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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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May 05, 2015

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September 05, 2015

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Spirit Animals

Not all spirits that linger after death are humanoids, or even sentient by most people's standards. There are times when an animal will haunt the world of the living for one reason or another, sometimes the result of a shaman summoning them forth. As a result of their unique nature, they have considerable advantages over a living animal, but also various disadvantages that should not be overlooked. While spirit animals can be found wandering the world the same as any typical spirit, the only way a spirit can interact with the world is if it is "attached" to a living person. The physical attachment acts like an anchor bringing the animal into alignment with this world. This allows for very limited interaction.

There are two types of attachments: willing and forced. A willing attachment involves befriending the spirit animal. This is not an easy task and few ever succeed in the effort. Willing attachments are most common among shaman, druids, and beast masters. Forced attachments are the result of magic compelling the spirit animal to serve against its will. Summoning circles and familiar invocations are usually the source of a forced attachment. Unlike living animals most spirit animals tend to have a much stronger sense of self and will continue to show their disapproval at their enslavement. Note: Characters of a good alignment will never use a forced attachment, but may use a familiar spell or similar if the spirit animal is already willing.

 

Common Traits

1. Intangibility: All spirit animals are intangible to most. This means they cannot attack, or be attacked, via normal means. They can pass through walls and other objects without incident. With the exception of special techniques the animal is only able to interact with the attached person on a physical level. The attached individual can touch, pet, or ride (for riding animals) the spirit animal, but no one else. This means it cannot carry equipment or a second rider. Equipment not physically being carried by the attached person (as in on his back, not the animal's back) will pass right through spirit animal meaning a rider must carry light (within his carrying limit). In unattached form the spirit animal is only visible to those that can see spirits, but when attached to a person they can be seen by anyone and appear as a semitransparent, ghost-like image.

2. Horror Factor: Their ghostly nature can be quite unsettling to most individuals. Unless someone has experience dealing with spirits they need to roll to save vs. horror factor. See individual animals for specific horror factors.

3. Limited Invulnerability: Punches, kicks, swords, arrows, and other normal weapons deal no damage to these beings. Psionics: Psionics that attack the mind have full effect, but physical psionics such as a mind bolt or pyrokinetic fireball deal no damage. Magic: Magic attacks deal half damage and can have full effect if it influences the mind. However magic attacks such as Magic Net, Carpet of Adhesion, or walls meant to hinder movement will merely reduce its speed by half as long as the spirit animal remains in the target range of the spell. Other: Electricity/lightning based attacks do half damage.

4. Never Fatigues: Due to being a spirit the animal does not tire and are capable of carrying out a task for hours, or even days, without stopping. The attached individual does need rest, and the spirit animal will only carry out tasks for a limited time without the presence of the attached person. Active orders such as standing guard for the night can be carried out for a few hours (2D4 hours, plus 1 hour per level of experience of the attached individual) before the animal begins to lose focus. Inactive orders, such as wait for them to return (going some place the spirit animal cannot follow or will not be accepted) can be carried out for as long as active orders in days instead of hours.

5. Loyalty: A spirit animal is fiercely loyal to the attached person. When all else is said and done, without this person the spirit animal will lose its anchor, and thereby a part of itself. This is in many ways a form of death, and no animal (living or undead) can be asked to commit suicide. On the plus side, an attachment with a mortal will very rarely happen unless the spirit animal feels a connection to that person. Gaining the trust and friendship of a spirit animal to form this attachment should be a role-playing experience. The only time when a spirit animal may be attached to someone they are not connected to on a deeper level is if the bond was done forcibly through magic (such as an evil summoner).

6. Astral Form: As a spirit the animal is capable of following the attached individual to the astral plane.  When in the astral plane it is considered an astral being that can interact with other astral beings. Note: The animal cannot take the attached to the astral plane and the individual must have its own means via psychic ability, magical spell, or other.

 

Spirit Boar

Spirit boars are fierce predators. They aggressively attack and maul their prey which is effectively anything that enters into their territory. Some believe they continue to exist in this world because they simply have too much hate to ever move on. These are the only type of spirit animal that can interact with the world without being attached to a person. Luckily they only claim an area and once these areas are located they can be easily avoided, often marked with signs for danger

Size: Body: 3 1/2 feet to 4 1/2 feet (1.1 to 1.4 m); tail: 8 inches (0.18 m).

Weight: None.

A.R.: Not applicable (see limited invulnerability).

Hit Points: 1D6x10+10, the spirit boar becomes a mega-damage create on Rifts Earth.

S.D.C.: Not applicable.

Horror Factor: 8+1 for each additional spirit boar in a group (maximum of 16).

P.P.E.: 3D6.

Attacks Per Melee: Two.

Damage: Special! Most spirit animals cannot attack directly, but a spirit boar is capable of channeling its energy into its tusks and/or hooves to attack. They are considered a magical attack, and can be dodged or parried as normal. Tusks: 2D6+4 damage, costs 2 P.P.E. per attack. Trample: 4D6+6 damage, costs 4 P.P.E. per attack.

Bonuses: +3 on initiative, +3 to strike, +3 to dodge, +2 to save vs. magic, +6 to save vs. mind control.

Natural Abilities: Nightvision 40 feet (12 m), prowl 60%, and track by smell 44%.

Speed: Maximum speed is 44 (30 mph/48 km).

Average Life Span: Not applicable.

Value: None.

Habitat: Forest, woodland, and in the midst of a Wild Hunt.

Range: Worldwide.

Behavior: Any attempt to forcibly attach a spirit boar will result in an immediate attack. The only time they agree to help is if an active Wild Hunt is in progress. After the hunt ends they will leave immediately and return to wherever they consider home.

 

Spirit Horse

A spirit horse is considered a riding animal. It is most commonly seen, but not limited to, in the company of a Danzi Shaman (see World Book 11: Eastern Territories for more information on the Danzi). Though they cannot carry additional riders or extra equipment they do have many other advantages, one of which is an actual friendship. It is believed they remain in this world as a result of letting a former master down, and seek a way of redemption.

Size: Six feet (1.8 m) tall at the shoulder, but can adjust its size up to eight feet (2.4 m) tall at the shoulder or as small as four feet (1.2 m) at the shoulders for the cost of 5 P.P.E. Once the adjustment is made it lasts until the spirit horse spends another 5 P.P.E. to revert to its normal form.

Weight: None.

A.R.: Not applicable (see limited invulnerability).

Hit Points: 1D6x10+20, the spirit horse becomes a mega-damage creature on Rifts Earth.

S.D.C.: Not applicable.

Horror Factor: 12.

P.P.E.: 6D6.

Attacks Per Melee: Three.

Damage: Special! The spirit horse is not capable of attacking in any type of traditional method (it is intangible). It does have a special attack that can affect any mortal being. If the spirit horse runs or jumps through a person the victim must make a save vs. magic. Any victim who fails will feel an icy cold brush of death as the spirit horse passes through him/her. Victims are temporarily incapacitated for 1D4 attacks/actions. This attack cannot be parried, only dodged.

Bonuses: +3 on initiative, +2 to strike, +5 to dodge, +3 to save vs. psychic attack, +4 to save vs. horror factor.

Natural Abilities: Jump 10 feet (3 m) high and 15 feet (4.6 m) long, can carry the weight of the attached individual as well as much equipment as the person can carry (but cannot carry a second rider or any equipment stored on the spirit horse; see intangibility), and is capable of running over uneven terrain as if it were a smooth running surface, including water! Note: Even though it can run over water it cannot swim.

Speed: 66 (45 mph/72 km) without tiring, but can reach a maximum speed of 86+2D6 (60-67 mph/96-108 km) for the cost of 2 P.P.E. per hour. While using this ability the spirit horse cannot recover P.P.E. If all P.P.E. is spent in this manner the spirit horse must take a break until at least 25% of its P.P.E. is recovered.

Average Life Span: Not applicable.

Value: None.

Habitat: Global.

Behavior: They are not likely to act very different whether it was a willing or forced attachment, and do what they can to help the attached individual regardless.

 

Spirit Wolf

In their lives wolves are pack animals, but a spirit wolf tends to be a lone individual. It is believed that the reason they cannot move on is that they were separated from their pack and, even in death, continue to try and find their lost pack. For unknown reasons they tend to gravitate towards places of great power such as a ley line and ley line nexus, granting them the name Nexus Wolves to many. They are sometimes used as an animal familiar, but most commonly are simply a companion.

Size: Body: 4 1/2 feet to 5 feet (1.4 m to 1.5 m), tail: 14-20 inches.

Weight: None.

A.R.: Not applicable (see limited invulnerability).

Hit Points: 6D6+20, the spirit wolf becomes a mega-damage creature on Rifts Earth.

S.D.C.: Not applicable.

Horror Factor: 14.

P.P.E.: 1D6x10.

Attacks Per Melee: Three.

Damage: Special! Most spirit animals cannot attack directly, but a spirit wolf is capable of channeling its energy into its claws and/or fangs to attack. They are considered a magical attack, and can be dodged or parried as normal. Spirit Claws: 1D6 damage, costs 1 P.P.E. per attack. Spirit Fangs: 3D6+6 damage, costs 3 P.P.E. per attack.

Bonuses: +1 on initiative, +6 to strike, +3 to dodge, +2 to save vs. magic, +8 to save vs. horror factor.

Natural Abilities: See in total darkness; nightvision 60 feet (18.3 m), prowl 90%, track by smell 75%, can smell prey one mile (1.6 km) away, can leap 4 feet (1.2 m) high and 10 feet (3 m) long, and like most canines, can perform a leaping pounce.

Speed: Maximum speed is 55 (37.5 mph/60 km).

Average Life Span: Not applicable.

Value: None.

Habitat: Most commonly found near a ley line or ley line nexus, unless attached to someone.

Range: Worldwide.

Behavior: A spirit wolf is loyal to a willingly attached individual, but will do its best to find ways to undermine the individual's orders and will if the attachment is forced, making the life of the controlling individual as miserable as possible. While they will not commit suicide, they will do their best to try and become attached to a new individual allowing them to safely break the forced attachment.

 

Magical Item: Boar Hide; Spirit of the Maiden

No animal is as associated with the Wild Hunt as the spirit boar. The Wild Hunt originated over the death of a wild boar and the claiming of the boar's hide. Before she left the Elven maiden took the boar hide. This hide granted her the power to summon and control spirit boars. Tradition caused it to be handed down to the next successor of the Wild Hunt. While the traditions of the Wild Hunt have changed over time, the ability of a Wild Huntress to summon a wild boar has not though the hide is no longer required. Though the boar's hide became lost in history it does still exist. Its last record in history is during the Elf-Dwarf War and was believed destroyed during the Millennium of Purification. Somehow it survived and is currently hidden in some old ruins within the Baalgor Wastelands.

Abilities: Can summon and control spirit boars by wearing the hide. The number of spirit boars that can be summoned is dependent on the strength of the wearer's mind.

M.E. 29 or higher: Up to 20 Spirit Boars.

M.E. 26 to 28: Up to 15 Spirit Boars.

M.E. 22 to 25: Up to 10 Spirit Boars.

M.E. 18 to 21: Up to 5 Spirit Boars.

M.E. 13 to 17: Two Spirit Boars.

M.E. 07 to 12: Only one Spirit Boar.

M.E. 06 or lower: Only one Spirit Boar may be summoned, and after the Spirit Boar helps it will attempt to maul the wearer of the hide.

Cost: Priceless.