some of its the same as the rifter stuff some i have gleefully stolen from others, i have willfully plagerised others
if you see your stuff speak up and take credit. and if there are spelling errors deal with it lol.
Spatial mage
What is it that makes this person one with the Megaverse and not another? Fate? Astrology? Divine intervention? Favorite cereal? Nobody knows. What is known is that some people are born attuned to the dimensional energies that comprise the multiple dimensions of the Megaverse. These beings are very few in number and even then, the chances of a person realizing that he has this attunement are even rarer. However, for those few that are found and guided by another, or who have the raw talent to learn on their own, the path of the Spatial Mage is theirs to tread. The Spatial Mage is a master of spatial energies, able to warp and bend the reality of both physical and energy dimensions to his will; he can sense dimensional energies as easily as the rest of us feel hot and cold. A Spatial Mage, like a Shifter, is more aware of the workings and energies of rifts than other men of magic. However, where as the Shifter might be considered a student of such energies, the Spatial Mage is its master. Because the Spatial Mage is a fragment of the Megaverse itself, they are able to open and close rifts more easily than nearly any other being in existence, gods and alien intelligences included! This also allows the Spatial Mage the ability to control the energies of the Megaverse so far as to create a small dimension of his own, known as a "Dimensional Realm". These beings tend to be either wandering scholars or adventurers, equipped with this-and-that from all manner of dimensions. Their travels through the Megaverse and the knowledge they gain from such wanderings also result in them usually being very eccentric..Those Spatial Mages that decide to use their powers for the accumulation of wealth and power instead of knowledge are deadly foesindeed and are the distorted mirror images of their more benign brethren.
1. SENSE THE OPENING AND CLOSING OF RIFTS As per the Ley Line Walker ability, only all ranges are tripled.
2. LEY LINE PHASING As per the Ley Line Walker ability.
3. SHIFTERS DIMENSION SENSE same as shifter from RUE pg .121 except skill percentage starts at 55% +5% per level
4. CREATE DIMENSIONAL REALM Spatial Mages, at any time, may create a "realm", a pocket dimension of their own design. This is done by the creator permanentlysacraficing some P.P.E. from his permanent P.P.E. base. As the creator of such a realm goes up in levels, thus gaining more P.P.E., hecan improve his realm by sacraficing more permanent P.P.E. into it.More than one Spatial Mage may co-operate upon the creation of a realm, each sacraficing some of his P.P.E. into its developement.However, each of those who contributes is considered the "creator" with regards to accessibility to that realm. Thus, none of thosewho have contributed to a realm's creation can lock out any of the other contributors as each has equal control (no matter each person'sactual amount of P.P.E. Sacraficed).
5. SPELL CASTING At first level, the Spatial Mage At first level select a total of six (6)spells from the magic levels of one and two. Some of these spells operate the same (and have the samename) as their regular counterparts, yet are represented separately under the "Spatial Magic" section because their statistics differ,representing the Spatial Mage's greater ability to control dimensional energies.
6. LEARNING NEW SPELLS. The Spatial Mage will intuitively sense when he or she has reached a new metaphysical plateau (new level of experience). At each new junction in life (experience level), the characterwill find the time to meditate on life, his goals, and spatial magic. At second level experience the Spatial Mage can select a total of four (4) additional, new, magic spells from levels one, two, and three. Upon reaching third level of experience, the Spatial Mage can select three (3), new, spells from magic levels one through four. At fourth level and each additional level of experience, the Spatial Mage can select two (2) additional, new, spells from any of the levels, up to his corresponding experience level. Thus a sixth level Spatial Mage can select two new spells from any of the levels 1-6. An eighth level Spatial Mage can select two (2) new magic spells from levels 1-8. Unlike the other magic O.C.C.s, the Spatial Mage can not be taught nor purchase additional spatial magic spell knowledge. In fact, the character never even tries to learn additional spatial magic spells. They are simply a part of the characters natural ablities, and the Spatial Mage accepts this without question or regret. Spatial mages may use techno-wizard devices and the occasional rare scroll (if literate) , or may even change their occ to that of a normal spell casting class but can never learn spatial magic from or teach spatial magic To another.
7. P.P.E.Beginning P.P.E. is 3D6x10 plus his P.E. The character gains 2D6 P.P.E. per level. Note that if the character's racial P.P.E., either atthe beginning or per level, is greater, use that instead.
8. BONUSES: +3 to M.E., +2 to save vs. horror factor
9. Detect Spatial Anomalies Just as a normal person can sense the wind upon his skin or the temperature of his environment, so too can the Spatial Mage sense dimensional anomalies or abnormalities, such as dimensional pockets and dimensional realm entrances. The chance of the Spatial Mage detecting such a spatial event depends on its origin. The Spatial Mage gains +1 to Perception for the sake of detecting such dimensional anomalies at levels 2,4,7,9,12 and 14
* Spatial / Dimensional magic that alters reality's laws (e.g.: the Alter Environment spell or redirect damage spells): requires a successful moderate Perception roll and can be detected within 1,000 feet (305 m) per level of experience.
* Spatial / Dimensional magic that creates a dimensional anomaly (e.g. the Dimensional Pocket or Dimensional Vortex spells): requires a successful easy Perception roll and can
be detected within 2,500 feet (762 m) per level of experience.
* Spatial / Dimensional magic that warps reality or space (e.g.: the Teleport or Bottomless Pit spells): requires a successful easy Perception roll and can be detected within 2,500 feet (762 m) per level of experience.
* Spatial / Dimensional magic that the Game Master deems does not fit into any other category: requires a successful Perception roll ranging from easy to challenging, depending upon the Game Master's judgement. The range of detection is 25 feet (7.6 m) plus 5 feet (1.5 m) per level of experience.
* An entrance to another dimension, including those to another Spatial Mage's Dimensional Realm: requires a successful moderate Perception roll and can be detected within 100 feet (30.5 m) plus 25 feet (7.6 m) per level of experience.
10. Communication Rift: For 25 PPE the Spatial Mage can create a Communication Rift just
like the Shifter, but doesn't have to create it or target a ley line/nexus point since
they're so in tune to dimensional energies. If the mage doesn't know the location then
they need to make a skill roll. Skill is 49% base plus 2% per level, otherwise the rift
opens to a random point and the PPE is wasted. GMs might allow a re-direct with Plane
Skip or some other spell that can deal with re-routing rifts. Critical rolls such as
01-05% can either cost 1/2 PPE or double the duration (but not both). Rolling 98% or higher should center the rift on an evil/dangerous plane, such as Hades, Dyval or something else with something nasty nearby like an Alien Intelligence. It's up to the GM. Duration is for 1 minute per level.
11. Rifting on the Same World: Although we keep talking about travel from one world or dimensions to a completely different one, the Spatial mage can open a Rift of any kind to anywhere on the same planet, and for half the usual P.P.E. cost of jumping dimensions. Thus, he can open a Rift in a Chi-Town 'surb, step through it, and be in Rifts Russia, or Atlantis or anywhere. The only limitation is he must have visited the location in the past, or be linked to the location via a Communication Rift before he opens the portal. Typically one appears on a ley line nexus near the desired location. Ley line nexus points serve as a sort of cosmic bus stop, only the Spatial mage (and others with Rifting abilities and magic) can teleport from one nexus "bus stop" to the next. A stone pyramid works the same way and functions as a man-made dimensional bus stop. On a smaller scale, a Spatail mage can Rift from one location on a ley line to another or any connecting ley lines without ever having been to the exact location. All he has to do is spend the P.P.E., think about going to the middle of the line or the other end, or the next line, and boom, a portal opens and all he has to do is step through.
ATTRIBUTE REQUIREMENTS: none, the character is either born with the abilities or not.
RACIAL RESTRICTIONS: Nearly any race can be a Spatial Mage (Gamemaster's discretion).
O.C.C. SKILLS:
Lore: Megaverse: The player is knowledgeable in the workings of dimensions, multiple planes of existance, theories on parallelworlds, etc. Base Skill: 25% + 5% a level.
Lore: Magic (+15%)
Basic Mathematics (+25%)
Languages: Speaks 5 languages from any dimension(s) (+20%)
Literacy in native language and 3 others from any dimension(s) (+20%)
Astronomy (+10%)
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 additional skills at levels three and six, and one at levels nine andtwelve. All new skills start at level one proficiency.
Communications: Basic Radio, Surveillance Systems and TV/Video only.
Domestic: Any (+10%)
Electrical: Basic Only
Espionage: Intelligence, Wilderness Survival and Tracking only
Mechanical: Basic OnlyMedical: 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 advantageof 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, notebook, a pistol(energy or otherwise) with 1d4+1 extra clips, travelling shoes / boots, 50 feet of rope, a crucifix, a survival knife and several other common items.
MONEY: 2d4x100 in cash and 2d4x1000 in possessions
CYBERNETICS: Avoids cybernetics and bionics as it impairs their magic.
Spatial Mage
(1) 0,000 – 2,240
(2) 2,241 – 4,480
(3) 4,481 – 8,960
(4) 8,961 – 17,920
(5) 17,921 – 25,920
(6) 25,921 – 35,920
(7) 35,921 – 50,920
(8) 50,921 – 70,920
(9) 70,921 – 95,920
(10) 95,921 – 135,920
(11) 135,921 – 185,920
(12) 185,921 – 225,920
(13) 225,921 – 275,920
(14) 275,921 – 335,920
(15) 335,921 – 295,920
Spatial Mage Fan rewrite
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