Spellblade
Spellblades
Spellblades are skilled melee combatants who have also devoted themselves to the channeling of elemental forces to supplement their combat ability.. 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 a Mage with it. Splitting up their training time and the addition of heavy armaments makes can make for difficult mastery.
Armor: Spellblades 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: Spellblades are skilled with the following weapons: Short Weapon, Medium Weapon, and Great Weapon.
Class Features
Elemental Negation: Spellblades 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: Spellblades 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 and 2nd level Spells, and only expend a use the Channel ability for their 3rd-5th level Spells. This does not prevent the character from throwing their Spells effects.
Spell Pool- Spellblades 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 can deliver their spells and spell pool. 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. To be specific, if a character decides they want to expend 20 points of their spell pool in an attack they would swing their weapon with a verbal call of 'Magic 20 [Element]' where the element is chosen from those available to the character. At base this will be Fire, Water, stone, and Wind. This is done freely and does not expend a use of the Channel skill.
Name | Prerequisite Skills | SP Cost | Use Cost |
Focus + 1 | None | 15 | - |
Focus +2 | Focus +1 | 15 | - |
Focus +3 | Focus + 2 | 15 | - |
One Handed Block | None | 4 | |
1st level Spellblade Spell | None | 1 | 1 Mana |
2nd level Spellblade spell | 1st level Spellblade spell | 1 | 2 Mana |
3rd level Spellblade spell | 2nd level Spellblade spell | 1 | 3 Mana |
4th level Spellblade spell | 3rd level Spellblade spell | 1 | 4 Mana |
5th level Spellblade spell | 4th level Spellblade spell | 1 | 5 Mana |
Mana (1-40) | None | 1/2 | |
Mana (41-70) | Mana 40 | 1 | |
Energy (1-16) | 1 | ||
Energy ( 17-24) | 16 Energy | 2 | |
"Spell Pool 1" | None | 0 | |
"Spell Pool 2" | "Spell Pool 1" | 5 | |
"Spell Pool 3" | "Spell Pool 2" | 10 | |
Techniques | |||
Weapon Ward | None | 2 | 1 Energy |
Deflect | None | 2 | 1 Energy |
Parry | Weapon Ward or Deflect | 4 | 2 Energy |
Riposte | Parry | 6 | 3 Energy |
Aura Blade | None | 6 | 3 Energy |
Disarm Strike | None | 2 | 1 Energy |
Maim Strike | Disarm Strike | 4 | 2 Energy |
Stun Strike | Maim Strike | 6 | 3 Energy |
Slay Strike* | Stun Strike and no Overpower | 7 | 4 Energy |
Overpower* | Stun Strike and no Slay Strike | 7 | 4 Energy |
Metamagic | |||
Ley Points (Max: 15) | None | 1 | - |
Aura Emulation | 1 Ley Point | 2 | 1 Ley Point |
Overload | 1 Ley Point | 2 | 1 Ley Point |
Penetrating Magic | One other metamagic skill | 3 | 2 Ley Points |
Elemental Spell | One other metamagic skill | 3 | 2 Ley Points |
Revitalize | Two other metamagic skills | 4 | 1 Ley Point |
Advanced Skills | |||
Barrier | None | 3 | |
Ignite Magic | Spell Pool 1 & mana | 6 | |
Planar Repulsion | None | 4 | |
Source Mixing | Any 2 Ley Skills and Techniques | 8 | See below |
Spellblade Techniques
Aura Blade - This skill adds the Flavor Carrier Magic to the character's weapon damage calls and increases the weapon's Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.
Deflect - This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the Massive carrier. To use this skill, the character must call “Deflect”.
Disarm - This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected. This skill can only be used with Brawl weapons.
Maim Limb - This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim <Limb>”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.
One Hand Block - This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.
Overpower - This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the “Massive” Modifier. This skill can only be used with Great Weapons.
Parry - Parry is called as a defense to a melee attack and stops all negatives associated with the blow. Parry may be used on melee attacks that normally take effect even on hits to shields.
Slay Strike - This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a Slay effect.
Stun Strike - This effect causes a target to be rendered Stunned for 10 minutes. This skill is used by calling “Stun Strike” and landing a legal weapon blow; this attack is a single swing hit or miss.
Weapon Ward - This skill will negate any Disarm/Shatter effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.
Spellblade Spells:
1st Level:
Light - Allows for the use of a muted flashlight or glowstick for up to 12 hours.
Mending - 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 Spellblade 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.
Breathe Liquid - per the standard Breathe Liquid effect
Refit - as per the standard refit spell
Elemental Shield - per the standard elemental shield effect
4th Level
Destroy - per the standard Destroy effect.
Stoneskin - per the standard Stoneskin effect
Gaseous Form - per the standard Gaseous Form effect.
5th Level:
Summon Weapon - per the standard Summon Weapon effect except the flavor is any element the caster can use for their spell pool
Heroism - per the standard Heroism effect
Nova - Harnesses the true power of the elements to deliver a powerful blast at the caster's command. When used the caster declares 'Elemental 40 [Element] Burst' dealing 40 points of damage to all within weapon range. Note: this specifically hits allies if they are close enough.
Metamagic
Aura Emulation - This skill allows the character to funnel their magic outward as a defense in response to a successful melee weapon strike. This is an Active defense, and therefore cannot be used against Surprise. Skills or abilities that prevent the strike from making contact, such as Dodge, Parry or Magic Shield will prevent this skill from being used. The call for this defense is “Magic Aura <Flavor>”, which will automatically strike the attacker, dealing 30 points and the flavor is based on the characters Spell Pool.
Overload: This skill allows the character to add the Critical Modifier to a single spell, or can be used with the character’s Spell Pool to add the Critical Modifier to their current pool.
Penetrating Spell: - Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call "body" appended to the incant. Unlike most metamagic, Penetrating Spell can be applied to Spell Pool. The cost must be paid separately for every application of Spell Pool and this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving. Healing Pool can be delivered this way despite normally being desirable and normally affecting Body to start with; this is the means by which Mages attack undead and other life-hating monsters.
Elemental Spell: Elemental Spell is a similar modification to a spell, called as "Elemental <Flavor> <Effect>" . Elemental Attacks are very powerful against opposing-element targets and some creatures that are vulnerable to certain elements.
Revitalize: Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual. Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool. This means, under normal circumstances, that you can generate no more than 70 extra points of mana per event, at the cost of losing your use of Ley Skills in a commensurate amount.
Spellblade Skills:
Spell Pool - This skill gives the character access to Spell Pool as outlined in the Magic and Spell section. Every rank of Spell Pool adds 25 points of usable pool and increases the cap on spell pool used per attack by 5 (Spell Pool 1 spell cap is 10). Spell Pool must be delivered in increments of 5. Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage spell Evocation. Spellblades can use their spell pool to manifest any form of the 4 basic Elemental damage types (Fire, Water, Stone, or Wind) as Magical damage. (Verbal: "Magic # [element"]). This is normally delivered through their blade via channel, for free. Spellblades with the Lancet power can cast their spell pool like a mage and use a packet to deliver the damage.
Focus +X: This is directly added to a character's base weapon damage with any weapon in which the character is proficient. Focused is purchased for your main hand only. You cannot buy it a second time for your offhand.
Barrier - This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.
Planar Repulsion - By channeling elemental energy, you temporarily push certain creature types back to their home plane. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Construct, Elemental, and Outsider.
Ignite Magic - This skill allows the character to temporarily increase their maximum Spell Pool. When used, they will gain 25 Spell Pool and can sacrifice up to 10 mana, gaining 5 Spell Pool per mana sacrificed. This increase will last for up to 5 minutes or one Encounter and will refresh along with the rest of the character’s Spell Pool for the duration. This skill may be used once for each time purchased.
Source Mixing - This skill allows the character to utilize her Energy and Ley points interchangeably by spending one more of the resource used in place of the other. For example, a Spellblade with this skill may spend 3 Ley points to use their Parry skill or 2 Energy to use the Aura Emulation skill. This is not a taggable skill. Once purchased the character may exchange pools freely as noted above.
Spellblade Powers
Amplify Barrier - This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.
Conduit* - This power allows the character to use the Channel Class Feature two additional times each reset.
Element Exclusion - This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points.
Enchant Element - This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.
Lancet - This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool.
Kintsugi Barrier - This power modifies the Barrier skill for a spell blade. With this power, the spell blade's armor is refit upon the use of their Barrier skill.
Spellblade Heroic Powers
Arcane Strike - This Power allows the character to deliver an attack with a more powerful version of their Channel skill. They may use the Arcane Delivery Type instead of the Magic Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of Channels.
Enhanced Kintsugi Barrier - (must have Kintsugi Barrier power) This power further adapts the spell blade's barrier skill to trigger not only a Refit, but a Purity of Cleansing Waters when used. This Refit & Cleanse are self only.