Bladesinger Class BLADESINGER Character Class Experience: Must have attained at least 4th level Wizard and 4th level Warrior Garb: Hybrid of Wizard’s robes and Warrior’s tunic Weapons: Any one-handed melee sword (required), javelin, spear Shield: None Armor: None initially Magic: Can cast spells as per Wizard level* Immunities: Bladesingers cannot be made lost due to their intense concentration Bladesingers can cast Wizard magic (or equivalent) with one hand while fighting with a sword in the other hand without penalty in regard to available magic points. Bladesingers must declare to a Reeve which hand will be used for magic and which hand will be used for swordplay before the start of a battlegame or feast. If one hand is injured which ever ability is assigned to that particular hand will be disabled until healed, death, et cetera. A Bladesinger may not switch hands once a battlegame or a feast has begun. *A Bladesinger may not cast Fixed Enchantments or Neutral Magics (listed in Magic handbook) as per a normal Wizard. Levels: 1st: Retains Improve Weapon (1/life), and, if attained, Repair (1/life) from Warrior class. Once less life than previous Wizard class, one more life than previous Warrior class (5 total). 2nd: May add up to +1 point of armor, considered to be “natural armor” due to a Bladesinger’s inherent agility and quickness. 3rd: Sentient Sword 4th: May Call Beasts (1/game) 5th: May add +1 additional point of armor, considered to be “natural armor”, making a total of 2 possible points of armor 6th: May enchant Sentient Sword with a Prock a) Call Beasts: Once per game a Bladesinger may call one Standard or Mystical Monster (listed in Monster handbook) to the Bladesinger’s aid. It is activated by calling: “Creatures great and small come to my aid!” x3. The Beast is under the Bladesinger’s command for a 300 count and may not attack the Bladesinger immediately after its short commission. If the Beast dies in the line of duty, and the Bladesinger prevails against whoever, the Bladesinger must make an honest attempt to resurrect or cure the Beast. The Beast is indicated by a blue and yellow strip of cloth. A Bladesinger cannot Call Beasts except in times of genuine peril and need (i.e., cannot call a cute Dryad only to flirt with, cannot send a Deep Dweller into certain death to settle a grudge, et cetera). b) Improve Weapon: A non-magical bladesharp only effective against armor. Requires a blue strip of cloth and may be used once per life. c) Sentient Sword: One sword that the Bladesinger carries is considered a Sentient Sword. If the Bladesinger is separated from it for more than a 100 count, the sword loses consciousness and the Bladesinger will die in a 200 count immediately afterwards. The Sentient Sword regains its former status after its return from Nirvana, the Sentient Sword will return to life as long as its Bladesinger has life left to live. The Sentient Sword cannot be totally destroyed. The Sword suffers the same consciousness as its Bladesinger, and, if broken, will spend its own time in Nirvana waiting for its Bladesinger. A Sentient Sword is permanently hardened. The Sword should be distinctive and should be named (it is not unusual for a Sentient Sword to speak to its owner). The Sentient Sword cannot be stolen or wielded by another person. d) Prock: A Prock is a spell that is activated through the Sentient Sword. No chanting is required, although the name of the spell must be spoken loudly preceded by “Prock!”, in order to activate the sword’s magic. Magic cast by a Prock will deduct from available magic points. A Bladesinger must choose the Prock carefully for some magics make effective and excellent Wizard spell, but terrible Procks. If a spell such as Heat Weapon is chosen, the Prock may only be discharged on another’s weapon. If the Prock is discharged on a person’s body, then there will be no damage at all. In essence, at the moment of impact, the Sentient Sword transforms into the Prock spell itself and regular damage is not registered. Inversely, a Prock spell such as Magic Bolt will have no effect if discharged on another’s weapon. A Prock does not cost any available magic points to initialize the enchantment, but the Bladesinger may not enchant the Sword with any spells he has not yet learned (i.e., if the Bladesinger is a 4th level Wizard, then he cannot use a 5th level Wizard spell as a Prock until he attains 5th level Wizard). A Prock may be declared only once. A Bladesinger cannot ever change the Prock that was originally chosen. All spells requiring tied cloth must be adhered to as per the Magic handbook. All spells calling for the use of bolts or balls are replaced by the Sentient Sword. All spells calling the use of a wand will disregard the wand in place of the Sentient Sword. All spells requiring physical touch are replaced by the Sentient Sword. Certain magics need not be in contact with anything and need only the “Prock Spell!” to be activated. These spells are: Bladesharp (only if cast on Sentient Sword), Protection From Flame (only if cast on Bladesinger), Mutual Destruction (Sentient Sword must then be plunged into the Bladesinger as death magic grips the other unfortunate victim), Projectile Protection (only if cast on Bladesinger), Protection (only if cast on Bladesinger), Touch Of Death, Wind, Enchant Weapon (only if cast on Sentient Sword), Protection From Magic (only if cast on Bladesinger), Teleport (must still declare “Arriving!” x5 upon arrival), Flight (only if cast on Bladesinger), Defend (only if cast on Bladesinger), Lich, Transform (may not be dispelled). Positive magics, if chosen as Procks, may only be cast on the Bladesinger or the Bladesinger’s possessions (this does not include slaves). All other spells that are permissible must be in contact with the Sentient Sword and an appropriate target. There are three spells which may be used as Procks, but the Bladesinger himself cannot perform those enchantments. A normal Wizard must be found to perform those enchantments, if one of those spells is desired as a Prock. Those spells are: Circle Of Protection, Forcewall, and Anti-magic (may not be dispelled). Since the caster of the magic is technically the Sentient Sword, to send the Sword to Nirvana will dispel any magic it has cast. Also if the Bladesinger is killed, his Sentient Sword travels with him to Nirvana suffering the same death and dispelling any magic cast the Sword indirectly. Certain magics may not be used as Procks. Those magics are: Cancel (pointless as a Prock), Enchant Shield (Bladesingers cannot carry shields), Honor Duel (useless as a Prock), Messenger (would be silly), Ambidexterity (Bladesingers have innate ambidexterity), Dispel Magic (same reason as Cancel), Extension (same reason as Messenger), Doomsday (too much of an advantage to cut the casting time), Advancement (same reason as Messenger), Lend (Procks cannot be lent), Sphere Of Annihilation (too good to be true), Vivify (Bladesinger already has one additional life), Warskill (rendered useless), Expertise (same reason as Messenger), Killing Grounds (would be silly), Stack (same reason as Killing Grounds) e) Repair: A Bladesinger may fix any weapon in his possession once per life. It requires a 100 count, and may only be done with own equipment. Cannot Repair the Sentient Sword. Written by: Orn the Noose