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).
               







    Source: geocities.com/timessquare/castle/Castle/3028

               ( geocities.com/timessquare/castle/Castle)                   ( geocities.com/timessquare/castle)                   ( geocities.com/timessquare)