Enchanter O.C.C.
Created by Brett Hegr
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Enchanters are magicians who specialize in the fabrication of magical
objects, potions, weapons, etc. They never use living components and
rarely enchant machines - they favor plenty of P.P.E.tm,
crystals, certain metals, and high quality objects when fabricating
magical devices.
There are different varieties of enchanter - some focus on creating
magical potions out of natural ingredients, some work on making alchemal
potions, and still others specialize in the enchantment of objects and
weapons. They tend to be weak in combat and are more likely to leave the
fighting to comrades with enchanted weapons and magical potions. All
Enchanters possess the ability to see, sense, and intuitively understand
the nature of all magical enchantments. They can even disrupt
magical enchantments and ruin magical items!
In later levels Enchanters might dabble in Techno-wizardrytm,
Cybermagictm, Fleshscupltortm
spells, runes, or circle magic. Their focus lies with enchantments, and
they will tend to favor learning this kind of magic over any other type.
O.C.C. Abilities and Bonuses:
1. See and Sense Enchantment: The range is short (120ft), but the
ability is effective. The enchanter can see magic energy of intensity
greater than 5 P.P.E.tm in all things.
He also recognizes enchanted objects and persons with a base skill of 34%
+8% per additional level of experience. With just a few minutes of study,
he can also determine the exact nature of the enchantment with a base skill
of 20% plus the I.Q. attribute, +5% per level of experience (roll once per
object or person - failure means the enchantment is only vaguely understood).
Possession and psionic mind control aren't noticed, just magical enchantment
and domination.
2. Disrupt Enchantment: This ability takes a melee to use, and is
powerful enough to destroy most enchantments (even those on Techno-wizardtm
items!) The P.P.E.tm cost to do this is
equal to 10% of the magic energy used to create the victim enchantment.
The enchantment gets a save throw vs spell magic (add in all spell strength
bonuses, as in the standard magical parry). Rune weapons, Charms, and very
powerful enchantments (13th level or greater) aren't permanently affected.
This spell can be used to render a magical item useless, break the control
of a Domination spell, and to temporarily negate the effects of
a rune weapon or powerful enchanted object (they all get a +4 bonus to
save and the magical powers are disrupted for one minute per level of the
Enchanter). The Enchanter must touch the target object/ person in
order to disrupt an enchantment.
3. Enchantment Skills: All spells and rituals of enchantment are
cast at half P.P.E.tm cost (the creation
cost for permanent items is not reduced, however) and have a +1 bonus to
the spell strength (this is effectively a specialization in enchantments).
With the proper magic spells, all enchanters can perform some of these
simple object enchantments. At the time of character
creation the player may also choose one of the following special skills
for the character:
Alchemy: The character has the Magic skill of Alchemy (add +20%),
plus all the skills necessary to obtain it. The character also has an
additional 5d6x10,000 in special and rare magical components already
purchased and magical potions that he has already developed. The character,
even at first level, is an expert in magical chemicals and components.
Mystic Herbology: The character has the Magic skill of Mystic
Herbology (add +20%), plus all the skills necessary to obtain it. The
character also has 1d4x100,000+100,000 in special and rare magical
components already purchased and magical potions that he has already
developed. The character is similar to some of the O.C.C.s in Rifts®
England, but has a slightly different focus (on magic, not nature) and
more variety in the skill selections.
Spell Knowledge: The character gains an additional +20 P.P.E.tm
and knows three of the following spells: Amulet, Anti- Magic Cloud,
Create Magic Scroll, Familiar Link, Remove Curse, Talisman, Wards, Water
to Wine, or choose from the Metamage spells
of Block Magial Radiance, Permanence (counts as two spell selections!),
Shape Magic Energy, or Spell Ability. These are all powerful enchantments
that the character has learned to master. The Enchanter also knows either
Talisman, Sanctum, or Enchant Weapon (pick one) in addition to the
previous spells. See this file of ritual
spells for the Enchant Weapon ritual stats, plus a few other
enchantment rituals!
3. Initial Magic Knowledge:
The character knows two spells from each level one through five and two
spells from any level between one and six, for a total of twelve spells.
At least six of these selections must be enchantment magic - good
examples are Chameleon, Climb, Concealment, Armor of Ithan (or Mystic
Armor, depending on the book you use), Mystic Alarm, Invisibility: Simple,
Carpet of Adhesion, Fool's Gold, Seal, Shadow Meld, Superhuman Strength,
Superhuman Speed, Swim as a Fish, Sleep, etc.
4. Learning New Magic: One new magic spell or ritual is learned
with each additional level of experience, and can be of any spell level
up to the caster's own. The kinds of magic that are focused on are
enchantment spells, followed by illusion and protection magic. Some
learn combat and summoning spells, but these characters are in the
minority. At the fifth level of experience and beyond, the Enchanter
may also select from low level (1-5) Metamage
spells with the standard restriction (this is totally up to the GM).
5. P.P.E.tm: The character begins
with a P.P.E.tm base of their P.E. plus
2d4x10+20. Add +10 per each additional level of experience.
6. Save Throw Bonuses: Add a +2 vs horror factor, a +1 on perception,
and a +4 vs mind- altering magic, illusions, and enchantment spells. Also
add a +1 to save vs spell magic in general at levels three and six.
7. Magic Strength Bonuses: The enchanter gets a +1 to his general
spell strength at levels two, five, and nine. He also gains a +1 to the
spell strength for enchantment spells only at levels one, four, and
eight (so at level ten he has a +6 bonus on all enchantment spells).
Attribute Requirements: M.E. of 12 or better.
Alignment: Any, but tend toward selfish.
Experience Point Table: Use the Techno-wizardtm
table on page 17 of the Rifts® 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%)
Principles of Magic
Lore: Magic (+20%)
Choose one additional Science or Technical skill (+10%)
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 cannot be selected.
O.C.C. Related Skills: Select eight other skills.
Choose one more other skill at levels three, five, nine, and eleven.
Communications: Radio: Basic only (+5%).
Domestic: Any (+5%)
Electrical: None
Espionage: None
Magic: Any (+10%) except
Alchemy, Mystic Herbology, and Spellcrafting (see above).
Mechanical: None
Medical: Paramedic (+15%) 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
Science: Any (+10%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Any
Secondary Skills: Select five secondary skills
but do not apply any bonus other than an I.Q. bonus.
Standard Equipment: A personal computer, a small collection of
occult texts (1d6+4 books), and a
reliable (but not new) vehicle. They also get all of the gear listed
under the Ley Line Walkertm. The character
also has one enchanted object of choice (level 3 or 4 strength, or about 500
P.P.E.tm invested in it).
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
weapon 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 enchanters begin with 2d4x1000 in possessions,
1d4x1000 in cash, 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 (probably
working in a pharmacy, crafted goods shop, jewelry store, or something
similar to their interests). Rifts® style
enchanters will have 4d4x1000 in black market items (can be used to get
this stuff and 1d4x1000 in credits.
Cybernetics and Bionics: Never.
Note: Enchanters can create any of the below objects, as long as
the proper spells and components are avaliable. Players and GMs should
work together in the development of unique magical objects.
The P.P.E.tm Cost to Create is in
addition to the costs of the Spells Needed. Other possible enchantments
are those found in the Palladium Fantasy RPG®
section on alchemists (page 135 in the 1st edition). The P.P.E.tm
Cost to Create should be approximately 20 to 50 times the total
P.P.E.tm cost of the needed spells, when
creating the average enchanted object. Powerful enchantments (like that
of a ring of metamorphosis or a crystal ball) should be far more costly -
50 to 100 times the total magic energy cost of the spells. The huge
supply of magic energy is difficult to acquire, but magicians do prefer
not to give up their own P.P.E.tm
If a magician "burns off" his (or someone else's through voluntary
giving or sacrifice) permanent P.P.E.tm,
the cost to create an enchanted object is reduced. Generally, 1 P.P.E.tm
burned off from someone's P.P.E.tm base
is equivalent to about 100 P.P.E.tm that
is expended in the normal manner. For some objects it is a necessity
to burn off P.P.E.tm, in order to get a
constant magical effect (as with a Charm or a Mage Staff).
A last note is that, with Charms and some other enchanted objects, when
magic energy is burned off a link is forged with the person who gave up
their P.P.E.tm This link prevents the
use of the object's special powers except by that person! If an Enchanter
(or any other magician) creates an object and burns off the energy, he
can decide at that time if he wants to be the sole user of the powers or
if others can use it too. Also, if an Enchanter should acquire an object
that is linked to a deceased owner he can sometimes re- link the
object to himself, another person, or anyone by burning off another
1d4 P.P.E.tm in the usual manner. An
Enchanter gets one chance at this, must fully understand the
kind of enchantment, and make a skill roll (5% per level chance).
Charm
P.P.E.tm Cost to Create: 1d6 is
permanently expended (whether by the caster or by a specific
recipient).
P.P.E.tm Cost to Activate: None
Time to Create: Varies - long enough to cover a target artifact
in runes, etchings, symbols, etc.
Strength: Consider a Charm a level two enchantment with
an indefinite duration.
Duration of Magic: Permanent
Duration of Activation: Constant
Spells Needed: Special
Physical Requirement: An object relevant to the bonuses or
functions granted.
Cost in PFRPG Gold: Roughly 30,000 per +1 or +5%.
Cost in Rifts® Credits: About
100,000 per +1 or +5%.
Any magician of third level or greater can create a charm, but
Enchanters can do this at first level and do it better! This is all
paraphrased from page 45 of Nightbanetm
World Book Three: Through the Glass Darkly. Any well made object can
be charmed with either a +5% skill bonus or a +1 bonus on the roll
of a 1d20. The bonus granted must be relevant to the object, so
a sword couldn't grant save bonuses but would give a bonus to strike or
parry. A rewired Nintendo Power Glove covered in runes could grant a +5%
to a single computer skill. Multiple charms of the same type don't add up
(use the biggest bonus), and cursed charms can be created to give
a -1 or a -5%. Lastly, permanently expending another 2d4 P.P.E.tm
increases the bonus (or penalty) to +2 or +10%.
Enchanters can do even more. It only costs them 1d4 P.P.E.tm
per +1 or +5% on an object. They can give one such bonus to an object
per level of experience (fourth level means a maximum of +4 or +20%).
Multiple enchantings on an object are not possible.
For infusing a spell into an object to be used at will, just
subtract the P.P.E.tm cost of the spell
from the Enchanter's base. The benefit is that spells can be used without
limit (even attack spells) at a strength equal to half the level that the
caster was when he created the object. Consider the creator's spell
strength bonus a strike or parry bonus for spells like Call Lightning,
Fireball, and Armor of Ithan. Combat spells could allow the creation of
either a range attack or a protective barrier. It is possible to create
very powerful magic items by burning off P.P.E.tm,
so some Enchanters turn to sacrifice. A few Enchanters have managed to
"strip" some of the magic energy off of animals without harming them, but
these skilled magicians are in the rarity (level 8 and above).
Assassin's Blade
P.P.E.tm Cost to Create: 500, plus
3 P.P.E.tm must be burned off permanently
(can be paid for by the prospective owner or another source).
P.P.E.tm Cost to Activate: None!
Time to Create: Six hours
Duration of Magic: Permanent
Duration of Activation: As long as needed.
Spells Needed: Concealment.
Physical Requirement: A finely crafted non- magical knife.
Cost in PFRPG Gold: +50,000
Cost in Rifts® Credits: +100,000
These weapons are illegal just about everywhere in the Megaversetm,
which reflects on their price. The blade uses the P.P.E.®
absorbed from the victim to activate the Concealment spell (which
has a spell strength of 16, no more and no less). The spell will remain
in effect until the holder desires it to become visible. The blade
(or gun, if one is used) must be within 6ft of the victim in order to
absorb the necessary P.P.E.® If the blade
hasn't been used to hurt someone for more than 24 hours it has no
magic energy and the Concealment spell can't be activated. When the
Concealment spell is "turned on," it remains on for up to one hour per
level of the Enchanter and can be made visible and concealed at will by
the blade owner during this time.
An Enchanter can also use Teleport: Lesser and Locate in the spell mix,
but this greatly restricts the blade's use. Only the person who paid the
permanent P.P.E.® can use these spells.
Once a victim is harmed/ killed and P.P.E.®
is absorbed the blade user can trigger the Teleport: Lesser spell to
make the blade vanish (whether right after the attack or up to 15 minutes
later)! The Locate spell then allows the person who used the blade to sense
where it is. The blade always teleports to a location that is familiar to
the assassin and pretty well hidden. The Concealment spell is still in
effect, so the assassin is the only person that can clearly see the blade
in its hiding place. The Teleport: Lesser and Locate spells can only be
used within 15 minutes of an attack - that's when the blade has the
necessary P.P.E.®
Some creative Enchanters have made such blades with curse spells, magical
toxins, mind- altering magic, and even the spell of Heal Wounds! The Heal
Wounds spell might seem like a bad idea at first, but a fatal strike with
the blade is still fatal - the spell just heals the outer wound to
make the cause of death that much more mysterious! Some Enchanters, who
have dabbled in Techno-wizardry®, can make
small assassin's pistols with the same powers as the blade! The range of
these guns is limited (must be within 6ft to absorb the P.P.E.®)
but they rely only on conventional bullets.
Cape of Vanishing
P.P.E.tm Cost to Create: 700,
plus 1d4+2 P.P.E.tm must be burned off
(usually from the future cape owner).
P.P.E.tm Cost to Activate: 20
per person or large object (bed, bookshelf, a cooler full of beer, etc.)
to enter or exit the extra- dimensional area.
Time to Create: Eight hours
Duration of Magic: Permanent
Duration of Activation: Unlimited and at will, but it takes
one melee round of absolute concentration to enter the limbo.
Spells Needed: Either Time Hole or Dimensional Pocket is
required, with Sanctuary as an option.
Physical Requirement: A high quality cloak, cape, or robe.
Cost in PFRPG Gold: +250,000
Cost in Rifts® Credits: One
million credits, usually more.
This powerful cape allows the wearer to enter an extra- dimensional
magic limbo that can serve as a portable hideout! The size of the area
is a 20ft by 20ft by 8ft room. This limbo pocket is accessible only
via the cape or a powerful Teleport: Superior spell (plus other means,
if the GM desires). Few are thought to exist. Magical and psionic sensing
directed against the character in the limbo pocket suffer a -50% penalty
The Sanctuary spell has the same effect upon the limbo pocket as it would
a corporeal domain, but is permanent.
Cloak of Invisibility
P.P.E.tm Cost to Create: 750
P.P.E.tm Cost to Activate: 6
Time to Create: Six hours
Duration of Magic: Permanent
Duration of Activation: Three minutes per level of the creator.
Spells Needed: Invisibility: Simple
Physical Requirement: A high quality cloak.
Cost in PFRPG Gold: 10,000
Cost in Rifts® Credits: 100,000
Same as the Invisibility: Simple spell. As long as the object is of high
quality it can be enchanted (a cloak isn't vital to the enchantment -
could be a diamond ring or a quartz medallion). With Invisibility: Superior
and the burning off of 1d4+3 P.P.E.tm (in
addition to the magic energy cost to create), a more advanced object can
be created that can be used at will (no magic energy expenditure). This
triples the value of the object, but it is limited in that the duration of
activation is the maximum amount of time the object can be active
in a 24 hour period.
Cloak of Shadows
P.P.E.tm Cost to Create: 250
P.P.E.tm Cost to Activate: 10
Time to Create: Three hours
Duration of Magic: Permanent
Duration of Activation: Two minutes per level of the creator.
Spells Needed: Shadow Meld
Physical Requirement: A finely tailored cloak, robe, or
cape made of black material. A piece of jewelry must have onyx crystal
(about 1000 gold/ credits worth) used in the creation.
Cost in PFRPG Gold: 10,000
Cost in Rifts® Credits: 25,000
It allows the wearer to Shadow Meld as per the spell. A more advanced
cloak can be created that lets the wearer Shadow Meld at will (no P.P.E.tm
necessary to activate) but requires that 250 P.P.E.tm
be expended, 1d4 P.P.E.tm be burned off,
and has triple the value. The cloak is limited in that the duration of
activation is the maximum amount of time the object can be active
in a 24 hour period.
Crystal Ball
P.P.E.tm Cost to Create: 400 per
spell used. A spell not added doesn't have to be paid for with magic
energy, but is also not avaliable to be used.
P.P.E.tm Cost to Activate: 15
Time to Create: Twelve hours
Duration of Magic: Permanent
Duration of Activation: Varies
Spells Needed: Calling, Commune with Spirits, Locate, Oracle,
and Second Sight (all are optional).
Physical Requirement: A large crystal ball. Actually, any sort
of large crystal will do as long as it weighs at least a half pound and is
of semi-rare or rare quality. Some magicians have used an ornate bowl and
fill it with water, while Mirrormages®
would certainly use a finely crafted mirror. Whatever the object used, it
must have a value of no less than 5000 gold/ credits.
Cost in PFRPG Gold: +500,000 per spell in the ball.
Cost in Rifts® Credits: One
million credits per spell, usually more.
These are very, very rare objects and are difficult to create. GMs might
wish to restrict their use to NPCs, or make them dangerous to use.
My Style: With each use a mage can activate any of the spells
used in the object's creation with the standard P.P.E.tm
cost, but they have 100 times the duration and range of a first level mage!
The crystal focuses the magic energy greatly. By permanently sacrificing
1d4 P.P.E.tm per spell added, the additional
magic energy cost can be cut down from 400 to 200 per spell added (which
should be easier to access).
PFRPG Style: A magician can use the crystal ball to find
a being (must be familiar to the mage) anywhere in a 2000 mile radius.
It takes 2d4 melees to find the target, and men of magic targeted by a
crystal ball have a 40% chance of sensing such magical spying. Divination
can be attempted once per day, with a 52% chance of success.
Iron Rod
P.P.E.tm Cost to Create: 75
P.P.E.tm Cost to Activate: 1
Time to Create: Two hours
Duration of Magic: Permanent
Duration of Activation: Instant
Spells Needed: Negate Magic
Physical Requirement: A solid iron rod (1ft to 3ft long) that
is at least 84% pure. The head of a staff or spear can also be enchanted,
but the cap/ blade must still be 84% pure iron.
Cost in PFRPG Gold: 500
Cost in Rifts® Credits: 1000
This object is a magically active rod that can dispel a magic illusion.
All that is required is that the rod be pointed at the illusion and magic
energy is sent into the rod, activating the magic. The illusion must save
vs a spell strength of 18, or else it is instantly dispelled. The range is
limited to 90ft. Plunging the iron rod into an illusion will usually
dispel it automatically, no magic energy needed.
Mage Staff
P.P.E.tm Cost to Create: 100 plus
twice the cost of the magic spell used (can be cast by another mage,
usually the owner). 1 P.P.E.tm has to be
permanently "burned off" to create this, and is usually paid for by the
owner.
P.P.E.tm Cost to Activate: To
activate the spell, the mage need only spend a third of the normal
P.P.E.tm cost to activate!
Time to Create: Four to six hours.
Duration of Magic: Permanent
Duration of Activation: Varies according to the spell.
Spells Needed: A single spell from levels one through eight.
Physical Requirement: A branch that is relatively straight and
taken from a plant that is at least 100 years old. Could be long (for
staves) or short (for a sceptre or rod). Alternately, a finely crafted
staff or rod can be used (no less than 2000 gold/ credit value).
Cost in PFRPG Gold: About 2000 per level of the spell.
Cost in Rifts® Credits: About
5000 per level of the spell.
A Mage Staff can be instilled with one magic spell between levels one
and eight. Ritual spells cannot be put into the staff. Most of
the time, magicians will make (with the assitance of the Enchanter, of
course) a staff with a sensing or attack spell. The spell will function
at a strength equal to that of the user (no matter who the user is). The
staff is limited in that only one magic spell can be placed in it.
The value of the Mage Staff can vary depending on the spell it contains.
Staves generally do 1d8 S.D.C.tm damage
and have about 25 S.D.C.tm), while a sceptre
or rod does 1d6 S.D.C.tm damage and has
about 15 S.D.C.tm To make a magically
stronger object, Enchanters need to expend 100 P.P.E.tm
or burn off 1 P.P.E.tm in order to add
+1d6 S.D.C.tm damage or to add +20
S.D.C.tm (both become M.D.tm
in a Rifts® world). A maximum of 20
S.D.C.tm and +1d6 damage can be added
per two levels of experience.
Sensing Gem
P.P.E.tm Cost to Create: Ten times
the cost of the chosen spell.
P.P.E.tm Cost to Activate: None
(automatic)
Time to Create: One hour
Duration of Magic: Permanent
Duration of Activation: As long as necessary.
Spells Needed: One spell can be put into the gem - this is
usually Sense Magic, Sense Evil, Sense P.P.E.tm,
or See the Invisible, but other higher level sensing spells can be used too.
Physical Requirement: A single gem of moderate to high value.
Can be built into a ring, necklace, sword, or other object. The gem must
reflect the spell it contains - an onyx crystal is used for Sense Evil
spells, quartz crystal for See the Invisible or Sense Magic, while the rare
gem that contains a Sense Blue Flame spell would have to be a blue ruby.
Cost in PFRPG Gold: 5000
Cost in Rifts® Credits: 10000
A gem is used to contain a magical charge, and allows the holder to
sense things as per the spell used in the gem. Only one spell per gem is
allowed, but multiple gems could be built into a sword, crown,
amulet, etc. Three or four gems should be the normal limit.
Strengthen Armor
P.P.E.tm Cost to Create: 50 per 10 S.D.C.tm
or 10 M.D.C.tm
P.P.E.tm Cost to Activate: None
Time to Create: One hour per extra 10 S.D.C.tm
or M.D.C.tm
Duration of Magic: Until the extra S.D.C.tm
or M.D.C.tm is destroyed. Once the magical
protection is destroyed it no longer exists unless the armor is enchanted
again.
Duration of Activation: Permanent until destroyed.
Spells Needed: Armor of Ithan or Magic Armor.
Physical Requirement: High quality armor, preferably new.
Cost in PFRPG Gold: 200 per extra 10 S.D.C.tm
Cost in Rifts® Credits: 10 per
extra 10 S.D.C.tm or 1000 per extra 10
M.D.C.tm
Normal armor (and even clothing) can be enchanted with extra, magical
S.D.C.tm The limit of magical S.D.C.tm
that can be added is equal to the S.D.C.tm
capacity of the armor (an article of clothing can have a maximum of 10
S.D.C.tm added to it). The magical S.D.C.tm
is subtracted from first, then the object's is depleted. In a Rifts®
world, all extra S.D.C.tm becomes M.D.C.tm
The armor/ clothing itself is unchanged, and becomes totally normal when
all the magical protection is destroyed.
Weapon Aura
P.P.E.tm Cost to Create: 750, plus
25% of the P.P.E.tm cost to cast the
spell used in creation must be burned off (usually from the future owner).
Thus, Call Lightning would require 4 P.P.E.tm
to be burned off.
P.P.E.tm Cost to Activate: None
Time to Create: Eight hours
Duration of Magic: Permanent
Duration of Activation: One melee per level of the Enchanter,
with a one melee period of non- use between uses.
Spells Needed: Only one of the following: Fire Ball, Call
Lightning, Black Light, Ice
Blast, or Sunbeam. In general, a magical
attack spell equal to or greater than level five is required.
Physical Requirement: One weapon of top quality for its class.
Cost in PFRPG Gold: Varies - usually 1000 times the listed
cost (so a 40 gp weapon would be worth 40,000 gp!)
Cost in Rifts® Credits: Varies -
usually 1000 times the cost for a melee weapon, while a high- tech
device would cost 10 to 20 times more than the standard cost.
This is a form of enchantment that transforms a strong attack spell
into a magical aura that envelops the weapon as desired. When the aura
is desired, it springs to life instantly. The weapon will then do damage
equivalent to the attack spell at a level half that of the Enchanter.
Example: A seventh level Enchanter got lucky and learned the
Black Light spell. A swordsman with
8 P.P.E.tm wants a sword with that spell
in it. The Enchanter must expend 750 P.P.E.tm
and the swordsman would have to burn off 5 P.P.E.tm
from his permanent base. His new sword would do an amazing 6d6+12
S.D.C.tm damage, and 6d4
M.D.tm in Rifts®! The GM might
consider simplifying the damage to 1d4x10+10 S.D.C.tm
and 4d6 M.D.tm