Auramancer OCC
(Version 1.01 - Last Modified: 05/15/2004)
The Auramancer specializes in a specific type of magic based around auras and aura manipulation. Every
living creature has an aura and this aura can tell a lot about a person and can even reveal whether a
person is a supernatural creature or not. It is not a particularly difficult task to see another creature's
aura, and many can manipulate their own aura with ease, but to truly master the art of aura magic, a person
has to be trained as an Auramancer. The school of aura magic is quite old, dating back to the time of a
thousand magics, but it is still not very common, even compared to other specialist wizards like Summonners
and Necromancers.
Aura Magic is often painted as invasive, because it often involves manipulating another person's aura,
which is considered to be a violation. As a result, many Auramancers work in secret, using their magic
without revealing their presence. Auramancers are not as reviled as Necromancers, but many people that
understand the nature of auras are distrustful of those that specialize in creating and manipulating
auras. This helps to create the veil of secrecy that surrounds Aura Magic, something that most Auramancers
do not mind at all.
Auramancers are taught Aura Magic by older, more experienced Auramancers and most Auramancers take on
apprentices as they reach higher levels of experience in order to pass on their knowledge to the next
generation. In some quarters, particularly the Western Empire, there are small schools dedicated to Aura
Magic, but they are few and far between. Auramancers can also be found throughout the megaverse and on
Rifts Earth, especially in the Federation of Magic and Russia.
O.C.C. Abilities:
- See Aura
Auramancers are so attuned to auras and aura magic that they can see normal auras without
having to spend PPE points to activate any spells or psionic powers. The Auramancer has
the benefits of the first level invocation spell See Aura constantly in effect at no PPE
cost.
- Alter Aura
In addition to their ability to see the auras of other creatures with little effort,
Auramancers have mastered the ability to manipulate their own auras. Auramancers can use
any of the abilities of the Physical Psionic Power Alter Aura at will with no PPE cost.
These changes to the Auramancer's aura are permanent unless the Auramancer cancels them.
- Spell Knowledge
The Auramancer has the following spell knowledge:
- Initial Spells: Select ten spells from level one or level two from either the
Aura Magic spell list or the Invocation spell list.
- New Spells: Each level of experience, starting at level two, the Auramancer
can select two additional spells from either spell list from any level up to their
level of experience. For example, a sixth level Auramancer can select spells from
levels one to six.
- Learning New Spells: At any time, the Auramancer can learn new spells and
teach other magic users the spells that they already know. New spells can be
purchased for cash or services and is a useful role playing element. See the Pursuit
of Magic on page 182 of the Palladium Fantasy main book.
- Permanent P.P.E. Base
Like most magic users, Auramancers are living PPE batteries and possess large amounts of
PPE. Auramancers receive 2D4x10+20 PPE plus their PE attribute at first level and an
additional +2D6+3 per level of experience. The Auramancer can draw PPE out of creatures
and ley lines normally.
- Bonuses
Auramancers receive +1 to spell strength at levels 3, 6, 10, and 14, +1 to save vs. magic
at levels 4, 8, and 12, +2 to save vs. possession, +6 to save vs. illusions, and +3 to save
vs. horror factor.
Attribute Requirements:
O.C.C. Skills:
- Language: Native Tongue (at 98%)
- Language: One of choice (+20%)
- Literacy: Two of choice (+12%)
- Lore: Magic (+15%)
- Lore: One of choice (+10%)
- Math: Basic (+20%)
- W.P.: Two of choice
- Hand-to-Hand Combat: None (Hand-to-Hand combat can be improved to Basic at the cost
of one OCC Related Skill and to Expert at a cost of two OCC Related Skills, but this
can only be done at first level)
O.C.C. Related Skills:
- Select eight other skills. Select one additional skill at level 3, 6, 9, 12, and 15.
All new skills start at a level one proficiency.
- Communications: Any (+5%)
- Domestic: Any (+5%)
- Espionage: Forgery, Escape Artist, and Intelligence only (+5%)
- Horsemanship: General or Exotic only
-
- Medical: Any
- Military: None
- Physical: Any except Acrobatics, Gymnastics, Boxing, and Wrestling
- Rogue: Any
- Science: Any (+5%)
- Technical: Any (+10%)
- W.P.: Any except Large Axes, Pole Arms, and Lance
- Wilderness: Any
Secondary Skills:
- The Auramancer can select four secondary skills from the list of available skill
categories at level one and an additional two skills at levels 2, 5, 8, 11, and
14. Secondary skills do not receive any bonuses listed above at all new skills
start at a level one proficiency.
Standard Equipment:
- Weapons: A knife and one additional weapon of choice. Both weapons are
basic S.D.C. weapons of normal quality.
- Armor: A suit of Soft Leather armor (AR of 10, S.D.C. of 20).
- Other: Two sets of clothing, a robe or cloak with a hood, boots, a pair of
soft leather gloves, belt, bedroll, backpack, a medium-sized to large purse /
satchel, two small sacks, a water skin, 3D4 sheets of parchment, a 100 page
notebook, three crow-quill pens, two bottles of ink, 1D4 sticks of graphite, 1D4
sticks of chalk, a wooden cross, a small mirror, and a tinder box.
Money:
- The character starts with 150 in gold. Additional money will come from services
rendered and/or the acquisition of booty. Auramancers are often sought after for
their ability to clearly sees Auras and to hide the Auras of their employers.
Experience Table:
| Level: |
XP Range: |
| 1 |
0000 - 2300 |
| 2 |
2301 - 4600 |
| 3 |
4601 - 9200 |
| 4 |
9201 - 17,000 |
| 5 |
17,001 - 28,000 |
| 6 |
28,001 - 36,000 |
| 7 |
36,001 - 51,000 |
| 8 |
51,001 - 73,000 |
| 9 |
73,001 - 98,000 |
| 10 |
98,001 - 139,000 |
| 11 |
139,001 - 189,000 |
| 12 |
189,001 - 239,000 |
| 13 |
239,001 - 289,000 |
| 14 |
289,001 - 349,000 |
| 15 |
349,001 - 409,000 |