Black Mage: Magic and Madness, Spell Psycho
Sept 14, 2018 16:38:51 GMT -6
Post by username on Sept 14, 2018 16:38:51 GMT -6
Homebrew Class: Black Mage
Characteristics: Charisma, Constitution, Dexterity
Skills: Arcana, Athletics, Forbidden Lore, Common Lore, Ballistics, Brawl, Perception, Intimidation
Spell Schools: Daemonology, Evocation, Pyromancy, Fulmination, Telekinesis
Bonus for Completion: +10 Insanity
Hedge Mage
Level: 1
Prerequisites: Forbidden Lore 2, Athletics 1; one or more Minor derangements OR 10 Insanity
Feats:
*Danger Sense
Sound Constitution
Spellfury
Spell Might
*Feed the Meat
Sound Constitution
*Minor Magic
Black Mage
Level: 2
Prerequisites: Forbidden Lore 3, Athletics 2, Spellfury; 1-2 Minor derangements OR 20 Insanity
Feats:
Jaded
Light Sleeper
*Psychic Nosebleed
*Touch Spell Specialization
Eldritch Trick
Strip the Flesh
Improvisational Magic
Maleficar
Level: 3
Prerequisites: Forbidden Lore 4, Athletics 3, Strip the Flesh; One or more Severe derangements OR 30 Insanity
Feats:
Crushing Blow OR Cracked Shot
Cracked
Salt the Wound
Warpfire
*Spell Penetration
*Spell Focus (Any)
Sound Constitution
Pyromancer
Level: 4
Prerequisites: Forbidden Lore 5, Athletics 4, Warpfire; any combination of 1-2 Minor and 1-2 Severe Derangements OR 40 Insanity
Feats:
Covenant of Cauterization
Lure of Fire
Fearless
*Hellfire Halitosis
*Greater Spell Focus (Any)
Numbed Nerves
Elemental Empathy
Wizard
Level: 5
Prerequisites: Forbidden Lore 5, Athletics 5, Numbed Nerves; one or more Acute Derangements OR 50 Insanity
Feats:
Daggerspell Stance
Mental Fortress
*Eldritch Trick
True Grit
Sound Constitution
*Wizard Tradition
*Greater Spell Penetration
New Feats
Covenant of Cauterization
You are immune to Fatigue from being on Fire. In addition, whenever keep an exploded die on your Focus Power test with a spell that has the Incendiary property or otherwise would light someone on fire, you can set yourself on fire.
Lure of Fire
You like to dance close to the fire, don't you? Your attack spells with the Touch keyword or Ranged Touch keyword at half the spell's maximum range or closer deal extra damage equal to your level. If you are on fire, double this extra damage.
Warpfire
Whenever you keep an exploded die on your Focus Power test, the spell you're casting lights the target on fire if they take damage from it unless they pass a TN 15 Dexterity test.
Old New Feats
Spellfury
You trust in the whims of the warp and allow your body to be a channel for its will. By spending one full action to make yourself a vessal for magic, you gain +1 Charisma, +1 Willpower, -2 Strength and -2 Wisdom until the end of combat, and you must make a Magic Attack or move closer to an enemy on each of your turns. You while using Spellfury may not make Parry actions. This feat counts as Frenzy for interaction with appropriate feats and abilities.
Feed the Meat
Gain Armor equal to your Constitution or 1/10th of your Insanity (whichever is lower) on all body locations, which does not stack with other sources of Armor. This feat is treated as Wholeness of Body for the purpose of interacting with other feats and class completion bonuses.
Hellfire Halitosis
You can spend 1 Hero Point to breathe fire, using the statistics of a Flamer.
Numbed Nerves
While you are on fire, you gain +1 Resilience.
Salt the Wound
Whenever you take damage, your attacks deal extra damage equal to your level until the end of your next turn. This does not stack.
Strip the Flesh
Whenever dice explode on your melee attack, or an attack with a ranged weapon that deals X damage or has the Scatter property, the target must make a Constitution test (TN 15) or suffer Blood Loss.
Eldritch Trick
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options below to become available for you to use. Whenever you successfully cast a spell, you can apply instances of this feat based on the number of raises you have on the magic test. If a spell has additional effects based on raises to the magic test, raises used for this feat are not counted for determining those effects. You can apply multiple instances of this feat as long as you have enough raises for all the effects used.
Cracked
A glass that leaks is never full, and you have completely Cracked. You are not removed from play for having 100 or more IP, though you continue to gain derangements every 20 IP
Elemental Empathy
Whenever someone you have set on fire takes damage as a result of being on fire, you regain 1 hit point.
Psychic Nosebleed
If you ever roll Perils of the Warp, you may take 1 critical impact damage to the head instead of rolling on the table per Perils of the Warp rolled.
Characteristics: Charisma, Constitution, Dexterity
Skills: Arcana, Athletics, Forbidden Lore, Common Lore, Ballistics, Brawl, Perception, Intimidation
Spell Schools: Daemonology, Evocation, Pyromancy, Fulmination, Telekinesis
Bonus for Completion: +10 Insanity
Hedge Mage
Level: 1
Prerequisites: Forbidden Lore 2, Athletics 1; one or more Minor derangements OR 10 Insanity
Feats:
*Danger Sense
Sound Constitution
Spellfury
Spell Might
*Feed the Meat
Sound Constitution
*Minor Magic
Black Mage
Level: 2
Prerequisites: Forbidden Lore 3, Athletics 2, Spellfury; 1-2 Minor derangements OR 20 Insanity
Feats:
Jaded
Light Sleeper
*Psychic Nosebleed
*Touch Spell Specialization
Eldritch Trick
Strip the Flesh
Improvisational Magic
Maleficar
Level: 3
Prerequisites: Forbidden Lore 4, Athletics 3, Strip the Flesh; One or more Severe derangements OR 30 Insanity
Feats:
Crushing Blow OR Cracked Shot
Cracked
Salt the Wound
Warpfire
*Spell Penetration
*Spell Focus (Any)
Sound Constitution
Pyromancer
Level: 4
Prerequisites: Forbidden Lore 5, Athletics 4, Warpfire; any combination of 1-2 Minor and 1-2 Severe Derangements OR 40 Insanity
Feats:
Covenant of Cauterization
Lure of Fire
Fearless
*Hellfire Halitosis
*Greater Spell Focus (Any)
Numbed Nerves
Elemental Empathy
Wizard
Level: 5
Prerequisites: Forbidden Lore 5, Athletics 5, Numbed Nerves; one or more Acute Derangements OR 50 Insanity
Feats:
Daggerspell Stance
Mental Fortress
*Eldritch Trick
True Grit
Sound Constitution
*Wizard Tradition
*Greater Spell Penetration
New Feats
Covenant of Cauterization
You are immune to Fatigue from being on Fire. In addition, whenever keep an exploded die on your Focus Power test with a spell that has the Incendiary property or otherwise would light someone on fire, you can set yourself on fire.
Lure of Fire
You like to dance close to the fire, don't you? Your attack spells with the Touch keyword or Ranged Touch keyword at half the spell's maximum range or closer deal extra damage equal to your level. If you are on fire, double this extra damage.
Warpfire
Whenever you keep an exploded die on your Focus Power test, the spell you're casting lights the target on fire if they take damage from it unless they pass a TN 15 Dexterity test.
Old New Feats
Spellfury
You trust in the whims of the warp and allow your body to be a channel for its will. By spending one full action to make yourself a vessal for magic, you gain +1 Charisma, +1 Willpower, -2 Strength and -2 Wisdom until the end of combat, and you must make a Magic Attack or move closer to an enemy on each of your turns. You while using Spellfury may not make Parry actions. This feat counts as Frenzy for interaction with appropriate feats and abilities.
Feed the Meat
Gain Armor equal to your Constitution or 1/10th of your Insanity (whichever is lower) on all body locations, which does not stack with other sources of Armor. This feat is treated as Wholeness of Body for the purpose of interacting with other feats and class completion bonuses.
Hellfire Halitosis
You can spend 1 Hero Point to breathe fire, using the statistics of a Flamer.
Numbed Nerves
While you are on fire, you gain +1 Resilience.
Salt the Wound
Whenever you take damage, your attacks deal extra damage equal to your level until the end of your next turn. This does not stack.
Strip the Flesh
Whenever dice explode on your melee attack, or an attack with a ranged weapon that deals X damage or has the Scatter property, the target must make a Constitution test (TN 15) or suffer Blood Loss.
Eldritch Trick
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options below to become available for you to use. Whenever you successfully cast a spell, you can apply instances of this feat based on the number of raises you have on the magic test. If a spell has additional effects based on raises to the magic test, raises used for this feat are not counted for determining those effects. You can apply multiple instances of this feat as long as you have enough raises for all the effects used.
- Accuracy Mastery (1 raise): When casting a spell with the Touch or Ranged Touch keyword, you gain 1 raise on the attack roll.
- Blast Mastery (2 raises): Increase or decrease the Blast radius of a spell by 1.
- Damage Mastery (1/3 raises): For 1 raise, add +1k0 to the damage of a spell. For 3 raises, add +0k1 damage. If the spell cast copies itself, this applies only to the first copy unless those copies are based on raises.
- Ether Mastery (1 raise): One creature targeted by the spell takes 1 check on any opposed tests made against it.
- Fatal Mastery (2 raises): When casting a spell that deals damage, it deals at least 1 wound, regardless of the target's Resilience.
- Piercing Mastery (1 raise): Reduce the Aura of one target when calculating damage from this spell by 1.
- Range Mastery (1 raise): Increase the range of a spell with the Attack keyword by 5m.
Cracked
A glass that leaks is never full, and you have completely Cracked. You are not removed from play for having 100 or more IP, though you continue to gain derangements every 20 IP
Elemental Empathy
Whenever someone you have set on fire takes damage as a result of being on fire, you regain 1 hit point.
Psychic Nosebleed
If you ever roll Perils of the Warp, you may take 1 critical impact damage to the head instead of rolling on the table per Perils of the Warp rolled.