War Wizard

Evolves Classes: 


Fucking Description Here

Attributes: Wound Point Bonus: +1   Chakra Point Die: 1d10

The _______'s class skills (and the key ability for each skill) are:



Class: _____ StuffBlurb
Skill Points At Each Level: 0 + Intelligence ModifierAdditional Class skills:  NoneWeapon/Spell/Armor/ Unique proficiency:Spellbook Mathematics:
War Wizards own complex spellbooks filled with arcane formulas which allow them to take shortcuts when altering magic, giving them greater Meta access overall.
2 MAG baubles per level replaced with 2 Metamagic charges per level.

1: Eagle's Eye | +2 Metamagic Charges

2: __________________  | +2 Metamagic Charges

3: Æther Mantle | +2 Metamagic Charges

4: __________________ | +2 Metamagic Charges

5: Galvinization  | +2 Metamagic Charges

Eagle's Eye

Eagle Eye -

The beginning of a War wizard is when they gaze on the magic of another, foreign yet the same and in that moment they have clarity and use what they saw for themselves or others.

Anyone can simply relearn a spell. Recreate or copy a technique through training. A war wizard will in the heat of the moment save the most rare of spells within their eagle's eye.

War wizards gain possession of the Eagle's eye. An occular modification of a supernatural nature, nay it can be stolen by spell or knife. In the heat of battle when a spell of the most rarest of kinds makes an appearance the eyes of the eagle will manifest and in that moment they must fight the compulsion to copy the spell, if they accept the knowledge and learn the spell they will in that very instant and cast it in return, never to forget the most secret of arts.

Eagle Eye:

Activation: On cast of any spell considered 'Rare,Secret or hidden'

Effect: Instant cast the spell for 0 during the moment of learning and save the spell in an Eagle's Eye slot.

War wizards have Eagle eye slots equal to their Metamagic Charge total divided by 2 rounded down.

Secondary effect: If a rare spell has been cast and all Eagle eye slots are full the War wizard has two choices, to force the spell into a normal spell slot if one is available or they can chose just to cast the spell as a form of magical retaliation/counter [mana cost must be paid if it wasn't learned]

The eagle's Eye alter's Core class mechanics slightly. See changes in dropdowns below.

Æther Mantle

Æther Mantle:

The warwizrd can create a Ætherial Mantle far stronger then the standard ones. Every mantle bought is merged together as a single item. Effectively allowing them to wear multiple Mantle's in a single slot.

The limit of Merged mantles is restricted to the Class level of War wizard. [Max 5 total.]

Galvanization Arts  - Basic

Flame Galvanization

Flame Galvanization

Elemental Access: Fire

Activate Fire Galvanization as an Immediate action that consumes 1 Metamagic charge

Add your Intelligence modifier as fire damage, and you deal fire damage equal to your Strength modifier to all enemies adjacent to the target.

Diamond Galvanization

Diamond Galvanization

Elemental Access: Earth

Activate Diamond Galvanization as an Immediate action that consumes 1 Metamagic charge

Add your Intelligence modifier as Earth damage, and you deal Earth damage equal to your Strength modifier to all enemies adjacent to the target.

Liquid Galvanization

Liquid Galvanization

Elemental Access: Water

Activate Liquid Galvanization as an Immediate action that consumes 1 Metamagic charge

Add your Intelligence modifier as Water damage, and you deal Water damage equal to your Strength modifier to all enemies adjacent to the target.

Razor Galvanization

Razor Galvanization

Elemental Access: Wind

Activate Razor Galvanization as an Immediate action that consumes 1 Metamagic charge

Add your Intelligence modifier as Wind damage, and you deal Wind damage equal to your Strength modifier to all enemies adjacent to the target

Thunder Galvanization

Thunder Galvanization

Elemental Access: Lightning

Activate Thunder Galvanization as an Immediate action that consumes 1 Metamagic charge

add your Intelligence modifier as Electrical damage, and you deal Electrical damage equal to your Strength modifier to all enemies adjacent to the target.

Yin Galvanization

Yin Galvanization (Alternate names: Chaos Galvanization, Shadow Galvanization, Dark Galvanization)

Moral Access: Yin

Activate Yin Galvanization as an Immediate action that consumes 1 Metamagic charge

add your Intelligence modifier as Yin damage, and you deal Yin damage equal to your Strength modifier to all enemies adjacent to the target.

Yang Galvanization

Yang Galvanization (Alternate names: Law Galvanization, Holy Galvanization, Light Galvanization)

Moral Access: Yang

Activate Yang Galvanization as an Immediate action that consumes 1 Metamagic charge

add your Intelligence modifier as Yang damage, and you deal Yang damage equal to your Strength modifier to all enemies adjacent to the target.


Basic Galvanization magic (shown above) will Merge with enchantments, if your weapon is enchanted with water damage and you use Razor Galvanization it will become Frost Galvanization instead, Note Nature Magic Possesses multiple Galvanizations, Wood Galvanization for example deals wood damage by combining A water or earth enchantment with the opposite Galvanization, and Leaf Galvanization below, [a unique galvanization] which requires the user to have access to the Nature Sphere directly

Galvanization Arts  - Advanced

Wood Galvanization

Wood Galvanization

Elemental Access: Nature

Activate Wood Galvanization as an Immediate action that consumes 3 Control + 1 Metamagic charge

Add your Intelligence modifier as Wood damage, and you deal Wood damage equal to your Strength modifier to all enemies adjacent to the target.

Galvanization Arts  - Unique

Ectoplasmic Galvanization

Must Possess Necropolis levels or Ectoplasmic/necromancy access

Activate Ectoplasmic Galvanization as an Immediate action that consumes 6 Control + 1 Metamagic Charge

add your Intelligence modifier as Ectoplasmic damage to your primary target, and you steal Hitpoints equal to your Strength modifier from all enemies adjacent to the target.

Moon Galvanization

Moon Galvanization

[Access requirement Moon]

Activate Moon Galvanization as an Immediate action that consumes 6 Control + 1 Metamagic Charge

You Steal Hitpoints equal to your Intelligence modifier from your primary target, and you steal Hitpoints equal to your Strength modifier to all enemies adjacent to the target.

Leaf Galvanization

Leaf Galvanization (Alternate Name: Leech Galvanization)

Must be able to use Nature Sphere & Must be Druid or taught by a druid to unlock. [Requires 250,000 MST worth of ritual materials.]

Activate Leaf Galvanization as an Immediate action that consumes 6 Hitpoints + 1 Metamagic Charge

You Steal Control equal to your Intelligence modifier from your primary target, and you steal Control equal to your Strength modifier to all enemies adjacent to the target.

Multi-Phasic Galvanization

Requirement:
Encounter with [Redacted Species]

Activate Multi-Phasic Galvanization as an Immediate action that consumes 6 Hitpoints + 1 Metamagic charge

Add your Intelligence modifier as Energy Shield bypassing Non-elemental damage, and you deal Energy Shield bypassing Non-elemental equal to your Strength modifier to all enemies adjacent to the target.

Taiga notes

Starting Meseta: 1000-might 1250-magic 1500-civilian   [This should be likely + 1 zero more on each.  to be done when coupons are updated!]

Basic classes use 11 points split among  [HP, Energy, skills and proficiencies]

+1 HP [1] +2 HP [2]

1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]

4 + Int at level 1  ||| 2 + Int per level after [0]  6 + Int at level 1  ||| 4 + Int per level after [2] 

Highly skilled increases [Per level after] up to match Initial and costs [2]

-----------

Advanced classes use 7

Skill base is 2 + Int per level. [0]

----------

Prestige uses 4 Class design points

1 Class ability per level [5 total] If one is replaced with a talent slot. Add +1 Class design point, This is referred as talented

Skill base is always just INT mod, unless highly skilled - costs 2, sets base to 2.

Special:

Artifact Collector - Mag baubles per level increase from 2 to 3.

Martial | Magic Focus - Mag baubles per level drop from 2 to 1.
Gain 2 Class design points used in HP, CP or Proficiencies or extra class abilities.

Cannot be used with Highly Skilled {Prestige}