Spellblade

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Magus

Magus 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: 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.


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 level Spells, and only expend a use the Channel ability for their 2nd-5th 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 20 -
1st level Magus Spell None 1 1 Mana
2nd level Magus spell 1st level Magus spell 1 2 Mana
3rd level Magus spell 2nd level Magus spell 1 3 Mana
4th level Magus spell 3rd level Magus spell 1 4 Mana
5th level Magus spell 4th level Magus spell 1 5 Mana
Mana (1-30) None 1/2
Mana (31-50) Mana 30 1
Energy (max 24) 1
"Spell Pool 1" None 0
"Spell Pool 2" "Spell Pool 1" 5
"Spell Pool 3" "Spell Pool 2" 15
Techniques
Weapon Ward None 3 1 Energy
Parry Weapon Ward 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
Ley Magic Powers
Ley Points (Max: 15) Power: Ley Study 1 -
Aura Emulation Power: Ley Study 2 1 Ley Point
Overload Power: Ley Study 2 1 Ley Point
Penetrating Magic Power: Ley Study 2 1 Ley Point
Barrier Spell Power: Ley Study 3 2 Ley Points
Forked Spell Power: Ley Study 3 2 Ley Points
Ignite Magic Spell Pool 1 & mana 6
Planar Repulsion None 4
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.

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 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.

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.


Magus Skills:

Spell Pool - This skill gives the character access to Spell Pool as outlined in the Magic and Spell section. Each Rank of this skill increases the characters pool by 25 points. Healers and Paladins gain Magical Healing, Evokers and Magus gain Magical Damage, and Callers gain Natural Attack.


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.


Barrier (Ley skill) - 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 not stack with other armor buffs, and 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 Magus 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.