TEXT: 1
  
  Advanced Rifts Book I: The Africa Supplement
  Design: Marco Ferraro
  This is meant as an amateur free fan production. Absolutely no money is generated from 
  it.
  Copyright © 1990, 2005 and 2018 Palladium Books Inc. & Kevin Siembieda; all rights 
  reserved world wide. No part of this work may be sold, distributed or reproduced in part 
  or whole, in any form or by any means, without written permission from the publisher. 
  All incidents, situations, institutions, governments and people are fictional and any 
  similarity to characters or persons living or dead is strictly coincidental.
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  2
  
  Contents
  Foreword
  3
  Spells
  4
  Magic Items
  20
  Africa and the supernatural
  25
  Eternal Madman OCC
  34
  Foreword
  The material which follows was written by someone else who posted this material 
  publicly around 2004, after it was rejected by Palladium. Unfortunately I wasn’t able to 
  determine who wrote it.
  3
  
  1. Spells of Africa
  Level 1
  Cloud of Mist
  Type: Conventional; also available as an 
  air/water warlock spell.
  Level: 1
  Range: 90 feet (27.4 m)
  Duration: 4 melee rounds per level of 
  experience
  P.P.E.: 2
  Saving Throw: none
  This magic enables the Spell Caster to 
  create a cloud of dense white, humid, 
  mist (30x30x30 maximum area). 
  Victims caught in the cloud will be 
  unable to see anything beyond it and 
  their vision is impaired; they can see no 
  more than three feet (0.9 m) in front of 
  them (and those images are only blurry 
  shapes unless within one foot/0/3 m. 
  While in the cloud, victims will be -5 to 
  strike and -9 to parry and dodge. This 
  spell is not commonly used in combat, 
  but instead is used to protect and prevent
  against dehydration. Besides making a 
  desert trip more bearable, with 
  the right tools about half a gallon can be 
  retrieved from the mist cloud.
  Create Pit 
  Type: Conventional, also available as a 
  Earth Warlock spell
  Level: 1
  Range: 30 feet /9.1 m
  Duration: Permanent
  P.P.E.: 5
  Saving Throw: Dodge
  Through the use of this spell, a 20 foot 
  by 20 foot pit is created in the 
  ground. If cast directly under a subject 
  there is a dodge roll to not fall down the 
  pit. This is based on an attack roll of 14.
  Note that the pits created by this spell 
  are fairly easy to get out of, merely 
  taking 3 melee actions (one to get up and
  two to climb out).
  See through Smoke
  Type: Conventional
  Level: 1
  Range: Normal Eyesight: either Self or 
  one other by touch.
  Duration: 1 minute (4 melees) per level 
  of experience
  P.P.E.: 5 
  Saving Throw: None
  The recipient of this spell can see 
  through smoke, fog and other visible 
  gases as if it was normal air. It should be
  noted that while the recipient can see 
  through the gases, it does not make him 
  (or her) immune to the gases in any way.
  Sense Heartbeat 
  Type: Conventional
  Level: 1
  Range: 120 foot (36.6 m)
  Duration: Two minutes (8 melee rounds)
  per level of experience
  P.P.E.: 8
  Saving Throw: None.
  This magic ability enables the character 
  to sense or feel the presence of 
  creatures about the size of a rodent or 
  larger, provided that it is warm 
  blooded, by hearing their heartbeats. It 
  will indicate approximately how many 
  warm blooded creatures are within the 
  120 foot (36.6 m) radius; one, a few 
  (2-6), several (7-14) or many (15 or 
  more). It can also pinpoint the general 
  location of the source(s) to a particular 
  room(s) or an approximate distance 
  (very close, near, far, etc.)
  Sense Witchcraft 
  Type: Conventional
  Level: 1
  Range: 120 foot (36 m) area
  Duration: 2 minutes (8 melees) per level 
  of experience
  P.P.E.: 4
  Saving Throw: N/A.
  4
  
  This spell allows the character to sense 
  or feel the presence of witchcraft. 
  Besides detecting a witch, this ability 
  can indicate whether a person has been 
  life fed, whether an object has been 
  charged with “evil”, whether a witch 
  spells (including spoiling magic) has 
  been cast or a Witch’s familiar is nearby.
  This spell does not only include African 
  Witches, but also Pact Witches and 
  Night Witches (See Mystic Russia for 
  more details on this last O.C.C.) Note: 
  This spell does not include evil or even 
  magic, only witchcraft and its effects.
  Level 2
  Body of Scales 
  Type: Conventional
  Level: 2
  Range: Self or other by touch
  Duration: 4 melees per level of the spell 
  caster 
  P.P.E.: 10
  Saving Throw: None
  This spell covers the covers the recipient
  with a body of hardened scales. This 
  mystic armor has a M.D.C. Of 5 per 
  level of experience. Unfortunately 
  Because of the nature of the spell, the 
  casters P.B. Temporarily goes down by 5
  points (although, not enough for a horror
  factor).
  Level 4
  Fist of Fangs 
  Type: Conventional 
  Level: 4
  Range: Self or one person by touch
  Duration: one melee round per level of 
  experience
  P.P.E.: 10 self or 50 to cast upon another
  Saving Throw: none.
  This spell causes the spell caster's 
  dominant hand to have a fanged maw rip
  out of the palm (although harmless to the
  recipient). The character immediately 
  develops a horror factor of 11 from this 
  gruesome sight. Any slap done by the 
  caster (counts as one melee action) will 
  cause the fanged maw to bite at the 
  target. The bite itself does 1D6 M.D. 
  (1D6+3 in S.D.C. worlds) per strike. 
  Furthermore, if the maw has a chance to 
  keep chewing away at a target, it will 
  do 5D6 M.D.C. (S.D.C. in S.D.C. 
  Worlds) per melee round. Note that hand
  can also parry mega damage hand to 
  hand attacks with no damage occurring 
  to the appendage.
  Fungi Cloud
  Type: Conventional
  Level: 4
  Range: 90 feet (27.4 m)
  Duration: 4 melee rounds per level of 
  experience
  P.P.E.: 15
  Saving Throw: none
  This magic enables the spell caster to 
  create a cloud of spores (30x30x30 foot 
  (9.1 m cubed maximum area). Victims 
  caught in the cloud will be unable to see 
  anything beyond it and their vision is 
  impaired; they can see no more than 
  three feet (0.9 m) in front of them (and 
  those images are only blurry shapes 
  unless within one foot/0/3 m. While in 
  the cloud, victims will be -5 to strike and
  -9 to parry and dodge.Furthermore all 
  those within the area who are not 
  wearing environmental armor or 
  otherwise immune to gases makes make 
  a saving throw verses non-lethal poison. 
  Those who do retain the composure, but 
  will suffer a –8 to strike, parry and 
  dodge, -2 to initiative and lose one melee
  attack that round.Those that fail 
  immediately suffer an attack of coughing
  and wheezing, unable to attack for as 
  long as they are in the cloud and for 1D4
  melees afterwards. Note that the spell 
  5
  
  Impervious to poisons/toxins makes one 
  immune to the Fungi Cloud.
  Mighty Roar
  Type: Conventional
  Level: 4
  Range: 10 foot (3.0 m) by 30 foot (9.1 
  m) cone of energy for immediate affects.
  50 foot (15.2 m) radius for secondary 
  affects.
  Duration: Instantaneous
  P.P.E.: 20
  Saving Throw: Save vs Magic for the 
  primary affect, otherwise none.
  At the completion of this spell, the spell 
  caster bellows out a roar of such 
  intensity that it inflicts pain on those 
  who hear it. All within a 50 foot 
  radius are startled and distracted. This 
  provides the spell caster with a +5 to 
  initiative, +1 to strike, parry and dodge. 
  Furthermore, the Mighty Roar creates 
  a horror factor of 10 +1 for every 3 
  levels of the caster.However, those 
  within the actual cone of affect are 
  attack by a concentrated cone of sound. 
  Those within the field without any type 
  of head/ear protection will be 
  temporarily deafened for 2D4 minutes 
  and are –8 to initiative and –3 to parry 
  and dodge. Characters who are in 
  protective body or power armour will 
  have some protection, but are still 
  temporarily deafened for 1D4 minutes; 
  same penalties apply. If another roar is 
  performed, the same affects apply. 
  Furthermore, the concentrated blast of 
  sonic energy that does 1D4 
  M.D.C./S.D.C./H.P. and on targets that 
  are less then 500 lbs (225 kg) has a 
  01-50% chance of knocked off their feet.
  Additionally creatures that weigh 
  500-1,000 lbs have a 01-20% chance of 
  getting knocked off their feet. This 
  knockback effect will not affect 
  creatures or objects that weight more 
  then 1,000 lbs (450 kg). Note that the 
  use of this spell, like the African roar of 
  which this spell is based on, can be 
  heard up to 2 miles (3.2 km) away. The 
  caster is also immune to his own roar.
  This spell also takes up a single action.
  Snake Snare 
  Type: Conventional
  Level: 4
  Range: 90 feet/27.4 m
  Duration: 2 melees per level of 
  experience
  P.P.E.: 7
  Saving Throw: Dodge, but victim must 
  know the attack is coming and must roll 
  an 1 or higher (bonuses to dodge are 
  applicable)
  To begin this spell, the caster throws a 
  piece of snakeskin at the target. The 
  snakeskin elongates and wraps around 
  either the piece of snake skin wraps 
  around the target and restrains either the 
  arms or legs of the opponent.If the target
  was to wrap around the arms and torso, 
  the victim limb's are lashed to his sides. 
  Speed and balance are reduced by half, 
  all combat bonuses (if any) are reduced 
  to +1, and attacks per melee round are 
  down to only two. Climbing and using 
  one's arms are impossible, as is 
  performing any skills that require the use
  of one's hands.If the target is to wrap 
  around the legs, the snakeskin binds the 
  joint and connects the legs; -50% to 
  speed, reduce initiative by half, the 
  climb and swim skills by half, and 
  leaping, gymnastics and acrobatics are 
  impossible.The Snake snare itself has a 
  M.D.C. of 15. However, to hit the 
  sucker, a called shot needs to be made a 
  -3. Anything less, will strike the victim 
  instead.The victim can also attempt to 
  pry himself free using brute strength. To 
  pry the snake snare loose, the person(s) 
  must have a strength greater then the 
  6
  
  spell (considered to have a supernatural 
  P.S or 30) and roll a natural 18-20. Even 
  still, each attempt will take three melee 
  actions.
  Spider Eyes 
  Type: Conventional
  Level: 4
  Range: Self or one other by touch
  Duration: 5 minutes per level of 
  experience
  P.P.E.: 15
  Saving Throw: None
  With this enchantment, the spell casters 
  eyes are magically transformed into the 
  multifaceted eyes found on insect or 
  arachnids. Furthermore, secondary eyes 
  appear along the forehead of the caster.
  This unusual ability gives the character 
  the following abilities:
  Ÿ 340 degree of vision. The placement 
  and nature of their eyes provides a much 
  wider field of peripheral vision including
  the ability to see things that we would 
  consider behind them.
  Ÿ Polarized sight: The recipient is not 
  adversely affected by bright lights or 
  glare, including the Blinding Flash spell.
  Ÿ Infrared and Ultraviolet Vision: Can 
  see into these spectrums of light and 
  operate quite well at night. 1,000 foot 
  (304.8 m) range
  Ÿ Hardened eyes: Typically 15 M.D.C. 
  For the casters normal eyes and 5 
  M.D.C. 
  For the temporary new eyes.
  Ÿ Optics bonuses: +2 to initiative, +1 to 
  strike, +1 to dodge
  Ÿ Poor clarity of vision, making close 
  work and literacy impossible. However, 
  this lack of clarity protects the recipient 
  from hypnotic suggestion and any 
  mind control that involves eye contact.
  Ÿ The recipient becomes unnerving to 
  look it. The caster gets a horror factor of 
  10 (or a +2 to any existing horror factor; 
  whatever is higher) and the P.B. of 
  the recipient is halved for the duration 
  for the spell.
  Thunderstrike
  Type: Conventional, primarily used by 
  rainmakers
  Level: 4
  Range: Self
  Duration: one melee round per level of 
  experience
  P.P.E.: 20
  Saving Throw: None
  This spell causes the spell caster's 
  dominant hand to crackle with yellow 
  electricity. The character can do 3D6 
  M.D. due to the mega damage 
  electricity. The fist is encased in magical
  energy and releases a shower of 
  electricity upon impact. It cannot be 
  used to empower weapons: Only to 
  provide the caster with a mega damage 
  hand to hand attack.
  Level 5
  Arm of the Constrictor 
  Type: Conventional
  Level: 5
  Range: Self with a reach of 16 feet (4.9 
  m)
  Duration: 1 minute per level of 
  experience
  P.P.E.: 35
  Saving Throw: None
  This spells turns the arm of the caster 
  into a rather large python composed of 
  magical energy. This python arm is 
  totally under the control of the wielder 
  and can be used for a variety of things.
  When used for combat, the arm gives a 
  +1 to strike and can be used to bludgeon 
  an opponent, doing 3D6 M.D. per strike.
  Alternatively, the Constrictor arm can be
  used to wrap around an opponent. Bound
  7
  
  characters (only one is possible) cannot 
  run or attack and suffer 2D6 M.D.C. (or 
  S.D.C., depending on the wishes of the 
  caster) per melee action of the caster. 
  Each constriction still counts as one 
  melee attack for the wizard. To pry the 
  constrictor loose, the person(s) must 
  have a strength greater then the spell 
  (considered to have a supernatural P.S or
  30) and roll a natural 18-20. Even still, 
  each attempt will take three melee 
  actions. In non-combat situations, the 
  constrictor arm can be used as a tentacle,
  adding +25% to the climbing skill or a 
  base of 40%, whatever is higher.
  Circle of Hail
  Type: Only available to the Rainmaker 
  Level: 5
  Range: 60 foot (24.4 radius) per level of 
  the rainmaker 
  Duration: 15 melees per level of the 
  rainmaker
  P.P.E.: 45
  Saving Throw: Not applicable.
  Through this ritual, the rainmaker can 
  create a heavy downpour of snow and 
  ice. Anybody in the circle of rain will 
  suffer 5D6 S.D.C., movement slowed by
  one-third, and the sense of hearing and 
  vision will be impaired (both normal and
  nightvision reduced to 30 feet/9 m). This
  magic can be done indoors and 
  outdoors. The Rainmaker uses this spell 
  on crops to extract revenge for not 
  being treated well.
  Circle of Rain.
  Type: Only available to the Rainmaker 
  Level: 5
  Range: 60 foot (24.4 radius) per level of 
  the rainmaker 
  Duration: 15 melees per level of the 
  rainmaker
  P.P.E.: 40
  Saving Throw: None
  Through this ritual, the rainmaker can 
  create a heavy downpour accompanied 
  by thunder, lightning and clouds. Any in 
  the circle of rain will become soaking 
  wet, chilled, movement slowed by one-
  third, and the sense of hearing and vision
  will be impaired (both normal and 
  nightvision reduced to 30 feet/9 m). This
  magic can be done indoors and outdoors.
  This spell can be combined with the 
  Rainmaker’s special ability to call 
  lightning, but the Rainmaker can only 
  pull down lightning bolts that do half 
  normal damage (AKA 10 M.D.C. per 
  level).
  Shock Shield 
  Type: Conventional; a common spell for 
  rainmakers; also available to air 
  warlocks.
  Level: 5
  Range: One weapon or shield; by touch
  Duration: Two minutes per level of the 
  caster
  P.P.E.: 12 
  Saving Throw: None.
  This spell creates an electrical field 
  around a shield that acts as a natural 
  barrier and enhances both its offensive 
  and defensive capabilities. Any 
  attackers are -2 to strike and parry due to
  its intimidating nature. Furthermore, 
  unless the hand-held weapon is large and
  the attack does not lean into the 
  electrical field, the attack will take 1D4 
  M.D. From the field. In addition, the 
  user of the shield is immune to 
  electricity, while energy attacks 
  do half damage.Note that this spell does 
  make the shield a M.D.C. shield.
  Venom Blast 
  Type: Conventional
  Level: 5
  Range: 100 feet (30.5 m) +5 feet (1.5 m)
  per level of experience
  8
  
  Duration: Instant
  P.P.E.: 15
  Saving Throw: Dodge; but the victim 
  must know the attack is coming and 
  must roll an 18 or higher (bonuses to 
  dodge are applicable). Plus a saving 
  throw verses non-lethal poison if it 
  connects.This spell creates a green bolt 
  of energy that is sent shimmering 
  towards the chosen target. The caster 
  must make a normal roll to strike, but 
  the spell gets a +4 to hit. When it hits, 
  the victim is injected with a magical 
  poison. The target must then make a 
  saving throw verses Lethal poison. A 
  successful save means that the 
  character only takes 3D6 S.D.C./H.P. 
  (1D6 M.D. If a mega damage creature)
  If the saving throw is failed, the victim 
  suffers an additional 1D6 damage, plus 
  suffers -2 to initiative, strike, parry and 
  dodge for 1D4 rounds. Multiple blasts 
  are cumulative. Since this blast 
  magically injects its lethal cargo, 
  environmental body armor 
  does not protect against this blast. 
  However, those in power armor, giant 
  robots, and other vehicles are.
  Level 6
  Arm of the Viper 
  Level: 6
  Range: Self with a reach of 12 feet (3.7 
  m)
  Duration: One melee round per level of 
  experience
  P.P.E.: 35
  Saving Throw: None
  This spell turns the arm of the caster into
  a poisonous viper composed of magical 
  energy. When an opponent is struck by 
  the magical viper (counts as one melee 
  action), he suffers 1 M.D. (S.D.C. For 
  non-mega damage worlds) and is 
  injected with a virulent poison. The 
  poison itself does 3D6 M.D. Per melee 
  round (6D6 S.D.C. for non-mega 
  damage worlds, but only against 
  supernatural creatures) or 1D6x100 
  S.D.C./hit points to humans and other 
  non-mega-damage creatures (no change 
  for non-mega damage worlds; the poison
  is meant to be used against supernatural 
  beings). The poison lasts in the system 
  for 2D4 melee rounds inflicting damage 
  each melee. A successful save vs poison 
  means the character suffers a mere 30% 
  of the damage. The arm itself adds +1 to 
  attacks per melee, and an additional +2 
  to strike. It is considered to have 30 
  mega damage and can be targeted on a 
  called shot (with an additional -2 to hit).
  Bladewheel 
  Type: Conventional
  Level: 6
  Range: 100 feet (30.4 m)
  Duration: One melee round per level of 
  experience
  P.P.E.: 15
  Saving Throw: Parry (when applicable) 
  or dodge.
  In many ways a variation of spinning 
  blade, this spell turns a small knife into 
  a magical circular blade, not unlike a 
  buzzsaw. That can be used for both 
  defense and offence. When used in 
  defense, the circular blade will move to 
  parry all physical attacks from other 
  blades, arrow, bullets and energy blasts. 
  It is normally +4 to parry physical 
  attacks, but only +1 to parry energy 
  attacks. It can also attack within its field 
  of influence. Used as a weapon, it strikes
  at +3 to hit and does 4D6 M.D.
  Charge Weapon
  Type: Conventional; a common spell for 
  rainmakers; also available to air 
  warlocks.
  Level: 6 (4 for warlocks)
  9
  
  Range: Touch; close, hand to hand 
  combat
  Duration: One minute per level of 
  experience
  P.P.E.: 25
  Saving Throw: Not applicable.
  This spell empowers a weapon with 
  electrical energy that surround the 
  weapon. 
  While the weapon itself is not made into 
  a mega-damage weapon, the electrical 
  field that surrounds it adds 2D6 M.D. to 
  the weapons usual capacity.
  Creatures vulnerable to damage will 
  suffer double normal damage from this 
  field. However, creatures resistant or 
  immune to either electricity or energy 
  will have partial or total resistance.
  At the end of this spell, the field 
  dissipates.
  Fireball (revised)
  Type: Conventional (also available to 
  Fire warlocks)
  Level: 6 (3 for a fire warlock) 
  Range: 90 feet (27.4 m) plus an 
  additional 10 feet (3.0 m) per level of 
  experience.
  Duration: Instant
  P.P.E.: 15
  Saving Throw: Dodge, but the victim 
  must known the attack is coming and 
  must roll an 18 or higher (bonuses to 
  dodge are applicable). The Skill W.P.: 
  magical attacks bonus can be added to 
  this strike (which means if you have +1 
  to hit with the skill, the dodge needed 
  becomes 19 or higher)
  The spell caster creates a large fireball, 
  which hurls at its target at an awesome 
  speed, inflicting 1D4 M.D. per each 
  level of the spell caster. The fireball is 
  magically directed and seldom misses.
  In the magical world of Rifts, the 
  Fireball has a new feature. It has a blast 
  radius of 5 feet (1.5 m) per level of 
  experience. Creatures caught in the blast 
  radius suffer half damage. A fire 
  warlock’s fireball is slightly more 
  powerful, doing 1D6 M.D. per level.
  Misfortune 
  Type: Conventional
  Level: 6
  Range: Touch or 10 feet (3 m)
  Duration: 6 hours per level of experience
  P.P.E.: 20 
  Saving Throw: standard
  This minor curse causes just a touch of 
  bad luck to be inflicted upon the 
  caster. Small things such as misplacing 
  small objects of relative small 
  consequence (40%), running into people 
  at the wrong time, and anything else the 
  G.M. Can think off. In short it gives the 
  G.M. a chance to make his players life 
  a living hell on a minor scale. This small
  dose of bad luck does have limitations. If
  injured by the misfortune, the damage 
  generally cannot exceed 1D6 
  S.D.C./H.P. (mega damage if a mega 
  damage creature). This spell is meant to 
  harass, not kill.
  Mucous Blast
  Type: Conventional
  Level: 6
  Range: 60 feet (18.3 m)
  Duration: Instantaneous
  P.P.E.: 10
  Saving Throw: Dodge; but the victim 
  must know the attack is coming and 
  must roll an 18 or higher (bonuses to 
  dodge are applicable).
  This spell duplicates the Blowworm's 
  attack and generates a huge glob of 
  thick, sticky mucus that is shot towards 
  the target. The character must make a 
  roll to dodge to avoid the glob. Those 
  that fail are engulfed in the thick sticky 
  substance. Those with less then 24 P.S. 
  10
  
  cannot move, speak or breathe. 
  Entrapment in its thick globe reduces 
  most victim's speed to one-eighth and 
  melee actions/attack to one! Characters 
  with a P.S. of 24 or higher have their 
  speed reduced to one-third and melee 
  actions by half. It generally requires an 
  intense effort of about 10 melee actions 
  to pull oneself free of the glob. However
  characters are likely to suffocate and 
  lose consciousness within four melee 
  rounds (one minute) and from 
  suffocation within 8 melee (two 
  additional minutes. Of course characters 
  who are protected by magic body armor, 
  magic breathe without air or can hold 
  their breath for a long period will not 
  smother and are likely to escape.
  While trap in the glob, victims cannot 
  fight or attack anything other than the 
  glob. Those without a face cover will be 
  blinded and choked by the mucus as 
  well. Victims must concentrate on 
  escaping the gooey substance or perish. 
  If a victim should escape, he finds 
  himself covered in a sticky, unpleasant 
  smelling slime. To clean himself 
  completely will take at least an hour and 
  to thoroughly clean his armor and 
  possessions will take another 1D4 hours.
  Level 7
  Arrow of Kongamato
  Type: Conventional: Enchantment
  Level: 7
  Range: One Arrow
  Duration: Indefinite
  P.P.E.: 100
  Through the use of this spell, the spell 
  caster crafts and enchants a serpent 
  arrow. This arrow appears as a normal 
  arrow, it is almost always made of black 
  ebony wood and has batwing as 
  fletching. When the arrow strikes, it does
  1D6 S.D.C./H.P. or M.D.C. (depending 
  on the target), penetrates any 
  environmental body armour and drains 
  1D4 pints of blood from its target.
  Causes the following affects:
  · Losing one pint of blood causes no ill 
  effect, damage or impairment. The body 
  replaces the lost pint of blood in about 
  three weeks.
  · Losing two or three pints of bloods is 
  the reasonable limit before the person 
  experiences serious negative effects. It 
  takes about six to eight weeks for the 
  human body to replace the blood 
  naturally. There’s a 1-20% chance that a 
  victim of a bite that drains him of two or 
  three pints of blood will pass out for 4D6
  minutes. This run down sensation lasts 
  for about a week; with the following 
  penalties. Penalties: -2 on initiative, -1 to
  strike and loses one melee attack 
  for 1D6 days. Note: Receiving a 
  transfusion of one point of blood or a 
  healing touch/spell that restores 15 hit 
  points will bring the person up to snuff 
  (no penalties) in an hour.
  · Losing Four pints of blood is getting 
  into the danger zone. There is a 1-80% 
  chance of passing out for 1D6 hours. 
  The victim is extremely weak, can 
  barely move, needs to drink fluids to 
  avoid dehydration and sleeps 12 to 18 
  hours a day. Penalties: Speed is reduced 
  to 10%, attacks/actions per melee are 
  reduced to one, skills are –50%, no 
  bonuses to strike, parry or dodge apply. 
  Can move around for a period of 
  minutes equal to the character’s P.E. 
  before collapsing exhausting or even 
  passing out (01-60% chance of passing 
  out for 1D4 hours). For example: A 
  character with a P.E. 12 can exert 
  himself (with the previously 
  described penalties in place) for 12 
  minutes of activity before collapsing and
  must rest or sleep for at least an hour 
  before he is able to exert himself for 
  11
  
  another 12 minutes. The weakened 
  condition and penalties last 2D4+3 days 
  with rest or 1D4+1 weeks if the person 
  refuses bed rest and continues to exert 
  himself. Such a foolish person is subject 
  to numerous collapses, fever and much 
  sleep (at least 14+1D6 hours a day). Will
  have to be carried/transported by 
  others to travel.
  A Blood Transfusion adding a minimum 
  of two pints of blood will reduce the 
  recuperation period to 8D6 hours (back 
  on their feet in a day or two and pretty 
  much back to normal, no penalties.
  Magical or Psionic healing can also 
  restore the victim of blood loss. The 
  equivalent of 30 hit points of healing 
  will restore two pints of blood and the 
  person will be up and around without 
  penalty within 1D6 minutes, although 
  the person will feel nauseous and tired 
  for the rest of the day. The equivalent of 
  15 points will restore one pint of blood 
  and the person will be able to function, 
  but remains weak; speed and attacks are 
  half, -20% on skills, -2 on initiative.
  After the Arrow of Kongamato has 
  successful struck its target, it loses all 
  enchantment. If it can be retrieved, it 
  again can be reenchanted.
  If multiple arrows are made, blood loss 
  is cumulative (See Rifts Vampire Kings, 
  page 46 for the full blood loss table).
  One of the persistent rumours about this 
  enchantment is that Kongamato, the 
  mutated vampire intelligence is behind 
  this spell and that is why it carries his 
  name. If it is true, it could be possible 
  that the blood drained by this arrow 
  goes to feed that Vampire intelligence.
  Returning Weapon 
  Type: Conventional
  Level: 7
  Range: One weapon by touch
  Duration: One minute (four melee 
  rounds) per level of experience
  P.P.E.: 25
  Saving Throw: None
  This spell enchants a thrown weapon so 
  that it returns like a boomerang. It has 
  its normal range, gains an additional +1 
  to strike, and will return (which will 
  take one melee action). If it misses its 
  target, it will take another swipe at the 
  target on its way back. It will be at -2, 
  but the parry and dodge the first time 
  this trick is used will be halved, due to 
  the surprise of the attack. After this, it 
  will only be at -2 to parry and dodge.
  It is used primarily on throwing irons 
  and sticks.
  Serpent Arrow
  Type: Conventional: Enchantment
  Level: 7
  Range: One Arrow
  Duration: Indefinite
  P.P.E.: 100
  Saving Throw: Special
  Through the use of this spell, the spell 
  caster crafts and enchants a serpent 
  arrow. This arrow appears as a normal 
  arrow, except for its fletching is made of
  scales and it radiates magic. When this 
  arrow successfully strikes a target, it 
  does 1D4 damage (S.D.C. or M.D.C. 
  depending on the target), and 
  immediately turns into a poisonous 
  snake and immediately attacks the target.
  The Snake has the following Attributes:
  M.D.C.: 30
  Size: Around 18 inches (0.5 m)
  Attributes: I.Q. 7, P.S 14, P.P. 19, P.E. 
  N/A, Spd; 8 all physical skills are 
  supernatural and the magical essence is 
  impervious to pain, poison, cold, heat 
  and fear. Horror Factor: 12 when the 
  arrow transforms.
  Combat 2 physical attacks per melee, 
  does 1D4 M.D. or S.D.C., can penetrate 
  12
  
  most environmental armour with its 
  fangs and injects a poison:
  Against S.D.C./H.P. beings, it 2D4 
  damage each melee round for 3D4 melee
  rounds unless a successful save vs lethal 
  poison made. Then it does a mere 2D4 
  damage.
  Against M.D.C. beings: it 1D4 damage 
  each melee round for 2D4 melee rounds 
  unless a successful save vs lethal poison 
  made. Then it does a mere 2D4 damage.
  Bonuses: +5 to initiative, +8 to strike, +8
  to dodge
  Limitations: After one minute (4 melee 
  rounds, the snake returns back to being 
  an arrow and loses all enchantment. If it 
  can be retrieved, it again can be 
  reenchanted into being a serpent Arrow.
  Stone Missile
  Type: Conventional, also available as an 
  Earth Warlock spell.
  Level: 7 (6 as a Earth Warlock spell)
  Range: 1,000 feet (304.8 m)
  Duration: Instantaneous
  P.P.E.: 30
  Saving Throw: None
  Through the use of this spell, a rock, 
  chosen by the spell caster, is launched 
  out of or off the ground and towards a 
  target of choice. This spell surrounds 
  the rock with a magical telekinetic field 
  that allows them to inflict mega 
  damage. The stones are +3 to strike and 
  inflict 4D6 M.D. With an additional 1D6
  M.D. at levels 3, 5, 7, 9, 11, 13 and 15.
  This attack can also be used to strike an 
  unsuspecting foe from behind (no dodge 
  possible).
  Level 8
  Armor of Thunder
  Type: Conventional, commonly used by 
  the rainmaker.
  Level: 8
  Range: Self
  Duration: 1 minute per level
  P.P.E.: 40
  Saving Throw: Not applicable.
  Causes the caster to be surrounded with 
  the strength of the elements. A field of 
  electrical energy, which supplies the 
  following abilities, surrounds the 
  rainmaker:
  Ÿ Horror factor: 12
  Ÿ Does minor mega damage with his 
  bare hands. When the rainmaker strikes 
  an opponent, it does 1D6 M.D. and 
  generates a thunderclap.
  Ÿ The field of electricity acts as an 
  armor of lightning that has 30 M.D.C. 
  and has no physical or movement 
  penalties. However, there is a prowl 
  penalty of -20% due to flashes of light.
  Ÿ Impervious to electricity and ion 
  based attacks. Furthermore, all energy 
  attacks do half damage.
  Charge with “Good Magic”
  Type: Conventional; similar to the 
  Medicine man’s special ability.
  Level: 8
  Range: One item
  Duration: 5 minutes per level of 
  experience
  P.P.E.: 55
  Saving Throw: None.
  This spell charges an item with “good 
  medicine.” It does 3D6 M.D. to evil 
  spirits and mega-damage creatures and 
  can harmlessly discharge/destroy objects
  charged with “bad medicine” created by 
  witchcraft and evil magic. The magic 
  cannot affect spells above 8th level. It is 
  usually done on sticks and clubs, 
  but any object can be charged.
  Curse: Nature's Call. 
  Type: Conventional and an uncommon 
  witch spell.
  Level: 8
  Range: Touch or 10 ft (3 m)
  13
  
  Duration: 12 hours per level of 
  experience
  P.P.E.: 35
  Saving Throw: Standard
  This incantation inflicts a bad case of the
  "call of nature" onto a person once 
  every hour and uncontrollably under 
  stress. While attempting to answer the 
  call of nature, the victim suffers a loss of
  two melee actions per round and may 
  make complications during a combat 
  scenario (try answering nature's call 
  while in power armor; hope you've got a 
  capacitor). If attempting to "hold it in," 
  victim halves all combat bonuses and 
  attacks per melee. Furthermore, there is 
  a 20% chance of accidentally answering 
  nature's call. Note that most civilized 
  people don't take it too kindly of 
  whizzing in public.
  Egg of Fire
  Type: Conventional: Enchantment
  Level: 8
  Range: 1 egg.
  Duration: Until Triggered
  P.P.E.: 150
  Saving Throw: None
  To create this magical item, a fresh egg 
  is required. The egg is emptied of its 
  contents and replaced with oil. While 
  this procedure is occurring the spell 
  caster continues his chant and finishes it,
  except for the last word. The egg is then 
  taken to the place where it will act as a 
  guard, the last phrase is incited. If 
  anything larger then a small dog 
  approaches within 10 feet (3.0 m), the 
  egg explodes, doing 4D6 M.D. of fire 
  damage to a 25 foot (7.6 m) area. 
  After it has exploded, the egg cannot be 
  reused.
  Lightning Lash 
  Type: Conventional or Warlock (air 
  spell).
  Level: 8 (7 as a warlock spell)
  Range: 6 feet (1.8 m) plus one foot (0.3 
  m) per level of the warlock
  Duration: One minute per level of 
  experience
  P.P.E.: 50 (40 as a warlock spell)
  Saving Throw: None
  The spell caster is able to create a 
  magical whip of pure electricity that 
  does 4D6 M.D. (S.D.C. in non-mega 
  damage environments) every time it 
  strikes. It can be parried and dodged, but
  is +1 to strike (plus W.P. Whip bonuses 
  can be applied). Furthermore, any 
  electrical attacks directed towards the 
  caster are partially absorbed by the whip,
  and therefore only do half damage.
  Strangling Hands 
  Type: Conventional 
  Level: 8
  Range: 100 feet (30.5 m)
  Duration: 1 melee round per level of the 
  caster
  P.P.E.: 35
  Saving Throw: Dodge.
  This powerful spell creates a pair of 
  bodiless hands composed of magical 
  energy that move directly towards the 
  chosen target. The hands must first strike
  the target and get a +8 to strike. If the 
  strike is successful, the hands latch 
  around the neck of the victim. The 
  hands prevent any spellcasting and do 
  1D6 damage directly to Hit Points for 
  every melee action of the hand (the hand
  has three melee actions). The hands can 
  reach through full armor and even 
  environmental body armor. However, 
  those in power armor, giant robots, and 
  other vehicles are not affected 
  by this spell.
  14
  
  Level 9
  Boulder Throw 
  Type: Conventional, also available as an 
  Earth Warlock spell.
  Level: 9 (8 as a Earth Warlock spell)
  Range: 1,000 feet (304 m)
  Duration: Special
  P.P.E.: 60 (45 for an earth warlock)
  Saving Throw: None
  This powerful spell allows one stone that
  the caster throws, to transform into a 
  huge boulder and accelerate towards a 
  target of choice. The small rock changes 
  into a boulder that weighs 200 lbs per 
  level of the caster. The rock is thrown as 
  per normally (P.P. Bonuses and Archery/
  targeting skill bonuses apply). When it 
  hits it does 1 M.D. for every 200 lbs. of 
  the rock. If the person is wearing body 
  armor, or even power armor, the body 
  armor absorbs 
  the damage, but he still takes impact 
  damage of 2D6 S.D.C./H.P. per 200 lbs.
  Additionally if the target is not have a 
  robotic strength of 40 or higher, or a 
  supernatural strength of 30, there is a 
  30% chance of becoming stunned from 
  the attack for 1D4 melees. Furthermore, 
  when the target is struck, there is a 
  chance (20%) that the victim will be 
  pinned under the rock (no attacks). Even 
  if the character is strong enough to lift 
  the rock, it will take three melee actions 
  to get out from under the rock (if not 
  stunned in the first place; two to get out 
  from the rock and one to return to a 
  standing position) and loses initiative.
  Lightning Surge
  Type: Conventional (also available to 
  Air warlocks); a spell available to 
  Rainmakers.
  Level: 9
  Range: 300 feet (91.4 m)
  Duration: Instant
  P.P.E.: 35
  Saving Throw: none; it always hits 
  unless one’s opponent rolls a natural 20 
  or a modified 24 or higher to dodge.
  This spell creates a lightning bolt, which 
  can be directed at any specific target up 
  to 300 feet (91 m) away. The lightning 
  bolt shoots down from the sky, hitting 
  the desired target. The target or area 
  must be within the spell caster’s line of 
  vision the lightning bolt does 2D6 plus 
  an additional 1D6 M.D. per level 
  of the spell caster’s experience. This 
  magic can be cast outdoors or in; 
  damage is inflicted only to the specific 
  person or target. Unlike its lesser cousin,
  call lightning, the Lightning surge, has 
  the ability to fry any electrical device it 
  strikes; rendering it useless. Only 
  military grade electrical shielding has 
  any effect and has a 80% chance of 
  protecting against these electrical surges.
  Predict Weather (ritual)
  Type: Conventional, also available to the
  Rainmaker, although generally not 
  needed.
  Level: 9
  Range: 100 mile (160 km) diameter
  Duration: 10 minutes
  P.P.E.: 140
  Saving Throw: None
  With the use of a sacrifice and period of 
  chanting and meditation, the 
  Spellcaster predicts for the next 2D4 
  days. The timing is pretty accurate and 
  will be down to even specific times. Any
  change from this forecast will mean 
  mystical intervention. This ritual is 
  usually performed on a high hill or other 
  area of magic and usually requires a 
  blood sacrifice. In Africa, cattle are 
  commonly used.
  Talon Blade 
  Type: Conventional
  Level: 9
  15
  
  Range: One weapon by touch
  Duration: 2 melee rounds
  P.P.E.: 40
  Saving Throw: None
  The spell generates a pair of ectoplasmic
  claws that wrap around the weapon's 
  blade. These talons appear to have a 
  mind of their own and anticipate the 
  wielders actions. If cast on a non mega-
  damage weapon, this allows the weapon 
  to strike with the claws and do 2D6 
  damage. If cast on a hand to hand mega-
  damage weapon, the weapon gets an 
  additional attack per melee that does 
  2D6 M.D. Additionally the weapon gets 
  an additional +3 to strike. However, 
  until the weapon is gotten used to (about 
  1 melee round), it actually has a -2 to 
  strike.
  Level 10
  Animal Abomination
  Type: Conventional
  Level: 10
  Range: Special
  Duration: 24 hours
  P.P.E.: Special
  Saving Throw: Standard
  In order to cast the spell, the spell caster 
  requires a small animal and an article 
  from the person who the spell will affect 
  (examples include hair, nail clippings, or
  a personal object of choice). Through the
  use of this spell, the caster enchants an 
  animal with a single spell. Once the spell
  is completed, the creature is set lose 
  where it make a b-line towards the 
  target. Once the animal has successfully 
  come within striking distance, it 
  immediately attacks the target. Once it 
  has made a successful strike, the spell 
  that the spell that is carried by the animal
  is immediately set off. Once this spell 
  has been released, the spell is broken and
  the animal becomes completely normal.
  In order to affix a spell on the animal, 
  the spell caster must expend the P.P.E. 
  of spell plus 5 P.P.E. per level of spell.
  The spell does not augment the animal in
  anyway (other then carrying the spell). 
  Additionally, if the animal cannot get to 
  the target within 24 hours, the spell 
  fades away and the animal returns to 
  normal. This spell can be only used on 
  small animals (not insects) and is most 
  commonly used on snakes and hares. 
  However, one sorcerer has taken to 
  using mice and call lightning to get a 
  particularly nasty effect.
  Anti-Magic Barrier
  Type: Conventional
  Level: 10
  Range: 30 x 30 feet (roughly 9.1 meters 
  square).
  Duration: 20 min / level
  P.P.E.: 600
  Saving Throw: Standard; -3 to save.
  Through the use of this spell, the 
  Spellcaster generates a magical field that
  will not let any magical affects pass 
  through it. Thus a Fireball stops at its 
  edge, a T.W. engine stops working when
  it crosses it, etc. If a person passing 
  through the field is not a practitioner of 
  magic, not a supernatural creature or 
  creature of magic, or possessing a 
  magical item, he passes through as if the 
  field isn’t there. The biggest use of this 
  spell is to contain supernatural creatures.
  Unless they make a Saving Throw verses
  magic, they cannot cross the barrier.
  Note: Techno-wizard equipment not 
  activated is not powered by magic and is
  not hindered through the least.
  Ironbane 
  Type: Conventional
  Level: 10
  Range: Self or one other by touch
  16
  
  Duration: 1 minute per level of 
  experience.
  P.P.E.: 130
  Saving Throw: None
  This spell makes the character out of 
  flux for most iron and steel based 
  weapons. Even if the weapon is magical 
  of mega damage, it does no damage to 
  the recipient of the spell. Bare in mind 
  that the recipient is still affected by all 
  other types of attacks.
  Spirit Snare
  Type: Conventional: Enchantment
  Level: 10
  Range: 1 piece of rope
  Duration: Permanent; until destroyed.
  P.P.E.: 150
  Saving Throw: None
  In order to cast this spell properly. One 
  requires either a rope that was used 
  to hang a man or composed completely 
  of cobwebs. When this spell has been 
  completed properly, it can be used to 
  ensnare supernatural entities, whether it 
  be your standard entity or a standard 
  African Spirit. If the entities are 
  successfully entangled (requires a 
  standard strike roll and this spell will 
  affect them, even if insubstantial), they 
  are totally restrained and are effectively 
  helpless. While any spirit contained can 
  be held indefinitely, it is comparatively 
  fragile. If 10 M.D. is done to the rope, 
  the rope is destroyed (and a very angry 
  spirit is around in the area).
  Spiritual Double
  Type: Conventional: enchantment: 
  Level: 10
  Range: Special 
  Duration: Permanent
  P.P.E.: Special
  Saving Throw: None
  In African legend, people are believed to
  have a spiritual double. This double, 
  which is a spirit, affects the health and 
  well being of the person. What this 
  spell does is brings this symbolic 
  connection into focus. To begin this 
  spell, a small wooden statue must be 
  crafted. It need not look like the person 
  & it usually is done in a very stylized 
  manner (in other words the spell caster 
  must have either carpentry or 
  whittling/sculpting). The statue 
  must be prepared from a single piece of 
  virgin wood that is suitable for carving 
  and 80 P.P.E. given each night over a 7 
  day period. If there is any disruption 
  of the spell, the spell caster must start 
  from scratch (including finding a new 
  piece of wood). Additionally, the person 
  who will be the “double” of the statue 
  must be there and put in at least 5 P.P.E. 
  of his own after the spell caster has 
  pumped in his own P.P.E. Once this item
  is completed, a magical link has been 
  placed between the recipient and the 
  statue. It has the following effects:
  · While under the care of the Spell 
  Caster who made it, the recipient is 
  considered to be treated as per a 
  professional in a fully equipped medical 
  hospital. Hit points are restored at a rate 
  of 2 H.P. per day for the first 2 
  days and 4 H.P. for every following day,
  until the character has regained all 
  his/her original hit points. S.D.C. points 
  are restored at a rate of 6 per day. 
  Furthermore, the recipient has a 01-85% 
  chance of recovering from a coma. 
  Furthermore, no side affects or scarring 
  will occur (see Rifts RPG page 10 for 
  more details on recovering in this 
  manner). The Spiritual Double can also 
  provide a “quick” heal to the recipient 
  every 24 hours. After about ten minutes 
  of meditation, the character is 
  completely rested and 2D6 S.D.C. and 
  Hit points are restored. Any spells cast at
  the statue are considered to be directly at
  17
  
  the recipient, regardless of distance!!! 
  Thus the spell caster could be on the 
  exact opposite side of the globe and the 
  spell would be considered to directly 
  affect him. It is only limited if the 
  recipient is in another dimension. Note 
  that this can also be used to also cast 
  harmful affects on the recipient, and 
  could be nothing short of disastrous if 
  the statue falls into an enemies’ hands. 
  Note that all spells cast through the 
  statue are considered to have to a save 
  verses Magic: ritual, not Magic: Spell.
  The statue itself has 2D4x10 M.D. and 
  can only be destroyed by physical 
  attacks. If it is damaged, it will 
  regenerate 3D6 M.D. per hour. However
  every point inflicted on the statue will 
  cause 1 S.D.C. on the recipient. If the 
  recipient no longer has any S.D.C., the 
  damage is then transferred to the Hit 
  Points instead. This means its possible to
  parry with the small statue (using 
  W.P. blunt) is really not recommended.
  If the statue is destroyed, the character 
  suffers 3D4x10 S.D.C./H.P., which 
  will most likely place the character in a 
  coma. However, if the recipient 
  survives, the character will quickly 
  recover (although the loss of a “spiritual 
  double” may be considered tragic 
  enough to roll on the Trauma table). 
  A person can only have on “Spiritual 
  Double” at a time. This spell cannot be 
  used on Supernatural creatures or 
  creatures of magic, only mortal humans 
  and D-bees.
  Level 11
  Thunderblast
  Type: Technically a conventional spell, 
  but generally only available to the 
  Rainmaker O.C.C.
  Level: 11
  Range: 1000 feet (305 m) plus 400 feet 
  (122 m) per level of experience
  Duration: Instant
  P.P.E.: 90
  Saving Throw: None
  Similar to the Air warlock spell Wind 
  Blast, this spell allows the rainmaker to 
  create a titanic, but concentrated blast of 
  wind. This wind crackles with 
  electrical energy and hits a with 
  hurricane force. This windblast does 
  2D4x10+30 M.D. (S.D.C. damage in 
  non-mega damage worlds). However, if 
  one is immune to lightning, damage is 
  halved. The rainmaker must aim and 
  hurl the blast, and gets +5 to strike in the
  attempt, on top of P.P. and W.P.: 
  Magical attacks bonuses (if any).
  Level 13
  Magic Staff (Enchantment ritual)
  Type: Conventional
  Level: 13
  Range: As per spell or as melee weapon
  Duration: As per spell (3rd level 
  potency) or until destroyed.
  P.P.E.: 700 over a seven day period.
  Saving Throw: Varies
  This spell (more like a long term ritual) 
  allows the creation of a magical staff 
  that assists in spell casting. The staff 
  must be prepared from a single piece of 
  virgin wood that is suitable as a staff and
  100 P.P.E. given each night over a 7 
  day period. If there is any disruption of 
  the spell, the spell caster must start 
  from scratch (including finding a new 
  piece of wood). The staff acts as a spell 
  focus for spell casting. It adds an 
  additional +1 to spell strength and +2 to 
  strike by any missile type spells cast 
  from it. More importantly single shot 
  spells that are cast through this spell act 
  as only one melee action! Thus if a 
  wizard has four attacks, by using this 
  spell, he can cast 4 fireballs per melee!
  There are a few limitations. Spells cast 
  through this spell must have a direct 
  18
  
  physical effect, have an instantaneous 
  duration and still require a P.P.E. Cost. 
  Spells level 8 or higher cannot be cast 
  through the staff. The following spells 
  are able to be cast through the staff.
  From the Rifts RPG
  Energy Bolt
  Fire Bolt
  Magic Net
  Fire Ball
  Wind Rush
  From Federation of Magic
  Fireblast
  Mental blast
  Power Bolt
  Sonic Blast
  Sub-Particle Acceleration
  From Mojo
  Snake Snare
  Stone Missile
  Venom Blast
  Mucous Blast
  Other spells can be added to this list 
  (G.M. Choice) as long as they fit into 
  the basic criteria that the spells above fit 
  into.
  The staff, when used as a blunt weapon, 
  inflicts 4D6 S.D.C./H.P. Damage to 
  mortal S.D.C. beings and 3D6 M.D. to 
  demons and other mega-damage 
  creatures, including those clad in full 
  M.D.C. Body armor, cyborgs and robots.
  The staff itself has 45 M.D.C. for the 
  purposes of breaking it. Note that only 
  direct physical attacks towards the staff 
  actually damage it. Normal parrying 
  does no damage whatsoever.
  Level 14:
  Metamorphosis: Loogaroo 
  Type: Conventional
  Level: 11
  Range: Self
  Duration: 1D6 hours per level of the 
  spell caster
  P.P.E.: 1,200
  Saving Throw:
  This charm allows the caster to 
  temporarily become a loogaroo, a 
  supernatural demon that assumes the 
  shape of a vulture. The following 
  attributes and abilities apply:
  · 3D4x10 M.D.C.
  · +2 to strike, parry and dodge.
  · +4 to parry and dodge in the air/flying
  · +3 to save vs magic.
  · Horror factor: 16
  · Inflicts 1D4 M.D. damage with a bite, 
  plus an additional +1D6 M.D. to strikes 
  due to claws.
  · Strength and endurance is considered 
  supernatural.
  · Natural Abilities (in addition to one’s 
  own skills and magic abilities): fly 
  50 (mph/km), nightvision 90 feet (27.4 
  m), hawk like normal vision (can see a 
  dead carcass two miles away), turn 
  invisible at will, impervious to poison.
  Metamorphosis: Serpent
  Type: Conventional
  Level: 14
  Range: Self
  Duration: 20 minutes per level.
  P.P.E.: 920
  Saving Throw: none
  The spell caster actually changes into a 
  magical serpent. The following 
  attributes and abilities apply:
  · 1D4x100 M.D.C. This M.D.C. is 
  separate from the spell casters normal 
  health so the spell caster returns to his 
  previous state before he cast the spell. 
  For example if he was unharmed when 
  he cast the spell. When the spell ends, he
  will be completely untouched, even if 
  the serpent form takes massive damage. 
  19
  
  · +1 attack per melee round.
  · +2 to save vs horror factor and +4 to 
  save vs poison.
  · Physical attributes are considered the 
  following: P.S.: 40, P.P. 20, P.B.: 17, 
  and Spd: 42. Attributes are considered 
  supernatural.
  · Can crush with tail for 5D6 M.D. and 
  can wrap around and pin opponent on a 
  natural 18,29, and 20.
  · Bite does 2D4 M.D. and injects a 
  poison. that paralyses the opponent. If a 
  save vs non-lethal poison is failed, 
  reduce the victim’s speed, combat 
  bonuses and attacks per melee by half 
  for 1D6 rounds.
  · Natural Abilities: See the invisible, 
  nightvision 100 feet (30.5 m), 
  Impervious to disease and bio-regenerate
  5D6 M.D.C. per minute (4 melee 
  rounds). 
  · Skills of note: climb 80%, prowl 60%, 
  and track humanoids 65%, track animals
  65%. The Serpent cannot fly.
  Spells of Legend:
  Anti-Magic Barrier (ritual)
  Type: Conventional
  Level: Spell of legend
  Range: 30 x 30 feet (roughly 9.1 meters 
  square).
  Duration: Permanent
  P.P.E.: 3,000 plus the caster loses 
  permanently 1 P.E.
  Saving Throw: Standard; -5 to save.
  Through the use of this spell, the 
  Spellcaster generates a magical field that
  will not let any magical affects pass 
  through it. Thus a fireball stops at its 
  edge, a T.W. engine stops working when
  it crosses it, etc. If a person passing 
  through the field is not a practitioner of 
  magic, not a supernatural creature or 
  creature of magic, or possessing a 
  magical item, he passes through as if the 
  field isn’t there. The biggest use of this 
  spell is to contain supernatural creatures.
  Unless they make a SAVING THROW 
  verses magic, they cannot cross the 
  barrier. Note: Techno-wizard equipment 
  not activated is not powered by magic 
  and is not hindered through the least.
  This is a more powerful ritual version of 
  the spell of the same name that is 
  virtually identical, save that it is 
  permanent. It can only be undone by 
  gods or extremely powerful magic: Not 
  affected by negate magic and dispel 
  Magic Barriers. An Anti-magic Cloud 
  will cancel out the enchantment, but 
  only for its duration.
  2. Magical Items
  The following items are a series of 
  miscellaneous magical items that are 
  available on the African Continent.
  Magical items of The Blood Sun 
  Lands
  Although the majority of equipment is 
  no different then that found in other 
  African Tribes, their association with the
  Brothers has caused the creation of 
  many unique magical items. Most are 
  not normally for sale, but are 
  occasionally sold to both defend the 
  homeland and to cause terror and 
  despair. Below are the most common.
  Death Amalgamates: 
  This magical item looks like nothing 
  more then a single rib that has become 
  old with time. It is attached to the Lower
  Ribcage (outside the skin) and instils the
  following powers:
  · +10 to P.S. and Strength is considered 
  Supernatural
  · Heals Five times faster then a normal 
  Human 
  20
  
  · Release an odour at will. Acts as the 
  equivalent of tear gas (-10 to strike, 
  parry and dodge, -3 to Initiative and lose
  one melee attack/action for each of 
  the next 1d6+1 melee round.) The gas 
  can cover an area of 90 feet (27.4 m) per
  release.
  · Gives the ability of Sixth Sense with an
  I.S.P. of 30. (It cannot be used for 
  other Psionics)
  However, there is a major side effect for 
  being joined to a Death Amalgamate. 
  Once every ten days, there is a 25% 
  chance that the Host's body will be filled
  with a wracking pain that lasts for eight 
  hours. During the first hour, the 
  Hosts cannot do anything due to the 
  intense pain. After the first hour, the 
  pain subsides somewhat and gives the 
  penalty of -3 to parry, strike and dodge. 
  Additionally all skills are at -20% during
  the seven hours. Finally, Napakade 
  (the older Brother) knows where the 
  character is at all times. Only Available 
  through the Brothers and is not for sale!!
  Grave Caster: 
  This is a Spear caster that is carved from
  a thighbone. Any S.D.C. spear that is 
  cast from it has double the range and 
  inflicts Mega Damage (after adding 
  strength). Additionally, any blessed and/
  or M.D.C. spear does twice as 
  much Mega Damage (after strength). 
  These are both converted after damage 
  modifiers. The Grave Caster can also be 
  used as a club, inflicting 1D6 M.D. 
  W.P.: Category: Archery/Targeting or 
  Blunt, depending how it is used. Cost: 
  30,000 credits in trade goods
  Igungu Cup: 
  This magical charm is commonly used 
  by the minions of the blood sun 
  lands. It is made from a human skull and
  which helps to contain the potent 
  supernatural forces that are believed to 
  dwell in the stomach (known as an 
  Igungu). If a warrior has died, the 
  Igungu is released and immediately 
  heads towards the nearest enemy 
  (determined by the fallen warrior at the 
  sign of death). When it has entered the 
  enemy, it causes swelling and bloating in
  the target. Victims feel sick to their 
  stomach, suffer from headache, running 
  sinuses, watering eyes, nausea, vomiting,
  diarrhea, weakness and need to sleep. 
  Cannot hold food down, making the 
  person weaker as time passes. If the 
  victim tries to push himself (always roll 
  at the beginning of each melee round), 
  there is a 1-69% likelihood of collapsing
  into unconsciousness for 1D4x10 
  minutes. Also roll for collapse if the 
  character exerts himself in any other 
  way, or does not sleep at least two hours 
  for every two hours awake. When active,
  temporarily reduce speed, P.S., and P.P. 
  by half; all combat bonuses, attacks per 
  melee and physical S.D.C. are also at 
  half. Skills are-20% and remember to 
  roll for collapse every time the character 
  exerts himself. 
  A Save vs disease is applicable (16 or 
  higher). A successful save means that 
  the disease is treatable through modern 
  medicines, will half the penalties 
  (meaning, only a loss of 1/4 attributes 
  and combat penalties) and duration of 
  only 1D4 hours. Otherwise, the disease 
  will continue until treated magically or 
  the victim dies!
  Cost: Generally not for sale. If it was 
  aquired, it could be sold for up to 
  300,000 credits in trade goods
  Roots of Mlanjeni: 
  These enchanted fibres (named after a 
  prophet of the Xhosa people during the 
  1800’s) are chewed in a fashion similar 
  to gum. When spit out (takes one melee 
  21
  
  action), it can be used to deflect bullets 
  and energy blasts. It requires a to hit roll 
  at –3, but P.P. and archery targeting 
  bonuses do apply (in the latter case, add 
  the strike bonus to the parry). Each root 
  can be used only once.
  W.P. Category: Mouth Weapons. May 
  carry up to six in mouth. 
  Cost: Roughly 1,000 credits in trade 
  goods for a pack of 25 and available 
  only through the people of the Blood 
  Sun Lands. 
  Skull Shield: 
  This horrid item is made from an animal 
  skull that is surrounded 
  by a ring of hide (and, rumoured, flesh 
  as well). It can do the following:
  · Radiates fear (Horror Factor 13) at the 
  will of the owner.
  · Skull can bite in hand to hand combat. 
  This adds an additional attack per 
  round and does 2D6 M.D. However the 
  attack is at -2 unless being used by the 
  dominant hand, or if the Character using 
  the Shield has Ambidexterity.
  · The shield itself can withstand 70 
  M.D.C., but Regenerates 5 M.D.C. per 
  minute. If reduced to 0 M.D.C., it is 
  forever destroyed. 
  W.P. Category: Shield. 
  Cost: 20,000 credits in trade goods.
  Millennium items of the Great 
  Father
  The following are specific magical items
  that are available from the Ancient 
  Father, a massive Millennium tree in the 
  heart of the Congo. While the Ancient 
  father has been known to produce 
  virtually every item common to 
  Millennium Trees (see Rifts England for 
  more details), there are a few unique 
  items of note. They are listed below:
  Leaf Shield: 
  This simple shield is a leaf of a 
  millennium tree that has been 
  pulled over an Iron wood frame. It is a 
  small shield that is used for self 
  defence.
  M.D.C.: 60 M.D.C.
  Weighs: 2 lbs (0.9 kg)
  Cost: Varies dramatically. Most people 
  won’t sell the shield because the leaf 
  was a gift from the Tree of life. In 
  instances the shield usually costs 10,000 
  to 15,000 credits. Rare, except in the 
  Congo area.
  Millennium Spear: 
  This powerful one of kind creation of the
  Ancient Father was given to a pygmy 
  hunter during the Coming of the Heroes. 
  While it appeared as a crude, handmade 
  wooden weapon of inferior quality, it 
  was actually a powerful magical item of 
  note and had the following affects:
  · The power granted to its owner is the 
  psionic ability of sixth sense. This 
  power is always on until the owner lets 
  go and does not require I.S.P.
  · The spear inflicts the typical 1D6 
  S.D.C. damage, but against supernatural 
  creatures, it inflicts 4D6 M.D. Against 
  power and evil Supernatural beings 
  (such as the four horseman of 
  apocalypse), the Spear does a whopping 
  1D4x10 M.D.
  · Any damage done by this spear heals 
  much slower then normally. Creatures 
  that can normally bio-regenerate in 
  melee rounds takes the equivalent time 
  in hours. Damage that normally heals in 
  minutes takes the equivalent time in 
  days! Damage healed in hours takes the 
  equivalent time in weeks!
  · The Spear is well balanced and give a 
  +3 to initiative and +2 to stike and 
  parry; the millennium spear is not meant 
  to be thrown.
  22
  
  Cost: This one of a kind magical item 
  may have not been return to the Ancient 
  Father after the coming of the heroes. If 
  found, it would be worth millions.
  Millennium Blowgun: 
  This item is made from bark that has 
  been naturally “given” and has been 
  peeled off in a cylindrical pattern. Any 
  dart fired from the blowgun is dead 
  silent. Furthermore, they automatically 
  penetrate body armour and M.D.C. 
  (usually without causing Mega 
  Damage), and can inject the following 
  toxin of choice:
  · Lethal Poison: 4D6 S.D.C. with a 
  successful save vs harmful drugs 
  meaning that the character suffers only 
  1D6 S.D.C. damage. If a supernatural 
  creature or a creature of magic, the 
  creature suffers 4D4 M.D. with a 
  successful saving throw meaning that he 
  only suffers 1D4 M.D. if a supernatural 
  creature.
  · Burning Poison: The chemical cause 
  the wound to burn like the dickens. The 
  victim of the burning pain loses initiative
  for 1D6 melee rounds, and is so 
  distracted by the pain that he is –1 to 
  strike and parry. Penalties are 
  cumulative from several burning poison 
  attacks a successful save vs harmful 
  drugs means minor pain and no 
  penalties. Equal to supernatural creatures
  and mortal foes.
  · Paralysis poison: This poison is 
  effective only when the dart strikes an 
  arm, hand or leg. The appendage 
  affected will become numb and less 
  effective. If an arm is effected, the 
  character loses one attack per melee 
  round. If the hand is struck, he cannot 
  hold a weapon or grasp with any 
  strength. If the leg is struck reduce the 
  character’s speed and prowl ability by 
  30%. A successful save vs lethal poison 
  means only a tingling sensation in that 
  limb and no penalties.
  Equal to supernatural creatures and 
  mortal foes.
  · Sleeping poison: This poison makes the
  character drowsy for 1D6 melee rounds. 
  During this period the victim will also 
  find it difficult to focus and concentrate. 
  Skill performance is –10%, speed is 
  reduced by 10%, initiative roll is –3 and 
  throwing a weapon or shooting an arrow 
  is –2 to strike. Furthermore, there is a 
  01-70% likelihood that characters who 
  are not actively engaged in combat 
  (standing guard, resting, sitting, talking, 
  etc.) will fall asleep for 2D4 melee 
  rounds. A successful save vs lethal 
  poison, means the poison has no 
  effect. Equal to supernatural creatures 
  and mortal foes.
  · Fever Poison: This is a delayed 
  reaction chemical that gives its victim 
  jungle fever 1D6 hours after being 
  infected with the poison. The victim 
  suddenly feels hot/feverish, thirsty, 
  weak, muscles ache and the character 
  sweats profusely. 
  Penalties: -1 attack per melee round, -2 
  on all combat bonuses, reduce speed and
  skill performance by half. The penalties 
  last 1D4 hours. A successful save vs 
  lethal poison means the poison has no 
  effect. The character must roll to save 
  for each time he is struck with the 
  poison, but the effects are NOT 
  cumulative in this case. Equal to 
  supernatural creatures and mortal foes.
  The poison is generate by the 
  millennium blowgun and never runs out.
  Market Cost: Varies dramatically. Most 
  people won’t sell the blowgun because 
  the leaf was a gift from the Tree of life. 
  In instances the blowgun usually costs 
  20,000 to 35,000 credits. Rare, except in 
  the Congo area.
  23
  
  Staff of Defence: 
  Not all gifts of the Ancient Father are 
  earth shattering. This 
  simple walking stick or staff (which may
  be either blunt or pointed at one end, 
  so it can be used as a spear) is a simple 
  magical item that is used to assist 
  and protect the people of the forest.
  · Constant power: none, other then a 
  sense of humility and self reliance.
  · It has 2D4x100 M.D.C. and 
  regenerates all lost M.D.C. within 24 
  hours.
  · It possesses 2D4x10 P.P.E. that can be 
  siphoned and used by its owner.
  · It inflicts 2D6 S.D.C. against mortal 
  opponents or 3D6 M.D. against 
  supernatural beings. The weapon 
  becomes attuned to the wielder who uses
  it as the wield grows with experience. 
  Add 1D6 M.D. at levels 5, 10, and 15.
  Cost: Varies dramatically. Most people 
  won’t sell the Staff because the leaf was 
  a gift from the Tree of life. In instances 
  the Staff usually costs 10,000 to 
  15,000 credits. Rare, except in the 
  Congo area.
  Staff of the Jungle: 
  This Staff made of a black ebony wood 
  which is gnarled, yet 
  tapers off into a point. It possesses the 
  following powers:
  Possesses the usual powers, plus the 
  following:
  · The powers granted to its owner are the
  abilities to additional Spell Magic: A 
  total of spells (or any combination or 
  repetition) can be cast per 24 hours) 
  Spells available include: @Animate the 
  Forest Floor, Chameleon, !Fumigate 
  Insects, Ignite Fire, Purify food/water, 
  Repel Animals, Sense evil, &Snake 
  Skin, 
  · As a weapon, it only inflicts the usual 
  2D6 S.D.C., but inflicts 4D6 M.D. 
  against supernatural creatures and 
  creatures of magic.
  Cost: Varies dramatically. Most people 
  won’t sell the Staff because the leaf was 
  a gift from the Tree of life. In instances 
  the Staff usually costs 150,000 to 
  200,000 credits. Rare in the Congo area, 
  virtually unknown elsewhere.
  Spell Catcher: 
  This leaf is one of the items that has 
  been modified by the pygmies of the 
  forest, but can still be return to the 
  Ancient Father with no ill will. This leaf 
  amulet, when worn around the neck, has 
  the effect of absorbing spells that are 
  cast at it. It has a resevoir of “anti-
  magic” points. Every time a spell is 
  employed against the wearer of this 
  amulet, the power has no effect 
  other than reducing the P.P.E. capacity 
  of the item’s resevoir. If there aren’t 
  enough Anti-magic points left in the 
  Artifact to stop the magic, its effects will
  be reduced by half, if the P.P.E. 
  dispelled by the magic item is at least 
  half (or more)than the P.P.E. used in the 
  spell. Otherwise, the spell or power will 
  work normally. Every 24 hour period, 
  the anti-magic resevoir reknews itself.
  The Spell catcher normally only has 22 
  to 42 P.P.E. points and restores itself 
  at a rate of 5 points per hour. However, 
  there is a more powerful version that 
  was created that had resevoir of 60-90 
  points (1D4x10+50)
  Cost: Varies dramatically. Most people 
  won’t sell the Staff because the leaf was 
  a gift from the Tree of life. If it is soled, 
  it is worth 250,000 credits for the lesser 
  spell catcher, but 750,000+ for the 
  greater version. Very rare in the Congo 
  area, virtually unknown elsewhere.
  24
  
  Blessed Bolas: 
  Created by the Akan Federation and 
  duplicated by other people of 
  the west coast. A weapon created 
  specifically for the capturing of slaves 
  without killing them. If the weapon hits 
  an opponent, it will wrap around and 
  entrap either his arms or both his legs 
  (50-50 chance.) In order to get free, 
  the victim must roll against the P.S. of 
  the bolas (P.S. 30). A stronger version 
  is under development that will have a 
  strength of 50. 
  Range: 350ft plus Archery/targeting 
  bonus.
  W.P. Category: Archery/Targeting or 
  W.P. Bolas (See Rifts: New West). 
  Costs: $35,000 in trade goods. 
  Spirit Hut: 
  This powerful magical structure is a 
  basic hut that looks normal 
  from the outside, but is extensively 
  decorated with mystic and cultural 
  symbols. To the owner and his guests, 
  this hut draws upon magical guardian 
  spirits and provides P.P.E. as if it were a 
  ley line (doubles all aspects of the spell, 
  provides 10 P.P.E. per level every 12 
  hours and replenishes lost P.P.E. at a 
  rate of 20 points per half hour)! It cannot
  be entered without the permission of 
  the owner. The owner and his guests can
  only enter it into. It radiates a horror 
  factor of 16 to any intruders that attempt 
  to enter the house. Furthermore, if the 
  intruder manages to make the Horror 
  Factor and enters the hut for more then 5
  minutes, he is inflicted with a taboo that 
  can only be removed by the owner of the
  hut (As per Rifts Africa pg. 77). This 
  item can only be created by a medicine 
  man or witch with the help of powerful 
  guardian spirits. In a village, the chief 
  Medicine man is the one that owns this 
  structure. If he dies, it commonly is 
  transferred to its successor (the hut 
  seems to allow this to occur). When the 
  witch who owns such a structure dies, 
  they are usually abandoned and are 
  considered to be “haunted.” The cost of 
  this powerful artifact is a secret known 
  to only the most powerful Medicine man
  and witches. It should not be available to
  player characters. There are only 14 
  known huts known to exist on the 
  African continent.zebraman 
  New Weapon Markings
  Mark of the Circle: 
  This mark is only placed on thrown 
  weapons, such as throwing sticks, 
  throwing spears and throwing irons. 
  When a weapon is thrown, it returns 
  to the wielder. It takes one melee action 
  to do so. It costs 225 P.P.E. to create.
  3. Africa and the 
  supernatural
  The people of the African continent have
  some of the most intimate knowledge of 
  magic on the planet. Even in the 
  beginning of the 21st century, many 
  people still believed in spirits, magic, 
  and the supernatural to an almost 
  extreme degree. 
  Apparently, these beliefs were well 
  founded as this gave them a fairly good 
  understanding of the possible fate that 
  has occurred. Unfortunately, not all 
  remembered this long forgotten 
  knowledge and those who did not 
  remember were very easy pickings for 
  the demonic armies that invaded the 
  continent, which eventually became the 
  Phoenix Empire. Still those who did 
  remember “the old ways” were able to 
  survive and even flourish to some degree
  in the chaos and strife.
  25
  
  The majority of people that have not 
  been enslaved by either the Splugorth or 
  the Phoenix Empire are the descendents 
  of these believers. These beliefs have 
  had a profound influence on the people. 
  “The Old Ways” have shown the 
  majority of people that magic is a force 
  that can be used for either good or evil.
  The Nature of African Spell 
  Casting.
  By Dr. Wilfred Orogson
  Associate professor of the Faculty of 
  Anthropology, Academy of Learning
  Despite the unusual cultural practices 
  performed by the people of the African 
  continent, the method of African spell 
  casting is pretty much the same as the 
  methods used by traditional casters. In 
  fact, Western magic (commonly known 
  as Invocation) had its birth in Africa, 
  long ago in the Nile Valley. It was here 
  along the banks of the Nile that it was 
  first learned that the use of gestures 
  and words backed up by a strong will 
  would produce such wondrous affects.
  Perhaps the best example of the 
  similarities between Western and 
  African magic is the Spirit Cauldron, 
  sometimes used by the wizardly 
  practitioners of the West. Through this 
  questionable concoction of blood and 
  other ingredients, the wizard attempts to 
  attract spirits that would temporarily 
  possess his body. Through this union the
  two share memories. When the spirit is 
  released, it leaves behind a residue in the
  form of imparted spells.
  The African practitioner commonly 
  learns spells in a similar manner but is 
  much more discriminating when 
  choosing a spirit. Instead of attempting 
  to attract just any spirit, most African 
  practitioners of magic try to hedge their 
  bets to attract the more accessible and 
  safer spirits. One of the ways African 
  practitioners do this is through the use of
  true names. The average African 
  practitioner has a large practical 
  knowledge of hundreds of spirits’ names
  in order to negotiate with them 
  effectively. Even though the majority of 
  African spell casters are illiterate, their 
  strong oral tradition passes along the key
  information about which spirits perform 
  which functions. Knowledge of this 
  information is commonly linked with a 
  long period of apprenticeship so that 
  both the spells and the names given will 
  become second nature to the caster. This 
  is done both to instil the practitioner 
  with a sense of humility and to avoid 
  summoning unwanted trouble for the 
  local communities.
  At the same time, Africa has definitely 
  influenced how magic has been used. 
  Instead of using humanoid blood, which 
  is common in the West, the African 
  practitioner prefers another source of life
  energy: cattle. Cattle generally 
  contain more P.P.E. than the average 
  human and are less likely to arouse the 
  feeling of tragedy that a human sacrifice 
  would cause. There are a few 
  historical cases in which human sacrifice
  has occurred but it is not the general 
  rule. Cattle are also considered an 
  extremely valuable commodity and by 
  sacrificing a cow, the practitioner shows 
  that he is willing to sacrifice his 
  wealth and welfare for power and 
  knowledge.
  Perhaps one of the more interesting 
  contrasts with Western technique is the 
  African distinction between public and 
  private magic. Public magic is made into
  26
  
  a participatory ritual involving virtually 
  the whole village. This sort of magic 
  is usually considered good or "white", as
  the magic is being invoked to help the 
  entire tribe. These rituals are most 
  commonly used to improve the welfare 
  of the tribe and to ward off the dangers 
  of magic. By getting everyone involved 
  in these rituals, there is a social bond 
  forged between the practitioner and the 
  rest of the tribe. This is another reason 
  why cattle are commonly sacrificed. 
  For by sacrificing something of such 
  great value, the practitioner is making a 
  public statement. He is saying, “I am 
  willing to sacrifice my wealth to make 
  you listen to me.” As a result, the other 
  people of the tribe are more willing to 
  lend their P.P.E. to make the ritual 
  successful.
  In contrast, private magic is considered 
  dangerous. Because it does not have 
  either the participation or the consent of 
  the community, private magic is 
  perceived as malicious. Private 
  magicians are generally shunned, 
  ostracized, and are considered to be a 
  threat. These are the figures that become 
  the targets of “witch hunts” when 
  generally well meaning medicine men 
  make harsh decisions of banishment and 
  death simply to satisfy the needs of the 
  tribe.
  This is not to say that all private 
  practitioners want nothing more than to 
  live in harmony and peace. There were 
  many orally recorded cases of problems 
  with so-called witches and sorcerers who
  were performing such vile actions as 
  mystical poisoning of people, 
  infanticide, and even more horrible 
  atrocities. My point is that despite, or 
  perhaps because of, the continuous 
  application of magic, there is usually a 
  conflict between the practitioner and the 
  rest of the community. As a result, the 
  practitioner usually either has to provide 
  some assistance in a more public setting 
  or must frighten the masses, isolating 
  himself from the rest of the community. 
  Both ways have advantages and 
  disadvantages.
  Common Beliefs of the African 
  People
  One of the things that we have learned 
  about the African people is, namely, that
  their beliefs are extremely diverse. 
  Despite some vague similarities, local 
  beliefs and traditions vary from one 
  place to the next. Perhaps this should not
  come as a surprise for several reasons. 
  The first reason is the sheer size of 
  the continent. Being the second largest 
  continent with a wide variety of 
  climates and habitation zones not only 
  varies the way people work for a living 
  but also has an effect on the spiritual and
  mystical beliefs of the peoples.
  Another reason for these vast differences
  of belief and ideology is due to the 
  many different ethnic groups that make 
  up the African continent. Despite the 
  return of the spirits and the coming of 
  many supernatural monsters, Africa is 
  still composed of many different cultures
  that each have a proud heritage. Even 
  today, after the demon invasion of the 
  former countries and the slave trade in 
  the west, there are still over 15,000 
  different known languages and dialects 
  that can be found on the African 
  continent.
  Still despite this variation, there are a 
  number of beliefs among the African 
  people that have a universal quality. One
  of these overlying beliefs is that 
  27
  
  there is a supreme god that is omniscient
  and omnipresent. Another is that there 
  are men who are intermediaries between 
  god and man. Whether they are known 
  as Medicine Men, diviners, witch 
  doctors, or something else, it is their job 
  to gain divine favor for the people.
  The intermediary achieves this goal 
  through the use of sacrifice. In most 
  cases it is done through the sacrifice of 
  animals, most commonly cattle, sheep, 
  goats, dogs, and fowl. However, there 
  are also a few cases of human sacrifice. 
  Human sacrifice is generally done only 
  as a last resort, to show the ultimate 
  sacrifice for the community.
  Community is probably one of the most 
  powerful influences for the people of the
  African continent. It is through their 
  tribe that most African people form and 
  associate with the cornerstones of their 
  basic beliefs. The tribe also provides 
  guidelines for conforming to society. 
  When an individual does not conform to 
  society, they must make amends to their 
  tribe through compensation or sacrifice. 
  If the breaking of social law is severe, it 
  may be considered an act against man 
  or nature and the offender may be 
  branded a witch or sorcerer even if he 
  possesses no supernatural powers.
  The term “Ancestor Worship” is 
  generally not very accurate, because few
  Africans actually worship their ancestors
  in the sense that the Westerner might 
  suppose. “Ancestral Respect” is perhaps 
  a more accurate term, since the ancestors
  are consulted for protection and advice, 
  along with their Gods. Ancestral Spirits 
  form the basis of the majority of 
  traditional African religions. While there
  are many spirits, they can be broken 
  down into roughly three categories. The 
  first type are best understood as “family 
  ghosts” whose job is to protect the living
  and occasionally speak to mortals either 
  directly or through a spirit medium. The 
  next type is the human spirits not 
  properly inducted into the spirit world. 
  These spirits are the wandering, fairly 
  benign beings that can enter the body of 
  an accepting host, who then gains the 
  skills and powers of that spirit. Finally, 
  there are the spirits that have wandered 
  but have become (or already were) 
  vengeful, angry, and evil. These spirits 
  have a particular axe to grind against the 
  living and can cause illness, death, and 
  destruction. These spirits are extremely 
  petty and self-serving and may wish ill 
  will over the pettiest of reasons.
  Many spirits, especially the more 
  malevolent ones, are often associated 
  with sorcerers and witchcraft. Many an 
  angry spirit has a living magical 
  “companion” who influences it to do 
  either good or evil. These spirits have a 
  wide variety of supernatural abilities but 
  not all African Spirits have an effect on 
  things directly. There are many cases of 
  disembodied voices from spirits that 
  merely wish to chat with passers-by.
  While the majority of these spirits are 
  human and other sentient creature 
  ancestors, there are also animal spirits. 
  Although totemism is not nearly as 
  common in Africa as it is in North 
  America, there are many animal spirits 
  that are called upon for a wide variety of
  effects. One example in particular is the 
  totem warriors who literally share their 
  mortal body with an animal spirit in 
  order to gain the spirit’s abilities. Other 
  animal spirits can be summoned 
  through dancing and other group-
  oriented rituals.
  28
  
  Not only are the spirits of the ancestors 
  useful, the dead bodies they once 
  possessed are also useful. Africa is the 
  birthplace of Necromancy, the art of 
  magic and the dead. This shows in many
  of the rituals that are performed there. 
  Corpses, while not pleasant, can be 
  bountiful resources. The body can be 
  made into charms and there are many 
  rituals that require either part of a corpse
  or an object that killed a man. The only 
  thing to remember when doing such 
  magic is that the dead man (or woman)’s
  spirit must be convinced that it was not 
  you who killed him (or her). This 
  convincing should sway the spirit into 
  allowing the use of its body to continue 
  helping the living. In particular, 
  skeletons are decisively spiritual objects.
  As stated previously, many of the spirits 
  retain an attachment to their physical 
  bodies and may attempt to possess them,
  causing their bones to animate 
  themselves under the control of the 
  original spirit. Sometimes the spirit only 
  has a connection to its skull.
  The Nature of Divination
  Within most African cultures, there are 
  two basic types of divination beyond 
  dowsing. One method of divination is to 
  see the future using any number of 
  rituals. These rituals range from 
  dropping nuts on a board to human 
  sacrifice or examining the entrails of the 
  deceased. The other type of magic that is
  commonly used to detect magic and in 
  particular witchery. By using various 
  magical techniques, the would be diviner
  can detect the supernatural to better 
  avoid or defend themselves against it. 
  Both types of Divination magic 
  generally makes the following 
  assumption: that everything is 
  preordained. Divination is used to 
  uncover the true path of the participant.
  Discovering this path is sometimes 
  harsh. For example, a practice that has 
  recently been revived in these post-
  apocalyptic times is the test of the bell. 
  After a battle, a victim, chosen from the 
  losing side, is speared in the neck 
  with a long hollow horn which is 
  hanging from a spear that is stuck point 
  up in the ground. Into the wide end of 
  the horn, the would-be diviner sticks 
  little horns, which are pushed into the 
  victim’s wound. Suspended from the 
  other end of the horn is a bell. The pulse 
  of the blood through the apparatus 
  makes the bell ring. A skilled listener 
  can foretell the outcome of the entire 
  war from the pleasant tinkling sounds of 
  the bell. Fortunately, most divination is 
  much more humane. One of the more 
  common techniques used is a divining 
  board onto which rocks are dropped. 
  Another way is the use of a piece of 
  paper laced with meat and chalk. Wild 
  animals eat the food and the trail they 
  make determines the possible path. Still 
  others include the use of bells, whistles, 
  dancing, and group participation. In 
  short, there are almost as many ways of 
  divining the future as there are people.
  The need to know the true path of their 
  people often leads tribes to seek out a 
  person skilled in divination. 
  While many different magical 
  practitioners can perform such tasks, 
  there are people who do make a living at
  finding these paths. These are the 
  Diviners. (For more information, see the 
  Diviner O.C.C. in the Magical O.C.C.s 
  section.) The second means of divination
  is much more pragmatic. Using this 
  ability to detect the supernatural, is 
  primarily used in the identification and 
  removal of witches. The techniques for 
  doing this range from the fairly benign 
  29
  
  methods of detection to methods that are
  virtually guaranteed to injure or kill the 
  accused, even if the person is not a 
  witch. Some of the more extreme 
  examples are having the suspected pull 
  stones out of boiling water. If she is 
  burnt, then she is a witch. (More 
  information is detailed under the 
  Medicine Man and Witch O.C.C.s, 
  found in the Magical O.C.C.s section.) 
  These methods of divination are 
  more popular with those lives have been 
  adversely affected by “Dark Magic.”
  Fetishes
  Africa is the place where the word Fetish
  was first coined. It was originally a 
  word coined by Portuguese, which 
  derives from the world “feitico” 
  meaning “‘made’ or artificial.” At any 
  rate, I believe a more appropriate word is
  Minkisi, a word used by many people of 
  Central Africa to describe a small statue 
  that is believed to have supernatural 
  abilities (and some actually do). There 
  are generally two types of fetishes. 
  This first type is the domestic use of 
  common natural objects with supposed 
  supernatural powers, which are 
  preserved. It can be a common object 
  used in day to day life or perhaps a stick 
  that caught the eye of a tribesman on his 
  way home. Sometimes they are 
  impregnated by the medicine man with a
  concoction, the composition of which 
  depends on the intended purpose of the 
  fetish. 
  The second types are the fetishes that are
  designed specifically for magic. These 
  items are used to diagnose whether or 
  not magic is being used in the area 
  and more importantly, whether or not 
  witchcraft is being done within an area. 
  This almost obsession with dealing with 
  “private” magic makes these fetishes 
  particularly valuable. These objects not 
  only safeguard but cure, and can be 
  anything from teeth to snake heads, or 
  may take the form of images of men or 
  animals.
  However, even these items do not last 
  forever. An analogy that was used by 
  one of my informants was that of a “car 
  battery.” Like a car battery, the fetish 
  eventually runs down. At that point it 
  must be either replaced or rejuvenated 
  with potential psychic energy or P.P.E.
  The Divine Nature of Kings
  Since religion and magic plays such a 
  critical role in the day to day lives of 
  the African people, it makes only logical
  sense that the Chief is not only the 
  head for day to day affairs, but also 
  spiritual matters. He usually leads the 
  rituals with the help of the priests, 
  medicine men, rainmakers, and village 
  elders to show that the tribe is in good 
  capable hands. In return the rest of 
  the tribe is expected to show complete 
  devotion and love towards their chief.
  In the larger tribes and the major tribal 
  kingdoms, this devotion seems to have 
  an unusual effect. It would appear to 
  give the chief the very supernatural 
  abilities that they are believed to have. It
  is this professor’s belief that this could 
  be caused by the sheer involvement in 
  many rituals and the willing donation of 
  large amounts of P.P.E. from their 
  subjects which causes a transformation 
  of many key rulers to the point where 
  these sovereigns become effectively 
  minor Demigods. How this occurs is 
  presently not known. At any rate, 
  it is an area worthy of further study.
  30
  
  African Ley Lines
  All in all, the African continent is above 
  average when it comes to Ley Lines. 
  Many of the beliefs of the African 
  people about magical places were based 
  on the original location of the Ley Lines.
  That being said, magical energy is not 
  uniform all over the continent. Africa is 
  very much a place of extremes with 
  some places overflowing with magical 
  energy and others that are virtually dead 
  to the world, magic-wise. Below are 
  some of the better-known magical places
  on the African continent.
  Physical features of African 
  Magic:
  Caves: 
  Caves play a vital role in many African 
  rituals and traditions. They 
  range in magical use from burial to the 
  attraction of spirits. Caves are often 
  believed to conceal ancient knowledge.
  Mountains and hills: 
  Countless mountains and hills are 
  reputed to be the domain 
  of spirits and gods (and many are). Quite
  a few notable Rainmakers build their 
  huts on the top of these hills. These are 
  also the places where many tribal 
  rituals take place. This is done in order 
  to take advantage of the magic that is 
  present. Many of these hills and 
  mountains have springs erupting from 
  their summits. A common experience is 
  to hear waterfalls, cattle, drums, and 
  singing, even when there is no one there.
  Many of these hills have a direct 
  connection to the spirit world.
  Pools: 
  Pools are yet another “sacred place” 
  where rituals commonly occur. These 
  are sacred places associated with 
  fertility, aquatic supernatural creatures, 
  and magical events. Some people of 
  Africa perform sacrifices in such pools 
  when times of hardship and calamity 
  occur.
  Waterfalls: 
  Perhaps the most dangerous of the most 
  common magical features, waterfalls are 
  generally avoided because dangerous 
  supernatural beings are attracted to them 
  and commonly pick a waterfall as a 
  home. However, if one believes himself 
  to be, or actually is, possessed by evil 
  spirits, a Medicine Man or Witch Doctor
  might advise the possessed to bathe in a 
  waterfall.
  Rock Art: 
  Throughout Africa, particularly in the 
  south, there are many depictions of rock 
  art. However, this unique art form is 
  mysterious, cryptic, and formless to the 
  average observer. At one time, it may 
  have had some special meaning to the 
  artists. Some instances of Rock art have 
  special or magical qualities. A common 
  result of the art is entopic or optical 
  illusions experienced by people in 
  trance. Some of the more scientific 
  studies performed in the 20th century put
  forth that these are the recordings of key 
  trances. What is more likely is that this 
  is information obtained from spirit 
  journeys and may be a sort of travel log. 
  If this is true, these paintings could 
  really be a wealth of mystical 
  information.
  Cairns: 
  These huge piles of rocks are commonly 
  found along ley lines and have many 
  purposes. Some are commonly believed 
  to slow down supernatural predators. 
  31
  
  Others are burials of the long fallen 
  whose names are lost to antiquity.
  Trees: 
  In many tales throughout African 
  mythology, there is much talk about how
  trees act as links between Earth and the 
  spirit world. Some cultures identify 
  such “mystical” trees and perform their 
  rituals there. In the Western and 
  Central African rainforests, many secret 
  societies perform their secret rituals 
  within a groove of trees, drawing on the 
  magic of the forest to aid them in 
  their endeavors.
  Graves: 
  Like in the West, graves have an 
  extremely supernatural quality about 
  them. They are the remains of what were
  once living beings. Even though the 
  spirits have long departed, they still have
  an attachment to their now dead 
  bodies. This can be used if the African 
  Practitioner wishes to contact a 
  particular spirit.
  Echoes: 
  While not spirits, echoes have some 
  supernatural merit. In some areas 
  where a natural amphitheatre exists, 
  magic is also enhanced through similar 
  properties.
  Some Notable Magical Areas
  The Giza Complex: 
  This huge series of Ley Lines, running 
  on both sides of the Nile and going 
  through many sacred areas, culminates at
  the Giza Complex. This makes the Giza 
  Complex one of the most powerful Ley 
  Line Complexes on Planet Earth. (More 
  details of this complex and other 
  powerful magical sites will be found in 
  the upcoming Phoenix Empire: World 
  Book.)
  The Congo Rainforest: 
  This area is littered with a huge series of 
  Ley Lines, much like North America’s 
  Magic Zone. With such an influence, is 
  there any wonder why the majority of 
  jungle people consider it to be a place of 
  spirits and avoid it?
  Lake Tele: 
  Found in the thick of the Congo. It is a 
  place of deserted spirits that are 
  dangerous and hungry.
  The Matoba Mountains: 
  This mountain range is the home of four 
  mountains that are powerful nexus 
  points: Mount Kenya (the highest 
  mountain in this range), Mount 
  Agoro (which is used for pilgrimages), 
  Mount Langi which is avoided for its 
  supernatural nature, and Mogongo Jo 
  Mugwe, which is believed to be where 
  many people of East Africa were 
  originated.
  “Apollo 11”: 
  Located in the heartland of Nambia, this 
  is an area of cave paintings, once dated 
  to 26,000 years old, that some in the Age
  of Man believed was painted by ancient 
  astronauts. Whatever the truth may be, it
  is a place of spirits.
  The Skeleton Coast: 
  Along the coast of Nambia, these 
  treacherous tracts have claimed many a 
  sailor throughout the ages. It is an area 
  where the spirits gather and is further 
  ascended by a single solitary Ley Line 
  that rips along its coastline.
  The Hills of Zimbabwe: 
  Many of these hills are associated with 
  magical abilities. Some of these hills 
  sport hoof prints of cattle and other 
  domestics in solid rock. Also within this 
  32
  
  chain is the hill Tchib-fuku, a small hill 
  which hosts a cave in which a pot named
  “god” can be found. Another example of
  one of these hills is Mvuma, which 
  means roughly “place of magical 
  singing”. Yet another example is 
  Chiwerio hill, where, by a stream into 
  the Mazoe River, lies a believed 
  bottomless pool closed in by high rock 
  walls.
  The Winda Pool: 
  This pool is found in Zimbabwe along 
  the Mazoe River. It is believed that an 
  old “Witch Doctor” was buried here 
  when he died. Some people believe that 
  the old Witch Doctor still survives, 
  living there, and can be asked for favors 
  (provided he approves of the action).
  Lake Nyanea: 
  This lake in South Africa has long been 
  rumoured to be a gateway to “lands of 
  the terrible” which sound suspiciously 
  like a dimensional rift. It is also believed
  to be the “heart of the earth.”
  Wanzerbe: 
  This city of the Songhay is renowned for
  its magic. It is located on a nexus point 
  and many practitioners live within its 
  cracked mud walls.
  Victoria Falls: 
  Known to most Africans as Mosi-oa-
  Tunya, “The smoke that thunders”, the 
  bellowing spray appears like a volcanic 
  plume over the surrounding territory of 
  Victoria Falls. The largest waterfall is 
  generally avoided, due to its attraction 
  for dark spirits.
  Other Natural Phenomena of Note.
  Lightning: 
  Charging across the sky in pink and 
  orange colors, lightning is definitely 
  very much a common feature of Africa. 
  It is a comparatively common 
  occurrence for the people of Africa to 
  die by being struck by lightning. While 
  the majority of lightning strikes are of 
  common weather origins, they can also 
  be summoned by angered gods or 
  wrathful ancestor spirits.
  Stones: 
  A wide variety of stones throughout the 
  African continent are considered to have 
  supernatural qualities. Many flat-topped 
  rocks found under trees are generally 
  considered to be the property of chiefs or
  powerful spirits. If someone has the 
  audacity to sit on such rocks, expect 
  complications. Angering chiefs and 
  spirits are not the only danger of sitting 
  on a rock. If you sit on either a sharp 
  stone or a honing stone, it may cause 
  baldness by supernatural means. It is 
  common belief that sitting on a 
  hearthstone will cause one’s spouse to 
  die, or become infertile. Sitting on a 
  mortar or pestle may cause a backache 
  or your wives may die. If a woman sits 
  on a grinding stone, it may well kill 
  three successive husbands (and quite 
  possibly brand the woman as a witch as 
  well.)
  Scopes: 
  Scopes are mysterious balls of light that 
  spontaneously appear and disappear 
  throughout Africa. While they 
  themselves are not supernatural or even 
  alive, they do indicate the presence of 
  the supernatural and spirits.
  The Creation Myth – Some 
  Conjecture
  On such a varied continent, the people 
  themselves have many different beliefs 
  of why they are here ranging from being 
  released from a cosmic egg, to have 
  33
  
  climbed down a tree, or sprung from a 
  patch of reeds. While the tales 
  themselves are diverse. There are a few 
  generalities that can be made:
  1. The world was created from nothing.
  2. Mankind came after the world was 
  made.
  3. Man loses his "link to heaven" and 
  becomes mortal.
  Africa has long been established as the 
  birthplace of the human race. From the 
  Dark Continent, Homo erectus spread 
  across the rest of the world and one way 
  or another, evolved into the species that 
  we know as Homo Sapiens Sapiens. It is 
  with this knowledge that I would like to 
  propose a hypothesis that would seem 
  fantastical if it were not for the reality of
  our post apocalyptic world. 
  What if Man is not native to the earth?
  The "Coming of Spirits" was a time that 
  many different and diverse races were 
  pulled to our planet. We have 
  documented evidence that several 
  thousand years ago there was another 
  time of great magic on our planet.
  Why couldn't the ancestor of man been 
  pulled through a dimensional rift in a 
  similar fashion? With the African oral 
  history and myths to supplement this 
  conjecture, it does 
  seem quite possible. 
  4. Eternal Madman OCC
  Attribute requirements:  None, roll as 
  per normal.
  Racial Requirements: None, although 
  the vast majority (70%) are human.
  Alignment requirements: Despite their 
  insanity, they are almost always (70%) 
  good.
  O.C.C. Skills:
  Language: native (98%)
  Language: one of choice (+10%)
  Identify fruits and plants (+10%)
  Prowl (+15%)
  Dancing (+10%)
  Singing (+10%)
  Preserve Food (+10%)
  Skin and prepare hides (+10%)
  Wilderness Survival (+15%)
  W.P.: one of choice
  Hand to Hand: Basic can be selected as 
  one "other" skill or hand to hand: Expert 
  at a cost of two "other" skills, and 
  martial arts or assassin costs three "other
  skills."
  O.C.C. related skills: Select seven other 
  skills, plus one additional skill at levels 
  4, 8 and 12.  All new skills start at level 
  one proficiency.
  Communications:  Basic only
  Cowboy: Breaking in horses only 
  (+10%)
  Domestic: Any
  Electrical: None
  Espionage: Detect Ambush only
  Mechanical: None
  Medical: First Aid only (+10%)
  Military: None
  Physical: Any
  Pilot: Horsemanship (+25%), Boats 
  (except ship), pilot motorcycle or hover 
  cycle only (all at +10%)
  Pilot related: None
  Rogue: Any
  Science: None
  Technical: Language, art and lore only
  W.P.: Any
  Wilderness: Any (+10%)
  Secondary Skills: The character also gets
  to select four skills from the previous 
  list.  These are additional areas of 
  knowledge that do not get the advantage 
  of the bonus listed in the parenthesis ().  
  All secondary skills start at the base skill
  34
  
  level.  Also, skills are limited (any, only,
  none) as previously indicated in that list.
  Standard Equipment:  Starts off with two
  suits of day to day clothing, a rope belt, 
  a sack, 1D4 clay pots and a waterskin.  
  He also has a 30% chance to have 1D4 
  pre-Rifts items (lighter, magnifying 
  glass, etc.)
  Weapons may include anything, but are 
  usually a blessed spear and one other 
  weapon of choice (dependent on location
  of the character and G.M.’s Whim).
  Armour, if the Eternal Madman has any 
  at all, is likely to be of a light traditional 
  type.
  Money: Most Eternal Madmen cannot 
  count and they, in general place little 
  value in money, but may be attracted to 
  gems and gold and understand enough to
  keep 2D6x100 credits (or equivalent) for
  basic needs.  The few that collect a 
  treasure trove other than weapons and 
  equipment will generally have no real 
  concept of just how valuable something 
  is and may rely on somebody else who 
  can tell him.  The Eternal madman gets 
  enjoyment in thinking he has things of 
  value, whether or not he actually does.
  Cybernetics: Because of the "gifts" of 
  the spirits", the Eternal Madman's body 
  rejects all foreign objects, including 
  Cybernetics and Bionics.
  Abilities:
  1. P.P.E. available for spell casting: 
  The character starts with 1D6x10 plus 
  the P.E. attribute in Potential Psionic 
  Energy.  This increases by 2D6 per 
  level, but does not increase as the P.E. 
  attribute increases (see below).
  In addition, the Eternal Madman can 
  draw double the amount of P.P.E. from 
  ley lines, and can draw on the doubled 
  P.P.E. Energy of animal of animals and 
  people at the moment of death when 
  they have been slain by his own hands, 
  without the necessity of a blood sacrifice
  ritual!  The P.P.E. drawn upon from 
  those he has killed must be used quickly,
  but the Eternal Madman can hold that 
  energy for ten minutes per level of 
  experience.
  2. Sense Ley Lines: 
  The Eternal madman can see and feel the
  presence of magic.  All of the following 
  sensing abilities are automatic powers 
  and do not require the expenditure of 
  P.P.E.
  Sense ley line: The Eternal madman is 
  able to sense the presence of ley lines 
  within an area equal to 10 miles (16 km) 
  per level of experience.  They are also 
  able to locate the exact location of a ley 
  line with proficiency slightly less than 
  that of a Ley Line Walker.  The base 
  skill is 20% +4% per each additional 
  level of experience.
  Sense ley line nexus: Once the ley line 
  has been found, the Eternal madman can 
  follow the ley line to as many nexus 
  points as it intersects.  Skill level is 30% 
  +5% per each additional level of 
  experience.
  See magic energy: The Eternal madman 
  can see magic energy radiating from 
  peoples, creatures, objects and areas as 
  long as more than 20 P.P.E. Are present. 
  This ability is not as acute as the Ley 
  Line Walker ability and does not allow 
  the Eternal madman to see anything 
  made invisible by magic. Range: Line of
  sight, about 1,000 feet (305 m) without 
  obstructions.
  3. Spell Knowledge: 
  The character starts with the knowledge 
  of 10 spells in total; four from 1st level, 
  three from 2nd level, two from 3rd level 
  and one from 4th level.  With each 
  additional level, the magician can learn 
  one additional spell equal to his own.  
  35
  
  This is intuitive knowledge that just 
  comes to him the same as it comes to a 
  mystic.
  4. Minor Psychic: 
  The Eternal Madman has minor psionic 
  powers, rare for a sorcerer.  He may 
  select two sensitive powers and one 
  physical power.  I.S.P. is the M.E. 
  Number +1D6 per level of experience.
  5. Pure Soul:  
  Despite suffering from insanity and even
  capable of random acts of violence, the 
  soul of the Eternal madman is ever pure, 
  regardless of what his body does.  
  Despite his supernatural nature at later 
  stages, he does not radiate evil.   
  Furthermore, their very presence repels 
  evil supernatural creatures.  If an evil 
  supernatural creature decides to attack 
  an Eternal Madman, it will be haunted 
  by several ghostly apparitions and suffer 
  the following penalties: -1 attack per 
  melee, -1 to save vs horror factor and 
  magic fear and all combat bonuses are at
  -2. Vampires and animated dead are held
  at bay - cannot attack.  Note: If the 
  Eternal Madman attacks the evil spirit(s)
  first, the taboo is negated and the foul 
  creature can attack without fear of a 
  taboo curse or penalties.
  6. Immune to possession: 
  The Eternal Madman is already 
  possessed by some very possessive 
  spirits and so therefore is immune to 
  further possession.  Furthermore, if the 
  Eternal Madman dies, 2 haunting 
  entities, a poltergeist and a possessing 
  spirit are released into the area.
  7. Resistance to Mind Control: 
  The spirits possessing the Eternal 
  Madman has a vested interested in him.  
  Even if the Eternal Madman fails a save 
  vs mind control, the spirits possessing 
  him will take control of the body!  For 
  1D6x10 minutes, the character becomes 
  under G.M. control, but does not have to
  take orders from the would be mind 
  controller).
  8. Special O.C.C. bonuses:
  · +1 to save vs mind control at levels 1, 
  3, 5, and 7.
  · +1 to vs ritual Sorcery.
  · +1 to save vs horror factor at levels 1, 
  3, 5, and 7.
  Development, modifications, 
  bonuses and penalties by level of 
  experience.
  1st Level: The character is physically 
  superior.  Add +1D6 to the P.S., P.E., 
  and P.E. Attributes; +2D6 to Spd, 
  +3D4x10 to physical S.D.C.!  The 
  character looks strong and healthy.
  2nd Level: Becomes a minor mega-
  damage creature.  Replace hit points and 
  S.D.C. with 3D6+12 M.D.C.!  Also +3 
  to initiative and +2 to strike, parry and 
  dodge as the character develops 
  enhanced reflexes.
  Unfortunately, this is also the first sign 
  of mental deterioration.  The Eternal 
  Madman rolls once on the Phobia table.
  3rd Level: +4D6 to physical M.D.C., 
  +1D6+2 to P.S. and Spd, and 1D4 to 
  P.B.  The character's body takes on the 
  appearance of a top athlete and body 
  builder.  Also +3 to initiative, +2 to 
  disarm, +1 to parry and +1 to dodge as 
  the character continues to develop 
  enhanced reflexes.  They also roll once 
  on the Affective disorder table.
  4th Level: The spirits are strong within 
  the character.  Add +2 to save vs all 
  forms of magic, +4 to save vs 
  36
  
  possession, and +3 to his spell strength 
  (defenders now need a 15 or higher to 
  save), but suffers a -3 penalty to 
  insanity. Unfortunately, the Eternal 
  Madman also rolls once on the Crazy 
  Hero table.   Because the Eternal 
  Madman has at this point become one 
  with the spirits, he is now affected by all 
  spells that affect spirits.  For example, a 
  successful exorcism will cause the 
  Eternal Madman to go running out of the
  area and he may never return.  He cannot
  flee into another dimension, however, 
  without outside help.
  5th Level: The character becomes a 
  major Mega-Damage superbeing! 
  +2D6x10+40 to M.D.C. And P.S. And 
  P.E. Becomes supernatural! The 
  character looks young (no older than 21 
  regardless of age) and powerful.  He can 
  leap 15 feet (4.6 m) high and 20 feet (6 
  m) across, double with a running start.
  6th Level: Double the character's 
  running speed and +1 attack per melee 
  round. His continued expansion of his 
  vision allows the user to see the 
  invisible.A disturbing development: a 
  vulnerability to one of the following 
  (determined by rolling 1D6)
  1. Cold/Ice
  2. Fire
  3. Silver
  4. Iron
  5. Wood
  6. Magic
  M.D. and magical versions do double 
  damage, and S.D.C. Versions do their 
  S.D.C. Equivalent in M.D. (i.e. A silver 
  S.D.C. Dagger that normally inflicts 1D6
  S.D.C./Hit Point damage does 1D6 M.D.
  to the Eternal Madman.
  7th Level:  The Eternal Madman's body 
  takes on a whole new dimension as it 
  begins to regenerates 2D6 M.D.C. per 
  minute. The Eternal Madman also 
  continues his slow steady descent into 
  insanity. Roll once on the Obsession 
  table.
  8th Level:  The Eternal Madman can 
  become invisible at will (same as the 
  spell: invisibility simple). There is also 
  the likelihood of periodic delirium and 
  hallucinations.  These episodes will 
  occur 1D4 times every 24 hours, with 
  the following results (roll percentile 
  dice):
  0-25 Doesn't recognize those around him
  and will not trust them.  Asks for family 
  members.  
  26-50 Doesn’t know where he is and 
  tries to leave (find friends, go home, 
  etc.)
  51-75 Relives some past event and sees 
  everybody around him as someone else 
  (friend or foe).  Nothing the character 
  says makes any sense. 
  76-00 Sees monsters and villains 
  threatening him.  The character will 
  scream in terror, shout warnings, run 
  around, and point to and attack things 
  that are not there.
  9th Level:  The opening of his vision 
  begins to accelerate out of control. The 
  Eternal madman begins to see 
  everything in sight as something 
  monstrous.  While the Eternal Madman 
  will understand (at least in the 
  beginning) that what he is seeing is an 
  illusion, he will become paranoid, jumpy
  and easily startled and confused; -20% 
  on all skill performance, -3 on initiative, 
  reduce speed by 25%, reduce attacks by 
  melee round by one and cannot 
  recognize real monsters.  He can 
  mentally force himself to see the world 
  as it is for 1D4 minutes, but it requires a 
  saving throw verses insanity to 
  37
  
  implement. On the plus side, the Eternal 
  Madman is now immune to horror 
  factor.
  10th Level: The Eternal madman aging 
  slows down drastically. He only ages 1 
  year for every 5.
  11th Level: the spirits enhances his 
  special magical abilities: +1 to spell 
  strength.  Also the energies of Eternal 
  Madman have become so intense that if 
  the Eternal Madman dies, he literally 
  disappears in a puff of sparkling blue 
  energy.
  12th Level: Roll once on the Psychosis 
  table.
  13th Level:  Because the Eternal 
  madman is being continuously 
  bombarded with random messages and 
  feelings, he becomes impervious to all 
  mind controlling spells and psionic 
  abilities.
  14th Level:  The Aging slows down to 
  such a degree that they become 
  effectively immortal. Unfortunately, the 
  Eternal Madman can no longer 
  differentiate between fantasy and reality.
  As a result, the penalties of 9th level are 
  doubled!
  15th Level: Roll for one random 
  insanity.
  Curing the Eternal Madman: Shortly 
  after contact with the spirits, the Eternal 
  Madman becomes irreversible very 
  quickly.  By Fourth level, the merging is 
  unstoppable.  
  To escape the spirits “gifts”, one must 
  enlist the aid of at least a Medicine man 
  and a Priest, and usually many other 
  participate.  The Eternal Madman must 
  be under 4th level and a willing subject.  
  A four hour ritual involving dance, 
  singing, chanting and the laying of hands
  will forever change the character.  After 
  the ritual has been completed, he or she 
  is spiritually reborn and will have lost all
  of his Eternal Madman powers and 
  bonuses.  Any spells he once new are 
  forgotten and can not take any Magic 
  O.C.C.s in his new life (most likely 
  becomes a Assimilated Tribesman).
  However, as a parting gift, the character 
  remains a minor M.D.C. creature with 
  3D6+12 M.D.C., +1D4 to the P.S., P.E., 
  P.B., and Spd attributes, is +1 to save vs 
  disease and poisons, and +2 to save vs 
  possession.  The character looks strong 
  and healthy.  However, the O.C.C. skill 
  bonuses for the new occupation are half 
  and any O.C.C. bonuses do not apply.
  Note: Must be played out.  One cannot 
  start out as an Ex-Eternal Madman.
  Stabilizing the Eternal Madman:  Even 
  after the point of no return, through the 
  use of magic, the Eternal Madman can 
  be released from his lunacy for short 
  periods of time.  After fourth level, when
  the connection with the spirits in finally 
  forged, the use of the spell Control/ 
  Enslave entity can be used to command 
  the Eternal madman to perform a 
  specific task.  While doing this task, the 
  Eternal Madman is focused on the goal 
  and gets a +4 to save vs any of his 
  insanities.  Furthermore, his vision is 
  clear and he does not suffer from 
  delirium and hallucinations. However, 
  there are a few restrictions to this.  For 
  starters, the possessing entities may 
  break control at anytime.  Secondly 
  Eternal Madman does have to make an 
  involuntary save vs magic with all of his 
  bonuses.  A successful save means that 
  the spell does not work and the Eternal 
  Madman responds normally.
  38
  
SOURCE: textdata/thevault/RIFTS/RIFTS (palladium)/World Books/Rifts - World Book 04 - Africa - Supplement Netbook.pdf