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Seventh Kingdom IGE

Diabolist (Sorcerer)

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Overview: In the Underworld, there are malicious intelligences that thrive upon the souls of mortals. Dwelling in forbidding citadels called “Vaults", these demons are possessed of deadly magics and dark secrets that they are willing to share to those mortals willing to pledge themselves to their service. Those who hold the Vault of Secrets are especially open to the recruitment of Midworld’s willing souls to their unholy crusades.

Diabolists are those souls that have pledged themselves and the souls of those they slay to the Vault of Secrets. In exchange, they earn the power to bend hellfire and baelfrost to their whim, through secret words that they have been taught by their demonic masters. Most Diabolists are taught the basics of their craft and set loose upon Midworld to achieve whatever ends they desire. Those that survive and grow in might are observed, studied and then tasked to a mission important to the Vault’s goals – success equals more reward and greater station in the Vault. Those that fail in their assigned tasks would do well to make themselves scarce lest their patrons make their displeasure known… entire cities have disappeared from the face of Midworld as a result of the Vault’s displeasure.

Diabolists face enemies among the general population as well. Trafficking and consorting with demons is a grave offense in many Kingdoms. Woe to the amateur Diabolist who is found by a frenzied mob.

Fortunately, there are those in positions of great power that find Diabolists more than useful in their affairs. By their very nature, Diabolists are creatures of their word and they are less willing to break faith than most mercenary folk. Furthermore, the ability to turn enemies into ash and bits of bloody water cannot be ignored in its utility.

Whether they are free or hired, all Diabolists are fearsome spellcasters in their own right. It may be that a Diabolist found by a frenzied mob is as good as lynched and burned, but it is more than likely that a seasoned Diabolist facing such opposition may well be capable of turning the mob into a mound of corpses.

Role-playing Notes: As a Diabolist, expect to be hated and feared by those who find out who you are. Therefore, keep the origins of your abilities a well-kept secret. Most folk expect Diabolists to be sacrificing them and betraying them at the earliest opportunity and you know such talk to be nothing but that: just talk. However, those truly worthy of your respect and your camaraderie will feel nothing but security and admiration for the powers you have earned and the way that you use them. After you’ve saved their lives with a timely wave of hellfire, they cannot help but think the best for your intentions.

Remember, you are a magic-user, not the other way around. Your magic does not control you just as a sword does not control its wielder. And so, you are at liberty as to their usage – when, where and upon whom you use them on.

However, the fear that most folk have for demons is not beyond you, either. You may have learned your craft from the Vault, but that does not make you friends, only allies. The Vault has been known to be uncaring as to the well-being of their allies; they are only concerned as to the success or failure of the missions they assign. Fortunately, the Vault’s agents are rarely seen and the Vault rarely assigns missions… although with the arrival of the Seventh Kingdom, the frequency of their visitations has been increasing.

It is only a matter of time, then, until they call upon you. You best be ready at that point, ready with fire and frost to do their bidding… or if you’re strong enough, to deny them.

Special Restrictions: Some Diabolists may call into being a Pact-Stave, which is a weapon (although not necessarily a staff) that is covered in runes. It must have a symbol of the Vault of Secrets: a broken circle – some symbols depict a horned serpent about to eat its own tail. This symbol need not be openly displayed but it should be upon the Diabolist’s person. The Pact-stave need not be upon the Diabolist’s person all the time.


SUB-CLASS FEATURES: A first level Diabolist automatically receives the following abilities at no cost to build:

-PACT-MAGE

    You can learn the secret names of certain demons and devils, allowing you to summon them into a willing host via a Soul-Graft. You have no knowledge of any Soul-Grafts but you can learn to use them. Furthermore, you may begin the game with a Pact Stave.

Using a Pact-Stave: A Pact-Stave is a powerful weapon for those skilled in its use. By the very virtue of its creation, a Pact-Stave is considered a Hell-Forged Weapon. This means that it can hold up to 5 weapon augmentations. However, it has none of the other benefits of that type of weapon-forging.

A Pact-Stave can store 1 Spell within it, keeping the spell indefinitely until it is called forth by the Diabolist. This spell must be one that the Diabolist himself has cast. To unleash the spell, a Diabolist merely has to strike an opponent upon his body (not on a weapon or a shield) and invoke the name of the spell within the Pact-Stave. This strike can be parried, blocked or dodged. Lastly, when a spell is cast through a Pact-Stave, only the spell will take effect - any feats or even regular weapon damage will not occur at the strike, only the spell. This means that if a spell inflicts damage, this damage happens in lieu of the damage or the effects of a weapon strike.

The following spells can be stored inside a Pact-Stave:

  • Word of Hellfire
  • Word of Baelfrost
  • Word of Demon-Slaying
  • Word of Withering 
  • Word of Bone-Rending
  • Word of Menace
  • Word of Confusion
  • Word of Woe 
  • Word of Enervation

Also a Pact-Stave can use his weapon to knockback an enemy that is too close to him. By striking an enemy’s torso with the butt of a handled Pact-Stave (like a dagger or sword) or the middle of the haft of a hafted Pact-Stave (like a spear or an axe), a Diabolist can call “knockback 5” to knock an enemy back 5 steps.

Destroying a Pact-Stave: So long as the Diabolist who created it is alive, a Pact-Stave cannot be broken by physical or magical means. If a Diabolist dies a true death, however, then their Pact-Stave is as vulnerable to damage and destruction as a normal weapon of its type. A Diabolist may turn a weapon into a Pact-Stave via a 10 minute ritual that transfers the demonic energy from one weapon to another. In order to turn a weapon into a Pact-Stave, it must have been in your possession for a great length of time in order for some of their essence to have imbued the item. This process takes at least one whole moon if it is a mundane weapon or at least three whole moons if it is a magical weapon. A Diabolist may only have one Pact-Stave at any time.

A Sorcerer that loses track of his Pact-Stave may summon it back to his hand after a 10 minute ritual.

 

-STUDENT OF FLAME AND FROST

    You learn the Word of Hellfire and the Word of Baelfrost for no build cost.


The following Sub-class features can only be gained when the Character reaches the required level and has learned the required feats, skills and/or spells.

Level 2: Binding Pact

Requires: Oath of Fell Influence spell

Once per period, you may use this ability upon a lesser demon invoking “I bind you to my service, minion of the Vault! Domination 10 minutes!” while striking it with a spell packet. This lesser demon is bound to your service for 10 minutes.

Level 4: Soul-Reaver

Requires: Disciple of Bloodcraft

When you kill an opponent with spell or steel, you may attempt to siphon some of their soul energy for your purposes. After spending 5 seconds channeling energy while beside the corpse (within arm’s reach), you regain up to 2 SP (you may not exceed your maximum SP). This ability augments the benefits of the Disciple of Blood skill.

Level 6: Rain of Ice and Fire

Requires: Disciple of Destruction skill, Word of Hellfire spell and the Word of Baelfrost spell

Once per period, you may invoke a “Rain of Ice and Fire” and then throw 3 bolts of ice and 3 bolts of fire. Each of these bolts inflict 15 points of damage.

None of the fire bolts may affect the same target and the same restriction applies to the ice bolts. This means that you can target something with a bolt of fire and a bolt of ice, but not two bolts of fire or two bolts of ice. Preface each spell packet throw with the word "wave".

You have 30 seconds to cast all 6 bolts during which you may not move from your current position – doing so will expend this spell and discontinue your barrage. You must have your Pact-Stave in hand to use this ability.

Level 8: Vengeance of the Fallen

Requires: Master Channeler

Whenever you are struck in melee while channeling, you may invoke this ability and immediately throw a spell-packet at your assailant in retribution. If the spell-packet hits, you may invoke a knock back 30 or 10 shadow damage. This ability may only be used once every 30 seconds. Using this ability makes your spell fizzle.

 

Level 10: Storm of Ice and Fire

Requires: Master of Destruction

Once per moon, you may invoke this ability and then throw 5 bolts of ice and 5 bolts of fire. Each of these bolts inflict 15 points of damage but there are no target restrictions in the delivery of each bolt. Preface each toss of the spell packet with the word "wave".

You must have your Pact-Stave in hand to use this ability. You have 30 seconds to cast all 10 bolts during which you may not move from your current position – doing so will expend this spell and discontinue your barrage.

Furthermore, your Pact-Stave gains the ability to store one basic or complex bolt or touch spell (non-ritual) indefinitely until you call for it.
Last Updated ( Wednesday, 23 June 2010 13:01 )  

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