Spell Breaker

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Note
Note: This Custom Prestige Class was created by Binkleheimer. Read about custom prestiges here.

Who Are They?

Spell Breakers are elite combatants who excel in anti-magical warfare. Originating from Silvermoon, they serve as frontline troops to combat enemy spell casters, oft times using their own magic against them. Skilled with the various arts of spell crafting, these warriors eventually learn how to negate all magic, some even creating full zones of anti-magic.

They are notorious for their double bladed swords, the war-glaive. Made of truesilver and mithril, these lightweight weapons aid in piercing magical defenses, at the cost of doing less to heavily armored foes. With their glaive and the magical ability of Feedback, they can devastate a spell caster quickly and without much worry.

The only race possessing Spell Breakers are the Sin'Dorei. They guard their secrets jealously and ensure that those they train are zealously loyal to Silvermoon. While a member of any race capable of wielding the Arcane could become one, they would be hard pressed to find a Blood Elf willing to train them.

Who Likes Them?

They are highly regarded in Silvermoon and sometimes Undercity due to the close ties. Among the rest of the Horde, they are neutral. They are usually hated by Dalaran for obvious reasons.

Training

Requirements

Warriors, Paladins (Blood Knights), Warlocks and Magi can become Spell Breakers.

Alliance Alliance »


  • None

Horde Horde »


Strengths

  • General Magic Resistance

When not protected by an anti-magic shell or field, these warriors tend to be far more resistant to magic than the average person, some even being able to just shrug off weaker spells.

  • Increased Mana

Due to the nature of their spells and how they're used, spell breakers build up a sizeable mana pool.

  • Arcane Sensitivity:

Their training allows them to sense spell casting and mana usage. They can also vaguely guess at the nature of the more subtle buffs mages use.

  • Class Retention:

Due to their training, spell breakers retain some of their defensive arcane spells (Mage) and defensive fighting abilities (Warrior). Blood Knights lose their paladin abilities and become reclassified as warriors.

Weaknesses

  • Overspecialization

Ranged classes like Hunters and gunslingers hold a great advantage over Spell Breakers. As do more advanced melee combatants. Mage spell breakers suffer even more against regular melee combatants.

  • Hatred of Magic

They are heavily mistrusted by all magic users outside Silvermoon. It is hard for them to operate in Dalaran.

  • Loss of Agility

Due to their heavier armor and larger shield, they tend to be far less agile.

  • Lesser melee

Due to the heavy focus on anti-magic spellcasting, their ability to fight in melee is lessened against trained fighters (Warrior, Paladin, Rogue).


Skills and Abilities

  • Spellsteal

The Spell Breaker steals one beneficial buff from an enemy and gives it to an ally or himself, or the Spell Breaker steals one negative buff from an ally (or himself) and places it upon an enemy.



  • Control Magic

The Spell Breaker seizes control of a summoned creature. The cost and difficulty is relative to the current health of the target.

... or...

  • Unsummon

Attempts to destroy target summoned creature. Difficulty is based on current creature health.



  • Feedback

Their melee strikes cause extra damage to mana-users due to burning their mana. Does not work against spell-immune opponents. This spell is also dependent on the mana pool of the person hit. Thus, Archmages are more susceptible to its effects than the standard mage.

... or...

  • Drain Mana

The Spell Breaker steals mana from target opponent, replenishing his own.



  • Anti-magic Shell/Field

The Spell Breaker creates a shell or field of anti-magic. No spells can pass through or be cast from it. Everyone inside it is considered immune to magic. All buffs and debuffs also fall off.

Training Outline

Their training is rather straightforward. One simply has to find a Spell Breaker willing to teach (Usually in an Arcane Sanctum). The trainer will then teach the student the basics of spell crafting. Once the student has learned enough, the trainer will begin with the most basic spell: Feedback. Afterwards, they will learn how to steal spells from people. To increase the mana pool, the trainer will run the trainee through various mental and arcane exercises.

At this point, the trainee will receive the Spell Breaker's Ring, a status symbol in Silvermoon. The trainee is considered an entry level spell breaker and is thus bound to Silvermoon. They also receive pay and lodgings.

Continuing the training, they will begin to learn the ability of Control Magic. At this point, they will either be given a shield and sword or sent off to acquire their own (Trainer's choice). Once they have the sword and shield, the trainee will select one as his focal point for the next spell set: Anti-magic Shell and Field.

Afterwards, they will be assigned to either the Blood Knights or Magisters and receive a suitable set of armor.

There are two alternate spells: Unsummon and Drain Mana. Unsummon replaces Control Magic, and it removes the summoned unit from the plane of existence. This is easier and less mana expensive to use than Control Magic. Drain Mana steal mana from the target for the Spell Breaker's target instead of combusting it.

Active Spell Breakers


Class Titles »
Archdruid · Archmage · Beastmaster · Blademaster · Bone Crusher · Burning Legionnaire · Dark Apothecary · Dark Ranger · Demon Hunter · Diabolist · Dragonsworn · Far Seer · Graven One · Gunslinger · High Divinist · Ley Walker · Lightslayer · Mountain King · Myrmidon · Necromancer · Potion Doc · Priestess of the Moon · Primal · Pyremaster · Runemaster · Savagekin · Shadow Ascendant · Shadow Hunter · Spell Breaker · Spirit Champion · Spirit Walker · Steamwarrior · Techno-Mage · Techslayer · Templar ·Tormentor · Warden · Whisper Blade