New Class: Hodgepodger 08/27/2022 03:18 PM CDT

A Hodgepodger mixes together all professions for a mix of skills using physical, magical, spiritual, elemental, mental. They will have the choice of three tailored paths: physical, magical-- bolt or CS. Training along these sets will give them more power for using the set of skills empowering their profession.

cast spell to cast from other circles


Hodgepodger Spell Circle List

01 A defensive spell granting +1 base to TD for all circles and +3 to DS. Bonus increases +1 for every 4 Hodgepodger spell ranks for a maximum of +16 to TD and +26 to DS.

02 An offensive boost of +2 to AS and +1 to CS will be granted with the same increase per rank as spell 01.

03 A powerful attack spell which has volatile and erratic results against the enemy. This workhorse can be used as a bolt when CAST AT or CS when INVOKED and as a physical maneuver when CHANNELED. As a bolt, it will contain spiritual and elemental characteristics while using powers of Mental focus as well for actual aiming. A ball of churning energy, one side hot light and the other a convex of the four elements which are unstable together is hurled at the target. Upon impact it can have a secondary roll for damage based on the odds that something with the energy combined on impact to make this flaring effect. So all elements, and a gob of spiritual energy will combine into a flare that causes a bit of further damage, especially stuns. CS based attacks will attempt to shock the target with an attack on all their senses, elemental with spiritual and mental together so that their flesh is assaulted in a way they never imagined-- all at once. It would feel as if they are being ripped apart from the inside. It is possible for an after shock effect from the raw physical and health damage that is a flare from another circle: spikethorn, immolation, air flare from a bard weapon, elemental blade flare, etc. As a physical maneuver, it will appear to the enemy that it is a purely physical attack but the Hodgepodger will use an array of techniques of combining the magics with a very quixotic and unorthodox form of movement when executing the assault. The result will be an attack that would be hyper-quick, hyper-strong and exceptionally precise. There is a stamina draw of -2 per use. The damage on the target can include a similar flare as described above, from any spell circle.

04 A self-healing spell only that gives +5 to +10 HP per cast as a base, with +1 for each 2 spell ranks known thereafter for a maximum of +5 to 50 per cast. At 100th level, a minor wound will be healed when casting the spell with a cooldown of 60 minutes. With enough ranks of First Aid, Transformation, SMC they may be able to heal themselves for up to a rank 3 wound and take up to 10 HP from another adventurer every 60 seconds.

05 A keystone spell that enables the Hodgepodger to cast spells from other circles. Unlocking the spell requires spell training in that circle, an increase in cost for the casting of the spell of 2x and then a 2% failure rate which reduces to 1% at level 100, with a saving throw at 1% (for a second cast) of 50%. The maximum level able to be cast from other spell circles will be 20. Proper mana control ranks will have to accompany spell training in other circles to ensure they maintain control of the balance. When casting from more circle outside of Hodgepodger than 1, a -10% fail rate will be applied (reduced by half at level 100) and there may be a diminished effect on the return of the spell such as 10% less power (-10% to damage on a bolt or CS spell, to DS/TD etc. bonuses, etc.). Each circle after the second will add another 10% negative mod to the spell being cast outside the Hodgepodge circle. If the Hodgepodger fails to maintain balancing of all the magics such as by running too many high level DS spells at a time from outside circles which are not matched by training in EMC/SMC, etc. then there will be a violent effect on the Hodgepodger and a potential stoppage of all spells running.

06 The Hodgepodger attacks with either a weapon, energy from their hands or their bodies themselves while leaping into the opponent. When the attack is in physical form, their weapon or hands/feet for Monk style, arrows, etc. will be followed by a blue wave of energy and a sonic boom. Their strike is made when the Hodgepodger has rushed the target to get right up close next to them, then within that proximity their hypersonic speed appears as a microflash with the unfortunate foe being left to suffer the consequences. The move will cause temporary blindness in the Hodgepodger for 2 seconds afterwards, making them suffer RT but they will be able to defend normally as the after effects of the spell cause an area effect during those 2 seconds around the Hodgepodger like a force field restricting assaults against them. The deadly speed and precision, strength of the attack will be extremely powerful and carry a critical weighting effect equivalent to Light at first, then up to Heavy at 101 spell ranks. At Level 100, the spell carries a chance for causing a 'death crit' on the foe of 1% base, up to 5% with enough mana control, lore and spell ranks.

07 This spell can be CHANNELED, INVOKED, INCANTED or CAST. CHANNELED The Hodgepodger combines fields of magic together from all forms to create what appears to hover in mid air as a prism above their head. The prism will cast light in all colors all around the Hodgepodger at all times and when used with a special command by the Hodgepodger, the Hodgepodger themselves may appear to vanish momentarily while the prism remains. This makes it next to impossible for the enemy to consider attacking them since they are dealing with a visual oddity and not an adversary appearing dangerous anymore, though the Hodgepodger will flicker in and out of visual cohesion even when maintaining a state of semi-invisibility. The result is that Hodgepodger will achieve a form of Sanctuary (for themselves only) which will protect them from harmful spells, but they will be unable to use any offensive spells or cast any other kinds of spells at all so long as they are using 07 in this way. INVOKED The Hodgepodger creates a barrier around themselves which gives them the appearance of being inside a clear prism. The prism focuses offensive spells and creates a defensive shield. Offensive spells cast will have a variety of possibilities from the effects: a recasting of the same spell which costs the foe the mana to cast instead of the Hodgepodger, a bonus roll after the warding roll outcome of +5 base with +1 per 4 spell ranks known to a max of +30, blindness/fury/confusion/stun, they will disappear momentarily and when reappearing be much easier to hit. INCANTED will polish up gems a bit, recharge a wand or crystal or statue item with another charge, help them read a scroll or form a blank imbeddable in their palm if empty right hand in the form of a prism. At Level 100, the blank prism can be imbedded by the same Hodgepodger who cast it with 04. When CAST AT a foe, they will hurl a prism with flashing lights at an enemy as a bolt or maneuver based (unlocked by ranks of CM or Spell Aim, greater rank prevailing of both exceed) attack which causes confusion and a lowering of defenses, a temporary blindness if effective and physical injury by this harder than diamond angled object, which will effect them the same way as if they were hit by a claidhmore.

08 The Hodgepodger forms a field of unstable energy beneath them with the clashes of elemental, spiritual and mental magics. Atop this is a force field which the Hodgepodger comfortably and gently rests upon, so that they are raised up off the ground some and they are deterring incoming assaults which use the terrain specifically beneath them. E-waves, knock-down maneuvers will be inhibited by a +10 base with a 10% to activate a flare against the deliverer of spells in circles known by the Hodgepodger. Also, when they are on the ground they will have a chance to be automatically propelled onto their feet (similar to Stun Maneuvers) from the force field righting itself with alignment to the ground) of 50% base with a maximum of 100% at 101 spell ranks. If the Hodgepodger is skilled in martial combat, the effect will be like a boot with a knock down flare and having a base of +8 with an increase of +1 for every 2 spell ranks known up to a bonus of +35. It will also give them a +10 lb increase to Encumbrance.

09 The Hodgepodger creates a torrent of disturbances in the local area from each elemental circle, increased in power by the more spells known and more then with more from outside their circle. The turbulence manifests by causing the appearance of effects that appear like flares from other circles but instead of damaged they are unbalanced, knocked off their feet and put into RT. The spell gradually reduces in strength after it's cast once but will repeat several times before dying out completely, and it will be extremely hard to resist on first cast (even for those trained with Dodge or CM since it will be using magic against physical there). For those who are trained in magic, a flare from their spell circles of knowledge will have a decreased effect. At Level 100, the disturbances can begin to result in physical damage.

10 The spell creates a charge of energy from all elements, all spell circles into the right hand of the Hodgepodger making any weapon wielded more powerful. The charge will create a reduction of -1 to RT when using physical based attacks. At Level 100th it becomes -2 to RT.

11 The Hodgepodger creates a crescent moon shaped object from the magical energy around them which is launched toward a target. The spell can be used in 3 ways: if the Hodgepodger uses a weapon, they can attempt to strike the crescent moon object after it hits or misses the target and returns to the Hodgepodger like a boomerang. If their AS is high enough (which is not a guarantee but should be fairly high odds depending on the number of crittes, light and fog in the room, terrain conditions, etc.) compared to the DS of the object, they will successfully hit it back into the direction of the target for another strike. It may not hit the intended victim (even those not joined) but whatever it does hit will be hit with the same power as the weapon with the AS which just effected the crescent shaped boomerang object but with the power of the Hodgepodgers skill in magics to make it much worse than any raw physical attack could be. The addition of impact from the weapon it was struck back with will multiply with the factor of the energy boomerang itself so that it will carry the damage of two weapons at once, and the crescent moon boomerang is beginning as a THW base with power from the magic of that. The RT for hitting it back will be the same as what it would be to swing their weapon. If the Hodgepodger is a hurler, they will have to create a new energy boomerang to strike the original returner which will result in both of them launch in formation at the enemy which causes them to combust on impact. This creates an injury and knock down problem for the foe. If the AS is too low to hit the target, the two boomerangs will still collide and the target will have to dodge a maneuver effect at that point.

12 This spell affects the mana of the Hodgepodger and everything around them. When not in a node, the Hodgepodger may kneel down and create a defensive shield around them of +250 to DS and nearly impenetrable to attacks within 10 levels of them. They will be unable to do anything but maintain their position at that point-- no movement, speech, casting of any kind or anything else. The benefit for others of this will be that they can draw mana from the Hodgepodger by CHANNELING from them. During this time, the Hodgepodger will use their Stamina to encourage more mana regeneration than they would have off node of 1.5x then 2x at level 100. This is encouraged to be done in safer areas but the natural inclination to use it as a defensive mechanism in hunting areas would be an interesting way to have it used. When they are on a natural mana node, the Hodgepodger will experience an increase in mana regeneration of 1.5x with another +1 mana per pulse at level 100.

13 The Hodgepodger senses the natural fields of magic in all forms around them, creating a solidarity with nature that impacts every defensive spell they have active. Whatever defensive spells have been cast on the Hodgepodger by others will be benefited with an increase to their bonuses of base 25% with a maximum of 50% at spell rank 100. If they know the spell being cast on them it will last twice as long as would be otherwise and 1.5x as long if they only know from the same circle. In addition to this effect, the Hodgepodger gains +1 to each stat bonus.

14. This spell is cast once and is similar to the way Spell Store used to work only it is triggered when an offensive spell from a circle the Hodgepodge knows is cast at them. If successful, the spell being cast at the Hodgepodger will backfire against the caster. The odds of it successfully working greatly depend on level with the critter, the training and stats as well as the level of the spell being cast and returned.

15. This spell enables the Hodgepodger to attempt to snatch a spell from the person who wants to cast it, then have the spell prepared to cast by the Hodgepodger for their own mana as a result when successful. The spell will be cast on a target and if the ward is failed, the next spell cast has a strong chance of being transferred to the Hodgepodger. While they cannot transfer a spell this way from a circle they are completely untrained in, they can prepare a spell that is higher than the level they know from in that circle. Similar to activating a scroll, if they cast too many times on the same target they can lose knowledge temporarily of the spell.

16. The Hodgepodger creates a thin film made of a combination of air, spiritual energy and mental focus that creates an illusion for those looking through it to the Hodgepodger. The magical membrane suspended in the air will attempt to siphon the defensive spells active on the critters and make use of them defensively for the Hodgepodger. The draw on their spellpower will cost mana for the Hodgepodger when successful and they will never get the full benefit, but the critter who is supplying the Hodgepodger with the improved defenses will suffer a loss proportionate to how much defensive bonuses are being gained through the process. At 100th, the Hodgepodger can activate their membrane which is already up and running by using the CHANNEL command, which will attempt to turn the defensive powers of the critters against them rather than harnessing them for defense. If successful, the critters unfortunate enough to trigger this mechanism will not only lose defensive bonuses of their running spells, but can see them drop and they can even suffer damage. A level 100 Hodgepodger with their best magical skillset to work for this spell would see up to 50% of the defensive powers of the spell drawn from their critter with 25% given over to the Hodgepodger, and up to 100/50% against a critter of level 10 or below.

17. The Hodgepodger tosses globs of energy from both hands (which must be empty). In four places, anchors are set of fire, water, air and earth. In the center is a churning column of light. The Hodgepodger maintains a deep mental focus to channel their mana into it until there is a sheet of magical energy which undulates calmly on the air. The Hodgepodger or anyone joined can JUMP into the sheet which will act like a trampoline only it will use the power of the spiritual column in the center to launch them much higher, farther and more safely on the way down. The result is those who dared jump will wind up in a random location within 15 rooms away. The Hodgepodger can travel up to 30 rooms away. At 100th level and 101 spell ranks, the Hodgepodger can set an anchor for landing in a specific room up to 30 rooms away. This is an excellent emergency spell but is not designed specifically for that purpose, such as it including a RT to channel the mana into the energy field.

18. The Hodgepodger creates a shadow on the ground of themselves which mimics their movements exactly, only when the Hodgepodger is using defensive or offensive spells it creates another one for the the Hodgepodger making them shrink. So the Hodgepodger will have a shadow within a shadow that will appear smaller and smaller from the real sized one the more spells are running. The more spells are running, the more colorful and florid the colorfull appearance of the miniature shadow will appear. This will result in a few effects: 1, the spells the Hodgepodger casts will be recast at the shadow of the critter, resulting in a fractional amount of damage compared with what it would be if it were done to the critter, but the same type otherwise as if the spell was being cast normally (and for fractional mana cost) 2, the miniature shadow will confuse and distract with their intensive visual effect which is obviously shocking in itself to see, 3, it will attempt to pin down the shadow of the critter which has recently been attacked by the Hodgepodger which can cause damage, roundtime, mana loss, and will sometimes make the critter fight the mini shadow instead of the Hodgepodger anymore. At level 100th, the shadow can separate from the one the Hodgepodger is naturally making and will begin to fight something like a Singing Sword only with a variety of maneuvers, flares and magicks that are appropriately scaled to their size and the power of the Hodgepodger by skill/stats.

19. The Hodgepodger keeps this spell running to try and learn from their enemies as they fight. The learned mind of the Hodgepodger for the various skills, magics and attunements give them a natural advantage over those who are not so multifaceted. In this way, the Hodgepodger is able to accelerate their self-tutoring with magical concentration and adaption which will get more and more precise the longer a critter remains embattled with them (the more aggressive interactions, the more the Hodgepodger knows the enemy). This creates a deficit for the critter and an advantage for the Hodgepodger which can be devastating in the 'later rounds', especially but very powerful even for just one successive blow after the first. When attacking, they will see a decrease in DS/TD/CM etc. of 5% base per attack by the Hodgepodger + 1% per 10 spell ranks for a maximum of 15%. This will stack up to a maximum of 33% at like level or 50% for 10 levels and below. In addition to this, the inverse is true for all attacks from AS, CS or maneuver. There will be a mana cost of +19 per pulse to keep the spell running.

20. The Hodgepodger channels their magical energies into a weapon or armor which releases its magical balances within all bonds from spiritual, mental and elemental. The result is an augmentation which enhances the effects of spells active on those wielding or wearing it, and increases the manueverability for those who have more ranks in CM than magic ranks of any other kind (squares or squarish semis). The increase starts at 10% and can be as high as 20% after 5 successful uses of potion and channeling. The combination of weapon and armor will be possible for an increase but if both weapon and armor are being used at the same time, each will only yield 75% of its power for a cumulative 15% maximum not 20%. At level 100%, the Hodgepodger can achieve an additional +1 to any bonus gained from the active spells being invigorated. They can also CAST the spell at adventurers for a flat 5% increase which will result in a +1 for non-Hodgepodgers on top of the other bonuses of the spell from wearing or wielding, and another +1 for a total of up to +2 if the Hodgepodger casts the spell on themselves.

25 The Hodgepodger waves their hand through the air and creates a trailing rainbow tracing behind. This rainbow grows and begins to rise. If outdoors, the rainbow will grow into a gigantic brilliant form and stay in the room so long as the Hodgepodger is there. When the Hodgepodger searches a critter, there is a +15% chance of finding an additional item in the box, and a 50% increase in the value of the actual box itself for its material content. At level 100th, the Hodgepodger can STOP the spell which will make the rainbow shrink into a gleaming miniature version of itself which will be able to drag up to 3 boxes as if they were weightless back to town with the Hodgepodger. The Hodgepodger must then DISMISS the rainbow which will dissipate in a vapor, leaving the boxes for them to collect on the ground (at their normal weight).

30 The Hodgepodger will cast this spell within a specific area and while remaining in that area (based on spawns) their spell knowledge and capabilities will increase in accordance with the magical and physical characteristics of those inhabiting the location. So for example in Shadow Valley while they are in the area by the ledge, Shadow Mares and Shadow Steed spells and physical attributes, maneuvers known will be picked up on by the Hodgepodger. The temporary spell knowledge will be fully effective and the maneuvers will be as if the critter themselves activated it despite any missing parts such as a tail for minotaurs. This is due to the energy, the magical characteristics and the mimicry capable by the Hodgepodger which will produce the exact same result using their magical positioning despite whatever characteristic may be missing otherwise. In addition to this, the spells and maneuvers used by the critters in the area will have a lessened effect of 20% flat with 25% at level 100. Also at level 100, the caster will have a chance to decrease or negate the chances that the critters in the area will want to attack them, with dramatically more likelihood by level. With the best training path, the Hodgepodger may be able to understand languages they weren't able to before while in a node with this spell running.

40 The Hodgepodger uses their vast breadth of knowledge and skill spanning the circles and types of energy to heighten their reflexes to a point of powers which would appear predictive to those around them. The trait will give them an advantage when striking so that after casting the spell, they will be able to go into their stance of choice and the next time the critter they are targetting attempts any kind of aggressive move they will have a magically improved chance of seeing the attack coming, understanding it in an instant and then reacting in harmony with the strike to the Hodgepodger's advantage at just the right physical position. The result can be a devastating one for the target as it will be as if the Hodgepodger ambushed from just the right position and Camouflaged, with the modifier of an ambush. It will not be aimed but the modifier instead will use a bonus from ranks of CM or spell rank (whichever creates the higher bonus, with spell ranks being +1 per 5 and CM being +1 per 2) which will carry a very high chance for a great critical in any area. At level 100 they will have a chance to recover into a defensive stance from an offensive one: 75% from forward to defensive, 50% from advanced to guarded, 25% from offensive to neutral as a base with a 1% increase per 5 spell ranks or +1 per 4 CM ranks. In addition to this, it will grant +10 Dodge ranks during the time from being cast to being activated.

50 The Hodgepodger will create a violent tear in space which is balanced conversely with a recalibration to the Hodgepodger's design of the elements and spiritual energy surrounding it. The mental focus demands a lot of Stamina and the result can be bad for the Hodgepodger if they are not properly trained in accordant MC's and preferably higher than 50 ranks known in the spell circle. The spatial formation will draw air and energy into it then reform it into a swirling mass that causes those not joined to suffer from a repetitive warding roll that will challenge the way their body, soul and mind are held together. Each successive cycle will reduce the effects of the damage if the critter is warded, and when that does happen they will potentially suffer injuries in every way possible. All limbs and other body parts, their nervous system, their spirit, their mana, stamina, health points may all take hits. Their ability to maintain focus after this torrential energy storm rips into them will be a question of their will and overall strength for whatever critter they are. Their own mana, spirit, mental focus, physical biology, blood and nerves will feel like they are colliding into each other while their body contorts and goes in and out of unnatural positions within an instant. It is a most powerful attack spell with extremely hazardous risks but with proper MC and other training, it will be a very useful one for multi-opponent combat. At level 100, when the spell is learned there will be a +25 modifier to their multi-opponent combat bonus with an increase of +1 per 2 more ranks for a maximum of +50. This whopping bonus will negate itself in most rooms of their hunting level where swarms of dozens can happen quite often.

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