|
Magus
hd |
armor |
intial wp |
start nwp |
alignment |
D7 |
Any |
Three |
One |
Any |
thaco |
weapons |
gained wp |
non-prof |
start gp |
Warrior |
Any |
Every 3rd |
Cannot Use |
4D6 |
Magii are part
weapon-saavy fighter and part reckless mage - good at both but master
of neither. Their class often goes by the name of "Spellsword",
"Spellstaff", or 'spellsomething' depending on their weapon
of choice. As Magii gains levels, their weapon becomes more and more ornate.
They name their weapons. The following conditions apply to Magii:
Unique
Life Score |
Rolls a D7
+ Constitution Bonus + Magic Bonus for Life |
Synthesis |
Life
score serves as both mana and HPs |
Weapons
Training |
Uses warrior
proficiencies on a single weapon & styles |
Spell
Limits |
Can cast
up to 5 Life spells |
Rough
Caster |
Must always
roll to see spell success |
Exhaustion |
A magii must
rest at least 8 hours to refill 10 Life |
Distinct Lifeforce |
A magii may never be healed by spells |
Magii also gain
skills at certain levels, their cost is paid in Life and they do
not require rolls:
Ability |
Level |
Cost |
Effect |
Indestructible |
1 |
- |
weapon cannot
be destroyed |
Enchant |
2 |
2 |
weapon strike
can harm invulnerable creatures |
Channel |
3 |
var. |
can blast
for D4 / per 1 Life spent* [lvl = max] |
Reflection |
4 |
5 |
weapon can
reflect a spell, 50% of the time |
Shatter |
5 |
3 |
'shatter'
enemy's weapon on a succesful block |
Ease |
6 |
- |
can move
& block while casting spells |
Freedom |
7 |
- |
can wear
leather armor and still cast spells |
Sanctuary |
8 |
7 |
can mark
an area where no one can pass |
Ego |
9 |
- |
weapon manifests
a personality (3D6 ego score) |
Eros |
10 |
- |
weapon expresses
desire and feeling (+D6 ego) |
* the channel
power has many uses, including blasting the Magii up (like a propellant)
or channeling the Magiis own HPs into another friend. It can knock over
obstacles or dent iron. Damage done from channeling cannot be healed.
Also note that ego is a measure of drive and intelligence. In most every
case, the weapon seeks to serve the Magii, when there is conflict the
Magii's magic score is opposed to the weapon's ego.
At level 9 or any time after, a Magus
may elect to become a Sword Saint
(or Scythe Saint, or whatever their weapon is). Sword Saints may not be
revived from the dead, and require 13xp to gain a level. Sword Saints
gain the following powers.
Ability |
Cost |
Effect |
Absorb |
- |
D100: 1 - 50, gain mana/damage in
life, 51+ take full |
Vorpalize |
10 |
cause one strike to be vorpal |
Negatize |
7 |
cause one strike to kill spell shield
or spellcasting ability |
Whisps |
5 |
strikes leave streaks of brilliant
light, magii AC = +5 |
Toss |
3 |
throw weapon and have it return |
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