Rift-Half Wizard O.C.C. A Split-Class Wizard
A Half Wizard is someone who has undergone considerable formal training in the magical sciences as a Wizard Apprentice, showed great promise, may have even finished (or nearly finished) his training, but for some reason, gave up on magic to pursue a different occupation entirely. In some cases, the skilled apprentice or First Level Wizard quits against great protest and shame. Though the character still knows something of magic and can cast some spells, he does not learn new magic, and considers himself to be the new chosen occupation and novice or Half Wizard when it comes to magic. This is your Wizard Thief, Wizard Scholar, Wizard Warrior, Wizard Scout (Ranger), Wizard Merchant, or Wizard Adve nturer.In most cases, this individual showed great aptitude, talent and interest in magic at a young age, and learned the basics of magic and spell casting. However, as he got older, he dropped magic in favor of pursuing something else- be it farming or adventuring. Something that brought him joy and a sense of fulfillment. In other cases, the young apprentice was unable to further his education for reasons beyond his control. He might have lost his mentor to tragedy that was so personally devastating, painful or terrifying, that it destroyed his love for magic and made him give it up. Similarly, the character might have forsaken magic because of the loss of his family, parents, sibling, a loved one, a girlfriend, or other tragedy or injustice resulting from magic gone wrong or used for ill, or political gain. Or the apprentice might have been captured and enslaved, or otherwise forced to learn a different trade. Over time, the character lost interest in magic and accepted the trade he was forced into, or found one of his own choosing that brought him a greater sense of fulfillment, purpose, belonging, and joy. Yet another possibility is that his mentor(s) was so cruel, abusive and hurtful, that it made the young apprentice hate magic and destroyed any desire he once had to become a Wizard. In this case, his chosen profession is likely to be one as far removed from magic as possible.
Regardless of the reason for it, the character has given up on magic. While the adept understands and appreciates magic, and knows enough to cast spells, read scrolls and use magic as a Wizard, he no longer has any desire to be a Wizard. Ask him what his profession is, he says warrior, thief, scholar, or whatever it may be. If someone says, "But you cast spells. That means you're a Half Wizard," the character is likely to frown or snarl and say, "No, I'm a thief' (or whatever). As far as most Half Wizards are concerned, their true occupation is whatever they have chosen AFTER having studied magic. For older characters,their days of practicing magic were long ago and a small part of their life. However, in a world where magic represents power and high social position, other people may see them as Wizards or Half Wizards rather than the character's chosen and preferred occupation. This is often a source of consternation for the character who, as impossible as it may seem, really has divorced himself from the practice of magic, doesn't particularly like magic, and who has emotionally and personally moved on from magic. If he says he's a thief, he is a thief. If he says he is a warrior, he is a warrior. That's how he sees himself. That is who he truly is. The study of magic was just a short side-trip or detour that ultimately led him to his chosen profession. Magic comes into play for the Half Wizard as a secondary tool that may or may not reflect on, or help him in, his chosen profession (remember, the magic came first). Although the Half Wizard no longer actively pursues a life in magic, he is highly educated and smart. That means he is going to use all the talents, skills and resources at his disposal to succeed and survive, and that includes magic and spell casting. Some Half Wizards use magic and their magical knowledge (the ability to read scrolls, ley line regeneration, lore skills, etc.) discreetly and may even try to hide their magical powers. Others use them openly as one more weapon in their formidable arsenal. Even for those who enjoy using their Wizard abilities, the bottom line is this: As much as they might respect and enjoy magic, it did not move them, enthrall them or give them joy, so they chose to give it up in favor of an occupation they found much more rewarding. Again, as impossible as it might seem to other people, that more fulfilling work might be adventuring, thieving, fighting, teaching, farming, hunting, hard labor or digging ditches. To the magic community, Half Wizards are cowards, quitters, traitors, and a shameful disgrace to the magic profession. Though they are regarded a couple of notches higher than the Forsaken Mage, they are considered to be as nearly as despicable and much more enigmatic. On one hand, Half Wizards are chided as laughable, pathetic losers to be pitied and condemned for giving up what so many others would kill to attain. On the other hand, they are incomprehensible, because few Men of Magic can understand why anyone would give up the wonder and glory that magic has to offer. In the eyes of full-fledged Wizards and other Men of Magic, these gifted people are traitors who took what they had to offer, threw it back in their faces, and turned their backs on privilege and power. And that makes Half Wizards inscrutable people to be watched, feared and shunned. Furthermore, rejection breeds anger, hatred and harsh animosity toward Half Wizards. Thus, like Forsaken Mages, they too are "embarrassments to the craft," never allowed to join magic guilds or brotherhoods, and forced to suffer public humiliation, taunts, and admonishment by Men of Magic. Most Half Wizards accept such treatment with quiet humility or cold indifference. If nothing else, such behavior by magic practitioners only confirms they made the right choice. Ironically, Half Wizards do not despise magic nor hate Men of Magic. They gave up a life of magic because it was not who they were, or what they wanted to do. It was joyless to them, so they moved on to find something that felt good and right, for them. Just because they didn't like magic, doesn't mean they hate or condemn everyone else who uses it. In fact, because of their understanding of magic, Half Wizards have deep respect for those who wield it with balance and good intentions. The abandonment of magic by a Half Wizard is not an act of d efiance,rebellion or disdain, he or she just wants to be something else. For many, discovering that "something else" takes a long time. Many Half Wizards spent years wandering the planet trying to figure out who they were and what they wanted to do with their lives. Some have a life changing epiphany, others stumble upon it, and some just ease into it, while others find it by accident. Whatever it is, it feels right.
Knowledge & Abilities of the Half Wizard
1. Common Knowledge Spells: Trained in Wizardry, the character knows Decipher Magic, Sense Magic, Sleep, Globe of Daylight, and Tongues. Note: The Enchanted Cauldron is not learned.
2. Additional Spells: Before the Half Wizard gave up on the pursuit of magic, he learned a handful of spells. Roll on the table below to determine how many and what levels the spells are from. Then pick the spells that will become a permanent part of the character's spell casting abilities.
Random Spell Determination of the Half Wizard: Roll for a random determination or pick one, then make the appropriate spell selections.
01-10% Novice: 1D6+5 First Level Wizard spells only.
11-20% Beginner: 1D4+2 First Level and 1D4+2 Second Level Wizard spells.
21-30% Apprentice: 1D6+1 First Level Wizard spells, two Second Level, and two Third.
31-40% Talented Apprentice: 1D6+ 1 First Level spells, 1D6 Second Level and 1 D4 Third.
41-50% Adept: 1D4+ 1 First Level Wizard spells, 1D4+2 Second Level, 1D4+ 1 Third, and two Fourth.
51-60%: Natural: 1D4+3 First Level Wizard spells, 1D4+2 Second Level, 1D4+2 Third, two Fourth and one Fifth.
61-70% Prodigy: 1D4 First Level Wizard spells, 1D4+2 Second Level, 1D4+3 Third, 1D4+1 Fourth, 1D4 Fifth and one Sixth Level spell.
71-80% Spy/Stealth Specialist: Select a total of 1D6+8 Wizard spells from levels 1-4 that would apply to spying, hiding, stealth and stealing only.
81-90% Protector/Defense Specialist: Select a total of 1D6+8 Wizard spells from levels 1-4 that would apply to helping and protecting others only.
91-00% Combat/Offensive Specialist: Select a total of 1D6+8 Wizard spells from levels 1-4 that would apply to fighting and capturing an enemy.
Note: No matter how much the Half Wizard learns, how much he may use his magic, or how high he grows in his "chosen profession," all spells are always cast as if he were a First Level Wizard.
3. Learning New Spells: Though possible (he knows all the basics of magic and spell casting, and basics behind scroll conversion), the Half Wizard has given up on magic and is not overly interested in learning new spells or furthering his understanding of magic.
4. The Enchanted Cauldron is not part of the Half Wizards repertoire of spell knowledge, and since he is not interested in pursuing magic, he never tries to acquire it.
5. See and Use Ley Lines: Like most Men of Magic, the character can see powerful magic energy emanating from the earth in a straight line. These lines of energy are known as ley lines. Where two or more ley lines intersect is a more powerful ley line nexus. The Half Wizard recognizes these lines and junctions as places of power where he or she can draw on additional P.P.E., and where spells and powers are increased. The ley lines on the Palladium World are not as powerful as those found on a handful of other worlds (such as Rifts Earth), and are not visible to the average person. Only practitioners of magic and most creatures of magic can see the gentle flow of magic energy. See the Magic section in the Palladium Fantasy RPG for details. The Half Wizard can also see mystic energy radiating from incredibly powerful creatures, such as ancient dragons, Demon and Deevil Lords, and Godlings and gods, as well as the most powerful magic items, like the weapons of the gods and Greater Rune Weapons.
6. Ley Line Rejuvenation: When standing on a ley line or nexus, the Half Wizard can absorb ley line energy to double the rate of natural healing. To do this, the character must concentrateon healing while relaxing on a ley line. He can also use a ley line or nexus to perform an instant rejuvenation as often as once every 24 hours: After about 10 minutes of concentration, 2D6 Hit Points and 2D6 S.D.C. are magically restored; no personal P.P.E. is expended to do this. Ley Line Rejuvenation restores P.P.E. at the normal rate.
7. Special Wizard O.C.C. Skills & Abilities:
Half Wizards & Armor: If the character intends to cast magic, then leather, studded leather and magic armors are recommended.Metal armor has the same negative effects as apply to the Wizard.
Half Wizards & Circles & Symbols: The character can read and use scrolls, read Runes, recognize magic wards and circles, knows the 12 basic magic symbols, four Elemental symbols, and symbolic colors, as well as the four basic power words (Acba, Keron, Pein and Yin).
Conversion of Spell Scrolls: Same as the Wizard, except the success ratio for the Half Wizard is half, which doesn't matter because he doesn't try to learn new magic spells.
Magic Guilds and Societies: Half Wizards are not allowed to join any formal guild, trade organization, or institution of magical learning. However, a cult or secret society that practices rare, specialized areas of magic or forbidden magic, may accept them as members, not that they'd be interested.
Recognize Enchantment: Just as a doctor can recognize flu symptoms and disease, the Half Wizard can recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). This ability also includes identifying magic sickness, curses, the effects of Faerie Food and Faerie Magic, and supernatural or magical possession. Illusions, metamorphosis, and psionic powers do not count as enchantment. Base Skill: 20% +5% per level of experience.
Recognize Magic: The Half Wizard has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuition (gut feeling). It is important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it. Base Skill: 15% +5% per level of experience.
Teach Spells: A Half Wizard may teach what he knows to others, including teaching the spells he knows to a Forsaken Mage or young apprentices. However, extreme caution and discretion is used.
8. Magic Bonuses: Same as the Wizard: + 1 to save vs magic at levels 3, 6, 9, 12 and 15 of his chosen, non-magical occupation; +3 to save vs Horror Factor (this may be in addition to any bonus from his profession).
Spell Strength is the number others must save against when the character casts a spell, but since the Half Wizard stopped practicing magic at Level One, his Spell Strength is 12 and it does not improve with experience in his chosen, non-magical occupation.
9. P.P.E.: All practitioners of magic are living batteries of mystic energy. The Half Wizard draws from this energy to create magic and cast spells. Permanent P.P.E. Base: 2D4xl0+ 10. The character's P.E. attribute number is also added to his P.P.E. Base. Add another 2D4+ l P.P.E. per each level of additional experience he attains in his chosen, non-magical occupation starting at level two. The Half Wizard can also draw on P.P.E. from ley lines, nexus points, magic amulets, living people, magic rituals and P.P.E. released in blood sacrifice. See the Mastery of Magic section in the core rule book, page 180, for more details about P.P.E. sources.
Half Wizard O.C.C.
Alignment: Any.
Attribute Requirements: I.Q. 10 or higher; a high P.E. is also recommended but is not a requirement.
Wizard O.C.C. Skills:
Languages: Native Tongue at 95% plus two other languages of choice(+ 15% each).
Literacy: Two of choice(+ 10%).
Lore: Magic ( + 10%)
Lore: One of choice ( + 10% ).
Mathematics: Basic (+20%)
W.P.: One of choice.
Note: The Wizard O.C.C. Skills, and the Wizard Special Abilities listed above, are the only skills the character has from the Wizard O.C.C.
Chosen Non-Magical O.C.C.: Pick a different O.C.C. from the Men at Arms or adventurer o.c.c.s. This is the "chosen" profession of the character and the work which he or she enjoys and most closely identifies with.
O.C.C. Skills: Select all the usual O.C.C. Skills complete with bonuses.
O.C.C. Bonuses: Apply as usual.
Special O.C.C. Skills & Abilities (if any): Apply as usual.
Non-Magical O.C.C. Related Skills: Instead of selecting the usual skills for that O.C.C., the player selects one of the following Skill Packages that is appropriate for his chosen. The character remains highly educated and may have skills not ordinarily available to his "chosen non-magical" O.C.C. No bonuses apply unless indicated.
Note: The Half Wizard cannot select a different Men of Magic O.C.C. or Psychic O.C.C., nor can he select cyber-Knight, borg, crazy, head hunter or juicer. or any other occ with bionics or significant cybernetics.
Half Wizard Skill Packages based on his chosen O.C.C.: Remember, the skills below are in addition to the O.C.C. Skills of the Wizard O.C.C. and the O.C.C. Skills of his "Chosen Occupation" O.C.C., and are selected in place of the O.C.C. Related Skills of his chosen occupation.
Archeologist Anthropology (+ 12%), Archaeology (+25%), Astronomy & Navigation (+5%), Climb/Scale Walls (+5%), History (+20%), Land Navigation, Locate Secret Compartments/Doors (+5%), Masonry, and Writing (+5%).
Adventurer : Climbing/Scale Walls (+10%), Dance or Play Musical Instrument (+10%), Horsemanship: General or Exotic Animals (+5%), Land Navigation ( + 10% ), Swimming ( + 10% ), Wilderness Survival (+5%), and one Technical (+5%) or W.P. skill of choice.
Assassin Recognize Weapon Quality (+10%), Use & Recognize Poison (+20%), Rope Works ( + 10% ), Surveillance ( + 10% ), and two Espionage skills of choice (+10%).
Builder/Craftsman Carpentry (+ 10%), Field Armorer(+ 10%), General Repair (+20%), Masonry ( + 10% ), Rope Works ( +5% ), Sew ( + 10% ), and one Physical skill of choice.
Burglar Climb/Scale Walls (+15%), Detect Concealment & Traps (+5%), Gemology (+5%), Rope Works (+10%), Swimming or Acrobatics, plus one Espionage and two Rogue skills of choice.
Carpenter Art (+5%), Body Building & Weight Lifting, Boat Building (+5%), Carpentry (+15%), General Repair (+10%), Rope Works, Sculpting and Whittling ( + 10% ), and Horsemanship: General or Sailing ( +5% ).
Combat Strategist & Tactician Detect Ambush (+10%), Camouflage (+15%), History (+15% ), Intelligence ( + 15% ), Interrogation Techniques or Cryptography (+5%), Land Navigation or Astronomy & Navigation (+10%), Lore: Demons & Monsters (+10%), and Research (+5%).
Doctor/Healer Biology (+20%), Brewing (+10%), Cook or Animal Husbandry (+5%), Identify Plants & Fruits ( + 10% ), Holistic Medicine ( +5% ), Surgeon/Medical Doctor (+20%), and Use & Recognize Poison (+10%).
Explorer Archaeology (+10%), Astronomy & Navigation (+10%), Climbing/Scale Walls (+ 12%), one piloting of choice including horsemanship general and exotic,, Land Navigation or Prowl (+5%), Research (+12%), Swimming (+10%), and one Technical skill of choice (+10%).
Farmer Breed Dogs (+5%; may have one or two medium or large dogs as his loyal companions), General Repair, Horsemanship: General, Identify Plants & Fruit (+20%), Land Navigation (+5%), and Skin & Prepare Animal Hides or Fishing ( + 10% ).
Flim-Flam Man/Con Artist Appraise Goods (+5%), Brewing (+ 10%), Disguise, Forgery (+ 10%), Intelligence ( + 10% ), Language: Speaks one extra language ( + 10% ), Play Musical Instrument ( + 10% ), Public Speaking ( + 15% ), and two Rogue skills of choice.
Historian : Archaeology, Cryptography ( + 10% ), History ( + 20% ), Literacy: One additional of choice (+15%), Lore: Religion (+10%), Research (+15%), and Writing (+15%).
Jeweler or Artisan Art (+20%), Gemology (+15%), General Repair (+10%), Heraldry, Sew (+ 10%), Palming or Forgery (+5%), Sculpting & Whittling ( + 10% ), and one Domestic or Technical skill of choice.
Mechanic automechanics (+ 10%), Field Armorer(+ 10%), General Repair (+20%), basic electronics(+10%), jury-rig( +5% ), salvage(+10% ), and one Physical skill of choice.
Traveling Merchant Trader Appraise Goods (+10%), Barter (+20%), First Aid, Gemology (+5%), Language: One additional of choice ( +5% ), Recognize Weapon Quality ( + 10% ), Skin & Prepare Animal Hides ( + 10% ), and one Rogue skill of choice.
Scribe : Art or Heraldry ( + 10% ), Cryptography ( + 15% ), Literacy: Two extra languages of choice (+20%), Lore: One of choice (+5%), Research (+10%), and Writing (+15%).
Storyteller History (+10%), Lore: Demons & Monsters (+10%), Lore: Undead (+15%), Lore: One of choice (+10%), Research ( + 10% ), Writing or History ( + 15% ), plus two Science skills of choice ( + 10% ), and two Technical skills of choice (+10%).
Scout Camouflage (+5%), Climbing/Scale Walls (+5%), Dowsing (+5%), Fishing or Cooking (+ 10%), Intelligence (+ 10%), Lore: Faerie Folk (+10%), Preserve Food (10%), and Prowl or Swimming (+10%).
Spy : Detect Concealment & Traps (+5%), Disguise ( + 10% ), Imitate Voices & Impersonation ( + 10% ), Intelligence (+20%), Prowl (+ 10%), Surveillance (+12%), and two Rogue skills of choice.
Warrior Boxing or Wrestling, Camouflage (+5%), Detect Ambush (+5%), Horsemanship: General ( +5% ), Intelligence ( +5% ), Recognize Weapon Quality ( + 10% ), and one Physical or Rogue skill of choice.
Secondary Skills: The Half Wizard gets NO Secondary Skills to start.
Starting Equipment: As per chosen O.C.C.
Armor: As per chosen O.C.C. or magical equivalent.if active caster
Weapons: As per chosen O.C.C.
Money: As per chosen O.C.C. +1D6x100 credits.
Additional money comes from payment for services rendered and/or the acquisition of booty. Most Half Wizards have highly marketable skills as well as a limited amount of magic. Unlike most Men of Magic, Half Wizards find physical labor, combat, a military life, and adventuring to be very attractive, challenging and rewarding. Since they are not true Wizards and often play down their magic abilities, many men of arms welcome Half Wizards with open arms.
Regardless of the reason for it, the character has given up on magic. While the adept understands and appreciates magic, and knows enough to cast spells, read scrolls and use magic as a Wizard, he no longer has any desire to be a Wizard. Ask him what his profession is, he says warrior, thief, scholar, or whatever it may be. If someone says, "But you cast spells. That means you're a Half Wizard," the character is likely to frown or snarl and say, "No, I'm a thief' (or whatever). As far as most Half Wizards are concerned, their true occupation is whatever they have chosen AFTER having studied magic. For older characters,their days of practicing magic were long ago and a small part of their life. However, in a world where magic represents power and high social position, other people may see them as Wizards or Half Wizards rather than the character's chosen and preferred occupation. This is often a source of consternation for the character who, as impossible as it may seem, really has divorced himself from the practice of magic, doesn't particularly like magic, and who has emotionally and personally moved on from magic. If he says he's a thief, he is a thief. If he says he is a warrior, he is a warrior. That's how he sees himself. That is who he truly is. The study of magic was just a short side-trip or detour that ultimately led him to his chosen profession. Magic comes into play for the Half Wizard as a secondary tool that may or may not reflect on, or help him in, his chosen profession (remember, the magic came first). Although the Half Wizard no longer actively pursues a life in magic, he is highly educated and smart. That means he is going to use all the talents, skills and resources at his disposal to succeed and survive, and that includes magic and spell casting. Some Half Wizards use magic and their magical knowledge (the ability to read scrolls, ley line regeneration, lore skills, etc.) discreetly and may even try to hide their magical powers. Others use them openly as one more weapon in their formidable arsenal. Even for those who enjoy using their Wizard abilities, the bottom line is this: As much as they might respect and enjoy magic, it did not move them, enthrall them or give them joy, so they chose to give it up in favor of an occupation they found much more rewarding. Again, as impossible as it might seem to other people, that more fulfilling work might be adventuring, thieving, fighting, teaching, farming, hunting, hard labor or digging ditches. To the magic community, Half Wizards are cowards, quitters, traitors, and a shameful disgrace to the magic profession. Though they are regarded a couple of notches higher than the Forsaken Mage, they are considered to be as nearly as despicable and much more enigmatic. On one hand, Half Wizards are chided as laughable, pathetic losers to be pitied and condemned for giving up what so many others would kill to attain. On the other hand, they are incomprehensible, because few Men of Magic can understand why anyone would give up the wonder and glory that magic has to offer. In the eyes of full-fledged Wizards and other Men of Magic, these gifted people are traitors who took what they had to offer, threw it back in their faces, and turned their backs on privilege and power. And that makes Half Wizards inscrutable people to be watched, feared and shunned. Furthermore, rejection breeds anger, hatred and harsh animosity toward Half Wizards. Thus, like Forsaken Mages, they too are "embarrassments to the craft," never allowed to join magic guilds or brotherhoods, and forced to suffer public humiliation, taunts, and admonishment by Men of Magic. Most Half Wizards accept such treatment with quiet humility or cold indifference. If nothing else, such behavior by magic practitioners only confirms they made the right choice. Ironically, Half Wizards do not despise magic nor hate Men of Magic. They gave up a life of magic because it was not who they were, or what they wanted to do. It was joyless to them, so they moved on to find something that felt good and right, for them. Just because they didn't like magic, doesn't mean they hate or condemn everyone else who uses it. In fact, because of their understanding of magic, Half Wizards have deep respect for those who wield it with balance and good intentions. The abandonment of magic by a Half Wizard is not an act of d efiance,rebellion or disdain, he or she just wants to be something else. For many, discovering that "something else" takes a long time. Many Half Wizards spent years wandering the planet trying to figure out who they were and what they wanted to do with their lives. Some have a life changing epiphany, others stumble upon it, and some just ease into it, while others find it by accident. Whatever it is, it feels right.
Knowledge & Abilities of the Half Wizard
1. Common Knowledge Spells: Trained in Wizardry, the character knows Decipher Magic, Sense Magic, Sleep, Globe of Daylight, and Tongues. Note: The Enchanted Cauldron is not learned.
2. Additional Spells: Before the Half Wizard gave up on the pursuit of magic, he learned a handful of spells. Roll on the table below to determine how many and what levels the spells are from. Then pick the spells that will become a permanent part of the character's spell casting abilities.
Random Spell Determination of the Half Wizard: Roll for a random determination or pick one, then make the appropriate spell selections.
01-10% Novice: 1D6+5 First Level Wizard spells only.
11-20% Beginner: 1D4+2 First Level and 1D4+2 Second Level Wizard spells.
21-30% Apprentice: 1D6+1 First Level Wizard spells, two Second Level, and two Third.
31-40% Talented Apprentice: 1D6+ 1 First Level spells, 1D6 Second Level and 1 D4 Third.
41-50% Adept: 1D4+ 1 First Level Wizard spells, 1D4+2 Second Level, 1D4+ 1 Third, and two Fourth.
51-60%: Natural: 1D4+3 First Level Wizard spells, 1D4+2 Second Level, 1D4+2 Third, two Fourth and one Fifth.
61-70% Prodigy: 1D4 First Level Wizard spells, 1D4+2 Second Level, 1D4+3 Third, 1D4+1 Fourth, 1D4 Fifth and one Sixth Level spell.
71-80% Spy/Stealth Specialist: Select a total of 1D6+8 Wizard spells from levels 1-4 that would apply to spying, hiding, stealth and stealing only.
81-90% Protector/Defense Specialist: Select a total of 1D6+8 Wizard spells from levels 1-4 that would apply to helping and protecting others only.
91-00% Combat/Offensive Specialist: Select a total of 1D6+8 Wizard spells from levels 1-4 that would apply to fighting and capturing an enemy.
Note: No matter how much the Half Wizard learns, how much he may use his magic, or how high he grows in his "chosen profession," all spells are always cast as if he were a First Level Wizard.
3. Learning New Spells: Though possible (he knows all the basics of magic and spell casting, and basics behind scroll conversion), the Half Wizard has given up on magic and is not overly interested in learning new spells or furthering his understanding of magic.
4. The Enchanted Cauldron is not part of the Half Wizards repertoire of spell knowledge, and since he is not interested in pursuing magic, he never tries to acquire it.
5. See and Use Ley Lines: Like most Men of Magic, the character can see powerful magic energy emanating from the earth in a straight line. These lines of energy are known as ley lines. Where two or more ley lines intersect is a more powerful ley line nexus. The Half Wizard recognizes these lines and junctions as places of power where he or she can draw on additional P.P.E., and where spells and powers are increased. The ley lines on the Palladium World are not as powerful as those found on a handful of other worlds (such as Rifts Earth), and are not visible to the average person. Only practitioners of magic and most creatures of magic can see the gentle flow of magic energy. See the Magic section in the Palladium Fantasy RPG for details. The Half Wizard can also see mystic energy radiating from incredibly powerful creatures, such as ancient dragons, Demon and Deevil Lords, and Godlings and gods, as well as the most powerful magic items, like the weapons of the gods and Greater Rune Weapons.
6. Ley Line Rejuvenation: When standing on a ley line or nexus, the Half Wizard can absorb ley line energy to double the rate of natural healing. To do this, the character must concentrateon healing while relaxing on a ley line. He can also use a ley line or nexus to perform an instant rejuvenation as often as once every 24 hours: After about 10 minutes of concentration, 2D6 Hit Points and 2D6 S.D.C. are magically restored; no personal P.P.E. is expended to do this. Ley Line Rejuvenation restores P.P.E. at the normal rate.
7. Special Wizard O.C.C. Skills & Abilities:
Half Wizards & Armor: If the character intends to cast magic, then leather, studded leather and magic armors are recommended.Metal armor has the same negative effects as apply to the Wizard.
Half Wizards & Circles & Symbols: The character can read and use scrolls, read Runes, recognize magic wards and circles, knows the 12 basic magic symbols, four Elemental symbols, and symbolic colors, as well as the four basic power words (Acba, Keron, Pein and Yin).
Conversion of Spell Scrolls: Same as the Wizard, except the success ratio for the Half Wizard is half, which doesn't matter because he doesn't try to learn new magic spells.
Magic Guilds and Societies: Half Wizards are not allowed to join any formal guild, trade organization, or institution of magical learning. However, a cult or secret society that practices rare, specialized areas of magic or forbidden magic, may accept them as members, not that they'd be interested.
Recognize Enchantment: Just as a doctor can recognize flu symptoms and disease, the Half Wizard can recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). This ability also includes identifying magic sickness, curses, the effects of Faerie Food and Faerie Magic, and supernatural or magical possession. Illusions, metamorphosis, and psionic powers do not count as enchantment. Base Skill: 20% +5% per level of experience.
Recognize Magic: The Half Wizard has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuition (gut feeling). It is important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it. Base Skill: 15% +5% per level of experience.
Teach Spells: A Half Wizard may teach what he knows to others, including teaching the spells he knows to a Forsaken Mage or young apprentices. However, extreme caution and discretion is used.
8. Magic Bonuses: Same as the Wizard: + 1 to save vs magic at levels 3, 6, 9, 12 and 15 of his chosen, non-magical occupation; +3 to save vs Horror Factor (this may be in addition to any bonus from his profession).
Spell Strength is the number others must save against when the character casts a spell, but since the Half Wizard stopped practicing magic at Level One, his Spell Strength is 12 and it does not improve with experience in his chosen, non-magical occupation.
9. P.P.E.: All practitioners of magic are living batteries of mystic energy. The Half Wizard draws from this energy to create magic and cast spells. Permanent P.P.E. Base: 2D4xl0+ 10. The character's P.E. attribute number is also added to his P.P.E. Base. Add another 2D4+ l P.P.E. per each level of additional experience he attains in his chosen, non-magical occupation starting at level two. The Half Wizard can also draw on P.P.E. from ley lines, nexus points, magic amulets, living people, magic rituals and P.P.E. released in blood sacrifice. See the Mastery of Magic section in the core rule book, page 180, for more details about P.P.E. sources.
Half Wizard O.C.C.
Alignment: Any.
Attribute Requirements: I.Q. 10 or higher; a high P.E. is also recommended but is not a requirement.
Wizard O.C.C. Skills:
Languages: Native Tongue at 95% plus two other languages of choice(+ 15% each).
Literacy: Two of choice(+ 10%).
Lore: Magic ( + 10%)
Lore: One of choice ( + 10% ).
Mathematics: Basic (+20%)
W.P.: One of choice.
Note: The Wizard O.C.C. Skills, and the Wizard Special Abilities listed above, are the only skills the character has from the Wizard O.C.C.
Chosen Non-Magical O.C.C.: Pick a different O.C.C. from the Men at Arms or adventurer o.c.c.s. This is the "chosen" profession of the character and the work which he or she enjoys and most closely identifies with.
O.C.C. Skills: Select all the usual O.C.C. Skills complete with bonuses.
O.C.C. Bonuses: Apply as usual.
Special O.C.C. Skills & Abilities (if any): Apply as usual.
Non-Magical O.C.C. Related Skills: Instead of selecting the usual skills for that O.C.C., the player selects one of the following Skill Packages that is appropriate for his chosen. The character remains highly educated and may have skills not ordinarily available to his "chosen non-magical" O.C.C. No bonuses apply unless indicated.
Note: The Half Wizard cannot select a different Men of Magic O.C.C. or Psychic O.C.C., nor can he select cyber-Knight, borg, crazy, head hunter or juicer. or any other occ with bionics or significant cybernetics.
Half Wizard Skill Packages based on his chosen O.C.C.: Remember, the skills below are in addition to the O.C.C. Skills of the Wizard O.C.C. and the O.C.C. Skills of his "Chosen Occupation" O.C.C., and are selected in place of the O.C.C. Related Skills of his chosen occupation.
Archeologist Anthropology (+ 12%), Archaeology (+25%), Astronomy & Navigation (+5%), Climb/Scale Walls (+5%), History (+20%), Land Navigation, Locate Secret Compartments/Doors (+5%), Masonry, and Writing (+5%).
Adventurer : Climbing/Scale Walls (+10%), Dance or Play Musical Instrument (+10%), Horsemanship: General or Exotic Animals (+5%), Land Navigation ( + 10% ), Swimming ( + 10% ), Wilderness Survival (+5%), and one Technical (+5%) or W.P. skill of choice.
Assassin Recognize Weapon Quality (+10%), Use & Recognize Poison (+20%), Rope Works ( + 10% ), Surveillance ( + 10% ), and two Espionage skills of choice (+10%).
Builder/Craftsman Carpentry (+ 10%), Field Armorer(+ 10%), General Repair (+20%), Masonry ( + 10% ), Rope Works ( +5% ), Sew ( + 10% ), and one Physical skill of choice.
Burglar Climb/Scale Walls (+15%), Detect Concealment & Traps (+5%), Gemology (+5%), Rope Works (+10%), Swimming or Acrobatics, plus one Espionage and two Rogue skills of choice.
Carpenter Art (+5%), Body Building & Weight Lifting, Boat Building (+5%), Carpentry (+15%), General Repair (+10%), Rope Works, Sculpting and Whittling ( + 10% ), and Horsemanship: General or Sailing ( +5% ).
Combat Strategist & Tactician Detect Ambush (+10%), Camouflage (+15%), History (+15% ), Intelligence ( + 15% ), Interrogation Techniques or Cryptography (+5%), Land Navigation or Astronomy & Navigation (+10%), Lore: Demons & Monsters (+10%), and Research (+5%).
Doctor/Healer Biology (+20%), Brewing (+10%), Cook or Animal Husbandry (+5%), Identify Plants & Fruits ( + 10% ), Holistic Medicine ( +5% ), Surgeon/Medical Doctor (+20%), and Use & Recognize Poison (+10%).
Explorer Archaeology (+10%), Astronomy & Navigation (+10%), Climbing/Scale Walls (+ 12%), one piloting of choice including horsemanship general and exotic,, Land Navigation or Prowl (+5%), Research (+12%), Swimming (+10%), and one Technical skill of choice (+10%).
Farmer Breed Dogs (+5%; may have one or two medium or large dogs as his loyal companions), General Repair, Horsemanship: General, Identify Plants & Fruit (+20%), Land Navigation (+5%), and Skin & Prepare Animal Hides or Fishing ( + 10% ).
Flim-Flam Man/Con Artist Appraise Goods (+5%), Brewing (+ 10%), Disguise, Forgery (+ 10%), Intelligence ( + 10% ), Language: Speaks one extra language ( + 10% ), Play Musical Instrument ( + 10% ), Public Speaking ( + 15% ), and two Rogue skills of choice.
Historian : Archaeology, Cryptography ( + 10% ), History ( + 20% ), Literacy: One additional of choice (+15%), Lore: Religion (+10%), Research (+15%), and Writing (+15%).
Jeweler or Artisan Art (+20%), Gemology (+15%), General Repair (+10%), Heraldry, Sew (+ 10%), Palming or Forgery (+5%), Sculpting & Whittling ( + 10% ), and one Domestic or Technical skill of choice.
Mechanic automechanics (+ 10%), Field Armorer(+ 10%), General Repair (+20%), basic electronics(+10%), jury-rig( +5% ), salvage(+10% ), and one Physical skill of choice.
Traveling Merchant Trader Appraise Goods (+10%), Barter (+20%), First Aid, Gemology (+5%), Language: One additional of choice ( +5% ), Recognize Weapon Quality ( + 10% ), Skin & Prepare Animal Hides ( + 10% ), and one Rogue skill of choice.
Scribe : Art or Heraldry ( + 10% ), Cryptography ( + 15% ), Literacy: Two extra languages of choice (+20%), Lore: One of choice (+5%), Research (+10%), and Writing (+15%).
Storyteller History (+10%), Lore: Demons & Monsters (+10%), Lore: Undead (+15%), Lore: One of choice (+10%), Research ( + 10% ), Writing or History ( + 15% ), plus two Science skills of choice ( + 10% ), and two Technical skills of choice (+10%).
Scout Camouflage (+5%), Climbing/Scale Walls (+5%), Dowsing (+5%), Fishing or Cooking (+ 10%), Intelligence (+ 10%), Lore: Faerie Folk (+10%), Preserve Food (10%), and Prowl or Swimming (+10%).
Spy : Detect Concealment & Traps (+5%), Disguise ( + 10% ), Imitate Voices & Impersonation ( + 10% ), Intelligence (+20%), Prowl (+ 10%), Surveillance (+12%), and two Rogue skills of choice.
Warrior Boxing or Wrestling, Camouflage (+5%), Detect Ambush (+5%), Horsemanship: General ( +5% ), Intelligence ( +5% ), Recognize Weapon Quality ( + 10% ), and one Physical or Rogue skill of choice.
Secondary Skills: The Half Wizard gets NO Secondary Skills to start.
Starting Equipment: As per chosen O.C.C.
Armor: As per chosen O.C.C. or magical equivalent.if active caster
Weapons: As per chosen O.C.C.
Money: As per chosen O.C.C. +1D6x100 credits.
Additional money comes from payment for services rendered and/or the acquisition of booty. Most Half Wizards have highly marketable skills as well as a limited amount of magic. Unlike most Men of Magic, Half Wizards find physical labor, combat, a military life, and adventuring to be very attractive, challenging and rewarding. Since they are not true Wizards and often play down their magic abilities, many men of arms welcome Half Wizards with open arms.