Spellfury: Extremely Angry Sorcerors
Sept 14, 2018 17:02:29 GMT -6
Post by username on Sept 14, 2018 17:02:29 GMT -6
Homebrew Class: Spellfury
Characteristics: Willpower, Constitution, Charisma
Skills: Academic Lore, Arcana, Ballistics, Brawl, Crafts, Forbidden Lore, Perception, Athletics, Animal Ken, Intimidation, Performer
Spell Schools: Conjuration, Abjuration, Evocation, Enchantment, Telekinesis, Divination
Bonus for Completion: +1 to Magic Damage
Cataplest Caster
Level: 1
Prerequisites: Arcana 3, Athletics 2
Feats:
Minor Magic
Meditation
Spellfury
Spell Might
*Foresight
*Tested
Insensible Sorcerer
Level: 2
Prerequisites: Arcana 3, Athletics 3, any two Magics at rank 1 Spellfury
Feats:
Spell Focus(any)
*Combat Sense
*Improvisational Magic
Spell Sell
Touch Spell Specialization
*Eldritch Trick
Spell Rapture
Level: 3
Prerequisites: Arcana 4, Athletics 3, any two Magics at rank 2, Spell Sell
Feats:
Calm the Winds
*Decadence
Combo Maker
*Wizard Tradition (any)
Spell Penetration
Battle Meditation
Transcend Technique
Transcendent Tongue
Level: 4
Prerequisites: Arcana 4, Athletics 4, any Magic at rank 3, any two Magics at rank 2, Transcend Technique
Feats:
Mystic Echo
*Delay the Storm
*Perfect Self
Battle Rage
Greater Spell Focus(any)
*Short Fuse
Arcane Hierophant
Level: 5
Prerequisites: Arcana 5, Athletics 5, Any Magic at rank 4, Any two Magics at rank 3, Mystic Echo
Feats:
Counter Spell
Trigger Warning
*Greater Frenzy
Death or Glory
*Wall of Steel
Greater Spell Penetration
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 vessel 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. While using Spellfury may not make Parry actions. This feat counts as Frenzy for interaction with appropriate feats and abilities.
Spell Sell
Speaking in tongues and waving your arms around is the best part of casting spells, and you do it even when you probably shouldn't. You may add the Somatic and Verbal Keywords to a spell if it doesn't normally require both of them to gain a static bonus to the Focus Power test equal to Caster Level. This removes the Subtle keyword if the spell would have it, and always Provokes even if it otherwise wouldn't, even provoking Ranged attacks at point blank range.
Transcend Technique
So much magic courses through your body that you need little else. If a spell requires a Focus or Material for casting, you may remove them by using an extra Reaction action while casting it, and an additional Reaction Action each turn the spell is active as Concentration, in addition to any Concentration normally required.
Mystic Echo
When you draw upon the power of the Warp, you draw it closer and closer for the next casting. If you Focus Power to cast a spell with the Attack keyword during structured time, you get a +1k0 for every consecutive round in which you use a Focus Power Test to cast a spell with the Attack Keyword during structured time, to a maximum of your Caster Level. (i.e. You cast Magic Missile in Round 1. In Round 2 you cast Energy Ball and get a +1k0 to your roll. In round 3 you cast Magic Missile and get +2k0 to your roll. In Round 4 you cast Primal Power. In Round 5 you cast Magic Missile and get no extra dice to your roll.)
Counter Spell
You can counter with a Spell. When you use a Focus Power test to successfully Parry an attack, you may use, yes, you may use a reaction action to make a Focus Power test to cast a spell (but not spell combo) which has the Attack along with either of the Touch or Ranged Touch Keywords, and would normally require a half action to cast, at -2k0 to the Focus Power test and Attack roll. This spell cast does not interact with nor gain bonuses from the Mystic Echo feat.
OLD NEW FEATS
Eldritch Trick
You learn, by hook, crook, or just plain luck, one of the following abilities. "Spending" raises to use this feat's effects does not change the result of your magic test and prevents them from being counted toward inherent effects in the spell, but you can apply multiple instances of this feat as long as you have enough raises for all the effects used.
Calm the Winds
If you would suffer any type of Psychic Phenomena, you may spend resource points up to your level. Doing so allows you to adjust the roll of Psychic Phenomena by up to 5 points per resource point spent.
Battle Meditation
Others find their zen in peace and quiet. You find yours in the din and chaos of battle. You no longer take a penalty to Wisdom while using Frenzy.
Combo Maker
When casting a Spell Combo, reduce the Focus Power TN by 5.
Delay the Storm
If you would cause any type of Psychic Phenomena, you may make a Focus Power test (TN 20 + 5 per exploded die) as a free action. If it succeeds, delay the onset of all Psychic Phenomena caused by you by up to 5 rounds. However, if you have accrued more Psychic Phenomena by that time, those effects stack and unleash at the same time.
Short Fuse
You're just a shade bit above your seething temper. You can Frenzy as a Half Action.
Trigger Warning
Your mind never leaves the fight, the slightest thing can set you off and you're There. When you take at least 1 Wound from an attack, you may Frenzy as a Reaction Action.
Greater Frenzy
Your rage is a true terror to behold. While you are using Frenzy, you take a -2 penalty to Fellowship and gain an additional +1 bonus to Strength and Constitution.
Death or Glory
It all comes down to this, and you're unstoppable. You are a 12.0 on a 10.0 scale of badness, you are a horrible, sexual tyrannosaurus, you are a monster truck that walks like a man. While using Frenzy with no Hit Points remaining, you gain +1k0 on attack and damage rolls for each part of your body with with Critical damage.
Characteristics: Willpower, Constitution, Charisma
Skills: Academic Lore, Arcana, Ballistics, Brawl, Crafts, Forbidden Lore, Perception, Athletics, Animal Ken, Intimidation, Performer
Spell Schools: Conjuration, Abjuration, Evocation, Enchantment, Telekinesis, Divination
Bonus for Completion: +1 to Magic Damage
Cataplest Caster
Level: 1
Prerequisites: Arcana 3, Athletics 2
Feats:
Minor Magic
Meditation
Spellfury
Spell Might
*Foresight
*Tested
Insensible Sorcerer
Level: 2
Prerequisites: Arcana 3, Athletics 3, any two Magics at rank 1 Spellfury
Feats:
Spell Focus(any)
*Combat Sense
*Improvisational Magic
Spell Sell
Touch Spell Specialization
*Eldritch Trick
Spell Rapture
Level: 3
Prerequisites: Arcana 4, Athletics 3, any two Magics at rank 2, Spell Sell
Feats:
Calm the Winds
*Decadence
Combo Maker
*Wizard Tradition (any)
Spell Penetration
Battle Meditation
Transcend Technique
Transcendent Tongue
Level: 4
Prerequisites: Arcana 4, Athletics 4, any Magic at rank 3, any two Magics at rank 2, Transcend Technique
Feats:
Mystic Echo
*Delay the Storm
*Perfect Self
Battle Rage
Greater Spell Focus(any)
*Short Fuse
Arcane Hierophant
Level: 5
Prerequisites: Arcana 5, Athletics 5, Any Magic at rank 4, Any two Magics at rank 3, Mystic Echo
Feats:
Counter Spell
Trigger Warning
*Greater Frenzy
Death or Glory
*Wall of Steel
Greater Spell Penetration
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 vessel 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. While using Spellfury may not make Parry actions. This feat counts as Frenzy for interaction with appropriate feats and abilities.
Spell Sell
Speaking in tongues and waving your arms around is the best part of casting spells, and you do it even when you probably shouldn't. You may add the Somatic and Verbal Keywords to a spell if it doesn't normally require both of them to gain a static bonus to the Focus Power test equal to Caster Level. This removes the Subtle keyword if the spell would have it, and always Provokes even if it otherwise wouldn't, even provoking Ranged attacks at point blank range.
Transcend Technique
So much magic courses through your body that you need little else. If a spell requires a Focus or Material for casting, you may remove them by using an extra Reaction action while casting it, and an additional Reaction Action each turn the spell is active as Concentration, in addition to any Concentration normally required.
Mystic Echo
When you draw upon the power of the Warp, you draw it closer and closer for the next casting. If you Focus Power to cast a spell with the Attack keyword during structured time, you get a +1k0 for every consecutive round in which you use a Focus Power Test to cast a spell with the Attack Keyword during structured time, to a maximum of your Caster Level. (i.e. You cast Magic Missile in Round 1. In Round 2 you cast Energy Ball and get a +1k0 to your roll. In round 3 you cast Magic Missile and get +2k0 to your roll. In Round 4 you cast Primal Power. In Round 5 you cast Magic Missile and get no extra dice to your roll.)
Counter Spell
You can counter with a Spell. When you use a Focus Power test to successfully Parry an attack, you may use, yes, you may use a reaction action to make a Focus Power test to cast a spell (but not spell combo) which has the Attack along with either of the Touch or Ranged Touch Keywords, and would normally require a half action to cast, at -2k0 to the Focus Power test and Attack roll. This spell cast does not interact with nor gain bonuses from the Mystic Echo feat.
OLD NEW FEATS
Eldritch Trick
You learn, by hook, crook, or just plain luck, one of the following abilities. "Spending" raises to use this feat's effects does not change the result of your magic test and prevents them from being counted toward inherent effects in the spell, but you can apply multiple instances of this feat as long as you have enough raises for all the effects used.
- Accuracy Mastery: You can spend 1 raise when casting a spell with the Touch or Ranged Touch keyword to gain 1 raise on the attack roll instead.
- Blast Mastery: You can spend 2 raises to increase or decrease the Blast radius of a spell by 1.
- Damage Mastery: You can spend 1 raise to add +1k0 to the damage of a spell, or 3 raises to add +0k1. If the spell cast copies itself, this applies only to the first copy unless those copies are based on raises.
- Ether Mastery: You can spend 1 raise to force a creature targeted by the spell to take 1 check on any opposed tests made against the spell.
- Fatal Mastery: You can spend 2 raises when casting a spell that deals damage to have that spell deal at least 1 wound, regardless of the target's Resilience.
- Piercing Mastery: You can spend 1 raise when casting a spell to reduce the Aura of one target when calculating damage from that spell by 1.
- Range Mastery: You can spend 1 raise to increase the range of the spell by 5m.
Calm the Winds
If you would suffer any type of Psychic Phenomena, you may spend resource points up to your level. Doing so allows you to adjust the roll of Psychic Phenomena by up to 5 points per resource point spent.
Battle Meditation
Others find their zen in peace and quiet. You find yours in the din and chaos of battle. You no longer take a penalty to Wisdom while using Frenzy.
Combo Maker
When casting a Spell Combo, reduce the Focus Power TN by 5.
Delay the Storm
If you would cause any type of Psychic Phenomena, you may make a Focus Power test (TN 20 + 5 per exploded die) as a free action. If it succeeds, delay the onset of all Psychic Phenomena caused by you by up to 5 rounds. However, if you have accrued more Psychic Phenomena by that time, those effects stack and unleash at the same time.
Short Fuse
You're just a shade bit above your seething temper. You can Frenzy as a Half Action.
Trigger Warning
Your mind never leaves the fight, the slightest thing can set you off and you're There. When you take at least 1 Wound from an attack, you may Frenzy as a Reaction Action.
Greater Frenzy
Your rage is a true terror to behold. While you are using Frenzy, you take a -2 penalty to Fellowship and gain an additional +1 bonus to Strength and Constitution.
Death or Glory
It all comes down to this, and you're unstoppable. You are a 12.0 on a 10.0 scale of badness, you are a horrible, sexual tyrannosaurus, you are a monster truck that walks like a man. While using Frenzy with no Hit Points remaining, you gain +1k0 on attack and damage rolls for each part of your body with with Critical damage.