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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
- Creation of Enchanted Objects: See Enchantment
Magic
- 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.
- 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.!
- 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).
- 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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