THE WITCH HUNTER (by Vaargard Malorius of the Wetlands) GARB: A visible silver sash. Any hood or cowl or Cloak reccommended WEAPONS: May use a long sword (no longer than 4 ft.). May use any non-hinged short weapon, any melee axe, thrown weapon, and javelins ARMOR: None SHIELD: Small round LEVELS: 1st (Acolyte) First Aid bandage (1 reusable) Immune to all 1st level magics, either beneficial or harmful 2nd (Seeker) First Aid bandage (becomes 2 reusable) Immune to all 2nd level magics, either beneficial or harmful 3rd (Stalker) May make non-magical wooden weapon (1/life) Immune to all 3rd level magics, either beneficial or harmful 4th (Slayer) May create non-magical burning weapon (1/life) Immune to all 4th level magics, either beneficial or harmful 5th (Spellfoe) May create non-magical silver weapon (1/life) Immune to all 5th level magics, either beneficial or harmful 6th (Spellbane) May create non-magical holy/unholy weapon (1/life) Immune to all 6th level magics, either beneficial or harmful (Cannot be affected by any magic) ABILITES: Magical Immunity - The driving force of the Witch Hunter is his disdain of all things magical. As he increases in level, his beliefs allow him to ignore the effects of magic of equal level or less. When a witch hunter reaches 6th level he is immune to all Amtgard magics including special monster magics. Witch hunters (and their equipment) are wholely unaffected by magic of equal or lesser level including enchantments. A bladesharpened weapon affects a Witch hunter as if it had never been enchanted. Conversely, Witch Hunters cannot be affected by beneficial magics- heal, resurrect, and emotion control all fail to affect a Witch Hunter (though if attempted, still count as being cast). This immunity even extends after death so such magics as Speak to Dead and Sever Spirit also fail to affect Witch Hunters. First Aid Bandages - Witch Hunters are granted reusable bandages (strips of white cloth) which are tied around a wounded limb and will provide limited healing after a 100 count. Note that it is a skill, not magic. The count is made to pass the appropriate amount of time needed to actually bandage a real wound. The wounded limb may then be used with the following restrictions: If used in combat, the wound will return after a 100 count, or if a bandaged leg is used for running then the wound will return after a 100 count. Any limb may be used for anything else (carrying something, walking, etc.) but will be under the restrictions above until healed by magic. If the Witch Hunter's bandages are in use then he may do no more first aid until they are returned. Wooden Weapon - (brown ribbon) Component-a branch of a tree or piece of sizable wood- In all regards treat as a normal weapon. Only affects creatures that are specifically vulnerable to wooden weapons. Must say "From this branch, I fashion an object of war" x 20. Burning Weapon - (orange ribbon) Component-small vial- non-magical weapon treated to burn for a short period of time. Only affects creatures that are specifically vulnerable to fire (will NOT destroy shields, remove iceballs or entangles, etc.). Stays lit for 2 minutes before it goes out. Must say "Treat with pitch" x 10 to ignite. Flames are not extinguished during combat. Silvered Weapon - (silver/grey ribbon) Component-small hammer and foil-In all regards treat as a normal weapon. Only affects creatures that are specifically vulnerable to silvered weapons. Must say "I enhance this weapon with the purity of silver" x 20. Holy/Unholy Weapon (White ribbon) Component-small hammer and holy/unholy symbol-In all regards treat as a normal weapon. Only affects creatures that are specifically vulnerable to blessed/cursed weapons. Must say "I enhance this weapon with the power of faith" x 20.