Spells and Magic

All Referances to Rifts (tm) and GURPS (tm) are without permission and are used only in a written-by-fan-for-fans document from which nobody will see any money.

Spells and Magic

Spell Conversions
These conversions are assuming that the 
GM wishes to use the given spells in 
Rifts, instead of using the spells provided 
by GURPS.  Personally, I much prefer the 
GURPS method, but some people believe 
that the lower power of Rifts magic is 
more in tune with the universe.  That 
is why I have provided conversions to 
GURPS for the given Rifts spells.

PPE		Fatigue
1		1
2		2
3		3
4		4
5-15		5
16-20		6
21-30		7
31-50		8
51-80		9
81-100	        10
100-150	        11
151-200	        12
201-400	        13
401 and up	14

Prerequisites
The mage must have 3 spells in a lower level
to gain any spell in the next highest level.
This also goes for Temporal Magic (Rifts: England)
and the other magic systems in other books.
Ex:) Marty the Ley Line Walker wants to learn 
       The spell Befuddle (level 2).  He already 
       has See Aura (lvl 1) and Sense Evil (lvl 1).  
       He must learn 1 more 1st level spell before
       he can learn Befuddle.  After he learns this
       he may learn any number of level 2 spells.  




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