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Maelstrom

By: Orion (greywolf@sandyvalley.net)


Maelstrom (Ritual)

Range: One Mile (1.61 km)
Duration: 1D4 hours
Time Required to Cast: 5 minutes
Saving Throw: None
P.P.E.: 5000, and 75% of the caster's M.D.C./H.P., and all S.D.C., if applicable
Mystic Discipline Limitations: Only practitioners of African Chant Magic, Biomancy, Common Spell Magic, and Ocean Magic can learn this spell.
Level: Legendary

This spell was created by a lone genius mage in times long since forgotten; this much has been pieced together from legends and old recordings: the spell's creator was well known as a force for good, and was caught by a siege at her tower by some of the most powerful forces of evil for hundreds of miles. The Maelstrom was evidently her final effort, in an attempt to destroy those attacking her even as she, herself was destroyed by them.

This legendary spell creates a powerful storm of raw mystic energy, so powerful it will tear through almost any defense it touches; buildings disintegrate, armor and those wearing it are consumed by the raging energies, and even most magical protections are destroyed. Only the most powerful circles of protection, designed specifically to hold back the raw fury of the magestorm, and protections created by the strongest gods can withstand the Maelstrom.

The Maelstrom appears as a vast funnel of blue-green mist, whirling around the mile-wide edge at hundreds of miles an hour. On the inside of the 'funnel' is a momentary calm zone barely wide enough for a human to stand in, followed by another funnel of 'mist', and so on to the center, where the smallest funnel rises around the caster. Everywhere but the inside of that innermost funnel, occasional puffs of the 'mist' sweep through the gaps, tearing at anything which was lucky enough to not get caught in the concentric rings of the funnel.

Effects:

  • Everything touched by the mist loses 10 M.D.C./S.D.C./H.P. per melee of contact.
  • No form of communication, whether magical, psionic, or technological, will work within 10 miles of the Maelstrom's edge.
  • All charged objects within the one-mile range, whether charged with P.P.E. like a talisman or with normal power like an e-clip, will be drained the moment the Maelstrom comes into existence. Living creatures are not affected by this drain, so a mage can still draw P.P.E. off of others.
  • No power sources will work within ten miles of the storm. The moment the storm dies away, however, any power sources that aren't batteries will resume working as if nothing happened - this includes nuclear generators.
  • Anyone trying to attack the caster will be seized by a small funnel and flung up into one of the thicker walls, to be torn apart by the magical field.
  • An odd side effect of the Maelstrom is that it prevents any Rifts from opening within 10 miles of it, and any ley line storms will be absorbed by it. When combined with the fact that no tech power sources work, and all P.P.E.-charged 'batteries' are drained, if you want to get away from the Maelstrom you have to do it the hard way. Even teleportation fails consistently.
  • All spells, even those of the caster, are at half range within 10 miles of the Maelstrom.

The few mages who know this spell will not teach it to anyone they haven't trained themselves for at least twenty to thirty years. They know exactly how powerful the spell is, and don't want it used freely.

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