The Red Lantern

Suffer Not The Witch To Live (Glog fighter subclass: Inquisitor)

(Converted from the Inquisitor paladin kit from AD&D 2e, specifically Baldur's Gate 2)

Magic, put simply, is terrifying.

With but a word and a gesture, wizards can immolate a whole squadron of troops, make you believe them to be your truest friend, or inflict you with a horrific curse for the rest of your days. Their powers come from dangerous, unpredictable spirits they store in their minds, or sometimes even worse things. Any rational country needs a means of combating them aside from their own wizards.

The inquisitors are those means.

Inquisitor

Inquisitors are fighting-men, with all that entails.

Skill: 1. Magic Circles, 2. Oratory, 3. Interrogation

Gear: Cruciform bastard sword (medium sword), chain armor in the official colors of your nation, lead-cored manacles, 50’ of sturdy rope, codex of law

A: Oath of Truth, Spell-bane

B: Unravel, 1 MD

C: Mental Bastion

D: Gaze of Truth, +1 MD

Oath of Truth: You have sworn an oath to see through the lies of heretical wizards, heathenous witches, and blasphemous devil-worshippers without resorting to those very same tactics. You can smell lies (like rotting fruit) and magic (like brimstone and smoke), but whenever you lie yourself, you visibly wince and take 1 point of nonlethal damage as the violation of your supernatural oath pains you.

Spell-bane: Magic falls before you. You can parry spells as if they were weapons, even non-damaging ones (reducing [sum] by your parry amount, completely negating them if [sum] becomes zero or less).

Unravel: You can now undo spells much more effectively, even when they have already been put in place. You have 1 MD and can use it to unravel spells, reducing their [dice] by [dice2] and their [sum] by [sum2], dispelling them completely if either value becomes zero. This may be applied to existing spells or as a bonus to your spell-bane parry.

Mental Bastion: Your mind is impenetrable to magic and manipulation. You are impossible to magically charm, terrify, hold, paralyze, confuse, or be inflicted with any other mental affliction, though nonmagical sources of these are still effective (a dragon’s terror, paralyzing venom). However, this also prevents you from ever memorizing spells, as they cannot enter your mind.

Gaze of Truth: Nothing escapes your sight. You can see invisible creatures easily, illusions are mostly transparent to you, wizards can be identified by the spells surrounding them, and the true forms of shapeshifters appear to you as an overlay over any form they take. You may expend (do not roll, outright expend) one MD to spread this effect to up to five other willing creatures for ten minutes.