Thursday, September 30, 2021

GLOG Class: Spellblade

 Someone in a private discord server I frequent decided to make a hexblade class focused on elementally charging weapons. I've decided to write my own take on it.

Most wizards pray or study or practice other ways of mental fortitude. Not you. You gave in, you took the easy way out, you took your power by force. You forged a link with a being of some higher power, a demon, a devil, a foul spirit of pure malice, or some other agent of deathly hunger. 

Instead of following their lessons or staying on their good side you, once again, took the easy way out. You waited one night until your patron looked away, and you took their power. You inherited not only their powers but their very bloodlust.

Spellblade Wizard

Perk: Your weapons are your spellbook, innately inscribe and cast spells from them. 

Drawback: All metal armor and shields, interferes with your spellcasting. You are unable to cast while wearing or carrying any.

Mishaps:
1. MD only return to your pool on a 1-2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Spells inscribed on your weapons are randomly shuffled among themselves, they are indiscernible from each other for the rest of the day.
5. All extremities become unwieldy and sharp for 1d10 rounds
6. Agony for 1d6 rounds

Dooms:
1.
All weapons located on your character right now begin to fuse into your body. All absorbed weapons are always available but you are also in constant agony. Make a con check or fly into a violent frenzy when damage is taken, leave the frenzy only after killing.
2. All weapons and armor located on your character right now begin to fuse into your body, the absorbed armor and clothing is now your permanent garb, you cannot wear any other. Make a con check for frenzy every night.
3. Everything within 15 feet of you is absorbed into your body. You are a being of incomprehensible violence. You are the avatar of blood and the creator of pain. Kill e̸͜͠v̵̬͑ȅ̶̲r̵̦̐y̸̨͗ṱ̷̍h̸̬͒ǐ̴͜n̴̗͒g̵̟̏ or die trying. If you have completed your Absolute Zone, it moves with you now.

You can avoid this doom by defeating the masters of three separate weapons in a duel on their terms, and convincing all of their disciples to cast a ritual that will tie your mental state to this realm.

Alternatively, you must meditate for 100 years without moving (includes breathing) in order to master your inner demons, if you attempt this and give in after one week but before 100 years, Zone of the Absolute is automatically cast.


Cantrips:
1.
 Weapons with your spells inscribed within them count as part of you for casting spells that require touch.
2. Weapons inscribed with at least one spell count as magical for the purposes of damage resistance.
3. Spend 1 MD to make an attack with a weapon that has one of your spells infused in it, this can be done once per turn and does not require an action.

Spells:
1. Force of Personality
For [SUM} minutes, your presence is as pronounced or as diminished as you would like. Does not prevent mundane detection, nor does it change your actual appearance or other's opinions of you. When cast with 4 [DICE], the previous restriction is lifted and you can declare the exact nature of your presence in one word. HIDDEN, POWERFUL, BEAUTIFUL, and NORMAL are popular options.

2. Weapon as Self
Touch a weapon while casting this spell to infuse it with magical power. Pick one effect from the list below:

  • Blood Infusion: Increase range by [SUM] for next attack
  • Flesh Infusion: Increase damage by [SUM] for next attack
  • Bone Infusion: Increase defense by [DICE] until next hostile action
  • Soul Infusion: Increase speed by [DICE] until next defensive action

3. Mirrored Weapon
Touch a weapon and create [DICE] mundane copies of it for [SUM] rounds, copy magical effects if you halve the number of copies, remove the duration if you halve the number of copies, round down for these effects. Ammunition copies at a rate of 5x[DICE] instead. Recasting this spell removes any copies created by prior castings.

4. Control Link
Touch a weapon to mentally control it for [DICE] rounds. it floats near you and acts independently according to your will. It attacks with an ability modifier of 0 and an attack bonus equal to yours. It has a speed of 5. When cast with 2 [DICE], you can focus and see through the blade as if you were scrying on it.

5. Unwavering Edge
Focuses your mind and sharpens your blade. Allows you to create supernatural cuts of extraordinary lengths with one strike. The table below indicates how long of a cut this spell can create. This spell ignores the normal range of a weapon, as long as one part of the cut is within mundane striking distance. Must use a melee weapon.

  • Light Materials (Fabric, Paper, etc): [SUM] feet
  • Medium Materials (Wood, Glass, etc): Half [SUM] feet
  • Heavy Materials (Brick, Metal, etc): Quarter [SUM] feet

6. Bolt
Launch one mundane item you can touch up to [SUM] feet in any direction. Can be a gentle toss or a hard throw, the remaining [SUM] is dealt as damage and the item is destroyed during the latter option.

7. Weapon Translocation
Pick [DICE] weapons that you are aware of their precise locations, any of their locations can be freely swapped with you or themselves. Preparing this spell means you can always innately sense the location of weapons inscribed with your spells within 50 feet of you, even through obstacles.

8. Sunder Weapon
Destroy target weapon you can touch, it optionally explodes in a hail of [SUM] damage within 10 feet. You can cast this as a reaction to being attacked.

9. Weapon Transmutation
For as long as you invest 2 MD in this spell, one weapon you are touching gains a special ability, much like the notches effect of a fighter. This spell can be instantly deactivated but the used MD only return after resting.

10. Curse of Bloodlust
Create a 10x[DICE] radius cloud of thick bloody mist centered around you for [DICE] rounds. Anyone in this mist deals [DICE]x extra damage with weapon attacks, must attack every turn. This mist is supernaturally thick and confusing, anyone making an attack into the mist must roll randomly for the target as nothing more than vague silhouettes can be discerned.


Emblem Spells
11. Cursed Duel
Force one target to fly into a mindless rage and attack you. They become more powerful according to DM fiat. Defeating them adds one random spell (typically related to their nature), to your spellbook. Requires casting with 4 MD, and a target of equal level to you

12. Zone of The Absolute
Meditate for one week without moving. Survival means that the area [SUM] radius around you is perfectly attuned to your core. When within this area, you do not need to eat, breathe, sleep, or roll for any kind of check. You can freely change and shape the landscape within this area but it may never leave its original boundaries. You may only ever cast this spell once and only with 4 MD. This spell automatically triggers all remaining dooms.