Mystic Warrior
Official LAIRE career skill list featuring 13 specialized abilities.
This skill allows a character to channel a school of magic through their weapon. For the character’s strike, the weapon acts as a spell packet, but the character needs to make contact with the target. A spell cannot be channeled through another weapon but will go through a shield, thus the target can block with their weapon but not their shield and stop the spell from going off. The full spell verbal for the spell must be recited and the casting can be interrupted normally, however the character can cast the spell with their weapon in hand for that school only. The channeled spell costs the normal amount of Power Points.
Upon learning this skill, the character learns to channel one school of magic. The character may channel any damaging spell from that school plus a small number of spells specified on the table in the Mystic Warrior section of the Playtest Document. The character can cast and channel a spell while holding a weapon in their hand. To cast a spell normally, they must have a free, unfettered hand as per the normal casting rules.
Channeling a spell replaces the normal damage the weapon would do, even if the typical weapon damage is more than the spell’s damage. Channeling strikes cannot be combined with any specialty martial attacks except the Speed skill. Channeling strikes also cannot be combined with any Warlock skills except the Speed Cast skill.
The character can channel through any weapon they have dedicated. Any attempt to channel a spell using a normal weapon fails and the Power Points are expended. In the special case of weapons enchanted with an element, only that element can be channeled, though any spell can be spell parried or redirected. Additionally, channeling a spell from that school of magic with a permanent Ritual of Elemental Weapon or a Greater Elemental Magic Weapon will lower the cost of the channeled spell by 1 Power Point with a minimum of 1 Power Point. This discount only applies to spells channeled and not a spell cast normally.
If a character misses their target, they can continue to try and strike their target until they connect with a blow or 5 seconds elapses. If the character accidentally strikes the ground or some other viable object, the spell is lost. The target can use a martial skill, such as Crit Parry, Master Parry, Slay Parry, etc., to stop the channeled spell, but the spell is not expended. Similarly, a character can stop the attack for another character using a martial skill. A Dodge will prevent the channeled spell from landing but will not expend the spell.
The character can learn to channel other elemental schools of magic, but these must be learned separately with the Expanded Focus skill, see the Mystic Warrior section of the playtest document.
Only Low Magic Schools can be learned to be channeled, therefore, Spell Songs and Nature Magic cannot be channeled. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
This skill allows a character to channel spells while they are taking damage. Once purchased, this skill is always in affect. This skill does not protect a character from taking damage; it only allows them to ignore the damage for the purpose of casting spells. Combat Casting does not prevent a character from being paralyzed, knocked unconscious, affected by a Bind spell, or otherwise rendered physically unable to cast spells.
This skill works only with the schools of magic the character can channel and only while channeling those spells. If the caster casts a spell from another school or casts a spell normally, the spell will be interrupted if they take damage.
The character’s Dedicated Weapon is needed to use this skill.
This skill will dispel one active spell on a character or spell effect struck instead of dealing damage. For example, this spell can cancel the effects of most Bond spells, Charm spells, wall spells, etc. The Dispelling Strike skill can be used on the effect of the spell as in the case of Wall of Force or Lock spells or at the character affected by the spell. When the skill is used against a character directly, the character should make an out-of-game comment indicating which spell is being canceled; if the wielder does not specify one, then the target player must choose one active spell to be removed.
This skill does not work against latent spells. It also does not work against Imprisonment or Magic Sanctuary spells, and it cannot undo the creation of undead by the Necromancy School.
This skill is stopped by any defense that stops physical attacks, Master Parry, Slay Parry, Dodge, etc. The character should call “Dispelling Strike”. If the character misses, the skill is not used.
The character’s Dedicated Weapon is needed to use this skill.
This skill allows the character to channel one additional School of Magic per purchase. The character can purchase this skill multiple times, once for each elemental school available to the character.
When the character invokes this skill, it will allow them to increase the duration for holding a spell they are going to channel from 5 seconds to 5 minutes. After the spell verbal is completed, the caster must still state the name of the spell every 5 to 10 seconds. The skill is used once the spell verbal is successfully completed. If the character takes damage or the 5 minutes are up, the spell is lost.
The verbal for this skill is “Extension” which must prefix the normal spell verbal. A character cannot use this skill with the Redirect skill, only spells they cast themselves can be extended.
This skill allows the character to imbue one of their weapons with the power of a single element. The element can be any element they can channel, i.e. the element from the school you can channel plus each additional school leaned with Expanded Focus. The weapon will swing for the type of damage given in the table below. The character should suffix their damage by the effect in the second column.
So if a character invokes this skill and chooses fire as their element, they would suffix “...Fire” to their damage.For example, Vendric’s Dedicated Blade is an enchanted long sword, which he has purchased 4 Weapon Proficiency skills with. Normally he would call “8 Magic”, but after using the Elemental Weapon skill, he now calls “8 Magic Fire” or he could call “8 Fire Magic”.It takes 10 seconds to activate this skill, the effect is active after that time, and has a duration of 10 minutes. If a character has two uses of this skill and wishes to imbue two weapons with an element, they only need to spend 10 seconds, but still expends two purchases of this skill. The element for each weapon can be different. Therefore, the character can imbue fire in one weapon and ice in another other so long as they are both dedicated weapons. This uses two purchases of the skill, and the character spends only 10 seconds of in-game time to activate the skill. Once this skill is active on the character’s weapon, it can be dispelled with a Dispel Magic spell or similar affect cast on the character or on the weapon if the character is not holding it.Since dedicated weapons are personal, the elemental affect is only active for the character invoking this skill. If they lose their weapon for any reason, they can reclaim the weapon and use the elemental effect until the duration expires. Regardless how long the character is in possession of or uses their weapon, the total time this skill is active is never more than 10 minutes.To use this skill, the character has to take a knee, kneel, or sit, hold out their weapon(s) in a manner obvious they are performing some in-game action. This skill can only be used on a weapon the character has previously dedicated.
| Element | Effect Called |
|---|---|
| Fire | Fire |
| Water | Ice |
| Air | Lightning |
| Earth | Mithril |
| Life | Life |
| Death | Body |
For each purchase of this skill a character gains a Damage Bonus with all weapon skills in the Mystic Weapons skill according to the table below.
| Weapon Type | Damage Bonus |
|---|---|
| Small, One-handed edge/blunt, Staff, and Spear | +1 |
| Two-Handed edge/blunt, Polearm | +1.5* |
*This bonus is rounded down, so one purchase gies a +1 damage bonus and two gives a +3 damage bonus.
This skill may be combined with other Damage Bonuses. The Mystic Proficiency skill is not hand specific.
This skill allows the character to use the following weapons: One- handed Edge, One-Handed Blunt, Bastard Edge, Bastard Blunt, Spear, Two-Handed Edge, Two-Handed Blunt, Staff, Pole Arm and Small Weapon. Additionally, they gain a limited form of Master Florentine and can use any combination of these weapons in either hand. Any Build Points spent on the weapon skills listed above (and only those skills) and the Florentine skill are refunded when this skill is learned. For example, if a character has One-handed Edge, Bastard Edge, and Florentine skill the character would get back a total of 9 Build Points. The character does not get his build back for the Master Florentine skill.
Can use any weapon to Channel, but the skill only gives you weapon proficiencies listed above. However, you cannot channel with a bow, crossbows, or thrown weapons.
This skill also allows the character to create a dedicated weapon. The character needs the following components to create a dedicated weapon:
- White Ritual Powder, 1 dose (3 sp)
- Red Casting Powder, 1 dose (1 sp)
- Mithril Dust, 1 dose (2 sp)
- Cinquefoil Leaf, 1 dose (1 sp)
- The character’s own blood, dissected, 1 dose
This skill allows the character to channel a spell they were hit with through their weapon into any target. Once successfully hit with a spell attack, the player must call “Redirect” and then has 5 seconds to channel the spell away from them into their target upon a successful weapon strike.
The character can redirect a spell augmented by Warlock skills, however the spell loses all of its augmentations and only the base spell is redirected. A character can only redirect a spell if they are wielding their Dedicated Weapon (not just in their hand) at the time. If the character has two Dedicated Weapons, not including a shield, they may redirect two spells.
If no target is available to redirect the spell into, then the character may redirect the spell into the ground or some other inanimate object. If a character does not ground the spell, after 5 seconds the spell will harmlessly go away.
The character may parry and redirect a spell for another character that is within weapon’s reach just like other martial parry skills except spells augmented by Perfect Aim.
Only low magic schools and Nature Magic can be redirected, therefore, Spell Songs, sorcery, and magical abilities cannot be redirected. A character must have two Spell Parry skills per Redirect skill they wish to learn. This skill is always used once called and requires the character’s Dedicated Weapon to use.
This skill allows the character to do one of three effects per use of this skill: remove all latent spells on the target character as per the Destroy Magic spell, dispel a Magic Sanctuary spell, or dispel an Imprisonment spell. Only one of those effects can be used per use of the Rend Magic skill. The character does not have to calls the effect when the skill is used, but the character can only target a Magic Sanctuary or Imprisonment spell if their target is under those effects. So if the target is in a Magic Sanctuary, the character cannot remove the targets latent spells, bypassing the Magic Sanctuary. They would have to use one use of the skill to remove the Magic Sanctuary and another to remove the targets latent spells. To use this skill, the character needs their Dedicated Weapon, and must strike the target character with their weapon. The character should call, “Rend Magic” when using this skill.
To dispel a Magic Sanctuary or Imprisonment spell, the character has to strike any legal combat area on the target character, even their weapon, shield, or cloak since the Magic Sanctuary or Imprisonment spell is the primary target not the target character.
This skill is stopped by a magical defense that stops physical attacks, Master Parry, Slay Parry, Dodge, etc. This master level skill is only stopped by master level parries, therefore Crit Parry, etc. will not work. Note the target cannot use a martial defense if they are under the effects of an Imprisonment or Magical Sanctuary spell; they may use any magical defense that stops physical attacks, such as an Invulnerability or a Ritual of Defense to stop the attack while they are in a Magical Sanctuary or Imprisonment.
When this skill is used, the character becomes immune to damage from one element. They are still affected by effects of that element. Therefore if a character using this skill to protect themselves from the element of death was hit with a Maim spell, they would not take any damage, but if they are hit with a Take Your Sight spell, they would not be protected and would be blind for the duration of the spell. This is also true of martial attacks, so the character would be immune to any physical damage but not protected from special attacks such as Slay, Stun, Disarm, etc.
This skill is purchasable multiple times, however, only one Shield of the Elements can be active on the character at one time. This skill creates a magical affect around the character which is visible to other characters when they make an appropriate attack. Whenever affected by an attack of the appropriate element, the character must call, “Shield of the Elements, <element>” and not “No Effect”. Once this skill is active on the character, it can be dispelled with a Dispel Magic spell or similar affect.
The element can be any one of the six and is chosen when the skill is used. Currently, there is no damaging effect in the Bonds School, but using this skill to protect themselves, the character can be unaffected from damage from the Elemental Pool skill, the Elemental pool from Elementals, Ritual of Elemental Energy: Earth, and similar affects.
It takes 10 seconds to activate this skill. To use this skill, the character has to take a knee, kneel, or sit and requires the use of their Dedicated Weapon to activate. If the character loses their weapon after activating this skill, the Shield of the Elements effect remains active for the duration of this skill.
Using this skill, a character may automatically strike their opponent with a single blow. To use this skill, the character must strike at the opponent and hit any part of them – a legal body part, weapon or shield. The character prefixes the attack with “Speed”, followed by either weapon damage or a specialty attack such as the Disarm or Slay skills. This skill can only be used with hand to hand weapons and not with ranged attacks.
Since Speed is a master level skill, only a Master Parry or a Slay skill will stop this attack. Even if the Speed skill is used with a Disarm, for example, the targeted character must use a master level skill to stop the attack.
This skill is always used once called.
The character can use the Spell Parry skill to stop (negate) any low magic spell or Nature Magic spell cast at the character except ones augmented by Total Power. Once successfully hit with a spell attack, the player must call “Spell Parry” to indicate the spell has been stopped.
The character can stop a spell augmented Warlock skills except Total Power. A character can only stop a spell if they are wielding their dedicated weapon (not just in their hand) at the time. If the weapon is merely held or sheathed, the character cannot use Spell Parry.
Only low magic schools and Nature Magic can be stopped, therefore, Spell Songs, sorcery, and magical abilities cannot be negated with this skill.
The character may parry a spell for another character that is within weapon’s reach just like other martial parry skills except spells augmented by Perfect Aim.
A character must have 15 Power Points OR one proficiency for every 1 Spell Parry skills they want to learn. This includes the 25 Power Points needed to learn the Channeling skill, therefore if the character has 27 Power Points and 2 Proficiencies, they may learn 3 Spell Parries.
This skill is always used once called. The character’s Dedicated Weapon is needed to use this skill.