Spatial Mage

Spatial Mage
What is it that makes this person one with the Megaverse and not another? Fate? Astrology? Divineintervention? Favorite cereal? Nobody knows. What is known is that some people are born attuned to the dimensional energies that comprise the multiple dimensions of the Megaverse. These beings are very few in number and even then, the chances of a person realizing that he has this attunement are even rarer. However, for those few that are found and trained by another, or who have the raw talent to learn on their own, the path of the Spatial Mage is theirs to tread. The Spatial Mage is a master of spatial energies, able to warp and bend the reality of both physical and energy dimensions to his will; he can sense dimensional energies as easily as the rest of us feel hot and cold. A Spatial Mage, like a Shifter, is more aware of the workings and energies of rifts than other men of magic. However, where as the Shifter might be considered a student of such energies, the Spatial Mage is its master. Because the Spatial Mage is a fragment of the Megaverse itself, they are able to open and close rifts more easily than nearly any other being in existence, gods and alien intelligences included! This also allows the Spatial Mage the ability to control the energies of the Megaverse so far as to create a small dimension of his own, known as a "Dimensional Realm". These beings tend to be either wandering scholars or adventurers, equipped with this-and-that from all manner of dimensions. Their travels through the Megaverse and the knowledge they gain from such wanderings also result in them usually being very eccentric..Those Spatial Mages that decide to use their powers for the accumulation of wealth and power instead of knowledge are deadly foes indeed and are the distorted mirror images of their more benign brethren.

1 SENSE THE OPENING AND CLOSING OF RIFTS As per the Ley Line Walker ability, only all ranges are tripled. 2 LEY LINE PHASING As per the Ley Line Walker ability. 3 SHIFTERS DIMENSION SENSE same as shifter from RUE pg .121 except skill percentage starts at 55% +5% per level 4 CREATE DIMENSIONAL REALM Spatial Mages, at any time, may create a "realm", a pocket dimension of their own design. This is done by the creator permanently sacrificing some P.P.E. from his permanent P.P.E. base. As the creator of such a realm goes up in levels, thus gaining more P.P.E., he can improve his realm by sacrificing more permanent P.P.E. into it.More than one Spatial Mage may co-operate upon the creation of a realm, each sacrificing some of his P.P.E. into its development.However, each of those who contributes is considered the "creator" with regards to accessibility to that realm. Thus, none of those who have contributed to a realm's creation can lock out any of the other contributors as each has equal control (no matter each person's actual amount of P.P.E. Sacrificed). 5 SPELL CASTING At first level, the Spatial Mage At first level select a total of six (6)spells from the magic levels of one and two. Some of these spells operate the same (and have the same name) as their regular counterparts, yet are represented separately under the "Spatial Magic" section because their statistics differ,representing the Spatial Mage's greater ability to control dimensional energies. 6 LEARNING NEW SPELLS. The Spatial Mage will intuitively sense when he or she has reached a new metaphysical plateau (new level of experience). At each new junction in life (experience level), the character will find the time to meditate on life, his goals, and spatial magic. At second level experience the Spatial Mage can select a total of four (4) additional, new, magic spells from levels one, two, and three. Upon reaching third level of experience, the Spatial Mage can select three (3), new, spells from magic levels one through four. At fourth level and each additional level of experience, the Spatial Mage can select two (2) additional, new, spells from any of the levels, up to his corresponding experience level. Thus a sixth level Spatial Mage can select two new spells from any of the levels 1-6. An eighth level Spatial Mage can select two (2) new magic spells from levels 1-8. Unlike the other magic O.C.C.s, the Spatial Mage can not be taught nor purchase additional spatial magic spell knowledge. In fact, the character never even tries to learn additional spatial magic spells. They are simply a part of the characters natural abilities, and the Spatial Mage accepts this without question or regret. Spatial mages may use techno-wizard devices and the occasional rare scroll (if literate), or may even change their occ to that of a normal spell casting class but can never learn spatial magic from or teach spatial magic To another.

7 P.P.E.Beginning P.P.E. is 3D6x10 plus his P.E. The character gains 2D6 P.P.E. per level. Note that if the character's racial P.P.E., either at the beginning or per level, is greater, use that instead. 8 BONUSES: +3 to M.E., +2 to save vs. horror factor 9 Detect Spatial Anomalies Just as a normal person can sense the wind upon his skin or the temperature of his environment, so too can the Spatial Mage sense dimensional anomalies or abnormalities, such as dimensional pockets and dimensional realm entrances. The chance of the Spatial Mage detecting such a spatial event depends on its origin. The Spatial Mage gains +1 to Perception for the sake of detecting such dimensional anomalies at levels 2,4,7,9,12 and 14 damage spells): requires a successful moderate Perception roll and can be detected within 1,000 feet (305 m) per level of experience. Dimensional Vortex spells): requires a successful easy Perception roll and can be detected within 2,500 feet (762 m) per level of experience. spells): requires a successful easy Perception roll and can be detected within 2,500 feet (762 m) per level of experience. requires a successful Perception roll ranging from easy to challenging, depending upon the Game Master's judgment. The range of detection is 25 feet (7.6 m) plus 5 feet (1.5 m) per level of experience. requires a successful moderate Perception roll and can be detected within 100 feet (30.5 m) plus 25 feet (7.6 m) per level of experience. 10 Communication Rift: For 25 PPE the Spatial Mage can create a Communication Rift just like the Shifter, but doesn't have to create it or target a ley line/nexus point since they're so in tune to dimensional energies. If the mage doesn't know the location then they need to make a skill roll. Skill is 49% base plus 2% per level, otherwise the rift opens to a random point and the PPE is wasted. GMs might allow a re-direct with Plane Skip or some other spell that can deal with re-routing rifts. Critical rolls such as 01-05% can either cost 1/2 PPE or double the duration (but not both). Rolling 98% or higher should center the rift on an evil/dangerous plane, such as Hades, Dyval or something else with something nasty nearby like an Alien Intelligence. It's up to the GM. Duration is for 1 minute per level. 11 Rifting on the Same World: Although we keep talking about travel from one world or dimensions to a completely different one, the Shifter can open a Rift of any kind to anywhere on the same planet, and for half the usual P.P.E. cost of jumping dimensions. Thus, he can open a Rift in a Chi- Town 'suburb, step through it, and be in Rifts Russia, or Atlantis or anywhere. The only limitation is he must have visited the location in the past, or be linked to the location via a Communication Rift before he opens the portal. Typically one appears on a ley line nexus near the desired location. Ley line nexus points serve as a sort of cosmic bus stop, only the Shifter (and others with Rifting abilities and magic) can teleport from one nexus "bus stop" to the next. A stone pyramid (see Rifts® World Book 2: Atlantis) works the same way and functions as a man-made dimensional bus stop. On a smaller scale, a Shifter can Rift from one location on a ley line to another or any connecting ley lines without ever having been to the exact location. All he has to do is spend the P. P.E., think about going to the middle of the line or the other end, or the next line, and boom, a portal opens and all he has to do is step through. ATTRIBUTE REQUIREMENTS: none, the character is either born with the abilities or not. RACIAL RESTRICTIONS: Nearly any race can be a Spatial Mage (Gamemaster's discretion).
 * Spatial / Dimensional magic that alters realities laws (e.g.: the Alter Environment spell or redirect
 * Spatial / Dimensional magic that creates a dimensional anomaly (e.g. the Dimensional Pocket or
 * Spatial / Dimensional magic that warps reality or space (e.g.: the Teleport or Bottomless Pit
 * Spatial / Dimensional magic that the Game Master deems does not fit into any other category:
 * An entrance to another dimension, including those to another Spatial Mage's Dimensional Realm:

Lore: Megaverse: The player is knowledgeable in the workings of dimensions, multiple planes of exitance, theories on parallel worlds, etc. Base Skill: 25% + 5% a level. Lore: Magic (+15%) Basic Mathematics (+25%) Languages: Speaks 5 languages from any dimension(s) (+20%) Literacy in native language and 3 others from any dimension(s) (+20%) Astronomy (+10%) Hand to Hand Basic can be bought at the cost of one "other" skill,Expert at the cost of two and Martial Arts at the cost of three. O.C.C. RELATED SKILLS: Select 8 other skills. Plus select two additional skills at levels three and six, and one at levels nine and twelve. All new skills start at level one proficiency. Communications: Basic Radio, Surveillance Systems and TV/Video only. Domestic: Any (+10%) Electrical: Basic Only Espionage: Intelligence, Wilderness Survival and Tracking only Mechanical: Basic Only Medical: Holistic Medicine or First Aid only (+5%) Military: Camouflage only Physical: Any Pilot: Any except Robots Pilot Related: Any Rogue: Any (+5%) Science: Any (+10%) Technical: Any (+15%)W.P.: Any Wilderness: Any- SECONDARY SKILLS: The character gets to select six secondary skills from the previous list. These skills do not get the advantage of the bonus listed. All secondary skills start at the base level. STANDARD EQUIPMENT: Items are limited to several changes of clothing, a backpack, a few pens and pencils, notebook, a pistol(energy or otherwise) with 1d4+1 extra clips, traveling shoes / boots, 50 feet of rope, a crucifix, a survival knife and several other common items. MONEY: 2d4x100 in cash and 2d4x1000 in possessions CYBERNETICS: Avoids cybernetics and bionics as it impairs their magic. Spatial Mage 1 0,000 – 2,240 2 2,241 – 4,480 3 4,481 – 8,960 4 8,961 – 17,920 5 17,921 – 25,920 6 25,921 – 35,920 7 35,921 – 50,920 8 50,921 – 70,920 9 70,921 – 95,920 10 95,921 – 135,920 11 135,921 – 185,920 12 185,921 – 225,920 13 225,921 – 275,920 14 275,921 – 335,920 15 335,921 – 395,920 Dimensional Realm Creation A dimensional realm is a (relatively) small dimension which is created through the sheer will and expenditure of mystic energy by a being that has the ability to manipulate dimensional energies like they were toys (such as spatial mages are capable of doing). Another oddity about the realms created by spatial mages is that, should they choose to do so, more than one can combine their efforts and P.P.E. in their creation. Size and Creation Points: When a realm is being made by a Spatial Mage, he or she must first determine how big it is to be (in actual size, not in appearance). The larger the realm's actual size gets, the more P.P.E. must be spent in order to create it. However, the larger the realm, the more specialty points there are to spend on special features. All of the following can be selected as often as desired, to create either multiple realms or to add on to a previous one, provided P.P.E. are permanently spent. 1. Tiny Realm: This is as small as it gets as far as dimensional realms go. It is typically the size of a single bedroom apartment. Permanent P.P.E. Cost: 10 Available Specialty Points: 50 2. Small Realm: larger than the tiny realm, this one is more along the lines of an average sized house. Permanent P.P.E. Cost: 20 Available Specialty Points: 100 3. Average Realm: The most common kind of realm created by the Spatial Mage, these realms are about the size of a single city block. Permanent P.P.E. Cost: 40 Available Specialty Points: 300 4. Large Realm: About the size of a small town, this realm is created by those Spatial Mages who have chosen to settle down or have lots of power to spend. Permanent P.P.E. Cost: 100Available Specialty Points: 500 5. Greater Realm: Usually restricted only to those who are very powerful, these realms are complex in their design and abilities and usually cover miles in area. Permanent P.P.E. Cost: 250Available Specialty Points: 800 6. Grand Realm: Only those beings with extreme power at their fingertips are capable of making these huge and majestic realms. Ranging in size from a large city to that of a small country, this realm is capable of containing its own civilization or society! Permanent P.P.E. Cost: 1000 Available Specialty Points: 1200 Characteristics and Features of a Realm (A) Accessibility: This feature of a realm denotes how easy it is to enter the realm. 1. Free: The entrance is out in the open for all to see and can also be used by anyone, thus it is possible that people will accidentally just wander into it. Specialty Point Cost: None 2. Hidden: There is some form of secret which must be performed in order to enter the realm. This could range from a secret knock on the door before opening, a password, going in backwards, etc. However, this secret method will only keep out non Spatial Mages. Any being attempting to use the "Force Realm Entry" spell must do so at a cost of 20 P.P.E. per person being brought through with no penalty. Other Spatial Mages will notice that the entrance is there on a moderate perception roll though the exact means to enter need not be known, their spatial power alone allows them access. Specialty Point Cost: 10 3. Energy Barriers: Surrounded by dimensional energies which have been channeled into forming mystic barriers with 200 M.D.C. (S.D.C.) per 10 square foot (.9 square meter) section. The barriers regenerate at a rate of 20 M.D.C. (S.D.C.) per melee round. Only people the creator specifies can cross the barriers without problems. Any being attempting to use the "Force Realm Entry" spell must do so at a cost of 40 P.P.E. per person being brought through with a penalty of-1. Note that the energy shields do not have to be brought down first. Specialty Point Cost: 15 4. Restricted: Similar to the Hidden selection, but the barriers will keep out Spatial Mages as well. To enter unbidden, the Spatial Mage must use the "Force Realm Entry" spell. The energy barriers are 300 M.D.C. (S.D.C.) per 10 foot (3 m) section and regenerate 30 M.D.C. (S.D.C.) per melee. Any being attempting to use the "Force Realm Entry" spell must do so at a cost of 60 P.P.E. per person being brought through with a penalty of-3. Note that the energy shields do not have to be brought down first. Specialty Point Cost: 25 5. Forbidding: Similar to the Restricted selection, except any being attempting to use the "Force Realm Entry" spell must do so at a cost of 80 P.P.E. per person being brought through with a penalty of-5. Note that the energy shields DO have to be brought down first. Specialty Point Cost: 40 6. Fortified: Similar to the Restricted selection, but the energy barriers are 400 M.D.C. (S.D.C.) per 10 foot (3 m) section and regenerate 40 M.D.C. (S.D.C.) per melee (double both if number 6 is taken twice). Any being attempting to use the "Force Realm Entry" spell must do so at a cost of 110 P.P.E. per person being brought through with a penalty of-7 (-14 if selection 6 is taken twice). Note that the energy shields DO have to be brought down first. Specialty Point Cost: 55 (B) Size: In this section the Spatial Mage chooses the actual size of his realm. The same size can be purchased more than once to make the realm bigger. 1. Tiny: up to 100 feet cubed Specialty Point Cost: None 2. Small: up to 300 feet cubed Specialty Point Cost: 5 3. Average: up to 1000 feet cubed Specialty Point Cost:10 4. Big: up to1 mile cubed Specialty Point Cost: 20 5. Large: up to10 mile cubed Specialty Point Cost: 35 6. Huge: up to100 mile cubed Specialty Point Cost: 50 (C) Portals or Gateways: Access to all dimensional realms MUST be achieved through some sort of permanent entryway, such as a door, a chest, or a tunnel in a hillside. Multiple portals can be bought, providing more than one entrance as well as diversity of types. 1. Fixed Portal: This is a stationary point that cannot be moved, nor can the entrance be changed to another place. Specialty Point Cost: None for the first, 5 for each additional. 2. Astral Portal: The dimension can only be accessed from a specific point in the astral plane. Any astral traveler may see the portal no matter its defense (though gaining access is another matter). Specialty Point Cost: 10 3. Movable Portal: Through means of some portable device, the character can enter his realm. Note that the item's opening must be large enough for the character to pass through. If the item is destroyed, so too is the portal. Specialty Point Cost: 20 4. Automatic Transportation: The character can teleport into his domain at will. his ability has a base chance for success of 55% +4% per level of experience. It takes 3 minutes of Concentration and only those who created the realm may use this ability (no P.P.E. cost) Specialty Point Cost: 50 5. Instant Transportation: Same as number 4, above, but only takes one melee action of concentration. Specialty Point Cost: 80 (D) Landscape: The dimension can take on any appearance that the creator(s) can imagination, but is restricted by the amount of P.P.E. spent on it. 1. Featureless: Lacking of any features whatsoever, the realm's creator most decide how this "nothingness" will appear (mist, fog, complete blackness, etc.). Specialty Point Cost: None 2. Single Structure and Simple Landscape: The entire realm exists within one building which looks out onto nothing. If anyone attempts to leave the single building by any means other than the portals attached to it (through a window for instance), they will encounter the realm's barriers. The number of rooms in the realm and their size depends upon the total size of the realm. Specialty Point Cost: 10 3. Multiple Buildings: The realm exists as several structures upon a simple landscape (nothing, a field, wasteland, etc.). This landscape extends only a few feet (2-30 ft / 0.6-9.1 m) from the buildings but appears to be infinite. The realm creator must decide whether attached portals will deposit people upon the landscape itself or within one of the buildings The size of the buildings on the outside has no bearing upon how big they are on the inside (that depends upon the total size of the realm) yet each building must be exited in order to enter the rooms within another, same as any other type of building. Specialty Point Cost: 20 4. Lifelike: The realm has been detailed completely so that it takes on the existence of a complete landscape (with sounds and plants, as desired). Although it may appear to be real, the realm's plants (if any) are fakes but have the same appearance and S.D.C. as their real counterparts. in order to create a realm with real plants, see "G", later in this section or rules. However, the sky still remains featureless, detracting from the illusion of the realm being a "real" world.The creator can deign to put buildings within the realm or not, as he sees fit. Specialty Point Cost: 30 5. Complex: Same as the lifelike selection, but with more detail. Items such as clouds (fake) and a lifelike sky, making the realm appear as a part of a "real" world. All constructs have double the amount of S.D.C. as their real world counterparts. Specialty Point Cost: 40 6. Highly Complex: Multiple kinds of landscapes can be created along with the sky. For instance, part of the realm may be a mountain range with the creator's castle while at the base of these mountains is a sandy beach upon a body of water. All constructs have triple the S.D.C. of their real world counterparts. Specialty Point Cost: 50 (E) Special Defenses: While it may be hard for intruders to enter a realm, it is not impossible by any means. when those defenses which are meant to keep intruders out have been breached, it is up to the following special defenses (if purchased) to deal with such intruders. Also, beyond the defenses mentioned below, it is possible for the realm to be guarded by simpler means (such as explosive mines and tripwires or mystical wards) but because such methods do not require the permanent expenditure of P.P.E., they are not looked at in this section. 1. None: The realm itself has no defenses other than its barriers. It is therefore up to any beings within the realm to deal with such invaders. Specialty Point Cost: None 2. Alarms: If anyone except the creator, or those who are there with his permission, enter the realm, a mental alarm goes off in the creator's head. This alarm will alert the creator anywhere in the Megaverse that his realm is being intruded upon. Specialty Point Cost: 5 (+5 to allow the spatial mage to mentally designate guests which will not set off the alarm). Alarms can be set in various parts of the domain. 3. Traps: These are traps built of the creator's mystical sacrifice and are thus part of the realm itself. Any trap envisioned can be created and only intruders with skills such as detect ambush and detect concealment may notice them; for all others, a successful challenging perception roll (optional) may allow them to avoid the traps. The maximum damage a trap may do is 1D4xlO S.D.C. or M.D.C. (one or the other, as determined upon the trap's creation). Specialty Point Cost: 25 per trap (+5 to allow the Spatial Mage the ability to mentally designate guests who shall not be attacked by the traps). 4. Dimensional Traps: These are dimensional portals that simply "shove" the invaders out of the realm. An intruder that is successfully attacked by one of these moving portals is dimensionally teleported to a random location, as per the table given with the "Dimensional Vortex" spell. As many as 8 intruders can be teleported away at once per single trap! Afterwards, it becomes inactive until a new group of intruders enters the realm. This trap may be purchased multiple times by paying the base cost. Each additional purchase increases the amount of people teleported by six. The portal attacks intruders with the following statistics: 3 attacks per melee, +3 to strike, immune to damage as it is not substantial and there is nothing to damage. Specialty Point Cost: 35 per portal (+5 to allow the spatial mage the ability to mentally designate guests who shall not beattacked by the traps). 5. Spatial Mage Spell Spheres: These appear as jet black spheres, about one foot (.3 m) in diameter, which seem to absorb all light. They float through the air and attack any intruders within the realm. This attack is achieved by the creator of the realm, upon making the sphere, instilling it with a spell that he knows. When purchased, by type, the sphere is granted a P.P.E. base from which it will power that spell (note that the chosen spell cannot cost more to cast than the sphere's P.P.E. reserve). The sphere can take damage, some of which it can regenerate each melee, but if destroyed it is gone for good.

(F) Physical Laws: Because the Spatial Mage's realm is a dimension of his own creation, he may decide which laws of physics apply and which do not. 1. Same as Home Dimension: The physical laws of the creator^) home dimension apply within the realm. Specialty Point Cost: None 2. Tessaract: Any surface is considered "down", thus walls and ceilings may be walked upon and objects dropped will fall towards the nearest such surface. This affect is very confusing and disconcerting and thus those who are not used to it will suffer the following penalties (except flying creatures): -2 on all combat moves/bonuses when fighting creatures who have lived in the realm for several months (no modifiers if both sides are equally disoriented). Furthermore, characters with the skills of navigation, land navigation and tracking suffer a skill penalty of -30%. Specialty Point Cost: 15 3. Specific Technology Nullified: A technology of the creator's choice, such as energy weapons, gunpowder, etc., will not work within the realm. This selection may be made multiple times to cancel out multiple technology types. Specialty Point Cost: 25 4. No Magics or Psionics: This selection must be made separately for each, magic and psionics, and stops that particular choice from working within the realm. Note, however, that SpatialMages have such a great control over their powers that the "No Magics" choice must be bought TWICE to stop Spatial Magic from working as well. If this is done, the creator's own spells will not work within his own realm. Specialty Point Cost: 40 per category canceled and can be bought for psionics, magic, superpowers, Nightbane talents, and supernatural P.S. 5. Power Control: The creator of the domain is unaffected by any of the restrictions purchased. Thus, he can, for example, use magic or lasers while nobody else can. Specialty Point Cost: 50 6. Others: Other changes, as desired by the player or Game Master, are possible as well. Specialty Point Cost: Varies, though should range between 20 and 100 points, depending upon how powerful they are. (G) Living Conditions: Until certain living conditions are met, all within the realm is false and merely for appearances sake. In order to make the realm a truly self-sustaining pocket dimension, capable of supporting life, certain provisions must be made. 1. None: The realm is made up entirely of showpieces which are not equal to their "real" world counterparts. In other words, the fruit of the realm does not grow back and contains no nutritional value or taste, the water will slake no thirst, etc. Specialty Point Cost: None 2. Soil Nutrients and Water: The earth of the realm is real, as is the water. Thus, seeds brought from elsewhere can be planted and an entire ecosystem can be transplanted into the realm. However, to make sure this transplanted environment is created properly so that it will not destroy itself, a skill roll of both biology and botany at -30% must be made. It is also up to the character to determine how he will get the plants and animals to his realm. Special Point Cost: 15 3. Energy: The massive P.P.E. fields of the Megaversewhich exist outside of the pocket dimension are tapped as a source of electrical power and can thus be used to power modern appliances and electrically powered equipment. Specialty Point Cost: 30 points to supply power to one building, 40 for the equivalent of a city block, +10 per additional city block equivalent. (H) Special Abilities: A creator may bestow upon his realm certain special abilities which help to define its reality. 1. P.P.E. Source: The realm grants its creator(s) the capacity to draw P.P.E. from the sprawling Megaverse beyond its borders. This energy source will regenerate completely every 12 hours. Specialty Point Cost: 1 per every 2 P.P.E. points in the source. 2. I.S.P. Source: Similar to the P.P.E. source only the Megaversal energies manifest in mental, not magical, energies. Specialty Point Cost: 1 per ever 2 I.S.P. points in the source. 3. Magical Protection: The mystic nature grants its creatoradded protection from magic so long as he is in his realm. Specialty Point Cost: 3 points per +1 save vs. magic. 4. Psychic Protection: Similar to magic protection except it is affective against psionics. Specialty Point Cost: 3 points per +1 save vs. psionics. 5. Enhanced Attributes: Drawing upon the energies of his realm, the creator's physical attributes can be enhanced while within his realm. This ability can only affect P.S., P.P., P.E., P.B. and Spd., with the specific attribute which is to be enhanced chosen when this special ability is created. The enhancement occurs automatically as soon as the creator enters his realm. Specialty Point Cost: 5 points provides +1 to any 1 physical attribute or +5 to S.D.C. / M.D.C. Attributes other than P.S. cannot be raised higher than 30; P.S. can be increased to 60 and S.D.C. / M.D.C. up to 200. 6. Magical Abilities: The creator(s) allows himself to have the ability to "cast" a magical spell at no P.P.E. cost. The spell is cast as if the character were 5th level in strength and can be used as often as twice per melee. As many as 20 spells may be purchased in this manner, each separately. each creator has access to these spells. Specialty Point Cost: Equal to five times the cost in P.P.E. to cast the spell.

7. Psychic Abilities: The same as number 6, above, only it pertains to psychic abilities. Specialty Point Cost: Equal to five times the cost in I.S.P. to activate the power.

8. Instant Travel: The creator has the ability to appear anywhere within his realm, Instantly and with no cost in P.P.E. Specialty Point Cost: 25

(I) Inhabitants: Any beings that the creator may wish to have live in his realm must be brought there under his own means.

Spatial Magic Level 1 Spells (__)Alter Environment (3+) (__)Astral Projection (2) (__)Banishment (15) (__)D-Phase (15) (__)Expel Demons (20) (__)Featherlight (6) (__)Implosion Neutralizer (8) (__)Mystic Portal (8) (__)Spatial Senses (8) (__)Teleport: Lesser (3) Level 2 Spells (__)D-Shift Phantom (10) (__)D-Shift Two Dimensions (17) (__)D-Step (30) (__)D-Warp (10) (__)Ignore 3-D Constraint (14) (__)Applied Effect Manipulation (20) (__)Distant Voice (7) (__)Wink out (10+) Level 3 Spells (__)Close Rift (45) (__)Dimensional Pockets (10/70) (__)Fold Object (5+) (__)Warped Space (60) (__)World Bizarre (30) (__)Dislocated Perception (27) (__)Dimensional Tracker (35) (__)Teleport self (20) Level 4 Spells (__)Alter Perception (18 per) (__)Curse of the World Bizarre (65) (__)Dimensional Envelope (40/250) (__)Plane Skip (50) (__)Realm of Chaos (55) (__)Temporary time Hole (50) (__)Rift to limbo (40) Level 5 Spells (__)Astral Hole (80) (__)Bottomless Pit (65) (__)Phase-Out Object (12+) (__)Redirect Damage (85) (__)Warp Object (8+) (__)Rift Teleportation (50) (__)Swallowing Rift (75) Level 6 Spells (__)Dimensional Portal (100) (__)Force Realm Entry (var) (__)Re-Open Gateway (100) (__)Swap Place (170) (__)Teleport: Superior (110) (__)Time hole (70) Level 7 Spells (__)Dimensional Teleport (150) (__)Fourth Dimension Transformation (200) (__)Sanctum (130) (__)Summon Ally (150) (__)Void (140) (__)Triangulated Teleportation (40) Level 8 Spells (__)Annihilate (300) (__)Circle of Travel (400/15) (__)Dimensional Vortex (var) (__)Id Self (260) (__)Sanctuary (500) (__)Anti-Space (var) (__)Wormhole (var) (__)Fold Space (450+)

Spatial Magic Level 1 Spells Alter Environment Range: 5 foot (1.5 m) radius per level, up to 35 (10.7 m) feet away. It must be cast upon one object or person. Duration: 2d6 minutes, plus 2 minutes per level. Saving Throw: Standard if saving vs. the effects of altered temperature;otherwise, none. P.P.E.: 3 per every 5 degrees Celsius (9 F) or 5% lighting change. If the caster wishes to affect both light and temperature, levels, he must pay for the spell twice, though both affects are cast simultaneously. The caster of this spell can cause changes in the environment around the target. These changes can be in either light level or temperature. Temperature changes affect the atmosphere within the area of effect, not the temperatures of creatures or objects within. However, because the temperature of the area is instantly altered, the change in temperature will begin to affect those objects within the area of effect (Game Masters may want to have damage caused to living creatures within the area of affect once the temperature is altered to a dangerous state). Any lighting changes affect ALL light within, or while passing through, the area of effect. Thus, the light from a flashlight outside of the spell's range, directed at an area which has been turned totally black, will disappear upon touching the area, but will shine through to the other side. Likewise, those looking at an area of blinding light will not be blinded, as long as they are not within the area itself. Again, the Game Master should apply penalties due to alterations in the light level as he sees fit (although those blinded automatically lose initiative, and are at -3 to strike, parry and dodge). The reason why the affects of both lighting and temperature must be left to the Game Master's discretion is the simple. The creator of the spell acknowledges the fact that to come up with rules explaining how each level of this spell would affect every existing level of lighting and temperature would be FAR too lengthy. Thus, the Game Master must exercise his will, depending upon the beginning factors upon which this spell will have an affect. Laser Note: Because lasers are light, any laser passing through an area of altered lighting levels is affected as per the light within. Thus, a laser passing through an area of effect where the lighting was increased by 10% will in turn have its damage, if it strikes a target within that area, increased by 10%. Once the laser has passed beyond the area of effect, however, it is no longer affected by the spell and its damage potential returns to normal. The degree to which these changes take place depends upon the caster's level, as shown by the chart below (effects are not cumulative): 1st - can raise or lower the temperature by 10 degrees Celsius (18 degrees Fahrenheit), or faintly (5%) dim or brighten the existing light levels. 3rd - can raise or lower the temperature by up to 25 degrees Celsius (45 degrees Fahrenheit) or dim or brighten the existing light levels by up to 25%. 5th - can raise or lower the temperature by up to 50 degrees Celsius (90 degrees Fahrenheit) or dim or brighten the existing light levels by up to 50%. 7th - can raise or lower the temperature by up to 75 degrees Celsius (135 degrees Fahrenheit) or dim or brighten the existing light to create white light (utterly blinding) or complete, pure darkness. 9th and every 2 levels beyond - can raise or lower the temperature by up to an additional 25 degrees Celsius (45 degrees Fahrenheit). Astral Projection Range: Self Duration: 20 minutes per level of experience. Saving Throw: None P.P.E.: 2 This spell is essentially the same as the fourth level spell on page 172 of the Rifts RPG. Banishment Range: 300 feet (91 m) Duration: 5 weeks per level of experience. Saving Throw: Standard P.P.E.: 15 This spell is essentially the same as the tenth level spell on page 183 of the Rifts Rule Book, except the "immediate area" which the entity must leave is one mile (1.6 km) instead of 600 feet (183m). D-Phase Range: Self only Duration: 30 seconds per level Saving Throw: Not applicable P.P.E.: 15 Same as the Temporal Spell in Rifts World Book Three: England, pg. 74. However, unlike the temporal spell, the caster's movement rate is not reduced. Expel Demons Range: 20 foot (6.1 m) area per level of the caster. Duration: Immediate, 3D6 hours. Saving Throw: Special; lesser beings must save vs. 18, greater beings must save vs. 12. P.P.E.: 20 This spell is essentially the same as the spell on page 51 of Conversion Book 1. Featherlight Range: Touch or up to 10 feet (3 m) away. Duration: 10 minutes per level. Saving Throw: None P.P.E.: 6 Same as the spell on pg. 136 of the Federation Of Magic World Book, reducing an object's weight to that of a feather. Implosion Neutralizer Range: Can be cast on one explosive item up to 50 feet (15.2 m) away per level of experience, or two by touch. Damage: Reduced Duration: Special; varies. Saving Throw: Not applicable P.P.E.: 8 Same as the spell on pg. 137 of the Federation Of Magic World Book. Mystic Portal Range: 50 feet Duration: 2 minutes per level of the caster. Size: Up to a 30 foot wide and 60 foot tall (9.1 x 18.3 m) portal /opening. Saving Throw: None P.P.E.: 8This spell is essentially the same as the spell on page 184 of the Rifts Rule Book. Spatial Senses Range: Self; 15 foot radius per level. Duration: 1 melee per level Saving Throw: None P.P.E.: 8 This spell results in the caster receiving a sort of 3-dimensional radar sense of his surroundings. The caster is aware of all senses within that area, be it textures, scents, sights, sounds, what have you. Of course, this makes it very difficult for others to sneak up on or attack the caster, thus the spell confers the following bonuses: +4 to initiative, +2 to parry and dodge, -35% to prowl for anyone within that area trying to avoid detection by the caster. Teleport: Lesser Range: 15 miles (24 km) per level of experience; touch. Duration: Requires 1 full melee. Saving Throw: None P.P.E.: 3 This spell is essentially the same as the spell on page 177 of the Rifts Rule Book, except the success ratio is 99% and the weight able to be transported is up to 150 Ib. (68 kg). Level 2 Spells D-Shift Phantom Range: Self only Duration: 30 seconds per level. Saving Throw: Not applicable Limitations: Cannot move, speak, use psionics or cast magic in this altered state. P.P.E.: 10 Same as the Temporal Spell in the England World Book, pg.74. D-Shift Two Dimensions Range: Self only Duration: 30 seconds per level. Saving Throw: Not applicable Limitations; Cannot move, speak or cast magic while in this altered state, but can use psionic powers that don't require speech or movement. P.P.E.: 17 Same as the Temporal Spell in the England World Book, pg. 74. D-Step Range: Five feet (1.5 m). Duration: One melee per level. Saving Throw: None P.P.E.: 30 Same as the spell on pg. 147 of the "Federation Of Magic" worldbook. D-Warp Range: 35 feet (10.7 m) per level to a path up to 5 feet (1.5 m) wide per level. Duration: 1 melee, plus one melee per every 2 levels. Saving Throw: Standard P.P.E.: 10 This spell alters the spatial perceptions of beings caught within its area of affect if they fail to save. The victim(s) can no longer tell what is up and what is down, how far away something is, what color is which, etc. Essentially, the spell creates an EXTREME sense of vertigo like affects. For the duration of the spell the victim loses initiative, is minus half his actions/attacks, and is -2 to strike, parry, dodge and roll. Also, the character must save vs. poisons every melee at -8 or throw up. Any skills requiring physical dexterity, such as acrobatics, are performed at -30%. Ignore 3-D Constraint Range: Self only Duration: 2 melee per level Saving Throw: None P.P.E.: 14 This spell allows the caster to ignore the laws of 3-D movement, thus making him able to walk on ceilings and up or down walls as if moving horizontally. Also, should the character be knocked off a wall or ceiling, he will fall back towards that plane (the last that his feet touched). The character can jump between two planes (such as from a wall to a ceiling) so long as it is within his normal jumping range; once his feet touch the new plane, that plane becomes the one towards which he will fall (his sense of "down") Applied Effect Manipulation Range: 20 feet (6.1 m) plus 10 feet (3 m) per level of experience. Duration: 1D4 melee, plus 1 melee per level of experience, or in special circumstances (such as a bullet), until the target reaches its destination. Saving Throw: Not applicable. P.P.E.: 20 A spell of interesting and varied results, Applied Effect Manipulation, as the name implies, allows the caster to alter the way in which the spatial constraints of the current dimension / reality affect a certain object or person. By manipulating space itself, it is possible to alter the effects that these constraints have on the object and thus alter the way in which the object in turn affects the reality around it. For instance, it is possible to slow down or speed up an object, be it a car, a bullet or a walking man, by changing such factors as wind resistance, applied muscle / engine force, friction, etc. It is also possible to change how gravity affects an object or to alter the results of kinetic energy when applied by the object to its environment. Only one of the following aspects of the spell can be utilized per casting. • Slow down / speed up an object: this aspect of the spell speeds up or slows down the target at a maximum rate equal to plus or minus 25% per level of the caster's experience. Slowing an object to 0% or less of its original speed causes it to appear frozen in mid-motion for the duration of the spell. Similarly, the caster can speed up the target. Because of this increase in speed, any damage caused by an impact / ram is also increased by the same percentage. • Increase / decrease kinetic force: the target of this spell will have its kinetic potential increased by a maximum of plus or minus 25% per level of the caster's experience. What this means in game terms is that any physical blow landed by the object during the spell's duration will have any damage caused increased or decreased, respectively, by the rate defined at the spell's casting. If decreased to 0% or lower of its normal ability, such physical blows transfer no kinetic force and so do no damage. • Increase / decrease gravitational constraints: by means of this aspect of the spell, the effects of gravity upon the target are either increased or decreased by plus or minus 25% per level of the caster. This either increases or reduces the leaping distance / height of the character and also either lowers or increases the amount of damage taken by a fall, respectively, by the percentage that gravity has been altered. Furthermore, for every 25% that gravity has been altered for the object, if it is a living being, it will either tire 10% faster (if gravity was increased) or 10% slower (if gravity was decreased). Should gravity be reduced to 0% (0 G's) or less then the character will float about as though he were in the vacuum of space, while the increasing of gravity to 3 G's (the equivalent of 3 times Earth gravity) will pin the object to the ground Distant Voice Range: 3000 feet (610 m) per level of experience; line of sight. Duration: 10 minutes per level of experience. Saving Throw: Not applicable. P.P.E.: 7 Distant Voice is a spell that allows two-way communication over great distances. Magic is used to create a doorway for sound between two points within range. Voices can pass both ways and he heard as if the speaker were only a few feet away. The only real limits to this spell are that the spell caster must know the person he wishes to speak with (at least in passing or by his appearance) and that individual must he partially visible, even if only a speck on the horizon. If they have never met, hut the character is known to the mage by reputation and photograph, communication is still possible provided there is visual contact. Communication without visual contact can only he done between people who know each other extremely well, but has a very limited range of 1000 feet (304 m) maximum, regardless of experience, and each needs some object that once belonged to the other. Although limited, this form of magical communication cannot he easily monitored or traced (no radio waves, electronics or conventional power source or means of transmission); perfect for a group in hiding, However, a hidden microphone will he sensitive enough to pick up both conversations. Note: The Federation of Magic uses Distant Voice to communicate throughout North America Wink out Range: self. Duration: varies Saving Throw: unwilling travelers can try to save: standard. P.P.E.: 10 for 2 mins. The spell caster can increase then number of minutes he is winkined out at a additional cost of 5 ppe per min 10 min max. Same as the spell on pg. 82 of the "england" worldbook. Level 3 Spells Close Rift Range: 250 feet (76.2 m) Duration: Instant results. Saving Throw: Standard P.P.E.: 45 This spell is essentially the same as the spell on page 189 of the Rifts Rule book, except the spell does not drain any permanent P.P.E. However, despite the Spatial Mage's incredible control over dimensional energies, permanent rifts such as the St. Louis Gateway STILL cannot be closed by them. This leads many Spatial Mages to believe it was created by a very powerful member of their brotherhood or by a being whose dimensional control dwarves even their own! Dimensional Pockets Range: Self only Duration: Varies. Temporary pockets last up to 2 hours per level of the caster. Long-term pockets can exist for years; 1 year per level. Saving Throw: Not applicable P.P.E.: Temporary 10, long-term 70. Same as the Temporal Spell in the England World Book, pg.76. Fold Object Range: by touch Duration: 1 hour per level of experience. Saving Throw: None P.P.E.: 5 per 10 Ibs. (4.5 kg). This allows the caster to turn another object into a 2-Dimensional object, thus allowing it to be folded like a piece of paper. The caster may fold up to 50 Ibs. (22.5 m) of a single object, per level of his experience. Note that living objects are not affected by this spell. Warped Space Range: Can be cast a distance of 250 feet (76.2 m) away. Radius: 20 feet (6.1 m) radius per level of experience. Damage: None per se; varies. Duration: Two melee rounds. Saving Throw: None P.P.E.: 60 Same as the spell on pg. 152 of the "Federation Of Magic" worldbook. World Bizarre Range: Can be cast up to 200 feet (61 m) away; radius affect. Duration: Two melee per level of experience. Saving Throw: Special P.P.E.: 30 Same as the spell on pg. 145 of the "Federation Of Magic" worldbook. Dimensional Tracker Range: By touch; dimension-spanning. Casting Time: 1D4 melee. Duration: 1 hour per level of experience. Saving Throw: Not applicable. P.P.E.: 35 Normally it would be difficult to follow and track a target through the many dimensions of the Megaverse, especially if the prey were to do several rapid dimensional "jumps" to throw his hunter off of his trail. However, through use of this spell and a trained tracker to whom the spell's benefits are bestowed, such is no longer the case. The recipient of this spell, the intended tracker, must be touched for the entire casting of this spell, during which time the Spatial Mage doing the casting attunes himself to the Megaverse, acting as a dowsing rod for the spell recent. Afterwards, the tracker is capable of following the target that is to be tracked into the other dimensions) by means of the standard tracking skill with a bonus of +10% to all rolls. This dimensional tracking ability not only allows the tracker, upon a successful roll, to determine which dimension the prey fled to but, with a second successful tracking roll, the general area (4D6xlO miles) the prey appeared at or, with a third successful roll, the exact location. This spell only allows tracking through dimensions and so, once in the same dimension as the prey, the tracker must rely upon more orthodox means of finding the target, unless the target once again travels to another dimension while the spell is still active. Dislocated Perception Range: Varies, see below. It can only affect the caster. Duration: 1 melee per level of experience. Saving Throw: Not applicable. P.P.E.: 27 As dimensional and spatial constraints mean very little to the Spatial Mage, so, too, do the restrictions that these elements place on the senses. Thanks to their dimensional attunement, a both still require physical contact) an area despite being nowhere near the location. While this may at first seem like an advanced form of clairvoyance, it is much more; while clairvoyance relegates the participant to a role much like someone watching television, this spell allows for a total sensory immersion as though the caster were physically present at the viewed location. The limits of what can be seen, heard and smelled from the location chosen by the caster to be perceived are limited only by the normal constraints, such as geography, winds, etc. that would normally affect a person that was actually there. Furthermore, the Spatial Mage can tell the distance, down to a thousandth of an inch, from the place where his physical body is and anything that he can sense by means of this spell. A benefit of this is that the caster can use this method to determine what he can affect for spells that are limited by factors such as "can only affect areas the caster has actually been to or seen." What this means is that spells such as Wormhole can be cast, allowing the Spatial Mage to place the destination point in a place the caster has never actually been to, by means of this spell alone. The range up to which the Spatial Mage can choose a location to be perceived depends entirely upon the caster's level of experience. 1st level: up to 100 miles (160 km). 3rd level: up to 10,000 miles (16,000 km). 4th level: up to 1 million miles (1.6 million km). 6th level: up to 1 light year. 9th level: up to 100 light years. 11th level: anywhere in that dimension. 13th level: anywhere in any dimension. However, because the Spatial Mage is being bombarded with sensory stimuli from two separate locations simultaneously, his actions are penalized while the spell is in effect: -25% to all skills, -5 to strike, parry and dodge, -3 to roll with impact and initiative. The spell may be canceled by the caster at any time. Teleport self range: 15 miles per level of experience duration : instant saving throw:none PPE: 20 this spell functions exactly like teleport superior except that the mage can only take himself plus 150 lbs plus 15 lbs per level of experience in additional weight. The chances of success are the same as those listed under teleport superior. Level 4 Spells Alter Perception Range: 35 feet (10.7 m) per level of experience. Duration: 1 melee per level of experience. Saving Throw: Standard P.P.E.: 18 per person affected. This spell can affect one person per level of the caster. Altering the way which reality is perceived by the targets senses, the spell makes it appear to the victim as though reality around him has become warped. For instance, vision seems to be all out of proportion and constantly in flux, tastes, smells and sounds seem to be too loud or too soft for what they are (e.g.: explosions only as loud as a whisper) and not coming from the direction of their source and touch is the exact opposite of what it really is (e.g.: touching a rabbit would feel sharp instead of soft). The victim's belief in these altered perceptions is so great that he can actually be affected by them. For instance, in the case of the rabbit, the Game Master might say the character takes 1D4 S.D.C. from the "sharpness" of the rabbit's fur or might cause the character to be deafened (in a similar manner as a Boom Gun) when someone tries whispering to him. This spell creates such a sense of disorientation that the character suffers the following penalties: -5 to initiative, -8 to strike, -4 to parry, dodge, and roll with impact. All skills requiring physical dexterity, such as gymnastics, are at a penalty of- 30%. Curse of the World Bizarre Range: 50 feet (15.2 m) or by touch. Duration: 1D6 days per level of the caster. Saving Throw: -1 to save. P.P.E.: 65 Same as the spell on pg. 153 of the "Federation Of Magic" worldbook. Dimensional Envelope Range: Self only. Duration: Varies. Temporary envelopes last up to 5 hours per level of the caster. Long-term envelopes can exist for decades; 30 years per level. Saving Throw: Not applicable. P.P.E.: Temporary 40, Long-term 250. Same as the Temporal Spell in the England World Book, pg.75. Plane Skip Range: Self and up to two others by touch. Duration: Instant Saving Throw: None P.P.E.: 50 Same as the spell on pg. 151 of the "Federation Of Magic" worldbook. Realm of Chaos Range: Up to a 200 foot (61 m) radius around the caster. Duration: One minute per level. Saving Throw: -3 to save. P.P.E.: 55 Same as the spell on pg. 148 of the "Federation Of Magic" worldbook. Temporary time Hole Range: 100 foot radius Duration: 30 seconds (2 melee rounds) per level of experience Saving Throw: None P.P.E.: 50 other then the spatial mage does not suffer the negative side effects of casting this spell it is essentially the same as the spell on page 247 of the Rifts book of magic. Rift to limbo Range: nexus point: Duration: Limbo: 2 hours per level of spell caster. May be set to automaticly reopen at a specific, predetermined time, or upon the command of its creator. Otherwise, it opens at the end of the maximum duration period Saving Throw: None P.P.E.: 40 This spell is essentially the same as the spell on page 142 of the Rifts book of magic. Level 5 Spells Astral Hole Range: Self Duration: One melee per level. Saving Throw: Not applicable. P.P.E.: 80 Same as the spell on pg. 152 of the "Federation Of Magic" worldbook. Bottomless Pit Range: 50 feet (15.2 m). The portal / hole appears to be about 5 feet (1.5 m) in diameter. Duration: 5 minutes per level. Saving Throw: Dodge P.P.E.: 65 Same as the spell on pg. 153 of the "Federation Of Magic" worldbook. Phase-Out Object Range: By touch. Duration: 1 melee per level. Saving Throw: None P.P.E.: 12 per 10 Ibs. (4.5 kg) affected. This spell allows the caster to cause an item to go "out of phase". What this means is that the object can be seen but it can be touched save by those objects or people that are themselves "out of phase" (such as through Phase technology). All attacks made against such objects merely pass through, as do people who would otherwise walk into the object, etc. Only 10 Ibs. (4.5 k ) of material may be phased out per level of the experience, and only one object may be affected per casting of the spell. Redirect Damage Range: Self; 25 feet (7.6 m) per level of experience. Duration: 1 melee per level of experience. Saving Throw: None P.P.E.: 85 This spell causes any damage from physical attacks, such as missiles, swords, lasers, punches, that are directed at the caster to have an affect on this spell's target. For instance, if the caster uses this spell (targeting his attacker), when his attacker goes to punch him, the attacker would suffer the damage from his own attack. The effects of this spell are caused by the caster warping a part of space around himself and the target, thus misdirecting the damage. Magic and psionic attacks of a non-physical nature are not misdirected by this spell. There is also a maximum of 10 M.D.C. (1,000 S.D.C.) of damage which can be redirected per level of the caster; if the damage total is greater than the caster's maximum, it does only the maximum amount instead. Warp Object Range: 40 feet (12.2 m), plus 10 feet (3.5 m) per level of the caster. Duration: 1 melee Saving Throw: None P.P.E.: 8 per 5 Ibs. (2.3 kg) of object. An object upon which this spell is cast becomes warped and its shaped drastically altered. The affect that this has on the object is up to the Game Master For instance, warped armor may only now offer half the protection they once did, arrows may only fly one-fourth as far as normal arrows, coins will not fit into coin slots, etc. Only one object may be affected per casting of this spell and even then, up to a maximum of 5 Ibs. (2.3 kg) of object per level of the caster. Rift Teleportation Range: Up to 300 miles per level of the Spell caster Duration: roughly 1d4+4 seconds/. Half a melee round. Saving Throw: +3 to save if an unwilling participant of this magic. A successful save means the character is not teleported with the others and remains at the nexus location where the rift was opened. Limitation: requires a ley line nexus and can only teleport to another ley line nexus with in the range of the spell caster. P.P.E.: 50 This spell is essentially the same as the spell on page 142 of the Rifts book of magic. Swallowing Rift Range: Opens at the ley line nexus, but affects a one mile radius around the portal, triple if part of a triangular ley line grid.. Duration: 2 melee (30 seconds) per level of the spell caster/ Saving Throw: None P.P.E.:75 This spell is essentially the same as the spell on page 146 of the Rifts book magic. Level 6 Spells Dimensional Portal Range: 15 feet (4.6m) Duration: 6 melee per level of the caster, or 3 minutes per level when performed as a ritual. Saving Throw: None P.P.E.: 100 This spell is essentially the same as the spell on page 190 of the Rifts book. While the Spatial Mage can traverse the dimensions without the use of the spell, he must use it in order to take others with him (his dimensional travel ability affects only him). Force Realm Entry Range: Self and possibly others. Duration: 1 melee Saving Throw: None P.P.E.: depends upon the realm which is being entered. This spell allows the caster (and others if he decides to expend the additional P.P.E.) to enter a Dimensional Realm that has been sealed. To determine if a realm may be successfully entered, add the spell caster's level to 10 and then subtract any penalties due to the barrier strength of the realm as well as the level of the creator of the barriers at the time of their creation. Roll 1D20 and if the roll is less than the target number, the realm has been successfully entered. For example: a 6th level spatial mage is attempting to enter a restricted realm created by a 4th level spatial mage. The target number is 10 + 6 (the caster's level) - 3 (restricted access) – 4 (the level of the realm creator) = 9. If the spatial mage attempting entry rolls a nine or less, he gains entrance, otherwise the barriers successfully repel his attempt. Re-Open Gateway Range: 35 feet (10.7m) Duration: 2 melee rounds per level. Saving Throw: None P.P.E.: 100 Same as the spell on pg. 155 of the "Federation Of Magic"worldbook. Swap Places Range: 75 feet (22.9 m) per level; line of sight. Self or one other person by touch. Duration: One minute per level. Saving Throw: None P.P.E.: 170 Same as the spell on pg. 157 of the "Federation Of Magic" worldbook. Teleport: Superior Range: Self or others; distance of 1,000 miles (1600 km) per level of experience. Duration: Instant Saving Throw: None P.P.E.: 110 This spell is essentially the same as the spell on page 190 of the Rifts book except the success ratio tables are as below and the amount of weight that can be teleported is 2,000 Ibs. (900kg) per level. Chances of a successful Teleport: 1. Teleporting to a familiar location or a destination visible from one's starting point: 100% 2. A place seen only a few times before (2-6 times): 99%. 3. A place seen in a photo/video (the photograph / video image is being looked at during the moment of teleportation): 90% 4. A place never visited before, but described in detail: 70% 5. A place never visited before and known only by name or brief description: 40% Results of an Unsuccessful Teleport: 1-30: Appear at the wrong place. No idea of present location,3D6xlO miles off course. 31-85: Appear at the wrong place. No idea of present location,!D6xlO miles off course. 86-99: Teleport several feet above the ground; everybody falls, suffering 1D6 damage. 00: Teleport into an object; instant death. Time hole range:self duration: special saving throw : none ppe: 70 the mage can teleport himself and his possessions into a stasis field in a limbo-like dimension. The time hole is a white void the wizard inhabits. He controls a 40 foot area per level of experience and can not go beyond this area of control. There is nothing to see or do in the time hole, except for what the character may have brought with him. Like wise, there is no food or water except what is taken into the strange dimension. The advantage of the time hole is that a man of magic can effectively disappear for days or weeks and be nowhere to be found. In this way the mage can hide away from enemies when he needs to recover from physical damage or PPE exhaustion. He can aso use the TIME to prepare for combat, make plans or to study in absolute isolation and seclusion. In the Time Hole time passes normally, so the character will age as usual. However outside the Time Hole, time is moving at a much slower rate, thus for every 12 hours inside a time hole, only 2 hours pass in the outside world of humans. This means the mage can spend 2 days / 48 hours in the time hole but appear to have been gone for only eight hours. The mage can stay in a time hole for 36 hrs (6 hrs real time) per level of experience. Level 7 Spells Dimensional Teleport Range: Another dimension. Duration: Instant Saving Throw: None P.P.E.: 150 This spell is essentially the same as the spell on page 51 of Conversion Book 1 except he can transport 3, 500 Ibs. (1575 kg). While the Spatial Mage can traverse the dimensions without the use of the spell, he must use it in order to take others with him(his dimensional travel ability affects only him). Fourth Dimension Transformation Range: Self only Duration: 3 minutes per level. Saving Throw: Not applicable. Limitations: Distortion of space and time which can result in temporary disorientation or permanent insanity. P.P.E.: 200 Same as the Temporal Spell in the England World Book, pg.76. However, the Spatial Mage only has to roll on the possible side affects table if he fails two consecutive saves vs. insanity first. Sanctum Range: 100x100 foot room; can be created up to 1,000 miles (1600 kg) away. Duration: The lifetime of the mage or until canceled. Saving Throw: None P.P.E.: 130 This spell is essentially the same as the spell on page 189 of the Rifts book. Summon Ally Range: 2000 miles (160 km) Duration: Instant teleport, but the ritual takes 20 minutes. Saving Throw: Special; the ally must he willing or this magic will not work on him. P.P.E.: 150 Summon Ally is a ritual that requires the making of a magic circle and a large amount of P.P.E. Near the end of the ritual, the ally desired will magically sense the identity of those who seek his aid, whether it be the circle maker or ally/friend(s) involved in the ritual. At the end of the ritual, the ally(s) involved in making the circle speaks, saying the ally’s name and these words, “Your aid is most desperately needed. I (or we) beseech you, please come to our aid. Will you come to us this very moment?” If the ally responds, “yes.“ he is magically teleported that very instant, and appears in the center of the ritual circle. The magic is done. The circle can only be used once and can only bring one specific person. To get others, the entire ceremony must be repeated., Note: The ally who is summoned must be known to the summoners and a t~“ally ”, willing to come, must be genuinely needed (not just wanted for a friendly gathering), and has no time to gather his possessions, weapons or associates. Whatever he has on his person at the time he is summoned is all that comes with him. Animals and people cannot he brought along even if holding tightly onto the summoned “ally.” The summoning does not work if the desired individual is in another dimension,or out of range. This is a oneway spell that brings one character to the location of the ritual makers. If the “ally” responds no, the P.P.E. is spent and the ritual is over without results. However, the “ally” will know who it was who had requested his aid, and he may elect to try to find them through conventional means. However, this will take time and locating them may be difficult or even impossible, for the magic does no1 convey where they were or why they need him. Void Range: 500 feet (61 m) or one person by touch. Duration: 2 week per level of experience. Saving Throw: -2 P.P.E.: 140 As the mage casts this spell, a black mist envelops the target, then disappears, along with all trace of the victim. The mist forces the victim through a dimensional doorway to a pocket dimension between all other dimensions. There is nothing in this pocket dimension. It is completely empty, devoid of light, sound, ambient P.P.E. and even air. The victim is magically sustained, so he need not fear starvation or asphyxiation, but there is absolutely no escape for non-spell casters and the distortion prevents the character from healing or recovering P.P.E. or I.S.P. (a week is equal to 2D6 hours). The target must simply wait until the spell wears off, or the spell caster releases him, Spell casters with some sort of dimensional travel spell, or whom are dragons, gods and other supernatural beings with dimensional teleport, can escape upon successful use of their spell or natural ability. Being trapped in the Void is a rather unsettling experience ~ thankfully, time is distorted and a week seems like only a few hours to the victim. Triangulated Teleportation Range: The spell may include the spell caster only, or two others by touch, or the spell caster and two others by touch. Teleportation range is 200,000 miles (320,000 km) per level of the spell caster. Or for double the P.P.E., one light-year per level of the spell caster! Duration: Instant. Saving Throw: Not applicable. P.P.E.: 40 The spell requires a homing signal to triangulate upon to make a perfect Teleportation. The destination of the Teleport spell is the exact location of the beacon. The beacon or signal can be magical in nature or technological. In either case, the spell locks in on its coordinates and sends those being teleported to that exact location. The spell does not work without a steady signal to home in upon. If the signal is weak or intermittent, the spell could deposit those being teleported in the middle of nowhere,anywhere between the starting point and the destination,and in space that's a huge area. If the destination is magically "blocked" for Teleportation,the travelers are "bounced" back to their starting point, the P.P.E. is expended and the Teleportation travelers are dazed, -8on Perception Rolls and all combat actions (strike, parry, etc.),-30% on skill performance and reduce Spd by 30% for ID6+2 melee rounds. Level 8 Spells Annihilate Range: 500 feet +100 feet per level. Damage: Special Duration: Instant Saving Throw: Dodge P.P.E.: 300 Same as the spell on pg. 158 of the "Federation Of Magic" worldbook. Circle of Travel Range: 1,000 miles (1600 km) per level of experience. Duration: Indefinite-as long as both circles exist undamaged and the user has sufficient P.P.E. to activate it. Saving Throw: Not applicable. P.P.E.: 400 and 15 to activate (30 if taking others) Same as the spell on pg. 158 of the "Federation Of Magic" worldbook. Id Self Range: Self Duration: Varies Saving Throw: Special Limitations: Can summon only one id self per every 2 levels of experience, starting at 2nd level. P.P.E.: 260 Same as the Temporal Spell in the England World Book, pg.77. Dimensional Vortex Range: The vortex can be created up to 20 feet (6.1 m) per level away from the caster. Duration: Up to one melee per level of the caster. Saving Throw: None P.P.E.: Varies, see below. This spell creates a vortex that draws all loose objects within its area of affect into it. Anything entering the vortex is thrown into the dimension to which the vortex was randomly opened to. The vortex itself appears as a swirling whirlpool of blue energy. The size and power (chance of certain objects being drawn in) depends upon the amount of P.P.E. the caster decides to spend on it. Obviously, an object larger than the vortex cannot get sucked into it, even though it may be pulled towards it. Vortex Size: Tiny vortex = less than a foot (.3 m) in diameter Small vortex = a foot and a half(.5 m) in diameter Average vortex = five feet (1.5 m) in diameter Large vortex = 10 feet (3 m) in diameter Huge vortex = 25 feet (7.6 m) in diameter Enormous vortex = 50 feet (15.2 m) in diameter + 5 feet (1.5 m) per each additional 10 P.P.E. spent, with a limit of an additional 5 feet (1.5 m) per level. Object Size: Small objects = objects smaller than man-sized Man = man sized objects (including power armor) Large = robots and regular sized vehicles Huge = large robots (40 feet/12.2 m plus) and similar The percentage beneath the object sizes is the chance that an object of that size will be drawn into the vortex if it isn't restrained. If an object is restrained (nailed down, held onto, etc.) then the percentage is reduced by 1/2. Vortex Size Tiny Small Average Large Huge Enormous P.P.E 100 130 160 260 340 480 Small 64% 76% 88% 99% 99% 99% Man 24% 38% 48% 64% 88% 99% Large 2% 6% 16% 38% 48% 64% Huge — — 2% 16% 28% 48% For each additional 5 feet of size added to the enormous vortex the P.P.E. cost goes up by 10 and the chance of being sucked in goes up by 2% to a maximum of 99%. The dimension to which the vortex opens up is random and cannot be controlled by the caster. The Game Master can either pick the dimension or roll on the table below (note that if the dimension rolled is the same as that in which the object is already in, the object will simply be teleported elsewhere). 01-07: Wormwood 08-14: Rifts Earth 15-21: Heroes Unlimited Earth 22-28: Nightbane Earth 29-35: A planet in the Charizolon/Skraypers System 36-42: Phase World 43-49: Hell 50-56: wormwood 57-63: The Astral Plane 64-70: Atlantis 71-77: Robotech Universe (Macross) 78-85: Robotech Universe (Southern Cross) 86-92: Robotech Universe (Invid Invasion) 93-00: Macross II Universe Anti-Space Range: SO feet (15.2 m), plus 10 feet (3 m) per level of the caster's experience. Duration: Instant. Saving Throw: None. P.P.E.: Varies, see table below (minimum of 10). Just as there is anti-matter, so too is there "anti-space," a dangerous and unstable universal element that directly opposes the very nature of dimensional / spatial energy. Similarly, just as anti-matter reacts to matter with a tremendous explosion, anti-space react to dimensional / spatial energy with an explos ion of similar magnitude. This is not to say that as soon as anti-space exists within a dimension that it will explode, but that it requires contact with actual dimensional energy, which exists in an area of anomalous dimensional conformity such as that which is provided by many examples of Spatial Magic. This catalytic dimensional energy exists in any mystical or naturally occurring anomaly, such as a rift, wormhole, dimensional realm gateway, dimensional pocket, etc. The anti-space, once created, must instantly be mentally directed towards a target or it will disperse harmlessly. When such a contact between these two opposing energies does happen, there is an explosion that expends the anti-space and has a good chance of destroying the anomaly that served to cause the reaction. In order to determine if the anomaly is destroyed, compare the amount of P.P.E. used to create the anti-space (as much as the caster desires, with a minimum of 10) to the list below. The result is the percentage chance that the concentration of anti-space that is created by the caster is large enough to destroy such an anomaly, as well as the damage to the surrounding area that will be caused by the resulting explosion if the anti-space is successful at destroying its target. P.P.E. Used: 10 Anomaly size Minor — 50% (3D10 M.D. to a 5 foot area) Medium — 25% (5D10 M.D. to a 7 foot area) Major — 2% (1D8x10+30 M.D. to a 15 foot area) Extreme — 0% P.P.E. Used: 25 Minor - 60% (5D10 M.D. to a 5 foot area) Medium - 35% (1D8xlO+20 M.D. to a 10 foot area) Major - 5% (1D10x10+lOO M.D. to a 25 foot area) Extreme - 1% (lD10xlO+200 M.D. to a 50 foot area) P.P.E. Used: 55 Minor- 80% (IDSxlO M.D. to a 10 foot area) Medium- 50% (1010x10+40 M.D. to a 20 foot area) Major - 7% (2D10xlO+100 M.D. to a 35 foot area) Extreme- 2% (3D10xlO+200 M.D. to a 75 foot area) P.P.E. Used: 125 Minor - 95% (1D10x10+20 M.D. to a 17 footarea) Medium- 65% (2D10xlO+60 M.D. to a 35 foot/10. 7marea) Major - 10% (3D10xlO+125 M.D. to a 50 foot/15. 2marea) Extreme- 4% (5D 10x10+400 M.D. to a 150foot/45. 7 m area) P.P.E. Used: 200 Minor- 100% (lD10xlO+50 M.D. to a 25 foot area) Medium - 80% (3D10xlO+80 M.D. to 50 foot area) Major- 20% (4D10xlO+250 M.D. to 100 foot area) Extreme- 7% (7D10x10+1000 M.D.to 350 foot area) P.P.E. Used: 300 Minor - 100% (2D10xlO+10 M.D. to 35 foot area) Medium - 90% (3D10xlO+120 M.D. to 75foot area) Major - 35% (5D10xlO+300 M.D. to 250 foot area) Extreme- 10% (1d10x100+1500 M.D. to 750foot area) P.P.E. Used: 500 Minor- 100% (2D10xlO+60 M.D. to 50 foot area) Med.-100% (4D10xlO+200 M.D. to 100foot area) Major- 45% (5D10xlO+500 M.D. to 450 foot area) Extreme - 15% (2D10xlOO+2500 M.D. to 1500foot area) P.P.E. Used: 750 Minor - 100% (3D10xlO+40 M.D. to 75 foot area) Med.- 100% (5D10xlO+300 M.D. to 200 foot area) Major - 60% (7D10xlO+600 M.D. to 750 foot area) Extreme -20% (3D 10x100+4000 M.D. to 2500foot area) A "Minor Anomaly" would represent examples containing small amounts of dimensional energy, like that created by spells such as Dimensional Pockets and Dimensional Envelope. A "Medium Anomaly" would represent examples containing moderate amounts of dimensional energy, like that created by the spells such as Astral Hole and Mystic Portal. A "Major " would represent examples containing large amounts of dimensional energy, like that created by the Dimensional Portal spell or by phenomena such as small Rifts and Dimensional Realm gateways. An "Extreme " would represent examples containing tremendous amounts of dimensional energy, like that created by spells such as Wormhole or Fold Space or a phenomenon such as a large Rift at a nexus point. Fold Space Range: Varies, see below. The target must be within 1,000 feet(305m) of the caster. Duration: A single application per casting only. The time required for the space folding is 1D4+1 minutes, minus one melee (15 seconds) per level of the caster, with a minimum time of one melee. Saving Throw: Not applicable. P.P.E.: 450 per each light year (or fraction thereof) to be folded across. Note: Only works in space, at least 400 miles (640 km) away from the surface of a planet. It is inaccurate and unstable compared to a traditional Teleport as it is, and large gravitational fields prevent it from working altogether. Fold Space is both, costly and difficult to control. The spell works by folding a set distance of space, as determined by the caster, in upon itself so that it all exists within the exact same location simultaneously, much like a long strip of paper can be folded into a single small,square. The location this space is folded upon is the same location as the target(s) of the spell. After being folded upon this location, the target is mystically attached to what was the furthest point of the folded space and then it is unfolded again, and the target is transported to the original location of this point. The time required for this process depends upon the caster's level, as mentioned above. When the target folds it seems to be surrounded by an aura of energy and then disappears, only to reappear at its destination in a similar manner. A Spatial Mage can affect an area up to 500 by 500 by 500 feet (152.4 x 152.4 x 152.4 m) per level of experience, transporting all objects within that area. The range of the space folding is limited by up to one light year per level of experience and should be carefully calculated, as using a random distance can have devastating results (see Table 1, below). Also, folding space is unpredictable and possibly dangerous; each time it is attempted the Spatial Mage has a 35% chance, +5% per level of experience, of completing the fold successfully with no adverse results. However, should the roll fail then see Table 2 in order to determine any possible unintentional results of the fold attempt. This incredible spell puts powerful and experienced Spatial Mages in great demand by space-going fleets, both military and merchant alike, as this spell grants space folded ships the advantages of traveling great distances in extremely little amounts of time, as well as that of surprise. Table 1: Results of using a random distance. 01-45: Lucked out, the target appears in an empty area. 46-85: The target of the fold attempted to materialize inside an object (such as a planet) but is luckily displaced !D4xlOO miles away into an empty area, but not before taking damage (see the following to determine the damage taken based upon the fold targets size). • Less than 20 feet (6.1 m): 3D4xlO M.D.C. / S.D.C. • 20 to 50 feet (6.1-15.2 m): 4D6xlO M.D.C. / S.D.C. • 50 to 250 feet (15.2-76.2 m): 104x100+100 M.D.C. / S.D.C. • 250 to 1,000 feet (76.2-305 m): 2D6xlOO+200 M.D.C. /S.D.C. • 1,000 to 5,000 feet (305-1524 m): 104x1000+500 M.D.C. /S.D.C. • Greater than 5,000 feet (1524 m): 206x1000+1000 M.D.C. /S.D.C. 86-00: The target of the fold materialized inside of an object (such as a planet) and has caused a tremendous explosion, the radius and damage of which is determined by the targets size, as shown below. The actual target of the space fold is destroyed instantly as it tries to occupy the space occupied by the matter into which it was folded. • Less than 20 feet (6.1 m): 3D4xlO M.D.C. / S.D.C. to a 50foot (15.2 m) blast radius. • 20 to 50 feet (6.1-15.2m): 4D6xlO M.D.C. / S.D.C. to a 150foot (45.7 m) blast radius. • 50 to 250 feet (15.2-76.2 m): !D4xlOO+100 M.D.C. / S.D.C. to a 1,000 foot (305 m) blast radius. • 250 to 1,000 feet (76.2-305 m): 2D6xlOO+200 M.D.C. /S.D.C. to a 1 mile (1.6 km) blast radius. • 1,000 to 5,000 feet (305-1524 m): 104x1000+500 M.D.C. /S.D.C. to a 5 mile (8 km) blast radius. • Greater than 5,000 feet (1524 m): 2D6xlOOO+1000 M.D.C. / S.D.C. to a 5 mile (8 km) blast radius, plus 1 mile (1.6 km) per 5,000 feet (1524 m) of the object's size. Table 2: Results of failing a fold attempt roll. 01-25: Lucked out! still appearing at the desired location. 26-45: Lucked out! The space fold was off the intended destination by only 2D4xlO miles. 46-65: The space fold has missed the destination by a relatively short distance, only 3D6x 1,000 miles. 66-85: The space fold has missed the destination by a considerable amount, a full 4D6xlOO,000 miles. 86-95: Way off course! has traveled the exact distance but in a completely, randomly determined, direction! 96-00: Random fold! The Spatial Mage has accidentally unleashed powerful dimensional forces, causing the space fold to travel 2D6 times the originally intended distance, in a random direction! Wormhole Range: Varies, see below. Duration: Permanent. Saving Throw: Not applicable. P.P.E.: Varies, see below. This extremely useful, though draining, spell creates a permanent dimensional bridge between two points. By means of the bridge, or "Wormhole" as it is commonly called, anyone going through one end shall come out the other almost instantly with only a brief flash and slight popping sound to note their passage. The spell is cast upon an opening, such as the mouth of a cave or a doorway, thus defining the borders of the Wormhole's mouth; this opening can be as large as ten by ten feet (3 x 3 m) per level of die caster's experience. The other end of the Wormhole can be made to open anywhere that the caster has seen (remote means such as video do not count), though if it is to be a two-way bridge the second end must also be targeted upon a doorway or other opening. Because anyone who passes through the opening will be transported by the Wormhole, the caster must decide upon the creation of the bridge if he or she shall place a condition upon it for its functioning. This condition, be it a password, gesture, or a restriction on which race(s) can use the gate, Must be satisfied for the Wormhole to be activated. Adding such a condition increases the cost of casting the spell by an additional 25%. The P.P.E. required for the creation of a Wormhole depends upon the range that this dimensional bridge shall span. Because of their great cost to create, many Spatial Mages will create a series of short Wormholes, forming a system of sorts that allows them to be created one at a time and used in conjunction with each other so that great distances can still be traveled. Less than a mile (1.6 km): 25 One to 10 miles (1.6-16 km): 40 11 to 100 miles (17.6-160 km): 60 101 to 1,000 miles (161-1600 km): 100 1,001 to 10,000 miles (1601-16,000 km): 175 10,001 to 100,000 miles (16,001-160,000 km): 250 100,001 to 1 million miles (160,001-1,600,000 km): 450 1,000,001 miles (1,600,001 km) to 1 light year: 700 Per each additional light year: 1,000 Sanctuary Range: 75 foot (22.9 m) radius per level of the caster. Duration: 2D6 hours per level of the caster. Saving Throw: None P.P.E.: 500 This spell is essentially the same as the spell on page 53 of Conversion Book 1.