They are IN the magic forum.
CRAP! The original thread got deleted.
Well, towards the end of this thread are the rules I made up.
http://www.palladium-megaverse.com/foru ... hp?t=53322
Let me post the spells again.
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=Floating Shield=
TYPE: Invocation
LEVEL: 5
RANGE: Self only
DURATION: 1 minute per level of caster.
DAMAGE: N/A
SAVING THROW: N/A
P.P.E.: 60
This spell creates a shimmering shield of force similar to the third level spell "Magic Shield" except the shield is semi-intelligent and will work to parry all attacks against the mage. It has 4 actions per melee round. Its magical speed allows a +6 to parry melee attacks and a +2 parry against any ranged attacks, including magical bolts. It offers no protection from area damage that lands around the caster (e.g. fireball spells, grenades&missiles).
The shield has its own will and cannot be controlled once summoned. It will only attempt to block physical and energy attacks directed to the wizard. It is indestructable but expires at the end of its duration leaving the caster vulnerable to new attacks or any attacks still zooming towards the mage (for example, missiles).
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=Shorty's Minor Armor of Longevity=
TYPE: Invocation.
LEVEL: 2
RANGE: Self only.
DURATION: 1 hour per level of the caster.
SAVING THROW: N/A
P.P.E.: 5
This spell was designed to provide basic long-term MD protection to a mage while travelling in hostile territory. It gives a set 10 MDC regardless of level in the form of a magical, form fitting body shield. It provides no benefits to a person wearing EBA or Power Armor, but will work outside of form-fitting armor like Triax plain clothes or a pilots jumpsuit. The spell will protect against all hi-tech weapons and Mega Damage spells as well as psionic attacks that do direct MD. It offers no bonuses to saving throws and will not protect against poison gases or lack of oxygen. The armor has no weight and an attack can knock a mage off his feet as normal. An SDC version of this spell may be cast for 2 PPE.
It cannot be seen except for use of a detect magic spell.
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=Shorty's Major Armor of Longevity=
TYPE: Invocation.
LEVEL:
RANGE: Self only.
DURATION: 1 hour per level of the caster.
SAVING THROW: N/A
P.P.E.: 25
This spell was designed to provide basic long-term MD protection to a mage while travelling in hostile territory. It gives protection at 5 MDC per level in the form of a magical, form fitting body shield. It provides no benefits to a person wearing EBA or Power Armor, but will work outside of form-fitting armor like Triax plain clothes or a pilots jumpsuit. The spell will protect against all hi-tech weapons and Mega Damage spells as well as psionic attacks that do direct MD. It offers no bonuses to saving throws and will not protect against poison gases or lack of oxygen. The armor has little weight but can protect a mage from being knocked off his feet. Reduce all MD by half for purposes of determining knock-back effect.
It cannot be seen except for use of a detect magic spell.
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=Minor Field of Force=
TYPE: Invocation
LEVEL:
RANGE: Self or touch one person.
DURATION: 10 minutes per level of the caster or until destroyed.
SAVING THROW: N/A
P.P.E.: 20
Melfs Force Field (or field of force) allows the caster a somewhat lengthy Mega Damage protection with an unusual effect.
It reduces all energy-based M.D. attacks by one MD point. E.g. if the caster were struck by a single laser blast totalling 4 M.D. he would instead take 3 M.D. and the field would take 1. A 3-shot burst from a laser would have the damage reduced by 3 points. As with any protection offering MDC, this spell will completely stop all S.D. attacks totalling less than two-hundred SDC. Powerful energy attacks such as Particle Beams can still knock the Mage off his feet. Apply blast damage as normal.
Kinetic attacks from weapons such as rail guns, vibro-swords or fragmentation grenades are unaffected.
The field has a total of 10 MDC per level of the caster. When all MDC are depleted the spell fails and offers no further protection. The force field extends in an egg shape one foot away from the casters body and can be used while wearing body armor. It offers no real protection to a person in Power Armor or Piloting a vehicle. This spell may be used in conjuction with other protection magic.
(NOTE: An S.D.C version of this spell can be cast for 5 PPE.)
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=Major Field of Force=
TYPE: Invocation
LEVEL:
RANGE: Self or touch one person.
DURATION: 10 minutes per level of the caster or until destroyed.
SAVING THROW: N/A
P.P.E.: 100
Melfs Force Field (or field of force) allows the caster a somewhat lengthy Mega Damage protection with an unusual effect.
It reduces all energy-based M.D. attacks by one MD point per level of the caster. E.g. if the caster were struck by a single laser blast totalling 4 M.D. he would instead take 3 M.D. and the field would take 1. A 3-shot burst from a laser would have the damage reduced by 3 points. A level 15 mage is immune to energy attacks that total 15 MD or less. As with any protection offering MDC, this spell will completely stop all S.D. attacks totalling less than two-hundred SDC. Powerful energy attacks such as Particle Beams can still knock the Mage off his feet. Apply blast damage as normal.
Kinetic attacks from weapons such as rail guns, vibro-swords or fragmentation grenades are unaffected.
The field has unlimited damage protection and lasts until the duration runs out. The force field extends in an egg shape one foot away from the casters body and can be used while wearing body armor. It offers no real protection to a person in Power Armor or Piloting a vehicle. This spell may be used in conjuction with other protection magic.
(NOTE: An S.D.C version of this spell can be cast for 15 PPE.)
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My players and I often argue about the spell level and PPE costs, so those can vary in your campaign. As with all spells, make sure they do not unbalance your gameplay. I generally only allow them when playing in groups filled with men-at-arms. Low level mages tend to get zapped easily in those games.
Also, if you think the last two are kind of weak compared to Impervious to Energy, you can change the duration from 10 min/level to 60 min/level.