Rolemaster Arcane Spell Lists - Rifts(1), Podreczniki RPG, Rolemaster

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Rifts
Arcane
A Rift is a two-way transport gateway. The two locations
connected by a Rift are known as ‘faces’. A Rift is a two-
dimensional construction, and can only be seen on one side
(the two sides are the ‘face’ and the ‘backplane’). Both ‘faces’
of the Rift are easily visible, appearing as a shimmering, mir-
ror-like area (both backplanes are invisible). A Rift can be
entered from either face.
Unlike other spells, a Rift can’t simply be cancelled by
the caster after it forms. Closing a Rift before the spell ex-
pires requires either the
Close Rift
or
Collapse Rift
spells, or
Dispel Essence
(the Rift resists at the level of the caster who
created it, and gains a +50 modification to
Dispel Essence
).
Each face of a Rift forms from a central point, expanding
outward to its size limitations
or
until it encounters a solid
object. When an object is encountered, the Rift stops forming
in that direction. Thus, a Rift could be formed within a
doorframe, and its boundaries would be the doorframe itself.
Normally, a Rift face forms a vertical plane, although the
caster can specify the orientation of both faces of the Rift
when it forms. Neither face can be moved or shifted once the
Rift is open. Creatures who contact a Rift at the edge (or by
passing through the backplane) will feel a ‘tingling’ sensa-
tion accompanied by intense cold, but suffer no damage (nor
do they pass into the Rift). Only cr eatures and objects that
can fit inside the boundaries of the Rift can pass through it.
The caster must be familiar with the locations of both
faces of the Rift when it is formed, or the location of the dis-
tant face is subject to the same degree of error as the
Teleport
spell (Closed Essence List: Lofty Bridge).
The only way to see what lies past the opposite face of a
Rift is to enter it (or at least place your head or sensoy or-
gans through it). Normally, spells cannot be cast through a
Rift. The only spell that can operate through a Rift is
Riftsight
(although spells on items and creatures who pass through a
Rift are not dispelled).
Under certain conditions, a Rift may ‘tear’ if an excep-
tionally large creature or powerful force (e.g., a large dragon,
avalanche, tidal wave, etc.) attempts to forcibly enter a Rift
that is to small to allow passage. A Rift that has torn may
continue to tear and expand randomly (not a good thing). If a
Rift expands to 10X its original size, it may also tear into
other (randomly determined) dimensions as well. The
Col-
lapse Rift
spell is required to mend the tear and close the
Rift. Normally , tearing a Rift requires an Insane (-100)
strength-based maneuver. Also, a Rift can tear if the
Expand
Rift
spell is misused (see spell description).
If a Rift closes while a creature is passing through it, the
victim must roll on the
Rift Closure Effects Table
.
Area of
Effect
Duration
Range
1—Detect Rift
Self
1 rd/lvl (C)
Self
2—
3—
4—Rift I
10'
2
/lvl
1 rd/lvl
Touch
5—Locate Rift
Self
1 rd/lvl (C)
Self
6—
7—Rift II
10'
2
/lvl
1 rd/lvl
Touch
8—
9—
10—Rift III
10'
2
/lvl
1 rd/lvl
Touch
11—Close Rift
1 Rift
V
Touch
12—
13—Cloak Rift
1 Rift
V
Touch
14—Expand Rift
1 Rift
V
Touch
15—Rift IV
10'
2
/lvl
1 rd/lvl
Touch
16—
17—Lock Rift
1 Rift
P
Touch
18—Riftsight
Self
1 rd/lvl (C)
Touch
19—Rift Guardian
1 Rift
P
Touch
20—Rift V
10'
2
/lvl
1 rd/lvl
Touch
25—Rift VI
10'
2
/lvl
1 rd/lvl
Touch
30—Dimensional Rift 10'
2
/lvl
1 rd/lvl
Touch
40—Collapse Rift
1 Rift

Touch
50—Seal Rift
1 Rift
P
Touch
1—Detect Rift (I)
Detects any Rifts within 100’/lvl of the
caster. Caster does not learn the location of any Rifts detected.
4—Rift I (F)
Caster creates a Rift
between two locations.
The two faces of the Rift
can be separated by up to 100’/lvl.
5—Locate Rift (I)
Caster can determine the location of any
Rift detected by use of the
Detect Rift
spell.
7—Rift II (F)
As
Rift I
, except the two faces of the Rift can
be separated by up to 1000’/lvl.
10—Rift III (F)
As
Rift I
, except the two faces of the Rift
can be separated by up to 1 mile/lvl.
11—Close Rift (F)
Causes a Rift to close. The Rift gains a
RR at the level of the caster who created it (even if the caster
is attempting to close a Rift he created). Permanent Rifts (made
with the
Lock Rift
spell) close for 1 rd/level of the caster of
the
Close Rift
spell.
13—Cloak Rift (F)
Caster can cloak a Rift from normal vi-
sion. Both the face and backplane of the Rift are invisible,
but passage through the face of the Rift is unimpeded. Each
face of the Rift must be
Cloaked
separately, and must be
Cloaked
from that location (the spell cannot be cast through
the Rift). The
Cloak
can be canceled at any time by the caster,
and can be dispelled normally with
Dispel Essence
, but
 otherwise remains in effect until the Rift closes.
Note:
Even
if the Cloak is dispelled, the Rift itself may not be affected.
14—Expand Rift (F)
Caster can increase the size of a Rift
by up to 10'
2
/lvl. If the
Expand Rift
spell fails, the Rift may
tear (50% chance). If a
Dimensional Rift
is expanded, there is
a chance (50% – 1%/caster’s level) that the Rift will tear. The
expansion lasts until the Rift closes.
15—Rift III (F)
As
Rift I
, except the two faces of the Rift
can be separated by up to 10 miles/lvl.
17—Lock Rift (F)
Caster makes a Rift permanent (subject
to the
Close Rift
and
Collapse Rift
spells).
18—Riftsight (F)
Caster can see and hear from the other face
of a Rift as if he were there. The sensory input is fixed on the
other side of the Rift. The
Riftsight
spell causes the opposite
face of the Rift (where the caster’s sensory input is located)
to glow a shimmering, golden color (even if the Rift is cloaked
on that face).
19—Rift Guardian (F)
Binds a semi-intelligent guardian
spirit of the caster’s level into the Rift. The Rift will be im-
passable to all except the caster unless a will contest (
RMCI
)
is successfully initated and carried out against the
Guardian
(Guardian’s Will = 5x caster’s lvl). If the
Guardian
loses the
will contest, it is released from the Rift. The spirit is inca-
pable of harming anyone, and only serves to prevent passage
through the Rift. The
Guardian
can only impede passage
through the Rift in one direction (specified by the caster when
this spell is cast). The
Guardian
remains in the Rift until it
closes.
20—Rift V (F)
As
Rift I
, except the two faces of the Rift can
be separated by up to 100 miles/lvl.
25—Rift VI (F)
As
Rift I
, except the two faces of the Rift can
be separated by up to 1000 miles/lvl.
30—Dimensional Rift (F)
As
Rift I
, except the two faces of
the Rift can be on different planes of existence (caster must
still be sufficiently familiar with both locations to utilize this
spell.
40—Collapse Rift (F)
As
Close Rift
, except any Rift can be
closed permanently with this spell. Non-permanent Rifts do
not receive a RR;
Locked
Rifts gain a RR but are perma-
nently closed if they fail.
50—Seal Rift (F)
Caster can
Seal
a Rift so that only indi-
viduals he specifies can pass through it (no limit to the num-
ber of objects, however). Up to one person per five levels of
the caster can be specified (must be done at the time of cast-
ing). A
Sealed
Rift cannot have a
Guardian
, cannot be
Closed
or
Dispelled
, and gains a +50 RR bonus to
Collapse Rift
spells.
Rift Closure Effects Table
Traveler is thrust from Rift through the face he
was entering.
01–20
Traveler is thrust from Rift through a randomly
determined face. Takes 'A' Slash critical.
21– 30
Traveler is thrust from Rift through a randomly
determined face (face first). Takes 'A' Slash
critical.
31– 40
Traveler almost makes it clear of Rift before it
closes. Random departure from Rift. Takes 'B'
Slash critical.
41– 50
Unwary traveler is caught in closing of Rift.
Takes 'B' Slash critical, and any indicated body
part is severed. Bulk of traveler is cast out of
gate through a randomly determined face.
51-65
Unfortunate victim is trapped in Rift's closing.
Takes 1-5 'E' Essence criticals and 1-5 'E' Slash
criticals.
66
Victim takes 'C' Slash critical before being
dumped unceremoniously out of Rift through a
random face. Any indicated body parts are
severed.
67– 70
Slow fool is caught in Rift. Takes 'D' Slash and
'C' Stress criticals before being thrust out of Rift
through a random face. Any indicated body parts
are severed.
71– 84
Unexpected closure of Rift delivers 'E' Slash and
'D' Stress criticals. Random departure from Rift.
Any indicated body parts are severed.
85– 91
Oops! A little slow. 'E' Slash, 'E' Stress, and 'D'
Essence criticals. Random departure from Rift.
Any indicated body parts are severed.
92– 96
Sorry. 1-3 'E' Slash, 1-3 'E' Essence, and 1-3 'E'
Stress criticals. Pieces of traveler depart Rift
randomly. Any indicated body parts are severed.
97– 99
Gate closes instantly…neatly bisecting the
traveler vertically. Yuck.
100
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