: Instant.
Saving Throw: Not applicable.
P.P.E.: One Hundred and Sixty
The spell requires a homing signal to triangulate upon to make a perfect Teleportation. The destination of the Teleport spell is the exact location of the beacon. The beacon or signal can be magical in nature or technological. In either case, the spell locks in on its coordinates and sends those being teleported to that exact location. The spell does not work without a steady signal to home in upon. If the signal is weak or intermittent, the spell could deposit those being teleported in the middle of nowhere, anywhere between the starting point and the destination, and in space that's a huge area.
If the destination is magically "blocked" for Teleportation, the travelers are "bounced" back to their starting point, the P.P.E. is expended and the Teleportation travelers are dazed, -8 on Perception Rolls and all combat actions (strike, parry, etc.), -30% on skill performance and reduce Spd by 30% for 1D6+2 melee rounds.

Space Magic Level Twelve
Range: Up to 1200 feet away per level of the spell
caster.
Area of Effect: A swarm of slow moving meteors fills a 1000 foot diameter of space per level of the spell caster.
Duration: Two melee rounds per level of experience.
Damage: 2D4x10 M.D. per level of the spell caster per melee round to shuttle size and smaller spacecraft or space stations, double damage to sub-capital and larger spaceships, multiply damage by 10x if the vessel tries to navigate through the Meteor Swarm rather than try to go around it or stay still and let it pass.
Saving Throw: Not applicable. Sub-capital and smaller spacecraft are -4 to dodge and -25% to applicable piloting skill rolls.
Larger vessels suffer double the penalties, while individual characters and spacecraft smaller than 30 feet suffer half the penalties (round down).
P.P.E.: Two Hundred and Ninety
The spell creates a swarm of medium-sized meteors (e.g. the size of a sedan to that of a house) that suddenly appear out of nowhere. They are moving, as a group, at a relatively slow 1D4 Mach speed, but represent a genuine danger and an obstacle, especially to large spacecraft. The Meteor Swarm always appears just ahead or behind the target, giving the potential victim two melee actions to take evasive action and get out of the way before the swarm hits (roll to dodge), provided the spacecraft has the time, speed and mobility to get out of harm's way. This spell may also be used as a means to momentarily block, barricade or defend an area of space with a Meteor Swarm.
Note: This spell cannot be cast while traveling at light speed, FTL speed, hyperspace or while Rifting/using a Rift Drive or wormhole. Nor can it be cast against a planetside target as it only works in outer space.

Range: Up to 500 miles away, and has an area effect of a 100 mile radius.
Duration: One hour per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Three Hundred
Space Dust renders all sensors, scanners and tracking systems of those inside the dust cloud inoperable. Likewise, sensors and scanners of those outside the dust cloud are unable to penetrate the Space Dust cloud. Thus, a spaceship on the run becomes invisible to sensors and space probes while it is within the dust cloud, giving a fugitive a place to hide and/or a chance to make good an escape. Likewise, Space Dust can be used to hamper rescue and salvage operations when cast over the search area, or can impair the abilities of an incoming fleet, set up an ambush, and so on. Note that Space Dust affects EVERYONE who enters the dust cloud, including the spell caster, and those outside the dust cloud cannot see, track or scan what is contained inside of it.

Range: Can be cast up to 1 mile away per level of experience.
Duration: Varies per the intensity of the storm summoned.
Saving Throw: None per se, vehicles can attempt to move out of the storm's way.
P.P.E.: Three Hundred
The spell conjures a magnitude one ion storm. The magic energies cause the loose ions to converge on each other causing an ion storm. The intensity of the storm can be increased once the mage reaches third level of experience. At third level the mage can create a magnitude two ion storm. Every two levels after that the intensity can be increased to the next magnitude level. A fifth level mage can create a magnitude 3, at seventh level a magnitude 4, and so on. The mage can also choose to control the storm's direction or let it run its course. If the storm is left to run its course it will go in a direction opposite the mage and travels at Mach 10 for the duration of the spell. Should the spell caster choose to control the storm, it will require his full concentration with no other actions or spell casting possible for the duration of the spell. If the mage lets go of his control to cast another spell or take some other action, the storm runs its course as above. Damage, Duration and other aspects of the storm are as per its level of intensity. See the description of Ion Storms in Rifts® Dimension Book Six: Three Galaxies™, pages 16-17, for details, duration and damage caused by Ion Storms (as well as other stellar phenomena).
Limitation: In order to cast this spell the mage must be in direct contact with the vacuum of space.

Range: 3 miles.
Area of Effect: Hits one large target (sub-capital ship or larger) or everything in a 100 foot radius.
Duration: One minute per level of experience.
Saving Throw: Not applicable, except as a dodge. -3 to dodge for Sub-capital ships, -S to dodge for capital ships, and space stations and moon bases cannot dodge.
P.P.E.: Three Hundred, plus fifty for every increased level of intensity (e.g. 300 for a Type One shower, 3S0 for a Type Two, 400 for a Type Three, 450 for a Type Four and 500 for a Type Five Meteor Shower).
This spell summons a meteor shower of varying intensity. Damage, Duration and other aspects of the storm are as per its level of intensity. See the description of Metcor Showers in Rifts® Dimension Book Six: Three Galaxies™, pages 21-23, for details and damage caused by Meteor Showers (as well as other stellar phenomena). Duration is as per the spell caster, though he can end the spell anytime he desires Limitation: In order to cast this spell the mage must be in direct contact with the vacuum of space. Cannot be summoned to strike a planet or moon with an atmosphere.

Range: Self or one other by touch.
Duration: Two hours per level of the caster.
Saving Throw: Standard for unwilling victims.
P.P.E.: Two Hundred and Fifty
This powerful enchantment enables the spell caster or another character, or a small spacecraft (no larger than a shuttle), to travel faster than the speed of light. The recipient of the magic is transformed into pure energy and able to travel at a speed of two light-years per hour, per level of the spell caster. This spell can only be cast in the vacuum of space. The only drawback to this spell is the size limitation and that the spell caster has no means of true navigation unless used in conjunction with the Stellar Navigation Spell while traveling FTL in energy form. The spell is typically reserved for in-system travel. It takes only one melee round (15 seconds) to attain top speed, but one minute to slow down to a dead stop.
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