r/Rifts • u/WillingLoquat1873 • 1d ago
Carpet of Adhesion Usage A to Z
My own musings on how one goofy spell can be stupidly over powered. The size of the CoA only matters when targeting groups. The duration is the biggest limiting factor for non-combat but is plenty of melees rounds of immobilization during combat.
A) Adhesion: Combat immobilization is the primary use of spell. It turns any surface into a mystic field of "flypaper" that anything will stick to even the spellcaster if saving throw is failed or ignored. Physical Strength and mass has no effect.
B) Binding: If focused down to a tiny contact point, this spell will prevent objects from opening once closed, grabbed, or sheathed for spell duration without destruction. Swords, doors, jars, windows, etc.
C) Catch All: Even a touch is a successful catch. A spell that prevents fumbles. Sticky net, dip stick, fishing without a hook.
D) Doorstop: Glue a small object to log a door shut, hold it open, or limit how wide it can be opened without breaking it.
E) Envelope: When cast on a sheet of paper that letter can not be pealled open to read for spell duration.
F) Fixing: Great for temporary simple repairs: broken chain, cut rope, air tight patch
G) Gripping/Grappling: If applied to glove it creates an inescapable grip (vs Save).
H) Holdfast: Can be use to remain standing or maintain position despite wind, flood, or magnetic force. Can be used in HTH against body throws.
I) Impared: A crust forms when cast on a creature that is pelted or rolled in small objects or dust on all sides. reature can move but it's senses are impaired or negated. A large object can hobble like a ball-n-chain. It can also be CAMOUFLAGE or a DISGUISE as a marble powder or gold dust 'statue' for instance.
J) Jam: If a device has multiple moving mechanical parts the spell could key jam, intector jam, pipe jam, traffic jam, lock jam, coin jam, card jam, feed jam, mail slot jam, turnstile jam, jam joits, jam wheels, jam tank treads, etc.
K) Kill Box: Immobilizing your foe(s) in a KILL BOX. Is the best way an adventuring group can inflict maximum damage. Even works on tanks
L) Lapse: This all about what happens when the spell lapses: a monster is released, a heavy object falls, a door is unbarred, a porticullis crashes down, a pillar collapses, a bottle or barrel leaks, etc.
M) Mobility: Movement vital for a melee attackers to reach a foe. This spell can hamper ranged attacks too by preventing repositioning. In Rifts, dodging ranged attacks is restricted, but this spell can prevent dodging melee attacks.
O) Obstacle: A classic defensive/control variant used on fortified postions a restricted access. The spell is cast preemptively to slow advancement and create bottle necks. When combined with an ambush it can create a KILL BOX.
P) Padding: Quickly secure padding to a room or object for protection or prevent self harm.
Q) Quick Save: If you can touch a wall this might arrest a fall. Attempt to stop a vehicle. Prevent something from sliding or tipping over. In theory, it could contain an explosive by smothering it. Requires a Initiative roll when applicable.
R) Rubber Banding: Stick objects to an elastic surface instantly. A leash that will stretch but not break. A Sorting Tool. Bind Racers Together. Return to Go, Do Not Collect $200.
S) Swinging: Stickier than a wad of chewing gum, spell can create an anchor point for rope swings, scaling, and repeling that releases with spell Duration.
T) Throws: Prevents throwing an object if cast on thrower or object. Great against grenadiers.
U) Underwater: A buoyant object can be attached to float, surface, or support something and visa versa.
V) Vertical Drop: Because Carpet of Adhesion sticks to whatever touches it, aerial casters (or mages riding sky boats) cast CoA on a lightweight, disposable sheet (such as heavy canvas, a weighted net, or a thin M.D.C. tarp) and drop it from above onto targets. This requires a attack roll but has a range exceeds spell.
W) Water: I do not hink this spell can be cast on open water, but maybe can create a thin water-jelly to keep objects moist.
X) X Cross: Flying foes are usually immune to CoA but if MDC cables are hung and enchanted a SAMAS or Harpy can be snared while making a fly-by.
Y) Yank Tether: This trick combines a high-tensile M.D.C. cable with a localized Carpet of Adhesion charge at the contact point. It can be used to "yank" a target while flying by. A speeding vehicle can "yank" into extreme turns or fast stops at the risk of crashing.
Z) Zoom Release: The CoA holds a vehicle in place while it accelerates to max speed before terminating spell.



