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Author Topic: Monk  (Read 534 times)

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imported_Rasyr

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Monk
« on: November 22, 2011, 02:46:21 PM »
Monk (26 points)
The Monk is a Semi Adept who specializes in spells that enhance his speed, strength and natural capabilities.
Favored Skills: Acrobatics, Athletics, Combat Skill (Sanju), Combat Skill (Basic Martial Arts), Perception, Magecraft(Base), Spellcasting, Stealth, and 1 additional skill of the player's choice.
Prime Stats: Willpower (Magic Stat) and Speed
Special Abilities:
          (10) - Advanced Martial Arts Training
          (10) - Semi Adept (10)
          (3) - Favored Skill (Basic Martial Arts)
          (3) - Favored Skill (Sanju)

Note: Fidoric had suggested giving him the Talent, Attack Enhancement, but in thinking about it, the Favored Skills make a bit more sense. The Monk doesn't have the Combat Training of the Martial Artist, but that is okay because he does have the advanced martial arts training and the training in casting spell. The Monk's spells will revolve around spells that enhance his own capabilities.

I don't know exactly what Spells I will create for him just yet, but I know that he should have 10.

Potential Spell List



    [li]Inner Focus - direct chi internally to give bonus to 1 deliberate action (i.e. roll) -- note: deliberate action means that it cannot be used on automatic rolls, such as Saves, unless it is known ahead of time that the Save is coming, like about to walk into cloud of poison gas [/li]
    [li]Clear Path - allows the Monk to determine the best choice from a given number of options[/li]
    [li]Clear Sight - allows the Monk to operate normally, regardless of the visual conditions (smoke, darkness, etc.)[/li]
    [li]Self-Healing -- allows the Monk to heal himself[/li]
    [li]Shielding Palm -- a defensive spell for monks[/li]
    [li]Empty Fist -- allows the Monk to make "Hand Strike" attacks at a distance[/li]
    [li]Iron Skin --  hardens the caster's skin (adds to AR)[/li]
    [li]Chi Strike -- transforms the caster's unarmed attacks, so that they are treated as magical (allows him to strike monsters that unarmed attacks normally won't hurt)[/li]
    [li]Ghost Walk -- allows the Monk to walk through solid objects[/li]
    [li]Ghost Step -- allows the Monk to walk without leaving any trace of his passage -- i.e. traceless and silent passing...[/li]
    [/list]


    Addendum: The more I think about it, the more that I think that all of his spells should be unique to him if possible. Perhaps variants of  existing spells if they fit, but not identical to those in the given Schools if possible.[/list]

Offline Fidoric

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Monk
« Reply #1 on: November 26, 2011, 05:35:23 PM »
What about :
Sanctuary : this spell gives the Monk bonuses to any one save.
This spell could emulate the abilities to resist pain, fear...

imported_Rasyr

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Monk
« Reply #2 on: November 26, 2011, 06:43:34 PM »
I dislike the name, as I plan on using that name for a cleric spell later on, but I think that might be a good idea.

imported_Rasyr

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Monk
« Reply #3 on: February 13, 2012, 03:42:42 PM »
okay, I have updated the initial post to account for some changes in most recent version of Open Beta.

imported_Rasyr

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Monk
« Reply #4 on: February 15, 2012, 03:29:37 PM »
updated spell list in first post again

Offline Fidoric

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Monk
« Reply #5 on: February 15, 2012, 03:37:16 PM »
I find "inner chi" very monkish.

imported_Rasyr

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Monk
« Reply #6 on: February 15, 2012, 04:24:58 PM »
Glad you liked it

imported_Rasyr

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Monk
« Reply #7 on: March 13, 2012, 06:55:26 PM »
Okay, here is the final for the Monk's Spell List (remember, Major Adepts of Mysticism may purchase these spells using the "Mn" costs while Minor Adepts (or Major Adepts who also have an Extra School of Magic) may purchase these spells for the "N" costs, while the Monk uses the "Mj" costs).



  • Chi Focus (CTN: 17; SP: 1; Rng: Self; Dur: 2 Min) - Grants a magical +1 bonus to AB, allowing caster to attack things requiring magic to hit.
  • Clear Path (CTN: 16; SP: 1; Rng: Self; Dur: --) - Choose the most beneficial action (similar to Omen/Dark Omen spells)
  • Clear Sight (CTN: 21; SP: 2; Rng: Self; Dur: 2 Min) - May see clearly through any 1 single obfuscating condition (i.e. darkness, water, fog, etc..)
  • Empty Fist (CTN: 17; SP: 1; Rng: 50'; Dur: --) - Externalized Chi makes range attack. Does have visible manifestation.
  • Ghost Step (CTN: 22; SP: 3; Rng: Self; Dur: 10 Min) - move without sound and leaving no trace (casting options scale spell up into invisibility)
  • Ghost Walk (CTN: 19; SP: 2; Rng: Self; Dur: 2 Min) - move at half base movement through solid objects
  • Inner Focus (CTN: 16; SP: 1; Rng: Self; Dur: 1 Min) - Caster gains +1 modifier to one action taken in the next 1 minute.
  • Iron Skin (CTN: 18; SP: 1; Rng: Self; Dur: 1 Min) - Caster gains AR 2 against attacks.
  • Self Healing (CTN: 18; SP: 1; Rng: Self; Dur: --) - Caster heals himself of damage. Note that this works slightly differently than existing healing spells since this is self only.
  • Shielding Palm (CTN: 18; SP: 1; Rng: Self; Dur: 1 Min) - Cast is able to Fight Defensively on a 1:1 ratios (as opposed to the normal 2:1 ratio). Casting options allos for scaling up to apply this to ranged attacks as well.

[/list]