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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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