Thursday 5 January 2023

The Abjurer Profession for RMFRP

 

Here's another profession for RMFRP: Abjurers get quite a bit to do in the New Kingdoms, and they are one of the few Essence professions that (generally) avoid the ire of the more censorious faiths that dominate the New Kingdoms. In fact, they are on occasion hired by the sterner religions to aid them against Essence-wielding foes. They're not quite a rehash of the specialist Wizard in other systems - they're better in combat, for starters, and their range of magic isn't really as wide, being limited (in practical terms) to mostly Open Essence lists and their own Base lists. 



ABJURER

 

Abjurers are Semi-spell users of Essence whose main focus is to provide a powerful defence to allies, both physical and magical. Competent fighters, they really come into their own when engaging sorcerous foes, as they have a repertoire of spells that grants them redoubtable defence against magic. Wielding their magic staves, they deflect, reflect, counter and dispel enemy wizardry.

Abjurer Spell Lists

Abjurers learn the following six Base Lists, and can learn Open and Closed Essence Lists at a higher cost.

Arcane Shield:  (Arcane Companion, p.52) magical defences against physical attacks

Banishments: (Channeling Companion, p. 84) repelling and banishing extraplanar enemies.

Barrier Law (Spell Law: of Channeling, p.6) creating physical barriers

Counterspells: (Essence Companion, p. 99) protecting your allies ahead of time, by casting spells that cancel or trap enemy spells of a specified kind.

Magic Staff: (Essence Companion, p.105) creating a magic staff, and enhancing it in different ways.

Spell Reins: (Spell Law: of Essence, p.6) controlling enemy spells by delaying or bending them.

 

Prime Stats: Constitution and Empathy

Armor-Heavy

11

Power Awareness

2/7

Armor-Light

9

Power Manipulation

8

Armor-Medium

10

Power Point Development

8

Artistic-Active

2/5

Resistance

3/8

Artistic-Passive

2/5

Science/Analytic-Basic

3/6

Athletic-Brawn

4

Science/Analytic-Specialized

12

Athletic-Endurance

3/9

Self Control

4

Athletic-Gymnastics

3/6

Special Attacks

12

Awareness-Perceptions

5/14

Special Defenses (MAC)

15

Awareness-Searching

2/7

Subterfuge Attack

15

Awareness-Senses

3/7

Subterfuge-Mechanics

6

Body Development

6/14

Subterfuge-Stealth

4

Combat Maneuvers

5/12

Technical/Trade-General

3/7

Communications

2/2/2

Technical/Trade-Professional

8

Crafts

4/10

Technical/Trade-Vocational

5/12

Directed Spells

4

Urban

4

Influence

2/7

Weapon-1

3/7

Lore-General

1/3

Weapon-2

4

Lore-Magical

2/7

Weapon-3

9

Lore-Obscure

3/7

Weapon-4

15

Lore-Technical

2/6

Weapon-5

15

Martial Arts-Combat Maneuvers

8

Weapon-6

20

Martial Arts-Striking

4

Weapon-7

20

Martial Arts-Sweeps

4

Outdoor-Animal

3/7

Outdoor-Environmental

3/7

 

Everyman Skills: Combat Awareness, Dodging, Protect, Spell Perception.

Occupational Skills: none

Restricted Skills: Channeling

 

Profession Bonuses

Athletic Group

+5

Lore-Magical

+5

Awareness Group

+10

Power Awareness

+5

Body Development

+10

Spell Group

+5

Combat Maneuvers

+5

Weapon Group

+5

 

 

Spells-Arcane Base Lists (Other)

40

Spells-Own Realm Closed

10/10

Spells-Arcane Closed

18

Spells-Own Realm Open

8/8

Spells-Arcane Open

12

Spells-Own Realm Other Base

25

Spells-Other Realm Base

80

Spells-Own Realm Own Base

6/6/6

Spells-Other Realm Closed

45

Spells-Own Realm TP List

6/6/6

Spells-Other Realm Open

30

Spells-Other Realm TP List

12/12

 

 

Spells-Restricted

12

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


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