Post by Jaster on May 4, 2011 11:06:42 GMT -6
Diabolist
Description: Among the eldest and most prestigious of all magical arts, the Diabolist commands respect of the arcane community, and among the upper class of most nations. Their magic is very simple, utilitarian and hard to disrupt, yet hard to apply correctly and has many strange aspects still not completely understood by mortal magi. They are known by several names, Warders, Arcane Defenders, Symbol Mage, Word Mage, and their most common title, Diabolist. Their art focuses on infusing potent symbols of arcane notations, effectively the written form of incantations used by Wizards and Warlocks, and sealing into them enough arcane power to remain active for almost any duration until used. This completely external form of magic is almost completely safe to the user, with no risk of harming one self, or unintended targets like Wizardry, Mystism or Circle Mages can, seen as the safest and cleanest form of magic which can be practiced aside from the priesthood. These symbols must be made perfectly and it requires years of training to expect to be able to replicate a few with such mastery, perfecting not only its shape, but also it's makeup, ensuring the powdered metal is mixed correctly with glue, both are the required purity, and mixed without fault, while fusing them with mystical energy. Failure to make it perfect will typically just result in a dud, a ward that cannot retain its energy, or simply does nothing, in extremely rare cases, they can respond violently, often when using Permanence or Power Wards, creating a backlash enough to kill the unprepared. Once activated, wards are passive until their set triggering condition is met, unleashing whatever magic they where set to preform, until they run out of energy. Most commonly, this is used as a deterrence for thieves, placing a ward of alarm, or in higher security situations, something more lethal, altering guards, or killing the intruder outright. They can also be crafted onto weapons or armor to provide a soldier with pseudo-magical powers, wards tuned to trigger when he strikes an opponent to send a bolt of lightning, or to heal him when he is likewise struck, to respond to a wizard casting a spell to blind his vision. The possibilities which can be arranged is what has always lent a Diabolist his greatest asset, preparedness. This also lends them financial backing, for the small energy required to maintain them, a Diabolist can often life comfortably simply selling wards to affix to adventures equipment, or treasures, and most secure packages are prepared with Wards to prevent tampering, along with official documents for governments.
Most nations use Diabolists in many ways, often they are employed to protect secure locations, keeps, factories, mints, treasure troves, prisons, slave pens, and anything similar, by placing wards of an appropriate type along it. Often these will be non-lethal wards, such as a Light ward to show intruders or escapees easily, or a Sound ward to alert guards. In military facilities, they are often geared to be lethal, and some high risk keeps will have fields with stones laid along it which are warded, an entire army risking a hailstorm of fire and lightning should they attempt to march through it. However, these Ward Fields are discouraged by all nations, and the only one to currently use them is Kighfalton, against the Orcs, this is mostly because of the risk to innocents or their own soldiers, who if they blunder into the fields, could mistakenly hit the wards and trigger their own death. More then one traveler going through the Timiro Old Kingdom Passes has found old Ward Fields in narrow areas and been force to tread carefully or risk demise. In some isolated areas of Baal-gor and the Old Kingdom, Ward Fields from the Elf-Dwarf War remain, having lost none of their potency, still a mystery on how they retain their energy after all this time, but are a lethal result to travelers either way (Most are however tuned to not harm those of their creators race, or only of their opponents). Kighfalton no longer officially employs Diabolists, but still ward many fortresses, key rooms and locations, but employ them openly in the Yin-Sloth Periphery like many of the magical arts they technically cannot use according to the White Paper. The Eastern Collective employs them more than any other practitioner, and most fortifications, walls, moats and bridges have ready made wards ready to be activated (or remain active at all times) to prevent intruders or invasions. Timiro uses them to watch slaves, and protect important ledgers and rooms, and most nobles have their own quarters warded to intruders, along with their treasure halls. Like most forms of magic, it's use is forbade and heavily hunted and regularted in Southwind, with knowing the practice alone being a crime punishable by death in some cases. Byzantium heavily wards their maps and treasuries, but it is limited to the nobility and mercantile class, rarely are they used else where, are are overseen by the Elementalists guild, only due to the unique niche Diabolists serve is the reason they are allowed to organize there. The Wolfen, like most similar arts, disfavor the art form, and avoid it, but a few practitioners have taken to it along with their increased interested in literacy and recording their history, but they have yet to use it on a military scale. Orcs hate Diabolism and greatly fear its use the world over, and have nothing but fear for the unexpected Wards, but Ogres and Trolls have no inborn fear of it, but rarely practice it. Ogres are the most likely of the Monster Races, passed only by Kobolds of uncivilized races, who have taken a very worrisome interest in the art, and most of their warrens are now warded to intruders, a fact the Dwarves take as a bad sign of their progression in the Spine of Xy.
Requirements
Attributes: M.I of 12 or More and P.E of 10 or More.
Skills
Primary Skills
Languages: Characters Native at 160%, and Two of Choice at 100% (Communication)
Literacy: Characters Native at 160%, Elven at 160%, Runic at 25%, and one of Choice at 100% (Communication)
Cryptography - Cyphers, at 120% (Communications)
Lore - Magic, at 100% (Scholar)
Mathematics - Supply Lines, at 100% (Scholar)
Mathematics, at 100%
Weapon Proficiency: Magus, at 1st Level
Hand to Hand: Basic at 1st Level
Secondary Skills: Selects Four related Skills of Choice.
Tertiary Skills: Selects Four Secondary Skills of Choice.
Skill List:
Communication: Any, at +35%.
Domestic: Art and Writing Only, at +25%.
Espionage: Forgery, at +25% and Pick Locks - Ward Disarm at +50% Only.
Medical: Any, at +10%.
Physical: Endurance Training Only.
Rogue: Streetwise Only.
Scholar: Any, at +25%.
Technical: Construction and Metal Working Only, at +10%.
Weapon Proficiencies: Any, except Axe, Lance, Paired or Siege, at +1 Level. Expert costs 1 Skill, Martial Arts and Assassin Costs 2 Skills.
Wilderness: None.
Class Abilities
Diabolist Bonuses: Gains +1 to Spell Power (+1 to Spell Power/2 Levels), +10% to Spell Power (+3% to Spell Power/1 Level), +10% to Save vs Magic (+3% to Save vs Magic/1 Level), +15% to Perception (+5% to Perception/1 Level), +1 to Perception (Research) (+1 to Perception (Research)/2 Levels), +10% to Distract (+2% to Distract/1 Level).
Trained: Gains E.E equal to P.E x 2, and gains 2D4 E.E /1 Rank.
Diabolist Skilled: Reduce the Experience Cost for Ranks in Cryptography, Mathematics, and Literacy.
Ward Knowledge: Begins with the Following Ward Spells; 2 Triggers of Choice, 1 Modifier of Choice, and 3 Effects of Choice. Character may learn any Number of Wards at Normal Cost. Character may attain 15th Level in any Ward.
Ward Creation: Character may create Ward Sequences, with up to 2 Ward Words (+1 Ward Word/3 Levels), paying the normal Activation and Maintenance costs for these Wards. Wards created by this Character have 1 Charge (+1 Charge/3 Levels).
Ward Genius: Reduce the Experience to Learn New, and Increase the Level of Wards by X%, where X is the Characters M.I.
Recognize Ward: This Character may make a Free Action to make a Perception Check of 16 on any Ward they can see. If successful, they may Identify 1 Ward Word in that Sequence (+1 Ward Word per 2 Points of Success). If the Character spends 1 Action while doing this, they may change it to a Perception (Research) check instead.
Ward Disarm (Requires Diabolist Level 3): Character may spend 3 Actions, 1 Morale, and 3 E.E to attempt to Dispel any Ward Word. To do so, the Character makes a Spell Power check, gaining an additional +10% (+3% to Spell Power/1 Level), and the Ward makes a Save vs Magic. If the Caster is successful, the Ward Word is removed from the Sequence. If the caster fails, there is a 100% Chance to Trigger (-5% to Trigger Chance/1 Level) and then the Ward gains "Enduring Complexity", a Buff Effect, which lasts for 2 Days, gaining +25% to Save vs Magic against that Character.
Will Crafting (Requires Diabolist Level 5): Character may spend 1 Action, 2 Stamina and 100% of a Ward Sequence Base E.E Cost, to create any Ward Sequence by paying all Costs other than Time Costs. The Ward Sequence is Created as Active.
Ward Surge (Requires Diabolist Level 7): Character may spend a Free Action, 2 Stamina and 7 E.E to Select any Ward Sequence they have created, which gains "Power Surge", a Magic Buff Effect which lasts for 2 Seconds (+1 Second/5 Levels), increasing its End Damage by +15% (+5% End Damage/1 Level), its Effect by +5% (+3% to Effect/1 Level), Range by +50% (+10% to Range/1 Level), and Duration by +25% (+5% to Duration/1 Level) for the Duration of its effects.
Reconnection (Requires Diabolist Level 10): After a Ward has been Triggered, there is a 5% Chance (+2% Chance/1 Level) that the Caster may spend 1 Stamina and 1 E.E to Restore 1 Charge to that Ward. If a Ward would reach 0 Charges, or be Dispelled, there is a 20% Chance (+10% Chance/1 Level) that the Caster will restore E.E equal 50% of its creation cost, and that the materials used may be re-used.
Ward Mastery (Requires Diabolist Level 13): Wards made by this Character gain +50% to Damage (+15% to Damage/1 Level), +10% to Effect (+3% to Effect/1 Level), +15% to Save vs Magic (+10% to Save vs Magic/1 Level), +50% to Range and Duration (+10% to Range and Duration/1 Level).
Class Focus
General Studies
Scholar: Character selects one of the Following; Communication or Scholar. Increase Skills of that Type by 10%, and the Character gains +1 to Perception (+2 to Perception/1 Rank). Cost: 1 Point (2 Ranks).
Language Study: This Character increase all Languages, Literacy, Cryptography, Public Speaking and Writing by +50% (+10% to Skills/1 Level, Increase by 100%/1 Rank). Cost: 1 Point (3 Ranks)
Trained Eye: This Character gains +10% to Perception (+2% to Perception/1 Level, +1 to Perception (Research) /1 Rank), and increases Detection by 3% (+1% to Detection Increase /1 Rank). Cost: 1 Point (3 Ranks)
Trained Resistance: This Character and this Characters Ward Sequences gains +5% to Save vs Magic (+1% to Save vs Magic/1 Level, Increase this Bonus by 100% /1 Rank). Cost: 1 Point (3 Ranks)
Focused Energy: Increase this Characters E.E by 7% (+7% to E.E /1 Rank), and when spending Stamina to Restore E.E, increase the E.E Restored by 50% (+10% E.E Restored/1 Level). Cost: 1 Point (2 Ranks)
Retained Energy: This Character may now exceed their Base E.E total from drawn E.E by up to 15 (+15 E.E Over Base/1 Level, +100% /1 Rank). Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Word Mastery: This Character selects any 2 Ward Words they know. The Max Level for these words gains +3. The same Words may not be selected more then once with this Focus. Cost: 1 Point (3 Ranks).
Word Perfection: Select any 2 Ward Words selected from Word Mastery. These Wards gain an additional +3 to their Max Level. Cost: 1 Point (Requires Word Mastery, 3 Ranks).
Master Sequence: If this Character creates a Ward Sequence using only Ward Words selected from Word Mastery, increase its Damage by 18% (+2% to Damage/1 Level), and its Effect by +5% (+1% to Effect/2 Levels), reduce its Total Activation Time by -1 Action. In addition, if the Ward Sequence is Dispelled, or the final charge is used, there is a 15% Chance (+3% Proc Chance/1 Level), that the Character will have 100% of the E.E Cost to create that Ward restored, and its Materials may be re-used. Cost: 1 Point (Requires Diabolist 3 and Word Mastery, 1 Rank)
Alarm Notice: Any time a Ward Sequence created by this Character Triggers, they may make a Perception check of 16 (-1 to Perception check/1 Level). If Successful, they will become aware of the Trigger within 1D4 Minutes (-2 Minutes /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Ward Plate: When this Character suffers Damage to their S.D.C or H.P, or Suffers Wounds, Wards on this Characters Equipped Armor with "Hit" Triggers gain +10% to End Damage (+1% to End Damage/1 Level), and +5% to Effect (+1% to Effect/1 Level), and have a 35% Chance to Restore 1 Charge (+50% to Proc Chance /1 Rank). Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Ward Blade: When this Character deals Physical Damage, Wards on this Characters Equipped Weapon with "Strike" Triggers gain +10% to End Damage (+1% to End Damage/1 Level), and +5% to Effect (+1% to Effect/1 Level), and have a 25% Chance to Restore 1 Charge (+35% to Proc Chance /1 Rank). Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Ward Strike: This Character may spend a Free Action and 1 Stamina when making any Normal Attack with an Equipped Weapon. If this Attack Triggers a Ward made by this Character, the Attack and the Ward gain +5% to End Damage (+1% to End Damage/2 Levels) and +10% to Spell Power (+1% to Spell Power/1 Level, Increase by 200% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Ward Guard: This Character may spend a Free Action and 1 Stamina when making a Parry with an Equipped Weapon. If this Parry Triggers a Ward made by this Character, they gain +25% to Parry Mitigation (+5% to Parry Mitigation/1 Level, Increase by 50% /1 Rank), and +15% to Balance and Maneuver (+3% to Balance and Maneuver/1 Level, Increase by 100% /1 Rank) during their Next Turn. Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Mark of the Warlord: When a Ward with an Inflict Mode created by this Character on any Equipped Item Triggers, the Wielder gains "Mark of the Wards", a Magic Buff Effect, which lasts for 5 Seconds, gaining +15% to Strike and Entangle (+3% to Strike and Entangle/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Mark of the Benefactor: When a Ward with a Protection Mode created by this Character on any Equipped Item Triggers, Wielder gains "Mark of the Wards", a Magic Buff Effect, which lasts for 5 Seconds, gaining +15% to Parry and Dodge (+3% to Parry and Dodge/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Mark of the Tyrant: When a Ward with a Remove Mode created by this Character on any Equipped Item Triggers, Wielder gains "Mark of the Wards", a Magic Buff Effect, which lasts for 5 Seconds, gaining +15% to Disarm and Maneuver (+3% to Disarm and Maneuver/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Mark of the Oracle: When a Ward with a Expose Mode created by this Character on any Equipped Item Triggers, Wielder gains "Mark of the Wards", a Magic Buff Effect, which lasts for 5 Seconds, gaining +15% to Spell Power and Initiative (+3% to Spell Power and Initiative/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Skill Support
Long Winded: Increase the number of Ward Words this Character may have in a Sequence by 50%. Cost: 1 Point (1 Rank)
Cryptomancer: Increase this Characters Cryptography by 5%, and this Character gains +5% to Cryptography (+5% to Cryptography/1 Level). Reduce the Penalty from multiple attempts to create a Cypher by -1%. The Character may now treat Wards as though they where a Cypher, requiring them to be de-coded before being Disarmed or Read. Cost: 1 Point (1 Ranks).
Power of Words: Wards created as Cyphers gain +20% to Damage (+5% to Damage/1 Level) and +5% to Effect (+2% to Effect/1 Level). When Triggered by a Character attempting to Decode the Cypher or Disarm the Ward, this Damage bonus becomes a bonus to End Damage. Cost: 1 Point (Requires Cryptomancer and Diabolist 4)
Lasting Secrets: Wards created as a Cypher gain +60% to Save vs Magic (+10% to Save vs Magic/1 Level, Increase this Bonus by 100% /1 Rank). Cost: 1 Point (2 Ranks, Requires Cryptomancer and Diabolist 6)
Calcumancer: This Character gains +2% to Spell Power per 15% of Mathematics - Arcane Mathematics, up to +10% (+10% to Spell Power Cap/1 Level). In Addition, Mathematics - Supply Lines may be used on Glue, Ink, Silver, Quicksilver and Gold regardless of cost limitations. Cost: 1 Point (1 Rank)
Calculator: This Character selects one of the following; 3, 5, 7 or 1D4 + 1. When a Ward would apply Damage or an Effect to another Character, and if that Characters Total Level is a multiplue of the selected number, increase the End Damage of the Ward by 25% (+5% to End Damage/1 Level), and the Effect by 10% (+1% to Effect/1 Level). Cost: 1 Point (Requires Diabolist 4 and Calcumancer, 4 Ranks).
Master Calculator: Select one of the following: Current S.D.C, Current H.P, Current E.E or Current Moral. When a Ward is made by this Character, they may use the selected option instead of Level for Calculator. Cost: 1 Point (Requires Calculator, 3 Ranks)
Arcane Formula: Ward Sequences created by this Character gain +1 Charge per 750% of Mathematics - Arcane Mathematics (+1 Charge per 750% Mathematics /1 Rank). Cost: 1 Point (2 Ranks, Requires Calcumancer and Diabolist 8)
Apprentice Studies
Arcane Eye: Reduce the Perception Check for Recognize Ward and Expanded Knowledge by -3. When this character Spends an Action to use Recognize Ward, they also gain +15% to Parry, Dodge and Distract (+2% to Parry, Dodge and Distract/2 Level). Cost: 1 Point (1 Rank)
Expanded Knowledge: This Character may now spend a Free Action when they see a Circle or another Character casting a Spell with a Hand and/or Verbal component, they may make a Perception check of 20. If Successful, they identify that Circle or Spell. When using this Ability, they may spend 1 Action instead, and if they do, change the check type to Perception (Research). Cost: 1 Point (1 Rank)
Find Weakness: When this Character makes a Successful Recognize Ward check, and identifies an entire Sequence, they gain +15% to Spell Power (+2% to Spell Power/1 Level, Increase by 100% /1 Rank) when they attempt to Disarm or Dispel that Ward Sequence. Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Spell Disruption: When this Character Identifies a Spell, Circle or Ward which is being Cast or Activated, they may spend 25 E.E (-1 E.E Cost/1 Level) and 1 Morale. If they do, they may make a Spell Power check at -50% against the Caster. If successful, there is a 25% Chance that spell will be Countered, otherwise, it gains -15% to Spell Power and Strike (-3% to Spell Power and Strike/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 4, 2 Ranks)
Sense Ward: If this Character would make an Action which would Trigger a Ward, they may make a Perception (Arcane) check of 20. If successful, they become aware of the Ward, knowing its Trigger Condition, its approximate location, gaining +25% to Detection (+7% to Detection/1 Level) when searching for it, and may Recant the Action which triggered the Ward before its effects are known or resolved. Cost: 1 Point (Requires Diabolist 5)
Acute Ward Sense: Reduce the Perception check required for Sense Ward by -2 (-1 to Perception/4 Levels), and increase the bonus to Detection by 50% (+50% to Increase /1 Rank). When another Character would take an Action which would Trigger a Ward, this Character may treat it the same as if their action would trigger it Via Sense Ward. This Character may attempt to warn the Triggering Character by making a Forced Initiative Check with that Character, and if this Character is Successful, the triggering Character may Recant their Action. Cost: 1 Point (Requires Sense Ward, 2 Ranks)
Disarmament and Deterrence
Disarmament: Increase the Spell Power Bonus from Ward Disarm by 50% (+50% /1 Rank). Wards which are not Disarmed, and do not have "Enduring Complexity" cannot be Triggered. Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Swift Disarm: Reduce the Action Costs for Ward Disarm by -2 Actions. Cost: 1 Point (Requires Diabolist 3, 1 Rank)
Ward Break: When using Ward Disarm, the Character may increase the Morale and E.E Cost by +2 to change the Actions Cost to a Free Action. Cost: 1 Point (Requires Diabolist 6 and Swift Disarm, 1 Rank)
Safety First: Reduce the chance a Ward will Trigger after a Failed Disarm Attempt by -10% (-5% to Disarm Proc Chance /1 Rank). If a Ward Triggers after an Attempt to Disarm it, this Character suffers 25% Less Damage from it (+1% to Damage Reduction/1 Level, +5% Damage Reduction /1 Rank). Cost: 1 Point (Requires Diabolist 3, 4 Ranks)
Complex Defenses: This Characters Ward Words gain +25% to Save vs Magic (+5% to Save vs Magic/1 Level, Increase by 25% /1 Rank), and have an additional +10% to Trigger on failed Disarms. Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Hair Trigger: Increase the Chance this Characters Wards will Trigger upon a Failed Disarm by +10% (+2% to Trigger Chance/1 Level, Increase by 50% /1 Rank). Cost: 1 Point (Requires Diabolist 3, 3 Ranks)
Primer: If this Characters Wards are targeted by a Negation Effect, or an attempt is made to Disarm them, if they are not Dispelled or Disarmed, they gain "Ward Prime", a Non-Dispelable Buff Effect which lasts for 7 Days, increasing its End Damage by 10% (+1% to End Damage/1 Level, Increase by 100% /1 Rank), and its Effect by 5% (+1% to Effect/2 Levels, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Magus Studies
Open Will: Reduce the E.E Cost required to Activate Will Crafting by -25% (-25% to E.E Cost /1 Rank). Cost: 1 Point (Requires Diabolist 5, 2 Ranks)
Pure Will: When using Will Crafting, the Character no longer requires to spend Paint, Ink, Silver, Quicksilver, Gold, Bone or Blood components. When the Character creates a Ward without these components this way, the Ward remains for 2 Minutes (+15 Seconds/1 Level, Increase by 200% /1 Rank). Cost: 1 Point (Requires Diabolist 5, 3 Ranks)
Forceful Will: When a Ward is created with Will Crafting, increase its Damage by +20% (+3% to Damage/1 Level), its Effect by 5% (+1% to Effect/1 Level), +10% to Save vs Magic (+2% to Save vs Magic/1 Level), +20% to Range and Duration (+5% to Range and Duration/1 Level). Cost: 1 Point (Requires Diabolist 5, 1 Rank)
Devouring Will: When using Will Crafting, this Character may pay 10 S.D.C (+35 S.D.C /1 Rank) and 3 Stamina (+2 Stamina /1 Rank). If they do, the Ward Created from Will Crafting gains +15% to End Damage (+2% to End Damage/1 Level, Increase by 100% /1 Rank), +7% to Effect (+1% to Effect/1 Level, Increase by 100% /1 Rank), and gains +1 to Charges. Cost: 1 Point (Requires Diabolist 7, 2 Ranks)
Pure Simplicity: When using Will Crafting, if the Ward Sequence Created has only 1 Trigger, Modifiers and 1 Effect, all Wards in the Sequence gain +4 Levels (+2 Levels /1 Rank) and +25% to Save vs Magic (+5% to Save vs Magic/1 Level, Increase by 50% /1 Rank). Cost: 1 Point (Requires Diabolist 6, 2 Ranks)
Master Studies
Unstoppable Surge: Increase the Cost and the bonus to End Damage, Effect, Range and Duration of Ward Surge by 50% (+50% to Increases /1 Rank). Cost: 1 Point (Requires Diabolist 7, 2 Ranks)
Enduring Surge: Increase the Duration of "Power Surge" by +100%, and increase the Bonus it provides to Duration by 25% (+5% to Duration Increase/1 Level). Cost: 1 Point (Requires Diabolist 7, 1 Rank)
Focused Surge: When using Ward Surge, this Character change the cost to 1 Action. If they do, increase the Duration of Power Surge by +2 Seconds (+1 Second/3 Levels), and increase the bonus to End Damage and Effect by +100%. Cost: 1 Point (Requires Diabolist 7, 1 Rank)
Choked Surge: When this Character uses Ward Surge, they may choose to apply "Choked Surge", a Magic Buff Effect, which lasts for 1D6 + 2 Seconds (-1 Second/7 Levels), to the Ward. If they do, the Ward is Suspended, and cannot Trigger. During this time, the Ward still checks for Trigger conditions and retains a valid Trigger if one occurs during this Time. After Choking Surge" Ends, increase the bonus from Ward Surge to Range by 100% (+100% /1 Rank), its bonus to End Damage and Effect by +25% (+5% to End Damage and Effect Increase/1 Level), and it gains +20% to Spell Power and Save vs Magic (+20% to Spell Power and Save vs Magic/1 Level). Cost: 1 Point (Requires Diabolist 8, 2 Ranks)
Chaotic Surge: After "Choked Surge" Ends, there is a 50% Chance (+40% /1 Rank) the Character may re-apply it. If re-applied, apply a new Duration, and increase all bonuses and effects from Choked Surge by 100% for each time it is Re-applied this way. Cost: 1 Point (Requires Choked Surge, 2 Ranks)
Efficacy
Power Shift: After a Ward is Triggered, this Character may reduce one Ward Sequences Current Charges by 2 to restore 1 Charge to the Triggered Ward Sequence. Cost: 1 Point (Requires Diabolist 4, 1 Rank)
Reclaimed Power: After this Character has E.E Restored from Reconnection, this Character also gains "Returning Surge", a Magic Buff Effect which lasts for 5 Seconds, Restoring 1 Stamina every 2 Seconds, and gaining +20% to Spell Power (+5% to Spell Power/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 9, 2 Ranks)
Aware Connection: Any time a Ward Created by this Character would be Dispelled, Disarmed, or Triggered, they may make a Perception check of 20 (-2 to Perception check /1 Rank). If successful, they become aware of it. Increase the Proc Chance Chance for Reconnection to allow the Character to Restore a Charge by +3% (+7% /1 Rank). Cost: 1 Point (Requires Diabolist 10, 3 Ranks)
Clean Connection: Increase the Proc Chance the Character will Restore E.E after a Ward reaches 0 Charges or is Dispelled by 25%, and Increase the Proc Chance the Character may Restore Charges to a Ward by +3%. Cost: 1 Point (Requires Diabolist 10, 1 Rank)
Open Connection: Increase the E.E Restored from Reconnection by +50%. Cost: 1 Point (Requires Diabolist 10, 1 Rank)
Burnout: If a Ward Sequence triggers, there is a 25% Chance (+5% Chance/1 Level), it will trigger a Second Time. This ability may Chain Proc up to 1 Time (+1 Chain Proc /1 Rank). When this Ability Procs, Reconnection may not Proc. Cost: 1 Point (Requires Diabolist 10, 2 Ranks)
Equipment
Starts with M.A x 10 + 500 Gold to buy equipment with.
Default Equipment
Set of Traveling Clothes (16 Gold)
Soft Leather Boots (20 Gold)
Belt (2 Gold)
Bedroll (30 Gold)
Backpack (12 Gold)
Stachel (3 Gold)
Four Small Sacks (4 Gold)
2 Pint Water Skin (2 Gold)
Small Mirror (23 Gold)
5 Units of Silver (15 Gold)
5 Units of Gold (25 Gold)
5 Units of Quicksilver (10 Gold)
15 Units of Rabbit Skin Glue (5 Gold)
20 Units of Black Ink (3 Gold)
Tinder Box (4 Gold)
Food Rations for 4 Weeks (28 Gold)
Soft Leather Suit (155 Gold)
Cast Iron Dagger (80 Gold)
Description: Among the eldest and most prestigious of all magical arts, the Diabolist commands respect of the arcane community, and among the upper class of most nations. Their magic is very simple, utilitarian and hard to disrupt, yet hard to apply correctly and has many strange aspects still not completely understood by mortal magi. They are known by several names, Warders, Arcane Defenders, Symbol Mage, Word Mage, and their most common title, Diabolist. Their art focuses on infusing potent symbols of arcane notations, effectively the written form of incantations used by Wizards and Warlocks, and sealing into them enough arcane power to remain active for almost any duration until used. This completely external form of magic is almost completely safe to the user, with no risk of harming one self, or unintended targets like Wizardry, Mystism or Circle Mages can, seen as the safest and cleanest form of magic which can be practiced aside from the priesthood. These symbols must be made perfectly and it requires years of training to expect to be able to replicate a few with such mastery, perfecting not only its shape, but also it's makeup, ensuring the powdered metal is mixed correctly with glue, both are the required purity, and mixed without fault, while fusing them with mystical energy. Failure to make it perfect will typically just result in a dud, a ward that cannot retain its energy, or simply does nothing, in extremely rare cases, they can respond violently, often when using Permanence or Power Wards, creating a backlash enough to kill the unprepared. Once activated, wards are passive until their set triggering condition is met, unleashing whatever magic they where set to preform, until they run out of energy. Most commonly, this is used as a deterrence for thieves, placing a ward of alarm, or in higher security situations, something more lethal, altering guards, or killing the intruder outright. They can also be crafted onto weapons or armor to provide a soldier with pseudo-magical powers, wards tuned to trigger when he strikes an opponent to send a bolt of lightning, or to heal him when he is likewise struck, to respond to a wizard casting a spell to blind his vision. The possibilities which can be arranged is what has always lent a Diabolist his greatest asset, preparedness. This also lends them financial backing, for the small energy required to maintain them, a Diabolist can often life comfortably simply selling wards to affix to adventures equipment, or treasures, and most secure packages are prepared with Wards to prevent tampering, along with official documents for governments.
Most nations use Diabolists in many ways, often they are employed to protect secure locations, keeps, factories, mints, treasure troves, prisons, slave pens, and anything similar, by placing wards of an appropriate type along it. Often these will be non-lethal wards, such as a Light ward to show intruders or escapees easily, or a Sound ward to alert guards. In military facilities, they are often geared to be lethal, and some high risk keeps will have fields with stones laid along it which are warded, an entire army risking a hailstorm of fire and lightning should they attempt to march through it. However, these Ward Fields are discouraged by all nations, and the only one to currently use them is Kighfalton, against the Orcs, this is mostly because of the risk to innocents or their own soldiers, who if they blunder into the fields, could mistakenly hit the wards and trigger their own death. More then one traveler going through the Timiro Old Kingdom Passes has found old Ward Fields in narrow areas and been force to tread carefully or risk demise. In some isolated areas of Baal-gor and the Old Kingdom, Ward Fields from the Elf-Dwarf War remain, having lost none of their potency, still a mystery on how they retain their energy after all this time, but are a lethal result to travelers either way (Most are however tuned to not harm those of their creators race, or only of their opponents). Kighfalton no longer officially employs Diabolists, but still ward many fortresses, key rooms and locations, but employ them openly in the Yin-Sloth Periphery like many of the magical arts they technically cannot use according to the White Paper. The Eastern Collective employs them more than any other practitioner, and most fortifications, walls, moats and bridges have ready made wards ready to be activated (or remain active at all times) to prevent intruders or invasions. Timiro uses them to watch slaves, and protect important ledgers and rooms, and most nobles have their own quarters warded to intruders, along with their treasure halls. Like most forms of magic, it's use is forbade and heavily hunted and regularted in Southwind, with knowing the practice alone being a crime punishable by death in some cases. Byzantium heavily wards their maps and treasuries, but it is limited to the nobility and mercantile class, rarely are they used else where, are are overseen by the Elementalists guild, only due to the unique niche Diabolists serve is the reason they are allowed to organize there. The Wolfen, like most similar arts, disfavor the art form, and avoid it, but a few practitioners have taken to it along with their increased interested in literacy and recording their history, but they have yet to use it on a military scale. Orcs hate Diabolism and greatly fear its use the world over, and have nothing but fear for the unexpected Wards, but Ogres and Trolls have no inborn fear of it, but rarely practice it. Ogres are the most likely of the Monster Races, passed only by Kobolds of uncivilized races, who have taken a very worrisome interest in the art, and most of their warrens are now warded to intruders, a fact the Dwarves take as a bad sign of their progression in the Spine of Xy.
Requirements
Attributes: M.I of 12 or More and P.E of 10 or More.
Skills
Primary Skills
Languages: Characters Native at 160%, and Two of Choice at 100% (Communication)
Literacy: Characters Native at 160%, Elven at 160%, Runic at 25%, and one of Choice at 100% (Communication)
Cryptography - Cyphers, at 120% (Communications)
Lore - Magic, at 100% (Scholar)
Mathematics - Supply Lines, at 100% (Scholar)
Mathematics, at 100%
Weapon Proficiency: Magus, at 1st Level
Hand to Hand: Basic at 1st Level
Secondary Skills: Selects Four related Skills of Choice.
Tertiary Skills: Selects Four Secondary Skills of Choice.
Skill List:
Communication: Any, at +35%.
Domestic: Art and Writing Only, at +25%.
Espionage: Forgery, at +25% and Pick Locks - Ward Disarm at +50% Only.
Medical: Any, at +10%.
Physical: Endurance Training Only.
Rogue: Streetwise Only.
Scholar: Any, at +25%.
Technical: Construction and Metal Working Only, at +10%.
Weapon Proficiencies: Any, except Axe, Lance, Paired or Siege, at +1 Level. Expert costs 1 Skill, Martial Arts and Assassin Costs 2 Skills.
Wilderness: None.
Class Abilities
Diabolist Bonuses: Gains +1 to Spell Power (+1 to Spell Power/2 Levels), +10% to Spell Power (+3% to Spell Power/1 Level), +10% to Save vs Magic (+3% to Save vs Magic/1 Level), +15% to Perception (+5% to Perception/1 Level), +1 to Perception (Research) (+1 to Perception (Research)/2 Levels), +10% to Distract (+2% to Distract/1 Level).
Trained: Gains E.E equal to P.E x 2, and gains 2D4 E.E /1 Rank.
Diabolist Skilled: Reduce the Experience Cost for Ranks in Cryptography, Mathematics, and Literacy.
Ward Knowledge: Begins with the Following Ward Spells; 2 Triggers of Choice, 1 Modifier of Choice, and 3 Effects of Choice. Character may learn any Number of Wards at Normal Cost. Character may attain 15th Level in any Ward.
Ward Creation: Character may create Ward Sequences, with up to 2 Ward Words (+1 Ward Word/3 Levels), paying the normal Activation and Maintenance costs for these Wards. Wards created by this Character have 1 Charge (+1 Charge/3 Levels).
Ward Genius: Reduce the Experience to Learn New, and Increase the Level of Wards by X%, where X is the Characters M.I.
Recognize Ward: This Character may make a Free Action to make a Perception Check of 16 on any Ward they can see. If successful, they may Identify 1 Ward Word in that Sequence (+1 Ward Word per 2 Points of Success). If the Character spends 1 Action while doing this, they may change it to a Perception (Research) check instead.
Ward Disarm (Requires Diabolist Level 3): Character may spend 3 Actions, 1 Morale, and 3 E.E to attempt to Dispel any Ward Word. To do so, the Character makes a Spell Power check, gaining an additional +10% (+3% to Spell Power/1 Level), and the Ward makes a Save vs Magic. If the Caster is successful, the Ward Word is removed from the Sequence. If the caster fails, there is a 100% Chance to Trigger (-5% to Trigger Chance/1 Level) and then the Ward gains "Enduring Complexity", a Buff Effect, which lasts for 2 Days, gaining +25% to Save vs Magic against that Character.
Will Crafting (Requires Diabolist Level 5): Character may spend 1 Action, 2 Stamina and 100% of a Ward Sequence Base E.E Cost, to create any Ward Sequence by paying all Costs other than Time Costs. The Ward Sequence is Created as Active.
Ward Surge (Requires Diabolist Level 7): Character may spend a Free Action, 2 Stamina and 7 E.E to Select any Ward Sequence they have created, which gains "Power Surge", a Magic Buff Effect which lasts for 2 Seconds (+1 Second/5 Levels), increasing its End Damage by +15% (+5% End Damage/1 Level), its Effect by +5% (+3% to Effect/1 Level), Range by +50% (+10% to Range/1 Level), and Duration by +25% (+5% to Duration/1 Level) for the Duration of its effects.
Reconnection (Requires Diabolist Level 10): After a Ward has been Triggered, there is a 5% Chance (+2% Chance/1 Level) that the Caster may spend 1 Stamina and 1 E.E to Restore 1 Charge to that Ward. If a Ward would reach 0 Charges, or be Dispelled, there is a 20% Chance (+10% Chance/1 Level) that the Caster will restore E.E equal 50% of its creation cost, and that the materials used may be re-used.
Ward Mastery (Requires Diabolist Level 13): Wards made by this Character gain +50% to Damage (+15% to Damage/1 Level), +10% to Effect (+3% to Effect/1 Level), +15% to Save vs Magic (+10% to Save vs Magic/1 Level), +50% to Range and Duration (+10% to Range and Duration/1 Level).
Class Focus
General Studies
Scholar: Character selects one of the Following; Communication or Scholar. Increase Skills of that Type by 10%, and the Character gains +1 to Perception (+2 to Perception/1 Rank). Cost: 1 Point (2 Ranks).
Language Study: This Character increase all Languages, Literacy, Cryptography, Public Speaking and Writing by +50% (+10% to Skills/1 Level, Increase by 100%/1 Rank). Cost: 1 Point (3 Ranks)
Trained Eye: This Character gains +10% to Perception (+2% to Perception/1 Level, +1 to Perception (Research) /1 Rank), and increases Detection by 3% (+1% to Detection Increase /1 Rank). Cost: 1 Point (3 Ranks)
Trained Resistance: This Character and this Characters Ward Sequences gains +5% to Save vs Magic (+1% to Save vs Magic/1 Level, Increase this Bonus by 100% /1 Rank). Cost: 1 Point (3 Ranks)
Focused Energy: Increase this Characters E.E by 7% (+7% to E.E /1 Rank), and when spending Stamina to Restore E.E, increase the E.E Restored by 50% (+10% E.E Restored/1 Level). Cost: 1 Point (2 Ranks)
Retained Energy: This Character may now exceed their Base E.E total from drawn E.E by up to 15 (+15 E.E Over Base/1 Level, +100% /1 Rank). Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Word Mastery: This Character selects any 2 Ward Words they know. The Max Level for these words gains +3. The same Words may not be selected more then once with this Focus. Cost: 1 Point (3 Ranks).
Word Perfection: Select any 2 Ward Words selected from Word Mastery. These Wards gain an additional +3 to their Max Level. Cost: 1 Point (Requires Word Mastery, 3 Ranks).
Master Sequence: If this Character creates a Ward Sequence using only Ward Words selected from Word Mastery, increase its Damage by 18% (+2% to Damage/1 Level), and its Effect by +5% (+1% to Effect/2 Levels), reduce its Total Activation Time by -1 Action. In addition, if the Ward Sequence is Dispelled, or the final charge is used, there is a 15% Chance (+3% Proc Chance/1 Level), that the Character will have 100% of the E.E Cost to create that Ward restored, and its Materials may be re-used. Cost: 1 Point (Requires Diabolist 3 and Word Mastery, 1 Rank)
Alarm Notice: Any time a Ward Sequence created by this Character Triggers, they may make a Perception check of 16 (-1 to Perception check/1 Level). If Successful, they will become aware of the Trigger within 1D4 Minutes (-2 Minutes /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Ward Plate: When this Character suffers Damage to their S.D.C or H.P, or Suffers Wounds, Wards on this Characters Equipped Armor with "Hit" Triggers gain +10% to End Damage (+1% to End Damage/1 Level), and +5% to Effect (+1% to Effect/1 Level), and have a 35% Chance to Restore 1 Charge (+50% to Proc Chance /1 Rank). Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Ward Blade: When this Character deals Physical Damage, Wards on this Characters Equipped Weapon with "Strike" Triggers gain +10% to End Damage (+1% to End Damage/1 Level), and +5% to Effect (+1% to Effect/1 Level), and have a 25% Chance to Restore 1 Charge (+35% to Proc Chance /1 Rank). Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Ward Strike: This Character may spend a Free Action and 1 Stamina when making any Normal Attack with an Equipped Weapon. If this Attack Triggers a Ward made by this Character, the Attack and the Ward gain +5% to End Damage (+1% to End Damage/2 Levels) and +10% to Spell Power (+1% to Spell Power/1 Level, Increase by 200% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Ward Guard: This Character may spend a Free Action and 1 Stamina when making a Parry with an Equipped Weapon. If this Parry Triggers a Ward made by this Character, they gain +25% to Parry Mitigation (+5% to Parry Mitigation/1 Level, Increase by 50% /1 Rank), and +15% to Balance and Maneuver (+3% to Balance and Maneuver/1 Level, Increase by 100% /1 Rank) during their Next Turn. Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Mark of the Warlord: When a Ward with an Inflict Mode created by this Character on any Equipped Item Triggers, the Wielder gains "Mark of the Wards", a Magic Buff Effect, which lasts for 5 Seconds, gaining +15% to Strike and Entangle (+3% to Strike and Entangle/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Mark of the Benefactor: When a Ward with a Protection Mode created by this Character on any Equipped Item Triggers, Wielder gains "Mark of the Wards", a Magic Buff Effect, which lasts for 5 Seconds, gaining +15% to Parry and Dodge (+3% to Parry and Dodge/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Mark of the Tyrant: When a Ward with a Remove Mode created by this Character on any Equipped Item Triggers, Wielder gains "Mark of the Wards", a Magic Buff Effect, which lasts for 5 Seconds, gaining +15% to Disarm and Maneuver (+3% to Disarm and Maneuver/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Mark of the Oracle: When a Ward with a Expose Mode created by this Character on any Equipped Item Triggers, Wielder gains "Mark of the Wards", a Magic Buff Effect, which lasts for 5 Seconds, gaining +15% to Spell Power and Initiative (+3% to Spell Power and Initiative/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 1, 2 Ranks)
Skill Support
Long Winded: Increase the number of Ward Words this Character may have in a Sequence by 50%. Cost: 1 Point (1 Rank)
Cryptomancer: Increase this Characters Cryptography by 5%, and this Character gains +5% to Cryptography (+5% to Cryptography/1 Level). Reduce the Penalty from multiple attempts to create a Cypher by -1%. The Character may now treat Wards as though they where a Cypher, requiring them to be de-coded before being Disarmed or Read. Cost: 1 Point (1 Ranks).
Power of Words: Wards created as Cyphers gain +20% to Damage (+5% to Damage/1 Level) and +5% to Effect (+2% to Effect/1 Level). When Triggered by a Character attempting to Decode the Cypher or Disarm the Ward, this Damage bonus becomes a bonus to End Damage. Cost: 1 Point (Requires Cryptomancer and Diabolist 4)
Lasting Secrets: Wards created as a Cypher gain +60% to Save vs Magic (+10% to Save vs Magic/1 Level, Increase this Bonus by 100% /1 Rank). Cost: 1 Point (2 Ranks, Requires Cryptomancer and Diabolist 6)
Calcumancer: This Character gains +2% to Spell Power per 15% of Mathematics - Arcane Mathematics, up to +10% (+10% to Spell Power Cap/1 Level). In Addition, Mathematics - Supply Lines may be used on Glue, Ink, Silver, Quicksilver and Gold regardless of cost limitations. Cost: 1 Point (1 Rank)
Calculator: This Character selects one of the following; 3, 5, 7 or 1D4 + 1. When a Ward would apply Damage or an Effect to another Character, and if that Characters Total Level is a multiplue of the selected number, increase the End Damage of the Ward by 25% (+5% to End Damage/1 Level), and the Effect by 10% (+1% to Effect/1 Level). Cost: 1 Point (Requires Diabolist 4 and Calcumancer, 4 Ranks).
Master Calculator: Select one of the following: Current S.D.C, Current H.P, Current E.E or Current Moral. When a Ward is made by this Character, they may use the selected option instead of Level for Calculator. Cost: 1 Point (Requires Calculator, 3 Ranks)
Arcane Formula: Ward Sequences created by this Character gain +1 Charge per 750% of Mathematics - Arcane Mathematics (+1 Charge per 750% Mathematics /1 Rank). Cost: 1 Point (2 Ranks, Requires Calcumancer and Diabolist 8)
Apprentice Studies
Arcane Eye: Reduce the Perception Check for Recognize Ward and Expanded Knowledge by -3. When this character Spends an Action to use Recognize Ward, they also gain +15% to Parry, Dodge and Distract (+2% to Parry, Dodge and Distract/2 Level). Cost: 1 Point (1 Rank)
Expanded Knowledge: This Character may now spend a Free Action when they see a Circle or another Character casting a Spell with a Hand and/or Verbal component, they may make a Perception check of 20. If Successful, they identify that Circle or Spell. When using this Ability, they may spend 1 Action instead, and if they do, change the check type to Perception (Research). Cost: 1 Point (1 Rank)
Find Weakness: When this Character makes a Successful Recognize Ward check, and identifies an entire Sequence, they gain +15% to Spell Power (+2% to Spell Power/1 Level, Increase by 100% /1 Rank) when they attempt to Disarm or Dispel that Ward Sequence. Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Spell Disruption: When this Character Identifies a Spell, Circle or Ward which is being Cast or Activated, they may spend 25 E.E (-1 E.E Cost/1 Level) and 1 Morale. If they do, they may make a Spell Power check at -50% against the Caster. If successful, there is a 25% Chance that spell will be Countered, otherwise, it gains -15% to Spell Power and Strike (-3% to Spell Power and Strike/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 4, 2 Ranks)
Sense Ward: If this Character would make an Action which would Trigger a Ward, they may make a Perception (Arcane) check of 20. If successful, they become aware of the Ward, knowing its Trigger Condition, its approximate location, gaining +25% to Detection (+7% to Detection/1 Level) when searching for it, and may Recant the Action which triggered the Ward before its effects are known or resolved. Cost: 1 Point (Requires Diabolist 5)
Acute Ward Sense: Reduce the Perception check required for Sense Ward by -2 (-1 to Perception/4 Levels), and increase the bonus to Detection by 50% (+50% to Increase /1 Rank). When another Character would take an Action which would Trigger a Ward, this Character may treat it the same as if their action would trigger it Via Sense Ward. This Character may attempt to warn the Triggering Character by making a Forced Initiative Check with that Character, and if this Character is Successful, the triggering Character may Recant their Action. Cost: 1 Point (Requires Sense Ward, 2 Ranks)
Disarmament and Deterrence
Disarmament: Increase the Spell Power Bonus from Ward Disarm by 50% (+50% /1 Rank). Wards which are not Disarmed, and do not have "Enduring Complexity" cannot be Triggered. Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Swift Disarm: Reduce the Action Costs for Ward Disarm by -2 Actions. Cost: 1 Point (Requires Diabolist 3, 1 Rank)
Ward Break: When using Ward Disarm, the Character may increase the Morale and E.E Cost by +2 to change the Actions Cost to a Free Action. Cost: 1 Point (Requires Diabolist 6 and Swift Disarm, 1 Rank)
Safety First: Reduce the chance a Ward will Trigger after a Failed Disarm Attempt by -10% (-5% to Disarm Proc Chance /1 Rank). If a Ward Triggers after an Attempt to Disarm it, this Character suffers 25% Less Damage from it (+1% to Damage Reduction/1 Level, +5% Damage Reduction /1 Rank). Cost: 1 Point (Requires Diabolist 3, 4 Ranks)
Complex Defenses: This Characters Ward Words gain +25% to Save vs Magic (+5% to Save vs Magic/1 Level, Increase by 25% /1 Rank), and have an additional +10% to Trigger on failed Disarms. Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Hair Trigger: Increase the Chance this Characters Wards will Trigger upon a Failed Disarm by +10% (+2% to Trigger Chance/1 Level, Increase by 50% /1 Rank). Cost: 1 Point (Requires Diabolist 3, 3 Ranks)
Primer: If this Characters Wards are targeted by a Negation Effect, or an attempt is made to Disarm them, if they are not Dispelled or Disarmed, they gain "Ward Prime", a Non-Dispelable Buff Effect which lasts for 7 Days, increasing its End Damage by 10% (+1% to End Damage/1 Level, Increase by 100% /1 Rank), and its Effect by 5% (+1% to Effect/2 Levels, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 3, 2 Ranks)
Magus Studies
Open Will: Reduce the E.E Cost required to Activate Will Crafting by -25% (-25% to E.E Cost /1 Rank). Cost: 1 Point (Requires Diabolist 5, 2 Ranks)
Pure Will: When using Will Crafting, the Character no longer requires to spend Paint, Ink, Silver, Quicksilver, Gold, Bone or Blood components. When the Character creates a Ward without these components this way, the Ward remains for 2 Minutes (+15 Seconds/1 Level, Increase by 200% /1 Rank). Cost: 1 Point (Requires Diabolist 5, 3 Ranks)
Forceful Will: When a Ward is created with Will Crafting, increase its Damage by +20% (+3% to Damage/1 Level), its Effect by 5% (+1% to Effect/1 Level), +10% to Save vs Magic (+2% to Save vs Magic/1 Level), +20% to Range and Duration (+5% to Range and Duration/1 Level). Cost: 1 Point (Requires Diabolist 5, 1 Rank)
Devouring Will: When using Will Crafting, this Character may pay 10 S.D.C (+35 S.D.C /1 Rank) and 3 Stamina (+2 Stamina /1 Rank). If they do, the Ward Created from Will Crafting gains +15% to End Damage (+2% to End Damage/1 Level, Increase by 100% /1 Rank), +7% to Effect (+1% to Effect/1 Level, Increase by 100% /1 Rank), and gains +1 to Charges. Cost: 1 Point (Requires Diabolist 7, 2 Ranks)
Pure Simplicity: When using Will Crafting, if the Ward Sequence Created has only 1 Trigger, Modifiers and 1 Effect, all Wards in the Sequence gain +4 Levels (+2 Levels /1 Rank) and +25% to Save vs Magic (+5% to Save vs Magic/1 Level, Increase by 50% /1 Rank). Cost: 1 Point (Requires Diabolist 6, 2 Ranks)
Master Studies
Unstoppable Surge: Increase the Cost and the bonus to End Damage, Effect, Range and Duration of Ward Surge by 50% (+50% to Increases /1 Rank). Cost: 1 Point (Requires Diabolist 7, 2 Ranks)
Enduring Surge: Increase the Duration of "Power Surge" by +100%, and increase the Bonus it provides to Duration by 25% (+5% to Duration Increase/1 Level). Cost: 1 Point (Requires Diabolist 7, 1 Rank)
Focused Surge: When using Ward Surge, this Character change the cost to 1 Action. If they do, increase the Duration of Power Surge by +2 Seconds (+1 Second/3 Levels), and increase the bonus to End Damage and Effect by +100%. Cost: 1 Point (Requires Diabolist 7, 1 Rank)
Choked Surge: When this Character uses Ward Surge, they may choose to apply "Choked Surge", a Magic Buff Effect, which lasts for 1D6 + 2 Seconds (-1 Second/7 Levels), to the Ward. If they do, the Ward is Suspended, and cannot Trigger. During this time, the Ward still checks for Trigger conditions and retains a valid Trigger if one occurs during this Time. After Choking Surge" Ends, increase the bonus from Ward Surge to Range by 100% (+100% /1 Rank), its bonus to End Damage and Effect by +25% (+5% to End Damage and Effect Increase/1 Level), and it gains +20% to Spell Power and Save vs Magic (+20% to Spell Power and Save vs Magic/1 Level). Cost: 1 Point (Requires Diabolist 8, 2 Ranks)
Chaotic Surge: After "Choked Surge" Ends, there is a 50% Chance (+40% /1 Rank) the Character may re-apply it. If re-applied, apply a new Duration, and increase all bonuses and effects from Choked Surge by 100% for each time it is Re-applied this way. Cost: 1 Point (Requires Choked Surge, 2 Ranks)
Efficacy
Power Shift: After a Ward is Triggered, this Character may reduce one Ward Sequences Current Charges by 2 to restore 1 Charge to the Triggered Ward Sequence. Cost: 1 Point (Requires Diabolist 4, 1 Rank)
Reclaimed Power: After this Character has E.E Restored from Reconnection, this Character also gains "Returning Surge", a Magic Buff Effect which lasts for 5 Seconds, Restoring 1 Stamina every 2 Seconds, and gaining +20% to Spell Power (+5% to Spell Power/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (Requires Diabolist 9, 2 Ranks)
Aware Connection: Any time a Ward Created by this Character would be Dispelled, Disarmed, or Triggered, they may make a Perception check of 20 (-2 to Perception check /1 Rank). If successful, they become aware of it. Increase the Proc Chance Chance for Reconnection to allow the Character to Restore a Charge by +3% (+7% /1 Rank). Cost: 1 Point (Requires Diabolist 10, 3 Ranks)
Clean Connection: Increase the Proc Chance the Character will Restore E.E after a Ward reaches 0 Charges or is Dispelled by 25%, and Increase the Proc Chance the Character may Restore Charges to a Ward by +3%. Cost: 1 Point (Requires Diabolist 10, 1 Rank)
Open Connection: Increase the E.E Restored from Reconnection by +50%. Cost: 1 Point (Requires Diabolist 10, 1 Rank)
Burnout: If a Ward Sequence triggers, there is a 25% Chance (+5% Chance/1 Level), it will trigger a Second Time. This ability may Chain Proc up to 1 Time (+1 Chain Proc /1 Rank). When this Ability Procs, Reconnection may not Proc. Cost: 1 Point (Requires Diabolist 10, 2 Ranks)
Equipment
Starts with M.A x 10 + 500 Gold to buy equipment with.
Default Equipment
Set of Traveling Clothes (16 Gold)
Soft Leather Boots (20 Gold)
Belt (2 Gold)
Bedroll (30 Gold)
Backpack (12 Gold)
Stachel (3 Gold)
Four Small Sacks (4 Gold)
2 Pint Water Skin (2 Gold)
Small Mirror (23 Gold)
5 Units of Silver (15 Gold)
5 Units of Gold (25 Gold)
5 Units of Quicksilver (10 Gold)
15 Units of Rabbit Skin Glue (5 Gold)
20 Units of Black Ink (3 Gold)
Tinder Box (4 Gold)
Food Rations for 4 Weeks (28 Gold)
Soft Leather Suit (155 Gold)
Cast Iron Dagger (80 Gold)