Rifts World Book 16 Federation of Magic Review


A rifts world book 16 federation of magic review. The federation of magic has a lot to offer those wanting more magic class options. Some combat melee options plus large golem-like classes are now at your fingertips.

There are two factions that call themselves the Federation of Magic. In addition, many new magic OCCs are discussed, including new spells, a powerful magical city, and more.

rifts world book 16 federation of magic

Rifts® Federation of Magic™ delves into the legendary Magic Zone and explores the many factions, faces and magicks of the Federation of Magic. Since the Rifts Book of Magic contains all spells, we saw no reason to reprint the spells that originally appeared in this book. We are replacing it with data, people and places in the magic city of Dweomer.

Gm Material from Rifts world book 16

A good deal of the book is dedicated to describing the leaders of the primary city of Dweomer. It is a city that has changed hands a few times due to a war in the past with the Coalition. A GM should be fairly familiar with the current rulers of the city and the difference between them and the “True Federation of Magic”.

It won’t make or break your games as they tolerate each other and let each other do their own thing. The Three are vastly more powerful than Alistair Duncan is and so “The True Federation of Magic” poses little threat to them. Though if something happened that he had a chance to kill them, he most likely would.

NPCs, cities, and alliances

The real important part for GMs is the setting of the city, its allies, inhabitants, and surrounding areas. Given a description of those the city has dealings with could be used to generate much intrigue within our around it. Some things I’ve highlighted are the “cult of dragonwright doesn’t have any known members within the city”. That’s just one example of ideas that could be used.

Rifts world book 16 player Material

There is a lot to offer players in the department of character creation. You get many new occs plus new spell options (though many of them are listed in the Ultimate edition and the Book of Magic). The controller for example allows you to create a character that operates a huge golem like Automaton. They are really good for the static defense of a city or other landmark. If you are more inclined toward the cruel and brutal classes then the Corrupt or Mystic Knight may be more for you.

Some new Techno-Wizard options are also listed. The Starfire Pulse Cannon is intended for use on vehicles or wall emplacements. It is really powerful and intended for taking out vehicles, power armor, robots, etc.

If players are unsure of how to play a spellcaster then there is a section about casters. It goes over spell casting terms, exclusive magic, OCC limits, and new spells.

Story material from federation of magic

A lot of the initial story told is past history, though that could make for some fun games in the past, kind of “pre-Coalition”. The new Federation of Magic is cloaked in secrecy so its super hard to find (want to know what happened to the original Federation pick up the book and find out).

I think the most fun story aspects come from the description of the different NPCs. The Three are a collection of gods with their own agenda, Dunscan is insane and vengeful, just to name a few.

Our recommendations of the best Rifts books for a Minion War game.

How original is rifts federation of magic

I really like the setting of the magic zone. It gives us a really fun area full of magic options, and adventures. None of the other world books provide players and GMs with this many new magic OCCs. I put this book at the top of useful and original Rifts world books.

Is rifts world book 16 game breaking

Mystic knights are significantly stronger than the standard “mystic” OCC. I would definitely consider some or many of the classes listed in this book to be game-breaking depending on the game I was running or playing in. Other than this there are several other things that are incredibly powerful like the Annihilate spell, many of the Automatons, and some gear/weapons.

How good are the occs in world book 16

The OCCs broadly speaking are really good. Federation of magic has a lot of magic-related OCCs that originate from its area though most roam around to some degree. The evil OCCs are less desirable to play in my opinion (save for the mystic knight) than others are.

How well does federation of magic mix with the core book

Next to Rifts Canada, this book is probably the 2nd most useful in terms of expanding the kingdoms in North America. now this book may be more or less useful depending on if you want more enemies to the Coalition or not.

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