This spell creates a tiny but brilliant spark of light that is used as a beacon. The mystical flare is created at an altitude of 500 feet in the air, where it will slowly drift downwards for two melees before ending (reaching a final height of approximately 400 feet). While the maximum height of the flare is 500 feet, the flare itself can be seen as far as five miles away. The flare invocation cannot be used to blind opponents (see Blinding Flash).
Very simply, this spell protects the recipient from being blinded by any form of bright light, whether it be glare from the sun, strobe lights, or a Blinding Flash spell. While under the influence of this spell, the user cannot be blinded or hampered by any sort of bright light. Even looking directly into the sun will not cause the user harm. The spell will not, however, protect the user from lasers or other energy beams.
Tether creates a mystical link between two objects. When the spell is cast, the magic-user touches the recipient and concentrates on the object which the recipient (or recipient object) is to tethered to (the magic-user must either possess or be riding upon said object). The link appears as an intangible wispy blue cord, about an inch thick. The tether unrolls and contracts in accordance with the magic-user's wishes.
The spell can only be cast upon inanimate objects - a wizard can't bind two people together via this spell. However, a wizard can tether a suit of body armor (with recipient) to a large, solid object. If one of the objects to be tethered is being worn by a living creature, the creature inside can make a normal savings throw against the spell (of course, if the creature inside is willing to have the spell cast upon them, no savings throw is necessary).
This incantation allows the magic-user to change gravity levels by 10% per level of experience (so a fifth-level caster could halve the amount of gravity, or increase it to 1.5 normal levels). The area of effect takes the form of a sphere 15 feet (per level of experience) in diameter . Saving throws for this spell are standard - which does mean that if multiple targets are in the area of effect, it is quite possible that some targets are affected and some aren't. If gravity is decreased (everything is lighter), affected targets are +2 to speed and +2 to dodge. However, chances of being knocked down are doubled, and on any successful dodge the character must make a successful roll against P.P. (on a d20) or else lose an extra attack (unable to compensate for lighter gravity). Certain skills, such as Zero-Gravity movement, might negate this (GM's decision). If the gravity is increased, the affected targets suffer -2 to speed, -2 to dodge, but chances of knockdown are halved.
Concentrate Light is an offensive spell, but fairly weak as far as offensive spells are concerned. The invocation takes ambient light and magically concentrates it, making a thin beam of laser light. The spell has no effect in total darkness (though even a candle will give the spell enough power), though it is compatible with Globe of Daylight. While the damage inflicted to M.D.C. targets is low, the spell is deadly to vampires, inflicting 1d6 H.P. per level of the caster (and does full damage to vampires, unlike most damage-causing spells).
Tag is perhaps the most non-dangerous spell ever devised - at least, by itself. The spell is designed to create a magical "anchor" for several other spells (such as Sense Relative Location, Fetch, and Dimensional Fetch). The only condition to the spell is that the object to be 'tagged' must be non-magical. Items such as scrolls and potions, however, may be enchanted. Rune weapons, on the other hand, are immune to said magicks. Once the object is 'tagged', the magic- user can then use it for any spell that requires a 'tagged' object.
Sense Relative Location uses tagged objects as part of the spell (see Tag). When the spell is cast, the mage knows the approximate distance between himself and any of his tagged objects in his current dimension. The distance is rounded off in the nearest largest unit (so if a wizard had a tagged object in what was once Massachusetts, and was current wandering around the ruins of North Carolina, a distance of about 700 miles is correct. On the other hand, an object orbiting Mercury would have a distance of about 70 million miles to a mage on Earth). While not exactly practical by itself, some mages use it as a mystical tracking device, and as a beacon to travel between places (can follow the "signal").
The Inertial Missile spell works similar to the I-Beam technologies from Rifts World Book Nine: South America 2. The caster must have an object to use the spell upon (most mages keep a small pouch of pebbles as ammunition). Once the spell is cast, the wizard tosses the object at an object up to a thousand feet distant. The spell simulates the reversal/rerouting of momentum/inertia common to the I-Beam technology and accelerates the object towards the target. When hit by an object, the target suffers 1d6 M.D. due to the incredible speed and force of the flung object.
If the object itself possesses the ability to do mega-damage (such as a vibro-knife), the damage that the object can cause are added to the damage inflicted by the spell (as an example, a mage casts this spell and hurls a vibro-knife at a Coalition soldier. The total damage to the soldier would be 2d6 M.D. - 1d6 from the spell, and 1d6 from the knife). Energy weapons and similar items are excluded from this special effect.
Oxygen Generation is a different version of Breathe Without Air. Instead of giving the recipient the ability to breathe without air, Oxygen Generation creates air to breathe. The spell is of limited use - any type of wind or air movements will disperse the created oxygen, and without any form of containment the oxygen will mix into the regular atmosphere. While the invocation itself is not very powerful on its own, Oxygen Generation has become a staple of techno-wizards in the orbital colonies and on habitable planets, as well as spacecraft and space stations.
Catalyst increases the effect of any chemical reaction ten times. This tends to be fairly destructive, as most chemical reactions are supposed to be fairly small. Under the effects of this spell, lighting a cigarette would cause a fairly large fireball to occur, while a car's engine would explode (the combustion effects would be magnified ten times).
A rather minor spell, Clothe does exactly what it sounds like it does. It creates clothing. The wearable goods are of decent quality, but do not possess any special properties (no MDC armor, etc.). The goods do not radiate magic, are permanent once created, and are susceptible to the same types of hazards normal clothes are susceptible to. This spell is often used by mages and creatures who have the spell or ability of metamorphosis, to avoid appearing naked in public areas.
Bond is an incantation of limited usefulness. The purpose of the Bond spell is to bind certain items to the caster. Items that can be bonded are clothing and magical items (which includes magical weapons and armor, as well as the more miscellaneous such as pouches and talismans). Once an item is bonded to the magician, it will remain with him or her throughout any changes the mage undergoes. These changes include, but aren't limited to, metamorphosis magicks (this spell is the only known exception to the standard metamorphosis rule that nothing accompanies the mage during the metamorphosis), astral travel, the transformation ritual, and 'flesh to stone' effects. The catch to the spell is that the items are not usable in any altered form - they are merely bound to the magician.
Fetch works similar to Teleport: Lesser, except instead of sending objects away, within the radius of the spell, it allows the magic-user to summon an object to him. There are two conditions to this spell. The first is that the object to be summoned must be within the range of the spell (which is five miles per level of experience). The other condition is that the object to be summoned must be tagged (see Tag).
The success of the spell is identical to Teleport: Lesser - 80% + 2% per level of experience. In case of a unsuccessful teleport, the object suffers the same fate as an unsuccessful Teleport: Lesser attempt (the object never appears and is teleported to. somewhere. within the range of the spell).
Fusion Blast is a very powerful spell, with a very short range. It creates a large, bluish- purple bolt of energy that streaks towards its target. The bolt is fairly slow, and so the target gains a +1 to dodge the spell. On ley lines, the damage is increased to 1d6x10 M.D.C., and at ley line nexuses the spell does 2d4x10 M.D.C.
This spell's effect is simple: it negates any type of chemical reaction within a ten foot radius sphere. It will prevent new reactions from starting, and will surpress/negate any current reactions. Some such reactions include: fires (smoking, bonfires, camp fires, etc.), combustion engines, mixing chemicals in a lab (the two do not react - they just mix together like oil and water), etc. No electrical systems are harmed, and reactions that occur inside a living being (breathing, waste production, etc.) are not affected.
Similar to the Alter Gravity spell, Zero Gravity simply creates a sphere where gravity is completely negated. The sphere has a radius equal to the range of the spell (in other words, 15 feet per level of experience). While under the effect of this spell, any target who does not have Zero Gravity Movement skill suffers the penalties listed under the description of the skill.
Purify Atmosphere creates a small bubble around the recipient and makes the air inside the bubble breathable. The bubble is the shape of a sphere 10 feet in radius per level of experience. Any gases/atmosphere entering the bubble is immediately purified to breathable conditions. There are two problems with the spell, however. The first is that the spell has a relatively short duration, so an alternate form of breathing or repeated castings is necessary. The second limitation on the spell is that it requires an atmosphere to purify. Being submerged in water, or in a vacuum, will prevent the spell from working correctly (in the former case, it cannot purify the water, and in the latter case, there is no atmosphere to purify).
Photosynthesis is a very interesting spell. When cast, the recipient either turns very pale (50%) or their skin takes on a very light green tint (50%). The spell allows the recipient of the spell to derive all sustenance from sunlight. The requirement for water is still necessary, but only half as much water is necessary (or, effectively, the character can go twice as long without water). The need for any type of food is completely eliminated - he or she gets their food from light. A character under the influence of this spell does not need to eat, though they still need to sleep.
Approximately an hour of sunlight, or two hours of artificial lighting, is equivalent to one meal. The character can spend three hours in the sun and not need to eat for that day, though he or she can't store up energy between days. If kept from the sunlight, the character will begin to suffer the same effects as if he or she had not eaten (note that the spell can be combined with eating food - the spell doesn't totally replace the ability to get energy and sustenance from regular food).
This invocation allows the caster to survive a hard vacuum without any form of protection. The spell creates a mystical envelope around the character, creating a pocket of "atmosphere" around the character. While under the influence of this spell, the recipient will not suffer any effects from being exposed to a vacuum. However, while the spell allows the character to avoid a rather messy death in the void of space, it will not protect him from solar flares or other natural occurrences, nor will it give him the ability to breathe or eat or drink. It does, however, give the recipient the ability to survive in outer space without any sort of protective suit.
Contingency (lesser) is a very rare spell. The incantation binds a specified spell to the caster. The spell thus bound is dormant, until a certain condition is met. The condition is established at the casting of the spell, and when the condition is met, the bound spell is then cast. For example, Marius the Line Walker casts Contingency, and binds the spell of Teleport Greater (destination: center of Lazlo) into the contingency, to be activated when he says a command phrase ("Frogs in Winter"). Two years later (Marius is third level), Marius finds himself in the middle of a pitched battle between the Federation of Magic and the Coalition. He utters the phrase "Frogs in Winter", is then teleported to Lazlo, and the bound spell is used up.
When Contingency (lesser) is cast, the spell takes 120 P.P.E., plus whatever P.P.E. the spell to be bound costs. An activation condition must be stated (whether it be a command word, a certain health level ["When I have 2 MDC or less on my body armor"], a sight ["The next time I see three Glitter Boys together], or an entirely different condition). Further, any conditions of the spell to be bound must be satisfied (in the above example, the location of the teleport spell must be decided in advance, and when the spell is activated, the user must roll on the Teleport: Greater table to see if he arrives where he wants). If a recipient is unwilling to receive the spell, he or she gets a standard saving throw against magic.
The Eyes of Eylor invocation grants the recipient abilities similar to the real Eyes of Eylor (see Rifts World Book Two: Atlantis for more information on the Eyes of Eylor). The abilities granted are: perfect 20/20 vision, nightvision 100 feet, polarized vision, sense direction 70% (by looking at the sun), see aura, see the invisible, and see P.P.E. (the last three function as spells of the same name). All abilities can be used at will and require no P.P.E.
Shadow Walk is a similar spell to Shadow Meld - indeed, they were created by the same wizard. Shadow Walk allows the magician to step "into" a shadow and emerge from another shadow a distance away (think of it as a teleport between shadows). Travel between shadows is instantaneous, regardless of the distance between them. The range of the spell is line of sight, with a one mile maximum distance. Shadow Walk also has the same limitation as Shadow Meld - both shadows must be at least the size of the caster, if not larger.
This is the most powerful incantation to affect gravity. The spell creates gravity in an area equal to the range of the spell. The gravity is person-specific - in other words, the gravity created is different for each person. An Earth native would experience Earth gravity (1 g), while someone who hails from the lunar colonies would experience 1/6 of Earth gravity (.16 g), even when both are under the effects of the same spell. The number of people affected in this way is limited only by the area covered by the spell.
Similar to the I-Beam technology from Rifts World Book Eight: South America 2, this magical spell creates a shield of inertial energy around the character. Any incoming attack will find itself slowed down in the field, and quite possibly stopped completely. To defend against an attack, the magic-user rolls as if attempting to parry an attack. If the parry is successful, the incoming attack is completely blocked by the spell, and the mage suffers no damage (bullets stop dead and fall to the ground, energy beams dissipate, etc.). If the parry is unsuccessful, the attack continues through the field and hits the wizard - but inflicts only half-damage (the spell managed to block some of the assault).
Mimic is a spell long thought lost to the sands of time. Any spell used against the magician (when the caster has the mimic spell active) can be duplicated by the mage and used against whomever he chooses. The knowledge of how to cast the spell stays with the mage only as long as the Mimic spell is active, and the casting of the "learned" spells does require P.P.E. (as per whatever spell is being cast).
Any number of spells may be learned by the mage - but all knowledge of those spells vanishes when the duration of Mimic is up.
This invocation establishes a local teleport "link" between two places. In order to use this spell, the caster must tag two objects (see Tag). Once the objects are tagged, each one can be placed at a location, within the maximum range of the spell. When the objects are placed, the spell is cast and the objects are now mystically linked. A magic-user or psionic, at either location, can concentrate (expending 20 P.P.E. or 20 ISP, respectively) and teleport himself and anything else within a 10 ft. radius to the opposite location. There are a few problems with the spell. First of all, it suffers the same problems as Teleport: Greater (i.e., for any teleport, roll on the success table). Second, a magic-user or psionic must go on the "outbound" trip - he or she cannot just "activate" it and watch the results. The last problem is that the spell, while not rare, does command a very high price, and it is not unusual that the Transport invocation sell for three or four times the "normal" cost for a spell of its level.
Dimensional Fetch is very similar to the Fetch spell, except that instead of transporting an object across space, it fetches an object that is in a different dimension. As with the Fetch spell, the object to be summoned must be tagged (see Tag). The percentile of success is a bit lower than the regular Fetch spell, but the consequences are a bit more dire. Should the magic- user fail to summon the object, subtract the actual roll from the required percentile value. Then roll a d100 again. If this result is less than that number, the object was teleported to a random dimension (and the magician has no idea where). If the result is higher, then the object is not teleported randomly and the spell merely fails.
The percentile for this invocation is 60% + 2% per level of experience.
This spell is a "technological" version of the well-known Create Magic Scroll. Instead of mystically placing a spell onto a scroll made of paper, the Encode Spell invocation writes the desired invocation onto a data chip in the form of a text file. The file cannot be copied, and any sort of screen capture or text capture utilities will fail. The text file can be displayed on a screen or retinal display and read out loud, thus releasing the spell on the chip. In all other respects, this invocation is identical to the Create Magic Scroll spell.
The P.P.E. cost for this spell is 175, plus the P.P.E. for the spell being encoded on the chip (so to create a chip with the Contingency (greater) spell, the total P.P.E. required would be 625 (450 for the Contingency spell, and 175 for the Encode Spell spell).
Similar to Contingency (lesser), this invocation will bind other spells to the caster, to be activated upon the fulfillment of a certain condition specified at the casting. All rules regarding Contingency (lesser) are also followed by Contingency (greater). However, this version of the spell can bind three spells to the caster, to be set off in one of two ways. The first way to set them off is one spell each round for three rounds. So a Resurrection, Restoration, and Teleport: Greater set of spells would be cast for three rounds. The first round would be Resurrection, the second Restoration, and the third Teleport: Greater. The second option is all three spells at the exact same instance (in the above cast, the recipient would be raised from the dead, completely restored to full health, and teleported to a distant location simultaneously).
For a full explanation of the spell, see Contingency (lesser).
Recall to Sanctum is a very powerful teleportation spell. The spell requires two conditions to be met before it can be used. The first is that the magic-user must have, active somewhere, a room or area under the influence of a Sanctum spell. The second is that the magician must also have a tagged (see Tag) object somewhere within the boundaries of the Sanctum.
When the spell is cast, the magic-user is teleported to his Sanctum. Not only will the invocation cross space, but it will also move the magician through dimensions. However, the journey is a one-way trip - in order to get back, he must have another method of travel. Further, the spell gives no warning of any hazards at the arrival location - a magic-user might return to his Sanctum only to find that it has been taken over or otherwise occupied by hostile forces.
The spell can be cast against another person (thus teleporting said person to the wizard's sanctum), but unwilling travelers save vs. spell at +10. Willing targets, including the magician himself, make the trip automatically.
Create Focus enchants a small object - chosen by the caster - to aid the mage with the casting of a particular spell. The object is generally small, for the consideration of portability (a mage could enchant a '57 Chevy, but it isn't exactly easy to carry around). Usually, the item is a ring, medallion, bracer, pin, or similar decoration. During the enchantment process, the caster names the spell the focus will affect (the caster must know the spell himself).
The focus will augment the spell, "focusing" the magical energy into a more powerful shape. In game terms, the spell strength for that spell is increased by one (+1), the spell is cast as if the mage is one level higher than his current level, and the cost of the spell is 90% what it normally is (multiply P.P.E. by .9 and round up). The spell does have its drawbacks. The mage can only have one active focus per spell. He may create several focuses for the spell, but only one focus will work on the spell (in other words, the advantages for a focus aren't cumulative). Second, in order for a focus to work, it must either be held, be present somewhere on the mage's body (in a pocket, etc.), or able to be touched by the caster (GMs: use discretion. Skyscrapers aren't generally good objects to make into a focus). Lastly, the object must cost more than 1,000 credits (this is so that small objects such as shoelace strings and Kleenex aren't used as foci).
A very potent incantation, and one jealously guarded by those who know it. Spell Steal allows the mage to permanently steal the knowledge for any spell from any other magician. The victim gets a standard saving throw versus magic to resist the theft. If the mage succeeds in stealing the spell, the knowledge is transferred to the mage. In other words, the attacker now knows the spell, and the victim loses knowledge of how to cast it. There is one problem - Spell Steal works at random. That is, the attacker cannot choose which spell he is going to steal. To determine what spell was stolen, the GM can either pick at random, or (to be "fair") roll dice. In the case that a mage steals a spell he already knows - he or she is out of luck. Try again and hope for another one.
Similar to the Transport spell, this invocation has essentially the same effect - except that instead of teleporting objects across space, it teleports them between dimensions. The Dimensional Transport spell suffers from the same problems and restrictions that the Transport spell does, except that it costs 60 P.P.E./ISP to activate for a trip. The only other change is that the duration is longer than the Transport spell.
Gateway is another spell usually thought lost to the mists of time. The Gateway ritual creates a reusable door through space (and across dimensions). Gateway is a ritual only spell, meaning that it takes a very long time to cast, and is not done casually.
The spell can create two types of doorways. The first is a door across space. Similar to teleportation, except it works flawlessly, those stepping through the doorway are whisked across hundreds or even thousands of miles instantly. The range for the doorway is 250 miles per level of the magic-user. Once the doorway is created, it is permanent. Only the Close Rift ritual is known to be able to dispel a Gateway, and the gateway saves as if at a ley line nexus. Teleportational gateways cost 1500 P.P.E. to create.
The second type of doorway is a dimensional gateway. It is similar to the teleport door described above, except instead of transporting items or people across long distances, the gateway serves as a stable portal between dimensions. Range for this type of gateway is meaningless - dimensions aren't distances from each other. Again, a Close Rift ritual can seal the gateway permanently. Creating this type of gateway requires the expenditure of 2500 P.P.E.
Gateways, as stated above, are reusable. Once created, they are usually permanent (except for the Close Rift spell) and can be reactivated time and time again. The gateway, when open, appears as a shimmering red oval in space, and is somewhat hypnotic if stared at for too long. Gateways stand eight feet high, three feet across, and manifest about a foot off the ground. The teleportational gateway, the 'door across space', as described above, costs 40 P.P.E. to open. Further, the gateway can be opened by anyone - as long as sufficient P.P.E. is presented. Historically, blood sacrifices at the spots of known gateways were used to open the gateway. When a gateway is opened by a non-mage, it remains open for five minutes (20 melees). If a gateway is opened by a magic-user, however, the spellcaster can keep it open for five minutes per level of experience (the type of mage is irrelevant). The magician who created the gateway, however, has an easy method of using the gateway. He, and he alone, can open the doorway by merely concentrating.
Dimensional gateways are more difficult to open. While they can still be opened by anyone, even non-mages, the so-called mundanes find it near impossible to get the 150 P.P.E. necessary to open the dimensional gateway. In all other respects, the dimensional gateway appears and acts like the teleportational gateway.
There is an odd side-effect of the spell, however. Since either type of gateway requires an enormous amount of magical energy to create, most such doorways are found at ley lines and nexuses. The problem is that any release of sufficient P.P.E. can open the gateway. While this generally isn't a problem on a day-to-day basis, astronomical occurrences can produce high enough levels of ambient P.P.E. to open the gateways without human/sentient intervention. In other words, peak times at ley lines often trigger the opening of the gateway. Further, if both a gateway and a rift are open at the same time, in the same immediate vicinity, vaguely- understood dimensional interactions will cause the gateway to disappear and the rift to double in size, and be a doorway between the two locations normally linked by the gateway spell. The rift, in all other respects, acts like a normal dimensional rift.
Permanency is often considered a Spell of Legend, although it is in reality a incredible rare spell of the highest level of magic. It is said that less than a dozen mortal practitioners of magic know the spell - but that is merely rumor. In any case, Permanency takes the form of a ritual magic spell that requires an arduous 36 hours to perform (non-stop). The magician draws a circle and then inscribes a variety of mystical symbols, designed to focus both the magic and the mind to accomplish the desired effect. Not only does the spell require an inordinate amount of time, but the materials necessary often cost in excess of several million credits (materials include several types of powdered jewels, liquid gold, ten scales from a dragon, and a rare type of incense that is not native to Earth). When the spell is finished, whatever the magical effect to be permanencied is then cast/produced. There are some limitations to this effect, however. Damaging spells or any other spell with a duration of instant cannot be permanencied, and no spell with ill effect (such as Minor Curse, etc.) can be made permanent.
There are a number of more definite hindrances to the spell. Not only does Permanency cost 1,500 P.P.E. to perform, but the casting wizard will permanently lose a number of P.P.E. points equal to the level of the spell being permanencied. Further, the mage must make a successful roll (on a d20) against his P.E. - 10, or lost two points of PE forever (so a wizard with a P.E. of 17 must roll a 7 or lower to avoid the PE loss). As yet another problem with the spell, Permanency is highly sought after, and should it become known that a mage has the spell, he is pursued by many who want to buy, learn, or steal the knowledge.
Many believe that the Immortality spell is a legend. Only a handful of magicians know the spell exist, but even those magic-users do not have the spell. It is believed that Thoth knows the spell, and that perhaps a few dragons, but the spell appears to have been lost among mortals.
In any case, Immortality is a ritual spell. The spell requires 96 hours of intense meditation and preparation. The invocation must also be cast on a super ley line nexus - which is often made difficult since a lone wizard is often bait for the supernatural creatures which hang about such nexuses.
Once the spell is cast, the magician must makes a series of saving throws. First, the magician must roll percentile dice (d100) against a number equal to ten plus any coma/death bonuses (10 + coma/death% bonus). If that roll fails, the wizard is irrevocably dead. No being or spell, whatsoever, can resurrect the dead character. Assuming the mage makes that roll, he must make three more rolls, this time on a d20, against his P.E., M.E., and M.A. (minus 10). If he fails a roll, he must subtract 1d6 points of the relevant attribute from his stat, permanently. Lastly, the now-immortal character must roll twice on the random insanity table in the Rifts RPG.
Dimensional Shift is another spell that is thought to be merely fictional. This spell, simply put, rips a section of one dimension away and places it in another dimension. The amount of P.P.E. expended is a base 10,000, with a variable amount of P.P.E. based on the size of the section to be transplanted. In order to cast the Dimensional Shift, the magician must outline in powdered gold the area to be transplanted, and must have visited the target dimension (provided he or she is not creating a pocket dimension). He or she must also be on the origin dimension at the time of casting, no more than a mile distant from the area to be shifted.
Once the area has been shifted between dimensions, the two areas are completely separate. The origin dimension has a gaping hole in it, the size of the area removed. The target dimension's material has been displaced completely - where it has gone to is unknown (perhaps it is shifted to its own pocket dimension?). The shifted section must now provide it's own atmosphere, water and food sources, and access to it (if access is desired).
The P.P.E. costs are as follows: Base P.P.E. (must be fulfilled) 10,000 P.P.E. Sphere (10 feet in radius) + 500 P.P.E. Sphere (20 feet in radius) + 1,200 P.P.E. Sphere (30 feet in radius) + 3,000 P.P.E. Sphere (40 feet in radius) + 7,500 P.P.E. Sphere (50 feet in radius) + 12,000 P.P.E. Sphere (60 feet in radius) + 18,000 P.P.E. Sphere (70 feet in radius) + 30,000 P.P.E. Sphere (80 feet in radius) + 50,000 P.P.E. Sphere (90 feet in radius) + 75,000 P.P.E. Sphere (100 feet in radius) + 120,000 P.P.E. Each additional 10 feet in radius + 20,000 P.P.E. Creating a new pocket dimension + 100,000 P.P.E.
Example:Marius the Line Walker, in a stroke of incredible luck, gains access to the dimensional shift spell. He decides to cast the spell and shift his three story stone tower to his own pocket dimension. His tower measures approximately 60 feet high, so to be on the safe side, Marius decides he is going to shift an area around the castle equal to 80 feet in radius. To do this, Marius must gather the base 10,000 P.P.E., plus an extra 50,000 P.P.E. (bringing the current total to 60,000 P.P.E.). But, because he wants his own pocket dimension (he hates neighbors), he must add an extra 100,000 P.P.E. to the total cost. The final amount of magical energy Marius must collect in order to shift his tower to his own pocket dimension is 160,000 P.P.E.. With that amount of magical energy necessary for the spell, Marius has his work cut out for him.
Had Marius wanted to shift an area 120 feet in radius, the spell would have required 270,000 P.P.E. (10,000 base, plus 120,000 for 100 feet in radius, plus another 40,000 for the extra 20 feet in radius beyond the 100, plus an extra 100,000 for wanting his own pocket dimension)!