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Spatial Mage Abilities

In document Rifts - The Rifter 03 (Page 80-82)

1. Sense the Opening and Closing of Rifts:

As per the Ley Line Walker ability, only all ranges are tri- pled.

2. Ley Line Phasing:

As per the Ley Line Walker ability. 3. Create Dimensional Realm:

Spatial Mages, at any time, may create a a pocket dimension of their own design. This is done by the creator per- manently sacrificing some P.P.E. from his P.P.E. base. As the creator of such a realm goes up in levels, thus gaining more he can improve his realm by permanently sacrificing more P.P.E. into it.

More than one Spatial Mage may cooperate upon the creation of a realm, each sacrificing some of his P.P.E. into its develop- ment. However, each of those who contributes is considered the "creator" with regards to accessibility to that realm. Thus, none of those who have contributed to a realm's creation can lock out any of the other contributors as each has equal control (no mat- ter each person's actual amount of P.P.E. sacrificed). See Di- mensional Realm Creation, below.

4. Spell Casting:

At first level, the Spatial Mage can learn Spatial Magic or regular spells. Some of these spells operate the same (and have the same name) as their regular counterparts, yet are represented separately under the "Spatial Magic" section because their sta- tistics differ, representing the Spatial Mage's greater ability to control dimensional energies.

At first level, the Spatial Mage knows 1D4 spells from each

spell level 1 to 4. Each spell can be either a Spatial Magic spell

or a normal spell, as the character chooses.

After first level, the character learns one new spell per level achieved, equal to or less than his level of experience. Note that Spatial Mages can learn spells from scrolls, guilds and similar means, the same as regular mages, so long as it is a type that they can learn.

The Spatial Mage can learn only the following regular spells, without any change to their description or statistics: Tongues, See the Invisible, Dispel Magic Barrier, Energy Field, Seal, Summon Familiar, Summon Greater Familiar, Sense Magic, De- tect Concealment, Fool's Chameleon, Befuddle, Armor of Negate Magic, Eyes of Thoth, Protection Circle: Lesser, Fireball and Ward.

Note that while Spatial Mages can learn the above mundane spells, it is not possible for non-Spatial Mages to learn spatial magic spells. Such mystical workings draw upon the energies of the itself, something only beings such as the Spatial Mage O.C.C. are capable of.

5. P.P.E.

Beginning P.P.E. is plus the P.E. attribute. The char-

acter gains 2D6 P.P.E. per level. Note that if the character's ra- cial either at the beginning or per level, is greater, use that instead.

6. Bonuses: +3 to M.E., +2 to save vs. horror factor.

Attribute Requirements: None, the character is either born with the abilities or not.

Racial Restrictions: Nearly any race capable of using magic can be a Spatial Mage (Game Master's discretion).

O.C.C. Skills:

Lore: Megaverse The player is knowledgeable in the workings of dimensions, multiple planes of existence, theo- ries concerning parallel worlds, etc. Base Skill: 25% + 5% per level.

Lore: Magic

Basic Mathematics (+25%)

Languages: Speaks 5 languages, from any dimension(s) (+20%).

Literacy in native language and 3 other languages, from any dimension(s) (+20%).

Astronomy

Hand to Hand: Basic can be bought at the cost of one "other" skill, Expert at the cost of two and Martial Arts at the cost of three.

O.C.C. Related Skills: Select 8 other skills. Plus select two ad- ditional skills at levels three and six, and one at levels nine and twelve. All new skills start at level one proficiency. Communications: Radio: Basic, Surveillance Systems and

only. Domestic: Any Electrical: Basic only.

Espionage: Intelligence, Wilderness Survival and Tracking only.

Mechanical: Basic only.

Medical: Holistic Medicine or First Aid only (+5%). Military: Camouflage only.

Physical: Any

Pilot: Any except Robots. Pilot Related: Any Rogue: Any (+5%) Science: Any (+10%) Technical: Any (+15%) W.P.: Any

Wilderness: Any

Secondary Skills: The character gets to select six secondary skills from the previous list. These skills do not get the ad- vantage of the bonus listed. All secondary skills start at the base level.

Standard Equipment: Items are limited to several changes of clothing, a backpack, a few pens and pencils, a a pistol (energy or otherwise) with extra clips, traveling shoes / boots, 50 feet m) of rope, a crucifix, a survival knife and other common items.

Money: in cash and in possessions.

Cybernetics: Avoids cybernetics and bionics as it impairs their magic. Spatial Mage 1 9 4 8,961 12 5 13 6 25,921 - 35,920 14 275,921 - 335,920 7 35,921 - 50,920 15 335,921 - 295,920

Spatial Magic

Level 1 Spells

Alter Environment

Range: 5 foot (1.5 m) radius per level, up to 35 (10.7 m) feet away. It must be cast upon one object or person.

Duration: 2d6 minutes, plus 2 minutes per level.

Saving Throw: Standard if saving vs. the effects of altered tem- perature; otherwise, none.

P.P.E.: 3 per every 5 degrees Celsius (9 F) or 5% lighting change. If the caster wishes to affect both light and temperature levels, he must pay for the spell twice, though both affects are cast simultaneously.

The caster of this spell can cause changes in the environment

around the target. These changes can be in either light level or

temperature. Temperature changes affect the atmosphere within the area of effect, not the temperatures of creatures or objects within. However, because the temperature of the area is in- stantly altered, the change in temperature will begin to affect those objects within the area of effect (Game Masters may want to have damage caused to living creatures within the area of af- fect once the temperature is altered to a dangerous state).

Any lighting changes affect ALL light within, or while pass- ing through, the area of effect. Thus, the light from a flashlight outside of the spell's range, directed at an area which has been turned totally black, will disappear upon touching the area, but will shine through to the other side. Likewise, those looking at an area of blinding light will not be blinded, as long as they are not within the area itself. Again, the Game Master should apply penalties due to alterations in the light level as he sees fit (al- though those blinded automatically lose initiative, and are at -3 to strike, parry and dodge).

The reason why the affects of both lighting and temperature

must be left to the Game Master's discretion is the simple. The

creator of the spell acknowledges the fact that to come up with rules explaining how each level of this spell would affect every existing level of lighting and temperature would be FAR too lengthy. Thus, the Game Master must exercise his will, depend- ing upon the beginning factors upon which this spell will have an affect.

Laser Note: Because lasers are light, any laser passing through an area of altered lighting levels is affected as per the light within. Thus, a laser passing through an area of effect where the lighting was increased by 10% will in turn have its damage, if it strikes a target within that area, increased by 10%. Once the laser has passed beyond the area of effect, however, it is no longer affected by the spell and its damage potential re- turns to normal.

The degree to which these changes take place depends upon the caster's level, as shown by the chart below (effects are not cumulative):

1st - can raise or lower the temperature by 10 degrees Celsius (18 degrees Fahrenheit), or faintly (5%) dim or brighten the existing light levels.

3rd - can raise or lower the temperature by up to 25 degrees Celsius (45 degrees Fahrenheit) or dim or brighten the exist- ing light levels by up to 25%.

5th - can raise or lower the temperature by up to 50 degrees Cel- sius (90 degrees Fahrenheit) or dim or brighten the existing light levels by up to 50%.

7th - can raise or lower the temperature by up to 75 degrees Cel- sius (135 degrees Fahrenheit) or dim or brighten the existing light to create white light (utterly blinding) or complete, pure darkness.

9th and every 2 levels beyond - can raise or lower the tempera- ture by up to an additional 25 degrees Celsius (45 degrees Fahrenheit).

In document Rifts - The Rifter 03 (Page 80-82)