Sorcerer R.C.C. Alignments: Any. Attribute dice: IQ:3d6+3 ME:6d6 MA:3d6 PS:3d6 PP:3d6 PE:3d6 PB:3d6 SPD:3d6 HP: Standard. SDC: 1d6x10 PPE: 6d6x10+4d6 per level ISP: 6d6 + 3d6 per level Description: The sorcerer uses the Will and the Word to perform magic. They build their will(PPE), utter a word of phrase to focus it, any phrase will do, and the magic flows. They can not learn spells, more like they learn how to do something. This is instinctive and they can only learn something from someone else by watching them do it, and then trying to duplicate it. Like master psionics, they are mostly human, they are simply capable of using their will to perform magic. Their powers generally manifest as either the end product of years of tutoring by a sorcerer, or as a by product of extreme irritation or frustration. Many of these untrained sorcerers don't survive more than one second because their first spell is usually Be Not, and they are destroyed. When creating a sorcerer character, regardless of wheather they were another OCC previously, add a Bel to the begining of their name if they are male, and a Pol to the begining if they are female. Powers: 1. Sense Supernatural evil: same as mystic Range: 300ft +10 per level 2.Initial spell knowledge: They start out with one spell, usually a defensive or offensive one since the talent usually manifests in times of anger or distress. They will gain up to five spells during their first level, one every 500 EXP points. By second level they have their initial spell, one Metamorphosis: Animal Superior, Bolt of Force, Send Shadow, Be Not, and one spell of choice. 3. Gaining spells: They will gain five spells at level 2, four at level 3, and at each additional level they will gain two spells. These spells will not be gained immediately after level advancement, but only when they are needed. Then the player can select a spell that will get them out of a fix. They can also gain Pallidium RPG spells, as well as Rifts. 4. Muffle noise: They can muffle the noise of 5PPE per level of experience. Just pretend the spell takes 5 less PPE. Starting equipment: Traveling clothes, backpack, camping gear, horse. Money: 2d6x100 cr in gold OCC skills: Language: Dragon (+10%) Literacy: Dragon(+10%) Literacy: home language(+15%) Horsemanship(+15%) Wilderness Survival(+5%) Writing(+5%) OCC related: select 15 from this list: Communications: none Computer: none Domestic: any (+5%) Electrical: none Espionage: any Mechanical: none Medical: any except cybernectic M.D. Military: none Physical: any Pilot: none Pilot Related: none Science: any Technical: any W.P.s: any ancient Secondary skills: 7 from above list. Psionics: Start with telepathic communication and two sensitive of choice. Gain two every level from any category. Sorcerers also have the option of picking Psionics from the Palladium RPG list( like nightmares). Saves: +5 vs. magic, +4 to save vs. psionics Cybernetics: none Experience: use mystic table Life span: 1d6 hundred years, the 'spell of the immortal' can extend this span indefinitely. Note to GM: When dealing out spells, don't let them pick out their four right as they reach second level. Wait until they need to do something they can't right then, then let them select the spell that will let them. A level advancement doesn't mean they get new spells, it means they have the potential to gain new spells. Converted from the David Eddings series' The Belgariad and The Maloreon for use with Rifts. Converted by Majin-Buu (http://fred.net/jogul/plateau.htm).