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Battlelords of the 23rd Century Scenario

                               

Wheel “circle” Magic

 

The Bio-Wizards chose the Vila Fairy for several reasons. The Vila Fairies are valkyrie like nymphs, who defend their homeland from all intruders. They are fearsome protectors of the weak, and have immense magical powers and great knowledge at their disposal.

The Vila fairy entrapped within the core of the Kresnik fully understands that its doomed, for if the Kresnik is destroyed, what little remains of the Vila Fairy will be obliterated. It empowers the Kresnik with its own life force and acts as an aegis against the Kresnik's enemies. The nature of the Vila is such, that it would defend the weak and innocent regardless of whether its own life was on the line or not, but as the power source of the Kresnik cyborg it helps him to fight its enemies, and tries to influence them to be a force of good.

The Vila Fairy operates in the background of the cyborg systems, keeping a discreet eye on the sensor and surveillance system readings, monitoring communications chatter. Ensuring that the Kresnik is running efficiently, repairs are made and that all its systems are optimized.

It collects, collates and stores all information for easy retrieval by the Kresnik's battle computer. Where necessary it makes its own knowledge available to the Kresnik by adding it to the Battle computer. The Vila fairies are great strategists and masters of waging war and combat. They have defeated many great fighters and obliterated entire kingdoms, who in their ignorance and hate, foolishly targeted the supposedly weak faerie folk.

What remains of the Vila fairy is too fragmented to do much more, existing as a single individual in the Kresnik, but simultaneously it also exists throughout each of the cyborgs numerous systems, these number in the hundreds if not thousands. The Vila fairy is unable to bring much of its magical knowledge to bear, due to its body being destroyed and most of its essence empowering the cyborg.

However it is able to assist the Kresnik with some magical help. The Vila fairies are one of the few remaining practitioners of what is generally assumed to be a lost magical art within circle magic.

This specialist circle magic was last mentioned on Earth in the late 15th and early 16th centuries by European alchemists studying Middle Eastern tomes. They mentioned that circle magic didn’t necessarily need diagrams to be drawn on the ground or surfaces for it to take effect. Instead they say circle magic will take effect just as easily if the wizard fully visualizes the circle in his mind.

Needless to say the complex geometric nature and the intricate symbols in forgotten archaic languages that needed to be drawn in perfect proportion to each other for circle magic are a near impossibility for the normal mage to visualize. However a few persevering European alchemists claim in their journals to have had some success in mastering this technique of circle magic.

They refer to this type of circle magic as “Wheels” and they name some of these magic circles as “The Wheel of Fire”, “The Wheel of Death, “The Wheel of Time” and “The Wheel of Destiny”.

The Vila Fairy stores these magical circle drawings as images in the Kresnik cyborg systems, and allows them to be accessed. The Kresnik cyborg simply thinks of the relevant circle fully drawn out and its images appears in its HUD of the Optic Nerve Implant. Then it’s a simple matter for the Kresnik cyborg to envisage the magic circle in his mind’s eye and the Vila Fair charging it with the magical energies stored in the Kresnik's Bio-Wizard created Blood to activate the Wheel.

A circle will then materialize wherever the Kresnik wishes it to appear, on the floor, in the air, horizontally, vertically, backwards or forwards. The circle will appear to be a solid construct presumably made up of ectoplasm, or even the remnants of the Vila fairy’s aura.

The Kresnik has to master the art of doing this, but the Vila Fairy transfers the requisite knowledge and practice schedule into the Kresnik's systems, ensuring the humanoid is able to visualize these powerful tools when needed, even if they don't fully comprehend what they are doing.

 

Wheel Magic

 

Wheel Magic is a powerful and diverse form of magic, capable of doing many things. In Wheel Magic it seems that each Wheel has numerous functions, and to the layman its unclear from the design of the wheel what manifestation the power of a particular Wheel will be once activated.

The only obvious difference is that how a wheel manifests is dependent on how much magical energy is expended to power it. However it could be that there are slight differences in the design of each wheel, but these are so intricate and delicate that most normal wizards are unable to comprehend the nuances of each Wheel design.


 

Some Notes on Wheel Magic

 

  • The Wheel Magic field is specialist field within Circle Magic

  • Wheel Magic is performed not by drawing out the circles but by visualization of them in the mind's eye

  • Conceivably all types of Circle Magic can be practiced as Wheel Magic

  • Maximum of 3 (THREE) Wheels can be visualized and activated in 1 (ONE) melee action/attack if the required amount of P.P.E is expended for each individual Wheel being cast.

  • Different Wheels can be combined to create different manifestations and effects. Up to 3 (THREE) Wheels can be combined at once, but usually 2 (TWO) Wheels are combined to create a differing manifestation to the single Wheel being empowered.


 

Listed below is a small selection of Wheel “circle” Magic available to the Kresnik. The primary focus of this small sample of Wheel Magic is anti-vampire.

Wheel of Fire: This is the most common weapon used by the Vila fairies to battle their enemies. It totally and utterly destroys vampires.

The Wheel of fire can operate on its own. It will have half the amount of attacks the Kresnik does, and will attack enemies of the Kresnik once the Kresnik systems have deemed them a threat. Otherwise

For Game purposes: See the Fire Elemental Magic Spell “Ten Foot Wheel of Fire” ability for further details, but use the stats below.

Range: 250 feet per level of Kresnik

Duration: 2 Minutes per level

Damage: 1D4 X 10 MDC + 1D4 X 10 MDC at Lvls 3,5,7,9,11,13,15

Saving Throw: Dodge. Targets are -6 dodge if guided by the Kresnik.

P.P.E: 20

 

Solar Wheel: Generally activated in the air, high in the sky or the ceiling of underground catacombs and caverns to make full use of its area of effect. Its purpose is to bring the light of day to the darkest of nights. It's the midday sun rising at midnight. It appears to function like a solar mirror, amplifying and reflecting sunlight from over the horizon towards its target. Vampires exposed to this light are completely destroyed.

 

Range: Close to the Kresnik, or within 250 feet per Level of the Kresnik. However the Kresnik needs to be able to see or have seen the locale where the Solar Wheel will manifest.

Area Effect: 125 feet radius + 125 feet radius per level circle of light is created above the Kresnik's head. It is usually created as high in the air as possible. The Kresnik can have the Solar Wheel travel along with him as he moves or he can leave it fixed to a spot.

Duration: 10 Minutes per level

Damage: For Game purposes: Vampires suffer as if they have been exposed to daylight/sunlight (See Rifts Vampire Kingdoms Book).

Saving Throw: None.

Exposed vampires need to get out of area effect and unshielded vampires are unlikely to step into the area effect until the Solar Wheel dissipates. Some kind of Eye protection needs to be worn especially in confined spaces (crypts, underground lairs, darkened rooms etc) by other characters (non-vampires). Unprotected beings run the risk of being blinded by the intensity of the solar light. Kresnik's cyber eye systems will filter out the intensity and brightness of the light. Therefore the Kresnik will be able to operate optimally underneath the Solar Wheel. The Solar Wheel can’t be used like a globe of light as the light it generates is just too intense. Most beings run the risk of being permanently blinded by it.

P.P.E: 50

 

Solar Wheel/Wheel of Fire – Solar Beam Wheel: This combination creates a shield size solar mirror to manifest close to the Kresnik but facing the target during each attack. The Solar Beam Wheel directs a beam of sunlight at the target, but instead of light the target is bombarded by intense heat and electromagnetic radiation waves.

Vampires can be totally destroyed by the Solar Beam Wheel. A Kresnik can only use this Wheel Magic with his armor activated. Everything else within the area of effect of the Wheel will also sustain damage from the Solar Beam Wheel. Anything combustible within the area of effect will catch on fire, and there is a great risk of explosives exploding. Electronic and Mechanical devices, including vehicles, robots, power armor, weapons may be effected by EMPs.

Range: 250 feet per level of Kresnik.

Area of Effect: 25 feet radius around the Solar Wheel beam. Everything else including the Kresnik if he is using the Solar Beam Wheel unarmored will suffer 1/3 (one third) of the damage sustained by the intended target during each attack.

Duration: 2 Minute per level

Damage: 3D6 X 10 MDC per attack + 1D6 X 10 MDC at Lvls 3,5,7,9,11,13,15.

Saving Throw: Dodge. Targets are -6 dodge

P.P.E: 80

 

Wheel of Death: This conjures up traps that are extremely deadly to Vampires. Wheel of Death traps can be hidden in advance. They are activated when a vampire steps on them or comes within activation range.

Tiger Pit: (See Rifts Vampire Kingdoms book for details and damage done to unshielded vampires). If a vampire triggers the Wheel of Death trap then he appears to falter and fall into a wooden staked pit. In all probability the affected vampire will have been staked through the heart by at least one of these magically conjured wooden pits stakes. On a roll of Natural 20 on a D20 dice roll the affected vampire by some miracle has avoided being staked through the heart, and will take the damage listed under the Tiger Pit trap described in the Vampire Kingdoms book, and the trap will vanish. If the vampire has been staked through the heart then whether he is on the ground, on a wall or in the air, he would be seen impaled on a large wooden spear.

Range: Can be placed and hidden within 250 feet per level of the Kresnik. Wheel of Death trap activated if target is within 10 feet per level of Kresnik.

The Kresnik has to be able to see where he wants to place the Wheel of Death trap, or at least be familiar with the locale, having previously reconnoitered or seen the area where he wants to place the Wheel of Death trap

Duration: 1 (ONE) day per level of the Kresnik. The Wheel of Death trap can be set anywhere, on the ground, on walls, in the air etc. The Kresnik can use his skills to conceal the Wheel of Death trap.

The Wheel of Death trap vanishes once it has been activated, and only people that can see invisible will stand a chance of spotting it. However those that discover the trap may have no idea what it is. If the Kresnik has used his skills to hide the Wheel of Death trap, then even these people who can see the invisible will first have to be actively looking for the trap to stand any chance of finding the hidden trap.

Damage: (See Rifts Vampire Kingdoms book for details) and Vampire must roll to see if they were staked through the heart.

Saving Throw: None! If you are unaware of the trap or unknowingly trigger it. If some kind of warning has been given by another individual or sixth sense has gone off, then a Dodge may be attempted to try and see if you managed to avoid falling into the activated Wheel of Death Trap. However this instinctive Dodge must be made at -6 to the dodge dice roll.

P.P.E: 20

 

Wheel of Death/Wheel of Fire – Fire Wheel Trap: This combination conjures up traps that are extremely deadly to Vampires. This Fire Wheel Trap can be hidden in advance, and is activated when a vampire steps on them or comes within activation range. This fire is capable of completely destroying the affected vampire.

The Fire Wheel Trap can be set anywhere, on the ground, on walls, in the air etc. The Kresnik can use his skills to conceal the Fire Wheel Trap. Triggering this Fire Wheel Trap will result in the affected vampire being engulfed by a column of fire.

Range: Can be placed and hidden within 250 feet per level of the Kresnik. Fire Wheel Trap activated if target is within 10 feet per level of Kresnik.

The Kresnik has to be able to see where he wants to place the Fire Wheel Trap, or at least be familiar with the locale, having previously reconnoitered or seen the area where he wants to place the Fire Wheel Trap.

Duration: 1 (ONE) day per level of the Kresnik.

Damage: 4D6 X 10 MDC per melee, for 2D4 melees.

Saving Throw: None! If you are unaware of the trap or unknowingly trigger it. If some kind of warning has been given by another individual or sixth sense has gone off, then a Dodge may be attempted to try and see if you managed to avoid the column of Fire unleashed on you by the Fire Wheel Trap. However this instinctive Dodge must be made at -6 to the dodge dice roll.

However a vampire caught by the Fire Wheel Trap is able to attempt to break free from it at the start of each new Melee, but must make a Save versus magic at -6 to dice roll to see if he can step out of the column of fire engulfing him.

The trap will disappear if the triggering vampire somehow managed to dodge it, or if the trapped vampire managed to step outside of the column of fire. The Fire Wheel Trap will also disappear once the trapped vampire is consumed by the column of fire.

P.P.E: 50

 

Wheel of Destiny: It's the random activation of Wheel Magic. The lack of necessary magical energies to empower Wheel Magic is the most common reason why the Wheel of Destiny is used.

In Game Terms the Kresnik takes a chance on seeing if he can get the Wheel Magic he wants activated at a lesser cost.

The GM has to decide what effect the Player wants/needs and what the Player doesn't want/need.

For Example: The Player wants to activate a Solar Wheel, but doesn't want a Wheel of Death.

The GM will then have 1: Exaggerated Desired effect 2: Desired effect 3: Undesired Effect 4: Exaggerated undesired effect.

The Player will then roll a D4 dice, and see which Wheel Magic he has created. On a Roll of: 1. Solar Wheel activates at double power and no PPE cost. 2. Solar Wheel activates at quarter the normal PPE cost. 3. Wheel of Death activates at half PPE cost. 4. Wheel of Death activates at half power and costs twice the normal PPE.

 

NOTE: The above is a simple use of the Wheel of Destiny and the GM can choose to make far greater variation in the manifestation of the Wheel of Destiny, by simply adding other options, but always with at least two outcomes – positive and negative.

Thereby with six possibilities the Player will role a 1D6, with 8 possibilities 1D8 needs to be rolled, and so forth.

Range: Self (close to the Kresnik) for the Wheel of Destiny, But otherwise dependent on the range of the particular Wheel Magic/Effect that was created

Duration: 1 (ONE) attack/action for the Wheel of Destiny, But otherwise dependent on the duration of the particular Wheel Magic/Effect that was created

Damage: None for the Wheel of Destiny, But otherwise dependent on the damage of the particular Wheel Magic/Effect that was created

Saving Throw: None for the Wheel of Destiny, But otherwise dependent on the saving throw of the particular Wheel Magic/Effect that was created

P.P.E: 5 P.P.E. for the Wheel of Destiny + the P.P.E cost of the particular Wheel Magic/Effect that was created.

 

Wheel of Time: This Wheel magic seems to be innocuous but it's deadly to vampires. It simply slows down the regenerative powers of the affected vampire to their “living” species natural healing rates. So a human vampire affected by this Wheel of Time magic, will suddenly find that he heals at the normal human rate. The human vampire will scar, feel pain for as long as a normal human does and more importantly will take just as long as a normal human to recover from injuries and damage sustained.

Range: 250 feet per level of Kresnik

Area Effect: 125 feet radius + 125 feet radius per level

Duration: 1 (ONE) minute per level.

Effects Last: 1 (ONE) day per level

Damage: None per say but it slows down the healing rate of all affected vampires to the natural healing rate of the affected vampires' species.

Saving Throw: Save versus magic at -6 to saving throw. All vampires caught in the area affect of the Wheel of Time need to make a save versus magic at the beginning of each melee they are exposed to the Wheel of Time, and a single failure of the saving throw means they are affected by it for 1 (ONE) day per level of the Kresnik.

P.P.E: 60

 

Wheel of Pain: This Wheel magic seems to be innocuous but it's deadly to vampires. It simply stops vampires from using their Metamorphosis ability and forces them against their will to turn into their humanoid vampire form.

 

Range: 250 feet per level of Kresnik

Area Effect: 125 feet radius + 125 feet radius per level

Duration: 1 (ONE) minute per level.

Effects Last: 1 (ONE) day per level

Damage: None per say but it stops all affected vampires from using their Metamorphosis ability, and forces them to revert to their humanoid vampire form.

Saving Throw: Save versus magic at -6 to saving throw. All vampires caught in the area affect of the Wheel of Time need to make a save versus magic at the beginning of each melee they are exposed to the Wheel of Time, and a single failure of the saving throw means they are affected by it for 1 (ONE) day per level of the Kresnik.

P.P.E: 60

 

Rain Wheel: Generally activated in the air, high in the sky or the ceiling of underground catacombs and caverns to make full use of its area of effect. Its purpose is to bring the enriching waters to a parched and bare earth, and to cleanse it of pestilence and purify it for new life. Vampires exposed to this rain are completely destroyed.

Range: Close to the Kresnik, or within 250 feet per Level of the Kresnik. However the Kresnik needs to be able to see or have seen the locale where the Rain Wheel will manifest.

Area Effect: 125 feet radius + 125 feet radius per level circle of rain is created. It is usually created as high in the air as possible. The Kresnik can have the Rain Wheel travel along with him as he moves or he can leave it fixed to a spot.

Duration: 10 Minutes per level

Damage: For Game purposes: Vampires suffer as if they have been exposed to rainfall (See Rifts Vampire Kingdoms Book). It causes a heavy downpour of rain, capable of quickly putting out MDC fires (1D4 attacks/actions). Within a few seconds of the activation of the Rain Wheel (1D4 attacks/actions) most creatures and beings will be soaked through.


Saving Throw: None. Exposed vampires need to get out of area effect and unshielded vampires are unlikely to step into the area effect until the Rain Wheel dissipates.

P.P.E: 50

 


Wheel of Life: The Wheel of Life maybe created on the ground, on walls or in the air, however for its effects to take place, the Kresnik or others must step, crawl, fly inside it. The Wheel of Life has several functions including but not limited to Metamorphosis, Healing and Rejuvenation.

Range: Close to the Kresnik, or within 250 feet per level. However the Kresnik needs to be able to see or have seen the locale where the Wheel of Life will manifest.

Area Effect: 10 feet per level. The Kresnik is able to vary the size of the Wheel of Life to be as small as to only allow an individual humanoid to step into the Wheel of Life, or to have it any size up to the maximum permitted area effect he is able to create a Wheel of Life. The Wheel of Life can be set anywhere, on the ground, on walls, in the air etc

Duration: 1 (ONE) minute per level, and see individual effects of the Wheel of Life below

Effects and their Duration: Dependent on individual Effect/Spell activated by the Wheel of Life

Metamorphosis: Effects, duration, saving throws P.P.E. Cost etc will be exactly the same as the individual spells. (See Rifts Book of Magic).

Healing: Effects, duration, saving throws P.P.E. Cost etc will be exactly the same as the individual spells. (See Rifts Book of Magic). The Wheel of Life doesn't only heal living beings (SDC or MDC) but inanimate things as well. It will repair weapons, furniture, tools, vehicles etc as well (SDC or MDC)

Rejuvenation: Effects, duration, saving throws P.P.E. Cost etc will be exactly the same as the restoration spell (See Rifts Book of Magic), but the effects will also be applicable to inanimate things as well. Therefore weapons, furniture, tools, vehicles etc will be fully restored to a pristine condition.

This effect of the Wheel of Life can also be used to reverse the effects of the Juicer, Crazy, Cyborg, Vampire etc processes. For the full reversal of these processes the affected individual has to be willing to go through the change.

The effect of the Wheel of Life can also be used to restore the affected person to a younger, healthier self. The age of the affected person or object is restored to an earlier point. The person in theory is able to use the Wheel of Life to stay forever young.

Resurrection: Effects, duration, saving throws P.P.E. Cost etc will be exactly the same as the resurrection spell (See Rifts Book of Magic). The recently deceased body mus be placed inside the Wheel of Life for it to be resurrected.

Damage: None for the Wheel of Life, But otherwise dependent on the damage of the particular Effect/Spell that was invoked

Saving Throw: None for the Wheel of Life, But otherwise dependent on the saving throw of the particular Effect/Spell that was invoked

P.P.E: 50 P.P.E. for the Wheel of Life, + the P.P.E cost of the particular Effect/Spell that was invoked.

 


 

 

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