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Enforcer
An Enforcer
is a Magic Caster who uses Etheria in the form of Force which can be seen as
energy or invisible energy. The Enforcer uses an assortment of Force Spells to
protect himself and others if need be. They do have an Array of Attack Spells
and in a Mage War are the front line attackers being experience with Melee
Combat unlike other magic users. They specify in the Force Magics due to its
ability to create Force Armor and Force Fields adding protection to them
including their Arsenal of Force Weapons. They also have an array of Force
Spells which can paralyze, prevent, and at times injure an Attacker.
Enforcers
also look into physically staying in shape as well as keeping the mind sharp.
Even though the Enforcer Profession is classified as a Magic its spells make
them versatile in melee combat as well as most of the range on their spells are
in melee. In training Enforcers also gain a skill of Telepathy having trained
through sheer will to project their speech as thoughts to others. The also can
manipulate objects of Equal weight of theirs through variant rolls of
Concentration. You can say this Magic sort teaches Telepathic abilities and
spells of the Mind which can also be a Destructive force.
As an
individual of this profession you have gone under many forms of mental training
and casting even with thought in time to cast with your mind other than words
and hand gestures. Even though many would enjoy being an Enforcer very few are
able to become masters of the skill either because of its difficult labors and
at times death claims the young Enforcer when adventuring.
In their
training aside from their Telepathic part and Magic is their Combat Training due
to some spells manifest weapons or Energy in form of Weapons. Because of this
Enforcers are also taught to Wield an assortment of weapons but most favor are
the bow, Sword, and partisan. From their Armor they wear is an assortment of
Medium weight which is equivalent to the Force Spells that can armor an
Enforcer. They also learned to manipulate Movement and to an extent control an
individual. With their Magic they can move quickly or decelerate movements.
Amongst
their Arsenal is their Heavy Form of Force Magic such as Barriers and Blast
Forces which can heavily wound and injure most targets. These forces can affect
groups or a single target but are usually used to hinder the target or prevent
them from moving. These Spells can also summon Variant Force Fields and Force
Walls which can protect the Enforcer for a reasonable amount of time. With this
in mind an Enforcer must be cautious to their Limit in keeping force Magic
exposed for so long.
Benefits>
Enforcers get a few benefits unlike some Spell Casters and are able to
communicate telepathically and have enhance combat abilities but this is only if
the Spell Caster decides to be an Enforcer and not a Wayward.
Telepathic>
Enforcers are able to communicate telepathically as if it were a normal language
for them.
Enhance
Combat> An Enforcer gains a +1 Merit to ATR or Dodge in combat having
trained not only in their Magics but utilizing Combat with their spell types.
|
Name
of Spell
|
Effect
of Spell
|
Exp.
Requirements
|
Spell
Difficulty
|
|
Force
Armor
|
+20%
Armor
|
20
Exp
|
SCD>
6
|
|
Description:
Force Armor is a blue hued body armor that surrounds the caster or target
of which the Enforcer chooses and gives them protection. This Armor is
magical and doesn’t weight or penalize the wearer. The spell lasts for
the remainder of the day and proves to be most effective as protection.
|
|
Force
Helm
|
Immunity:
Mind
|
20
Exp
|
SCD>
6
|
|
Description:
The Power of the Force Helm adds to immunity to the mind by spells or
abilities that can otherwise attack the mind. For Example an enemy
telepath attempts to use mind control but the Force Helm Renders the
target user immune to the Attack of the Mind. This is at times useful for
many Enforcers dealing with other forms of Telepaths or Force Users. This
lasts only for the day and can be cast multiple times to different
targets.
|
|
Force
Shield
|
Barrier
Spell
|
20
Exp
|
SCD>
6
|
|
Description:
One of the lowest forms of Force Fields in the Enforcer Profession it
offers minimal protection against enemy attacks. Invisible to others
except to Enforcers or other Telepaths this shield appears the moment an
attack becomes successful and blocks it automatically. However the Shield
only has 25Hp and is always with in 5ft of the Caster.
|
|
Force
Armlets
|
Added
Protection
|
20
Exp
|
SCD>
6
|
|
Description:
As Force Armor Force Armlets give Added protection to the total Armor
percentage and lasts for the day. This increases Armor +5% and is just a
bit more helpful in adding to armor as well giving a +1 Magical Damage
bonus to weapons when these are on the wearer of the Force Armlets.
|
|
Force
Boots
|
Increase
Dodge
|
20
Exp
|
SCD>
6
|
|
Description:
As other Force Spell Equipment the Force Boots increase the wearers Dodge
by +3 making them even more difficult to hit. This applied spell makes the
Caster or target of the spell swifter covering their footwear or feet in a
blue hue.
|
|
Force
Blast
|
Attack
Spell
|
30
Exp
|
SCD>
9
|
|
Description:
This invisible Force is like a projectile and only spells or abilities
that can see invisibility can Dodge this attack properly. Before it hits
its intended target it appears as a round purple sphere with a dark purple
star in the center. The target if unable to see invisible objects suffers
a -5 to their Dodge Score vs. the Enforcer’s Cast roll in order to evade
the attack. Once hit the target is knocked over for d4 rounds as the ball
sticks to them weighing them down and in the Flat Footed position.
|
|
Force
Weapon
|
Attack
Spell
|
30
Exp
|
SCD>
9
|
|
Description:
Another attack form of the Enforcer is the Force Weapon normally used as a
last resort or unable to afford a stronger weapon the Force Weapon creates
a 2d10 Dmg Melee Weapon that appears as blue energy. However the Force
Weapon can be a Range or thrown weapon but it can only reach a range of
10ft-5ft not being much of a Range Weapon Type. Also unlike an actual
weapon Force Weapons are a spell therefore any magical spell or abilities
that would enhance the weapon would not work since the Force Weapon is
just a magical spell itself.
|
|
Force
Levitation
|
Levitate
Spell
|
50
Exp
|
SCD>
3-21
|
|
Description:
Force Levitation is a unique spell that can be easy or difficult depending
on the size and mass of an object. The Smaller and Lighter an Object is
the easier it is to manipulate it where as the Larger and Heavier the
Object is the harder it is to manipulate it. For Example a Tiny object
that is light only requires a SCD of 3 to lift and move around where an
object Enormous that is much heavier is a SCD of 30. Use the Size Chart as
an Example of how the SCD affects a target where a Tiny creature is a SCD
of 3 and a Gargantuan creature is a SCD of 21. The amount of time an
object can be levitated is also dependant of its size and weight for
example the Caster is of Medium size and can keep himself levitated for an
hour each size category smaller than Medium Size is an Additional 20
minutes. Sizes larger than the Caster for example decreases the 60 minute
time limit 15 minutes less so anything 5x bigger than the Caster is
impossible to levitate regardless of if they can beat the SCD. There are
many uses to levitating objects but as said the use depends on the size
and weight of the object.
|
|
Force
Wall
|
Defensive
Spell
|
40
Exp
|
SCD>
12
|
|
Description:
The Mid Grade Force Barrier Spell Force wall is stronger than Force Shield
with a 50Hp Wall that is 15ft wide and 10ft tall. Invisible it is always
5ft in front of the Enforcer so attackers some times are stopped in their
attacks as the realize they struck or just ran into a wall. The Downside
is that the Force Wall is stationary and remains in front of direction the
Enforcer was facing when he cast the spell. Yet the spell can be cast
multiple times in order to create multiple Force Walls.
|
|
Force
Movement
|
Movement
Spell
|
40
Exp
|
SCD>
12
|
|
Description:
Force Movement can increase the speed or decrease the speed of a target.
The Spell can increase the movement of a Target Double its normal Movement
or decrease its Movement by cutting it in half. In Combat it serves as a
+4 Speed Bonus applied to roll involved in combat such as initiative,
attacking, dodging, casting, praying, or performing. This can be a rather
useful ability depending in how it is applied by the Enforcer.
|
|
Force
Missile
|
Attack
Spell
|
20
Exp (each) 5x
|
SCD>
6-12
|
|
Description:
This strong attack acts like a homing projectile in the form of a large
blue comet that chases the Enforcer’s Target. Regardless it can be
avoided by Dodging it and beating the Cast roll of the Enforcer however
the Force Missile continues to attack the target until its hit the target,
dispelled, or the Caster dies and the spell discontinues to exist. The
Homing projectile deals d8 points of damage yet a Enforcer can purchase
this spell five times in order to cast 5 Force Missiles at once. Each time
a Force Missile is Dodge the Target must evade each one every time his or
her turn comes until it hits or the other actions have been taken to stop
them.
|
|
Force
Charge
|
Increase
Damage
|
40
Exp
|
SCD>
12
|
|
Description:
Force Charge applies kinetic energy around a Force or Regular Weapon
adding a +10 Damage Bonus to it. This creates a kinetic sonic pulse that
resonates around the weapon and is the only weapon enhancement spell that
can work on Force Weapons. Targets Weak or Immune to Sonic Type Attacks
can be effective or ineffective with this ability. The Force Charge is
consider the amplifier for many Enforcer Weapons.
|
|
Force
Warp
|
Teleport
Spell
|
40
Exp
|
SCD>
12
|
|
Description:
Warping is a useful traveling method for Enforcers yet it can only be used
as a normal movement action. Instead of walking or running the Force Warp
instantly takes the Enforcer from that position to their full movement in
their desire direction regardless of terrain or location. For example a
gap between a stone bridge hinders the Enforcer from crossing but he can
Force Warp to the other side using its ability. However Failure to cast
tends to leave Enforcers in the Astral Realm and vulnerable to Astral
Attacks and Monsters.
|
|
Force
Field
|
Protection
Barrier
|
100
Exp
|
SCD>
30
|
|
Description:
A rather difficult spell to cast in the Enforcer line is the Fore Field a
25ft radius invisible barrier that surrounds the Enforcer and any target
with in its range in a protective dome. The Dome has 100Hp durability and
can absorb any form of attack and can serve as a temporary prison. It is
however a static field and is stationary once something is inside it
cannot get out or in unless it demolishes the Barrier’s Hp or it is
dispelled or Decast by the Enforcer that cast it.
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