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Magic weapons in Rifts

Posted: Sun Mar 04, 2018 12:58 pm
by (SHIFTY)
Just wondering if anyone has made up their own magic weapons and Rune Weapons in Rifts. Or do you stick to the ones only listed in the books. Any examples if you do use made up ones?

Re: Magic weapons in Rifts

Posted: Sun Mar 04, 2018 9:15 pm
by eliakon
I love to make up my own magic weapons. I especially like to make up rune weapons as I prefer the PF approach of unique individual weapons and not having everything be a mass produced unit. This allows me to tailor things to the specific needs of the scenario, to have all sorts of unique powers, and most importantly to avoid the "oh a sword of life it can do blah, blah and blah" syndrome.

One example was the sword Forest Harrow from a game.
A magic artifact weapon, it has as a blade a Unicorn Horn.
The sword does 3d6 damage (MDC or SDC as appropriate) x2 to Undead which can not be regenerated (treat as an automatic MD deathblow)
On contact it also performs a psychic Exorcism
It has the entire range of powers of a unicorn, including the constant ones.

It was potent, but not TOO powerful... but when you need to deal with Nexla the ability to repeatedly and instantly use exorcism was suddenly of life or death importance to the world! Off they went on a quest to find the super weapon to save the universe...
...and at the end, they have a weapon that is still viable to keep around, even though it was a McGuffin.

Another is a rune staff. It has all the abilities of the Bone Scepter, Bone Staff and all the abilities of a level 1 necromancer with level 1 and 2 spells.

I made a staff... a generic Palladium Fantasy alchemic staff... you know quality staff, a few powers. Nothing special. THEN the mage owning it dies and the staff is destroyed. The mage comes back as a ghost and implores the party to bury him properly. When they do so... the staff falls to the ground and the party necromancer is able to pick up the spectral ghost of a magic item and use it! Pretty cool and flavorful magic toy for a necromancer to have

In a current game there is a rune dagger called Mordana that is in the game. The exact powers are a mystery to most people, but it is know to be telepathic, and necromantic. The fact that it is NOT a standard rune item has made the party leery of it because they can't quantify it and they don't know what it might be capable of doing... very fun.

Re: Magic weapons in Rifts

Posted: Mon Jul 02, 2018 3:13 am
by Ice Dragon
Made my own for NPCs and players and liberate one (individual) Rune Sword (according to the rules from Rifts Atlantis) during one of our games.

Re: Magic weapons in Rifts

Posted: Mon Jul 02, 2018 4:47 pm
by Zer0 Kay
This is a ridiculous weapon designed to give to a munchkin to teach them a lesson and likely kill them or **** them off in the end.
Spoiler:
Cora’mir the Chimera
A Chimera is composed of multiple animals parts and Cora’mir is no exception. It is a fine weapon composed of several magical items each powerful on their own but combined they are surpassed by none.
The parts that compose Cora’mir are:
    The Diamond of Ithan has to be a fake diamond as it is around 430 carats in size, completely colorless, cut as a brilliant round with an extended pavilion, and would be considered flawless except there is a silver rune for power in the middle of the crystal… but it isn’t. It was a perfectly flawless diamond until Ithan (creator of the famous armor spell) used it in his further defensive spell research. Some say that when Ithan was researching invulnerability he accidentally rediscovered rune magic and in the following tragic accident bound his soul to the diamond. This is supported by the presence of a life force. It exhibits no personality and is constantly warm (body heat) to the touch unless it’s being drained of energy. The diamond is a PPE battery capable of temporarily storing a great deal of energy. if rapidly filled (within 5 seconds) it will heat enough for the water in the air to turn to steam feels about 100F. As it is emptied it cools, if entirely drained from a single spell it will cool enough for air around it to condensate and freeze liquid, like touching an ice cube around 0F. As it fills it warms up, Both are uncomfortable but not seriously damaging (1d6 SDC if touched). This PPE can be used to power the spells locked within the stone or drawn out to power the users own spells. Of course the diamond is completely and utterly indestructible.
    Name: Diamond of Ithan
    Abilities:
     Indestructible
     Cast the following spells:
     Invulnerability
     Super Healing,
     Generate:
     11PPE / 2.4hrs
     Absorb:
     The stone may be used to absorb up to 110 points of PPE
     From:
     Ambient energy (leylines, nexi, etc.)
     Sacrifice (if the ritual is known)
     Spells (either cast upon it or parried by the user)
     absorbing a single PPE of any non-directed/permanent/standing spell (walls, wards, carpets, golems etc.) will cancel it
     Store:
     110 self generated PPE
     An additional 110 absorbed PPE can be temporarily stored.
     Two days after absorption this energy is released as light
     1KLux per PPE (between 30 and 130 KLux = Staring at the Sun)
     Dissipates at a rate of 1KLux/turn

    The Thread of Binding seems to be a messily created tassel made of silver string. It is actually made of twisted silver rectangle links that form a fine chain. On the long sides of each link are impossibly small runes engraved into the silver. Twice per day this chain can be used to cast magic net or carpet of adhesion. If brought close to any gem it will move of its own accord somewhat like an octopus and envelop the gem in its mass of threads the longest two threads jutting straight out from opposite sides of the gem as if it was a solid needle piercing the gem. After a few moments inside the “cage” cracks will form across the gem and then the gem will suddenly crumble with an explosive crack… nothing else happens.
    Name: Thread of Binding
    Abilities:
     Indestructible
     Can cast a total of two spells per day, the user can choose from the following.
     Magic net
     Carpet of adhesion
     When held the thread will attempt to grasp the nearest gem.
     If it gets a hold of a gem
     The gem will develop fractures after 15 seconds
     The gem will shatter into dust with a bang after a minute per carat

    The Generator Stone is a psychic crystal energy rod from a dimension that is said to be the origin of over a thousand kinds of magic. This is different from others of its kind in that it has a symbiotic relationship with another item. It is also unique in that it is Indestructible, an ability usually only found in greater weapons. If removed from the symbiotic relationship it will cause the whole construct to break into its individual components.
    Name: Generator Stone
    Abilities:
     Indestructible
     Energize Wand (1 ISP per 2 melees in use or minutes unused)
     Damage: 2d6 blunt weapon
     Energy Bolt (6 ISP)
     Damage: 4d6
     Range: 100’
     Bonus: +5 strike
     Energy Field (50 ISP)
     Damage: 4d6 per melee/minute
     Radius: 9’
     Sparkling Balls of Energy (12 ISP for 3, 4 per each additional)
     Damage: 3d6
     Range: 60’
     Call Lightning (12 ISP)
     Damage: 1d6/lvl
     Range: 300’
     Dome of Energy (15 ISP per melee/minute)
     Damage: 1d6 when touched
     Impervious to non magic items and energies
     Can be pushed through but the person attempting to do so must spend an entire minute pushing. The person takes 5d6 damage and cannot attack or defend themselves

    Starshard is a psychic crystal staff from the same dimension as the Generator Stone. It is also unique in that it is Indestructible, an ability usually only found in greater weapons. Though it may look like a scythe or sickle it has no sharp edges.
    Name: Starshard
    Abilities:
     Indestructible

     Energize (1 ISP per four melees/minutes):
     Damage:
     4d6
     Adjustments:
     +1 Parry
     +1 Initiative
     +1 Dodge
     Can’t be Surprised
     Understand & Speak all Languages (5 ISP per 10 minutes per users level, limit three times per day)
     Resist Fear (10 ISP per use, 5 min per level of the user up to 3 times per day)
     +4 to save vs. fear (i.e. HF), +1 to Init.
     Paralysis Bolt (8 ISP)
     Paralysis last 6 minutes, save vs. magic
     Blinding Flash (4 ISP)
     those affected are -4 to strike, parry & dodge for 1d6 melees, save vs. magic
     Banish Supernatural Creature (12 ISP per attempt)
     Forces creatures to leave the area for at least an hour. Creatures higher leveled than you can roll to save 14+
     Resist Charm (12 ISP per 24 hours)
     +2 save vs. all charms
     Cure Disease (20 ISP)
     Cures any disease
     Natural healing occurs twice as fast
     Cloud of Health or Sickness
     Green: (40 ISP per melee/minute, 5’ radius per level)
     restores 2d6 damage
     relieves discomforts
     negates poison
     negates disease
     +50% save vs. coma or death
     Black: (40 ISP, 1d4 hours, 5' radius per level, save 16+ for ½ penalties)
     loose 2d6 damage
     suffer from: (for 1d4 hours)
     fever
     nausea
     stomach cramps
     -2 to Strike, Parry and Dodge
     Reduced Spd. and Attacks/ Melee by ½
     -2 save vs. sickness & poisons
     Cloud of Knowledge or Trouble (60 ISP, 1d4 hours, 5' r/lvl)
     Yellow:
     restores memories lost by mystic, psychic or natural means
     +20% on all skills
     +1 init.
     concentration is sharp and focused
     Blue: (save 16+ to reduce penalties by ½ )
     Bad luck
     -1 on ALL combat rolls
     -1 vs. magic and psionics
     -4 vs. illusions
     -2 vs. poison & disease
     -10% on all skills

    The Dragon’s Spine is made of dragon bone and somewhat shaped like a narrow spine though it is far too small to be a dragon’s never mind that is a single piece, it is more likely that it is a claw of a very ancient dragon that was carved. Though it has a narrow edge along its “back” it isn’t sharp enough to cut and the tip can’t stab without great force behind it. It makes an effective club and throwing stick that flies incredibly far with excellent accuracy.
    Name: Dragon’s Spine
    Damage:
     1d6x2 as a throwing stick
     1d6 as a blunt
     1d6x10 to dragons
    Adjustments:
     +3 thrown
     +2 vs. magic from dragons
    Abilities:
     Indestructible
     Resistant to:
     Fire (half damage)
     Cold (half damage)
     Invulnerable to:
     All special powers or attacks of true dragons
     Impervious to psionics from dragons
     Fly as the Eagle at will
     Returns when thrown

    The Drakeskull Staff is a unique Millennium Tree staff. In reality the item is only the top 8 inches and would be classified as a Millennium Tree wand due to its size but is considered a staff because of its power. The staff that runs through the wand is nothing but a normal stick and the appearance of this item varies greatly due to different sticks being used. Others have tried to “amp” up the power of this item by mounting it on a magic staff for some reason the Drakeskull Staff will consume any magic staff placed within it in a fire that has been known to burn for days (minutes equal to total level of spells/powers in it and mystic energy stored, for example 1x3rd, 2x1st and 1x5th level spell with 20 ISP and 10 PPE stored would burn for 40 minutes) on powerful staves before turning them to ash. As a melee weapon the Dragon staff is sorely lacking. As a mystic device it is exceptionally powerful.
    Name: Drakeskull Staff

    Damage:
     1d4 as a blunt
     2d6 clawing strike
     6d6 to supernatural serpents
     2d% to vampires.
    Adjustments:
     -3 to strike
    Abilities:
     Indestructible
     See the invisible
     Invulnerable to:
     Serpents’ venom
     Serpents’ breath
     Fire
     Convert:
     1PPE to 2 ISP
     2 ISP to 1PPE
     When released and commanded to change the staff will turn into a miniature dragon (4’ tall, 16’ long, 8’ wingspan)
     Damage Capacity:
     60 SDC
     20 HP
     or 80 MDC (in high magic settings)
     Will vanish after reaching 0 or after 1 hour
     HF 10
     4 attacks/ melee
     4d6 bite
     1d6 claw
     PS (supernatural): 10
     Intelligence of a well trained dog
     Spd. 18
     Fly 20 mph
     Eagle Sight
     Breath silver nitrate plasma
     1d6 damage x 10 to creatures vulnerable to silver.
     50’ range
     5’ area of effect


Ithan’s Dart is what is formed when the Thread of Binding envelops the Diamond of Ithan it becomes what some have deemed Ithan’s Dart. When thrown it flies at the intended target with an extremely high degree of accuracy as if it is guided. When it impales someone (4+ damage) it will continue to do damage as the links allow the person to bleed out. It is especially hazardous to Vampires as it does damage it also emits an inner glow through the facets which make cross shaped shadows everywhere like some sort of holy disco ball, to make matters worse for the vamps it even sticks to their mist form. Once the target is dead or if the dart does not impale or misses the target it returns to the user’s hand.
Name: Ithan’s Dart
Damage:
 1d4 thrown
 1d% to vampires, ½ to those in a 10’ radius
Adjustments:
 +5 throw
Abilities:
 Indestructible
 Can cast a total of two spells per day, the user can choose from the following.
 magic net
 carpet of adhesion
 Cast the following spells:
 Invulnerability (25 PPE)
 Super-Healing (70 PPE)
 Generate:
 11PPE / 2.4hrs
 Absorb:
 The stone may be used to absorb up to 110 points of PPE
 From:
 Ambient energy (leylines, nexi, etc.)
 Sacrifice (if the ritual is known)
 Spells (either cast upon it or parried by the user)
 absorbing a single PPE of any non-directed/permanent/standing spell (walls, wards, carpets, golems etc.) will cancel it
 Store:
 110 self generated PPE
 An additional 110 absorbed PPE can be temporarily stored.
 Two days after absorption this energy is released as sunlight
 1KLux per PPE (between 30 and 130 KLux = Staring at the Sun)
 Dissipates at a rate of 10KLux/turn
 Returns to user when thrown

Cora’mir’s Claw is what is formed when the Dragon Staff and Dragon’s Spine is combined in the correct configuration the narrowed edge takes on a metal sheen as it becomes a ridiculously sharp short sword as the spine expands and the edge turns to steel (hilt 10”, 23” blade, 30 overall 3lbs.). Cora’mir telepathically speaks to its welder “I am Cora’mir, you have assembled my flesh and bone, now find my heart, so we may become stronger. It is now of the hardest stone. I will point to it.” The dragon produced by the Drakeskull staff is amplified and carries the intellect of the blade.
Name: Cora’mir’s Claw

Damage:
 2d6 sword
 1d6 when thrown
 1d12x10 vs. supernatural serpents
 1d4x100 vs. vampires
Adjustments:
 +2 Parry & Strike
 +1 thrown
 +2 vs. magic from dragons
Abilities:
 Indestructible
 Never Dulls
 Telepathic link with user
 Fly as the Eagle at will
 See the invisible
 Resistant to:
 Cold (half damage)
 Invulnerable to:
 Serpents’ venom
 Serpents’ breath
 Fire
 Special powers or attacks of true dragons
 psionics from dragons
 Convert:
 1PPE to 2 ISP
 2 ISP to 1PPE
 When released and commanded to change the sword will turn into a small dragon (8’ tall, 32’ long, 16’ wingspan)
 Damage Capacity:
 120 SDC
 40 HP
 or 160 MDC (in high magic settings)
 regenerate 1d6 per melee
 Will vanish after reaching 0 or after 3 hours
 HF 12
 5 attacks/ melee
 5d6 bite
 2d6 Claw
 PS (supernatural): 15
 Spd 19
 Fly 40 mph
 IQ: 10
 Eagle Sight
 Breath silver nitrate plasma
 2d6 damage x 20 to creatures vulnerable to silver.
 100’ range
 10’ area of effect


Cora’mir’s Claw becomes Cora’mir’s Heart when it is combined with the Dart of Ithan. The diamond is suspended by the thin metal thread in the crook of its blade; the blade also extends to the length of a long sword (10” hilt, 34” blade, 41” overall, 4lbs.). “Find my soul of crystalline power. I’ll guide you to more power to fell your enemies.” All the powers of the blade are increased.
Name: Cora’mir’s Heart

Damage:
 2d8 sword
 1d8 thrown
 2d12x10 vs. supernatural serpents
 1d6x100 vs. vampires and vampire intelligences
 1d% vs. vampires, ½ to vampires w/I 20'
 4d6, 250’ beam of light only effects creatures of darkness
Adjustments:
 +3 Parry & Strike
 +4 thrown
 +3 vs. magic from dragons
 +8 Supernatural PS
 +2 vs. poisons
 +6 vs. disease
 +100 DC natural AR 10 lasts 4 melees/ lvl. can be done 3 times per day
Abilities:
 Indestructible
 Never Dulls
 Telepathic link with user
 Can sense one another within 4 miles if separated.
 Fly as the Eagle at will
 See the invisible
 Returns when thrown
 If the owner desires the entire sword is absorbed by the diamond in order for it to appear less dangerous or just so it is easier to carry (1lb).
 Glows with a radiant light when in the presence of creatures of darkness (e.g. vamps, AI, VI, etc)
 Resistant to:
 Cold (half damage)
 Invulnerable to:
 Serpents’ venom
 Serpents’ breath
 Fire
 Special powers or attacks of true dragons
 psionics from dragons
 Generate:
 11PPE / 2.4hrs
 Absorb:
 The stone may be used to absorb up to 110 points of PPE
 From:
 Ambient energy (leylines, nexi, etc.)
 Sacrifice (if the ritual is known)
 Spells (either cast upon it or parried by the user)
 absorbing a single PPE of any non-directed/permanent/standing spell (walls, wards, carpets, golems etc.) will cancel it
 Store:
 110 self generated PPE
 An additional 110 absorbed PPE can be temporarily stored.
 Two days after absorption this energy is released as sunlight
 1KLux per PPE (between 30 and 130 KLux = Staring at the Sun)
 Dissipates at a rate of 10KLux/turn
 Convert:
 1PPE to 2 ISP
 2 ISP to 1PPE
 Can cast a total of two spells per day, the user can choose from the following.
 magic net
 carpet of adhesion
 Cast the following spells:
 Invulnerability (25 PPE)
 Super-Healing (70 PPE)
 Healing Powers
 Regenerate
 owners damage at a rate of 1d6 per melee round
 Internal organs in 24 hrs
 Small appendage 48 hours
 Whole limb in 72 hours
 Doesn’t work on whole head or brain
 When released and commanded to change the sword will turn into a dragon (16’ tall, 64’ long, 32’ wingspan)
 Damage Capacity:
 240 SDC
 80 HP
 or 320 MDC (in high magic settings)
 regenerate 2d6 per melee
 Will vanish after reaching 0 or after 6 hours
 HF 14
 6 attacks/ melee
 6d6 bite
 3d6 Claw
 PS (supernatural): 20
 Spd. 20
 Fly 80 mph
 IQ: 14
 Eagle Sight
 Breath silver nitrate plasma
 3d6 damage x 50 to creatures vulnerable to silver.
 200’ range
 20’ area of effect


Cora’mir’s Heart becomes Cora’mir’s Soul when the Generator Stone is placed into the hilt. When the rod is energized a crystal blade forms with the sound of cracking glass (when deactivated the sound is like shattering glass). The crystal surrounds the diamond and extends past the tip of the sword making it the length of a bastard sword (16” hilt, 39” blade, 51” overall, 6lbs.). All of the powers of the blade are again magnified. “I have my soul and am more powerful. I shall lead you to the location of my last component, my true power placed in a dark shard. With it we will slay our foes.” All the blades powers are magnified either through mystic capabilities or through the natural enhancement of the crystal.
Name: Cora’mir’s Soul

Damage:
 2d10 sword
 1d10 thrown
 3d12x10 vs. supernatural serpents
 1d8x100 vampires and alien intelligences
 2d% vs. vampires and vampire intelligences, ½ to targets w/i 30'
 4d12, 500’ beam of light only effects creatures of darkness
Adjustments:
 +5 Parry
 +4 Strike
 +4 thrown
 +3 vs. magic from dragons
 +8 Supernatural PS
 +2 vs. poisons
 +6 vs. disease
 +1 initiative
 +1 dodge
 Can’t be surprised
 +200 DC natural AR 13 lasts 4 melees/ lvl. can be done 3 times per day
Abilities:
 Indestructible
 Never Dulls
 Telepathic link with user
 Fly as the Eagle at will
 See the invisible
 Returns when thrown
 If the owner desires the entire sword is absorbed by the diamond in order for it to appear less dangerous or jut so it is easier to carry (1lb).
 Resistant to:
 Cold (half damage)
 Electricity (half damage)
 Heat (half damage)
 Energy attacks (half damage) including:
 Electricity
 Heat
 Energy Based Psionics and Magic
 Invulnerable to:
 Serpents’ venom
 Serpents’ breath
 Fire
 Special powers or attacks of true dragons
 psionics from dragons
 possession
 Generate:
 11PPE / 2.4hrs
 660 ISP
 Absorb:
 The stone may be used to absorb up to 110 points of PPE
 From:
 Ambient energy (leylines, nexi, etc.)
 Sacrifice (if the ritual is known)
 Spells (either cast upon it or parried by the user)
 absorbing a single PPE of any non-directed/permanent/standing spell (walls, wards, carpets, golems etc.) will cancel it
 Store:
 110 self generated PPE
 An additional 110 absorbed PPE can be temporarily stored.
 Two days after absorption this energy is released as light
 1KLux per PPE (between 30 and 130 KLux = Staring at the Sun)
 Dissipates at a rate of 1KLux/turn
 Convert:
 1PPE to 2 ISP
 2 ISP to 1PPE
 Crystal Skin (24 ISP per 10 melees or per skin):
 AR 20
 DC 24
 No damage from:
 Lightning blasts
 Flame
 Light beams (lasers)
 Awaken and awareness(12 ISP per hour):
 All allies w/I 20’ are awake and fully alert
 +2 initiative
 Can’t be surprised
 Only effective when group is “camped”
 Can cast a total of two spells per day, the user can choose from the following.
 magic net
 carpet of adhesion
 Cast the following spells:
 Invulnerability (25 PPE)
 Super-Healing (70 PPE)
 When released and commanded to change the sword will turn into a dragon (32’ tall, 128’ long, 64’ wingspan)
 Damage Capacity:
 480 SDC
 160 HP
 or 640 MDC (in high magic settings)
 regenerate 3d6 per melee
 Will vanish after reaching 0 or after 12 hours
 HF 16
 7 attacks/ melee
 7d6 bite
 4d6 Claw
 PS (supernatural): 25
 Spd 21
 Fly 160 mph
 IQ: 18
 Eagle Sight
 Breath silver nitrate plasma
 4d6 damage x 80 to creatures vulnerable to silver.
 300’ range
 30’ area of effect


Cora’mir’s Soul becomes Cora’mir’s Apex when it is combined with the Starshard. The staff is placed along the back of the crystal blade. When the staff is energized a crystal blade forms with the sound of cracking glass (if it is removed the sound is like shattering glass). A darker colored crystal engulfs the end of the crystal sword making the sword about the size of a great sword (16” hilt, 56” blade, 68” overall, 7lbs.). This is the culmination of the blades true power. “Now I am whole and you are mine, we shall seek the retribution I deserve and bring my foe to ruin.”
Name: Cora’mir’s Apex

Alignment: Anarchist anyone touching the weapon of any other alignment will suffer 3d6 damage
Damage:
 2d%x2sword (2d20)
 1d%x2thrown (1d20)
 4d%x10 vs. supernatural serpents (4d12x10)
 1d%x100 vs. all creatures of darkness (1d10x100)
 3d%x10 vs. vampires and alien intelligences w/I 400’ (3d%), (½ to targets w/i 40')
 4d20x10 (4d20), 10,000’ (1000’) beam of light only effects creatures of darkness
Adjustments:
 +6 Parry
 -6 to parry energy shots
 +4 Strike
 +4 thrown
 +3 vs. magic from dragons
 +8 Supernatural PS
 +2 vs. poisons
 +6 vs. disease
 +2 initiative
 +2 dodge
 +1 to all saving throws
 Can’t be surprised
 +300 DC natural AR 16 lasts 4 melees/ lvl. can be done 3 times per day
Abilities:
 Drink Souls
 Mortals must roll a 14 or higher to save
 Immortals must roll a 16 or higher and get to add their bonus vs. lethal poisons.
 If the roll is failed the person is painfully changed to immobile, living crystal from the wound out.
 Once the victim is entirely changed they shatter into a sparkling cloud of crystal particles. Their last scream sounding crystalline.
 Indestructible
 Never Dulls
 Telepathic link with user
 Fly as the Eagle at will
 See the invisible
 Returns when thrown
 Weapon and owner can sense each other in a 4 mile radius and the weapon can be summoned by the user from up to 5 miles per user lvl or the sword can choose to do so when within the 4 mile radius.
 If the owner desires the entire sword is absorbed by the diamond in order for it to appear less dangerous or jut so it is easier to Resistant to:
 Cold (half damage)
 Electricity (half damage)
 Heat (half damage)
 Energy attacks (half damage) including:
 Electricity
 Heat
 Energy Based Psionics and Magic
 Invulnerable to:
 Serpents’ venom
 Serpents’ breath
 Fire
 Special powers or attacks of true dragons
 psionics from dragons
 possession
 Generate:
 11PPE / 2.4hrs
 660 ISP
 Absorb:
 The stone may be used to absorb up to 110 points of PPE
 From:
 Ambient energy (leylines, nexi, etc.)
 Sacrifice (if the ritual is known)
 Spells (either cast upon it or parried by the user)
 absorbing a single PPE of any non-directed/permanent/standing spell (walls, wards, carpets, golems etc.) will cancel it
 Store:
 110 self generated PPE
 An additional 110 absorbed PPE can be temporarily stored.
 Two days after absorption this energy is released as light
 1KLux per PPE (between 30 and 130 KLux = Staring at the Sun)
 Dissipates at a rate of 1KLux/turn
 Reduction:
 ½ ISP or PPE to use powers
 Convert:
 1PPE to 2 ISP
 2 ISP to 1PPE
 Crystal Skin (24 ISP per 10 melees or per skin):
 AR 20
 DC 24
 No damage from:
 Lightning blasts
 Flame
 Light beams (lasers)
 Awaken and alert (12 ISP per hour):
 All allies w/I 20’ are awake and fully alert when attacked
 +2 initiative
 Can’t be surprised
 Only effective when group is “camped”
 Guards will not fall asleep
 Understand & Speak all Languages (5 ISP per 10 minutes per users level, limit three times per day)
 Resist Fear (10 ISP per use, 5 min per level of the user up to 3 times per day)
 +4 to save vs. fear (i.e. HF), +1 to Init.
 Paralysis Bolt (8 ISP)
 Paralysis last 6 minutes, save vs. magic
 Blinding Flash (4 ISP)
 those affected are -4 to strike, parry & dodge for 1d6 melees, save vs. magic
 Banish Supernatural Creature (12 ISP per attempt)
 Forces creatures to leave the area for at least an hour. Creatures higher leveled than you can roll to save 14+
 Resist Charm (12 ISP per 24 hours)
 +2 save vs. all charms
 Cure Disease (20 ISP)
 Cures any disease
 Natural healing occurs twice as fast
 Cloud of Health or Sickness
 Green: (40 ISP per melee/minute, 5’ radius per level)
 restores 2d6 damage
 relieves discomforts
 negates poison
 negates disease
 +50% save vs. coma or death
 Black: (40 ISP, 1d4 hours, 5' radius per level, save 16+ for ½ penalties)
 loose 2d6 damage
 suffer from: (for 1d4 hours)
 fever
 nausea
 stomach cramps
 -2 to Strike, Parry and Dodge
 Reduced Spd. and Attacks/ Melee by ½
 -2 save vs. sickness & poisons
 Cloud of Knowledge or Trouble (60 ISP, 1d4 hours, 5' r/lvl)
 Yellow:
 restores memories lost by mystic, psychic or natural means
 +20% on all skills
 +1 initiative
 concentration is sharp and focused
 Blue: (save 16+ to reduce penalties by ½)
 Bad luck
 -1 on ALL combat rolls
 -1 vs. magic and psionics
 -4 vs. illusions
 -2 vs. poison & disease
 -10% on all skills
 Slash, Slash, Slash!!! (S3!) Can use the following spell like effects:
 Warped space by looking through the crystal blade
 *Annihilate when thrown at target. The dark crystal absorbs the blade and becomes a black energy sphere
 magic net by slashing an ‘x’ in the air toward the target
 Giant by thrusting the sword into the air over your head (sword grows too with no change to abilities)
 1 turn of Speed Weapon by spinning the sword around your index finger (this is one of the reasons why it has the ring)
 Sanctuary as long as the blade is spun over your head (this is the other reason)
 Armorbane by punching the armor with the hilt
 carpet of adhesion by drawing a line on the ground pointing toward the target |
 Impenetrable wall of force by drawing a line on the ground in front of you---
 Invulnerability by performing a roman salute
 Super-Healing by pressing the hilt over your heart, tip pointed down then pulling it across your chest.
 Leyline Shutdown by cutting across the leyline width wise.
 Mystic Portal by vertically slashing the air or a vertical surface (e.g. a wall)
 Swap Places by pointing at the target then the ground below you.
 Expel devils and demons from this dimension by throwing the sword into the air where it will hang suspended until all the demons or devils roll to save and are expelled or unaffected, it will then slowly drop back to the earth.
 89% vs. lesser
 44% vs. greater
 Circle of protection: superior by raising the sword above your head and stabbing it into the ground (duration 5 minutes per lvl.)
 Can cast the following spells
 Vicious Circle (175 PPE)
 Warrior Horde (550 PPE)
 When released and commanded to change the sword will turn into a giant dragon (64’ tall, 256’ long, 128’ wingspan)
 Damage Capacity:
 960 SDC
 320 HP
 or 1280 MDC (in high magic settings)
 regenerate 4d6 per melee
 Will vanish after reaching 0 or after 24 hours (e.g. may remain in dragon form indefinitely)
 HF 18
 8 attacks/ melee
 8d6 bite
 5d6 Claw
 PS (supernatural): 30
 Spd 22
 Fly 320 mph
 IQ: 26
 Eagle Sight
 Breath silver nitrate plasma
 5d6 damage x 100 to creatures vulnerable to silver.
 400’ range
 40’ area of effect
 Destruction?!? If ANYONE attempts to destroy the blade (striking, twisting,or otherwise, with INTENT), the entire blade will “shatter” (doing no damage to the welder… unless they did it) into a lethal cloud of fragments that strike the assailant causing 3d6x10 damage, 20% knock down (6d6x10, 40% knockdown on leylines), after which the cloud will coalesce into the dragon. “My destruction is impossible but yours is imminent.”
CURSE! Once the blade reaches this stage the player is filled with the desire to destroy Styphon (the pretender). Once completed the personality becomes submissive to that of the user. The dark crystal becomes the same color as the rest of the crystal and looses all S3! Abilities and all sword damage is a 10th listed damage (value given in parenthesis).

Re: Magic weapons in Rifts

Posted: Tue Jul 03, 2018 8:37 pm
by Warshield73
Since Conversion Book One first came out about a third of my rune weapons have come from Heroes Unlimited. Using the enchanted weapons and objects really added some variation and now we have the material in Armageddon Unlimited to spice it up even more.

eliakon wrote:I love to make up my own magic weapons. I especially like to make up rune weapons as I prefer the PF approach of unique individual weapons and not having everything be a mass produced unit. This allows me to tailor things to the specific needs of the scenario, to have all sorts of unique powers, and most importantly to avoid the "oh a sword of life it can do blah, blah and blah" syndrome.

One example was the sword Forest Harrow from a game.
A magic artifact weapon, it has as a blade a Unicorn Horn.
The sword does 3d6 damage (MDC or SDC as appropriate) x2 to Undead which can not be regenerated (treat as an automatic MD deathblow)
On contact it also performs a psychic Exorcism
It has the entire range of powers of a unicorn, including the constant ones.

It was potent, but not TOO powerful... but when you need to deal with Nexla the ability to repeatedly and instantly use exorcism was suddenly of life or death importance to the world! Off they went on a quest to find the super weapon to save the universe...
...and at the end, they have a weapon that is still viable to keep around, even though it was a McGuffin.

Another is a rune staff. It has all the abilities of the Bone Scepter, Bone Staff and all the abilities of a level 1 necromancer with level 1 and 2 spells.

I made a staff... a generic Palladium Fantasy alchemic staff... you know quality staff, a few powers. Nothing special. THEN the mage owning it dies and the staff is destroyed. The mage comes back as a ghost and implores the party to bury him properly. When they do so... the staff falls to the ground and the party necromancer is able to pick up the spectral ghost of a magic item and use it! Pretty cool and flavorful magic toy for a necromancer to have

In a current game there is a rune dagger called Mordana that is in the game. The exact powers are a mystery to most people, but it is know to be telepathic, and necromantic. The fact that it is NOT a standard rune item has made the party leery of it because they can't quantify it and they don't know what it might be capable of doing... very fun.

These are really good weapons, I especially love the use of unicorn horn.