There are four kinds of mages outlined in the main Rifts books that have different abilities. These are the Ley Line Walker, the Mystic, the Shifter, and the Technowizard. The first two are playable in GRIFTS while the last two are special classes not initially available to players (and hence will not be written up here). The reason is to keep the flavor of the RIFTS universe and make it playable in a GUPRS setting so we will be presented two options. The powers of the classes are going to be available (some in modified form) to be purchased either individually or as magical advantages (and hence only available to mages) or as packages. By purchasing a package you are inherently purchasing a character class, and the combined total of the advantages will be at a discount in points.
Additional Advantages to the Magery Skill � In all my GUPRS games I have added additional benefits to those from the books to the Magery advantage with no additional cost. These advantages GRIFTS are the ability to feel spells being cast in a 50 meter radius per level of magery the character has. The mage senses the spell as it is being cast, not as the effects show up, and once cast nothing more is sensed. No other information is imparted than the length of the casting; the direction is not given nor is the power of the caster, etc. So a wizard with magery 2 can sense magic being cast in somewhere within a 100 meter radius but not who is casting or who it is being cast upon. Also, a mage can sense a Ley Line in a 1 mile radius per level of magery, but in this case the relative strength of the Ley Line may be sensed with a perception test at a target of 10 (+1 per level of magery).
Increased Sense Ley Line � The wizard may sense ley lines in a 3 mile radius per level plus one. Hence a wizard with a magery of 3 may sense ley lines in a 10 mile radius. To determine the strength the wizard roles against a 12 (+1 per magery level) and he may tell in what direction the line lays, and how far he is from it with a successful role. Cost � 5 pts
Sense Ley Line Nexus � May sense where upon a ley line a nexus may be found if any, and the approximate distance away it can be found. This can be improved as per a mental easy skill, and has a base of the wizards IQ + Magery level. Cost � 5pts
Sense Rift/Gate � Able to sense that there is a Rift or Gate open within a 50 mile radius +10 miles per level of Magery, and pinpoint the approximate distance and direction of the Rift. The skill to sense the Rift is 10 (+1 per level of Magery).
See Magic � The wizard may see magic radiating from objects and beings who are enchanted. The character may see things that are invisible as if they weren�t (but is aware that the enchantment exists). Range is the horizon. 10 � Pts
Read Ley Lines � This gives the mage the ability to feel the dimensions and flow of a ley line, as well as to determine its distance, strength, direction and to determine if there are any nexus points along it or open Rifts. The Mage must be IN the ley line to use this power, and the information is automatic. The character will also know of any natural disasters alone the ley line such as forest fires, earthquakes, or ley line storms. A full ten rounds of concentration is required. 5 � Pts
Ley Line Transmission � Visual and vocal messages may be sent to another person along the same ley line. The wizard must be aware of the recipient, and know which direction to send the message (or send two, one in each direction). This message is one way only, unless the recipient also has this advantage. Using this skill requires no roll, but uses one point of fatigue. This may be absorbed by the line itself. The message takes only one turn to form and is sent like any spell, but no roll is required. 5 � Pts
Ley Line Phasing � The character may teleport within the area of the ley line. The distance traveled can be as far as the wizard desires so long as he remains on the same ley line. He and everything he carries up to max encumbrance may travel this way (he may carry another, so long as he can still move). This power requires only a second of concentration and uses 4 fatigue. In addition the mage may substitute a phase in place of a dodge while in combat within a ley line. He must past an orientation roll when he uses his power this way or his next turn will be lost regaining his bearing. He may teleport this way to any point within the ley line he sees, however the danger of a critical failure is severe, for the unfortunate mage may find himself in another dimension! Skill is 12 (+1 per level of magery). 30 � Pts
Line Drifting � The wizard may open himself to the power of the line and walk through the air that the line flows across. This is a very relaxing pleasant way to travel for the mage and requires no fatigue. Max speed is the mages Movement rate, and the mage may float as high as the line reaches, sometimes providing an impressive view of the surroundings. 10 �pts
Ley Line Rejuvenation � The wizard may absorb energy from the ley line to vastly improve his healing rate. In order to do this the wizard must be able to rest at the ley line for an extended period of time. Healing rate is tripled during this period of rest. 5 � Pts
Line Observation Ball � The wizard may conjure a ball of light that pulses the color of the ley line, but in a much more concentrated brilliance. Once created, the balls brightness may be made to dim, thus blending in with the ambient energy of the ley line. The ball may be made to travel down the ley line in either direction at a speed equal to the mage�s movement times his Magery skill and the mage can see though it as if it were a third eye. The ball has only one point of health, and may be attacked with magic. If destroyed the wizard is stunned until he passes a health test, and looses one health. 10 � Pts
Sense Supernatural Evil � The wizard has sharpened his magical senses to become aware of the magical flow around him and how it is disturbed by malevolent supernatural entities. The feel of such evil is like an ice cube being slowly slid down his spine, and this power is automatic within 30 meters per level of Magery the wizard has. The sensation is very general, with no sense of direction. All the will be felt is a general feeling that the presence is near or far away relative to the strength of the mages magery skill. 10 � Pts
Opening oneself to the Supernatural � This allows the character to become a medium to supernatural forces, allowing them to enter and use the character as means of communication to this world. See details on pp 85 � 86 of the basic set. For the sake of the meditation treat it as a mental hard skill. 5 � Pts
The peaceful Mystic is rigorously trained in the art of self defense,
learning how to use their body to deflect the attacks of others and
inflicting minimal harm upon them. Mystics are as the grass against the
storm, moved but seldom harmed by the force of the gale. The main
technique of Akido is the throw, using the angle of the attackers
momentum against them.
Once the Mystic has gained a level of skill in the primary skills of 15
each, he gains the secondary skills and combat maneuvers, once the
primary skills have reached skill ranks of 20+ each, he gains the
Cinematic skills and maneuvers. The optional skills are associated with
Akido, but not required and are learned separately (and their pt costs
are not included). All skills gained have a starting value of one point,
and those can be increased normally.