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Enchanter O.C.C.

By: JR Webber (sarton78@usaor.net)
Edited by: Dustin M. Ramsey (DustinM@rifts-rpg.com)


Lost since the Time of a Thousand Magicks, this rediscovered mystic art is rumored to have been developed by Lictalon himself. Enchanters are a new class of mage that focuses on putting magical spells and effects into mundane objects. They are generally accepted in most magic guilds, except for those that are dominated by alchemists (the Enchanters seriously cut into their profits). While this form of magic is still rare, it is becoming quite popular, as several schools of learning have been set up around the world to teach them.

Enchanter O.C.C. Abilities and Bonuses

  1. Creation of Enchanted Objects: See Enchantment Magic
  2. Power Words and Runes: Enchanters know the simple and elemental power words, as well as the power words Xy, Lictalon, Lo-kum, Kym-nark-mar, Agu, and Tae-bo (the angel of exercise fads), which are needed for enchanting objects. They also have Literacy: Runic at 50% (+5% per level), which includes all runes depicted on page 124 of the Palladium Fantasy 2nd Edition book, as well as the numbers and colors on page 127. The character can also tell the difference between enchanted objects and lesser, greater, and greatest rune weapons.
  3. Spell Casting: Enchanters know all the "common knowledge" spells: Decipher magic, sense magic, cloud of slumber, globe of daylight, and tongues). They also know three spells from levels 1-3. Additional Magic Option: (at the GM's discretion only) the character can choose 5 spells from the following list: Create Magic Scroll, Create Golem, Create Mummy, Create Zombie, Create Bread and Milk, Amulet, Talisman, Animate Object, Decipher Magic, Sense Magic, Cloud of Slumber, Globe of Daylight, Tongues, Armor of Ithan, or any summoning spell.
    Note: The Enchanter's area of expertise is in enchanting objects. When not casting spells into objects, the spell's range, duration, and damage (if applicable) is halved, unless they spend four times the normal P.P.E.!
  4. Magic Bonuses: +1 to save vs. magic at levels 3, 7, 10, and 13. +1 to save vs. enchanted object/wand magic at levels 2, 4, 6, 8, 10, and 14. +2 to save vs. Horror Factor. Spell strength: 10, +1 at levels 2, 4, 6, 11, and 14. Able to recognize enchantments and magic: 35%/20% (+5% per level).
  5. P.P.E.: 2D4 x 10 + 30 in addition to the P.E. attribute number, plus 2D6 per level. Can also draw on ley line energy, etc.

Enchanter O.C.C.

Attribute Requirements: I.Q. 10 or higher and a high P.E. is recommended.
Alignment: Any
Skills: Palladium World: same as the Wizard O.C.C.; RIFTS: same as the Techno-Wizard O.C.C.
Standard Equipment: Palladium World: same as the Wizard O.C.C.; RIFTS: same as the Techno-Wizard O.C.C.
Money: Palladium World: 120 gold; RIFTS: 1D4 x 1000 credits and 1D4 x 100 in saleable black market items. Paid handsomely for magic items (often 10-50% of costs in alchemist/TW section)
Experience Table: Palladium World: Use the same experience scale as the Wizard O.C.C.; RIFTS: Use the same experience scale as the Techno-Wizard

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