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:

  1. Base PPE and PPE increment per level are increased
  2. Spell effects (especially ranges) have been increased
  3. Effects of Leylines on PPE are increased as are the range effects
  4. Initiative for Duration Spells
  5. Magic Reflex bonus for Mages
  6. By Spell Experience Level (not Mage Level).
  7. 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
Sense Magic: 5D6 casts
Turn Undead: 2D6 casts
Trance: 2D6 casts
Chameleon: 4D6 casts
Concealment: 4D6 casts
Shadow Meld: 2D6 casts
Time Slip: 1D6 casts
Call Lightning: 4D6 casts
Constrain Being: 1D6 casts
Summon & Control Canines: 2D6 casts
Summon Lesser Being: 1D6 casts
Tongues: 3D6 casts
Commune with Spirits: 3D6 casts
Protection Circle (Simple): 3D6 casts

Techno Wizard

Blinding Flash: 5D6 casts
Globe of Daylight: 5D6 casts
Ignite Fire: 3D6 casts
Fuel Flame: 3D6 casts
Fire Bolt: 3D6 casts
Call Lightning: 3D6 casts
Energy Bolt: 5D6 casts
Energy Field: 5D6 casts
Impervious to Energy: 4D6 casts
Telekinesis: 3D6 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
Spells of Legend sell for upwards of 2,000,000 when available.

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.
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