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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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Reference Scrolls

May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

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September 05, 2015

demoWhether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.

Hand to Hand: Spell Slinger

 Not all mages think of magic as an art, but instead as a tool, something to get the job done. They often focus on the basics (the spells they already know), learning how to enhance those basics with faster casting times, stronger spells, harder to interrupt, etc. The better the tool the more effectively it can be applied. More often than not these individuals are accustomed to combat, wanting the quickest most efficient method. Even in the midst of a heated battle these mages can stand with the rest, that is what they've trained for.


Availability: Practitioner of Magic.

Skill Cost: Two O.C.C. Related skills.


Basic Combat Moves:

1: Starts with four attacks per melee round, and Advanced Spell Casting.

2: +2 to roll with punch, and +2 to parry and dodge.

3: +1 to save vs. magic, and +2 to strike with a ranged spell.

4: Casting Focus (Lesser).

5: One additional attack per melee round, and +1 to Spell Strength.

6: +3D6 P.P.E. base, plus an additional 1D6 P.P.E. per level of experience starting at level 7.

7: +1 to strike.

8: Range of invocation spells is increased by 50% (range: touch and range: self spells are unaffected).

9: +1 to Spell Strength.

10: Metal Channeling.

11: Casting Focus (Superior).

12: One additional attack per melee round, and +2 to strike with a ranged spell.

13: Damage of invocation spells is doubled!

14: +1 to Spell Strength, and +1 to save vs. magic.

15: Critical Strike or knockout from behind.


Advanced Spell Casting: Spell invocations levels 1-5 count as one melee attack/action (about 3 seconds), levels 6-10 count as two melee attacks/actions (about 6-7 seconds), and level 11-15 as well as Spells of Legend use up three of the character's melee attacks/actions (9-10 seconds).

Casting Focus (Lesser): The mage is able to make some movement without risk to interrupting a spell. Actions that don't require an attack per melee such as automatic parry and slow movement (up to 20% of maximum speed as described in the Movement During Combat section) can be performed without fear of interruption,. Running, jumping, dodging, being hit by an opponent, etc. still may interrupt a mage as normal.

Casting Focus (Superior): The spell caster is able to move freely. Running, jumping, rolling, parrying, and dodging will not interrupt the mage as long as it is under his momentum. Being hit, moved against his will, terrain giving way, or other outside distractions may still interrupt the mage, but the spell caster receives a +3 to Save vs. Interruption in these situations.

Metal Channeling: Being covered in metal hampers a practitioner's ability to channel magic energy. Through extensive training, these experts of combat magic have learned to overcome this obstacle and can cast spells even in full plate without hindrance!