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Let's Read- The Palladium Role-Playing Game- 1st edition revised

Started by RunningLaser, November 12, 2012, 10:57:28 AM

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Psychman

Quote from: everloss;615547Man, Invisibility as a 2nd level spell? Totes cray.

I think in 2nd Edition, Tongues is like a 6th level spell.

Don't forget also, that the spell levels are for the benefit of classes that get access to the Wizard spell list through their own means (Witch, Priest, still to come).  Wizards can cast any spell they can learn, the level only impacts the likely cost to learn and possible difficulty of scroll conversion.  I don't recall that bit precisely and am away from my books.

Just wait till you consider the possibility of a 1st level Wizard knowing the Resurrection spell!
Clearly, "what I like" is awesome, and a well-considered, educated opinion. While "what other people like" is stupid, and just a bunch of made up gobbledygoook. - zomben
Victor of the "I Bought, We Won" - Sleepy

RunningLaser

3rd level spells

Commune with Dead has a range of self, duration of 8 melees per caster level and there is no save.   This spell allows the caster to speak with the dead.  It is noted that the deceased can only answer simply and that they do not have to tell the truth.

Fleet Feet doubles the physical prowess, speed and mobility of the target it's cast upon.  It has a range of 60 feet, can affect 1-6 targets, and lasts for 2 melees per caster level.    With willing subjects there is no save, unwilling targets use a standard save versus magic.

Fly as the Eagle has a range of self or 60 feet, lasts 20 melees per caster level and has no saving throw.  The spell allows the caster or target to fly.  Certain combat bonuses can be applied during diving attacks.

Levitate Others has a 60 foot range, a duration of 8 melees per caster level and no saving throw.  The spell allows the caster to levitate other peoples than themselves up to 20 feet per caster level.

Mask of Deceit allows the caster to create a magical mask on their face or another's face that can be made to resemble any facial features, colors, ect the caster desires.  Others viewing the Mask of Deceit get a saving throw versus magic with a -5 penalty to see through the illusion.

Multiple Images has a range of self or 30 feet and lasts 5 melees per caster level.  It creates 1-6 mirror images of the caster or target that mimics their every move.  Touching or striking the image causes it to disappear.  Those viewing the Multiple Images are allowed a saving throw versus magic at -6 to see through the illusion.

Reduce Objects has a range of 30 feet, lasts 10 melees per caster level and has no save.  When cast, this spell will reduce the size and weight of objects under 1000 pounds by half.

Sphere of Invisibility creates a sphere of invisibility with a 15 foot radius.  It has a range of 15 feet, lasts 15 melees per caster level and there is no save.  Otherwise, it functions the same as the Invisibility spell mentioned earlier.  The caster can move the sphere if they wish to, but cannot cast any other spells.

Speed of the Snail reduces physical prowess, speed, attacks ect by one third on target who fail a standard save versus magic.  The spell has a range of 60 feet and lasts 2 melees per caster level and can be cast on 1-6 targets.

The Armor of Ithan creates a magical suit of armor that is weightless, noiseless and invisible.  Named after the mighty ancient dwarven king Ithan, this armor spell is pretty potent.  It has an Armor Rating (AR) of 18 and 200 SDC.  It also halves all damage done by fire, cold and lightning.  The spell has a range of self or other, lasts 4 melees per caster level and has no save.

The Faeries Tongue has a range of self or others, lasts 10 melees per caster level and has no save.  It allows one to understand and speak of the faerie languages.

Turn Self Into Mist allows the caster to transform themselves into mist, allowing the caster to move through places they otherwise couldn't.  In mist form, the caster is immune to all physical attacks, but does take half damage from fire.  It is stated that lightning and cold spells does slow the caster while in mist form.  The spell has a range of self, lasts 5 melees per caster level, and no save.

Words of Truth has a range of 5 feet and lasts 5 melees per caster level.  Once cast, the target must answer truthfully to each question they are asked.  The target must make a saving throw versus magic on each question asked.  Successfully making a save means that the target does not have to answer the question.

These are the following 3rd level elemental spells- Breathe Underwater, Call Lightning, Circle of Flame, Fire ball, Grow Plants, Miasma, Resist Fire, and Wall of Clay.

We'll get to 4th level spells next.

RunningLaser

4th level spells

Animate/Control Undead lets the caster to animate and control (through simple commands) any dead person/creature within 60 feet of the caster, no save.  The undead  have 4 hit points per caster level, one attack per round and their attack damage varies according to their size, 1d4 up to 2d6 and they are given rudimentary statistics.  A caster can control 1-6 undead per level of experience.

Commune with Spirits allows spirits from the other side to temporarily posses the caster and use them as a medium to communicate with.  The spirits are under no obligations to answer the questions truthfully.  Depending on how long the spirit's earthly form has been deceased for determined the chance on percentile dice to commune with them.  There is also a chance that instead of contacting the spirit you intended, that you may contact a random spirit that could be either benevolent or malevolent.  The spell has a range of self, lasts 10 melees per caster level and has no save.

Control the Beasts allows the caster to control any animal (1-6 per level) within 60 feet and issue them basic commands.  The spell lasts 5 melees per level and have no save.

Death Trance slows the casters metabolism to the point where to all outside appearances, they are dead.  The range is self, lasts 10 melees per caster level and there is no save.

Diminish Others affects all living creatures (except for dragons, gods, devils ect, although vampires and werewolves can be affected!) and reduces them to six inches in height.  This one makes me smile.  It has a range of 90 feet, lasts 10 melees per caster level and all targets make a standard saving throw versus magic.

Familiar Link once cast, causes the caster's mind to become permanently bonded to a small animal's, in effect, the two become one.  The caster is able to sense all of the Link's senses and vice versa with a telepathic/empathic link up to 600 feet.  The spell grants both the caster and the familiar an additional six hit points.  If the familiar is killed, in addition to the caster losing those extra hit points, there is also a chance that they go into a coma for up to six hours.  In this case the spell cannot be attempted again for at least one year.  There's a small list that further details the types of animal familiars allowed.

Magic Net creates a 10 foot sized net that can ensnare 1-6 human sized things within.  The magic net is immune to attacks from normal weapons and can only be damaged by high quality weapons  or magical weapons.  The spell has a range of 60 feet and lasts 2 melees per caster level.  While there is no saving throw versus magic, targets are allowed  a chance to dodge the attack, needing a 16 or higher to succeed.

Magic Pigeon creates a magical pigeon look alike to deliver missives, 30 words or less, on behalf of the caster.  Since the pigeon is magical, it can fly without the need of rest, food or water, cutting down greatly on travel time.  The pigeons range is the immediate area and lasts 2 months per caster level.  

Mystical Illusion  creates any illusion the caster can think of up to a 20x20x20 area.  The effect is strictly visual.  Failure to make a standard save versus illusion (14 or greater) results in those viewing to believe the illusion as real.

Negate Magic only works against spell magic, against other types it has no effect.  The spell allows the caster to negate the spell magic being used in a fashion similar to hand to hand combat.  In this case, the caster using the spell rolls a d20 and the target who's spell is defending the negation rolls a d20, trying to equal or exceed the attacking casters roll.  A successful save results in the defending caster/spell to have rebuffed the negate magic attempt.  Failure and the spell has been successfully negated.  It's stated in the rules that all spell magic gets a save roll/parry attempt plus any spell strength bonuses.

Right after, there is a brief explanation of spell strength bonuses, which are used as a parry bonus for Negate Magic defense.  Listed after are the bonuses used for gods, devils and dragons for defending against Negate Magic.

Spirit of the Wolf greatly increases all five of the caster or another's (up to one person per caster level) senses.  Each sense has its own entry as to what bonuses apply and how the sense now works.  The spell has a duration of 10 melees per caster level and there is no save.

Size of the Behemoth has a range of self or other, lasts 5 melees per caster level and has no save.  This spell once cast, increases the height and weight of the caster or another within 30 feet to 15 feet in height and 800 pounds with the added benefit of strength increasing to 30 for a strength bonus of +15 for damage.  The downside is that one's speed is decreased to 6.

Turn Objects Invisible allows the caster to turn a single object weighing no more than 60 pounds invisible.  Invisible items will still radiate magic.  The spell has a range of 60 feet, lasts 8 melees per caster level and has no save.

The following are the 4th level elemental spells available to wizards- Clay to Lead, Extinguish Fires, Fifteen Foot Air Bubble, Hail, Phantom, Wall of Ice, Wall of Thorns, and Wither Plants.

RunningLaser

On to 5th level spells.

Blind has a range of 50 feet, a duration of 5 melees per level and uses a standard save versus magic.  A target that is blinded is at a -5 penalty to strike and -10 to hit.  This spell can affect those spells that require line of sight.

Create Bread and Milk creates 1-6 gallons of milk and 2-12 loaves of bread.  Range of 30 feet and a duration is described as permanent.  There is no save.

Detect Poison has a range of 15 feet, duration is instant and there's no save.  The spell allows the caster to detect all poisons.

Eyes of the Wolf is akin to Spirit of the Wolf, with this spell just benefitting sight.  There's a list of ways sight is improved or additional abilities.  The spell has a range of self and other, lasts for 20 melees per caster level and there's no save.

Heal Self has a range of self, duration permanent and there's no save.  This healing magic restores 2d6 hit points.

Induce Epilepsy has a range of 60 feet, has a random duration of 4d6 melees and uses a standard save versus magic.  Failure to save induces the target into a seizure during which they can take no action.  It also incurs 1d6 worth of damage.

Mute prevents a target from talking, useful against any wizards or magic that needs vocal commands.  Range of 30 feet, a duration of 20 melees per caster level and uses a standard save versus magic.

Metamorphosis allows the caster to change his shape into that of any living creature, although they do not gain the benefits of said creature.  The spell's range is self, the duration is 50 melees per caster level and there is no saving throw.

Shadow Beast summons a large shadowy creature some 10 feet tall from another dimension that does the bidding of the caster.  These creatures are able to hide within the smallest shadows and are given two sets of stats- those within shadows and those within light.  The shadow beasts are able to follow simple commands of the caster and will stay as long as it takes to complete their command.  There is a small  chance (percentile) that the shadow beast does not return to where it came from, instead staying in this dimension and causing a lot of grief.

Shadow Walk/Meld once cast, lets the caster meld into shadows regardless of the shadows size.  While in a shadow, the caster is immune to most forms of attack (psionic attacks still apply).  The spell has a range of self or other, lasts 2 melees per caster level and has no saving throw.

Teleport Self  can teleport the caster and up to 100 pounds per caster level up to 5 miles.  Another person can be teleported, but there is a chance of it knocking both parties out.  There is also a chart for determining both successful and unsuccessful.  The range is self, duration instant and there is no save.

Strength of Utgard Loki hints at the origins of this giant.  The spell grants the caster or another increased physical prowess, physical endurance and speed.  There are also nice bonuses to dodge, damage and all saving throws.  The duration is 2 melees per caster level and there is no save.

Turn the Dead has a range of 60 feet , instant duration and all saving throws are standard versus magic with each undead being turned allowed to make a save.   The spell can turn 1d6 undead per caster level, although certain undead types are not affected- vampires and zombies.

X-ray Vision lets the caster see through solid materials.  There is a list given of how long it takes to view through different material types.  The spell lasts for 2 melees per caster level and no save.

The following is a list of those 5th level elemental spells –Animate Plants, Circle of Rain, Heal Burns, Melt Metal, Part Waters, Wall of Stone, Water Seal, and Whirlwind.

everloss

"Induce Epilepsy has a range of 60 feet, has a random duration of 4d6 melees and uses a standard save versus magic. Failure to save induces the target into a seizure during which they can take no action. It also incurs 1d6 worth of damage."

I'm pretty sure that was taken out of 2nd edition. Too bad! I like the sound of this spell.
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Novastar

Ah...Armor of Ithan.
Game breaking in 2nd edition, since it's so damn cheap (6 PPE, IIRC), and creates a better set of armor than you can buy from the local armorsmith.

Yes, there's workarounds, but it gets contrived fairly quickly if you keep using them.
Quote from: dragoner;776244Mechanical character builds remind me of something like picking the shoe in monopoly, it isn\'t what I play rpg\'s for.

everloss

I don't remember seeing it, but does the Wizard gain new spells automatically each level? Or does he just gain extra spell slots and must learn actual spells on his own (scroll conversion, sturdying, purchasing, etc)?
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RunningLaser

Quote from: everloss;617169I don't remember seeing it, but does the Wizard gain new spells automatically each level? Or does he just gain extra spell slots and must learn actual spells on his own (scroll conversion, sturdying, purchasing, etc)?

No, they don't gain them per level.  After the initial spells received at first level, a wizard is on their own.  All of the wizard's spells are gained either through the magic cauldron, purchase through clergy or alchemist, trade, boon/grant or scroll conversion.

A wizard's level indicates how many spells they can cast per day.

Bloody Stupid Johnson

Why aren't zombies affected by Turn the Dead? Weird.
 
Seems you can see a lot of That Other Fantasy Game in the spell lists, under the renaming (e.g. Carpet of Adhesion = Web, Speed of the Snail = Slow, etc. etc.)

RunningLaser

Quote from: Bloody Stupid Johnson;617381Why aren't zombies affected by Turn the Dead? Weird.
 
Seems you can see a lot of That Other Fantasy Game in the spell lists, under the renaming (e.g. Carpet of Adhesion = Web, Speed of the Snail = Slow, etc. etc.)

To turn a zombie, Exorcism must be cast.  

In the game, zombies aren't considered simple undead.  They are the damned who are sentenced to undead slavery.

There is a lot of "that other game" here.  It's where the game injects it's own thing is where it truly shines.  There's some spells and OCCs coming up where hopefully that will become more apparent.

Planet Algol

I've got to get the blood cauldron going in my d&d game!
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

everloss

Quote from: RunningLaser;617391There is a lot of "that other game" here.  It's where the game injects it's own thing is where it truly shines.  There's some spells and OCCs coming up where hopefully that will become more apparent.

I can't wait for the psionics. That's always been one of my favorite things in Palladium.
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RunningLaser

Quote from: everloss;617422I can't wait for the psionics. That's always been one of my favorite things in Palladium.

Psionics are pretty nasty.  Mind mage....  whoo!

RunningLaser

These are the 6th level spells.

Age has a range of 90 feet, can affect on target per caster level, lasts 3 melees per caster level, and uses a standard save versus magic.  The target of this spell magically ages to the limit of that races natural age, accruing penalties to strike, damage, dodge and parry with all attacks and speed being reduced by half.  Creatures with greater than human aging are less affected by this spell, while certain creatures- gods, dragons, ect, are not affected.

Animate Object allows the caster to animate and control any object up to 50 pounds (or objects that do not total more than 50 pounds).  The spell has a range of 60 feet, a duration of 2 melees per caster level and no save.

Dispel Magic Barriers negates magic barriers and has a list of magical barriers that it's effective against.  It has a range of 60 feet, duration is instant and all magic barriers are allowed a standard save versus magic to resist being negated.

Exorcism when cast, gives the caster a 60% chance of exorcising supernatural creatures and features a small list of such creatures- vampires, zombies, minor devils and demons, ect.  It has a 60 foot radius, instant duration and there is no saving throw (the percentile dice are use as mentioned above).  It can affect up to 2d6 creatures per caster level, which comes across as some potent supernatural medicine.

Metamorphosis (Others) allows the caster to alter the form of another.  The spell has a range of 15 feet, lasts 30 melees per caster level and uses a standard save versus magic.

Mind Wipe erases a targets memory.  If a target fails their save (standard), you make a percentile roll and the results ranging from forgetting 1d6 days to permanently forgetting.

Mystic Alarm is a spell that can be placed on any object and alerts the caster to any disturbance to it, regardless of how far away the caster is (even trans-dimensional).  The spell has range of 30 feet(to cast upon), lasts one week per caster level and have no save.

Mystic Portal opens a 6 foot wide, 15 foot tall dimensional gateway that allows the caster (one way trip only) to either pass through walls, teleport up to 300 miles or travel to another dimension.  It lasts 4 melees per caster level and has no save.

Schizophrenia is a spell that causes one of two effects to occur to the target if the target fails a standard save versus magic.  The first possible effect is passiveness which leads to penalties to strike, parry and dodge.  The second effect is disorganized which is a gives worse penalties to strike, parry, dodge and halves all attacks.  The spell has a range of 30 feet and lasts 6 melees per caster level.

Telekinetics has a range of 40 feet, lasts 6 rounds per caster level and has no save.  The spell lets the caster move objects no more than 50 pounds per level and attack with small objects that weigh no more than 3 pounds.

The Faerie's Dance can be cast up to 60 feet away, creating a 20 foot radius where any entering and failing a standard save versus magic roll will begin to dance wildly until dropping from exhaustion (roll against PE, failure indicates you pass out for 3d6 melees).  While dancing, the targets have extremely stiff penalties to strike, dodge and parry.  The dance lasts 20 melees per caster level.

The Sorcerer's Seal is to me is a neat spell.  It allows the caster to magically lock any door or opening that can be covered.  Once sealed, nothing, and I mean nothing can open it- not even a god.  The only thing that can open it is the Dispel Magic Barrier spell.  There's a little fluff where it says wax must be used.  The spell has a 10 foot range, conditional duration (only if it's dispelled) and there's no save.  

Witch's Bottles allows the caster to create a ward against witches.  I like the flavor of this spell a lot.  So far, aside from the Magic Cauldron, a lot of the spell descriptions have been normal I suppose.  To cast this spell, the caster needs the necessary components and it can only be cast in a secluded environment.  Here's an excerpt from the book:
"A sturdy pint bottle, a cork to cap the bottle, lead to seal the bottle, one-half pint of ram's blood, 3 small iron nails, 7 thorns, a pinch of salt, and some hair and nail clippings from the person who seeks protection.  All these ingredients are placed into the bottle, corked, sealed and boiled on a fire at midnight while the incantation is invoked."

That's incredible, that's awesome and I love that sort of thing.  I wish more of the spells had that kind of description.  Hell, I wish more games in general did that.  
 
There is a list of bonuses that apply against witches while wearing the charm, including their familiars.  It is stressed that the charm only works against spell magic from witches, and that it is ineffective versus all other magics.

The bottle is made for a specific person- others cannot use it and lasts one year per level of the caster.


Next we have the list of 6th level elemental spells-  Calm Storm, Encase Object in Stone, Snow Storm and Walk the Waves.

I'll note here that the spell list is set up in a pyramid type fashion.  There are more spells at the bottom than there are at the top.    

Next we'll cover 7th level spells.  I'll combine 8th through 11th since they are much shorter.

RunningLaser

7th Level Spells


Astral Projection has a range of self, lasts 4 melees per caster level and has no saving throw.  The spell allows the caster to have their spirit travel through the astral world, traveling far and wide in very little time.  The spell is a considered a great tool for spying.  The drawback however is getting one's soul stuck in the astral plane while the spiritless body withers away on the physical plane.  There is a percentile chart of traveling back to the body where failure means eventual death of the body, but the spirit wandering the void for eternity.


Curse/Boils is an awful thing to curse someone with.  The spell has a range of 30 feet, lasts 1d6 weeks per caster level and all saves are standard versus magic.  Failure to save and the target is covered with large painful boils within 20 minutes.  The boils are prone to bursting if hit and thus restricts what can be worn.  Each time a boil bursts, the target takes 1 point of damage and there are penalties to strike, parry and dodge.  Only a remove curse can cure this affliction.


Empathy is described as less effective than the psionic ability of the same name.  It allows the caster to transfer an emotional sensation to another and causing the appropriate response depending on the emotion.   The spell has a 60 foot range, lasts 4 melees per caster level and uses a standard save versus magic.

Impenetrable Wall of Force has a range of 90 feet, lasts 5 melees per caster level and has no save.  This spell creates a shimmering 20' by 20' wall of light that nothing can penetrate.  The only way to get through the wall is by casting Dispel Magic Barrier or Negate Magic.


Geas implants a quest into the mind of the target it is cast upon, causing the target to complete that quest to the exclusion of anything else.  The quest cannot be in opposition to the targets beliefs.  The spell has a range of 90 feet and uses a standard save versus magic.  The duration is listed as conditional which I take to mean that until the geas is completed, the target is still under the effects.


Remove Curse has a range of 30 feet, duration is permanent and there is no save.  Once cast it removes all curses 55% of the time.  


See Wards lets the caster see the magical energies that all magical wards radiate.  It has a range of 90 feet, lasts 4 melees per caster level and there is no save.


The following are the 7th level elemental spells available to a wizard-  Eternal Flame, Quicksand, Suspend Animation, and 10 Foot Wheel of Fire.

Next we will tackle all of the remaining spells –levels 8 through 11, finishing off with Spells of Legend.