Spellblade

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Magus

Magus are skilled melee combatants who have also devoted themselves to the mastery of the arcane arts. This makes them deadly foes in close quarters, as they can unleash powerful spells through their weapons with little effort. While they practice the ways of Elemental Magic they are not as proficient as an Evoker with it. Splitting up their training time and the addition of heavy armaments makes can make for difficult mastery.

Armor: Magus skilled in combat they are able to wear up to Medium Armor; however, they are not skilled with shields, as such bulky gear gets in the way of their magic.

Weapon Proficiencies: Magus are skilled with the following weapons: Short Weapon, Medium Weapon, and Great Weapon.

Spell Casting: Magus have access to the Elemental path of magic, as defined in the Magic and Spells chapter. They are limited to a maximum number of 1st level Spell Slots, they can only purchase 6.

Combat Slots: Magus have access to a limited amount of martial skill and Special Attacks. They are limited to a maximum number of 1st Tier Combat Slots, they can only purchase up to 6.

Class Features

Elemental Negation: Magus have mastered the art of mixing their martial prowess and magical aptitude allowing them to Negate damaging attacks with the Magic or Elemental delivery, by expending an equal amount from their Spell Pool. For example, the character is struck by Elemental 20 Fire, they could expend 20 points of their Spell Pool to Negate the attack and they would suffer no damage; but, they are down those points until they refresh their pool.

Channeled Power: Magus use their weapons as spell casting implements through the use of the Channel Class Feature. This skill can be used 3 times each reset at 1st level plus an additional time for each 3-character levels after that, (IE. 1st, 4th, 7th, and so on.). Characters can freely Channel their 1st-3rd level Spells, and only expend a use the Channel ability for their 4th-9th level Spells. This does not prevent the character from throwing their Spells effects. Spell Pool- Magus by default cannot throw their Spell Pool, but can deliver it with Channel without expending their per reset uses.

Channel: This skill changes how the character delivers their spells. Instead of throwing spells with packets, they deliver a spell with their melee weapon. To use this skill, the call is “Magic<Spell Name><Damage and Flavor/Effect>” and then swinging their weapon. The Spell Slot/Spell Pool points are expended regardless of if the attack hits or misses. This skill follows all the normal spell rules for affecting a target, as well as the Flurry rules for weapon swings.

Name Prerequisite Skills SP Cost Use Cost
Focus + 1 15 -
Focus +2 Focus +1 15 -
Focus +3 Focus + 2 15 -
Mana (1-30) None 1/2
Mana (31-60) Mana 30 1
1st level Magus Spell None None 1 Mana
2nd level Magus spell 1st level Magus spell 1st level Magus spell 2 Mana
3rd level Magus spell 2nd level Magus spell 2nd level Magus spell 3 Mana
4th level Magus spell 3rd level Magus spell 3rd level Magus spell 4 Mana
5th level Magus spell 4th level Magus spell 4th level Magus spell 5 Mana
Energy See below 1
Weapon Ward None 3 1 Energy
Block Weapon Ward 3 1 Energy
Parry Block 4 2 Energy
Riposte Parry 5 3 Energy
Disarm Strike None 3 1 Energy
Maim Strike Disarm Strike 4 2 Energy
Stun Strike Maim Strike 5 4 Energy
Slay Strike* Stun Strike and no Overpower 6 5 Energy
Overpower* Stun Strike and no Slay Strike 6 5 Energy
Aura Emulation Power: Ley Study 2
Overload Power: Ley Study 2
Penetrating Magic Power: Ley Study 2
Alter Magic Power: Ley Study & any other Ley Skill 3
Barrier Power: Ley Study 3
Source Mixing Any 2 Ley Skills and Techniques 8 See below


Magus Spells:

1st Level:

Light - Allows for the use of a muted flashlight or glowstick for up to 12 hours.

Resolve - immediately repairs 5 points of armor, fixing a breach if this takes the armor to (or over) its maximum rating

Elemental Blade - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.

Weaken - Weakens the target for 5 minutes or until the end of the encounter

Surf the Wind:  This will allow a Magus to "surf" the wind and bypass any physical challenge obstacle where the marshal rules it is reasonable to do so, i.e. jumping stones or a large crevasse but will not work on challenges that happen to by physical like puzzles.

Pin - Generates the Pin effect as defined in the effects section.

2nd Level:

Impenetrable - prevents one attack from going to body, damage is applied normally to armor, instead

Rage of Fire - Adds 10 to base damage and alters carrier to Fire for 1 swing.

Strength of Earth - adds +2 strength for one encounter or five minutes, self-only

Detonate - per the standard Detonate effect.

3rd Level:

Purity of Cleansing Water- this will dispel any non instant effect that the character is aware of. This will not work on things like Sleep, Petrify, Prison or Cocoon but will work on any other contain effect, metabolic effect that the character is in game aware of. This is self only.

Strength of Will - renders the Paladin immune to Fear effects for one encounter or five minutes.  Strength of Will explicitly trumps whatever flavor-of-the-month nonsense we’ve dreamed up to invalidate PC immunities - Terror, Horror, Death Coil, regardless of the vector, if it tries to scare you, Strength of Will prevents it.

Immovable - an Immovable Paladin is immune to any effect other than his own free will that would cause to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.

Block - Block is called as a defense to a melee attack and treats that attack as though the Magus had successfully interposed his attuned weapon between himself and the incoming attack.  

4th Level[edit | edit source]

Cure Metabolic - Cure Metabolic immediately ends the duration of all Metabolic effects on the target.

Sacrifice - Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, removing all negative effects and body/armor damage.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  Sacrifice is voice delivered as “Voice <Target> Sacrifice”.  

Bane - doubles a Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.

5th Level:[edit | edit source]

Miracle - Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle, but it is otherwise deliberately left undefined.  

Cleanse - immediately ends the duration of all negative effects on a friendly target.

Life - Life interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.