Spellblade

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Revision as of 20:13, 29 January 2024 by Mikecraft (talk | contribs) (Created page with " == 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...")
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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.