Lifebinder Class
Proficiencies
Weapon Skills
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One Handed Weapon
Cost: 0
This is the widest weapon classification. A one handed weapon is any weapon that is between 0 inches and 37 inches and must have a core.
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Bastard Weapon
Cost: 3
Any weapon that is between 37.1 inches and 45 inches and must have a core.
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Polearms/Staff
Cost: 3
A long pole sometimes with a blade, or bludgeoning piece on the end. Must be between 60.1 inches and 77.1 inches. The only way that this weapon can cleave is if it has a halberd/axe head, a hammer head with sufficient mass, or a blade if it is more than a foot long.
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Flailed Weapon
Cost: 3
Any weapon with a chain and ball on the end. Cannot exceed 40 inches in total length and the chain must be 8 inches or less. Flailed weapons must be approved before use.
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Two Handed Weapon
Cost: 5
Any Weapon that is between 45.1 inches and 60 inches. You must use 2 hands on this weapon at all times.
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Cleave
Cost: 5
You perform a large swing calling out “Cleave”. The strike deals 1 cleaving damage. This ability can only be used with a Two-Handed weapon or larger, any length axe, hammer, or mace that has a core and that you can fit 2 hands on, or any polearm with a bladed or hammer/mace end on it. The weapon should appear to have sufficient mass to perform this ability. 5 second cooldown.
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Stagger
Cost: 5
Allows you to strike out with a large weapon (two-handed sized, polearm/staff or bigger) or both weapons if you are dual wielding. Your strike causes the target you hit to suffer a Knockback. You can use this ability once every 30 seconds.
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Shield Bash
Cost: 5
You push out with a small shield or larger using only arm force. If you make light contact with a person, shield, or weapon, then the target suffers a Knockback. You can use this ability once every 30 seconds.
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First Aid
Cost: 5
You have trained in basic battle first aid allowing you the following abilities:
1. You can spend 10 seconds of role play to pull an arrow out of a wound caused by an arrow. This exchanges the wound for a hit of damage instead (assuming the target has a hit to spend).
2. You have the ability to apply bandages to yourself and others.
Armor Skills
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Gambeson
Cost: 2
Gambeson armor is made of cloth and padding. It grants you +1 to your armor total, stacking on top of points gained from light or medium armor. If a gambeson is the only armor worn it counts as a single point of armor.
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Light Head Armor
Cost: 3
Allows you to wear light armor on your head.
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Light Torso Armor
Cost: 3
Allows you to wear light armor on your torso.
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Light Limb Armor
Cost: 3
Allows you to wear light armor on your limbs.
Shield Skills
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Buckler
Cost: 3
Bucklers can be no more than 14 inches in length and width. Bucklers can be used on the same arm as another weapon. They have 1 cleave point.
Resource Skills
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1st Rune
Cost: 1
Grants you +1 rune.
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2nd Rune
Cost: 1
Grants you +1 rune.
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3rd Rune
Cost: 1
Grants you +1 rune.
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4th Rune
Cost: 2
Grants you +1 rune.
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5th Rune
Cost: 2
Grants you +1 rune.
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6th Rune
Cost: 2
Grants you +1 rune.
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7th Rune
Cost: 3
Grants you +1 rune.
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8th Rune
Cost: 3
Grants you +1 rune.
General Skills
Siphon
Cost: 3 SP
0 Rune. Thrown. 5 second incant. Target loses 1 Rune, caster gains 1 Rune. If the target has no Runes left, then you gain nothing.
Weapon Channeling
Cost: 3 SP
Allows the spellweaver to cast thrown spells as melee spells instead.
Life Transfer
Cost: 3 SP
0 Runes. Touch. 5 second incant. Allows you to move one damage or wound from you to the target or pull 1 damage or wound from the target to you. You can also cast this spell on 2 targets to move 1 damage or wound from one to the other. When moving a wound, the location must remain the same between targets.
Null Magic Zone
Cost: 10 SP
4 Runes. 3 minute setup. 15ft size. Color: Black. Anyone inside this circle is immune to other magical effects. Additionally, no one inside the circle can cast any magical effect.
Circle of Thorns
Cost: 10 SP
2 Runes. 2 minutes setup. 10ft size. Color: Green. Whenever anyone other than the caster enters this circle, they take a leg wound. If you also have Runic Mastery, you can choose who this circle affects.
Circle of Protection
Cost: 10 SP
3 Runes. 2 minute setup. 10ft size. Color: White. Anyone inside the circle (including their equipment) is immune to all damage, but also cannot deal any damage. If you get hit while under the effect of the circle call “Protection”.
Rune Trap
Cost: 15 SP
3 Runes. 3 minutes setup. 10ft size. Color: Orange. As part of the preparation of this circle you can cast a thrown or touch spell. You cannot store healing spells or self cast only spells in this circle. The rune cost for that spell is added to the cost to set up this circle. Whenever someone other than the caster enters this circle, they take the effect of that spell. If you also have Runic Mastery, you can choose who this circle affects.
Circle of Power
Cost: 15 SP
3 Runes. 3 minute setup. 10ft size. Color: Red. While you are inside this circle, you can cast thrown or touch spells on anyone else in the circle without incant time and need only point at the person to target them. Healing spells do not benefit from this circle. Only the caster of this circle can gain its benefits.
Circle of Magic
Cost: 15 SP
4 Runes. 3 minute setup. 10ft size. Color: Blue. Anyone inside this circle has the cost of their spells reduced to 1 rune.
Lifebinder Skills
Sap
Cost: 3 SP
1 Rune, Thrown, 5 second incant. The target takes 1 point of magic damage. You regain 1 hit if the spell lands.
Grip
Cost: 3 SP
1 Rune. Thrown. 5 second incant. One of the target’s legs is rooted to the ground and cannot move. Lasts 10 seconds.
Paralysis
Cost: 5 SP
2 Runes. Thrown. 10 second incant. The hit location becomes Disabled (cannot be used). If the torso is hit, all locations become disabled. The effect lasts 1 minute, until you take a wound, or until dispelled.
Speak with Dead
Cost: 5 SP
2 Runes. 10 second incant. Touch. Cast this spell on a dead target. The target has a shadow of their spirit returned to them that can answer up to 3 questions. The spirit retains all the memories of when it was alive and can respond to any question it is asked as it wishes. The Truth spell can be cast along with this spell to add both effects together.
Dark Shield
Cost: 7 SP
Whenever you successfully cast a spell (don’t miss) you gain 1 “Dark Shield” magic armor. Does not stack with itself.
Armor Training
Cost: 7 SP
You gain the ability to wear medium head, limb, and torso armor.
Soul Break
Cost: 15 SP
3 Runes. Special. 15 sec incant. Caster calls “Soul Break!" All enemies within 15 feet take 1 magic damage.
Soul Tether
Cost: 15 SP
3 Runes. 15 second incant. Touch. The caster chooses one character to be the protected and the other to be the subject. While tethered the subject takes all damage and effects the protected receives. The protected calls out extra loudly when they take a hit or spell so that the subject knows what to take. If the tether is broken the subject calls out “Broken” and the spell ends. The protected repeats the call to acknowledge the end of the spell. The tether also breaks if the subject enters the dying state.
Dark Form
Cost: 20 SP
4 Runes. Special. 20 second incant. Alternate Form 4HP. You must visually don a shroud or piece of black or shadow themed garb to signify the form. While in this form, you cast the Sap or Grip spells without a casting time.
Dark Servent
Cost: 20 SP
4 Runes, 20 second incant. Touch. You can only target a dying or dead character. The character is fully healed, but required to obey your orders and fight for you. They retain any skills or abilities they had while alive. Lasts 10 minutes or until dispelled, or until the character goes to the dying state again. The character returns to their original dying or dead state after this spell ends.
Soul Bind
Cost: 20 SP
10 Runes, 5 minute cast. Touch/Special. The lifebinder casts a ritual binding on a character’s soul. When the character dies they immediately return to the nearest respawn point (usually the town) and are revived with no hits. This effect is represented by a white band tied to the target character. Lasts 24 hours or until dispelled.