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·published 2007-11-19 00:04 UTC
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An immortal wizard who took up the blade.

The Spell Champion is a skilled foe, focusing all of their energies on spells; but it is these very spells that fuel their combat prowess, and allow them to survive in melee and ranged combat. 

	Skill Index

Strong Attack
Soul Armor
Spiritual Endurance
	Renewal
	Spirit Knife
Spell Melding
	Blade of Balance
	Spell Mastery
Tactics
	Strafing
Spirit Form

STRONG ATTACK

As the myrmidon skill; adds a +1 damage bonus to any non-spell attack.

SOUL ARMOR

The main draw of a Spellblade; their training with the blade has caused a reflex set in their mind to go off; and so, they now use their magicks to protect them
during their endeavors. The psychical body is less protected from its normal banes, but the elements have a hard time harming a spellblade.

 Bludgeoning 	 3 	 Piercing 	 4
Ballistic 	2 	Slashing 	3
Fire 	7 	Cold 	7
Electric 	5 	Death 	3
Acidic 	3 	Magical 	8
Holy 	4 	Unholy 	4
Nexal 	4

SPIRITUAL ENDURANCE

In their travels, the Spellblade has long needed a larger pool of magic; and so, after extensive training, they gain a boost of 10 their maximum MP.

RENEWAL

Consuming their magicks to power their body, the Spellblade gains a boost of 10 to their maximum HP.

SPIRIT KNIFE

In defending themselves, a Spellblade will find that they are backed into a wall, and unable to defend themselves. The spirit knife solves this problem; by consuming 7 MP, the Spellblade can throw a knife of ethereal energy that deals 6 nexal damage to one target. The main draw of this ability, however, is that one may also use hit points to power it; finally, it is an innate attack that uses the Thrown Weapons tree, but has an innate +%30 to hit bonus.

SPELL MELDING

Through further training, a Spellblade has mastered their weapon a dnc an now infuse their spells into their next strike. This may only be performed with a touch spell; doing so costs 3 AP and the same amount of MP as the spell plus one; the attack changes the weapon's damage type to its own and adds the spell's damage potential to the strike. For example, a Spellblade with Burning Touch and an unenchanted sword using this ability deals 15 fire damage.

BLADE OF BALANCE

Through balancing their mind and body, the Spellblade now deals 3 additional points of damage when using Spell Melding.

SPELL MASTERY

All offensive and buff spells cast by the Spellblade cost %20 less MP.

TACTICS

This ability affords the Spellblade a +%5 dodge bonus against all Hand to Hand and Melee attacks.

STRAFING

Further training affords the Spellblade a +%5 defense bonus against ranged attacks.

SPIRIT FORM

Through advanced training, a Spellblade may become a spirit, pure and immaterial. Taking this form is not without pain; the Spell Champion must consume 10 AP
and 20 HP. They become immune to nonmagical attacks, noncharged attacks, but are still vulnerable to magical attacks and spells. Each square moved in this form costs no AP, but consumes 3 MP.