http://th02.deviantart.net/fs71/PRE/i/2 ... 3gkljp.jpghttp://progv.deviantart.com/ Angel suit These were around the golden age of mankind. The next level of cyborg they were at first used by army, air force, C.I.A, N.S.A and corporate as well and for military base to be getting Intel and recon use, however they were to be loud if need be. There were 6000 in North America alone, however when the fall of mankind civilization they become angels. Later known as assault angel during over 300 year in the second dark ages. they are the state of the art cyborg they look human and able to do M.D.C damage and look human call combat cyber humanoid .at the time N.A.A.T had over 600 heavy, 1200 medium and 24,000 light .plus support staff and support unit for at least 287 year to maintain, they can live 200 to 500 years .which many lived thru the second dark ages only 29% survive of a total of 290. They found N.A.A.T which saved them from the coalition sates when it was made!!! N.A.A.T had a chance but the politics would be it down fall people need a leader and did think of freedom but to survive. N.A.A.T may have powered to fight but could not hold to it and add magic they would have lost the war. The level of tech rival all Borg’s in many area looks human ,feel human even the touch for them and last they are all females!!! As if that was not enough they never lost the abilities to reproduce!!! They was like an anchor to humanity for them powerful MDC beings able level hundreds of feet in combat and stop to a have a life for themselves to have a family. The only thing that was mess up they are no male counterpart. they were know as assault angel they came from the sky at speeds faster then any man or women stop or slow down the demon waves and many die .Of those that live and have families only 290 made it thru the 300 years of the second dark ages, for they never gave up and watch they saw the good, the bad and the worst they can throw at them and made it . However they are a few out there said to be as evil as the demon from the rifts call dark angels, and hope it just a myth. There are stories here and there but no confirm. Even N.A.A.T has gone way out their way to check it out these stories and had come back empty. Still better to be safe then sorry and bite in the butt. Angels can carry MDC machines, heavy rail gun, mini-missiles, laser, ion, plasma, M.D.C rockets, vibro blade and beam melee weapons and pure magic melee weapons and use any techno- wizard weapons the suit carries all robot features and gives extras P.S and P.P as well. finally the other body skin is a advanced M.D.C that all the body, it looks, feel and smell (body odors) as a female human being and heavy M.D.C (instead 2 MDC but adds 200 M.D.C remember this tech is from the golden age of man).angel never are capture and never leave any indication of being a cyborgs and this is the myth they carry. They never die but go to their dimension is the folk lore. Finally all are women and beauty. their skin is able to heal ( 1d4x10 per melee) fast and bleed as well like a normal human even able to cover it up hands ,legs finger, toes hair and so on .the old fashion Henry ford interchange parts ,for they able to replace an arm ,forearm, leg in seconds but not the main body .recently they been quiet for several years ( only added to the myth)thanks to NAAT is like a seen family member thinking they were dead for along time .angels let N.AA.T know what happen in the second dark ages and how they stood alone in the dark against the wave of chaos. Archie have seen them here and there but Left them alone only to once in awhile .now the assault angel are even better armed to the teeth. Several force field and better suit of armed .the angel understand magic and work with tech-wizard were recently add as well. they carry a total of ten abilities each abilities carries 2 PPE batteries each has 100 Point that’s 2000 can carry 10 more if need .if they batteries go empty they need 24 hours to recharger or go close to a ley lines by 20 miles or closer .the batteries recover in 5 minutes they tend to glow or an aura factor it unknown why but it is believe to be the fact that they can carry and have two living beings(able to have baby).the coalition have shot on sight but they never do for they have seen angel come out of no where to fight against evil supernatural beings. All coalition solider don’t shot at angel but help them out or are saved by these beautiful beings (AWE FACTOR 18 for the first time, and when talk to 19 but when familiar with one angel 16 any other angel 18 group 19). As a twist to the angel they always are citing religious words of hope , freedom , life ,liberty and in battle they are citing even out loud holy words that are familiar to human and then so from the D-Bee .they can change their appears to look total different and even their voices as well add or reduce their height . Finally they can walk among use and do even know. Their skin covers all components even magic components, dog boy can not detect them as cyborg or for that manner even cyborg, they can go and see a doctor wont even know either that they are cyber humanoid unless they cut them open which a angel rather die before that happens .this due they even carry a mini A.I systems if the angel fall into coma and can take over if this were to happen!!! This has given the angel the stable sanity to help them in worst of time.
Update:
In NGR they are the bane to all that is veil recent sight of angel have made many believe that there are some good supernatural being helping mankind ( yes they are out there and really stay clear of rifts earth but not all). They have saved hundreds of lives and it is love by these angels there new hunting grounds. The reputation is so high that there a 90% any human and even D-Bee that are evil will not fight them for the fear of god on theirs soul is grate. NGR troop have tape them not in good quality due to their jamming and sensory equipment that they have but NGR troops will never fire on the suppose beings. There are always all struck (AWE as above), will join the fight or help them as well. Especially if ask by an angel, high commanded has said if something to fight evil supernatural being uses it, these commands are simple and seen that they use human to magic weapons.
The following is a light to heavy exo- suit main body First generation suits
M.D.C
Light 160 Add 95 M.D.C weight 100 pounds
Medium 300 Add 95 M.D.C weight 200 pounds
Heavy 480 Add 95 M.D.C weight 300 pounds
Helmet, Upper Arms (2), Lower arm (2), Legs (2), Jetpack has 55 MDC Add 95 M.D.C
First generation force fields 100
Features none only implants
Only 5 techno-wizard features batteiy 1d10 and has 1d10 x10 PPE
The following is a light to heavy exo- suit main body second generation suits generation suits
Features 1. Radar: 5 miles or 45 miles Weight add: built into the suit
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, -1 to dodge Weight add: built into the suit
3. Laser targeting add +1 to all weapons systems Weight add: built into the suit
4. Radio standard 5 miles, or N.A.A.T uses 30 miles Weight add: 1 to 2 tons
5. External audio pick up: same as robots Weight add: built into the suit
6. Spotlight range 1 mile optional Weight add: built into the suit
7. Ejection systems: Weight add: built into the suit
8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: built into the suit
9. Voice actuated locking systems Weight add: built into the suit
10. Complete environmental pilot and crew compartment Weight add: built into the suit
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons Weight add: built into the suit
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: built into the suit
13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: built into the suit NOTE is teleportation superior and has carries 10 PEE batteries that has 100 points each that 1000 points alone this a high level spell leave the area up to 600 miles start at level I but can go as high as level 15 !!!
14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 250 M.D.C and third hit 245 M.D.C and the firth hit 240 or after been hit 50 times then take full damage!!!1 Weight add: built into the suit
15.Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level
16. N.A.A.T ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!! Weight add: built into the suit
17. Flare/Chaff Launchers (2 to 6)-A modern addition, meant to improve Mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 total ( 480 to 1440) can carry in rear main body add 240
Weight add: built into the suit
18. Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: built into the suit
19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!! Weight add: built into the suit
20. Basic EVA systems (back up) Weight adds: built into the suit mostly for when they carry someone
21.
NONE This the that come with heavy combat armored 7 man size squad plus pilot and heavy powered amour must be able to fly, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 210 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only 22. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
23. Special coms suite for all exo-suit must be at least 1000n feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.
24. NAAT only cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time
25.main common spell and other look below
Teleport: Superior
Range: Self or others; distance of 300 miles per level of experience.
Duration: Instant
Saving Throw: None
P.P.E.: Six Hundred
The arcanist can instantly transport himself and up to 1000lbs (450kg),
per level of experience, hundreds of miles away. To teleport, the mage
Must have a mental picture of his destination. The best results can be
Achieved when the character is personally acquainted with the target
destination, some place he has visited or knows well. However, locations
seen in photographs or described in detail can also be reached, but there
is always a chance of a miscalculation.
The mage can teleport himself alone, or other people and objects
within 20ft (6.1m) of him. The total number of people and items which
the mystic can teleport is limited by the amount of weight he can handle
(1000lbs per level of experience).
The following tables indicate the chance of a success and the results
of a failed teleport.
Chances of a successful teleport:
1. Teleporting to a familiar location or a destination visible from one's
starting point: 99%.
2. A place seen only a few times before (2-6 times): 85%.
3. A place seen in a photo (the photograph is being looked at during
the moment of teleportation): 80%.
4. A place never visited before, but described in detail: 58%.
5. A place never before visited and known only by name or brief
description: 20%.
Results of an Unsuccessful Teleport
(Roll percentile dice for random occurrences.)
1-40 Appear at the wrong place. No idea of present location;
3D6 x 100 miles off course.
41-75 Appear at the wrong place. No idea of present location;
1D6 x 100 miles off course.
76-98 Teleport several feet above the ground; everybody falls, suffering
2D6 damage.
99-00 Teleport into an object; instant death.
Note for frist times 1d4+2 then can add up level 10 but pay for it very expensive
26. Light add 8 to P.P and P.S, and medium and heavy add 12 to P.P and P.S
Stats
Add 4 feet to height
M.D.C
Endo-suits Main body 580 Add 95 M.D.C
Helmet 190 Add 95 M.D.C
Upper Arms (2) 150 Add 95 M.D.C
Lower arm (2) 175 Add 95 M.D.C
Legs (2) 250 Add 95 M.D.C
Jetpack 200 (2)Add 95 M.D.C
Optional fin stabilizer (2 to 6) varies 120 each
Second generation force fields main force fields 300, secondary force fields 240, auxiliary force fields 200 and emergency 100
Weapons systems
• Four energy base light to medium beam weapons range or can be melee weapons total wings 4 total for both 8
• One heavy weapon per arm and two either medium weapons or two light weapons total two
• One additional hip weapon (any)
• Lower leg weapon systems (any)
• One missiles range launcher systems 10 NAAT fire and forget missiles( +8 to strike ) weight 120 each missiles damage : 5d6x10 range 10 miles rate of fire one ,or any or all payload 10 special medium range missiles OR short range weapons systems missiles : damages any type of short range missiles Damage :varies per missiles , ROF : one ,or any or all payload 20 weight for each 30 pounds OR Mini- Missiles damages any type mini- missiles damages any type of short arrange missiles payload 30 total
• Jetpack carries 10 per pack (2) additional Magic and has 10 PPE batteries 100 point each
Weight add 300 pounds
NAAT WEAPON SYSTEMS
> GM may remove any of theses spell that are to powerful and only ten can be added or remove <
Common spell that are allowed Invocations by Level
The number in parenthesis () are the
Number of P.P.E. required using the magic.
Level One Blinding Flash (1) allowed
Cloud of Smoke (2) allowed
Death Trance (1) allowed
Globe of Daylight (2) allowed
See Aura (6) allowed
See the Invisible (4) allowed
Sense Evil (2) allowed
Sense Magic (4) allowed
Thunderclap (4) allowed
Level Two all allowed
Befuddle (3)
Chameleon (6)
Climb (3)
Concealment (6)
Detect Concealment (6)
Fear (5)
Heavy Breathing (3)
Levitation (5)
Mystic Alarm (5)
Turn Dead (6)
Level Three Armor of Ithan (10) allowed
Breathe Without Air (5) allowed
Energy Bolt (5) allowed
Fingers of Wind (5) allowed
Float in Air (5) allowed
Fuel Flame (5) allowed
Ignite Fire (6) allowed
Impervious to Fire (5) allowed
Invisibility: Simple (6) allowed
Negate Poisons/Toxins (5) allowed
Paralysis: Lesser (5) allowed
Resist Fire (6) allowed
Telekinesis (6) allowed
Level Four Astral Projection (10) not possible
Carpet of Adhesion (10) allowed
Blind (6) allowed
Charismatic Aura (10) allowed
Cure Minor Disorders (10) allowed
Energy Field (10) allowed
Fool's Gold (10) not possible
Fire Bolt (7) allowed
Ley Line Transmission (30) allowed
Magic Net (7) allowed
Multiple Images (7) allowed
Repel Animals (7) allowed
Seal (7) allowed
Shadow Meld (10) not possible
Swim as a Fish (6) not possible
Trance (10) not possible
Level FiveCalling (8) allowed
Circle of Flame (10) allowed
Domination (10) allowed
Energy Disruption (12) allowed
Escape (8) allowed
Eyes of Thoth (8) allowed
Fly (15) allowed
Heal Wounds (10) allowed
Horrific Illusion (10) allowed
Sleep (10) allowed
Superhuman Strength (10) not possible other yes
Superhuman Speed (10) not possible
Swim as a Fish - Superior (12) not possible
Level Six Apparition (20) not possible
Call Lightning (15) allowed
Compulsion (20) not possible
Cure Illness (15) allowed
Fire Ball (10) allowed
Impervious to Energy (20) allowed
Magic Pigeon (20) allowed
Mask of Deceit (15) allowed
Memory Bank (12) allowed
Reduce: Self (20) not possible other yes
Teleport: Lesser (15) allowed
Time Slip (20) allowed
Tongues (12) allowed
Words of Truth (15) allowed
Level SevenAgony (20) allowed
Animate/Control Dead (20) not possible
Constrain Being (20) allowed
Dispel Magic Barrier (20) allowed
Fly as the Eagle (25) allowed
Globe of Silence (20) allowed
Invisibility: Superior (20) allowed
Invulnerability (25) allowed
Life Drain (25) not possible
Metamorphosis: Animal (25) not possible
Purification (Food/Water) (20) allowed
Wind Rush (20) allowed
Level EightCommune with Spirits (25) allowed
Eyes of the Wolf (25) allowed
Exorcism (30) allowed
Hallucination (30) allowed
Locate (30) allowed
Luck Curse (40) allowed
Metamorphosis: Human (40) self not possible other yes
Minor Curse (35) allowed
Negate Magic (30) allowed
Oracle (30) allowed
Sickness (50) allowed
Spoil (Water/Food) (30) allowed
Stone to Flesh (30) not possible other yes
Wisps of Confusion (40) allowed
Level NineCurse: Phobia (40) allowed
Familiar Link (55) not possible
Metamorphosis: Insect (60) self not possible other yes
Mute (50) allowed
Protection Circle: Simple (45) allowed
Summon & Control Canine (50) allowed
Speed of the Snail (50) allowed
Transferal (50) self not possible other yes
Water to Wine (40) allowed
Level Ten Banishment (65) allowed
Control/Enslave Entity (80) allowed
Metamorphosis: Superior (100) self not possible other yes
Mystic Portal (60) allowed
Summon Shadow Beast (140) allowed
Summon/Control Rodents (70) allowed
Wards (90) allowed
Level Eleven Anti Magic Cloud (140) allowed
Create Mummy (160) not possible
Create Magic Scroll (100) not possible
Remove Curse (140) allowed
Summon & Control Animals (125) allowed
Summon Fog (140) allowed
Level TwelveAmulet (290) self not possible other yes
Calm Storms (200) allowed
Create Zombie (250) not possible
Metamorphosis: Mist (250) self not possible other yes
Summon Entity (250) allowed
Summon Rain (200) allowed
Time Hole (210) allowed
Level ThirteenCreate Golem (700 or 1000) self not possible other yes
Protection Circle: Superior (300) allowed
Summon Storm (300) allowed
Summon Lesser Being (425) allowed
Sanctum (390) allowed
Talisman (500) self not possible other yes
Level Fourteen Close Rift (200 +) allowed
Id Barrier (600) allowed
Impenetrable Wall of Force (600) allowed
Restoration (750) allowed
Level Fifteen Dimensional Portal (1000) allowed
Teleport: Superior (600) allowed
Transformation (2000) self not possible other yes
Rifts - World Book 16 - Federation of MagicLevel One
Lantern Light (I)
Level Two
Aura of Power (4) allowed
Cleanse (6) allowed
Cloak of Darkness (6) allowed for night operations or night ops
Manipulate Objects (2+) allowed
Shatter (5) allowed
Throwing Stones (5) allowed
Level Three
Create Wood (10-20) allowed
Life Source (2 +Special) not possible
Light Healing (6) allowed
Light Target (6) allowed
Magic Shield (6) allowed
Mystic Fulcrum (5) allowed
Orb of Cold (6) allowed
Wave of Frost (6) allowed
Level Four
Chromatic Protection (10) allowed
Deflect (10) allowed
Electric Arc (8) allowed
Fireblast (8) allowed
Fist of Fury (10 or 50) allowed
Reflection (7) allowed
Ricochet Strike (12) allowed
Watchguard (10) allowed
Weight of Duty (10) allowed
Level Five
Armor Bizarre (15) allowed
Aura of Death (12) allowed
Death Curse (Special) allowed
Distant Voice (10) allowed
Featherlight (10) allowed
Horror or AWE (10) allowed
House ofGIass (12) allowed
Implosion Neutralizer (12) allowed
Influence the Beast (12) allowed
Instill Knowledge (15) allowed
Lifeblast (15) allowed
Mend the Broken (10+) allowed
Mental Blast (15) allowed
Superhuman Endurance (12) self not possible other yes
Sustain (12) allowed
Level six
Barrage (I 5) allowed
Create Water (15) allowed
Crushing Fist (12) allowed
Energize Spell (12+) allowed
Fire Blossom (20) allowed
Fortify Against Disease (15) allowed
Frequency Jamming (IS) allowed
Frostblade (15) allowed
Ice(I5) allowed
Illusion Booster (15) allowed
Illusory Wall (15 or 30) allowed
Power Bolt (20) allowed
Targeted Deflection (I 5 ) allowed
Sheltering Force (20) allowed
Level Seven
Ballistic Fire (25) allowed
Fire Gout (20) allowed
Heal Self (20) allowed
Lightblade (20) allowed
Mental Shock (30) allowed
Negate Mechanics (20) allowed
Sonic Blast (25) allowed
Spinning Blades (20) allowed
Sub-Particle Acceleration (20) allowed
Level Eight
Fire Globe (40) allowed
Forcebonds (25) allowed
Greater Healing (30) allowed
Invincible Armor (30) allowed
Lifeward (40) allowed
Lightning Arc (30) allowed
Magical-Adrenal Rush (45) allowed
Power Weapon (35) allowed
Shockwave (35) allowed
Sorcerous Fury (70) allowed
Wall of Wind (40) allowed
Winged Flight (35) allowed
World Bizarre (40) allowed
Level Nine
Aura of Doom (40) allowed
Beat Insurmountable Odds (70) allowed
Create Steel (68) allowed
D-Step (50) allowed
Desiccate the Supernatural (50) allowed
Dragon Fire (40) allowed
Illusion Manipulation (25-60) allowed
Phantom Mount (45) allowed
Realm of Chaos (70) allowed
Tame Beast (60) allowed
Wall of Defense (55) allowed
Level Ten
Armorbane (100) allowed
Deathword (70) allowed
Enemy Mind (100) allowed
Giant (80) self not possible other yes
Illusory Forest (45-90) allowed
Magic Warrior (60) allowed
Meteor (75) allowed
Plane Skip (65) allowed
Purge Other (100) allowed
Reality Flux (75) allowed
Restore Limb (80) allowed
Speed Weapon (100) allowed
Super-Healing (70) self not possible other yes
Wall of Not (70) allowed
Warped Space (90) allowed
Level Eleven
Astral Hole (120) allowed
Bottomless Pit (100) allowed
Curse of the World Bizarre (100) allowed
Disharmonize (150) allowed
Energy Sphere (120) allowed
Firequake (160) allowed
IdAlterEgo(130) not possible
Iliusory Terrain (55-120) allowed
Mindshatter (130) allowed
Re-Open Gateway (180) allowed
See in Magic Darkness (125) allowed
Level Twelve
Ensorcel(400) allowed
Heavy Air (200) allowed
Ironwood (50+) allowed
Null Sphere (220) allowed
Soultwist (170) allowed
Wall of the Weird (180) allowed
Level Thirteen
Collapse (70-400) allowed
Restore Life (275) allowed
Shadow Wall (400) allowed
Swap Places (300) self not possible other yes
Level Fourteen
Annihilate (600) allowed
Summon & Control Sea Serpents (350) allowed
Level Fifteen
Circle of Travel (600) allowed
Enchant Weapon (400 to 1000+) allowed
Summon Ally (600) allowed
Void (700) allowed
Rifts BOOK OF MAGIC page 88Level One :All allowed
Level Two :all but turn undead
Level Three: All but life source on page 97
Level Four: no Astral projection and swim as a fish self not possible other yes
Level Five: all super spell self not possible other yes swim like a fish self not possible other yes
Level six :All but reduce self not possible
Level Seven: no healing self, life drain, metamorphosis self not possible other yes
Level Eight: metamorphosis self not possible other yes
Level Nine: no familiar, metamorphosis self not possible other yes, transferal not possible
Level Ten :giant self not possible other yes ,metamorphosis self not possible other yes
Level Eleven : create Mummy not possible , create magic scroll not possible, Id Alter EGO not possible,
Level Twelve: can use a amulet but no make one, create zombie not possible, metamorphosis self not possible other yes
Level Thirteen: create golem not possible, swap place self not possible other yes
Level Fourteen: all allowed
Level Fifteen: self not possible other yes
spell of legends :note doppelganger not possible
Other weapon systems As follows
#1) Unguided Rockets Are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage
First generation M.D.C unguided Rockets 1D6
Second generation M.D.C unguided Rockets look below
Types
Heavy explosive 1d6x10 M.D.C
Or
Plasma 2d4x10
Or
H.E.A.T 2D6X10 EACH
Range 3000 FEET Second generation M.D.C unguided Rockets 12,000 feet
Rate of fire:
Volleys of 10 shot fired First generation M.D.C unguided Rockets
Second generation M.D.C unguided Rockets one or any or all
Payload: 12 PER rifle
Weight: 2 pounds ( lds), For a 1d6 M.D.C , Second generation M.D.C unguided Rockets
5 pounds each
Bonus: First generation M.D.C unguided Rockets under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size, Second generation M.D.C unguided Rockets 12,000 feet both rocket if target goes faster than 600 MPH -6 to hit that target that is moving if 599MPH no penalties, blast radius time three use mini missiles blast radius
#2)grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total or rifle type
Damage
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce A.P.M.S/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x6) 1440 total
#3) Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
#4)Type 5mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below .30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet
Payload: 200 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
Weapon system: #5 )VATL anti-tank -6 Variable heavy laser this is the mech version similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities
#6)Type 10 MM mini gun this lights mini gun with a terrifying high rate of fire that a Mecha can do and is respected by pilots and by the enemy as well. This is the primary weapon systems and has two more drums in the rear. (One pilots got all three drum connected to reduce reloads and was able to keep suppression fire while many civilian ran for safety but was reported MIA, statues: unknown presumed dead.
Pick one type of ammo per drum, but many love the L.E.A.P (that’s 27,000 rounds!!!)
Damage:
H.E.A.P
10-19 mm -3d6 M.D, tow round burst 6d6, three round burst 1d6x10, four round burst 2d4x10, six round burst 2d6x10, eight round burst 4d4x10, 18 round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
10 mm to 19 MM -3d4 M.D, , tow round burst 4d6, three round burst 6d6, four round burst 1d4x10+8, six round burst 1d6x10+12, eight round burst 1d10x10 , 18 round burst 5d4x10, 32 round burst 6d6x10
A.P.F.S.D.S round
10 mm -5d6 M.D, , tow round burst 1d6x10, three round burst 1d10x10, four round burst 2d6x10, six round burst 3d6x10, eight round burst 4d6x10, 18 round burst 9d6x10, 32 round burst 12d8x10 or 16d6x10 (960 max damage !!! )
Range: 2 miles
Rate of fire: burst
Payload: 20 ammo drum this is due to small size
Note:
18 rounds burst or higher take up two attacks
add +3 to strike plus add +1 if the same target and so (example a total of +4 to strike but add +1 in the second attack if the same target so now +5 to strike, if it still up the third attack +6 to strike( and stay down please ) and don’t forget the knock down table!!!
L.E.A.P add 50% more ammo due to light weight, critical hit 19 or better, add 50% to range
H.E.A.P: critical hit on 18 or better
A.P.F.S.D.S round critical hit on 15 or better damage x3 on critical hit plus x2 knock down table, reduce -10% speed due to weight
# 7)Type 7.62mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range: 2000 feet
Payload: 200 S.D.C, and 300 M.D.C
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below .30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 300 rounds
Weapons systems #8)Type 20mm Vulcan cannon is Similar to the A-10 warthog Jet fighter but light enough to carry and have decent ammo and heavy hitter. This weapon system is design in given the most amount damage by the type of ammo been fired!!!!
Damage:
H.E.A.P
20 mm -5d4 M.D burst 2 round 1d4x10, three round burst 1d6x10, four round burst 2d4x10, six round 2d6x10 , eight round burst 2d8x10, sixteen round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
20 mm – 3d6 M.D.C , two round burst 6d6, five round burst 3d6x10, ten round burst 6d6x10
A.P.F.S.D.S round
20 mm- 6d6 MD single shot five rounds burst 3d6x10; ten rounds burst 6d6x10
Range: 2 miles
Rate of fire: burst
Payload: 300 rounds
Note: add +3 to strike at range 2000 feet or at night 1000 feet or better
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
#9)Weapons systems Hidden one barrel or two barrel rail gun or an MDC auto- cannon or hybrid rail Gun look at 10 MM ,20MM weapons
#1) Weapons systems Type rail gun
Damage the following are burst single barrel
Rail gun
3d6 light one rounds, short burst 6d6 two rounds, 5 rounds burst 2d4x10+10
4d6 light one round, short burst 1D4X10+8 two rounds, and 5 rounds burst 2D 6X10
5d6 light one round, short burst 1D6X10 two rounds, and 5 rounds burst 4D 4X10
6d6 light one round, short burst 1D6X10+12 two rounds, and 5 rounds burst 3D 6X10
1d4x10 light one rounds, short burst 2D4X10 two rounds, 5 rounds burst 5D4X10
1d6x10 medium one rounds, short burst 2D6X10 two rounds, 6 rounds burst 4D6X10
2d4x10 medium one rounds short burst 4D4X10 two rounds, 6 rounds burst 8D6X10
1D10 X10 Heavy one rounds ,short burst 5d4x10 two rounds, 3 round burst 10d6x100 or 1d6x100
R.O.F: short burst or heavy burst
Range: numbers 1 to numbers 6 is 6000 feet, numbers 7 + 8500 feet
Payload: all carry 400 rounds bit light add double the payload
#10) Weapons systems : beam ancient weapons it a combination of heavy energy beam , vibro blade and force field tech and carries more than one at time , ca be swords , axe , shields, pole bit damage is the same
Damage:
Laser 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 4d4x10
ION 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 5d4x10
Plasma 3d4x10 rest the same can fire at half damage
R.O.F: hand to hand
Payload: unlimited
NOTE: must have W.P to used or get melee weapons systems
#11)Weapons systems Heavy particle Beam cannon (left arm or right arm)
Type beam
Damage 3d4x10
Range; 1 mile
Rate of fire: hand to hand
Payload: unlimited
#12) heavy suit only Weapons systems hip mounted modular weapon systems pick missile systems
Type Mini missiles
Damage varies
Range varies
Rate of fire: one or any or all
Payload: 24 each total 48!!!
#13) Weapons systems can use any Techno wizards weapon system
Rifts - Ultimate Edition found in page 135 to 138
Rifts - World Book 16 - Federation of Magic
Plus TW nova rifle page 114 to page 119 battle fry Blade and star fire Pulse cannon found in page 125 under weapon systems # 1
The following all techno wizard that are dedicated to help assault angel and work hard to get as many spell as possible and have gotten all the following spell these are all the spell that can add to the armored and replace remember the (extra MDC they can add that where they place them) this is why they are seen as angel, the line of magic and technology is a blur here. This is why no know the truth and N.A.A.T want to keep good hope and alive. In Germany is now where is need and work where magic fail; technology help win the battle add help from N.A.A.T and those who wish to help can and this alone add a force multiplier to troops , and champion of light as well. This also has made gods of light to see what is really going on and are dumfounded as well (this can open a can of worms if not careful hint hint). Still it work extremely well for now and NAAT is on top of thing make sure it doesn’t get out of hand. Like they are saying so far so good and let keep that way.
#14) Weapons systems plasma bolt energy Weapons systems multifunctional plasma launcher .in other words it fire small disks of plasma in an EM field till it hit anything
Type: plasma field
Damage: that one blot 5D4, that two blots 1D4X10,that’s three 2D4X10, that’s four bolts 3D4X10, that’s five 4D4X10
Range: 4500 feet Blast radius 10 feet per blot
Rate of fire: hand to hand plus any other
Payload: unlimited
Bonus: can ricochet but must have skill like a gun slinger
#15) Weapons systems particle beam Cannon (P.B.C) particle beam Cannon (P.B.C) reason so there is no accidental explosions due to ammo been stored that section caused of the discharging of P.B.C
Type beam
Damage: 5d4x10
Range: 2 miles
Rate of fire: hand to hand plus robot hand to hand added
Payload: unlimited
Bonus: a critical 16 or better x 2 damage and
man size robots get either 1d4 on 16 roll feature burn out, on 17 roll get 1d6 featured burn out, on roll of 1d8 or 2d4 features burn out, on a 18 roll 1d10 features burn out, on a 19 or 1d12 Features burn out and on a 20 roll 2d12 feature burn out, this applies to cyborgs as well!!!
Giant size. Robot 16 or better as above but rolls 50% or better due to insulation system
#16) Weapons systems beam weapons range the stats you see are for single barrel can be double barrel
Type Beam
Damage
Laser
• Light 1d4x10
• medium 2d4x10
• Heavy 3d4x10
Ion
• 2d4x10 light
• 4d4x10 heavy
Plasma gas type
• 1d4x10 blast radius 10 feet
• 1d6x10 blast radius 15 feet
• 2d4x10 blast radius 20 feet
• 2d6x10 blast radius 30 feet
Plasma liquid as above but has a splash or blast radius and if cover the whole target half to let say a damage robot arms ,legs head and so to other vehicles
Variable laser as above but take 1d4 melees or 145 to 60 seconds
Rate of fire hand to hand
Payload: unlimited
Common spell that are allowed Invocations by Level
The number in parenthesis () are the
Number of P.P.E. required using the magic.
Level One Blinding Flash (1) allowed
Cloud of Smoke (2) allowed
Death Trance (1) allowed
Globe of Daylight (2) allowed
See Aura (6) allowed
See the Invisible (4) allowed
Sense Evil (2) allowed
Sense Magic (4) allowed
Thunderclap (4) allowed
Level Two all allowed
Befuddle (3)
Chameleon (6)
Climb (3)
Concealment (6)
Detect Concealment (6)
Fear (5)
Heavy Breathing (3)
Levitation (5)
Mystic Alarm (5)
Turn Dead (6)
Level Three Armor of Ithan (10) allowed
Breathe Without Air (5) allowed
Energy Bolt (5) allowed
Fingers of Wind (5) allowed
Float in Air (5) allowed
Fuel Flame (5) allowed
Ignite Fire (6) allowed
Impervious to Fire (5) allowed
Invisibility: Simple (6) allowed
Negate Poisons/Toxins (5) allowed
Paralysis: Lesser (5) allowed
Resist Fire (6) allowed
Telekinesis (6) allowed
Level Four Astral Projection (10) not possible
Carpet of Adhesion (10) allowed
Blind (6) allowed
Charismatic Aura (10) allowed
Cure Minor Disorders (10) allowed
Energy Field (10) allowed
Fool's Gold (10) not possible
Fire Bolt (7) allowed
Ley Line Transmission (30) allowed
Magic Net (7) allowed
Multiple Images (7) allowed
Repel Animals (7) allowed
Seal (7) allowed
Shadow Meld (10) not possible
Swim as a Fish (6) not possible
Trance (10) not possible
Level FiveCalling (8) allowed
Circle of Flame (10) allowed
Domination (10) allowed
Energy Disruption (12) allowed
Escape (8) allowed
Eyes of Thoth (8) allowed
Fly (15) allowed
Heal Wounds (10) allowed
Horrific Illusion (10) allowed
Sleep (10) allowed
Superhuman Strength (10) not possible other yes
Superhuman Speed (10) not possible
Swim as a Fish - Superior (12) not possible
Level Six Apparition (20) not possible
Call Lightning (15) allowed
Compulsion (20) not possible
Cure Illness (15) allowed
Fire Ball (10) allowed
Impervious to Energy (20) allowed
Magic Pigeon (20) allowed
Mask of Deceit (15) allowed
Memory Bank (12) allowed
Reduce: Self (20) not possible other yes
Teleport: Lesser (15) allowed
Time Slip (20) allowed
Tongues (12) allowed
Words of Truth (15) allowed
Level SevenAgony (20) allowed
Animate/Control Dead (20) not possible
Constrain Being (20) allowed
Dispel Magic Barrier (20) allowed
Fly as the Eagle (25) allowed
Globe of Silence (20) allowed
Invisibility: Superior (20) allowed
Invulnerability (25) allowed
Life Drain (25) not possible
Metamorphosis: Animal (25) not possible
Purification (Food/Water) (20) allowed
Wind Rush (20) allowed
Level EightCommune with Spirits (25) allowed
Eyes of the Wolf (25) allowed
Exorcism (30) allowed
Hallucination (30) allowed
Locate (30) allowed
Luck Curse (40) allowed
Metamorphosis: Human (40) self not possible other yes
Minor Curse (35) allowed
Negate Magic (30) allowed
Oracle (30) allowed
Sickness (50) allowed
Spoil (Water/Food) (30) allowed
Stone to Flesh (30) not possible other yes
Wisps of Confusion (40) allowed
Level NineCurse: Phobia (40) allowed
Familiar Link (55) not possible
Metamorphosis: Insect (60) self not possible other yes
Mute (50) allowed
Protection Circle: Simple (45) allowed
Summon & Control Canine (50) allowed
Speed of the Snail (50) allowed
Transferal (50) self not possible other yes
Water to Wine (40) allowed
Level Ten Banishment (65) allowed
Control/Enslave Entity (80) allowed
Metamorphosis: Superior (100) self not possible other yes
Mystic Portal (60) allowed
Summon Shadow Beast (140) allowed
Summon/Control Rodents (70) allowed
Wards (90) allowed
Level Eleven Anti Magic Cloud (140) allowed
Create Mummy (160) not possible
Create Magic Scroll (100) not possible
Remove Curse (140) allowed
Summon & Control Animals (125) allowed
Summon Fog (140) allowed
Level TwelveAmulet (290) self not possible other yes
Calm Storms (200) allowed
Create Zombie (250) not possible
Metamorphosis: Mist (250) self not possible other yes
Summon Entity (250) allowed
Summon Rain (200) allowed
Time Hole (210) allowed
Level ThirteenCreate Golem (700 or 1000) self not possible other yes
Protection Circle: Superior (300) allowed
Summon Storm (300) allowed
Summon Lesser Being (425) allowed
Sanctum (390) allowed
Talisman (500) self not possible other yes
Level Fourteen Close Rift (200 +) allowed
Id Barrier (600) allowed
Impenetrable Wall of Force (600) allowed
Restoration (750) allowed
Level Fifteen Dimensional Portal (1000) allowed
Teleport: Superior (600) allowed
Transformation (2000) self not possible other yes
Rifts - World Book 16 - Federation of Magic
Level One
Lantern Light (I)
Level Two
Aura of Power (4) allowed
Cleanse (6) allowed
Cloak of Darkness (6) allowed for night operations or night ops
Manipulate Objects (2+) allowed
Shatter (5) allowed
Throwing Stones (5) allowed
Level Three
Create Wood (10-20) allowed
Life Source (2 +Special) not possible
Light Healing (6) allowed
Light Target (6) allowed
Magic Shield (6) allowed
Mystic Fulcrum (5) allowed
Orb of Cold (6) allowed
Wave of Frost (6) allowed
Level Four
Chromatic Protection (10) allowed
Deflect (10) allowed
Electric Arc (8) allowed
Fireblast (8) allowed
Fist of Fury (10 or 50) allowed
Reflection (7) allowed
Ricochet Strike (12) allowed
Watchguard (10) allowed
Weight of Duty (10) allowed
Level Five
Armor Bizarre (15) allowed
Aura of Death (12) allowed
Death Curse (Special) allowed
Distant Voice (10) allowed
Featherlight (10) allowed
Horror or AWE (10) allowed
House ofGIass (12) allowed
Implosion Neutralizer (12) allowed
Influence the Beast (12) allowed
Instill Knowledge (15) allowed
Lifeblast (15) allowed
Mend the Broken (10+) allowed
Mental Blast (15) allowed
Superhuman Endurance (12) self not possible other yes
Sustain (12) allowed
Level six
Barrage (I 5) allowed
Create Water (15) allowed
Crushing Fist (12) allowed
Energize Spell (12+) allowed
Fire Blossom (20) allowed
Fortify Against Disease (15) allowed
Frequency Jamming (IS) allowed
Frostblade (15) allowed
Ice(I5) allowed
Illusion Booster (15) allowed
Illusory Wall (15 or 30) allowed
Power Bolt (20) allowed
Targeted Deflection (I 5 ) allowed
Sheltering Force (20) allowed
Level Seven
Ballistic Fire (25) allowed
Fire Gout (20) allowed
Heal Self (20) allowed
Lightblade (20) allowed
Mental Shock (30) allowed
Negate Mechanics (20) allowed
Sonic Blast (25) allowed
Spinning Blades (20) allowed
Sub-Particle Acceleration (20) allowed
Level Eight
Fire Globe (40) allowed
Forcebonds (25) allowed
Greater Healing (30) allowed
Invincible Armor (30) allowed
Lifeward (40) allowed
Lightning Arc (30) allowed
Magical-Adrenal Rush (45) allowed
Power Weapon (35) allowed
Shockwave (35) allowed
Sorcerous Fury (70) allowed
Wall of Wind (40) allowed
Winged Flight (35) allowed
World Bizarre (40) allowed
Level Nine
Aura of Doom (40) allowed
Beat Insurmountable Odds (70) allowed
Create Steel (68) allowed
D-Step (50) allowed
Desiccate the Supernatural (50) allowed
Dragon Fire (40) allowed
Illusion Manipulation (25-60) allowed
Phantom Mount (45) allowed
Realm of Chaos (70) allowed
Tame Beast (60) allowed
Wall of Defense (55) allowed
Level Ten
Armorbane (100) allowed
Deathword (70) allowed
Enemy Mind (100) allowed
Giant (80) self not possible other yes
Illusory Forest (45-90) allowed
Magic Warrior (60) allowed
Meteor (75) allowed
Plane Skip (65) allowed
Purge Other (100) allowed
Reality Flux (75) allowed
Restore Limb (80) allowed
Speed Weapon (100) allowed
Super-Healing (70) self not possible other yes
Wall of Not (70) allowed
Warped Space (90) allowed
Level Eleven
Astral Hole (120) allowed
Bottomless Pit (100) allowed
Curse of the World Bizarre (100) allowed
Disharmonize (150) allowed
Energy Sphere (120) allowed
Firequake (160) allowed
IdAlterEgo(130) not possible
Iliusory Terrain (55-120) allowed
Mindshatter (130) allowed
Re-Open Gateway (180) allowed
See in Magic Darkness (125) allowed
Level Twelve
Ensorcel(400) allowed
Heavy Air (200) allowed
Ironwood (50+) allowed
Null Sphere (220) allowed
Soultwist (170) allowed
Wall of the Weird (180) allowed
Level Thirteen
Collapse (70-400) allowed
Restore Life (275) allowed
Shadow Wall (400) allowed
Swap Places (300) self not possible other yes
Level Fourteen
Annihilate (600) allowed
Summon & Control Sea Serpents (350) allowed
Level Fifteen
Circle of Travel (600) allowed
Enchant Weapon (400 to 1000+) allowed
Summon Ally (600) allowed
Void (700) allowed
Rifts BOOK OF MAGIC page 88
Level One :All allowed
Level Two :all but turn undead
Level Three: All but life source on page 97
Level Four: no Astral projection and swim as a fish self not possible other yes
Level Five: all super spell self not possible other yes swim like a fish self not possible other yes
Level six :All but reduce self not possible
Level Seven: no healing self, life drain, metamorphosis self not possible other yes
Level Eight: metamorphosis self not possible other yes
Level Nine: no familiar, metamorphosis self not possible other yes, transferal not possible
Level Ten :giant self not possible other yes ,metamorphosis self not possible other yes
Level Eleven : create Mummy not possible , create magic scroll not possible, Id Alter EGO not possible,
Level Twelve: can use a amulet but no make one, create zombie not possible, metamorphosis self not possible other yes
Level Thirteen: create golem not possible, swap place self not possible other yes
Level Fourteen: all allowed
Level Fifteen: self not possible other yes
spell of legends :note doppelganger not possible