Friday, August 31, 2018

GLOG: Class: Sword Wizard



The rule of Norag is one of eugenics. There are greater men and there are lesser men. The lesser men serve, while the greater men rule. But kings are not made by their blood and pedigree. To be king one must be worthy.

Like their War Wizard brethren, the Sword Wizards have given themselves to the War Lich. But where the War Wizards give mind, body, and soul; the Sword Wizards need only give their heart.

For hours the Sword Wizards are held flat on a basalt slab as their chest is sliced, their ribs cracked, and their veins snipped until before their very eyes rests their beating heart. Then at last the micalibur, a sword of such fine a craft to be of an immeasurable earthly value, is thrust into their chest. Those that survive leave the basalt tower to make kings worthy for the thrones of greater men.

Bright Wizard by calebcleveland
by calebcleveland


Perks: Embedded in your chest where your heart is there's a sword. It is your micalibur. 

Drawback: If your micalibur is destroyed, you die.

Cantrips
1. You can sharpen a fist-sized object to a knife's edge. You must be holding it and it can't be harder than steel.
2. You can restore 1d8 HP by swallowing iron/steel swords. The sword is destroyed in the process.
3. You can suck one lantern-sized object, up to 50' away, into your chest hole. Activating this cantrip again ejects the object up to 50' away.
Spell List


1. Sticks to Swords
R: 50' T: [dice] sticks D: [dice*2] Rounds

You change the targeted sticks into swords. If you invested 3 or more [dice] the sticks change into large weapons that deal 1d10 damage.

2. Barrel Trick
R: 0' T: Self D: special
Slashing weapons gain a particular likeness for you; so much so that they refuse to leave after digging into your flesh. They also do you the solid of not killing you while they're crashing on your insides. When you would take damage from a slashing weapon, you absorb the damage and the weapon gets stuck inside you. The weapon is immovable while it's inside you. After you've absorbed [sum+5] damage the spell ends.

3. Steel Wind
R: 50' T: one object or creature D: 0
The sharpness of your blade carries on the wind. Make a melee attack with a slashing weapon in your hand to a target within 50', dealing +[sum] damage on a hit. If you're unarmed this spell deals 1d6 damage. You gain +[dice] Attack for this spell's Attack roll.

4. Transmute Metal to Fire
R: 80' T: one metal object D: permanent
You change the targeted object into searing fire. The object maintains its mass and shape but scorches for 1d4 fire damage for each [dice] invested. 

5. Personal Armory
R: Touch T: one container D: [dice*2] Hours

Your establish a link with the targeted container. For the duration, your chest opens up like a closet revealing the inside of the targeted container. You can swap items in and out of the container  through your chest cavity regardless of the distance between you.

6. Argyrosis
R: 0 T: one creature D: [dice] hours

The target creature's skin turns into platinum. Their unarmored Defense becomes 14+[dice].

7. Animate Sword
R: Touch T: one sword D: [sum] Rounds
You bring a sword to life, allowing it to move and follow commands. It moves by hopping on it's hilt at a rate of 10' per Round. If you invest 3 or more [dice] the sword can fly at a rate of 40' per Round.

8. The Razor Spiral
R: Self T: [dice]x10' radius D: concentration
Blades of invisible force fly around the caster. All creatures in area take 1d4 damage each round the spell is maintained. Roll damage for each creature individually, starting with those closest to the caster. The spell ends automatically when [sum]+3 damage has been dealt. The blades will also cut or damage fragile objects in the area.

by Skerples

9. King's Voice
R: 50' T: one creature D: [dice] hours
You fill the targeted creature's voice with authority. The targeted creature can't be you. For the duration of the spell, that creature can utter a [dice] word command to one other creature that can hear and understand them, who must Save or obey. If the command lasts more than one round, the creature gets a new Save at the beginning of each round.

10. Wall of Swords
R: 30' T: wall D: permanent
You summon a [dice]*10' panel of swords. You can configure the panel however you want but it must remain rectangular.

Emblem Spells
11. Sword of Kings
R: Touch T: one creature D: Permanent
You anoint the targeted creature as a true king and bestow upon them the divine right of rule. If they accept your burden, they must draw your micalibur from your chest.  Next sunrise [sum] Vassals will arrive to the creature's location to help them forge the kingdom they will inevitably rule. Vassals are first level Fighters. You can only cast this spell once in a lifetime. If your micalibur is lost or destroyed, the creature will lose their claim to royalty forever and their vassals will disperse.

12. The Vorpal Sword
R: 50' T: one creature D: [sum] Rounds
You summon this most feared blade in the hands of the targeted creature. The Sword decapitates its target on a natural 1 through [dice] if they fail a Save (and if they have a head.)
Mishaps
1. MD only return to your pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 Rounds, then Save with -4 penalty. Permanent if you fail.
4. Your micalibur flies from you, landing 50' away.
5. 2d4 daggers dig out of your body like fleeing parasites, causing you 1 damage each.
6. If the spell targets a sword, it targets you instead. If it targets you, it targets an enemy or fizzles. If it targets an enemy, it targets an ally.

Dooms
1. One of your limbs is replaced with a sword. You can control the sword like a limb, put you can't use it to grab or hold anything.
2. Your chest hole erupts with searing fire, causing you 1d8 Con damage. The fire never burns out and shines as a torch. Sheathing your micalibur causes you terrible horrible pain, dealing 1 Con damage.
3. You turn into a sentient sword. If a creature picks you up you can make a contested Cha check to dominate them.

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