You know what’s terrible? Giving a starting character a spell or ability that can only be found in a supplemental text. Anyway, like any spellcaster, this write up is huge, but Shifters have so many complex rules and spells at level 1 that it’s going to be even longer than your average mage. I paraphrased some sections, especially if the information wasn’t pertinent to the ability or spell (there was a lot of fat to trim in this case, like the Summoning ability), as well as completely cut the (optional) Supernatural Link ability (pages 124-125 RUE); the length is still impressive so strap in!
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts: Book of Magic, The Rifter: Issue 21.
Recommended Setting: Due to the strength of the Shifter and their potential supernatural allies, they would fit well in either an average adventuring, starting level group, or a starting level group compised of mega damage creatures and classes. It should be noted by DMs that many Shifters are generally given a bad name by evil Shifters, and as such, the practice and magic has been outlawed in some areas and the Coalition will kill a confirmed Shifter on sight.
Nickname: Odd Maria
Exp. Level: One
Experience Table: Shifter
Invoke Trust/Intimidate: 40%
Charm/Impress: Not applicable.
Health Points: 18 (+1D6/lvl)
S.D.C.: 22 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 122 (+2D6/lvl, can supplement from other sources.)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: Not applicable.
PS: 11 (Lift/Carry: 220/110 lbs)
SPD: 7 (Run: 4 mph)
Hand to Hand: Expert
+Restrain Punch: 2
Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Power Kick 1D8x2 (counts as 2 attacks)
Racial Natural Abilities
Occupational Natural Abilities
P.P.E. Recovery, P.P.E. Supplementation, and Meditation as Rest Recovers P.P.E. at a rate of 5 points per hour of sleep or rest, or 10 points per hour of meditation (which is equal to an hour of sleep or rest for this character in regards to fatigue and physical rest.) Can also supplement P.P.E. from familiars, lesser supernatural beings under their command, from objects or portals/Rifts, or from willing sources such as other mages or elementals. Supplementation can also come in the form of a blood sacrifice, which doubles the P.P.E. gained, but is only used by evil Shifters.
Dimension Sense They are innately attuned to dimensions and dimensional energies. After only a few minutes of concentration (typically 1D6+2 minutes), they are able to tell the type of dimension (Infinite, Parallel, or Pocket), the strength of the dimensional fabric (weak, permeable, strong, or impenetrable), if the dimension world can support human life, whether it is rich or poor in magic, if it is artificially created (like a Pocket Dimension made by a Dragon or a God), and any type of unusual characteristics that might be evident, all just by “reading” a connecting Rift/dimensional portal or by meditating shortly after arriving in a new world. At a -10% skill penalty and only allowed if the player indicates what they are rolling for before the reading, they can also determine approximately when the portal will close, if it was opened deliberately or if it’s a random occurrence (and if it is random, how frequently it opens into this particular world; often, seldom, rarely), if there are any dimensional anomalies that may be attached to the portal, and if any dimensionally spanning monsters or demons are in or near the Rift. Base Skill: 35% +5%/lvl (if not initially successful, it can be tried again after 24 hours or immediately if they set foot in the new world.)
Note: Can be used during combat to sense if a dimension type spell is cast. Costs one melee action per round (up to 1 full minute in subsequent rounds/level.) A successful roll means they easily detect and locate any dimensional type spells used (including a Teleport, the opening of portals, etc.) for the duration of that round. Additionally, if the magic is detected, they can attempt to alter the course of the spell for the original cost of P.P.E. (it cannot be canceled, only shifted to change the location of a portal, where it leads to, close it prematurely, or to make it stay open longer.) This requires both casters to roll 1D20, high roll wins, and in the case of a tie, the defender wins. If the attempt is unsuccessful, the Shifter still spends half the original cost of the spell in P.P.E. and does not alter it.
Dimensional Travel (125+ P.P.E.) A Shifter’s most powerful ability is to open a dimensional gateway. At the base cost of 125 P.P.E., they summon a one-way portal large enough only for themselves and their familiar. Each additional person they allow through costs 25 P.P.E. more, the portal will remain open for 1 minute (4 rounds) at most, and the cost must be paid up front. As many as 5 beings can pass through the portal per round (so long as they don’t waste time), and the caster cannot designate specific beings as having access (a stowaway could leap through and prevent another entry, for example, but only if the Shifter is restrained or unable to enter the portal.) The portal can target the caster’s home dimension and random dimensions, or any dimension which the caster has visited.
When targeting a random dimension, the Rift can appear anywhere on the world, but is most likely to hone in on worlds and specific locations of high P.P.E. presence (it is exceedingly rare for a portal to appear in the depths of space or on a lifeless planet, for example.)
When targeting their home dimension or a world visited previously, the Rift opens in a random but viable location (not in the ocean, always on a landmass, but also not in the middle of a desert, either.) At levels 5-9, the caster can target specific country or continent, and at levels 10 or higher, they can open a portal within 50 miles of where they want to go. Note: For two-way travel and greater accuracy, the Dimensional Portal (1000) and Re-Open Gateway (180) spells are recommended. The Shifter’s sensitivity to dimensions is so great that they can use these spells at half cost and open it exactly where they want if they perform a ritual of meditation known only to Shifters. This ritual takes 1D6×10+15 minutes to complete and enables them to hold open the Rift for 1 minute per level, close it instantly at will, and manipulate the size of the portal to whatever they want (from a human sized doorway to 10ft taller or 10ft wider per level.)
To open a Rift on the same world, the cost is halved, but only possible if the Shifter has been to the location before or opens a Communication Rift there first (typically they appear on a nearby ley line or nexus point.) On a smaller scale, the Shifter can open a portal from a ley line to any connecting point on a ley line even if they have never traveled there before.
Communication Rift (50+ P.P.E.) They can open a micro-Rift, just small enough to send a message or a small animal familiar through (this is typically how a Shifter contacts an Alien Intelligence.) The portal is pretty stable and about the size of a grapefruit (if opened on a nexus point, the caster risks an Alien Intelligence gaining control and making it larger, or possibly the natural events such as the ebb and flow of the ley lines forcing the micro-Rift into a full blown dimensional gateway between the worlds.) Cost: 50 P.P.E. on or within a half mile of a nexus point, 100 P.P.E. on or within a half mile of a ley line, and 200 P.P.E. anywhere else away from ley lines. Duration: 1 minute (4 rounds) per caster level, and only the Shifter can close the connection (though those on the other end can walk away.) Success Ratio: 20% +5%/lvl to open the portal exactly where wanted. If done as a ritual (takes 1D6×10+15 minutes), a +20% bonus is applied. The time it takes to open the portal without a ritual is 1D4 melee rounds of meditation and concentration.
A roll of complete success indicates complete control over where and when (it can transcend time, space, and dimensions) the portal appears and total clarity of speech as though the Shifter were standing right there.
A failed roll within 20% of the success ratio indicates that the portal to the right continent, world, or dimension, but not the right person, and so must dispatch a familiar or spell (like Magic Pidgeon or Distant Voice) through to carry the message the rest of the way. Familiars must return before the micro-Rift closes or else be trapped in some other place or time; if this happens, the Shifter must open another micro-Rift or true dimensional portal to the familiar’s location within 48 hours or suffer the usual consequences of having lost a familiar.
Dimesional Teleport Home (75 P.P.E.) They are so attuned to dimensional nuances that they can always find their way home, though this only applies to the Shifter, their familiar, and any gear they can carry.If the P.P.E. is available, this can be used to get the caster home in 1 melee action (4 seconds).
Sense Rifts The Shifter automatically feels the surge of energy whenever a Rift is within 50 miles (+20 miles/level.) They can also tell when a Rift is opened on a ley line connected to the one they are standing on, regardless of distance (they instantly know the general direction of the Rift and whether it is big or small.) They are also able to sense other dimensional disturbances like Teleport that occur within their sensitive range (half their usual range.)
Familiar Link The Shifter can mentally and physically link with an animal native of their own world, or a creature from a Rift or other alien animal. Animal familiars are typically small and inconspicuous (rodents, birds, cat, dog, wolf, etc.) for espionage and scouting purposes, but can be larger (tiger, rhino, bear, etc.). Insects, intelligent mutant animals, and supernatural creatures cannot be familiars. Once the link is established, the animal obeys every command of the Shifter regardless of how wild it once was. The two become one, and the familiar becomes an extension of the Shifter’s senses (anything the animal hears/sees/smells/etc., the Shifter does.) Though the animal cannot speak to the Shifter, they communicate instantly via empathic and telepathic transmission, and the Shifter can even focus their thoughts to see directly through the familiar’s eyes (though they cannot take any other action, even speaking.)
Special Endurance: Both the Shifter and the familiar gain 6 HP, as well as +1 to any saves vs. poison, mind control, and possession. However, if either are hurt, they feel each other’s pain as if it were their own. If the familiar is killed, dies, or is permanently lost, the Shifter permanently loses 10 HP and has a 01-50% chance of suffering a shock and going into a coma that lasts 1D6 hours. The Shifter then cannot link to another familiar for 1 year after losing the linked animal.
Summoning Arguably a Shifter’s greatest power, they can communicate with and manipulate inhuman creatures (demons, Deevils, Daemonix, Gargoyles, Brodkill, the undead, and other supernatural beings.) The caster will have an easier time if of a similar evil or anarchist alignment to the summoned creature, to help them work together better (the more wicked and evil the Shifter is, the more loyal the demons and such will be to them, especially if the creature is allowed to engage in their own evil acts.) It is second nature for them to call upon a creature via a Rift to do their bidding, though the being is more likely to cooperate if sent on a mission they will enjoy. These creatures may be called on a needed basis for missions, or even develop a comradeship with and recalled multiple times like a hired hand. The summoning is accomplished through use of a Communication Rift and probing of dimensions until they make contact with a lesser supernatural being.
Round One: Once contact is made, the caster and being are entered in a battle of wills. To save vs. submission, the creature must roll a 1D20 above the Shifter’s M.A. attribute 3 out of 5 times (any bonuses the creature may have from a high M.E. or save vs. mind control are applied and a natural roll of 20 is always a saving roll, regardless of the Shifter’s M.A. score.) If it fails to save, the creature becomes totally subservient and obeys any command except to reveal its true name or to commit suicide. If the creature successfully saves, it is agitated and hostile, and can use the micro-Rift to open the portal further to the Shifter’s location, even if it does not have dimensional travel abilities. The only way to stop this is to close the Communication Rift before the creature comes through, and as a rule, the creature typically indicates its anger and tips off the Shifter. If they make the first move and step through, the creature appears immediately in front of the Shifter. If both move at the same time, initiative is rolled and the higher roll wins.
Round Two: If the creature steps through and thinks it’s stronger than the Shifter, it is likely to attack. If the Shifter proves to be stronger, it is likely to surrender and flee, just happy to have escaped into this new world. However, a physical battle offers another chance to seize control of the creature. If the Shifter wins the fight, they can negotiate with the creature, offering to spare its life for a certain length of service, until a particular task is accomplished, or even until a certain event takes place (the last two options are especially useful because they don’t sound like they will take too long to the creature and most supernatural creatures are arrogant and assume they will finish the task quickly only to end up in servitude for decades.) Demons and other such creatures are used to being bullied and value their lives, so will typically willingly make a deal to spare their own life; the deal is signed of a personal mark in the creature’s blood, on any surface, paper, or even the creature’s skin. Once the deal is signed, even if the contract is destroyed, lost, or washed away, the creature must still fulfill its terms. Note: The creature must be the attacker for the pact to apply, otherwise it is considered the victim and any contract is void.
Limitations and Conditions of a Pact: The shorter length of servitude, the better, as the creature could become bored or even grow to hate its master (unless the creature is of a similar alignment and enjoys the missions, then it may even decide to stay as a partner or henchman when its time is up.) Only 1 lesser supernatural being can be controlled through a Shifter’s battle of wills at level 1, +1 additional being at levels 3, 5, 7, 9, 11, 13, and 15. 2 sub-demons or imp-like minor creatures, poltergeist, or haunting entities count as 1 lesser supernatural being, while 1 greater demon or undead counts as 2 lesser beings. Even more creatures can be summoned and attempted to control, but they have a greater chance of denying the Shifter’s influence (and more can be controlled through a signed pact.) See page 124 of RUE for additional advice on dealings with demons and other supernatural, evil creatures.
+Poison/Toxins: None (+1 with a familiar.)
+Magic: 1 (+1 at levels 3, 7, 10, and 13.)
+Ritual Magic: 1 (+1 at levels 3, 7, 10, and 13.)
+Harmful Drugs: None
+Possession: 3 (+1 at levels 5, 10, and 15. +1 with a familiar.)
+Horror Factor: 4 (+1 at levels 2, 5, 9, 11, and 15.)
+Mind Control: 3 (+1 at levels 5, 10, and 15. +1 with a familiar.)
R.C.C. Related Skills:
Language : Native: Spanish 98% (maximum)
Language: Other: American 65% +3%/lvl
Language: Other: Demogonian 65% +3%/lvl
Literacy: Native: Spanish 70% +5%/lvl
Literacy: Other: Demogonian 50% +5%/lvl
Astronomy and Navigation 60% +5%/lvl
Mathematics: Basic 60% +5%/lvl
Lore: Demons and Monsters 50% +5%/lvl
Lore: Dimensions 35% +5%/lvl (-15%-50% for extremely alien dimensions, +15% for places they’ve visited.)
Lore: Faeries and Creatures of Magic 40% +5%/lvl
Lore: Magic 45% +5%/lvl
Land Navigation 46% +4%/lvl
Wilderness Survival 35% +5%/lvl
O.C.C. Related Skills: (+2 skills at levels 3, 6, 9, and 12.)
Mathematics: Advanced 50% +5%/lvl
Imitate Voices/Sounds 44%/38% +4%/lvl
Prowl 27% +5%/lvl
Mythology 35% +5%/lvl
Secondary Skills: (+2 skills at levels 3, 6, 9, and 12.)
Computer Operation 40% +5%/lvl
Philosophy 30% +5%/lvl
Submachine Gun (+1 strike at levels 1, 3, 6, 9, 12, 15.)
Survival Knife 1D4 S.D.
Hand Axe 2D4 S.D.
Javelin 2D6 S.D.C., 3ft long, sharpened metal pole, used primarily to dispell illusions.
Submachine-Gun Damage: 4D6 S.D. per single round or 1D4×10 per 3 shot burst. Range: 500ft. Payload: Extra Clips: x6. Ammo Type: Silver.
Wilk’s 447 LASER Rifle (x6 extra e-clips) Damage: 3D6 M.D.. Range: 2000ft. Payload: 20 per e-clip, cannot use long e-clip.
Plastic Man Full environmental armour, made of lightweight polycarbonate materials. Main Body: 35 M.D.C. Helmet: 30 M.D.C. Arms: 15 M.D.C. each. Legs: 22 M.D.C. each. -10% movement penalty, fair mobility.
Wastelander Motorcycle Crew: 1 rider, plus large storage compartment. Speed: 120 mph. Engine: Electric. Maximum Range: 400 miles. Size: 9ft long, 800 lbs. Main Body: 60 M.D.C. Tires: 2 M.D.C. each. Weapons: None (Can be purchased.) Familiar rides on her, in pack, on the storage unit, or flies beside her.
Gear (All located in backpack unless stated otherwise.)
Small Sack x2
Small Pocket Mirror (in pocket)
Small Silver Cross (worn as necklace)
Large Wooden Cross
Clove of Garlic x6 (×1 always in pocket)
Wooden Stake x6
Pocket LASER Distancer
Pocket Digital Disk Recorder/Player (in pocket for quick use)
Salary Not applicable.
Black Market Items 9000 credits worth.
Other Currency Not applicable.
Magic (P.P.E. Cost) (Starting at level 2 and each level after, choose 1 spell and 1 Protection or Summoning spell from the list on page 121 of RUE. +1 to spell strength [what opponents roll to save vs cast spells] at levels 4, 7, 10, and 13.)
Calling (8) Range: 2 miles/level. Duration: 5 minutes/level. Saving Throw: Standard. A limited form of telepathic communication with which the caster can mentally call a specific individual. To make the call, the mage must know the person’s first and last name and have personally met them before (even if briefly.) The call sends a telepathic message which appears in the recipient’s mind with their name (for example, “Kevin Siembieda, I need your help”) and a general impression of where the sender is located. Only the recipient can hear the call.
If the saving throw is successful, the message and impression is only heard once.
If the save is not successful, the message is repeated over and over again, 3 times per melee round, compelling the recipient to answer, until either the duration ends or the reciever goes to the caster. Only a Mind Block can completely block out a call.
Call Lightning (15) Range: 300ft, line of sight. Duration: Instant. Damage: 1D6 M.D.C./level. Generates a lightning bolt that can be directed at any specific target within range. The bolt strikes from the sky (even indoors), and always hits the intended target so long as they are within the caster’s line of sight.
Compulsion (20) Range: 60ft and within line of sight. Duration: 24 hours. Saving Throw: Standard. The spellcaster can implant a sudden desire or need in another character’s mind (the focus of the irresistible impulse should be reasonable and attainable.) The victim will be consumed with the object or action of the implanted compulsion, whether it is very simple (a candy bar craving, needing to visit someone, etc.), or something more extravagant. The victim remains obsessed with the compulsion until either the duration ends or the need is met. A Remove Curse spell instantly negates the compulsion.
Contain Being (20) Range: 30ft. Duration: 2 minutes/level. Saving Throw: Standard. This invocation is useful for controlling lesser supernatural creatures (demons, Deevils, Daemonix, Gargoyles, Brodkill, minor elementals, the undead, etc.), as well as forcing the being to obey the caster to a very limited degree. Mainly, the caster can hold the creature at bay with an order (“stay back”, “don’t move”, etc..) No commands more elaborate than this will be obeyed. The incantation works in much the same way that a cross can hold a vampire at bay; provided the caster and their companions stay out of reach of the being, the magic will keep it back. Any attack on the being breaks the containment, and if someone should be close enough to attack while contained, it almost certainly will do so. Non supernatural beings (Dragons, D-Bees, Fae Folk, mortal humans, aliens, etc.), greater supernatural creatures, and possessing Entities are not affected by this spell.
Dimensional Portal (1000) Range: 1 meter away. Duration: 30 seconds/level if cast as a spell or 1 minute/level if performed as a ritual. Opens a two-way door to another dimension, the mage can open this portal to a specific dimension, world, or location. This is the only way a greater supernatural being can enter into this dimension. Once the portal closes, the only way back is by entering or opening another portal. One of the major drawbacks of this spell is that something unwanted often manages to slip through. Also see O.C.C. Natural Abilities.
Energy Bolt (5) Range: 150ft. Duration: Instant. Saving Throw: Dodge of 18 or higher. Damage: 4D6 S.D.C. and more. Creates an energy bolt which the caster can mentally direct by simply looking at their intended target. The bolt may appear to fire from the hand, finger, or eyes, but requires no physical gesture to be cast. Dmage increases to 6D6 on a ley line and 8D6 on a nexus point, but the P.P.E. cost remains the same regardless of the strength of the attack. Only 1 energy bolt can be fired at 1 target per incantation, and each bolt counts as 1 melee.f
Energy Field (10) Range: Self or others up to 60ft away. Duration: 1 minute/level or until it is destroyed. The spell creates a magical force field that surrounds and protects the caster, others nearby, or an object. The maximum area of protection is 8ft., which means it could protect a small room full of 6-8 people. The energy field appears as a semi transparent wall or bubble that shimmers with a bluish white light. The field normally provides a barrier of protection worth 60 M.D.C., but this protection is doubled on a ley line and tripled on a nexus point.
Exorcism (30) Range: 30ft. Duration: 3 minutes, results last for 6 months or longer. Saving Throw: Standard; 12 if by spell, 16 if by ritual. This forces a possessing supernatural being to relinquish its hold on the enslaved person, animal, or object. When forced out of its host body, the evil intelligence will try to possess any other human or animal in the immediate area (30ft, and within line of sight), and gets 2 attempts to do so. Fortunately, the spell protects the originally possessed host with a +12 bonus to save vs. possession, and the caster recieves a +6 bonus (anyone else within the area has no bonus from this spell and is in great peril.)
If the being fails both attempts at possesion roll percentile dice; 01%-52% and the creature is immediately returned to its home dimension, 53%-00% and the being can remain in this world, but must immediately flee the area and cannot return for at least 6 months.
Note: Ritual exorcism has a greater chance for success, but also takes 20 minutes to prepare. Provided the caster has sufficient P.P.E., an exorcism can be repeated on the same host as many times as necessary.
Repell Animals (7) Range: 30ft. Duration: Immediate. Saving Throw: Standard for animals. This enchantment will make even a hostile predator stop, turn, and leave the area without harming the caster or anyone near them. The animal will not return for hours. This enchantment can affect up to 6 different animals simultaneously.
Re-Open Gateway (180) Range: 10ft. Duration: 1 melee round/level. Enables the caster to reopen an already existing/active or permanent dimensional portal. This includes the dimensional portals found in stone pyramids, on nexus points, ley lines, or similar. The portal will automatically open to the last world/dimension location it led to. Once opened, anything (friend, foe, monster, etc.) can step through from either side by simply stepping into the swirling, blue vortex (thus, it is not wise to reopen a portal for very long, especially if the caster has no knowledge of where it leads.) The caster can close the portal within an intant and at will, but may need to roll initiative to see if anything nasty may have stepped through. Note that due to the nature of the spell, hose passing through from either side may only go one way. Also see O.C.C. Natural Abilities.
Sense Evil (2) Range: 140ft. Duration: 2mins/lvl. Can sense the presence of evil (all supernatural beings radiate their alinment, good or evil and can be vaguely sensed without expending any P.P.E., but for a clearer picture, Sense Evil must be used.) Will indicate the general number of supernatural beings in range, and can also register the intensity of the evil and pinpoint the general location of the sources to a particular room, possessed object, character, and distance. Can track supernatural evil by sensing how close/far it is within range. Evil emanations from humans are much less distinct and can only be sensed if they have an immediate evil intention and have psionics or is psychotic (can be masked with a Mind Block.)
Sense Magic (4) Range: 120ft. Duration: 2mins/lvl. User can feel magic emanations and pinpoint their direction, source, and location by following them. Invisible, magical, or supernatural creatures/objects can only be tracked to a general area. Can also sense whether an item has magical properties, if a person/item is under a magic spell/enchantment, when magic is being used in range, and who is casting the spell. Does not sense psionic power.
Trance (10) Range: Touch or within 12ft. Duration: 5 minutes/level. Saving Throw: Standard. This enchantment places the targeted character into a zombie-like state in which the victim is in a hypnotic daze, unaware of their environment or the happenings around them (they cannot formulate thoughts, use skills, or take action on their own.) While entranced, the victim can only hear the caster’s voice and will obey, without resistance, simple commands (sit, stay, follow me, say “hello”, lie down, jump, etc.), but cannot engage in combat or perform any skill or action that requires thought process. While entranced, the person cannot be made to reveal secrets, betray a friend, harm themselves, or act against their alignment. The entranced person’s physical attributes all function at half their normal value (a P.S. of 10 becomes 5, and so on,) and the victim will never remember the actions they made or any events that transpired while entranced. Does not affect people inside power armour, robots, vehicles, or in full, M.D.C. body armour.
Shadowmeld (10) Range: Self. Duration: 2 minutes/level. This unique magic enables the caster to slip into the shadows and become totally invisible, even to a See the Invisible spell. The shadow must be at least 5ft tall or long to become an effective hiding place, and it serves as a superior means to remain hidden and move unseen (the caster can walk, run, or otherwise move along the shadow’s length or from shadow to shadow.) While in shadow/darkness, the character moves at 60% Prowl rating (or +15% to their Prowl rating, whichever is higher.) Intense light will dispel the shadow and reveal the caster, though they may flee to another shadow. Feeble light (less than 10 torches or 300 watts) will not generate enough light and simply produce more shadows. While hidden in shadow, the caster is still susceptible to psionic, magic, and physical attacks, but the attacker is at -5 to strike for not being able to see them (area of effect attacks suffer no penalty.) Only infared/thermal vision or imaging is capable of detecting a person concealed by this spell.
Summon and Control Canines (50) Range: Varies. Duration: 5 hours/level. Saving Throw: Standard animal. This pentacle of summoning produces 1D4 canines (dog or wolf, +1 additional canine/level) that will obey the will of the summoner, even to their death. While standing within the pentagram, the caster also gains control of any canines within 200ft and line of sight (in addition to the summoned animals, who will obey regardless of if the caster is within the pentagram or not.) Once the duration or the spell is ended (or if the caster steps out of the pentagram in regards to the wild, not summoned canines), the canines will stop, turn, and leave the area. Dog bites inflict 1D6 S.D. and a wolf bite inflicts 2D6 S.D.; dogs have 2 attacks and wolves have 3 per melee round.
Summon and Control Rodents (70) Range: 600 ft. Duration: 5 hours/level. Saving Throw: Standard animal. This pentacle of summoning produces an army of mice and rats that obey the will of the summoner, even to their death. So long as the caster stays within the pentagram, they can maintain control over other rodentia as well (familiars are not affected.) The caster can summon 30 rodents per level. Mouse and rat bites inflict 1 point of S.D. each, mice have 1 attack per round and rats have 2, both are +1 to dodge and have a Climbing skill of 90%.
Sustain (12) Range: Self or 2 others by touch. Duration: 24 hours/level. This spell enables the recipient to go days without food, water, or even breathable air by magically keeping their energy levels up so there is no need for an outside source. In addition, the enchanted character can sustain themselves reasonably on only 2 hours of sleep per day and survive in almost any environment. However, the character remains susceptible to other external conditions such as heat, cold, pressure, and physical/psionic/magic damage, as well as fatiguing at the normal rate.
Time Slip (20) Range: Self. Duration: Half a melee round (7 seconds.) The caster momentarily suspends time, enabling them to slip 7 seconds into the future. The magic is such that they cannot physically harm anyone, but they can move about their physical environment and manipulate their surroundings (open doors, move objects, flip a switch, etc..) To others, it seems that the caster disappears snd then reappears after a few seconds, any noticable changes happening seemingly instantaneously (the actions remain unseen and the results typically go unnoticed as well.) All those around the caster lose 2 melee actions for that round, though the caster retains all of their melees (these are not used for any actions taken during the stop.) Ideal for a quick escape.
Turn Dead (6) Range: Up to 60ft away. Duration: Instant effects. Saving Throw: Standard. The utterance of this incantation immediately turns/repels 1D6 undead/level. This means that those undead affected by the spell stop, turn, and leave the area without harming the caster or anyone else nearby and will not return for 24 hours. This spell only effects animated dead like corpses and skeletons being manipulated like marionettes, it will not effect vampires, zombies, mummies, or any dead creature possessed by a living entity.
Tongues (10) Range: Self or others by touch. Duration: 3 minutes/level. Saving Throw: None. This spell enables the recipients to instantly comprehend all languages at a maxium rating of 98% (does not include literacy, but can be paired with the Eyes of Thoth spell to achieve temporary comprehension of both spoken and written languages.)
Psionics (I.S.P. Cost)
Familiars (This is optional and subject to DM approval, the Bookwyrm familiar can be found on pages 30-31 of The Rifter: 21.)
BookWyrm: Cortez Small, with human-like intelligence, but a cat-like personality and attitude. They come in as many different colors as true Dragons and are very common magical familiars, though they are considered lesser supernatural creatures. This particular creature is very vain, preening his beautiful sea green scales frequently, and also a bit lazy.
SPD: Running: 15. Flying: 19.
A.R. (in non-Mega Damage worlds): 12
S.D.C. (in non-Mega Damage worlds): 13
Horror Factor: 6 (for those who have never seen one.)
Natural Abilites: Keen vision/smell/hearing, nightvision up to 40ft, Climb 60%, Prowl 65%, Swim 40%, and can leap 3ft high and 4ft long.
Combat: 2 attacks per round, +2 to strike, Bite: 2D6 S.D., Power Bite: 1D4 M.D. (uses both attacks), Claw Strike: 4D6 S.D., Tail Slap: 1D6 S.D..
Bonuses: +2 perception. Attacks against BookWyrms are -2 to strike if they are stationary and -8 if they are moving.
Age/Lifespan: 5/20 years.
Languages: None other than Familiar Link.
Habitat: BookWyrms are originally from a tropical forest in another dimension.
Size: 2.5 ft long (+12 inch long tail), 20 lbs.
Familiar Powers: Breath Weapon (Fire, 6 P.P.E.): 2D4 M.D.
Not applicable, in fact, unless fatally wounded, a Shifter will never consider this augmentation because it interferes with their magic.
True Name: Mariana Ramirez
Occupation: Rift Buff/Portal Jumping Wanderer
Height: 5′ 3″
Weight: 152 lbs.
Description: Of Latino descent, tan skin, deep brown eyes and naturally dark hair (currently dyed an electric blue and styled in a mohawk.) Swirled, vortex-esque patterns are tattooed down each arm, a few cracked portals peeking through here or there and some constellations thrown in, there is also a tattoo of a likeness of her familiar on her left shoulder. Pierced nose and ears (multiple cartilage piercings.) Often seen wearing dark clothing with hoods (her familiar likes to ride in it or her pack) even in sweltering heat.
Insanity(s): Obsession: the Federation of Magic (she’s heard the whispers of demons and doesn’t trust the power of it, will sabotage at any chance.)
Sentiments Toward Coalition State: Fear, she will flee if confronted with the presence of the Coalition makes every attempt to hide her powers and familiar in their territories.
Sentiments Toward D-Bees: Friendly, they are very interesting and she loves hearing any tales of their home dimensions and worlds; believes they deserve equality.
Sentiments Toward Humans: Friendly, but wary of towns with very high population of humans but low count of D-Bees.
Mutations: Not applicable.
Background: The eldest Daughter of the wealthiest family in a large magic/D-Bee friendly town near New Mexico’s Southern border, she grew up with a healthy superstition of vampires and the undead. Groomed from a young age to be the next Lady of the house and to be set up with the Mayor’s son, Mariana acted out against her station and her parent’s expectations in any way she could. She sneaked out, dyed and styled her hair, got piercing after piercing (the tattoos wouldn’t happen until she realized her abilities), and tore her clothes until they were grungy, dark, and “completely inappropriate” with a vengeance. When her powers manifested, the family initially worried she may have been possessed, what with her accidental Time Slips where she could disappear or move things without anyone seeing (or herself noticing at first.) In their magical town, there resided a retired Shifter who bred and trained Bookwyrms, and though the dark magics were powerful and frightening, she convinced her parents to let her learn from the portal jumping woman; she reveled in her new found freedom and fearsome powers. In her training of magic, portals, and combat, she also learned of the supernatural creatures she could command, but was strictly warned away by stories of near death from her teacher, who had been crippled by a demon she could not subdue before she had shoved it back into its own dimension. The creatures and magic fascinated her, all of the dimensions and societies of different races, the very science and ritual of it burned within Maria; she had to know more. So she began her own travels, dimension hopping or otherwise, at 22 (gifted her funds and silver bullets by her terrified, but surprisingly understanding parents, and a yearling BookWyrm by her teacher.) She learned the ancient and rare speech/text of the demons, something she promised her aged teacher she would do before ever summoning one so she might have the upper hand. Her familiar, clothing, and inquisitive, friendly nature strikes people as odd, and she delights in speaking with scary D-Bees of other worlds and feeling the dust of another dimension as they move. Sometimes she has startled these great humanoids by accidentally imitating their dialects, or even slipping into Demogonian speech and gutteral tones (she has always had a strange affinity for voices, her teacher feels this may have helped her learn languages so quickly.) Now, she just travels with Cortez (her familiar), seeking knowledge, portals, and stories. Her personal relationships, while she is a friendly, easily trusted, and passionate soul, are often detatched and short lived due to the nature of her magic, and her previous boyfriends and girlfriends (some human, others not) have even expressed a fear for her powers that they do not understand themselves.
Family Tree: Mother and Father, Gina and Miguel Ramirez, still reside in New Mexico and happily contact their Daughter every few weeks if she has not portal hopped back for a visit herself, though they are still wary of her abilities and do not understand much of what she does. Her younger Brother, Ignacio, and his twin sister, Juanita, are still adolescents and she is incredibly fond of them; Ignacio is also showing signs of magical ability (though not a Shifter), a latent gift from their Mother’s clairvoyant/spellcasting family.
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