Warden
Advantages: Resistance to Taint
Restrictions: Cannot Multiclass into Shaman or Cleric. Cannot create spells above level 7.
Phys Rep: Mark of the Pact.
The Warden's are a highly selective and dedicated school of mages born from Frisia. Tasked with understanding and harnessing the energies of the Demonic plane of the Pit, Wardens are chosen very carefully with tutors scouring all of races and nations of Urdd for those with the mental fortitude and flexibility to withstand the Whispers of Demons. While not all Frisian born every Warden has spent at least the start of their tuition at the College in Frisia.
The magic of the Pit is an intelligent and insidious force, which will always seek to control and overcome the Warden. Through secrets of the Order a new Warden will be trained and taught to resist these constant incursions and must under go the Trial before they are granted magic and the title of Warden. Once the Trial has been completed the apprentice is then permanently Pacted to the pit and becomes a Warden. The details of this ritual and process are a closely guarded secret, even the apprentice that undergoes the ritual is kept in the dark as to the workings of the magic.
While there is no natural born Wardens, or self-taught Wardens, once the basics are learnt and the pact made the nature of the Demonic magic means it desires to be learnt. From this point onwards a Warden can still learn additionally spells without the tutelage of the college, but will instead receive the tutelage from darker sources. Spells learnt in this way, separate from the College, are dangerous and pose unseen threats to both the Warden and those around them.
Many Wardens are highly religious, finding solace in the Deities and often seek out and work alongside Clerics as the class most capable of assist them with the dangers they face. While unable to wield Divine or Wyld magic the Warden can still benefit from their effects and can still follow deities like any other class.
Resistance to Taint: Warden's are trained to be able to resist the taint of the pit, and as such can endure twice as much Taint without succumbing to it's warping effects.
Cannot create spells above Level 7: Any new spells must be learnt from somewhere, as such any spells created once the Warden has mastered the lesson of the College will cause the Warden to spiral into the Madness of Whispers. This will make the character unplayable as a member of the Aberddu Adventures Guild, and as such unplayable within the game. With ref-discretion the character may become an NPC controlled by the refs but with input from the player.
Mark of the Pact: The pact marks the warden permanently, in the majority of cases this mark is on the back of the hand. While it can be physically concealed it is often beneficial for the warden to be able to present their mark at a moments notice to disarm hostile situations, such as well-meaning Clerics believing they may be possessed. The mark is a living thing as much as the Pact is, as such it has been known to grow with the Warden's power. However the Mark can go bad along with the Pact, if power is achieved without the guiding hand of the College it has been known for the mark to start developing more physical characteristics of Demon kind, such as horns and scaled skin.
Skill Costs and Availability
Below are the skills that a Warden can purchase. Skills are listed at thier base cost, and have four ranks unless indicated otherwise.
*One rank, °Unranked, ˆRanks varyCombat Skills
Bow/Crossbow Use 30xp*
Endurance Ranks 5 xpˆ
Long Weapons 8xp
One Handed Weapons 9xp
Repair Armour 14xp*
Thrown Weapons 15xp*
Two Handed Weapons 10xp
Wear Armour 11xp
Other Skills
Saves 5xp°
Spell List, Warden 4xpˆ
Spell Acquisition 3xpˆ
Spell Points 5xp°
Lore and Knowledge Skills
Bind Wounds 12xp
Literacy 3 xp°
Magic Lore 6xp
Scroll Lore 30xp*
Track Lore 6xp
Trade 11xp
Free Skills
Primary class spellcasters gain 3 free spell points upon character generation