Other Game Rules
Magic
(Rifts: Ultimate Edition 185-197, Rifts 161-166, Book of Magic 21-22, Federation of Magic 125-127)
Spell Casting
Casting speed: Levels 1-5: 1 action / Levels 6-10: 2 actions / Levels 11-15: 3 actions
Verbalization and line of sight to target (or area of effect) are required
Roll to strike is required for some energy bolt attacks
Base saving throw is 12 vs spell magic, 16 vs ritual magic (animals are at -4)
in general, mages get +1 spell strength at 4, 8, 12, and 16
Spells can be interrupted
If caster parries, dodges, runs, gets knocked down, etc.
If caster loses concentration (by being hit, stunned, etc.)
No PPE is lost
Spells can be cancelled by caster at any time
Ritual Magic
Any spell level 7+ can be ritualized
Levels 7-10 require 10 minutes
Levels 11-15 require 1d4x10+15 minutes
Spells of Legend require 1d6x10+30 minutes
Federation of Magic, page 126, provides rules regarding interruption of ritual casting
Ley Line/Nexus Boost to Casting
Within 2 miles of a ley line or nexus
The range and duration of magic is increased by 50%
At a ley line, or within 1 mile of a nexus
The range, duration, and damage of magic is doubled
At or within 200 feet of a nexus
The range, duration, damage of magic is tripled
Mages are +2 save vs magic, +2 to save vs HF, and +1 spell strength
During a Partial Solar Eclipse (at a ley line or nexus for the 5 minutes it peaks)
The range, duration, and damage of magic is increased by 10 times
Mages are +6 vs magic
Spell Casting in Armor
Armor made from natural materials (leather, wood, etc.) provides no penalties
Armor made from man-made materials covering more than half the body causes penalties
Spells require 20% more PPE to cast
Roll once on interference table
01-20 Reduce spell damage or effects by 1d4x10%
21-40 Reduce spell duration by 1d4x10%
41-60 Reduce spell range by 1d4x10%
61-80 Reduce both the range and duration of the spell by 20%
81-100 Lucked out, no additional problems
Same penalties apply to power armor
Casting in robots/vehicles is not possible without sticking head out
Note: some special armors/vehicles may be exempt. This includes armor made entirely with magic, such as non-environmental enchanted metal armor.
Spells without Range Improvement [house rules]
The following spells now see their range increase by level as follows (incomplete, ask about others):
Blinding Flash – 60 feet +10 feet/level
Cloud of Smoke – 90 feet +10 feet/level
Globe of Daylight – 30 feet + 5 feet/level
See Aura – 100 feet +10 feet/level
See the Invisible – 200 feet +20 feet/level
Befuddle – 100 feet +10 feet/level
Touch (or very-close range) range abilities will generally not see an increase
PPE Recovery and Personal PPE storage
A mage can hold 3 times their normal PPE for their PE in minutes
(this does not include the excess PPE from ley lines or nexuses which fades over time)
Normal PPE Recovery is 5 per hour of rest or sleep / 10 per hour of meditation
Techno-Wizards are 4/8, Ley Line Walkers are 7/15, True Atlanteans/T-Men are 10/20
PPE Recovery cannot restore PPE above permanent base
Meditation physically counts as restful, restorative sleep
Ley Lines and Nexuses increase recovery rate (no rest or meditation)
These rates are double for Ley Line Walkers; Nexus rate is doubled at super-nexuses
At ley line/within 1 mile of nexus – 10 per melee; within 200 feet of nexus – 20 per melee
Rate increases to 20 and 40 during the following: [house rules]
5 minutes following midnight and noon
Daylight hours of Vernal Equinox and Summer Solstice
Nighttime hours of Autumnal Equinox and Winter Solstice
90 minute peak of a Lunar Eclipse
Rate increases to 50 and 100 during: [house rules]
5 minute peak of a Solar Eclipse
15 minute peak of a minor planetary alignment
Rate increases to 100 and 200 during: [house rules]
a major planetary alignment
Other Sources of PPE
PPE batteries or specific magic items
PPE can be drawn from beings within 20 feet
If they are willing, can absorb up to 70% of their PPE
If they are unaware, they get a magic save: failure means can absorb up to 50% of their PPE
If they are unwilling (includes anyone in combat) you cannot draw their PPE
Mages cannot have their PPE drawn without consent
The PPE released by death (double) is only available if the mage is ready for it
It drains away at 1d10x10 per minuts
Ultimate Edition, page 186, provides PPE values for animals
Magic and Psionics Game Master screen has base values for various humanoids
Ley Lines and Nexuses – Extra PPE can be drawn during special events [house rules]
5 minutes following midnight and noon – draw 25 or 50 PPE per level
5 minutes following sunrise and sunset on the equinoxes – draw 50 or 100 PPE per level
5 minutes following sunrise and sunset on the solstices – draw 100 or 200 PPE per level
During 90 minute peak of lunar eclipse – 250 or 500 PPE per level
During 5 minute peak of solar eclipse – 500 or 1000 PPE per level
During 15 minute peak of minor planetary alignment – 500 or 1000 PPE per level
During 8 minute peak of major planetary alignment – 1000 or 2000 PPE per level
Special Events at Ley Lines and Nexuses
Odds of Rifts opening – page 193 Ultimate Edition
Lunar Eclipse – 2 to 5 occur around the planet annually
Partial Solar Eclipse – 2 to 5 occur around the planet annually
Total solar eclipse occurs somewhere on earth once every 18 months
Minor Planetary Alignment (3-4 planets)
3 planets align every year or two
Major Planetary Alignment (5-6 planets)
5 planets every 40 years or so, inner 6 align every 50-100 years
Individual Spell Modifications [house rules]
Sub-Particle Acceleration recharges the following amounts per casting
1/2 of standard E-clip; 1/4 of long E-clip (or FSE clip); 1/6 of Energy Canister
Winged Flight is Self or Others by touch
This message was last edited by the GM at 02:01, Thu 16 Mar 2017.