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.