Inquisitor

Native Culture: Barren Lands
Preferred Weapon: Crossbows, Short weapons
Preferred Material: Wood, Hardened Silver, Cold Iron

Note: This school was previously a Hidden School, and thus is not available at Character Creation and must be taught in game. This school also requires the prerequisite of purchasing the Advantage: Magic Sight. This can be purchased at Initiation if the character did not start with it.

Reputation

None

History

History shows this group was wiped out ages ago.

Abilities

Level 1 - Initiate

Smite (attack, contact, strike) - This attack not only does physical wounds to the target, but also beats an equal amount of Mana out of them as well. For the purposes of surviving a hit from this, a Mortal Blow counts as 5 Mana, and a Deathstrike is 10 Mana.
Tagline: "Mana Strike X". (see the Vital Strike description for progression at higher levels).

Witch Bane (defense, non-contact) - Through whatever spiteful hatred they have of magic, the Inquisitor is able to turn magic aside, both if it is directed at them, or someone within 5 feet of them.
Tagline: "Deflect Magic"

 

Level 2 - Apprentice

Flee, Wretched Ones (attack, strike) - This attack strikes fear into the heart of the victim, causing the weak willed to flee before the Inquisitor.
Tagline: "Fear Strike X". (see the Vital Strike description for progression at higher levels).

Empowered (defense, self) - The Inquisitor absorbs a spell that targets them, gaining 1 mana of their own instead of taking any other effect. This does not allow them to gain mana beyond their maximum.
Tagline: "Absorb"

 

Level 3 - Devotee

Mana Burn (attack, packet) - Cuts target's ties to mana, preventing them from casting for 10 minutes. This also burns up to 10 mana from the target, causing them to lose this mana and take it as damage up to 10 points. This damage can be absorbed via Toughness.
Tagline: "Sever Mana"

Their Weapons Against Them (defense, non-contact, self) - The Inquisitor repels an incoming spell, turning it back on the caster.
Tagline: "Reflect Magic"

 

Level 4 - Master

Curse the Wicked (attack, packet, mental) - The Inquisitor lays a curse upon their victim, causing them to turn and attack their allies. Target must take at least 5 swings at maximum damage against their allies, using combat abilities if still available.
Tagline: "Curse of Betrayal"

Fight Another Day (defense, self) - Even Inquisitors sometimes bite off more than they can chew. They understand discretion is the better part of valor.
Tagline:  “Distract - Fair Escape”

 

Level 5 - Grand Master

Deny Power (attack, voice effect) - Cuts all targets' ties to mana, preventing them from casting for 10 minutes. This also burns up to 10 mana from the targets, causing them to lose this mana and take it as damage up to 10 points. This damage can be absorbed via Toughness.
Tagline: "Voice Effect, Sever Mana"

Cold Iron Crucible (defense, self) - The Inquisitor turns their body into cold iron, making them Immune to magic for 10 minutesA fayren Inquisitor is immune to fear of cold iron in this form.
Tagline: "Cold Iron Form"