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Arcane Wizard

   This magical class is similar to Techno Wizards. The Arcane Wizard makes weapons, devices, and armor. However they focus on archaic styles moreover than tech. They are full capable magic users and do not suffer from half casting penalties. The Arcane Wizard makes items about the same rate as TW. They must use a "vehicle" to channel their magic to make their creations.

Initial Spell Knowledge:
   At first level the Mystic Creator knows the following spells; Create Wood, Magic Resin, Create Glass, Ironwood, Globe of Daylight, Energy Field, Call Lightning, Energy Bolt, and 4 spells of choice from levels 1-7 Common Magic.
   Starting at level 2, the Creator will be able to figure out/learn 3 new spells from levels 1-6 per level. At level 7 and above they may pick one spell below or equal to level of experience. They may purchase spells at any time regardless of level. See the Pursuit of Magic Section.

Powers of the Mystic Creator:
1.  Make magic items: All Mystic Creators can make various magic items. They must use archaic types such as swords, non-environmental body armor, simple tools, etc. When in doubt, the item used must not have any electrical source. A Creator could enhance a normal s.d.c. sword to shoot magic fireballs in 1D4 hours.
2.  Create magic items from scratch: A Creator may also choose to make a archaic item of their own design and empower it with magic. To do this he or she will magically create the materials and sculpt their item. They may also buy crude materials and hand fashion it non-magically. Small items take 1D4 hours, medium sized 1D6 hrs., and large 1D8 hrs. GM has final approval on creation times.
3.  Recharge ppe cells: All mystic creators can instantly recharge ppe clips, talismans , and items that require the user to pump in ppe. This also includes TW devices.

P.P.E. & Bonuses: Mystic Creators have an impressive amount of ppe. Their base is P.E. plus 3D6 X 10 + 20 per level of experience. They have a bonus of +2 save vs magic at levels 1, 3, 5, and 7.

Race Restrictions: None except they must be able to use magic.
Attribute Requirements: I.Q. 12 and P.E. 10 or higher.
Alignments: Must be Unprincipled or higher to even learn the O.C.C. After their initial servitude, it is up to the character to maintain their alignment.

O.C.C. Skills:
Native language (98%)
Select 2 other languages (+15%)
Literacy in one language (+10%)
Basic Math (+10%)
Land Navigation (+5%)
Lore: Demon & Monster (+15%)
Art (+20%)
Pilot: Hovercraft or Automobile
Wp. Ancient of choice
Hand to Hand: Basic (May upgrade to Expert at cost of one "other" skill or Martial Arts at the cost of 2 skills)

Related Skills: Select 6 other skills, but 2 must be from Domestic and/or Technical categories. Plus select 1 additional skill at levels 3, 5, 7, and 9. Any category is available for skill selections except Military. Domestic, Technical, and Science categories get a (+10%) to each skill.

Secondary Skills: The character also gets to select 6 secondary skills at level one. Plus select 2 more skills at level 4. Secondary skills do not get any bonus for Domestic, Technical, or Science.

Equipment: These wizards start out with an impressive amount of equipment. Most of these are the tools of their trade and are needed. They get 4 sets of clothing, backpack, variuos sized pouches (1D8), utility belt, mini tool kit, portable forge, laser scapel, and a pocket audio recorder. 4 weeks of rations.
   Weapons include a survival knife, small energy pistol with 2 clips, and choice of 3 archaic type weapons. This includes TW types.
   AWs get a quality riding horse with saddle and saddle bags.

Money: AWs get 1D6X1,000 credits and 1D6x10,000 credits worth in gemstones mainly for their crafts.

Experience: Use the Ley Line Walker exp chart.




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