True Immunity: Magic

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True Immunity: Magic (Major) by Mr. Twist

This amazing power goes above and beyond the minor power, giving the person total immunity to magic. Not only effective against spells that have saving throws, any and all spells which directly affect the person are negated. Not only spells, but this also extends to magic weapons and armor. Melee magic weapons do normal damage for their type, and any extra damage or effects are useless. Magic ranged weapons that create energy are totally useless, though ones that use magic to enhance physical items still do damage for their type. Magic armor is only as useful(against bare handed strikes by the user of this power) as the material it's made from. This power makes the person invisible to any forms of magic detection or augury, including the triggering of magical traps or wards. Also, this person can't use any magical devices at all.

Penalties: Reduce HP and SDC by 30%.
Notes: In a Rifts setting, or any setting with a lot of magic, this power should either be unavailable or be the entire power set for the character. This power can't be taken or rolled if the person already has some kind of weakness to magic.