Whats Hot!

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.

Most Useful

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.

Need Help?

Checkout the Sitemap

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.

Magic Combat


Magic Attacks per Melee

Spells are usually invocations taking the form of a chant or mantra, require minimal potential psychic energy (P.P.E.) and can be performed quickly. High magic worlds such as Rifts can greatly reduce the casting time as a result of all the available energy. On Rifts and other high magic worlds 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).

The Palladium World and other low level magic worlds require longer times for casting invocations. Two low level spells, level 1-8, can be cast per melee round (15 seconds). The higher levels of magic are more complex and require more time to perform. Only one spell per melee round (15 seconds) can be cast when spells from levels 9-10 are used. Spells of level 11-15 magnitude require two melee rounds (30 seconds) or longer (see spell description) to cast. Only Teleport: Superior can be cast in a single melee round.


Interrupting a Spell Caster

Practitioners of magic are not known for their hand to hand expertise. Most can handle themselves in a fight, but they aren't warriors. Furthermore, magic has the disadvantage of requiring concentration and speaking, two things you can't do well under attack. So unless the spell is a quick spell that can be cast in a few seconds (one melee attack/action), the action of parrying, dodging, or striking back may break the spell invocation and prevent the mage from casting his spell (he'll need a "breather" of 7-10 seconds to cast a spell).

Likewise, getting popped in the mouth or stomach, getting knocked down or blinded, or anything that breaks the spell caster's concentration and makes him stop in the middle of his verbalization of the spell prevents him from finishing it. When a spell is interrupted, the mage must start all over again. No P.P.E. is lost by this interruption (that's not spent until the spell is completed and cast), but he does lose precious time. A spell caster can stop reciting a spell in mid-incantation without expending P.P.E. or causing any side effect.

This also means that if the mage is being hammered by a full press attack (i.e. his attacker keeps striking at him every opportunity), even if the mage is successfully parrying each attack he is focused on protecting and defending himself and cannot cast any spells that take longer than one melee attack/action. The same is true if he is doing the physical attacking, or running or performing any physical action. To cast a spell the practitioner of magic will need to stop, catch his breath (that should count as one or two of his melee attacks/actions) and then cast his spell (another one or more of his melee actions depending on the spell level).


Casting under Fire

Attacking or hitting a mage is a good way to interrupt a spell caster, but it's not a guarantee to interrupt a spell. As long as a mage stays focused on the casting of an invocation it may be possible to retain concentration. To do this the mage cannot dodge, move, attack, or talk (beyond the invocation). The mage must tune out the world and focus solely on the invocation spell. In order to maintain concentration the spell caster must then make a saving throw. The degree of difficulty depends on the extent of the attack. Saving throws are a straight roll with the M.E. bonus to save vs. psionic attack only. There are also bonuses to Save vs. Interruption provided within specific hand to hand styles or O.C.C., but these are rare. No other bonuses apply.

12 or higher: Dodging, parrying, or any other actions taken by the mage while casting. Though these actions are voluntary, they serve as a distraction from harnessing the mystic energies and giving them form. Even walking can serve as a distraction. While a character can walk down the street and cast a spell on a normal day, combat situations are different. In combat there's a lot going on, and people don't move like there's not a care in the world. Characters are rushed, attempting to avoid other combatants, moving for tactical positioning, etc. All these things are logical, but they also take attention away from the task at hand: concentrating on the difficult task of weaving magic.

14 or higher: Any attack that hits the mage but does minimal damage (less than 10% of the character's total S.D.C./H.P.), or only deals damage to armor (but not directly to the mage). Being hit is even more distracting than voluntary movement. This can be a jarring experience, but considered a minor distraction.

16 or higher: A solid hit that connects directly with the mage and inflicts decent damage (greater than 10% of the character's total S.D.C./H.P.). While hard to keep concentration, it's not impossible.

18 or higher: An attack powerful enough to possibly knockdown the spell caster. As long as the mage is able to remain standing it's possible to maintain concentration and continue casting an invocation. Note: If the attack successfully knocks the mage down, there is no saving throw.


New Skills!

W.P. Magic Missile: A special type of training that helps a spell caster magically direct attacks. Any magical ranged missile type attacks that require a strike roll (such as Fire Bolt) or a victim to dodge (such as Call Lightning or Magic Net) gain the benefits of this skill. Spells that only require a save vs. magic are unaffected. Bonuses: +1D6 damage at levels two and fourteen! +1 to strike at levels 2, 4, 8, and 12. Requirements: Practitioners of Magic only.