A magehunter is a highly trained warrior who can overcome hostile
magic through martial discipline and indomitable willpower. Part of the
power of the magehunter comes from ritual purity. A magehunter must
never have channeled magical forces; this blank slate becomes her
shield, severing her connection with the world of the supernatural. In
addition to this defense, she learns a variety of offensive techniques that
aid her when she is battling spell-using opponents.

  The character cannot possess any sort of spellcasting ability. Races or
creatures with spell-like abilities (such as elves) cannot become
magehunters. If the character ever acquires a level in a skill (Like
Troubadour) that grants spell ability, she loses the skills’ spell resistance
and all magehunter special abilities. In order to become a magehunter, a
character must receive instruction from an experienced magehunter.
Magehunters must also possess a WP of 20 or higher. Mage hunter
refuse to benefit from spell casting, but will use magical items and benefit
from skills with magical abilities used by others (such as healer).

  Magehunters add 2% per rank to their attack with one ranged and one
melee weapon and 1 on to the damage and IV at ranks 1, 3, 5, 7 & 10.  
Magehunters add 5% per rank on to their magical resistance per rank.
MAGEHUNTER
Rank 1: Disrupting aura, any mage adjacent to a magehunter must make a concentration check in order to cast a
spell. Immune to charming and hypnotism.
Bond of Blood, by spending 1 FT a magehunter may make friendly casters
immune the effects of his profession, this bond is permanent unless the caster attacks the magehunter.


Rank 3: Fatigue Drain, if a mage is within 100 feet +50 per rank the mage hunter will drain off two more fatigue
whenever a spell is cast. This ability is automatic. While the mage will perceive this as a higher casting cost, in reality
the lost fatigue is absorbed by the magehunter and will heal him or her of 2 points of damage to fatigue.

Rank 5: Resist pain, extra strike in melee, Close the gap, a magehunter may triple his or her TMR when charging
toward a mage. This move cost 1 FT per pulse. Disrupting aura now has a radius of 15 feet from the magehunter.
Immune to mind control. If a magehunter successfully resists a spell they suffer no side effects or half damage effects.

Rank 7:  Spell reversal, if the magehunter resist the spell by more then ½ his resistance the spell reverses itself on
the caster. Deceive magical protection, the aura of the magehunter now allows him or her to ignore various forms of
magical wards and protections so that they may draw close their target. They must roll under MR to nullify the
magical protection.

Rank 9: Manna drain, any mage casting a spell within the range of the magehunter’s fatigue draining ability must roll
under MR or be drained of all FT. The drained manna may be used to heal the magehunter of any damage.

Rank 10: Aura of fear, the magehunter need only look at a mage or be seen by a mage to cause a deep rooted fear
and disorientation to occur. Mages must roll under MR or be unable to cast any spells. Even if the succeed they take
twice as long to cast a spell.