Magic in Rifts
The basic GURPS magic system works reasonably well for
representing Rifts mages, however a few changes are
necessary, along with new rules to cover Ley-Lines and Nexus's.
Energy costs for spells are unchanged, however they are
now listed in PPE rather than fatigue. A mages's basic PPE level
is equal to their will. Additional PPE can be purchased at
a cost of 1 point per point of PPE.
Additional levels of Magery beyond 3 are available, and in
addition limits to the amount of energy spent on a spell
are ignored. DR80 Armour spells and 60d fireballs are
perfectly acceptable if the caster has PPE to burn.
The entire of Rifts Earth is considered to be a
High Mana area, so anybody can learn to cast spells. There
are no areas of Very High mana, however Ley-Lines and
Nexus's provide additional energy in a similar manner.
Being near (within 2 miles) a Ley-Line increases the
range and duration of all spells by 50%. If the caster is
actually on the Ley-Line then range and duration are doubled.
In addition a mage on a Ley-Line can draw an additional
5 PPE per level of Magery every 12 hours. This additional
PPE must be immediately used, it cannot be stored.
Being on a Nexus point triples the range and duration
of spells, and allows mages to draw up to 20 PPE per level of
Magery every 12 hours.
Being on a Nexus at certain times allows even more PPE
to be gained. Midday or Midnight adds 5 PPE per level of Magery,
Spring or Autumn Equinox adds 25 PPE per level, Summer and
Winter Solstice adds 40 PPE per level, a Lunar Eclipse
adds 100 PPE per level, and a Partial Solar Eclipse
or complete Planetary Alignment adds 250 PPE per level of Magery.
These astronomical phenomenom can result in dangerous
side effects such as Ley-Line storms and random rifts.