Dabbler O.C.C.

These magicians are the men and women who got a taste of magic and have spent years developing and studying any kind of magic they could acquire. Some become experts with spell magic, warlock magic, runes, or the fabrication of magic items. Their art form is still largely a secret, because the battle for magical power thrives on secrecy.

Nearly every culture has variants that are found more often than others. Cultures in the orient have more magical masters of Chi than the Slavic lands, with their common practice of necromancy. Some become modern day magicians and sell their skills as prophets, entertainers, teachers, and even mercenaries! All this in secret, of course. Dabblers have the capability to learn all magic, which is a terribly dangerous power. Fortunately, most don't take the time to learn all that they could. The difference between these characters and is simple - these guys just focus on learning magic, not on manipulating it.

Some dabblers choose to focus just on the usage of two or three kinds of magic (one is so... restricting!) and on ways in which these favorite magics can get mixed. Techno-wizardstm could do interesting things with rune magic, and a dabbler with powers over the Blue Flame and fire warlock magic would be a force to be reckoned with! Maybe a necromancer and Shadow Warlock combination? A Ley Line Walkertm style magician with actual Nazcan line magic spells? How about a bio-mancer necromancer character? I can think of all sorts of fun combinations.


O.C.C. Abilities and Bonuses:

    1. See and Sense Magic: This ability has a range of one mile per level of experience, plus can accurately locate specific types and surges of energy (like a nexus point or powerful necromantic object) with a skill of 20% plus the M.E. attribute as a base, +5% per additional level of experience. The dabbler's ability is not as developed as other magicians. The dabbler can also see magic energy in people, animals, and places as long as more than 30 P.P.E.tm is present. This gives the dabbler a 35% base skill +5% per additional level chance to see the invisible (line of sight, about a 1000ft range). Each +1 to perception gives another +5% bonus to this skill.

    2. Initial Magic Knowledge: Select two spells from each magic level one through four and one spell from level five and one from level six, for a total of ten spells. These spells may be selected from any source on magic, whether temporal magic from RiftsR England, Chi spells from Mystic Chinatm, runes or circles from the Palladium Fantasy RPGR, or even line magic or Blue Flame spells out of RiftsR South America book two. Make sure the character has the learning of this knowledge worked into his character's background.

    The character also has several magic skills (see the O.C.C. skills), knows a a couple areas of magic well, knows all simple and elemental power words, and has a small supply of magical goods (see equipment). The dabbler is well prepared with magic.

    3. Special Powers: Dabblers choose two paths of alternate/ additional study at the time of character creation. The same path cannot be chosen twice. Also note that in many paths of study there is selection of spells or other new abilities and skills as the character's level increases - all selections are cumulative. Alternately, GMs might let characters give up one path of study to acquire three selections from the Sorcerous Proficiencies on page 24 of Through the Glass Darkly. Through an epic ordeal, great roleplaying, and character study time GMs might consider letting the player select an additional field of study in the later levels:
    Rune and Circle Magic: This provides the character with a basic knowledge of the two kinds of magic. The character knows one protection circle, one summoning circle, and either one power circle or two other simple circles (protection, summoning, or otherwise) of choice, plus six common wards of choice. By selecting this, the character has the skills and experience needed to learn how to cast any kind of magic, though it may take time to master the skill.

    Circle Knowledge: The character can pick two more power circles and six other simple circles (summoning, protection, or otherwise). He also figures out one more simple circle every even numbered level of experience and one more power circle at every odd numbered level of experience. Some extra study time may be required.

    Runic Knowledge: Select another eight common or simple runes and three complex or powerful ones at level one. Every even numbered level, the character learns one more common or simple rune. Every odd numbered level, one complex or powerful one is learned or figured out. Some extra study time may be required.

    Psionic Powers: Consider the character a major psionic. Select three powers from one of the minor categories and one super psionic power at levels one, three, six, and nine. The I.S.P.tm base is equal to the M.E. +30, plus another 2d4 at each additional level of experience. One Phase Powertm can be selected at the cost of three minor powers or one super psionic power (so two such powers could be selected instead of normal psionic powers). Phase Powerstm are on page 32 of RiftsR Phase Worldtm.

    The Principles of Force and Resistance: Through study alongside a smoker (page 51 of RiftsR ManhunterR), the character picked up the ability to cast all offensive and defensive spell magic at half P.P.E.tm cost (round down). The character also automatically gets Hand to Hand: Expert, one additional W.P. of choice, and two spells of choice from He can choose more Battle Mage spells as he advances in levels.

    Magic Tattoos: The player may select any four magic tattoos from the data beginning on page 83 of Riftstm Atlantistm. The character can get one more tattoo at levels five and ten (he is acquainted with a friendly magic tattoo artist) if so desired. Seven or more magical tattoos will destroy his magic casting ability. Remember that these tattoos will require twice the normal P.P.E.tm expenditure, and that the allowed races are restricted to ogres, humans, and a few others.

    Operate and Repair Machines: The character was probably an apprentice to a Techno-wizardtm or psi-mechanic at one point in his life. He learned how to operate the devices and can even repair them. He has acquired the skills of Basic Mechanics, Basic Electronics, Mechanical Engineering, and Electrical Engineering with a +10% bonus to each (magically gifted). The mage can also select from the Mechanical and Engineering categories with no restrictions or O.C.C. skill bonuses.

    He cannot, however, create magic or psionic machines until he reaches level eight (becomes equivalent to a 0th level Techno-wizardtm at that point). At that point, he can continue to progress as a dabbler or decide to pursue his Techno-wizardtm abilities. Switching back and forth between the classes should be moderated by the GM. The character begins with one magic energy converted weapon or a suit of light armor with one Techno-wizardtm enhancement added.

    Martial Art Powers: The character must have Hand to Hand: Martial Arts before this course of study can be selected. You'll need a copy of Mystic Chinatm. See pages 103 for Mudras and 149 for Martial Art Powers. The player may select three martial art powers from either the atemi, chi mastery, or zenjoriki powers (include the advanced powers too). The player may also select one power from each of the two categories he didn't pick from (for example - three atemi, one chi, and one zenjoriki). The selection of a martial art power can be sacrificed, and instead one complex or two simple Mudras (page 103 of Mystic Chinatm) may be learned instead.

    Base Chi is the P.E. +10, plus 1d6 at each additional level of experience. Select a new power from the character's specialized area at level two, then at each even numbered level beyond that select a power from atemi, chi mastery, or zenjoriki (or go for the Mudras instead). The character can also learn Chi Spells without any difficulty.

    Magical Endurance: Drop the S.D.C.tm and the hit points become mega-damagetm equivalents. If already an M.D.C.tm creature, add a 25% bonus. In S.D.C.tm worlds the character has double the normal hit points, has an extra +100 S.D.C.tm, and an A.R. of 8.

    Necromantic Power: Select one of the Necromancer O.C.C.'s (see RiftsR Africa) powers, numbered #1, #2, or #3. At level four, select a second necromancer power. At level ten, the player can elect to get the last of the three necromancer abilities, but the character has to sacrifice the new spell gained that level and one spell he knows (he forgets it!) He also knows any four necromancer spells (mine are here) of choice at first level. The magic energy cost to cast them is not doubled, but it is for all other non-necromancer magicians. The spells picked at first level must be level 8 or under, but the dabbler can of course select more under normal restrictions as he progresses in experience.

    Elemental Tampering: The character has been able to learn a bit of elemental magic without bondage to the forces that true warlocks must undergo. Select one elemental force and choose one spell from each level one through six. At each even numbered level of experience pick one more elemental spell from the chosen category of a level less than or equal to the character's. The character can also see all elementals and speak with elementals of the force he has skill in (not that he'll get the repsect a warlock would afford). By studying elemental and spell magic, the character has a good chance of converting a few elemental spells into spell incantations (for whatever purpose).

    Shadow Powers: Similar to the Shadow Warlock (page 113 of Nightbanetm Nightlands), the player has a mystic link to darkness and shadows, and have actually acquired a few Nightbanetm talents (page 106 of the Nightbanetm RPG)! Unlike Nightbanestm, P.P.E.tm cannot be sacrificed to gain additonal talents. Note that some of the talents might not be avaliable (like those that involve shaping or warping the Morphus). Players who want this ability must select the spells of Nightvision and Shadow Meld with their initial skill selections as proof of their dedication to the Path of Shadows.

    Those that follow the Path of Shadows get two talents of choice at level one, and gain one more talent at levels two, five, nine, and twelve. The magic strength of these talents is equivalent to his spell strength bonus. The character also gets three spells of choice fromthis file. The spells picked at first level must be level 8 or under, but the dabbler can of course select more under normal restrictions as he progresses in experience.

    Rift Study: The character can rift home (as per Shifter power #5, for 150 P.P.E.tm), manipulate ley lines and nexuses into forming rifts to to specific times, places, or events with a skill of 15% plus the M.E. attribute, +4% per level (takes 1d4 hours per attempt), and can also sense rifts, ley lines, nexus points, and cosmic phenomena that alters P.P.E.tm flow with 100% accuracy in an amazing 90 mile +10 miles per level radius! Also add +10% (a +2 bonus on the roll of 1d20) to the character's benefit when dealing with dimensional rifts and gateways (whether opening, closing, or using them). Unlike Shifters, the dabblers who study rifts have no special abilities to link to supernatural forces.

    Magical Powers: The mage has somehow gained the ability to use one spell from levels one through three at will. It functions exactly like the spell does. Instant effect spells and offensive use spells can be used up to three times per melee. Any spell with a duration can be used without limit, but there must be a one melee period of non-use between uses. Each use of the spell ability counts as one melee action, and only requires one fourth of the normal P.P.E.tm activation cost (round down, minimum cost of 1 P.P.E.tm)

    At levels three, six, nine, and twelve, the player gains similar "automatic" usage of one more spell of a level less than or equal to half their own level (so at level eight you could pick a spell from levels one to four). There is a small change in how the dabbler gets P.P.E.tm - he doesn't gain more at levels four, six, ten, and twelve because that energy is burned up in the new spell abilities. At first level, the character gets a bonus of +20 P.P.E.tm

    Additional Magic Knowledge: The dabbler has somehow learned eight spells of very high level, selected from levels seven through thirteen. Even temporal magic, necromancy, and metamage spells can be chosen, as could any other kind of magic spell, ritual, or incantation. However, the player may suffer a few problems in casting spells that are of an alien/ foreign magic type (such as Chi Spells).

    Rare Magic Knowledge: The mage has full understanding of one strange and alien form of magic (such as Nazcan Line Magic, Biomancy, Blue Flame magic, necromancy, Chi Spells, etc.) Thus, he can cast it without any penalty or restriction. The character knows four spells of level 9 strength or less and two spells of level 10 strength or higher (or four simple incantations and two difficult ones) of the special magic in question. The character doesn't have any penalties when casting the magic - thus, a dabbler with understanding of Nazcan Line Magic casts it without halving the strength level. As the character advances in level, he can select from the spells or incantations of the alien magic.

    Magical Understanding: The character can select any three skills (except Spellcrafting and Alchemy) from the Magic category with a +15% bonus to each! He also gets to select an additional two other skills from any category except Magic skills, which should help in taking care of any skill requirements that might have to be fulfilled first. Also add +20 P.P.E.tm, a +1 to spell strength, and +2 to save vs magic!

    Alchemy Talent: The character has the Magic skill of Alchemy (add +15%), plus all the skills necessary to obtain it. The character also has an additional 5d4x10,000 in special and rare magical components already purchased and magical potions that he has already developed.

    Herbology Talent: The character has the Magic skill of Mystic Herbology (add +15%), plus all the skills necessary to obtain it. The character also has an additional 5d4x10,000 in special and rare magical components already purchased and magical potions that he has already developed.

    Spellcrafting Talent: The character has the Magic skill of Spellcrafting (add +10%), plus all the skills necessary to obtain it. The mage has also has six spells that he has created on his own. Three must be of levels 1-3 strength, but the other three can be of any strength from level 1-8 (approximately). The player and GM must work together to design the spells. Stronger versions of common spells can also be chosen, too. The dabbler's library has an astonishing value of 250,000 gold pieces, American dollars, or Phase Worldtm credits (or 500,000 credits in RiftsR, where prices are almost double).
    4. Learning New Magic: Can be learned via meditation with mystics or through hermetic study. One new spell, simple circle, simple rune, or other bit of magic knowledge is gained with each new level of experience (but only one new thing is learned every level). If the GM allows it, the character could also select Mudras and other cool martial arts mysticism from Ninjas & Superspiestm and again Mystic Chinatm. Some special paths of learning bring with them additional fruits of labor (more magic knowledge).

    5. P.P.E.tm: The character begins with a P.P.E.tm base of their P.E. plus 1d4x10+40. Add another 10 at each additional level of experience.

    6. Save Throw Bonuses: Add a +1 vs magic at levels one, four, eight, and twelve, a +1 to save vs psionics at levels two and six, a +1 vs possession at levels three and seven, and add a +1 on perception at levels two and seven. Also add a +3 vs horror factor.

    7. Magic Strength Bonuses: The dabbler gains a +1 to his magic strength at every level of experience, but he must decide how his magic power is augmented. The dabbler can cast spell magic and ritual magic automatically, but can only cast other kinds of magic dependent on what magical abilities he selects. Each level he must decide which kind of magic he uses gets a bonus. So, for the first four levels of experience, a dabbler could put all four bonuses into his spell strength for a +4 bonus (strength 16) or could give all four of his magic types a +1 bonus (strength of 13). The maximum spell strength a dabbler can achieve in any magic form is 18 (so thats a +6 spell strength bonus maximum, a +4 for rune magic and circle magic, and a +2 for ritual magic).

    If the dabbler can also create magical potions and/or objects, he can spend his magic strength bonus and put it into the creation of an object - the sacrifice of the one point bonus gives the dabbler a permanent +25% bonus to success rolls to fabricate a specific type of magical item, potion recipe, or class of spell. So a first level dabbler might decide to forgo the magic strength bonuses and take a +25% bonus to create spells that deal with the elemental force of earth.

    Attribute Requirements: An M.E. of 14 or better is the only requirement. A high P.E. and I.Q. never hurts either.
    Alignment: Any, but tend toward selfish.
    Experience Point Table: Use the Techno-wizardtm table on page 17 of the RiftsR RPG. First level is 0 - 2300 experience points if you don't have the book and need to use a comparable table.
    O.C.C. Skills:
    Speak/Literate in Native Language (98%)
    Math: Basic (98%)
    Research (+20%)
    Lore: Magic (+30%)
    Choose one Piloting, Magic, or Technical skill (+10%, but the Magic skill cannot be Alchemy, Mystic Herbology, or Spellcrafting)
    Choose one additional Lore or Language skill
    Choose either W.P. Knife, W.P. Staff, or W.P. Sword

    Hand to Hand: Basic can be selected at the cost of one other skill, Expert for two other skills, or Martial Arts (or Assassin) at the cost of three. More advanced forms can be selected, but have varying requirements and costs.
    O.C.C. Related Skills: Select six, but at least two must be selected from among the Magic and Technical skill categories. Choose one more other skill at levels three, five, nine, and eleven.
    Communications: Radio: Basic only (+5%).
    Domestic: Any (+5%)
    Electrical: Basic Electronics only.
    Espionage: None
    Magic: Any (+10%) except Alchemy, Mystic Herbology, and Spellcrafting (see above).
    Mechanical: Basic Mechanics only.
    Medical: Paramedic or Holistic Medicine (+10%)
    Military: None
    Physical: Any except Acrobatics, Boxing, Gymnastics, and Wrestling.
    Pilot: Any execpt Tanks & APCs, Robots & Power Armor, and Combat Pods.
    Pilot Related: Any (+5%)
    Rogue: Any (+5%)
    Science: Any (+5%)
    Technical: Any (+5%)
    W.P.: Any
    Wilderness: Any
    Secondary Skills: Select four secondary skills but do not apply any bonus other than an I.Q. bonus.
    Standard Equipment: A personal computer, a fair collection of occult texts and materials (20-30 books and 3d4x1000 in , and a reliable (but not new) vehicle. RiftsR characters only have 5-10 books, 2d4x1000 in components, and no vehicle. They do, however, get all of the gear listed under the Ley Line Walkertm in addition.
    Weapons and Armor: Most keep a small weapon or two hidden on their person. This weapon just might be a magic ring or other object - magic is a fair weapon. Either choose one relatively common magical item and one mundane weapon, or select a mundane weapon for each W.P. that is known. Also select a form of light body armor.
    Money: Modern day dabblers begin with 2d4x1000 in credit, 1d4x1000 in black market items, a place to live with a cost of 400-600 credits a month, and a part time job that brings in around 500 credits a week (maybe telling fortunes or entertaining kids). RiftsR style dabblers will have 4d4x1000 in black market items and 1d4x1000 in credits, plus their valuable magical goods (see equipment).
    Cybernetics and Bionics: Very, very rare.