Spellblade

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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.

Spell Pool- Spellblades by default cannot throw their Spell Pool, but can deliver it with Channel without expending their per reset uses. Spell pool for a Spellblade is elemental and may be expressed as any of the four basic elements (Fire,Stone, Wind, or Water). See Spell Pool description below for further details.

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 Mana/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. 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.

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 None 1 2 Mana
3rd level Spellblade spell None 1 3 Mana
4th level Spellblade spell None 1 4 Mana
5th level Spellblade spell None 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 None 4 2 Energy
Riposte None 6 3 Energy
Aura Blade None 6 3 Energy
Disarm Strike None 2 1 Energy
Maim Strike None 4 2 Energy
Stun Strike None 6 3 Energy
Slay Strike* Cannot have Overpower 7 4 Energy
Overpower* Cannot have Slay Strike 7 4 Energy
Metamagic
Ley Points (Max: 15) None 2 -
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 effect 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 MUST hit the item to be affected. this does not effect natural weapons like claws

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:

Symbol key reminder:

  • spells are chainable *
  • spells are potion-able #
  • Spells are invoked on use, no incant ^

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


Disarm: This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon.

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


Shielding*#: This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell.

2nd Level:

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

^Burning Rage - 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 - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: "With eldritch force I detonate your <Item>"


^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.


Shun-This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Physical effect. Duration: 1 encounter

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 - This spell allows the recipient to Breathe water <or other appropriate Liquid, if any> for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.

*Refit - This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.


Erupt: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.

#*Elemental Shield - This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.


Unfetter Pool*#: This spell removes the cap on Spell Pool and adds the 'critical' tag to the attack for one use. This allows a Mage to dump his/her entire spool as one devastating burst. To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.

4th Level

Destroy - This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).

#*Stoneskin - This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used.


Push: This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.


*Summon Weapon -This spell summons a +0 Magic (but must include an element as well so your call will be "# Magic [element]") This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.

#*Gaseous Form - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.

5th Level:

Ancient Aspect (I call upon the Elements to grant you the power of Ancient <flavor>): Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: <Flavor>, Immune to Pin and Bind, <Flavor> Affinity, Reduced ½ Damage from <Flavor>, and Terrain Adaptation: <Flavor>. In addition, the target gains Vulnerable <Flavor>, where the vulnerability is to the opposing element of the one chosen at the time of casting.


#Heroism - This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.


Faultline (I call upon the Earth to create a Faultline): This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 physical attacks. Each attack is delivered individually with a call of “Natural Knockdown Massive” and must be the next two swings taken by the caster. These attacks can last unused for up to one Encounter or 5 minutes.

^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 - Due to their closeness to the elements, Spellblades have learned how to push raw elements into their weapons to release devastating magical destruction via their Spell Pool. . This is cast as "Magic X <damage type>" and weapon delivered. Every rank of Spell Pool adds 25 points of usable pool and increases the 'spell cap' of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time. Spell Pool must be delivered in increments of 5 (reminder that one point of spell pool will deal 1 point of element specific damage). Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation. 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. A spell blade may freely choose between the four basic elements (Fire, Water, Wind, Stone) when using their spell pool and may change their type for each attack.

Focus +X:  This is directly added to a character's base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon. Ambidexterity may never be used to stack it over your class maximum.

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.