House Rules: Magic & Psionics

Magic
Magic has always been a bit underrated in Palladium's games. I've implemented a few minor modifications in order to help out the (at one time) beleaguered mages (Note: this has changed somewhat with Federation of Magic, adding more powerful TW items and spells). All incantation spells from levels 1-8 take only one action to cast (just like psychic abilities). All incantation spells from levels 9-13 take two attacks/actions to cast. All incantation spells from levels 14+ take a full melee to cast. All ritual spells take a minimum of one full minute of meditation and two melee actions to cast. Most rituals have something listed, but this is a minimum for those rituals that don't. An incantation spell is any spell that does not have the word "Ritual" listed in parentheses next to it or specify special criteria for casting within the description.

In addition, I have added the following to make scrolls a more tempting reward.

Magic has always been a difficult thing for people to learn. In my most recent campaign, it has become apparent that transferring scrolls to one's repertoire of spells is most impractical. The situation was that I gave scrolls as a reward for the completion of a segment of the campaign. The problem was that the character in question, a Temporal Wizard who was obsessed with magic items, weapons and knowledge, sold the scroll!. Well, I reminded him that this wasn't exactly in character and I decided I might give him a bonus. Stemming from this is the following optional rule on converting scrolls to known spells.

Ley Line Walkers/Wizards are the most versatile spell casters and receive a +10% bonus to convert a scroll successfully and add it to their permanent repertoire. This applies to any spell. In addition, Palladium Fantasy wizards receive a number of spell levels in spells at each level of experience (i.e. a third level Wizard is able to choose 1 third-level spell OR 1 second-level spell and 1 first-level spell OR 3 first-level spells).

Shifters are more geared toward Dimensional and Magical Command, such as Domination, Familiar Link, and Mystic Portal. They receive a +10% bonus to learn spells of these types.

Temporal Wizards are certainly the most Dimensionally affluent occupations and receive a +15% to convert scrolls containing Temporal spells (see Rifts: England for a list of spells). Because of their mystic nature and general obsession with magic, they also receive a +8% to learn all other spells relating to dimensional manipulation. Temporal Warriors are less versed in the ways of magic than their sorcerous counterparts and only receive half these bonuses.

Techno-Wizards are not subject to any penalties, however, they gain no bonuses either.

Dragons are very unique cases. Hatchlings, because of their curiosity, would have very large bonuses. Unfortunately, they are also impatient, much like a human two-year old, and this greatly reduces their ability to study the magic long enough. Thus, hatchlings gain a +5% to convert a scroll. When a dragon reaches adulthood (600-650 years), they are usually far more dedicated and patient. All dragons can convert scrolls at a percent equal to the percent of literacy in the language in which the scroll is written (i.e. if a scroll is written in elven, then the dragon can convert the scroll at a percent equal to their skill in Literacy: Elven).

All other magic-using occupations receive a +10% bonus to learn any category of spell the player wishes (i.e. divination, combat, healing, etc.; however it should be appropriate to the O.C.C.) and a -5% penalty to any one category that is opposite the chosen "specialization" (I use this term very loosely) category (i.e. combat is opposite healing, divination is opposite concealment, etc.).

Characters who have the insanity of Obsession: Magic Items/Weapons/Knowledge (or any derivative of it) have a +20% bonus to convert any scroll of any type. The reason for this is that they are infinitely more determined to learn the knowledge contained on any scroll.

Psychic Abilities
These have become somewhat subjective to the context of the game. The general rule I follow when using abilities against another intelligent creature (anything above an animal intelligence) is that the creature gets a saving throw against abilities whether they know the ability is being used or not. An example of where this contradicts the book is for the power of Telepathy. In my games, the mind automatically puts up some sort of defense. This is particularly true on Rifts Earth because people are constantly on guard for those with psychic abilities. The world of Heroes Unlimited and Nightbane are also good examples because psychic abilities are more commonplace.