Rifts d20 Spells and Magic


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


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