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. 1