Spellbreaker

You reach our hand out, shaking, tentative. The ends of your hair are crystal clear, prismatic. You're void born. But you're wounded and you heard these White Rooms were safe havens that could heal. But... The Akoko were mysterious, so many of their artifacts are as much magic as not and you... you don't know what this is.
You look up and see the setting sun on the horizon. If you don't get this wound healed, you'll... No don't think like that. This could work! It could...
You step into the sterile white sarcophagus of healing and close the door...then you feel it. Oh gods and ancestors, you feel it happening... You try to resist but you can't - you're
absorbing the magic! You stumble out of the room and see a large...something in front, growling. It followed your scent. You look back at the now dun room, the magic you stole thrumming in your bones. The beast takes a step forward and you sigh with a mix of emotions. You raise your and as the beast leaps at you and it stops - mid-air, confused. You fling your hand and toss it far into the woods. It helps when it lands and runs. You....you still need healing...

 
 

Role

Spellbreakers are great at helping tribes overcome arcane obstacles as they aren't nearly as impacted. They are good fighters in their own right and reduce the effectiveness of other casters with their ability to infiltrate thoughts.

 

Initiation Rites

Spellbreakers aren't made, they are born. Any Ranabiri and Watamutum born in an eclipse are automatically spellbreakers.

 

Bonus Hit Dice: 1d10

 

Mystery Features

*Spellbreaker can never be a secondary class.
Mystery Tier Crude (10 RP) Basic (20 RP) Advanced (30 RP) Elaborate(50 RP) Hermetic(80 RP) Legendary(130 RP)
Idan Immunity Absorb up to 1d12+RES*2 of magic without crystalization. Absorb up to 1d12+RES*3 of magic without crystalization. Absorb up to 1d12+RES*5 of magic without crystalization. Absorb up to 1d12+RES*8 of magic without crystalization. Absorb up to 1d12+RES*13 of magic without crystalization. Absorb up to 1d12+RES*21 of magic without crystalization.
Powers of the Void Read surface level thoughts or move up to 5lbs of material within 30ft for 1d6*RES rounds. Deal 1d6 damage any sentient target after winning an oppose RES check. Move up to 10lbs of material within 30ft for 1d6*RES rounds Change a target's thoughts after winning an oppose RES check. Move up to 20lbs of material within 60ft for 1d6*RES rounds Deal 3d8 damage any sentient target after winning an oppose RES check. Move up to 30lbs of material within 60ft for 1d6*RES rounds Dominate a target's mind after winning an oppose RES check. Move up to 50lbs of material within 180ft for 1d6*RES rounds Deal 5d10 damage any sentient target after winning an oppose RES check. Move up to 80lbs of material within 60ft for 1d6*RES rounds
TBD
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Idan Immunity

When a spellbreaker absorbs magic, they can absorb 1d12+ the Spellbreaker's constitution of of magic before taking a -1 Dodge penalty. This stacks up to the spellbreaker's total health. Crystallized body parts cannot be uncrystalized.


Powers of the Void

Spellbreakers have no aligned or kindred elements. Spellbreaker Ranabiri can use spells of Mind and Gravity magics with no penalties. Spellbreaker Watamutum are detached from lunar energies and function the same as the Rana.

 

Class Skills

Spellbreakers start with a +1 in six skills of their choice.

Conviction Type

“Magic has no control over me. I am connected to something deeper, older - I am of the Void.” (Composure)
Type
Arcane


Cover image: Aserere Cover Art by Robusta Art