Ley-Line Magic
A new college of magic is available to spellcasters on Rifts Earth,
the college of Ley-Line magic. It includes spells that
harness the energy of ley-lines in various ways, as well
as spells to summon and control rifts. With the exceptions of
Sense Rift and Sense Ley-Lines these spells can only be cast
within 200 yards of a Ley-Line.
Sense Ley-Lines
The caster can detect any ley-lines within 2 miles, and can determined their distance and approximate
direction.
Cost: 2
Time to Cast: 2 seconds
Ley-Line Reading
This spell provides the caster with information about the ley-line.
He will instantly know the direction and length of the line,
the direction and distance to any nexus points, and whether
there are any major magical distrurbances along the line,
including rifts, line-storms, any magic using more than
200 PPE, or the deaths of more than 50 people within an hour.
Cost: 4
Time to Cast: 5 seconds
Prerequisites: Sense Ley-Line
Observation Ball
This spell creates a floating globe of light, about the size
of a soccer ball, that is
linked to the caster like a third eye. The caster can control
the ball's travel, and can see and hear everything as if
he were at the observation ball's location.
Duration: Indefinate; the Observation ball lasts until dispelled or
destroyed.
Cost: 4
Time to Cast: 2 seconds
Prerequisites:Ley-Line Reading
Ley-Line Transmission
Allows the caster to send a verbal message to somebody down a line. The recipients
name must be known, and they cannot reply (communication is one-way). The message
can be as long as the caster likes, provided it can be said in the spell duration.
The caster will not know if the recipient recieved the message or not.
Duration: 5 minutes
Cost: 4 to cast, 1 to maintain
Time to Cast: 5 seconds
Prerequisites:Ley-Line Reading
Ley-Line Phasing
A limited form of teleportation, phasing allows a caster to instantly travel
along a Ley-Line. The destination need not have been visited before, but
it must lie on the same ley-line where the spell was cast. This version of the
spell cannot be used to transport others.
Cost: 12
Time to Cast: 10 seconds
Prerequisites:Magery, Ley-Line Transmission
Ley-Line Drifting
This spell allows the caster to float through the air up to 50 feet high along
a ley-line. Speed is limited to a normal walking pace, but drifting is
relaxing and requires no exertion.
Cost: 1
Prerequisites:Magery or Ley-Line Reading
Ley-Line Healing
The caster uses the energy of the Ley-Line to accelerate the natural healing
process. After casting this spell the caster counts as having the Rapid Healing
and Immunity to Disease advantages, but only while he remains near a Ley-Line.
Duration:2 days
Cost: 0
Time to Cast: 2 seconds
Prerequisites: Ley-Line Drifting
Ley-Line Rejuvenation
A more powerful and rapid form of Line Healing, Rejuvenation provides the
caster with a sudden burst of healing. The caster regains 6 HT.
Cost: 3
Prerequisites:Ley-Line Healing
Sense Rifts
The caster can sense any rifts with 10 miles, and determine
their approximate direction and distance.
Cost: 2
Time to Cast: 2 seconds
Create Random Rift
This spell creates a random rift at a location of the
casters choice, although the attempt is at -5 if the
location is not on a Ley-Line. Since the rift is random
it could lead anywhere, and anything could come out.
However on a critical success the caster can choose the
destination as if they had cast Create Controlled Rift.
Duration: 1 minute
Cost: 25 to cast, 3 to maintain
Time to Cast: 2 minutes
Prerequisites:Magery, Sense Rifts
Create Controlled Rift
This spell generates a controlled rift to a destination
of the caster's choice. As with Create Random Rift the
attempt is at -5 f the spell is not cast on a Ley-Line.
Duration: 1 minute
Cost: 40 to cast, 8 to maintain
Time to Cast: 5 minutes
Prerequisites:Magery, Create Random Rift
Close Rift
This spell allows the caster to close a rift created by
another caster or naturally occuring. The GM should definately
include penalties to close some rifts, such as for example
the St. Louis Gateway would be at least -12.
Duration: Permanent
Cost: 15 per hex, and the entire rift must be closed
(cannot be done a piece at a time)
Time to Cast: 20 minutes
Prerequisites:Magery 2, Create Random Rift