Spell Breakers Organization in The Greight Isles | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Spell Breakers

A subset of mages developed powerful techniques which were able to counter magic effectively. These mages became known Spell Breakers and during the war shattered the defenses of many kingdoms, calling magical defenses into question.  

Traditions

To become a Spell Breaker, you must select one of the following traditions.

Casting

Core Breaker

Core Breakers are unable to select any Item Creation feats which require a caster level or magic skill bonus. Core Breakers also can not select the Grant Divination Talent or any base sphere for which this tradition does not include a sphere specific drawback. If you would gain one of these spheres through class features or similar means, you instead gain a magic talent of your choice. You may not spend talents to buy off drawbacks from this tradition.   Casting Ability Modifier: Charisma or Constitution   Magic Skill: Knowledge (Local)   Drawbacks: Draining Casting, [Focus Casting or Galvanized], Innate Curse (Reclusive), Painful Casting   Sphere Specific Drawbacks: Lycanthropic (Alteration), Self-Controlled (Blood), Meld Into Dark (Dark), Necromantic Limit (Ghost Strike) and Deathful touch (Death), [Destructive Touch or Shape Focus (Energy Strike)] (Destruction), Limited Divination (Sense) (Divination), Personal Magics (Enhancement), Personal Fate (Fate), Regenerate (Life), Incongruent (Mana), Inward Focus (Mind), Limited Protection (Aegis) and Protected Soul (Protection), [Personal Time or Temporal Blade] (Time), Battle Manipulation and Solo Combatant (War), Localized Weather and Personal Mantle (Weather)   Boons: Alien Source (Mana), Fortified Casting  

Unified

Breakerblade

Breakerblades are unable to select any Item Creation feats which require a caster level or magic skill bonus. Breakerblades also can not select the Grant Divination Talent or any base sphere for which this tradition does not include a sphere specific drawback. If you would gain one of these spheres through class features or similar means, you instead gain a magic talent of your choice. You may not spend talents to buy off drawbacks from this tradition.   Casting Ability Modifier: Charisma or Constitution   Magic Skill: Knowledge (Local)   Drawbacks: Draining Casting, Galvanized, Innate Curse (Reclusive), Painful Casting   Sphere Specific Drawbacks: Lycanthropic (Alteration), Self-Controlled (Blood), Meld Into Dark (Dark), Necromantic Limit (Ghost Strike) and Deathful touch (Death), [Destructive Touch or Shape Focus (Energy Strike)] (Destruction), Limited Divination (Sense) (Divination), Personal Magics (Enhancement), Personal Fate (Fate), Regenerate (Life), Incongruent (Mana), Inward Focus (Mind), Limited Protection (Aegis) and Protected Soul (Protection), [Personal Time or Temporal Blade] (Time), Battle Manipulation and Solo Combatant (War), Localized Weather and Personal Mantle (Weather)   Boons: Alien Source (Mana), Fortified Casting  

Reclusive Curse

  You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.   Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies.  
With Curse Mastery
Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.   At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time.
 

Special Abilities

All Spell Breakers gain the following abilities:

Trained Against Magic

Treat your MSB as two higher when qualifying for Counterspell feats.   In addition, any class which receives a selectable class feature on even levels (Arsenal Tricks, Mystic Combats, Secrets, etc) may add the following option to their list.  
Break Spell: You gain a Counterspell feat of your choice. You must meet the prerequisites to gain a feat in this manner. You may take this multiple times. Each time it is selected, you gain another Counterspell feat.
 

Reject Magic (Su)

Thanks to denial, I'm immortal!
— Last words of Ralamial Bravem, the first to reject magic.
Spell Breakers have developed a method to cause their innate magical energies to implode within themselves, creating a void which consumes all magic. A Spell Breaker may reject magic at any time as a full round action. Rejecting Magic is a permanent choice. If the user has any levels in classes which grant the Casting or Spell Pool class features, they lose access to those features and anything which relies on it.   Spell Breakers which reject magic gain no benefits from the Universal Magic rules and immediately gain Oath against Magic and the Integral Oath feat for that oath. This grants Oath Points as usual and ignores the usual limit of how many Oath Points provide benefits (11 oath points instead of the usual 7). This feat and oath may not be retrained or removed in any way.   The Spell Breaker becomes immune to all magic which includes them as a target. This does not apply to effects which create a physical effect, such as having an item dropped from the Creation sphere, the Stone blast type group of the Destruction sphere, or similar effects subject to GM discretion. Magic Items cease to function as if they were in an Antimagic Field while in the possesion of the Spell Breaker. A Spell Breaker who has rejected magic can not gain levels in any class which grants the Casting class feature. If a class loses the Casting class feature in any way it can be selected normally.   Rejecting magic alters the Spell Breaker's soul as well. The Spell Breaker's soul is subject to the same immunity to magic and as such can not be revived or contacted after death.   Rejecting magic does not interfere with the functions of any Oath Boons except for Renewal, as you can not be revived.  
Oath against Magic
You have vowed never to wield the powers of magic for your own gain. You cannot cast spells, use magic talents, or use spell-like abilities (including those from items such as wands) and are never considered to be a willing target for spells. This does not stop you from wearing magic armor, using magic weapons, or carrying wondrous items or rings that grant their benefits passively.
 

Feats

Spell Breaker Training

You reach out with your void to consume magic.


Prerequisite(s)

Must be a Spell Breaker, Oath Against Magic

Benefits

You can qualify for Counterspell feats using your character level as your MSB. This MSB can be increased by the Spell Breaker boon as normal. In addition, a number of times per day equal to your Practitioner Ability Modifier, you may spend Martial Focus in place of a spell point when using Counterspell feats. When used this way, treat your MSB as half of your character level.

Normal

You must have spell points and be a caster to use Counterspell feats.

Advanced Spell Breaker Training

You gain mastery of directing your void.


Prerequisite(s)

Spell Breaker Training

Benefits

Add your character level to the number of times which Spell Breaker Training may be used per day. In addition, when using Spell Breaker Training to Counterspell, you can treat your full character level as your MSB.

Normal

You may only use Spell Breaker Training a number of times equal to your Practitioner Ability Modifier. Your MSB when using the feat is equal to half your character level.
Type
Guild, Mages

Comments

Please Login in order to comment!