Magic
From Chronicles
Absorbing
In most cases a sorecerer can not draw on the P.P.E. of a dying individual unless he/she is prepared before hand for the release of P.P.E., such as during a blood sacrafice and being close to the death. During combat or a sudden death, the sorcerer is generally unprepared and cannot draw on the P.P.E. before it has all dissipated.
NOTE: This does not apply to the racial ability of Psi-Stalkers.
By using external sources of P.P.E.,such as from a Ley Line, a Mage can absorb up to their PE x 15 additional P.P.E. over their normal limit at any one time, they must spend all of this additional PPE within 1 hour per character level.
Any additional amount of P.P.E. over the character's normal P.P.E. value after this time has elapsed will cause the player to take 1D6 HP per melee round there after until it is expended or the character dies.
Also see, Ley Lines for additional information.
Armor and Magic
Researching Existing Spell
Disclaimer
Ultimately the staff of Rifts: Kingsdale are the final arbiter on what spells are acceptable, what level they should be considered, the PPE cost, duration, range, any other details, side effects, or modifications that may be necessary for the suggested spell. Staff have the final word, and even if a new variant or new spell is allowed, and the staff later decides it is inappropriate, for whatever reason, we reserve the right to eliminate its further use. In return staff will allow the player to propose a new spell to replace the one that was deemed inappropriate. The new spell will be subject to staff approval as with all other new spells. Players in turn should try to work with and accept staff's decisions and not make them an adversary.
OCC/RCCs which automatically learn new spells upon reaching a new level needn.t worry about inventing new spells or modifying existing ones. Most wizards, sorcerers, and other spell casters who can learn and formulate rituals, incantations, and create magic devices can attempt to create a new spells and spell variants based on existing known spells.
Mages will learn new spells from mentors, pay magic guilds and brotherhoods to be taught, and get spells from friends etc. Mages may also develop a spell in secret. Developing the spell on their own, a mage has a slim chance of puzzling out new spells incantations.
Note: A spell is limited to spells equal to the character's current level times two and lower. Thus a first level character can only work on second level spells or lower and a fifth level character is limited to tenth level spells or lower. In addition the player character must have the required P.P.E. to cast the spell being created.
Add the following
Players IQ
Number of weeks researching (Minimum 1 week per level of spell.) The use of Memorization/Study can reduce this 25%.
Quality of research facility:
No Library: -15%
Library with Less than 100,000 credits worth of magic resources +5% (Example: Kingsdale Library)
Library's between 100,001 and 250,000 credits +10%
Library's between 250,001 and 500,000 credits +20%
Library's between 500,001 credits and 1 million credits +35%
Library's, Library worth over 1 million credits +50% (Example: Kingsdale Guild Library)
The Researcher's level of experience x 2.
Subtract the level of spell being researched/created x 2.
Now if the character already knows a spell which is /similar/ to the one currently being created, add the level of that spell of the spell. If there are multiple spells which are similar, only add the highest value of spell.
A minimum of 1 week per level of spell must be spent, and for this you get 1% per week, for every additional week, you get an additional 1%. If the Player has the Research Skill it will double this to 2% per week.
The total is the characters percent chance of figuring out the spell through research and experimentation.
NOTE: The character can split up the time anyway they feel, but at least four hours must be spent at a time and twenty-eight hours spent every 4 days. In addition if more than three days are spent without working on the new spell, that weeks research is wasted and must be started over.
NOTE: These prices which a PC would pay to an NPC shop owner. Of course you must locate a merchant with the library material to purchase it. Magic Library materials are Considered Rare (+50% of Listed Base) and are effected by FLUX. Thus, the listed price is the base value not the value which someone will expect to pay.
Penalty
Spells 7th through 9th level, have an additional cumulative penalty of 5% per level. For example a 7th level spell has a -5%, and a 8th has a -10%, and so forth.
Spells of 10th level or higher, have a -10% penalty, starting at -20% for 10th level spells, then adding an additional -10% for every level there after.
The odds are clearly against the practitioner of magic. It is the nature of epic mages that magicians must struggle for months or years to learn the mighty spells which they crave. Throughout this period, the character studies, experiments, and theorizes, casting many little trial magics and leafing through dusty tomes. The characters PPE total is always at half its normal maximum, as the mage is using alot of PPE to cast experimental magics during his/her research.
So Joe mage:
IQ 12(+12%)
Spends 12 weeks researching(3 months)(12%)
Uses a Guild library(+30%)
He is 5th level (+10%)
Tries to create a variant spell that will be 10th level(-20%)
He knows a 4th level spell that is similar(+4%)
Penalty: -20 for level ten spell (-20%)
Total: 43%, Joe has a 43% chance of creating the variant spell.
Failure
If the character does not successfully create a working spell for an existing spell, more experimentation, trial and error. Repeat the above for another week or two. This adds time to the re-roll, and does not require you to start over from scratch.
Research Cost
When researching a spell, there are various consumables expended during the research and testing of any spell. This cost is 1/10th of the base cost to purchase that spell. Thus if the spell was 2nd level the first attempt would cost 1000 credits. Each failed roll requires another 1/10th of the base cost in research.
After 10 failed rolls are made, the spell is in essence purchased for the base cost and only one additional week being required to complete the spell research.
Note, this is one of few times the price is not effected by Flux or Economy.
Learning Spells
Sometimes a player may purchase a spell, find a spell on a non-magical scroll or in a book, trade a spell with another PC or NPC or find someone to teach them a spell. Once one of these things has taken place, the player must then learn how to cast the spell.
There are two options for learning an existing spells on the Chronicles of Kingsdale.
The first is to learn with an instructor, to do this the instructor must be minium level 3, and there must be 1 RP log per level of spell being learned divided by three rounded up. For example, if it is a 5th level spell divided by two for 1.6, it requires 2 RP logs showing instructor and learner interaction.
If learning a spell from and instructor use the following equation:
PC's ( IQ / 2 ) + PC's Level + Level of Instructor = Number of Spell Levels per 2 IC weeks the PC can learn.
The second way is to teach yourself via a book, scroll or other medium alone. No logs are required for learning this way, but it isn't as quick. If learning from a spell book us the following equation:
PC's ( IQ / 2 ) + PC's Level = Number of Spell Levels per 2 IC weeks the PC can learn.
All values are rounded down. For other information, see the Spell Creation rules.
Note, the Research does not apply to learning an actual spell.
Making Called Shot with Spells
Question: Can a spell make a Called Shot?
ANSWER: Yes, but only if the spell requires a To Hit or Strike roll. This is usually indicated by giving a Strike bonus in the spell. This would also take an additional action to perform the Called Shot. For example, the spell Fire Bolt creates a fire bolt with a +4 to strike, where as Fire Ball states the target must make a dodge roll of 18 or higher, and no strike is required. Thus Fire Bolt could perform a Called Strike but Fire Ball could not.
MDC EBA Armor Effects
Question: Can these spells effect people in MDC EBA, PA, Robot Vehicles or other vehicles. As well, if PA can be effected, can Glitterboys/Glittergirls be effected.
- Befuddle (RMB p169), *Compulsion (RMB p176), *Agony (RMB p177), *Minor Curse (RMB p181), *Sickness (RMB p181), *Wisps of Confusion (RMB p182), *Enemy Mind (FoM p150), *Ensorcel (FoM p155), *Soul Twist (FoM p156).
ANSWER: Staff has discussed the issue and has come to the following conclusion based on the House Rules regarding magic and armor. Just as the mage can not cast a spell if s/he is wearing armor with over 80 MDC, nor will the magic pass through and effect someone inside armor, PA, robots, or vehicles with over 80 MDC. So the inhabitants of PAs, robots, and vehicles are generally immune unless the vehicle in question has less than 80 MDC. Unless the spell indicates or states that it can pass through this type of Armor.
New Spells
Disclaimer
Ultimately the Staff are the final arbiter on what spells are acceptable, what level they should be considered, the PPE cost, duration, range, any other details, side effects, or modifications that may be necessary for the suggested spell.
Staff have the final word, and even if a new variant or new spell is allowed, and the staff later decides it is inappropriate, for whatever reason, we reserve the right to eliminate its further use. In return staff will allow the player to propose a new spell to replace the one that was deemed inappropriate. The new spell will be subject to staff approval as with all other new spells. Players in turn should try to work with and accept staff.s decisions and not make them an adversary.
OCC/RCCs which automatically learn new spells upon reaching a new level needn't worry about inventing new spells or modifying existing ones. Most wizards, sorcerers, and other spell casters who can learn and formulate rituals, incantations, and create magic devices can attempt to create a new spells and spell variants based on existing known spells.
Creation of an entirely New or Variant Spell
Again it is ultimately the staff who decides whether a new spell suggested by a player can be attempted and allowed on the grid. The staff will also assign the level designation. of the new spell and the amount of PPE necessary to cast it, although the players are encouraged offer suggestions.
Rules
A new spell can not be over the players level times two.
For example, a first level character can only work on level two spells or lower and a fifth level character is limited to tenth level spells or lower. In addition the player character must have the required P.P.E. to cast the spell being created. Or access to it to be cast at least once per day.
For the calculations of researching a new spell, use the researching an existing spell. The difference is two cycles of research must be successfully performed. First to research the basics of the spell, then to actually create the spell. Thus it can take twice as long to research a new or variant spell.
Player Created Spells
A list of spells which have been approved and create on Chronicles are listed here under Player Created Spells
NPC Casting
Sometimes a spell is needed to be cast on someone or something. And there isn't a PC available to cast the spell. In this case, it is possible for a PC to hire an NPC Spell caster.
The base price is 1/5th the purchase price of the spell for that level.
This is considered a Rare Economic item and effected by flux.
Note, some spells will cost more or less based on the circumstances and how the PC role-plays out the situation. Those of 10th level and higher may just not be available.
Purchasing Spells
Kingsdale is a city that is rather familiar in the ways of magic. The Magic Guild is one of the best places to learn more about magic for those that can afford to join. It's possible to buy magical spells within the city of Kingsdale if you find the right people/shops. This is a baseline price list. For spells that are weak you might get them cheaper then listed, and for spells that are fairly powerful you might pay more.
| LEVEL | PRICE in CREDITS |
|---|---|
| 1 | 5,000 |
| 2 | 10,000 |
| 3 | 20,000 |
| 4 | 30,000 |
| 5 | 40,000 |
| 6 | 70,000 |
| 7 | 90,000 |
| 8 | 120,000 |
| 9 | 160,000 |
| 10 | By TP Only. (320,0000) |
| 11 | By TP Only. (480,000) |
| 12 | By TP Only. (720,000) |
| 13 | By TP Only. (1,080,000) |
| 14 | By TP Only. (1,620,000) |
| 15 | By TP Only. (2,430,000) |
These prices are what you may have to pay shop owners/guilds/npc's. Of course you must locate a merchant with the spell to purchase it.
From an NPC they are Considered Rare (+50 percent of Listed Base) and are effected by FLUX.
Please note, that this only purchases the spell in a written out formulaic format. You will then have to learn the spell, please see Magic#Learning_Spells
Skills & Magic
Combat Wizardry
Meditation
Memorization/Study
Research
Spell Casting
The magic house rules are quite simple and first require that we do away with the label "level" when dealing with spells in combat. Instead well focus on P.P.E. required to cast the spells. The number of P.P.E. is costs to cast a spell is directly proportionate to the difficulty of the spell to cast.
To control magic and bend it to your will, you need focus (M.E.). Simply put a character can channel/use an amount of P.P.E. equal to his M.E. plus two times his level per combat action. Thus an average 1st level character with a M.E. of 12 can channel/use 14 P.P.E. per action for casting spells.
That is enough P.P.E. to cast all first through fifth level spells along with a couple sixth level spells. This will take one action of casting and focusing the P.P.E. and the next action the spell effects are released and a new spell begun if desired (much like talking, you finish one spell and immediately begin another). Now if we cut the P.P.E. in half we get 7. Any spell that requires our average first level character 7 or less P.P.E. to cast can be started and completed in the same action. The spell is started on the characters initiative and is released as the last action of that combat round.
In other words; A character can channel/focus an amount of P.P.E. equal to his M.E. + ( Character Level * 2) per melee action. If a spell takes half that amount of P.P.E. it can be cast within the same melee action/initiative and the effects released as the last event of that initiative. If it takes more than half, but less than the total amount of P.P.E. a person can channel/focus in one action then the spell is started on the Character initiative and the effects are released the following initiative at which point the mage may immediately start another spell. In essence taking one action to do, but the effects are not released until the following round simulating a little longer casting time and an increased chance of interruption depending on initiative.
Now let us look at what the same average first level character could do if he/she channeled/focused for 4 actions on one spell. He would have 14X4=56 P.P.E. for casting a spell. That would get you into 9th level and 10th level spells. Palladium states one spell between 7th and 10th level can be cast per melee round. So we're still good there although weve increased the number of lower level spells that can be cast per melee round.
Again we need to break this down slightly. If the spell required all 56 P.P.E. it would be released on the character's inititive before he posed his/her 5th action or if he does not have a fifth action it will take effect as the last event of that melee round.
If the spell requires more than 42 P.P.E. and less then 49 the effects will be released at the end of the 4th action/round. This takes into account that the last action requires half or less of the available P.P.E. to be focused as described previously.
Okay, now lets look at the simple formula to figure out what spell casters can do.
Equation to Use:
PC's M.E. + (Character Level x 2) = P.P.E that can be focused per action.
Example:
14 + (3rd level x 2) = 20 PPE Per action.
Spells with P.P.E. requirements at half the total can be completed in one action and the effects are released as the last event of that rounds of actions.
Please note, that some spells will not apply to using this formula. Some have special casting requirements or times, and will be noted in the Spell FAQ section of the wiki.
Spell FAQ
See Spells for information regarding individual spells.
Transcribing Spells
Any literate mage can transcribe their spells down on paper with pen. This can be done on almost any sort of paper, though most mages prefer to transcribe it on high quality heavy bond paper.
Scribing requires one page of paper per level of spell.
To scribe spells takes a little time, an hour per level of spell.
Most mages are very careful about doing this, as knowledge is power and most magi don't just want to hand out power to anyone.
Spells must be copied down from memory. Teaching scrolls or books can not be photo-copied or recorded mechanically. They must be written by the mage whom knows the spell. Not even a copy of a copy can be made mage who does not himself know the spell.
TW-Items
Currently we are using the Offical TW rules as listed in the latest version of Rifts Ultimate Edition.
To assist in the building of TW Items, we use the following spreadsheet. TW Creation Template v2
Examples:
TW Armor Mod - Superhuman Speed
NOTE: Please follow the instructions, on the sheet and read all Comment/Note/Pop-Ups.
A note on the Creation roll. The first failure increases time by 25%, the second will increase cost by 25%. This will repeat in that order until successful.
TW Items can used by magic using individuals, psychic's, and several other creatures of magic or supernatural beings. If the TW Item has a built in battery designed for mundane use, then a non-magic user or non-psychic can use the item. But only if the item is charged. Even though many beings have PPE if the item is not designed to be used by a mundane, then it will not function for them.
TW-Items and Nega-Psychic
A Nega-Psychic's can interrupt the charging of a Techno-Wizard device. A Nega-Psychic can not effect a Techno-Wizard device which is already charged, Magical item, Psionic Ability or Spell which is already in effect.
TW-Items and Psi Nullifier
A Psi-Nullifier can interrupt the charging of a Techno-Wizard device. A Psi-Nullifier can not effect a Techno-Wizard device which is already charged, Magical item, Psionic Ability or Spell which is already in effect.
A Psi-Nullifier can use a Techno-Wizard Device, but if they charge one they will have to put forth additional ISP to do so. It is important to point out though, that Psi-Nullifier's might not like using magical equipment in general so while they can use them, they most likely wouldn't choose to use them.
Return to Helpfiles
