Tuesday, March 17, 2009

Magus of Setthera

"When it rained Ogion would not even say the spell that every weather-worker knows, to send the storm aside. In a land where sorcerers come thick, like Gont or the Enlades, you may see a raincloud blundering slowly from side to side and place to place as one spell shunts it on to the next, till at last it is buffeted out over the sea where it can rain in peace. But Ogion let the rain fall where it would. Ged crouched among the dripping bushes wet and sullen, and wondered what was the use of having power if you were too wise to use it."
- Ursula K. Le Guin, A Wizard of Earthsea

Perquisite: Wizard and training in arcana, nature and religion.

The magi of Setthera Isle are an ancient order of wizards. Since time unremembered they have taught the arts of the magi from their white tower on their island home where they preserve ancient knowledge. The masters there - the maker, the namer, the warder, and the shaper - teach their pupils to honor the place of magic within the world's balance, and to revere life and the natural order of the universe. Once their pupils become journeymen, they are sent out into the world to help people with their magics. Those of exceptional skill will return to the Isle of Setthera to become one of the teachers and masters there.

The central tenant of their magic rests upon the knowledge of the true names of things. Using the secret names of things they are able to make them change.


Magus Path Features

(11th level feature) - Shape of the Name - (Daily, Minor Action, Polymorph) - Using your knowledge of the true name of things, you change yourself into something else for a time. Shapechange to any natural animal of your level or lower and size tiny to large. You gain your new forms move and melee basic attack damage, but your stats are otherwise unchanged. The change remains until you choose to resume your normal form.

(11th level feature) - True Name's Nature - When using magic against a creature, you can attempt to determine it's true name. If you succeed, you have more power to effect it.
Use this power when you use an action point to cast a spell at a creature. If the spell hits, you receive a +1 insight bonus to attack rolls and skill checks against that specific creature permanently, and receive +1 to all your defenses against it.

(16th level feature) - Warder's Defense -(Encounter, Immediate Interrupt) - spend two healing surges to reduce the damage of an attack targeting yourself or an ally within 5 squares by your healing surge value.


Magus Attacks

True Name's Chains
Magus level 11 attack (Encounter, Standard Action) - one target in close burst 10
Intelligence vs. Will.
Hit: The target is Stunned (save ends).
Miss: The target is Restrained (save ends).
Effect: The target is Marked (sustain minor).


Counterspell
Magus utility - level 12 (Daily, immediate interrupt)
Intelligence attack vs Will of creature attacking with a power that has the Arcane keyword.
Hit: The interrupted power automatically misses.


Light's Rebuke
Magus attack - level 20 (Daily, Standard Action) - One target within close burst 10
Int vs Fortitude, 3d10 + Intelligence modifier radiant damage and the target is weakened (save ends).

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