University Mage O.C.C. O.C.C. Abilities and Bonuses: 1. Sense Ley Lines and Nexus Points: Identical to the Sorcerer O.C.C. Ability #2 of the same name (Nightbane page 116). When in high-magic realms (such as Rifts Earth) this ability enhances to become identical to the Ley Line Walker’s ability #1 Sense Ley Line and Magic Energy (RUE page 113).
2. Read Ley Lines: Identical to the Ley Line Walker Ability #2 of the same name (RUE page 113).
3. Ley Line Drifting: Identical to the Wizard Ability #6 of the same name (PFRPG page 107).
4. Ley Line Rejuvenation: Identical to the Wizard Ability #7 of the same name (PFRPG page 107).
5. Magic Combat & Bonuses: Identical to the Mystic Study Power Category Ability #7 of the same name (HU2 page 153).
6. Initial Spell Knowledge: Let’s face it, not everyone who gets into an institute of higher learning applies themselves equally. Some get in as their parents are alumni, or wealthy, or both. Some coast, some spend too much time partying. Select 3 spells from each of the spell levels 1-4 (12 spells total), two spells from level 5, and one from level 6. In addition select a further 1D4 spells from each of the spell levels 1-4, rolling once for each spell level, and roll an additional 1D6, these spells may be selected from levels 1-7 but no more than two spells from any single level. All spells must be from standard invocations unless otherwise noted (see below). All selections are final.
7. Learning New Spells: Upon reaching a new level of experience the Mage will have learned two new spells from spell levels equal to or lesser than his or her current level of experience.
(Or, if the GM allows/prefers it, roll on the “Shortcut to Gaining New Spells” table under the Mystic Study Power Category [HU2 page 151]). In addition new spells and ritual may be sought out and learned or purchased at any time. See the “Other ways to learn spells” section of the Mystic Study Power Category (HU2 page 151-152), the “Pursuit of Magic” section of Nightbane (Nightbane main book, pages 124-126), or the rules for inventing, figuring out, and converting magic (TTGD pages 36-42).
Spell Translation: The ability to figure out new spells from ancient tests, legends, symbols, and magic scrolls. Base Skill: 8% +2% per level of experience.
Arch-Mage Note: If you use the Arch-Mage material found in Rifter #0 a University Mage is considered an Arch-Mage at level 5 instead of level 8 per usual (normal High I.Q. override applies).
8. P.P.E.: The P.E. attribute number plus 1D6x10+10. With an additional +2D6 P.P.E. per level of experience starting at level 2.
Additional P.P.E. through ley lines, nexus points, blood sacrifice, or other means may be available depending on setting, please consult the appropriate books and your GM for more information.
Nightbane Note: The P.P.E base of the Nightbane University Mage is the same as that of all members of his or her race, and replaces the above, is not added in addition to the above. In addition the Nightbane University Mage gains only one Talent at first level, and gets no new Talents at later levels. He or she can still buy more Talents, at the cost of permanent expenditure or P.P.E., with normal limits and restrictions on how many and what types of talents may be purchased in this way.
9. Sorcerous Proficiencies: The University Mage starts with the Mystic Lineage Sorcerous Proficiency, and one Sorcerous Limitation or Weakness of choice. The University Mage will also potentially gain additional Sorcerous Proficiencies and Limitations or Weaknesses (among other abilities) based on the institution they study at (see below). With GM permission the starting Sorcerous Limitation or Weakness may be overcome at the cost of one O.C.C. Related skill (not a secondary skill) at level one.
Additional Proficiencies and Limitations may be selected following the normal rules, provided the character does not exceed the normal maximum after choosing an institution of learning.
10. Post-Graduate Studies: The University Mage may choose an additional school/specialty area of magic (i.e. Astral, Fleshsculpting, Mirror, Shadow, etc.) as their Post-Graduate focus. They may learn spells from this school of magic in the normal fashion, as well as choose spells from this school in place of standard invocations (provided other restrictions, such as spell level, are met). Spells are cast in the normal manner for that school, without additional penalties (such as the increase in PPE cost for some schools for non-specialists). University Mages also gain a +15% bonus to converting spells of this specialty to standard invocations. In addition they may choose one area of Mystic Specialization (Rifter #30) if they so desire (mystic specialization is optional), and two Magic Focuses (also Rifter #30).
Note: Warlock Elemental Magic, and other intuitive schools of magic cannot be learned as a specialty. However instead of choosing a specialty school of magic the Mage can elect to become a spell “Translator” who specializes in developing/converting spells or coming up with variants of spells, gaining a whopping +25% to their conversion/variant roll, as well as gaining an automatic reroll on the Failed Spell table if the results of Insanity, Obsession, Phobia, or Delusions of Success are rolled (this applies only when converting a spell or modifying/varying a spell, not when creating an entirely new spell, etc.).
O.C.C. Stats:Alignment Restrictions: None
Attribute Requirements: None, a high M.E. and P.E. are preferred (and useful).
Racial Requirements: 90% are human, 3% are dopplegangers, 1% are Nightbane, and 1% are of other species (who have the ability to learn magic).
O.C.C. Skills: Language: Native Language (98%)
Language: Two of Choice (one must be a ‘dead’ language) (+20%)
Literacy: Native Language (98%)
Literacy: Two of Choice (one must be a ‘dead’ language) (+15%)
Archeology (+10%)
Chemistry (+10%)
Computer Operation (+15%)
Holistic Medicine (+10%)
Mathematics: Advanced (+20%)
Mathematics: Basic (+20%)
Lore: Demons & Monsters (+15%)
Lore: Geomancy & Lines of Power (+20%)
Lore: Magic (+20%)
Lore: Religion (+10%)
Lore: Choice (+15%)
Pilot: Automobile (+5%)
Principles of Magic (+10%)
Research (+25%)
Hand to Hand Combat: None to start, but Basic may be selected for one O.C.C. Related skill, Expert for 2 O.C.C. Related Skills, and Martial Arts or Assassin for 4 O.C.C. Related Skills. No other options are available. (Note: For Nightbanes this is the Hand to Hand for the Facade only, and does not affect the Morphus combat abilities).
O.C.C. Related Skills: Select 6 other skills, but 4 must be from a related topic that is considered the character’s major. The four skills of the ‘major’ gain an additional +10% in addition to other bonuses. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+10%)
Electrical: Any
Espionage: Intelligence and wilderness survival only.
Mechanical: Any
Medical: Any (+10%)
Military: None
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Gambling +10% and Dirty Tricks only.
Science: Any (+15%)
Technical: Any (+15%, +20% for Lore skills)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select 7 secondary skills from the Secondary Skills list, plus two additional Secondary Skills at levels 3, 6, 9, 12, & 15. These are additional areas of knowledge that do not get any bonuses, other than any possible bonuses for having a high I.Q. All Secondary Skills start at the base skill level, and all new skills start at level one proficiency.
Standard Equipment: Everyday odds & ends (comb/hair brush, wallet, etc.), everyday clothing, a 19 inch television, personal computer (1D4 years old), stereo system or CD player, telephone, etc. A modest selection of average personal items, nothing expensive or unique.
A school/graduate uniform, and a spare.
A knife and a single non-military-grade firearm (average pistol, hunting rifle or shotgun, etc., and no specialty ammunition like explosive tipped bullets, etc.). The firearm comes with two full magazines (or 2 ‘full loads’ for non-magazine weapons, such as revolvers, and an appropriate basic holster. The knife comes with an appropriate scabbard, or sheath.
A CB/Police radio, rope or nylon cord (30 ft), 1-2 pairs of handcuffs, utility belt, backpack, duffle bag, magnifying glass, pocket flashlight, full sized flashlight, inexpensive pair of basic binoculars (no thermals or nightvision), a pocket tape recorder, Polaroid instant camera or a used 35mm camera, and a few other similar odds & ends.
There is a 01-80% chance the character owns a 1D4 year old conventional automobile.
Money: 1D6x1000 dollars in available cash, and 4D6x10 dollars cash in-pocket. This is in addition to optional Life Savings rolls.
Cybernetics: None, and will avoid getting any at all costs. Bio-System prosthetics will be considered if necessary.
Experience Table: Same as the Nightbane Sorcerer
Magical Institutions of Higher LearningThese are the institutes that a University Mage attends to achieve their higher learning. Each school usually has a special focus or area of expertise, but as well may have an odd flair or side-effect due to tradition, headmaster, or other factors.
Most schools are incredibly secretive, as well as heavily defended (usually using unique or beyond-secret methods).
Faculty Heads and the Headmaster are supremely skilled (if somewhat eccentric) not only in normal magical abilities, but frequently in those unheard of by their students, and often unknown to many even ancient beings (when they expel a student, that student can never find their way back to the school, and if they take something from the student, like something they taught them, it will never be recovered, there is no save).
Most schools as a result of this normally have one or two Sorcerous Proficiencies and Limitations/Weaknesses that are gained by the students learning there. Students may also gain access to a select list of additional spells, and perhaps even graduate with a few additional abilities or spells.
For example there is a Charm School located somewhere in the deep south of the United States. They focus on charm magic, and, as a result, graduates of that school can create charms that can have a +3 bonus or a +15% skill bonus, at 25% less permanent P.P.E. expenditure.
Note: It is possible for an institution to have a custom proficiency or limitation that isn’t available anywhere else.
List of Institutions: Various schools here with names, bonuses, limitations, and additional items.
Template: School NameDescription Here Proficiencies (if any): Limitations (if any): Additional Skills (if any): Additional Spells or Specialty Spell Areas: Additional Limitations, Weaknesses, or other Penalties: