Written by: Arvind Knudsen.
Original HTML conversion: Robert J. Trotter [good work on the tables! - Arvind]
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Magic and Psionics

This section documents the magic and psionics parts in the Rifts Main book. Most of it is rewritten and without any modifications.

Magic, Psionics and armors

One point omitted in the Rifts main book is the casting of spells and using psionics through an armor. Magic and psionics cannot be cast through E.B.A. (environmental battle armor) armors. Only magic spells and psionics that effect the caster can be used. The reason is that while in the E.B.A., the character is effectively sealed from the rest of the world. That also means that while in a spaceship, all magic will only have effect within the spaceship as long as it is sealed (no airlocks open etc.).

NOTE: Arguing that the armor isn't completely sealed because it recirculates air from the environment isn't enough. The character has to have an opening at least a foot big (size of the head) to cast magic on his environment.

Magic

In the Rifts and Beyond the Supernatural systems, Magic powers all use P.P.E. (Potential Psychic Energy). The P.P.E in a person can be compared to a rechargeable battery. The character has a finite energy level that he can draw on to cast spells. As spells are cast, the amount the character has is reduced according to the casting cost of the spell. After a certain amount of time, the character regains x points of P.P.E from natural processes.

Regarding the Coalition / NGR view on magic, it is important to keep in mind that all creatures have P.P.E. All humans, no matter what occupation or belief they have, have a P.P.E base, even Borgs!

Drawing P.P.E.

Most magicians rely on the use of their own P.P.E. to weave their magic, but some times their natural P.P.E. base isn't enough to do the job. In such instances the magician is forced to either abandon casting that spell, or find someone or something to draw enough P.P.E. from.

A point that I feel isn't stressed enough in the main book is that the drawing of P.P.E. is instantaneous and not subject to any time-lag.

Drawing P.P.E. from magic artifacts

Magicians have the ability to draw P.P.E. from certain magic artifacts. Such items are quite uncommon (with exceptions of Atlantis, the Phoenix Empire and other similar places) but immediately recognized by practitioners of magic and creatures of magic. Unless stated otherwise, the drawing of all the P.P.E. in such items will render the artifact useless.

Drawing P.P.E. without one's knowledge

The practitioner of magic can usually draw P.P.E. from any living being without their consent or knowledge, but the amount is only half of the targets total P.P.E. if successful.
 
Action: Effect:
Attempting to draw P.P.E.: The victim automatically rolls a save with 12+ as the target. If the save is successful, no P.P.E. was drawn. If the save failed, the wizard can draw up to half the P.P.E. of the victim.
Total no. of people: The wizard can draw P.P.E. from as many as 2 persons per level of experience.
Range: 10 ft. (3 m)
 

Drawing P.P.E. with one's knowledge and consent

Drawing P.P.E. from a willing subject is automatically a success.
 
Action: Effect:
P.P.E. Available: 70% of all P.P.E. from the subject(s).
Total no. of people: No limits to the number of people that can band together (join hands etc.) as long as they all give P.P.E. willingly.
 

Drawing P.P.E. from an unwilling subject

When a subject is aware of the drawing of his/her P.P.E. and actively resists the attempt, the attempt automatically fails. It does not matter why the subject resists (fear, hate, anger etc.), it's just that he/she resists.

NOTE: All enemies in combat are considered unwilling targets.

Drawing P.P.E. from another practitioner of magic

Without the mage's consent, it is impossible. Mages may give their P.P.E. or have it taken in blood sacrifice.

Drawing P.P.E. by blood sacrifice / murder

At the moment of death the P.P.E. energy is doubled. A mage can capture all of that energy (no save).

Ley Lines, Nexus Points and P.P.E.

This part is one of the most troublesome to keep score over when playing. Magic powers increase when in the vicinity of ley lines and nexus points. It also increases during noon and midnight and during special astronomical situations. The best ways to use these is:
  1. Keep a time schedule over what time it is and what phase the stars are in (timely)
  2. Ignore it unless the characters or you use it as a critical point in the plans.
 
Site Range Time P.P.E. Effect Dur.
Ley-Line <2 miles any none Increases range and duration of a spell by 50% Constant
Ley-Line On it any 10 / l / 12 H Doubles range, duration and damage of a spell. Constant
Recover 10 P.P.E. / 0.5 H without meditation Constant
Nexus Point <200 ft. or at any 30 / l / 6 H Triple range, duration and damage of all spells. Constant
Recover 30 P.P.E. / 0.5 H without meditation Constant
+2 save vs. Magic and HF Constant
+1 spell strength Constant
Nexus Point <200 ft. or at 12:00 / 24:00 50 / l / Dur Same as above 15 minutes
Nexus Point <200 ft. or at Equinox 100 / l / 6 H 30% chance of a Rift opening 1 / hour
Vernal (spring) Equinox Daylight hours
Autumnal Equinox Night hours
Nexus Point <200 ft. or at Solstice 100 / l / 6 H 40% chance of a Rift opening 1 / hour
June 21st / December 21st day / 24 hours
Dawn 300 / l / 6 H 70% chance of a Rift opening 5 minutes
- Will remain open for 3D4 hours
- Something bad will definitely come
Sunset 200 / l / 6 H 55% chance of a Rift opening 5 minutes
Nexus Point <200 ft. or at Lunar Eclipse 

(1 per year)

400 / l / Dur 77% chance of a Rift opening 90 minutes
Nexus Point <200 ft. or at Partial Solar Eclipse 

(1 per 10 years)

1000 / l / Dur 88% chance of a gargantuan Rift opening 2D4 minutes
Spells are 10 x more effective
+6 save vs. magic.
Recover P.P.E. at 50 / minute
Nexus Point <200 ft. or at 3 planets in straight line 

(1 per 20 years)

1000 / l / Dur 88% chance of a gargantuan Rift opening 2D4 minutes
Spells are 10 x more effective
+6 save vs. magic.
Recover P.P.E. at 50 / minute
Super Nexus Point <200 ft. or at Special Double std. Double the P.P.E. of a usual nexus even at peak hours.
94% chance of a Rift opening Peak hours
 
 
Site: Describes the location of effect. Effect: What happens (short version).
Range: Range to the site. Duration: Duration of all effects or that particular one
Time: What time of day or date or event. P.P.E: Ammount of P.P.E / per level / per time dur
 

Using and regaining P.P.E.

Using P.P.E. generally means casting spells or rituals. The natural way to regain P.P.E. is to sleep or meditate, but P.P.E. batteries can be used to instantaneously refill the P.P.E. storage of the character with P.P.E. equalling the amount in the battery (note: The character cannot regain more P.P.E. than he/she normally has).

A character doesn't have to say the spell in order for it to be cast. The spoken word is just a medium of concentration. The character does however use double the normal time to cast the spell.

Using magic in combat situations and Spell Strength

Using magic in combat situations becomes a problem filled situation. How much time do you use to cast just that spell (main book page 165)? Can you attack with your hands / engage in physical attacks after casting your spell totals? How about parrying and dodging?

When entering combat, the player must declare if he/she is going to fight with magic or conventionally/psionically!

The reason for this is that casting magic cannot be put to a general rule (f. ex. casting a low-level spell costs 2 attacks etc.), since suddenly characters will start casting and channeling magic much quicker than even intelligences! Therefore the player must decide if he/she will use magic in that melee or not.
 
Spell level Number of spells per time
1 - 6 low level 2 per melee (15 s)
7 - 10 medium level 1 per melee (15 s)
11 - 15 high level 1 per 2 melees (30 s)
 

Casting low level spells happens instantly, but the character has to spend one action between each invocation. The action represents the time the character needs to gather himself. The number of actions the character can dodge equals the total number of actions the character has minus the actions used to chant/cast the spell.Casting medium and high level spells is something of another nature. Spells are cast the first action after the required casting time. During the casting time, the character cannot dodge, parry or strike. If the character is forced to strike / parry / dodge during the casting time the spell is forfeited (automatically cancelled) without the loss of any P.P.E. This means that characters casting medium to high level spells must have someone to keep trouble away from caster.

Spell Strength

Spell strength is an equivalent of the strength of a casters spells. The spell strength modifies the saving throw of the victim. For each spell strength point, increase the saving throw of the victim with one point.
 
+1 to spell strength at levels 3, 7, 10 and 13.
 

E.x. Johny the mystic (6th level) casts the 2nd level spell "Heavy breathing" on an antagoniser. Johny has +1 on the spell strength, meaning that the antagonizer has to roll a save vs. magic at 13+ (spell = 12+, Spell strength +1 gives a save at 13+).

Spell Disruption (by Splynn, modified by me)

Unlike the concept in the main book, being hit by a shot/punch/bullet doesn't automatically stop the spell caster from completing the spell. There are of course several special situation in which a spell fails (being hit in the kidneys or generally loosing the breath will hinder the spell caster from casting the spell), but these are up to the GMs discretion.

The greater level of experience the caster has, the greater the ability he/she has to complete the spell when hit by a shot/punch. The greater mental endurance / willpower is used in the spell, the better it will work.

The chance of disruption percentage is decreased with half the ME bonus value (the bonus to save vs. Psionics etc.).
 
Level of experience of spell caster
Chance of disruption per point of damage
1
10% per point
2
9% per point
3
8% per point
4
7% per point
5
6% per point
6
5% per point
7
4% per point
8
3% per point
9
2% per point
10
1% per point
10+
0.5% per point
NOTE: In the case of armor penetration, add the penetration damage to the damage points to find the multiplier (example 6).

E.x.1 Johny the mystic (5th level) is an elf (SDC creature). He is wearing a body armor with 80 MDC and is hit for 6 MD points. That means that his spell has a 36% chance of failure (6 x 6%).

E.x.2 Johny the mystic (5th level) is hit by 9mm bullet fire while out of his armor. He is hit for 12 points of damage. That translates into a disruption chance of 72% (12 x 6%).

E.x.3 Johny the mystic (5th level) is hit for 1 MD point while out of his armor. Disruption is 100% since Johny is a smear of blood.

E.x.4 David the Titan (7th level) is an MDC being. He is hit by 9mm fire for a total of 30 points. Disruption chance is 120% (e.g. auto fail). David doesn't take any damage, but then again he doesn't know if the bullets being fired are MD or SD (ramjet/explosive or standard).

E.x.5 David the Titan (7th level) is hit for 9 MD points. This gives him a fail chance equal to 36% (9 x 4%).

E.x.6 Johny the mystic in his 80 MDC armor is hit for 13 MD points. Using the armor penetration rules (combat section) gives us 5 points of SDC damage penetrating the armor. This gives Johny a fail percentage of 108% ( (13 + 5) x 6%).

E.x.7 Oliver has an ME of 26. This gives him a save bonus of +6 due to his high ME. Thus, at level 1 he had a fail chance at (10 - 6/2)= 7 instead of 10! This also means that at level 8 he will be able to cast spells short of being killed.

Regaining P.P.E.

There are two natural ways in which to regain P.P.E.
 
Method: Gain:
Rest or sleep: 5 points per hour
Meditation: 10 points per hour
 

NOTE: 1 hour meditation = 1 hour sleep.

Psionics

Psionics is the equivalent of mental powers. These powers stem from the brain/will/essence of the being and not from the environment. Players can identify psionic powers by them using I.S.P. (Inner Strength Points). A character doesn't automatically have psionic abilities (I.S.P.). Unlike magic, only some people can have it.

Influence of ley-lines on psionics

Psionics are affected much in the save way as magic when it comes to ley lines. There is however an interesting note. The effect of the psionic powers become greater at longer ranges than magic, however psionics senses become scrambled when in the vicinity of ley lines and nexuses, effectively rendering them useless.
 
Site Range Time Effect
Ley line >2 miles any Increase range and duration of all psionic powers (not damage) with 50%.
Nexus Point >1 mile any Double range, duration and damage of all psionic powers (forcefields double their M.D.C.)
 

Combat with psionics

Combat with psionics is much more straight forwards than with magic. The reason is that psionics can easily be interchanged with normal HTH combat.

1 psionic attack/activation costs 1 action.

There are of course exceptions to this rule. Certain powers have a Length of Trance indicating the time the character needs to prepare him/herself for the power (ex. Exorcism takes 30 minutes + 6D6 minutes preparation with the animal/person).

Regaining I.S.P.

Method: Gain:
Sleep / total relaxation: 2 I.S.P. per hour
Meditation: 6 I.S.P. per hour
 

1 hour meditation = 2 hours sleep to the physical body