When I first read the Spatial Mage class, I thought it was a great idea. However, (and with all respect to Steven Trustrum) after 16 years the class is starting to show its age and I thought it was time for an update. Below are some changes, updates, and balances that I thought the Spatial Mage could use. It should be noted that I see Spatial Mages being used in campaigns with other similarly powerful charters such as Cosmo-Knights, Godlings, etc.
Spatial Mage Abilities
1. Sense the Opening and Closing of Rifts:
As per the Ley Line Walker ability, only all ranges are tripled.
2. Ley Line Phasing:
As per the Ley Line Walker ability.
3. Dimensional Sense:
As per the Shifter ability, +10% base skill
Sense Dimensional Disturbances: the Spatial Mage are attuned to mystical energies, and can sense dimensional portals/doorways, teleportation spells, dimensional anomalies, and similar magical/supernatural effects. Also, because Spatial Mages are themselves dimensional disturbances, they can sense their fellow brethren as well. This is how many seasoned Spatial Mages find apprentices. Range: 1 mile per level of experience. Must roll skill to precisely identify the type of disturbance.
4. Dimensional Travel:
As per the Shifter ability
60 PPE to create a one-way dimensional portal only for himself. Each additional person he allows to go through costs an additional 13 PPE.
5. Rifting on the Same world power:
As per the Shifter ability. 60 PPE to create a one-way portal only for himself. Each additional person he allows to go through costs an additional 13 PPE.
6. Create Dimensional Realm:
This power creates a pocket dimension accessible to the mage. As a pocket dimension, it exists outside the rest of the world and thus does not affect other dimensions. Certain realm abilities can be obtained that grant the Spatial Mage special powers. These powers only work WITHIN the realm. Even if these powers grants something permanently, outside the realm it is rendered void. The rest of this ability remains unchanged from Rifter 3.
7. Physical Changes:
The profound and alien energies the Spatial Mage wields alters their body in strange ways. These physiological changes are why many Spatial Mages conceal their appearance with masks, goggles, hoods, and the like.
Skin: Regardless of original RCC, the skin of a Spatial mage takes on a subtle purplish tone.
Eyes: Starring into the eyes of a Spatial Mage is like gazing into the cosmos. Their eyes are pitch black with specks of sparkling white. The character’s vision is unaffected by this change.
Longevity: The Spatial Mage’s unique connection with reality means that the physical effects of time are reduced, doubling their effective natural life span for their race.
Death: Should a Spatial Mage pass away, their earthly body fades away into the ether. Not even Spatial Mages know what happens to them beyond the pale. Because there is no longer any physical body, mystical means of resurrection are IMPOSSIBLE! Even a spells like Ley Line Ghost does nothing. The character is simply gone…
8. Spell Casting
At first level, the Spatial Mage can learn Spatial Magic or regular spells. Some of Spatial Magic spells operate the same (and have the same name) as their regular counterparts yet are represented separately under the “Spatial Magic” section because their statistics differ, representing the Spatial Mage’s greater ability to control dimensional energies. So while Spatial Magic spells may share the same name and effect as a common or Temporal magic spell, they are not the same. Spatial Mages have a unique and special connection with dimensional forces, allowing them to cast such spells easier than others. As such, non-Spatial Mages CANNOT cast, use, or learn Spatial Magic.
At first level, the Spatial Mage knows 1D4 spells from each spell level 1 to 4. Each spell can be either a Spatial Magic spell or from the list of common magic below. After first level, the character learns one new spell per level achieved, equal to or less than his level of experience. Note that Spatial Mages can learn spells from scrolls, guilds, and similar means, the same as regular mages, so long as it is a spell they can learn.
Occasionally the Spatial Mage will learn a spells outside their primary domain of Spatial Magic. However, the price of the Spatial Mage’s power is that they are restricted in what other spells they can learn. A Spatial Mage can learn ONLY the following listed Non-Spatial mage spells. Common Magic: Tongues,See Aura, See the Invisible, Dispel Magic Barrier, Energy Field, Seal, Summon Familiar, Summon Greater Familiar, Sense Magic, Detect Concealment, Fool’s Gold, Telekinesis, Chameleon, Befuddle, Armor of Ithan, Negate Magic, Eyes of Thoth, Protection Circle: Lesser, Fireball, Ironwood, Beat Insurmountable Odds, Sub-Particle Acceleration, Energy Sphere, and Ward, Create Scrolls. Space Magic: Any. Temporal Magic: Any. These spells are cast without any change to their description or statistics. Note, other magic spells and types not explicitly mentioned here are OFF LIMITS to the Spatial Mage.
9. PPE:
Unchanged from Rifter 3.
10. Bonuses:
+3 to ME
+2 vs. Horror Factor at level one and +1 at levels 2, 5, 9, and 12.
+1 vs. Magic at levels 3, 7, 10, 13.
+1 to Spell Strength at levels 4, 7, 10, and 13,
+3 vs. Insanity (jumping Dimensions lets you see some pretty weird stuff)
+1 on Perception at levels 3, 6, 9, 12.
Lore: Megaverse: The player is knowledgable in the workings of dimensions, multiple planes of existence, theories concerning parallel worlds, etc. Also knows about other Dimensions (HU, Nightlands, Phase World, Wormwood, Hades, etc). Base Skill: 25% +5 per level
The rest of the OCC remains unchanged.
Spatial Mage, revisited
Moderators: Immortals, Supreme Beings, Old Ones
- Moses the Wanderer
- D-Bee
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Spatial Mage, revisited
Last edited by Moses the Wanderer on Fri Dec 19, 2014 12:52 pm, edited 4 times in total.
- Moses the Wanderer
- D-Bee
- Posts: 3
- Joined: Thu Jun 16, 2005 3:05 am
Re: Spatial Mage, revisited
With my revisions I've also come up with some fun spells for the Spatial Mage.
New Spatial Magic Spells:
Level 1
G-Drop
Range: Self or others by touch
Duration: 1 minute per level of experience
Savings Throw: None, fails if unwanted.
PPE: 15
This spells reduces the effects of gravity on the recipient. The decrease in gravitational pull increases speed and agility, conferring several bonuses: +3 Dodge, +3 parry, +2 Strike, +5 roll with punch/fall/impact, natural speed is tripled, carrying and lifting capacity are doubled, fall damage is halved, and can now leap an additional 2 ft for each PS attribute point (double if PS is supernatural).
Level 2
Blink
Range: up to 120 ft.
Duration: Instant
PPE: 10
A form of short ranged personal teleportation. The teleportation process is instantaneous. They disappear in a blink and reappear a second later. It can be used in combat to reappear behind an enemy, avoid an attack, etc. Using this power defensively provides a +6 bonus to dodge. Each leap counts as a melee attack/action and cost 10 PPE to activate. The end destination must be visible to the person teleporting and they cannot carry another person with them.
Negate Mystic Portal
Range: Area effect that covers a 20 ft radius per level of the spell caster.
Duration: Instant
PPE: 10
As per the spell of the same name in Fleets of the Three Galaxies, pg. 122.
Level 3
Immobilize
Range: 60 ft
Duration: 2 melee rounds per level of experience
Saving Throw: Special, if a successful save is made, the player rolls 1D4 to determine how many melee rounds their character is immobilized. After that times their character is angle to move freely out of the cone, but cannot more to affect anything inside it.
PPE: 25
As per the spell of the same name in Palladium Fantasy RPG, pg. 201.
G-Shift
Range: Self; or others at 100 ft.
Duration: 2 melees per level of experience.
Savings Throw: Standard, even vs. non-living objects.
PPE: 15 PPE
This spell allows the caster to change the gravity field affecting a person, changing the direction of gravitational pull. The gravity shift is equal to the same G-force as the world it is created on (one G for earth. If cast in space the gravity shift has a force of one G). Unlike Ignore 3D Constraints, the affected individual is unable to jump between planes but is stuck on whatever plane the caster assigns them.
This spell can be used to make a person “fall” into the wall or ceiling, if outside they might fall straight into the sky! Those affected usually take fall damage (usually 1D6-2D6 depending on fall distance) and the sudden change in gravity is very disorienting, causing them to lose initiative and -3 on combat rolls. The disorientations lasts for 1 melee round. The target might take additional fall damage once the spell elapses. In the case of the target being made to fall into the sky, if the target reaches an altitude of 200 ft, the spell effect ceases immediately.
Level 4
Void Drain
Range: Empowers self only, touch.
Duration: the drain is instantaneous, but the charge lasts 1 melee round.
Damage: 3D6 to PPE
Saving Throw: Dodge or Parry
PPE: 22
A devastating spell for use against spell casters. When cast the dominant hand of the spell caster radiates a purple energy. For every successful hand strike against a PPE rich individual (mage, creature of magic, demon, etc), the target loses 3D6 PPE. The lost PPE is then given to the caster. If the target is protected by a magical barrier (Armor of Ithan, Invincible Armor, etc), 3D6 worth of damage is done to the barrier and the caster does not gain PPE. This spell has no effect upon psychics and their ISP.
Level 5
Anomaly
Range: 100 ft + 10 per level of experience. Affects a 10 ft blast radius, +1 ft per level of experience.
Duration: Instant
Saving Throw: Dodge.
Damage: 6D6
PPE: 20
This spell launches an amorphous ball of energy at opponents, exploding upon impact. However, once it explodes one of several random effects could occur.
01-20% Lucked out, no additional effect.
21-40% Zero-Gravity: Anyone hit by the anomaly goes weightless, as if there is no gravity. Unless the character has the power of flight, Gravity Manipulation, or zero gravity training; reduce melee actions/attacks by half, -10 on all combat maneuvers, and they cannot control the speed or direction they float. Firing a gun or energy blast, or trying to kick or punch, causes the character to spin in slow motion and move away from his opponent. Duration: 1D4 melee rounds.
41-60% Doubled! Both the damage and area of effect are doubled.
61-80% Teleportation: whoever is struck by the Anomaly is randomly teleported 1D4x100 yards/meters away. The teleport is never into solid object or straight up into the air, but could be down the street, onto a rooftop, to a room inside a building, and so on (GM’s discretion).
81-90%: Time Warp. Those hit by the Anomaly find the effect of time lessened on them, allowing them to move significantly faster. +2 Initiative, +1 Strike, +2 Parry, +2 Dodge, and 1 additional melee action/attack. Duration: 1 melee round before the effects wear off.
91-00%: Creates a small Rift. The Rift is random and could lead anywhere (GM’s discretion). Duration of Event: One melee round before the Rift closes.
Level 6
Sphere of Negation
Range: Self
Duration: 1 minute per level of experience, or disappears the moment the spell caster steps out of the sphere, whichever comes first.
Savings Throw: None
PPE: 60
As per the spell of the same name in Spirit West, pg. 81.
Level 7
Dimensional Barrier
Range: covers a radius of 250 ft around caster, plus 50ft per level of the caster’s experience
Duration: One hour per level of experience
Saving Throw: None
PPE: 75
As per the spell of the same name in Library of Bletherad, pg 87.
Universal Balance
Range: 90 ft
Duration: 1 melee action per level of experience
Saving Throw: Standard.
PPE: 50
As per the spell of the same name in Spirit West, pg. 82.
Level 8
Time Warp: Causality Loop
Range: 100 ft plus 20 ft per level of experience
Area of effect: 10 ft area per level.
Duration: 15 minutes and repeats one time plus once per additional level of the spell caster. Repreats once at level one, twice at level two, three times at level three, etc.
Saving Throw: Special.
PPE: 125
As per the spell of the same name in Fleets of the Three Galaxies, pg. 128.
New Spatial Magic Spells:
Level 1
G-Drop
Range: Self or others by touch
Duration: 1 minute per level of experience
Savings Throw: None, fails if unwanted.
PPE: 15
This spells reduces the effects of gravity on the recipient. The decrease in gravitational pull increases speed and agility, conferring several bonuses: +3 Dodge, +3 parry, +2 Strike, +5 roll with punch/fall/impact, natural speed is tripled, carrying and lifting capacity are doubled, fall damage is halved, and can now leap an additional 2 ft for each PS attribute point (double if PS is supernatural).
Level 2
Blink
Range: up to 120 ft.
Duration: Instant
PPE: 10
A form of short ranged personal teleportation. The teleportation process is instantaneous. They disappear in a blink and reappear a second later. It can be used in combat to reappear behind an enemy, avoid an attack, etc. Using this power defensively provides a +6 bonus to dodge. Each leap counts as a melee attack/action and cost 10 PPE to activate. The end destination must be visible to the person teleporting and they cannot carry another person with them.
Negate Mystic Portal
Range: Area effect that covers a 20 ft radius per level of the spell caster.
Duration: Instant
PPE: 10
As per the spell of the same name in Fleets of the Three Galaxies, pg. 122.
Level 3
Immobilize
Range: 60 ft
Duration: 2 melee rounds per level of experience
Saving Throw: Special, if a successful save is made, the player rolls 1D4 to determine how many melee rounds their character is immobilized. After that times their character is angle to move freely out of the cone, but cannot more to affect anything inside it.
PPE: 25
As per the spell of the same name in Palladium Fantasy RPG, pg. 201.
G-Shift
Range: Self; or others at 100 ft.
Duration: 2 melees per level of experience.
Savings Throw: Standard, even vs. non-living objects.
PPE: 15 PPE
This spell allows the caster to change the gravity field affecting a person, changing the direction of gravitational pull. The gravity shift is equal to the same G-force as the world it is created on (one G for earth. If cast in space the gravity shift has a force of one G). Unlike Ignore 3D Constraints, the affected individual is unable to jump between planes but is stuck on whatever plane the caster assigns them.
This spell can be used to make a person “fall” into the wall or ceiling, if outside they might fall straight into the sky! Those affected usually take fall damage (usually 1D6-2D6 depending on fall distance) and the sudden change in gravity is very disorienting, causing them to lose initiative and -3 on combat rolls. The disorientations lasts for 1 melee round. The target might take additional fall damage once the spell elapses. In the case of the target being made to fall into the sky, if the target reaches an altitude of 200 ft, the spell effect ceases immediately.
Level 4
Void Drain
Range: Empowers self only, touch.
Duration: the drain is instantaneous, but the charge lasts 1 melee round.
Damage: 3D6 to PPE
Saving Throw: Dodge or Parry
PPE: 22
A devastating spell for use against spell casters. When cast the dominant hand of the spell caster radiates a purple energy. For every successful hand strike against a PPE rich individual (mage, creature of magic, demon, etc), the target loses 3D6 PPE. The lost PPE is then given to the caster. If the target is protected by a magical barrier (Armor of Ithan, Invincible Armor, etc), 3D6 worth of damage is done to the barrier and the caster does not gain PPE. This spell has no effect upon psychics and their ISP.
Level 5
Anomaly
Range: 100 ft + 10 per level of experience. Affects a 10 ft blast radius, +1 ft per level of experience.
Duration: Instant
Saving Throw: Dodge.
Damage: 6D6
PPE: 20
This spell launches an amorphous ball of energy at opponents, exploding upon impact. However, once it explodes one of several random effects could occur.
01-20% Lucked out, no additional effect.
21-40% Zero-Gravity: Anyone hit by the anomaly goes weightless, as if there is no gravity. Unless the character has the power of flight, Gravity Manipulation, or zero gravity training; reduce melee actions/attacks by half, -10 on all combat maneuvers, and they cannot control the speed or direction they float. Firing a gun or energy blast, or trying to kick or punch, causes the character to spin in slow motion and move away from his opponent. Duration: 1D4 melee rounds.
41-60% Doubled! Both the damage and area of effect are doubled.
61-80% Teleportation: whoever is struck by the Anomaly is randomly teleported 1D4x100 yards/meters away. The teleport is never into solid object or straight up into the air, but could be down the street, onto a rooftop, to a room inside a building, and so on (GM’s discretion).
81-90%: Time Warp. Those hit by the Anomaly find the effect of time lessened on them, allowing them to move significantly faster. +2 Initiative, +1 Strike, +2 Parry, +2 Dodge, and 1 additional melee action/attack. Duration: 1 melee round before the effects wear off.
91-00%: Creates a small Rift. The Rift is random and could lead anywhere (GM’s discretion). Duration of Event: One melee round before the Rift closes.
Level 6
Sphere of Negation
Range: Self
Duration: 1 minute per level of experience, or disappears the moment the spell caster steps out of the sphere, whichever comes first.
Savings Throw: None
PPE: 60
As per the spell of the same name in Spirit West, pg. 81.
Level 7
Dimensional Barrier
Range: covers a radius of 250 ft around caster, plus 50ft per level of the caster’s experience
Duration: One hour per level of experience
Saving Throw: None
PPE: 75
As per the spell of the same name in Library of Bletherad, pg 87.
Universal Balance
Range: 90 ft
Duration: 1 melee action per level of experience
Saving Throw: Standard.
PPE: 50
As per the spell of the same name in Spirit West, pg. 82.
Level 8
Time Warp: Causality Loop
Range: 100 ft plus 20 ft per level of experience
Area of effect: 10 ft area per level.
Duration: 15 minutes and repeats one time plus once per additional level of the spell caster. Repreats once at level one, twice at level two, three times at level three, etc.
Saving Throw: Special.
PPE: 125
As per the spell of the same name in Fleets of the Three Galaxies, pg. 128.
Re: Spatial Mage, revisited
*thumbs up*