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.