Wyrdcaster

Wyrdcaster (3 CP)

REQUIRES:

  • Magical Art: Major (any)
  • Magical Art: Minor (any)
  • Heroic Vitality
  • Arcane Reserves
  • Dispel Magic
  • Heroic Will, Heroic Metabolism, Heroic Healing OR Heroic Endurance
Unlike most magic, which draws on ley lines or the energy of other living things, the Wyrd (pronounced VEE-rd) is a style of magic perfected by the ancestors of Brittanis in ancient times that harnesses the caster’s own life force. Wyrdcasting was developed by Valkmar the One-Eye, who according to legend plucked out one of his own eyes in order to see the flows of magic better. Wyrdcasting is not dark or sinister, but is looked at askance by more wizards and unnecessarily dangerous by hearth mages, for wyrdcasting is a primitive and ancient art barely understood by modern scholars. It is not evil, but it does take its toll over time, and Wyrdcasters rarely live to old age. Thus, there are many who consider it to be too extreme, primitive, and the cost FAR too high. Wyrdcasting uses Hexes in addition to Spells, which are short-term curses that most creatures can shrug off after ten seconds. The Wyrd is quick, plentiful, and can be tactically devastating. If you unlock the Wyrdcaster header, you cannot unlock the Wizard or Hearth Mage headers. Any skill with the Hex keyword uses the following rules:
  • When casting a Hex, Call out “Imbue by Essence” to cast this spell on yourself (you cannot cast it on others).
  • All Hexes have the Sacrifice keyword. See the Skill Header System for more information on spells that are powered by Vitality.
  • Using each Hex effect does not require an incantation, but is considered to be casting. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon, and you can be interrupted by an attack.
  • While Hexes have no incant, you cannot cast it (or use it to deliver an effect) if you are under a Silence effect.
  • ONLY skills with both the Hex and Spell keyword have no incantation. All other skills with the Spell keyword follow the Spellcasting rules as normal.
  • Wyrdcasters can research new Hexes. See the Spell Reserch section for details.
  • If you use another Hex skill while you still have previous Hexes remaining, the unused Hexes are lost. You can only have one Hex Imbued upon yourself at a time.
 

Free Skill

When you unlock the Wyrdcaster header, you gain the Empathic Cure skill for free. The 0 CP version counts as the 1st Purchase. Empathic Cure (0, 3, 3, 3, 3 CP, 1 Stamina) You can cure afflictions from you allies by taking the effect upon yourself. Call, “Cure Root and Root to Self by Magic” or “Cure Maim and Maim to self by Magic” You cannot cure yourself with this skill. You cannot defend or negate the effect you give to yourself in any way until it has already affected you. Thus, a Resist, Shield, etc cannot be used against this skill, but a Purge or a Cure cast upon yourself is legal.
  • 2nd Purchase: You can now call “Cure Repel and Repel to Self by Magic” The Repel you take on yourself still applies to the originator of the Repel effect. You can also call, “Cure Weakness and Weakness to Self by Magic”
  • 3rd Purchase: You can now call, “Cure Stun and Stun to Self by Magic” or, “Cure Paralyze and Paralyze to Self by Magic.” Note that if you use the Stun version, the Stun takes place IMMEDIATELY after finishing the verbal—no other actions are possible between the verbal and the Stun effect. This version of the spell requires 2 Stamina.
  • 4th Purchase: “Cure Death and Death to Self by Magic” This version of the spell requires 3 Stamina. The same restrictions that apply to the 3rd purchase apply here.
  • 5th Purchase: “Cure Death to Spirit and Death to Self by Magic.” This version of the spell requires 3 Stamina. The same restrictions that apply to the 3rd purchase apply here.

Wyrdcaster Skills

Wyrd Vitality (2, 2, 3, 3, 3, CP) Your Vitality is permanently increased by one.

Free Motion (2, 2, 2, 2 CP, 2 Stamina; Spell, Battle) Your magic fuses the limbs and knits the bones of your comrades.
  • Touch a target and call, “Grant Defense: Purge Root by Magic.”
  • 2nd Purchase: you can call,“Grant Defense: Purge Maim by Magic.” You can still use the Root version.
  • 3rd Purchase: 2 targets per casting.
  • 4th Purchase: “Grant Defense Double Purge [Maim or Root] by Magic.”

Quick Stabilize (2, 2, 2, 2 CP, 1 Stamina;)
  • Your magic can aid those on the brink of death. Touch a packet to a target and speak to (or over) them for 10 seconds — praising them, exhorting them not to die, attempting to boost their morale, etc. Then call out “Stabilize by Magic.”
  • 2nd Purchase: You can use the Stabilize version OR call, “Heal 1 and Agony by Magic”
  • 3rd Purchase: “Heal 2 and Agony by Magic.”
  • 4th Purchase: “Heal [Tier+1] and Agony by Magic”

Cleansing Flood (2, 2, 2, 2 CP, 2 Stamina; Spell, Battle,) Your magic cleanses afflictions from an ally.
  • Touch a target and call, “Grant Defense: Purge Metabolic by Magic.”
  • 2nd Purchase: you can call,“Grant Defense: Purge Mental by Magic.” You can still use the Metabolic version.
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “Grant Defense: Double Purge [Mental or Metabolic] by Magic.”

Wyrd Ward (2, 2, 2, 2 CP, 2 Stamina; Spell, Battle) Your magic cures arcane effects from your allies.
  • Touch a target and call, “Grant Defense: Purge Magic by Magic.”
  • 2nd Purchase: you can call,“Grant Defense: Purge [Elemental Trait] by Magic.” You can still use the Magic version
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “Grant Defense Double Purge [Elemental Trait or Magic] by Magic.”

Wyrd Healing 3, 3, 3, 3 CP, 2 Stamina; Spell, Hex, Battle,Rest)
  • Say your incant, then call out “Imbue by Wyrd” to cast this spell on yourself (you cannot cast it on others). You then gain 4 points of healing you can cast on yourself or others. You can decide how to divide the points of healing. Touch or throw a packet at your target and call “Heal X and Agony by Magic,” where X is the number of Vitality you want to heal, and exhaust that number of points from your healing pool. Example: You cast Wyrd Healing, calling, "Imbue to Self by Wyrd." You now have 4 points of healing available. You heal one ally for 2 points, calling out “Heal 2 and Agony by Magic,” and another for 1 point, calling out “Heal 1 and Agony by Magic.” You still have 1 more point of healing left to spend later.
  • 2nd Purchase: 5 points of healing
  • 3rd Purchase: If you have Cleansing Flood, Wyrd Ward, or Free Motion, you can spend 2 points of your healing Pool to Cure one effect or trait you can Cure with those skills. · 4th Purchase: 6 points of healing

Regenerative Trance (4, 4, 4 CP, 1 Stamina; Battle)Requires Empathic Cure and Wyrd Ward, Cleansing Flood OR Free Motion.
  • You can draw upon your own physical strength and stamina to painfully force your wounds closed. You can use one minute of Activity to roleplay a quick meditative trance. After the activity you can call, “Heal [Tier+ 2] and Agony to Self”
  • 2nd Purchase: Usable 2/battle
  • 3rd Purchase: [Tier + 3] · Note: You must be conscious and able to use game skills (not Drained, unconscious, Dead, etc) to use this skill.

Agony Hex (2, 2, 2, 2 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for, “Agony by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Rooting Hex (2, 2, 2, 2 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for “Short Root by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Silencing Hex (2, 2, 2, 2 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for, “Short Silence by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Repelling Hex (3, 3, 3, 3 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for, “Short Repel by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Weakening Hex (2, 2, 2, 2 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for, “Short Weakness by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle)

Draining Hex (4, 4, 4, 4 CP, 2 Stamina & 2 Vitality; Battle, Hex, Rest, Sacrifice) Requires 3 other Hex skills.
  • Make 1 packet attack for, “Short Drain by Hex”
  • 2nd Purchase: 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Blood Doom (5, 5 CP, 2 Stamina & 3 Vitality; Battle, Hex) Requires 5 Hex skills at 2nd Purchase, 2 other Non-Hex Skills from this Header.
  • You twine your own life essence around another's to break it. Make a packet attack for, “Waste 5 Vitality by Hex.” If the target acknowledges the attack, either by roleplay or defending against the attack, call, “Agony and Short Drain to Self by Hex” If the spell does not take effect — either because the packet misses or the target calls a defense — you still spend the Vitality, but don't spend the Stamina or take the Agony and Short Drain.
  • 2nd Purchase: You can call,“Death by Hex”. You can still use the Waste Vitality effect if you chose.