KaorinSakura

Magus [PTUk]

May 17th, 2014
316
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.07 KB | None | 0 0
  1. Magus
  2.  
  3. Magus
  4. [Class] [+2 SATK]
  5. Prerequisites: Novice Education (Occult)
  6. Static
  7. You gain the Struggle Attack Arcane Lance and select one of the four schools Magic: Creation, Entropy, Primal, or Spirit, to become a specialist in. Your Arcane Lance deals damage equal to the Type associated with the school:
  8.  
  9. Creation: Normal. Entropy: Dark. Primal: Fire, Rock, Ice, or Electric (choose one upon gaining this feature). Spirit: Psychic.
  10.  
  11. You then select a sub-school. When obtaining Magic Training you can only learn spells from your specialist school and sub-school.
  12.  
  13. Note: Arcane Lance requires the use of a Staff or Wand (you can obtain one by spending $2000 for the wand or $3500 for the Staff when obtaining this class). Arcane Lance allows you to make a Struggle Attack with a range of 6 and use your Special Attack stat rather than Attack stat for damage.
  14.  
  15. Wand is a 1H weapon and Staff is a 2H weapon.
  16.  
  17.  
  18.  
  19. Magic Training
  20. [+2 SATK] [Ranked 3]
  21. Rank 1 Prerequisites: Magus
  22. Rank 2 Prerequisites: Magus, Expert Education (Occult)
  23. Rank 3 Prerequisites: Magus, Master Education (Occult)
  24. Static
  25. Each time you obtain this feature, learn 2 Magus Spells.
  26.  
  27.  
  28.  
  29. Talented Specialist
  30. [+2 SATK]
  31. Prerequisites: Magus, Adept Education (Occult)
  32. You gain the Talent for your chosen school of Magic.
  33.  
  34.  
  35.  
  36. Talented Mastery
  37. [+2 SATK]
  38. Prerequisites: Magus, Talented Specialist
  39. Static
  40. The Accuracy Checks of your Spells in your chosen school of Magic is reduced by 1. Learn a Spell of your chosen school.
  41.  
  42.  
  43.  
  44. Spell Lance
  45. [+2 SATK]
  46. Prerequisites: Magus, 4 Magus Features, Master Education (Occult)
  47. Spend 3 AP - Free Action
  48. You can use a Spell learned through Magus as a Shift Action after hitting a foe with an Arcane Lance.
  49.  
  50.  
  51.  
  52. Talents
  53.  
  54. Creation Talent
  55. You can use the Spell Spell Wisp as a Swift Action. Additionally, you can summon a Light Wisp, illuminating a 4-meter radius with a shadowy illumination of a 2-meter radius. Summoning and dismissing a Light Wisp is a Free Action.
  56.  
  57. Entropy Talent
  58. You gain Deathsight. You know the exact number a foe Faints (0 HP or less if they have Defiance or something similar) with a glance. Additionally, when you cause a foe to gain an injury with Arcane Lance or a Spell obtained from Magus, you choose which CS the injury lowers.
  59.  
  60. Primal Talent
  61. Your Primal school Spells Effect Range is increased by +2. Additionally, you can create a small flame in your hand. The flame cannot be used in combat for struggle attacks but can be used to set things alight. It remains in your hand until dismissed. Summoning and dismissing the flame is a Free Action.
  62.  
  63. Spirit Talent
  64. The range of your Arcane Lance and Spirit Spells are increased by 2. Additionally, you can sense the mood of a creature with an Intelligence of at least 5 as a Shift Action. The GM must describe the mood in one word (angry, confused, or happy, for example).
  65.  
  66.  
  67.  
  68. Spells
  69.  
  70. *Creation Spells*
  71.  
  72. Spell: Glyph of Paralysis
  73. Type: Normal
  74. Frequency: EoT
  75. AC: None
  76. Damage Base: None
  77. Class: Status
  78. Range: 6, Hazard
  79. Effect: Set 2 glyphs on any surface (including liquid surfaces). If a foe moves within 2-meters of a glyph the foe becomes Paralyzed and the glyph vanishes. If the foe was already Paralyzed when triggering the glyph on the foe's next turn the DC for paralysis is increased by 10.
  80.  
  81. Spell: Heal
  82. Type: Normal
  83. Frequency: Scene x2
  84. AC: 2
  85. Damage Base 5: 1d8+8 / 13
  86. Class: Special
  87. Range: Melee, 1 Target
  88. Effect: This Spell restores the targets HP instead of dealing damage. Do not apply weakness, resistances, stats, immunities or damage reduction. (You still add your special attack stat).
  89.  
  90. Spell: Heroic Offense
  91. Type: Normal
  92. Frequency: Scene
  93. AC: None
  94. Damage Base: None
  95. Class: Status
  96. Range: Melee, 1 Target or Self
  97. Effect: The target gains +1 Accuracy CS and +5 Damage to their attacks until the end of the scene.
  98.  
  99. Spell: Spell Wisp
  100. Type: Normal
  101. Frequency: Daily x2
  102. AC: None
  103. Damage Base: None
  104. Class: Status
  105. Range: Self
  106. Effect: You summon a wisp. The wisp has a Levitate movement capability of 6 and moves whenever you move (in any direction you please that it can legally move) and are intangible. You may originate Spells you learn through Magus from this wisp. Spell Wisp lasts until the end of the scene.
  107.  
  108. *Entropy Spells*
  109.  
  110. Spell: Daze
  111. Type: Dark
  112. Frequency: Scene x2
  113. AC: 3
  114. Damage Base: None
  115. Class: Status
  116. Range: Cone 2
  117. Effect: The target suffers -1 Accuracy and Evasion. On 17+, the target is Confused.
  118.  
  119. Spell: Drain Life
  120. Type: Dark
  121. Frequency: Scene x2
  122. AC: 2
  123. Damage Base 6: 2d6+8 / 15
  124. Class: Special
  125. Range: 4, 1 Target
  126. Effect: After the target takes damage, the user gains Hit Points equal to the damage they dealt to the target.
  127.  
  128. Spell: Vulnerability Hex
  129. Type: Dark
  130. Frequency: Scene x2
  131. AC: 2
  132. Damage Base: None
  133. Class: Status
  134. Range: 6, 1 Target
  135. Effect: The target loses 1 Evasion and suffers a -2 penalty on skill checks and saves for the remainder of the scene. This can only target a foe once per scene.
  136.  
  137. Spell: Weakness
  138. Type: Dark
  139. Frequency: Scene x2
  140. AC: 2
  141. Damage Base: None
  142. Class: Status
  143. Range: 6, 1 Target
  144. Effect: The target loses 1 Accuracy CS and is Slowed.
  145.  
  146. *Primal Spells*
  147.  
  148. Spell: Flame Blast
  149. Type: Fire
  150. Frequency: EoT
  151. AC: 2
  152. Damage Base 5: 1d8+8 / 13
  153. Class: Special
  154. Range: Line 4
  155. Effect: Flame Blast is 2-meters wide and has a Damage Base of 10 on 18+.
  156.  
  157. Spell: Rock Armour
  158. Type: Rock
  159. Frequency: Daily x2
  160. AC: None
  161. Damage Base: None
  162. Class: Status
  163. Range: Melee, 1 Target or Self
  164. Effect: If the target is not already wearing armour, they gain Medium armour until the end of the scene.
  165.  
  166. Spell: Shock
  167. Type: Electric
  168. Frequency: EoT
  169. AC: 2
  170. Damage Base 6: 2d6+8 / 15
  171. Class: Special
  172. Range: 6, Ranged Blast 2
  173. Effect: None
  174.  
  175. Spell: Stonefist
  176. Type: Rock
  177. Frequency: At-Will
  178. AC: 2
  179. Damage Base 5: 1d8+8 / 13
  180. Class: Special
  181. Range: 6, 1 Target
  182. Effect: The target becomes Tripped on 10+.
  183.  
  184. Spell: Winter's Grasp
  185. Type: Ice
  186. Frequency: EoT
  187. AC: 2
  188. Damage Base 4: 1d8+6 / 11
  189. Class: Special
  190. Range: 6, 1 Target
  191. Effect: The target becomes trapped in a cloud of frost and ice (Ice Types or those immune to Ice damage are immune to this effect). While trapped, at the start of the target's turn they must succeed a DC11 save check or lose 1/16th of their max HP (apply weakness and resistances). If the target fails the save for 3 consecutive turns they become Frozen. If they pass the save they are no longer trapped.
  192.  
  193. *Spirit Spells*
  194.  
  195. Spell: Arcane Bolt
  196. Type: Psychic
  197. Frequency: At-Will
  198. AC: 2
  199. Damage Base 4: 1d8+6 / 11
  200. Class: Special
  201. Range: 10, 1 Target
  202. Effect: Arcane Bolt has a Damage Base of 8 on 15+.
  203.  
  204. Spell: Mana Drain
  205. Type: Psychic
  206. Frequency: Daily x2
  207. AC: 4
  208. Damage Base: None
  209. Class: Status
  210. Range: 10, 1 Target
  211. Effect: The target loses 1 use of a Scene or Daily Move and you recover the use of a Scene or Daily Spell. You may choose to recover the use of a Scene Spell even if the target lost the use of a Daily Move but you may not recover the use of a Daily Spell if the target lost the use of a Scene Move.
  212.  
  213. Spell: Mind Blast
  214. Type: Psychic
  215. Frequency: Scene
  216. AC: 5
  217. Damage Base: None
  218. Class: Status
  219. Range: 12, 1 Target
  220. Effect: The target becomes Tripped. Targets using Sky or Levitate movement capabilities immediately fall to the ground and become Tripped. The target becomes Flinched on 10+.
  221.  
  222. Spell: Spell Shield
  223. Type: Psychic
  224. Frequency: Scene
  225. AC: None
  226. Damage Base: None
  227. Class: Status
  228. Range: Self
  229. Effect: Gain 5 DR or select a Type and gain 15 DR to that Type. This lasts until the end of the scene.
  230.  
  231. Spell: Walking Bomb
  232. Type: Psychic
  233. Frequency: Scene x2
  234. AC: 3
  235. Damage Base: None
  236. Class: Status
  237. Range: 4, 1 Target
  238. Effect: At the end of the target's turn if the target took a Standard Action (or had their action lost due to a status condition) they lose 1/8th of their Max HP. If this effect causes the target to Faint, they create a 4-meter burst explosion dealing damage equal to the target's Level (do not apply stats, weaknesses, resistances, immunities or damage reduction). This can only target a foe once per scene.
Advertisement
Add Comment
Please, Sign In to add comment