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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

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Hand to Hand: Spell Weaver

Magic can be a powerful instrument, made all the more powerful with a clever and resourceful mind. Some mages learn the ability to weave magic as artfully as others weave a fine silk shirt. With time to prepare they can best the most powerful of forces. Unfortunately, when caught off guard or in the middle of a battle they're not much better than any other, sometimes even less equipped due to the lack of formal combat training.


Availability: Practitioner of Magic.

Limitations: The focus is on spell casting with little to no training in actual hand to hand situations. There is no auto-parry, no kicks, no critical strike range increase, no knock-out/stun range, and no death blow. Actions such as parrying and dodging still run a high chance of interrupting a spell. These are areas just not trained for the spell caster.

Skill Cost: One O.C.C. Related skill.


Basic Combat Moves:

1: Starts with four attacks per melee round, and Spell invocations levels 1-4 count as one melee attack/action (about 3 seconds).

2: +10% to converting spells or creating new spells, plus an additional +3% per level of experience starting at level 3.

3: +3D6 P.P.E. base.

4: Spell Delay.

5: Spell invocations levels 5-8 count as two melee attacks/actions (about 6-7 seconds).

6: The magic user is more proficient at weaving spells. All spells cost 10% less P.P.E. (e.g. A spell costing 10 P.P.E. is only 9 P.P.E., a 100 P.P.E. spell is now 90 P.P.E., and 5000 P.P.E. spells costs 4500 P.P.E.).

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

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

9: Spell invocations levels 9-12 use up three of the character's melee attacks/actions (about 9-10 seconds).

10: Silent Casting.

11: Duration of invocation spells is increased by 50% (instant or permanent spells are unaffected).

12: +3D6 P.P.E. base.

13: Spell invocations levels 13-15 as well as Spells of Legend use up four of the character's melee attacks/actions (about 15 seconds).

14: Increased Ley Line Energy.

15: PPE Blocker.


Increased Ley Line Energy: The mage is able to further tap into the amazing power of a ley line. Though the range, duration, and damage of spells remain the same as normal for the proximity to a ley line, all the effects to P.P.E. are doubled. This includes the P.P.E. recovery rate and the amount of P.P.E. that can be tapped, as well as how long it can be retained after leaving the ley line.

PPE Blocker: The spell caster has mastered P.P.E. in all its forms. He's so deadly that he's even capable of blocking the flow of P.P.E. in other spell casters! If successful, the victims will be unable to channel from their personal P.P.E. reserve, as if their P.P.E. was reduced to 0. To do this, the spell weaver must make physical contact with the intended victim (range: touch) and channel his P.P.E. into the victim to create internal P.P.E. dams. This costs 50 P.P.E. to attempt, and the victim has a chance to save. A subdued opponent requires a Natural 20 to save vs. magic, or a modified 24 or higher. If performed during combat, the victim only requires an 18 or higher to save vs. magic. Victims who fail their save will have their P.P.E. blocked for 1D4 hours and unable to cast any spells in that time. The spell weaver can permanently block a victim's P.P.E. by permanently sacrificing three (3) Physical Endurance (P.E.) points. This is an extremely tasking process and the loss of three P.E. points is permanent, even if the victim successfully saves and is not affected.

Silent Casting: The ability to focus magical energies is improved to allow casting without spoken word or physical gestures. Casting in this manner doubles the casting time for the spell. Note: Rituals require a group focus and cannot be performed in this manner.

Spell Delay: Instead of a spell going off once the mage finishes the invocation, the spell can be delayed for up to one melee round (15 seconds). This can be useful as a tactical delay. Once cast, the invocation cannot be stopped. Even if the spell caster is killed or knocked unconscious, a delayed spell will still go off at the predetermined time at casting. The spell can be delayed an additional one melee round (15 seconds) at levels 7, 11, and 14 for a delay up to one minute.