TEXT: Area of
  Effect
  Duration
  Range
  1—Detect Rift
  Self
  1 rd/lvl (C)
  Self
  2—
  3—
  4—Rift I
  10'2/lvl
  1 rd/lvl
  Touch
  5—Locate Rift
  Self
  1 rd/lvl (C)
  Self
  6—
  7—Rift II
  10'2/lvl
  1 rd/lvl
  Touch
  8—
  9—
  10—Rift III
  10'2/lvl
  1 rd/lvl
  Touch
  11—Close Rift
  1 Rift
  V
  Touch
  12—
  13—Cloak Rift
  1 Rift
  V
  Touch
  14—Expand Rift
  1 Rift
  V
  Touch
  15—Rift IV
  10'2/lvl
  1 rd/lvl
  Touch
  16—
  17—Lock Rift
  1 Rift
  P
  Touch
  18—Riftsight
  Self
  1 rd/lvl (C)
  Touch
  19—Rift Guardian
  1 Rift
  P
  Touch
  20—Rift V
  10'2/lvl
  1 rd/lvl
  Touch
  25—Rift VI
  10'2/lvl
  1 rd/lvl
  Touch
  30—Dimensional Rift 10'2/lvl
  1 rd/lvl
  Touch
  40—Collapse Rift
  1 Rift
  —
  Touch
  50—Seal Rift
  1 Rift
  P
  Touch
  1—Detect Rift (I)
   Detects any Rifts within 100’/lvl of the
  caster. Caster does not learn the location of any Rifts detected.
  4—Rift I (F)  Caster creates a Rift between two locations.
  The two faces of the Rift can be separated by up to 100’/lvl.
  5—Locate Rift (I)
   Caster can determine the location of any
  Rift detected by use of the Detect Rift spell.
  7—Rift II (F)
   As Rift I, except the two faces of the Rift can
  be separated by up to 1000’/lvl.
  10—Rift III (F)
   As Rift I, except the two faces of the Rift
  can be separated by up to 1 mile/lvl.
  11—Close Rift (F)
   Causes a Rift to close. The Rift gains a
  RR at the level of the caster who created it (even if the caster
  is attempting to close a Rift he created). Permanent Rifts (made
  with the Lock Rift spell) close for 1 rd/level of the caster of
  the Close Rift spell.
  13—Cloak Rift (F)
   Caster can cloak a Rift from normal vi-
  sion. Both the face and backplane of the Rift are invisible,
  but passage through the face of the Rift is unimpeded. Each
  face of the Rift must be Cloaked separately, and must be
  Cloaked from that location (the spell cannot be cast through
  the Rift). The Cloak can be canceled at any time by the caster,
  and can be dispelled normally with Dispel Essence, but
  Rifts
  Arcane
  A Rift is a two-way transport gateway. The two locations
  connected by a Rift are known as ‘faces’. A Rift is a two-
  dimensional construction, and can only be seen on one side
  (the two sides are the ‘face’ and the ‘backplane’). Both ‘faces’
  of the Rift are easily visible, appearing as a shimmering, mir-
  ror-like area (both backplanes are invisible). A Rift can be
  entered from either face.
  Unlike other spells, a Rift can’t simply be cancelled by
  the caster after it forms. Closing a Rift before the spell ex-
  pires requires either the Close Rift or Collapse Rift spells, or
  Dispel Essence (the Rift resists at the level of the caster who
  created it, and gains a +50 modification to Dispel Essence).
  Each face of a Rift forms from a central point, expanding
  outward to its size limitations or until it encounters a solid
  object. When an object is encountered, the Rift stops forming
  in that direction. Thus, a Rift could be formed within a
  doorframe, and its boundaries would be the doorframe itself.
  Normally, a Rift face forms a vertical plane, although the
  caster can specify the orientation of both faces of the Rift
  when it forms. Neither face can be moved or shifted once the
  Rift is open. Creatures who contact a Rift at the edge (or by
  passing through the backplane) will feel a ‘tingling’ sensa-
  tion accompanied by intense cold, but suffer no damage (nor
  do they pass into the Rift). Only creatures and objects that
  can fit inside the boundaries of the Rift can pass through it.
  The caster must be familiar with the locations of both
  faces of the Rift when it is formed, or the location of the dis-
  tant  face is subject to the same degree of error as the Teleport
  spell (Closed Essence List: Lofty Bridge).
  The only way to see what lies past the opposite face of a
  Rift is to enter it (or at least place your head or sensory or-
  gans through it). Normally, spells cannot be cast through a
  Rift. The only spell that can operate through a Rift is Riftsight
  (although spells on items and creatures who pass through a
  Rift are not dispelled).
  Under certain conditions, a Rift may ‘tear’ if an excep-
  tionally large creature or powerful force (e.g., a large dragon,
  avalanche, tidal wave, etc.) attempts to forcibly enter a Rift
  that is to small to allow passage. A Rift that has torn may
  continue to tear and expand randomly (not a good thing). If a
  Rift expands to 10X its original size, it may also tear into
  other (randomly determined) dimensions as well. The Col-
  lapse Rift spell is required to mend the tear and close the
  Rift. Normally, tearing a Rift requires an Insane (-100)
  strength-based maneuver. Also, a Rift can tear if the Expand
  Rift spell is misused (see spell description).
  If a Rift closes while a creature is passing through it, the
  victim must roll on the Rift Closure Effects Table.
  
  otherwise remains in effect until the Rift closes. Note: Even
  if the Cloak is dispelled, the Rift itself may not be affected.
  14—Expand Rift (F)
   Caster can increase the size of a Rift
  by up to 10'2/lvl. If the Expand Rift spell fails, the Rift may
  tear (50% chance). If a Dimensional Rift is expanded, there is
  a chance (50% – 1%/caster’s level) that the Rift will tear. The
  expansion lasts until the Rift closes.
  15—Rift III (F)
   As Rift I, except the two faces of the Rift
  can be separated by up to 10 miles/lvl.
  17—Lock Rift (F)
   Caster makes a Rift permanent (subject
  to the Close Rift and Collapse Rift spells).
  18—Riftsight (F)
   Caster can see and hear from the other face
  of a Rift as if he were there. The sensory input is fixed on the
  other side of the Rift. The Riftsight spell causes the opposite
  face of the Rift (where the caster’s sensory input is located)
  to glow a shimmering, golden color (even if the Rift is cloaked
  on that face).
  19—Rift Guardian (F)
   Binds a semi-intelligent guardian
  spirit of the caster’s level into the Rift. The Rift will be im-
  passable to all except the caster unless a will contest (RMCI )
  is successfully initated and carried out against the Guardian
  (Guardian’s Will = 5x caster’s lvl). If the Guardian loses the
  will contest, it is released from the Rift. The spirit is inca-
  pable of harming anyone, and only serves to prevent passage
  through the Rift. The Guardian can only impede passage
  through the Rift in one direction (specified by the caster when
  this spell is cast). The Guardian remains in the Rift until it
  closes.
  20—Rift V (F) As Rift I, except the two faces of the Rift can
  be separated by up to 100 miles/lvl.
  25—Rift VI (F)  As Rift I, except the two faces of the Rift can
  be separated by up to 1000 miles/lvl.
  30—Dimensional Rift (F)
   As Rift I, except the two faces of
  the Rift can be on different planes of existence (caster must
  still be sufficiently familiar with both locations to utilize this
  spell.
  40—Collapse Rift (F)
   As Close Rift, except any Rift can be
  closed permanently with this spell. Non-permanent Rifts do
  not receive a RR; Locked Rifts gain a RR but are perma-
  nently closed if they fail.
  50—Seal Rift (F)
   Caster can Seal a Rift so that only indi-
  viduals he specifies can pass through it (no limit to the num-
  ber of objects, however). Up to one person per five levels of
  the caster can be specified (must be done at the time of cast-
  ing). A Sealed Rift cannot have a Guardian, cannot be Closed
  or Dispelled, and gains a +50 RR bonus to Collapse Rift spells.
  Rift Closure Effects Table
  01–20
  Traveler is thrust from Rift through the face he
  was entering.
  21– 30
  Traveler is thrust from Rift through a randomly
  determined face. Takes 'A' Slash critical.
  31– 40
  Traveler is thrust from Rift through a randomly
  determined face (face first). Takes 'A' Slash
  critical.
  41– 50
  Traveler almost makes it clear of Rift before it
  closes. Random departure from Rift. Takes 'B'
  Slash critical.
  51-65
  Unwary traveler is caught in closing of Rift.
  Takes 'B' Slash critical, and any indicated body
  part is severed. Bulk of traveler is cast out of
  gate through a randomly determined face.
  66
  Unfortunate victim is trapped in Rift's closing.
  Takes 1-5 'E' Essence criticals and 1-5 'E' Slash
  criticals.
  67– 70
  Victim takes 'C' Slash critical before being
  dumped unceremoniously out of Rift through a
  random face. Any indicated body parts are
  severed.
  71– 84
  Slow fool is caught in Rift. Takes 'D' Slash and
  'C' Stress criticals before being thrust out of Rift
  through a random face. Any indicated body parts
  are severed.
  85– 91
  Unexpected closure of Rift delivers 'E' Slash and
  'D' Stress criticals. Random departure from Rift.
  Any indicated body parts are severed.
  92– 96
  Oops! A little slow. 'E' Slash, 'E' Stress, and 'D'
  Essence criticals. Random departure from Rift.
  Any indicated body parts are severed.
  97– 99
  Sorry. 1-3 'E' Slash, 1-3 'E' Essence, and 1-3 'E'
  Stress criticals. Pieces of traveler depart Rift
  randomly. Any indicated body parts are severed.
  100
  Gate closes instantly…neatly bisecting the
  traveler vertically. Yuck.
  
SOURCE: textdata/thevault/Rolemaster/Utilities & Other Miscellaneous/Rolemaster - Arcane Spell Lists - Rifts.pdf