The Vortex Parallel Rifts® Megaverse®
Rules Modifications - The Basic Rules of Magic
These rules cover the modifications to the standard magic system in an effort to give Magic Users the power where they can compete with Technology and thus be the threat that the Coalition fear. The changes are several fold:
- Base PPE and PPE increment per level are increased
- Spell effects (especially ranges) have been increased
- Effects of Leylines on PPE are increased as are the range effects
- Initiative for Duration Spells
- Magic Reflex bonus for Mages
- By Spell Experience Level (not Mage Level).
- Utility and Material Spells
PPE Changes
Mage OCCs
OCC |
PPE Base |
PPE Increment |
Leyline Walker | 3D8 x 10 + 10 + PE | 1D4 x 10 |
Shifter | 2D6 x 10 + 30 + PE | 1D4 x 10 |
Mystic | 2D6 x 10 + PE | 5D6 |
Techno Wizard | 3D8 x 10 + PE | 5D6 |
Warlock | 3D8 x 10 + 10 + PE | 5D6 |
Spatial Mage | 4D10 x 10 + PE | 5D6 |
Psi-Mage (Black Robe) | 2D6 x 10 + PE | 5D6 |
Dragons
OCC |
Hatchling |
Adult |
||
|
PPE Base |
PPE Increment |
PPE Base |
PPE Increment |
Chiang Ku | 3D8x10+50+PE | 5D6 | 3D4x100+600 | 1D4x10+10 |
Fire Dragon | 3D8x10+20+PE | 1D4x10 | 3D4x100+100 | 2D4x10 |
Great Horned | 3D10x10+PE | 1D6x10 | 3D6x100+600 | 2D6x10 |
Ice Dragon | 3D8x10+20+PE | 1D4x10 | 3D4x100+100 | 2D4x10 |
Kucalan | 3D8x10+50+PE | 1D4x10+10 | 2D4x100+600 | 2D4x10+10 |
Thunder Lizard | 3D8x10+30+PE | 1D4x10+10 | 3D4x100+600 | 2D4x10+10 |
LeyLine Effects
Distance from Leyline/Nexus Point Effects
|
Sensing Spells |
All Other Spells |
|
|
|||
Distance |
Duration |
Range |
Duration |
Range |
Damage |
PPE Recovery |
PPE Availability |
Less than 7 miles from Ley Line | increased by 50% | reduced by 25% | increased by 50% | increased by 50% | No Change | 5 PPE per half-hour without meditation | None |
Less than 3 miles from Ley Line Less than 1.5 miles from a Nexus Point |
increased by 100% | reduced by 50% | increased by 100% (ie doubled) | increased by 100% (ie doubled) | increased by 50% | 10 PPE per half-hour without meditation | 10 PPE per level per 4 hours |
Less than 200ft from a Ley Line Less than 2500ft from a Nexus Point |
increased by 200% | reduced by 75% | increased by 200% (ie trebled) | increased by 200% (ie trebled) | increased by 200% (ie trebled) | 20 PPE per half-hour without meditation | 30 PPE per level per 4 hours |
Less than 200ft from a Nexus Point | increased by 400% | reduced by 95% | increased by 400% (ie quintupled) | increased by 400% (ie quintupled) | increased by 200% (ie trebbled) | 30 PPE per half-hour without meditation | 50 PPE per level per 4 hours |
Magic Reflex
In a similar manner to physical reflexes some mages are better at
manipulating magic than others, and those that have been manipulating
magic for longer are better at it than those who haven’t.
Each Mage therefore has a Magic Reflex. The reflex has a Base and variable part.
The base reflex is 5 + 2D4 + ((ME + IQ ) / 2 )
The variable part is Mage Level / 2 ( round down )
When applied to Bio-Borgs the Reflex is halved for partial conversion and not applicable to full conversion. The Reflex Bonus is found by cross-referencing the Magic Reflex against the Reflex Table.
Initiative Effects
Initiative for ‘aggressive’ spells which have a duration of greater than 1 shot or 1 melee round has changed. On the first round of combat, ie the round in which the spell is cast the Mage determines initiative as per a normal hand-to-hand attack. In subsequent combat rounds the Mages initiative is adjusted by their prepared magic initiative bonus’ (PMIB).
A Mages PMIB is calculated as follows:
(Mage Magic Reflex Bonus) + (spell initiative modifier) - ( 2 per additional ‘aggressive’ spell)
By Spell Experience Level
Spells which have a “by Level” component now use the level of experience that a Mage has in casting that spell not the level of the Mage (unless explicitly stated).
This means you need to track the number of times a spell has been cast.
The more you use a spell the
better you are at casting it. For some spells this gains you access to
better actions or casting options.
All spells use the same experience progression as outlined in the table
below (note progression is not linear):
Level |
To next Level |
Total Times Cast |
Level |
To next Level |
Total Times Cast |
Level |
To next Level |
Total Times Cast |
0 | 10 | 0 | 6 | 40 | 120 | 11 | 120 | 440 |
1 | 10 | 10 | 7 | 40 | 160 | 12 | 140 | 560 |
2 | 20 | 20 | 8 | 80 | 200 | 13 | 160 | 700 |
3 | 20 | 40 | 9 | 80 | 280 | 14 | 180 | 860 |
4 | 20 | 60 | 10 | 80 | 360 | 15 | N/A | 1040 |
5 | 40 | 80 |
Proficiency Levels for Starting Characters
OCC/RCC |
Notes |
Dragons |
Given that dragons are new hatchlings and are born with the relevant knowledge they haven’t had chance to get any practice yet. |
Mystics/Priest/Avatars |
5D6 casts for each spell |
Line Walkers |
4D6+1 casts for each spell |
Shifters |
Sense PPE: 5D6 casts |
Techno Wizard |
Blinding Flash: 5D6 casts |
Spatial Mages |
|
Warlocks |
|
Psi-Mage |
|
Gaining New Spells
The astute amongst you will have noted that “By Level” spells have a starting level of zero(0). This technically means if you cast the spell then nothing happens or there is no result. This is not quite the case… The level 0 to level 1 transition means you’re learning how to cast the spell efficiently and get familiar with the mechanics of casting it. If you successfully cast it then you do get a result just not the full effect.
Note: I’m also applying this to all spells irrespective of if
they’re
“By Level”. So when you first acquire ANY spell you treat it as level 0
until you’ve successfully cast it 10 times, then treat it as normal.
The chance to successfully cast a spell during this learning phase is
IQ% - (5*Lvl of Spell/No of Castings)
Spells of Legend count as Level 20 spells.
The example table below is for IQ:12 (base 60%).
You will note it’s easier to successfully cast a new Level 1 spell than it is to cast a new Level 15 spell. Also worth noting is that the result can be zero or negative. If the result is less than 1 then the spell is not successfully cast, but it still counts as a casting for the purposes of learning how to cast the spell.
Spell level | Number of Castings | |||||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
1 | 55 | 57 | 58 | 58 | 59 | 59 | 59 | 59 | 59 | 59 |
2 | 50 | 55 | 56 | 57 | 58 | 58 | 58 | 58 | 58 | 59 |
3 | 45 | 52 | 55 | 56 | 57 | 57 | 57 | 58 | 58 | 58 |
4 | 40 | 50 | 53 | 55 | 56 | 56 | 57 | 57 | 57 | 58 |
5 | 35 | 47 | 51 | 53 | 55 | 55 | 56 | 56 | 57 | 57 |
6 | 30 | 45 | 50 | 52 | 54 | 55 | 55 | 56 | 56 | 57 |
7 | 25 | 42 | 48 | 51 | 53 | 54 | 55 | 55 | 56 | 56 |
8 | 20 | 40 | 46 | 50 | 52 | 53 | 54 | 55 | 55 | 56 |
9 | 15 | 37 | 45 | 48 | 51 | 52 | 53 | 54 | 55 | 55 |
10 | 10 | 35 | 43 | 47 | 50 | 51 | 52 | 53 | 54 | 55 |
11 | 5 | 32 | 41 | 46 | 49 | 50 | 52 | 53 | 53 | 54 |
12 | 0 | 30 | 40 | 45 | 48 | 50 | 51 | 52 | 53 | 54 |
13 | -5 | 27 | 38 | 43 | 47 | 49 | 50 | 51 | 52 | 53 |
14 | -10 | 25 | 36 | 42 | 46 | 48 | 50 | 51 | 52 | 53 |
15 | -15 | 22 | 35 | 41 | 45 | 47 | 49 | 50 | 51 | 52 |
20 | -40 | 10 | 26 | 35 | 40 | 43 | 45 | 47 | 48 | 50 |
Base Price by Spell Level for buying spells
For Arcanists that are not “divinely” granted their spell knowledge in some manner, the only ways to gain spells are either to locate scrolls or Magic Tomes that contain spells, to barter a spell or spells they know with another Arcanist for the spell or spell they want that the Arcanist knows, or to buy the spell from another Arcanist.
This is another area the original books are deficit in, there are no costs or guidelines for purchasing or selling spells. The table below presents an approximate baseline value, in Lazlo Credits, for a spell. A generous Arcanist may offer a discount but most don’t and usually the price is anything up to 400% higher.
1 | 10,000 | 6 | 120,000 | 11 | 540,000 |
2 | 20,000 | 7 | 180,000 | 12 | 680,000 |
3 | 30,000 | 8 | 250,000 | 13 | 840,000 |
4 | 50,000 | 9 | 330,000 | 14 | 1,000,000 |
5 | 80,000 | 10 | 420,000 | 15 | 1,200,000 |
Utility and Material spells
In all of Palladium’s games there are no spells which fall into
either
of these categories, every spell is basically geared to combat. The
problem is that, certainly in Rifts, there is a significant need for
other spells, especially as a means to earn or supplement your living.
Because it’s relevant within the campaign I have added a whole raft of
spells that fall into these two categories into the lists.
The
difference between the two types is that utility spells either make
tasks easier, use magic to manipulate existing material and/or objects,
or provide non-combat type protection, whilst material spells convert
magic energy into raw material which can then be used for other tasks.
Unless you’re a Ley Line Walker, who can purchase the spells, or a Mystic who can choose one every three levels, then you’re unlikely to come across them. Techno-Wizards have the capability to acquire one or two specific spells as they gain level.
The Legal Bit
Rifts®, Megaverse®, and Rifts Books® are registered
trademarks owned and licensed by Kevin Siembieda and rifts Books, Inc.
© 2002 Kevin Siembieda; © 2002 Palladium Books®, All
rights reserved world wide.
No part of this work may be reproduced in part or whole, in any form or
by any means, without permission from the publisher.
All incidents, situations, institutions, governments and people are
fictional and any similarity to characters or persons living or dead is
strictly coincidental.