As much as most people know I dislike magic (uck!), I feel it was necessary to revise Perytonians to the Palladium PPE System. Note: Since I'm trying to AVOID a lawsuit, I can't give an explanation of PPE, but you can find an explanation of PPE in any of Palladiums RPG Core Books (except Robotech & RECON).
P.P.E.: While though your average Perytonian doesn't have enough PPE to become a true spell caster (4d6), the Warrior/Energy Wizards have become living batteries of such energy. A Perytonian Energy Wizard starts out w/ 3d4x10+P.E. attribute in P.P.E. and gains 3d6 per additional level. NOTE: This TOTALLY replaces the 'Spells Per Day' system so remember not to apply it anymore, however spells castable per melee still apply.
P.P.E. Cost for MAGIC POWERS:
1. Call Lightning: 15 P.P.E., also note that the method of dodging is changed, instead in order to dodge an 18 or higher must be rolled.
2. Energy Bolt: 8 P.P.E.
3. Field of Invisibility: 30 P.P.E.
4. Globe of Daylight: 2 P.P.E.
5. Impervious to Electricity: 10 P.P.E.
6. Invisible Armour: 20 P.P.E.
7. Levitation: 5 P.P.E.
8. Magic Barrier: 15 P.P.E.
9. Stun Blast: 5 P.P.E.
10. Swirling Lights: 6 P.P.E.
GM'S NOTE: If you REALLY want to give the Perytonians a mean edge, you can use the Magus or Conjurer OCC's from Federation of Magic. However for the sake of game balance in the Robotech Universe, the Perytonians will NOT be able to become M.D. creatures as a Lord Magus through experience, nor can their PS become Supernatural. Instead at level 8 & 13 add 5d6+5 to P.P.E.