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Staff Sorcerer (A WWN port of Mage From Carcass Crawler #1)

Staff Sorcerers are scholars dedicated to the use and study of Ritual Magic. While some may deride their abilities as mere parlor tricks, their powers bend towards the practical. Rather than bursts of overwhelming grandeur, Staff Sorcerers rely on a wide repertoire of clever tricks which make them useful in almost any situation that can be encountered on the road. The Staff for which they take their name is a simple tool, but only a fool would travel without one.
Staff Sorcerer Benefits
The Staff Sorcerer class exists only as a partial Expert class, to
be taken by an Adventurer along with another partial
class. Thus, a Partial Warrior/Partial Staff Sorcerer might be a
Wizard-Knight, a Partial Expert/Partial Staff Sorcerer
might be a Spell-Thief or Artificer, and a Partial Mage/Partial Staff Sorcerer might be a Self-Taught Hedge Mage
be taken by an Adventurer along with another partial
class. Thus, a Partial Warrior/Partial Staff Sorcerer might be a
Wizard-Knight, a Partial Expert/Partial Staff Sorcerer
might be a Spell-Thief or Artificer, and a Partial Mage/Partial Staff Sorcerer might be a Self-Taught Hedge Mage
All Staff Sorcerers gain Magic as a bonus skill, acquiring it at
level-0, or level-1 if they already have it at level-0.
A Sorcerer’s Staff is a vital implement infused with their soul. Without their Staff in hand, a Sorcerer cannot use any Staff Sorcerer Arts. In addition, the potent rituals woven into their Staff are disrupted by a shield or any garment heavier than normal clothing unless they have taken the Armored Magic feat. If their staff is ever lost or destroyed, or they come across a staff superior to their own, a Staff Sorcerer may bond a new staff in a ritual that may be completed during their daily preparations.
Despite being a partial Expert Class, Staff Sorcerers can scribe spells to and from Grimoires. Staff Sorcerers do not have any spell slots and cannot cast spells directly, instead, they may use Grimoires to craft Calyxes as if they were a Mage of an equal level. Staff Sorcerers can create both Workings and Equipment Modifications.
Unlike the normal Partial Expert class, Staff Sorcerers do not get a bonus non-combat Focus at first level, nor do they get a Partial Expert’s bonus skill point when advancing a character level. One who takes the standard Partial Expert for their other class gains these things normally
Arts of the Staff Sorcerer
Staff Sorcerer Effort is calculated as usual, with each PC’s maximum being equal to their Magic skill level plus the better of their Intelligence or Wisdom modifiers.
Wizard’s Lantern: Commit Effort Indefinitely to radiate bright light for 30’. This light causes magical objects to shimmer- which may reveal invisible creatures or objects.
Staff Brawling: You may use your Magic Skill to attack with a staff, which may harm invulnerable and intangible creatures as if it were a magical weapon. In addition, you may wield your staff as a one handed weapon.
Magic Missile: Commit Effort for the Scene as a Main Action to hurl a missile of light at a visible target within fifty feet per character level. The attack is made with Magic as the combat skill, Int, Dex, or Wis, as the attribute, and a bonus to hit equal to your character level. Missiles may be fired in melee at a -4 penalty to hit. On a hit, the attack does 1d6 damage plus your Magic Skill and Casting Modifier.
Mage Armor: Commit Effort Indefinitely to manifest a thin bubble of force around yourself. This bubble grants you a bonus to your AC equal to your Magic Skill plus your Casting Modifier. This bubble holds enough air to breath for a number of minutes equal to your Magic Skill underwater or in toxic gas, which refreshes naturally when exposed to fresh air.
Hold or Open Portal: Commit Effort for the Scene as a Main Action to Hold a door, portal, or lid shut for 1 round (10 minutes) per Level. Open doors slam shut. Alternatively; cause a closed and unlocked door, portal, or lid to fly open.
Identify: Commit Effort for the Scene as an Instant Action to learn the following facts about an object or creature which you can see.
- Where did it come from/who made it, and why
- The most important thing it has done
- How much it’s worth in Silver Pieces
Suggestion: Commit effort for the Scene as a Main Action and target any number of creatures whose combined HD are less than your level. Make a suggestion, no more than a short sentence, which they must make a Mental Save or be forced to carry out. If that suggestion would require them to injure themselves, they automatically succeed this save. After one round has passed, affected creatures come to their senses. Affected creatures do not necessarily know they have been ensorcelled- unless the suggestion demanded actions completely outside of their nature.
Rally/Fear: Commit Effort for the Day as a Main Action to force your enemies to make a Morale Check. Alternatively, prevent all allies from being affected by Fear effects for the rest of the Scene, and non-player allies from failing their next Morale Check.
Cure: Commit Effort for the Day as an Instant Action; for the rest of the Scene you may heal damage equal to your level plus your Magic skill to a touched ally as a Main Action, or cure a poison or disease. Magical poisons and diseases may require a Wis/Heal or Cha/Heal skill check against a difficulty of 8 or more. This healing adds 1 System Strain to yourself each time it is applied.
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