Texts on Magic
Created by Brett Hegr
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Blank Tome
Cost in Gold: 10 per 50 pages
Cost in Rifts® Credits: 100 per 50 pages
These books are suitable for scroll writing, formulae, notes, ritual
incantations, etc. A high quality book (suitable for enchantment)
usually costs double or triple. A book made from special materials costs
the standard amount plus the cost of the components, plus an additional
craftsman's fee (5% to 15% of the value of the components). Bringing your
own materials will certainly reduce cost, but the craftsman still gets his
fee. It only takes a few days to pick up a special order, as long as the
craftsman is local.
Lore Manual
Cost in Gold: 2,000 per book
Cost in Rifts® Credits: 10,000 per book
Each book covers one lore skill in relative detail, such as Faerie
Lore, Religion, Vampires, Demons and Monsters, Magic, etc. The book's
skill rating averages around 80%, but will only cover certain topics
(like North American Supernatural Creatures, the Official English Faerie
Watcher's Guide, or Beelzebub's Handbook of Dead and Demonic Creatures).
* Translation Manual
Cost in Gold: 100 per book
Cost in Rifts® Credits: 500 per book
This is a book specially geared towards translating magical texts
in unfamiliar languages. These differ from other translation books in that
the translations are only from one language to another. These books
aren't the kind you'd bring to a foreign country (a Speak/Literacy skill
in the target language of about 10% plus the speaker's I.Q.)
They are very helpful in scroll conversion because there are common
magic phrases fully translated. Impose a -15% penalty on the scroll
conversion roll (due to the time constraints imposed by the nature of
scrolls), but the character doesn't have to learn a new language. There
usually aren't penalties for other uses, since there is usually ample
time to get a good translation.
Anyone with the spell Eyes of Thoth has no need for a translation
manual.
* Magical Safety Manual: Average
Cost in Gold: 10,000
Cost in Rifts® Credits: 25,000 per book
A single book will usually cover precautions and measures to take
when dealing with a single topic in magic, such as rune writing,
scroll conversion, circle creation, spell design, etc. Following the
listed precautions gives the mage a 50% +2% per level chance of preventing
a bad side effect (roll for each) from a failed attempt. Severe side
effects may carry with them a penalty to this control roll.
* Magical Safety Manual: Top Quality
Cost in Gold: 20,000 per book
Cost in Rifts® Credits: 50,000 per book
A single book will usually cover precautions and measures to take when
dealing with a single topic in magic, such as rune writing, scroll
conversion, circle creation, spell design, etc. Following the listed
precautions gives the mage a 60% +3% per level chance of preventing a
bad side effect (roll for each) from a failed attempt. Severe side effects
may carry with them a penalty to this control roll.
* Beginner's Study
Cost in Gold: 15,000 per book
Cost in Rifts® Credits: 40,000 per book
A single book covers the basics of one kind of magic, whether
that of a Wizard, a Ley Line Walkertm,
Mystic, runes, circles, etc. Books on uncommon topics (necromancy, for
example) run +10% to +25% more. A rare topic (Nazcan line magic) would
probably cost +40% to +60% more if it is even avaliable. These books
are useful to non-magicians, in that it can enlighten one to a particular
magic class' powers and vulnerabilities.
* Moderate Study
Cost in Gold: 25,000 per book
Cost in Rifts® Credits: 75,000 per book
Each book covers a single advanced topic (usually, an O.C.C.
ability or type of magic spell). Books on rare topics could cost +20%
to +50% more. Such books are useful when learning about a chosen O.C.C.
class. Each volume purchased for a specific task add a +1d4% bonus to
the final skill roll for magical research and development. No matter what
the task is, there probably won't be more than 5 or 6 books that would
be useful (that way, players can't achieve a +50% bonus on Spellcrafting).
* Advanced study
Cost in Gold: +50,000 per book
Cost in Rifts® Credits: +100,000 per book
These books are discussions, manuals, references, and handbooks
written by great magicians. Reading the appropriate book (like Articulus'
Manual for Repairing Conventional Techno- Wizardrytm)
for the task at hand (fixing your busted flaming sword) can give a +1d6+4%
bonus to success rolls! It is highly unlikely that there would be more
than two books on a given topic that a character is researching.
* Beljhar's Enchantment Guide
Cost in Gold: 100,000
Cost in Rifts® Credits: 200,000
This is a highly valued book because is not only gives a mage a +7% bonus
(and Enchanters get a +10%) on creating permanent enchantments, whether
original creations or common rituals like Amulet, Talisman, and Charm
Weapon. The techniques in the book allow him to cut the amount of
P.P.E.tm needed to enchant an object by 5%
(and 10% for Enchanters)!
* Secrets of the World's Greatest Techno-Wizards(TM)
Cost in Gold: None - not generally available
Cost in Rifts® Credits: 150,000
When Techno- Wizardstm use this as a
guide, they cut the time needed to build major devices (things with a
value of more than 50,000 credits) by 10%. Using the instructions also
cuts the amount of P.P.E.tm needed to
develop a device by 5%! This book is always written in Techno-Can.
* Book of Scrolls
Cost in Gold: +1,000 plus spells
Cost in Rifts® Credits: +2,000 plus spells
These books are made of high quality materials and paper, with pages that
have multipl scrolls inscribed on them. These kinds of books are pretty
uncommon - only the most well- connected alchemists can acquire them. Anyone
can of course make a book of scrolls, but if you can make one then
you probably shouldn't waste your money buying one. A Book of Scrolls
usually comes in one of two forms if pre-made.
The first pre-made Book of Scrolls is the type that has multiple copies of
a single spell. This is ideal for those groups of adventurers that want the
ability to cast a Fire Ball, Call Lightning, or Heal Wounds repeatedly without
having to deal with an obnoxious know-it-all spellcaster.
The second pre-made type of book is designed with a focus in mind and the
spells are ones that would be useful in a particular function or environment.
Some basic ideas are collections of illusion spells, wilderness survival spells,
protection and healing, sense enhancing, a variety of combat spells, anti-
vampire spells, etc.
Of course, one can be made to order with a selection of spells, but this is
limited within the abilities of the creator and time constraints. It takes
about a day to put four low- level spells into scroll form, and alchemists
don't work on weekends. If the alchemist has students or assistants it
will take less time but will usually cost extra. Rush jobs just aren't
possible when doing magic either - screw up and you've usually got some
nasty repercussions to deal with.
For the additional costs of the scrolls, see the notes on
scrolls that I've written. Generally speaking,
GMs should calculate the costs of each scroll in the book and total them up
with the cost of the book itself. Some (but certainly not all) alchemists will
discount pre-made books by 5% to 10%. Books that are made to order aren't
discounted. Note that if mages think they can learn how to cast spells from
the Books of Scrolls, they are correct. If they think alchemists haven't got
a few magical tricks to make this difficult, they are incorrect.
** Tome of Wrath
Cost in Gold: +750,000
Cost in Rifts® Credits: +1,000,000
These uncommon books have popped up across the Megaverse®.
There are four copies in the fantasy realm of Palladium, two on
Rifts® earth, one in contemporary
Earth, and one at Center of Phase Worldtm
(Thraxus has one in pristine condition!) These books are filled with
many pages (20+5d4) of scrolls written in a hard to decipher magical
script. Attempts to translate the scrolls (though they can be read easily)
always suffer a -40% penalty! The books seem halfway intelligent, since
words will change to other words in plain view. Each page of a
Tome of Wrath has a totally random elemental spell (levels 1-8, all
four elements) with a spell strength of 14 and level 8+2d6 strength! A
few talented magicians have learned elemental spells through these strange
books (they come in all shapes and sizes). No one knows how so many
elemental spells were put into scroll form, and so well protected against
translation.
** Enlightening Manual
Cost in Gold: +500,000
Cost in Rifts® Credits: +1,000,000
There are only three known books in existence across the entire
Megaverse®. There may be more, but since they teleport away once
they are read (and evade all attempts at location) no one can be sure!
Once a practitioner of magic reads the book (takes about 100 hours of
reading, or 60 with Speed Reading), his understanding of the forces of
magic is expanded. Add the following:
- +1 to spell strength.
- Add one additional spell action per melee (usable only to cast a magic spell).
- Select three new spells of a level less than or equal to the
reader's own level.
- +10% to the Principles of Magic skill.
- +5% to Lore: Magic, or if it is not possessed the reader gains it at
a base skill of 15% +5% per level of experience.
** Trapped Sage
Cost in Gold: +3,000,000
Cost in Rifts® Credits: +5,000,000
Books of this nature are highly desirable, because they are equivalent to
rune weapons in the form of a book! They hold the soul of an experienced
spellcaster who is (sometimes) willing to instruct in the learning of specific
types of spells. The personality is unique, but generally has an I.Q. of 3d6+12,
a Lore: Magic skill of 1d4x5 +70%, a Principles of Magic skill of 3d4x2 +70%,
an effective experience level of 1d6+9, 3d6x10+120
P.P.E.tm, a spell strength of 1d4+3, and 6d6+10
known spells. The book itself has an S.D.C.tm
(or M.D.C.tm) of 1d4x10+30, recovers 5 per day,
and if destroyed the intellect within is immediately released. Depending on the
personality of the book and the personality of the current owner, the 'trapped
sage' will occasionally instruct the owner in the arts of magic. This will
probably be about one or two spells upon the owner's gaining of a new level of
experience, but the spells are usually common magic (unless the trapped
intellect was a specialist in something, such as necromancy or circle magic).
* Books on magic are sold only to true magicians, and
alchemists and other magic dealers will usually require a few questions
on magic (comparable to the value of the book) be answered first. Anyone
without the talent and knowledge trying to buy the books will probably be
in a difficult situation (if not chopped up and sold for ritual offerings).
Using Speed Reading to get through the books is not as productive as it
is with normal uses. The information content is dense enough to qualify
as a technical manual. Also due to the information density (and the occasional
special enchantment) Total Recall does not work at full effectiveness with
the texts either. Characters attempting to use Total Recall have to pay
double the I.S.P.tm costs and receive only
half the benefits they normally got from having the book by them to refer to.
** These books actually are magic, and so are very
costly when avaliable for purchase. More often, they are found by
adventurers and kept in a private library.
The prices in credits reflect those found in Rifts®,
where books and literacy are rare commodities. A contemporary would would
probably require cash equal to the cost in credits (the high price instead
reflects the rarity of magic). In a place like Phase Worldtm,
where magic and literacy are both common, cut the Rifts®
cost by 20%.
The size of books is usually unimportant, but most books on magic range
between 6in by 9in and 10in by 14in. Specifically trying to hit a standard
sized book in someone's hands should be considered a -4 penalty to a called
strike.
Note: When using books of a similar type, only use the highest
bonus among them - using a basic and an advanced magical safety manual
would only result in the special bonuses gained from the advanced version.
As long as the books are totally different the bonuses may be combined -
using Beljhar's Enchantment Guide along with an advanced magical safety
manual (the edition on ritual magic, of course) and a moderately complex
book on using crystals in magical objects could net a nice bonus when
a Techno- Wizardtm decides to make a suit
of mystic power armor.