Shieldmage

Use shields to protect, blind or taunt and melee strikes to break enemies

Concept by High Witch Lucilin

Designed by High Witch Lucilin

Taught by Crimson Hellhound Allice & Skillsmaster Lt. Ariel

Students: Mark, Lucilin, Vivian

## Class Description

Shield magic involves manifesting an Arcanite-powered holotech shield across your arm as a defensive and offensive weapon, coupled with martial arts and technomancy.

## Weapons & Skills

### Weapons:

* Energy Targe (Free item, 1c) (Required for skills: Haymaker, Spinning Kick)
* Brightalloy Square (2000c) (Required for skills: Shield Glare, Blinding Flash)
* Incandescent Targe (2500c) ( Required for skills: Aura Shield, Reinforce Shield)
* Transluminescence Shield - A super shield built at the X-forge and imbued with Hellion Arcanite capable of performing all Shieldmage operations. Allows earthbending and lightbending with the Paladin's Ring (Level 40 quest reward). Can be assimilated with the Hexarcanite's Ring to form the omni-class weapon *D.E.A.T.H.S BLADE*.

Hex Coven Alternative Weapons: Shieldmage's Shield, Paladin's Longsword, Paladin's Axe

### Skills:

* Lvl 01 - Haymaker
* Lvl 05 - Spinning Kick
* Lvl 10 - Shield Glare
* Lvl 15 - Blinding Flash
* Lvl 20 - Aura Shield
* Lvl 25 - Reinforce Shield

## Advanced Mods

* Lvl 30 - Gauntlet Haymaker (+10 dmg)
* Lvl 32 - Bladed Boots Kick (+10 dmg)
* Lvl 34 - Electrical Shield (+10 dmg)
* Lvl 36 - Grounding Flare (+10 dmg)
* Lvl 38 - Ally's Shield (+10 shield)
* Lvl 40 - Build Fortress (+10 def)
* Crafted Ultimate - Shieldmage's Hollow (+10 atk)
* Quest's Weapon Upgrade - Transluminescent Shield (+10 atk)
* Quest's Ring Upgrade - Paladin's Stone (+10 Def)

## Weapon Crafting

Crafting with the X-forge has five stages and each section has some user input. First you load in the correct schematics file, then you have blocks of materials to set into the machine and third, you set the print parameters and object dimensions according to the preferred schematics. Step four is the coat of paint, you'll be directing the brush yourself and controlling the spraying straw. Last step is the upload of the print to your cyber deck by user direction.

You can train with a new weapon mod once is has cooled and set the next day after crafting. So crafting is calibrated at levels 30, 32, 34, 36, 38 and 40. The odd levels in-between will be for training with said new mods. If your crafting fails, you do not progress and can retry the next day when the forge is cooled.

* Lvl 30-36 crafts get 3/5 success. /roll 5 times dc 50 (no buffs)
* Lvl 37-40 crafts get 4/5 success. /roll 5 times dc 50 (no buffs, +20 expertise)
* Lvl Ultimate crafts get 5/5 success. /roll 5 times dc 50 (no buffs, +10 expertise)

### Craft Sheet

```
/me steps up to the print forge and starts building, being careful to align the nozzles at each of the five steps. "Input command, load schematics: skill equipment name > feed materials > print model > paint and polish: colour x > upload to cyber deck." (/roll x5)

(A) begins the crafting forge, careful to mould the material as needed on all five steps. Unfolding the build plans for (skill equipment name), heating the materials, forging the shape, painting and polishing and imbued enchantments. (/roll x5)

```

## Ultimate Spell

Ultimate spells are techniques that become possible when one or more allies fall to 0HP, and you are fuelled by vengeance. You cannot trigger your own Ultimate if you are fallen and only 1 Ultimate can be used for each fallen ally. To cast an Ultimate, you will need to build a Level 40 ultimate weapon called a Hollow and train with it. The Hollows can execute all skills in the class and require 5/5 perfect rolls to craft (with +10 expertise buff). Once you successfully craft the Hollow, you may purchase it from Darkangel Relics. Training is done in a unique solo quest arranged by the DM and this will reward the epic-tier ultimate spell. Upon completion of the quest, you may then purchase the Ult Transluminscent Shield along with the Paladin's Stone from Darkangel's Relics.

### Fading Light

Upon the fall of an ally, 50/50 chance your emotions mix with the arcanite ore's raw power to execute 'Fading Light'. Fading light burns 50% of each target's remaining HP and the lowest enemy HP is transferred onto each party member as a shield.

```
/me burns with righteous fury and summons celestial energy in a fiery pillar of light from the sky. It crashes with a earth-breaking tremor, and burns all nearby targets each for half their health. The lowest enemy aura is granted as a shield to everyone on the party.

```

## Spell Sheet

Quick cheat sheet to use as a basis for attack emotes. This helps sessions run faster. /roll for hit success and use the number as your damage if it hits. Add modifiers from gear, items and your weapon level.

### Haymaker

Lvl 01 ST Melee - Haymaker, throw an arching punch with full force to deal direct damage.
Lvl 30, becomes Gauntlet Haymaker, with crafted weapon mods. (ST +10 to rolls, 80 crit dc)

```
/me summons the Energy Targe shield with "Input command, build roundshield" and winds back a haymaker from behind cover, unleashing a swinging hook to target x. (dc 50 +buffs)

Ashoaks: /me pummels with an axe in a haymaker swing.

```

### Spinning Kick

Lvl 05 AoE Melee - Spinning Kick, sweep your legs up in revolving arc for group dmg.
Lvl 32, becomes Bladed Boots Kick, with crafted weapon mods. (AoE +10 to roll)

```
/me summons the jump assist with "Input command, aerial lift" and leaps into a continuous spinning kick like a whirling helicopter striking multiple targets; x, x and x. (dc 50 +buffs xAoE)

(A) /me spins with axe slicing down everything in a wide area.

```

### Shield Glare

Lvl 10 ST Melee Attack/Taunt - Shield Glare, shine light from your glowing shield to blind and compel for 3 turns.
Lvl 34, becomes Electrical Shield, adds immobilising electric effect. ( Immob 1 turn +10 to roll)

```
/me summons the Brightalloy Square with "Input command, shield glare" and raises shield arm to shine light that burns and compels attention on target x for 3 turns. (dc 50 +buffs)

(A) /me deflects sunlight into enemy eyes to blind and taunt.

```

### Blinding Flash

Lvl 15 AoE Melee Attack/Taunt - Blinding Flash, emit a large shield flash to blind and compel a group for 3 turns.
Lvl 36, becomes Grounding Flare, adds immobilising electricity. (AoE immob 1 turn +10 to roll)

```
/me summons the Brightalloy Square with "Input command, blinding flash" and raises shield arm to expel light that burns and compels attention on target x, x and x for 3 turns. (dc 50 +buffs +AoE)

(A) /me channels light to burn and taunt foes in a wide area.

```

### Aura Shield

Lvl 20 SHP boost - Aura Shield, channel arcanium energies through you to build a secondary shield aura.
Lvl 38, becomes Ally's Shield, extending the shield to an ally. (shield ally, +10 to roll)

```
/me expands the arcanite bioaura into a forcefield with "Input command, shield aura" and raises their shield arm to erect the secondary defensive bubble on x. (dc 50 +buffs)

(A) /me builds extra layer of shield aura for protection.

```

### Reinforce Shield

Lvl 25 Block ST Damage (1 time) - Reinforce your shield to negate incoming damage without effort check, once.
Lvl 40, becomes Build Fortress, expanding shield dome over all. (block AoE x1 +10 to roll)

```
/me summons the Incandescent Targe into an impenetrable hardlight forcefield with "Input command, reinforce shield" that extends the bubble overhead on x. (dc 50 +buffs)

(A) /me builds a domed shield made from energy for protect allies.

```