Main Menu

Anwyn

Novus 2nd Edition

Novus 1st Edition

Author Topic: Warrior Mage (for Libram Novus #4)  (Read 536 times)

0 Members and 1 Guest are viewing this topic.

imported_Rasyr

  • Guest
Warrior Mage (for Libram Novus #4)
« on: February 12, 2012, 09:31:59 PM »
Note: I am slowly working on Libram Novus #4 while waiting on feedback and corrections that need to be made to the core rules. Therefore, I decided to post a little bit about the new classes I am working on for LN4, to get some feedback and/or suggestions  as the case may be....


Warrior Mages combine skill at arms with skill at magic, specifically magic that aids and enhances their capabilities in combat. They are formidable warriors, able to bring a bit of magic to their

Warrior Mages are Semi-Adepts of the School of Wizardry. They use the "Mn" costs for Universal Spells and spells from the Warrior Mage Spell List. They use the "N" cost for other spells from the School of Wizardry. (Note: learning spells from the School of Wizardry, that are not part of the Warrior Mage Spell List, requires learning a second Spellcasting skill, but no Talent is required for this)

Like other practitioners of Wizardry, Warrior Mages cast spells using words of power and a focus item. For the Warrior Mage, this focus item is usually his chosen, primary weapon, and he must be holding it in his hand when casting a spell. A Warrior Mage could also have a wand as a secondary focus item (at a cost of 3 CP), in addition to his primary weapon, that is used when having a weapon out would be impolite. If he is not holding his focus weapon (or wand) when casting a spell, he does so with a -4 modifier.

Warrior Mage Spell List
01) Warrior's Shield -- magical shield spell? or should this be a dancing shield spell?
02) Warrior's Skin -- encases in glowing energy (similar to armor)
03) Parry Ranged -- may use block/Parry moves against ranged attacks
04) Warrior's Door -- teleport - similar to Long Step
05) Storm Shock -- adds electrical energy to an attack (option for shooting as bolt)
06) Fiery Ways -- engulfs weapon in flames and does fire damage to attack (option for shooting as bolt)
07) Arctic Attack -- adds cold damage to the attack (option for shooting as bolt)
08) Combat Awareness -- for duration, caster knows general positions/actions of all within range
09)
10)



Possibility -- Now one thing that I have been considering was creating several different versions of the Warrior Mage, with each one specializing in a different element. For example:

Firebrand - specialized in Fire spells
Ice Warden - specialized in ice and cold spells
Storm Guard - specializes in lightning and wind spell
Stone Sentry - specializes in stone and earth spells.

If I went this route, I would need about 5 or 6 generic spells fore the core warrior mage and then 4 or 5 spells for each elemental focus.



So, what are your initial thoughts? Do you like the spells for the Warrior mage spell list? Any suggestions on alternative spells? Should I create teh specialized versions now, or wait for later? Any and all suggestions are welcome..

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Warrior Mage (for Libram Novus #4)
« Reply #1 on: February 15, 2012, 11:53:07 AM »
I would go for a generic warrior-mage.
As for additional spells, I suggest :

Warrior's weapon: a weapon enhancing spell giving it a bonus keyed to the caster and maybe makes it a prerequisite to the various elemental enhancements.
Such a weapon could give its rightful owner a +1 AB bonus and a -1 penalty to any other wielder.

Warrior's speed: makes the caster quicker giving him more AP per round (a minor haste ?)

imported_Rasyr

  • Guest
Warrior Mage (for Libram Novus #4)
« Reply #2 on: February 15, 2012, 12:45:57 PM »
I like the idea of the minor haste spell...

and I had been thinking of a "Warrior's Bond" type of spell, which tied the weapon to the caster. However, the drawback is that such a spell would either have to be recast at intervals (perhaps once a day), or it would be a very expensive permanent spell...

The more I consider it, I like the once a day casting, as that makes it easier to change weapons if need be. And, of course, this spell will only provide benefit if the weapon is not magical already (i.e. a +2 sword would not receive the +1/-1 modifier, but would be bonded enough to allow for the other spells to work on it)

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Warrior Mage (for Libram Novus #4)
« Reply #3 on: February 15, 2012, 03:54:18 PM »
You can make it a permanent effect if combined with a extended casting time and maybe a required component (caster's blood). That way, you only got a +5 casting TN. I don't think that the blood component feels very in tune with high magic though.
Maybe a 24 hours duration with a long cadting time (5 minutes ?) could make it useful and not too hard to cast ?

imported_Rasyr

  • Guest
Warrior Mage (for Libram Novus #4)
« Reply #4 on: February 15, 2012, 04:33:24 PM »
Yeah, there are ways to make it permanent, but I also don't want a lot of "single shot" spells either, where once you learn it and use it once, you don't need it again. (there are a number of spells like that in RM, but I don't want that for Novus).

Now, however, your comments do spark the idea of the Warrior Mage learning and performing a simple ritual (no rolls required) to bond the weapon to him (also makes it into his casting focus (similar to a wand), and gaining him the ability to use it with spells on this list. Then instead of a Weapon Bond spell, we could have a weapon enhancement spell, and I could see allowing such a spell to enhance even already magical weapons, so long as the weapon is bonded AND so long as the enhancement doesn't raise the bonus on the weapon above a +5.

Yes, I like that idea... And in fact, the Weapon Bond ability could be made into a Talent, and it then actually becomes a defining characteristic of the Class....


Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Warrior Mage (for Libram Novus #4)
« Reply #5 on: February 15, 2012, 06:32:44 PM »
I think that's a good idea and it definitively help to distinguish the warrior mage from a simple mage with good fighting skills. 

imported_Rasyr

  • Guest
Warrior Mage (for Libram Novus #4)
« Reply #6 on: March 17, 2012, 02:58:08 PM »
Okay, I have finished the Warrior Mage's spells, and I will post (in the same manner that I posted the Monk spells) them this evening (have to leave for work shortly).

But, about half of his spells DO require that they may only be cast on the their Bonded Weapon...

imported_Rasyr

  • Guest
Warrior Mage (for Libram Novus #4)
« Reply #7 on: March 18, 2012, 11:50:23 AM »
Okay, here is the final list of Warrior Mage Spells and their basic stats. Warrior Mages are Semi Adepts of Wizardry. As such they purchase the following list of spells using the Mj costs, and may purchase normal Wizardry spells (which must be cast using a separate Spellcasting skill) using the N costs. Major Adepts of Wizardry may purchase these spells using the Mn costs and Minor Adepts (or Major Adepts with an Extra School of Magic) may purchase these spells using the



  • Arctic Attack (CTN: 18; SP: 1; Rng: Touch; Dur: 1 minute) - Only on Bonded Weapon. Adds 5 points of Cold damage (as separate form of Base Damage) to weapon. Casting option allows for for it also to be fired like a bolt spell.
  • Combat Awareness (CTN: 20; SP: 2; Rng: Self; Dur: 2 minutes) - Caster aware of all actions taken by individuals within a 30' radius, no perception rolls required.
  • Fiery Ways (CTN: 18; SP: 1; Rng: Touch; Dur: 1 minute) - Only on Bonded Weapon. Adds 5 points of Fire damage (as separate form of Base Damage) to weapon. Casting option allows for for it also to be fired like a bolt spell.
  • Parry Ranged (CTN: 19; SP: 2; Rng: Touch; Dur: 2 minutes) -Only on Bonded Weapon. May use Fighting Defensively against Ranged Attacks (even magical ones)
  • Storm Shock (CTN: 18; SP: 1; Rng: Touch; Dur: 1 minute) - Only on Bonded Weapon. Adds 5 points of Shock/Electricity damage (as separate form of Base Damage) to weapon. Casting option allows for for it also to be fired like a bolt spell.
  • Warrior's Door (CTN: 16; SP: 1; Rng: Self; Dur: --) - Caster teleports up to 30' away.
  • Warrior Shield (CTN: 18; SP: 1; Rng: Self; Dur: 5 minutes) - Creates shield of translucent energy (+2 DEF) that is held and wielded like a normal shield.
  • Warrior's Skin (CTN: 18; SP: 1; Rng: Self; Dur: 5 minutes) - Caster gains AR2 as his skin takes on metalic sheen. Does not impeded him in other ways.
  • Warrior's Speed (CTN: 16; SP: 1; Rng: Self; Dur: 1 round) - Gains +2 AP in round after spell is cast.
  • Weapon Boost (CTN: 16; SP: 1; Rng: Touch; Dur: 5 minutes) - Only on Bonded Weapon. Gives a +2 to AB on this weapon (max of +5, including any other magical bonuses). Casting Options can be used to increase its Base Damage as well.
[/list]

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Warrior Mage (for Libram Novus #4)
« Reply #8 on: March 18, 2012, 12:35:35 PM »
I like this very much. All spells are focused on combat except maybe Warrior's door which has other applications as well but open interesting tactical options.