Introduction

The Mageslayer is a partial Warrior class. No Mage class is allowed to pair with this profession. Unlike the normal Partial Warrior class, Mageslayers do not get a bonus combat Focus at first level, nor do they grant a Partial Warrior’s +2 hit points per hit die.

All Mageslayers gain Magic as a bonus skill. While it cannot be used for item creation or other magical pursuits, it allows them an intellectual understanding of their prey’s abilities. Mageslayer arts may be used in or out of armor, and require no free hands, incantations, or other overt actions, though some sects have favored prayers or oaths.

Spellcasters and Spells Definitions

Many of these arts refer to “casters” and “spells”. Each of these terms has a specific definition for Mageslayers. 

  • A “spell” is learned power that a creature casts with the usual spellcasting rules or an art used by a Mage class. Magical effects created by portable magic items also count as spells, such as a wand that hurls fiery bolts, or an amulet that conjures impenetrable barriers. 
  • Passive magical qualities, like the hit bonus of a magic sword, do not count as spells, nor do magical effects created by Workings or other large-scale edifices. Neither are a magical creature’s innate supernatural powers or magical abilities that mimic specific spells. 
  • A “caster” is any creature that is capable of casting spells using the usual spellcasting rules or triggering Mage class arts, whatever their brand of magic may be. 
  • Potent as the Mageslayer’s arts may be, they are not strong enough to negate some exceptionally powerful spells, workings, or other demi-divine wizardry.
Mageslayer ‘Spell’ Table
LevelArts Gained
1Antimage, Magebane
2Witchfinder, Spellshield
3Disrupt Sorcery
4Know Your Prey
5Share the Pain
6Dispel Enchantment
7Ward Ally
8Immaculate Body
9Immaculate Mind
10Absolute Negation

Mageslayer Arts:

A Mageslayer has an Effort score equal to their Magic skill level plus their highest attribute modifier among Intelligence and Constitution, to a minimum of one point. Mageslayers begin with Antimage and Magebane at first level, and acquiring other set Arts as they level.

Antimage

Get one level of the Nullifier Focus for free, or a free Focus if you somehow have both levels.

Magebane

You add half your level, rounded up, to all damage you inflict on casters from any source, be it by weapon, Shock, or violent action. This does not stack with a Warrior’s Killing Blow class ability.

Other Mageslayer Arts

Absolute Negation

As an Instant action, Commit Effort for the day when you are about to be affected or impeded by an unwanted spell or a standing magical effect created by a spell. You may ignore the magic.

Dispel Enchantment

As a Main Action, touch an ally and Commit Effort for the day. Your touch acts as an Extirpate Arcana spell. This art can only be ap- plied to creatures, not objects, and can be applied to yourself or a given target only once per day.

Disrupt Sorcery

As an On Turn action, Commit Effort for the scene. The next attack you make that round will leave the target unable to cast spells or trigger Mage arts for the rest of the round, even if the attack misses. Currently-active arts are not disrupted. If the attack is successfully Screened by an ally, how- ever, the target is unaffected.

Immaculate Body

Magical transformations, curses, or lingering negative magical penalties last a maximum of one scene on you. Such malisons cannot kill you, reducing you to 1 HP at worst. This applies to all magical effects, and not only to hostile spells.

Immaculate Mind

You are impervious to unwanted mind-affecting or mind-reading spells or magical effects, and you automatically see through illusions and magical invisibility. Note that this applies to all such magical effects, not merely spells.

Know Your Prey

Your Magic skill is treated as one point higher than it is, up to a maximum of level-4 skill. This benefit adds to your Effort as usual, and may allow you to have a higher Magic skill than your character level would usually allow.

Share the Pain

As an Instant action, Commit Effort for the day when you are targeted by a hostile spell or are in its area of effect. Make a Mental saving throw; on a success, the spell’s caster is treated as also having affected by the spell that just targeted you. This art can be used only once per round.

Spellshield

When a spell inflicts hit point damage on you, it’s automatically halved, rounded down, before any saves or resistances are applied.

Ward Ally

As an Instant action, Commit Effort for the scene when an ally within thirty feet is affected by a spell; you are affected by the spell in place of your ally. If you are both in the same area of effect, the spell hits you twice. Any defenses or arts you have against sorcery may be applied as usual to this transferred effect.

Witchfinder

As a Main Action, Commit Effort for the scene. For the rest of the scene, you gain the benefits of the Apprehend the Arcane Form spell, except for the spell’s dark-vision ability.