Magician

An individual born with the gift of magic, passed down through an ancestral bloodline, and adept at using this gift, is known as a Magician. Being born with magic does not necessarily mean that you are immediately skilled with harnessing its power. It requires dedication, practice, and sometimes guidance to fully master the magical abilities bestowed upon you.Only those who dedicate themselves to mastering this ability can unlock its full potential and achieve remarkable feats, walking the path of the Magician. To these devoted individuals, magic holds unrivaled significance. Their motto echoes confidently, "If a task exists, there's a spell waiting to tackle it." Some people might argue that Magicians exploit this extraordinary ability, utilizing it in mundane ways, like fetching their tea from a distance of about 6 meters or holding a book for a friend instead of using their hands. However, a Magician may counter that they are simply honing their skills. The validity of this claim continues to be a puzzle for many.

Magicians, being known for their cleverness and versatility, dedicate themselves to mastering a diverse array of spells to handle any challenge that comes their way. Apart from their extensive spell repertoire, they possess the ability to master an Elemental Art, enhancing their already impressive skill set and making them invaluable allies in any adventure. Magic is a Magician's primary resource, their greatest ally, their primary tool, the one thing they can always count on. They are not strangers to the mystic arts, and are able to recognize magic, in any capacity, almost instantly. For Magicians, magic flows through their veins, guiding their every move and sparking their creativity in ways others can only dream of. Each flick of their wrist sets the stage for wonder and awe, as they weave spells that dance between reality and imagination with effortless grace. The power they wield is not just a skill; it is a part of who they are, shaping their very existence and connecting them to a world full of endless possibilities. For many individuals who choose to walk this particular path, anything that does not involve magic tends to lose its appeal. "Those who are unaware of the wonders of magic are, quite frankly, missing out." Among the various abilities that a Magician possesses, one of the most highly prized is their aptitude for reaching into an interdimensional storage space that is unique to them.

Becoming a Magician

When you become a level 1 Magician, you will gain the following.

  • How much damage you can take before dying or becoming unconscious

  • Determines how much damage you deal with melee weapons.

  • Determines how much damage you deal with ranged weapons.

  • Determines how well you mitigate incoming damage.

  • Determines how potent your magical abilities are.

  • How many meters of distance you can move during each of your turns.

  • Roll 1 four-sided die and add 2 to the result. The total will be your characters starting Life stat.

  • Roll 1 four-sided die. The total will be your characters starting Melee Attack Stat

  • Roll 1 four-sided die. The total will be your characters starting Ranged Attack Stat.

  • Roll 1 four-sided die. The total will be your characters starting Defense Stat

  • Roll 2 twenty-sided die, then add them together. Add 20 to that total. The result will be your characters starting Magic Stat.

  • This is a Magicians starting Movement. Add this to any Movement Increase you gain from your Race. The total is your characters starting Movement Stat.

  • 5 skill points in your Investigation skill

  • 5 skill points in your Mystic skill

  • 7 skill points to distribute freely

Starting Skill Bonuses

  • Efficient with staffs and crossbows

  • You learn 1 Elemental Art

  • You start with a spell power maximum equal to 1d20+20

  • One Tier 1 spell from the Magician spell list

  • The spell “Flare” (see below)

Other Things

Extra-Spatial Storage: During your studies as a Magician, you learned how to create and access an extra spatial pocket. This allows you to store things in a place where no one else can get to. During your Perform Phase, you may spend 1 Aura Counter, and open a small portal that is 1 meter in diameter. Living things cannot pass through this portal. You may hold this portal open for as long as you maintain Concentration, and are stationary. During this time, you are able to freely put things into and pull things out of this storage. An item that cannot fit into the portal cannot be stored. This storage can hold up to 1 bag space worth of inventory. Every 5th Magician level, this storage will expand, granting you access to 1 additional bag space. While in combat, accessing this storage will be mechanically similar to accessing the items in your normal inventory.

Magician Gift

Poison: 5
Bleed: 4
Sleep: 10
Stun: 5
Infection: 3
Luck: 8

Starting Natural Resistance

Scared: 6
Hinder: 3
Freeze: 7
Burn: 7
Charm: 9
Curse: 9


Leveling as a Magician

Anytime your Magician level increase by 1, you will gain the following.

  • Roll 1 six-sided die. Your characters base Life Stat will be increased by the result.

  • Roll 1 four-sided die. Your characters base Melee Attack will be increased by the result

  • Roll 1 four-sided die. Your characters base Ranged Attack Stat will be increased by the result.

  • Roll 1 four-sided die. Your characters base Defense Stat will be increased by the result.

  • Roll 3 six-sided die, and add them together. The total will be how much your characters base Magic Stat will increase by.

  • Roll 3 eight-sided die, and add them together. Then add 6. Your characters maximum spell power will be increased by the total.

  • 2 skill points to distribute freely every 5th Magician level

  • 1 new Ability every 20th Magician level

Additional Bonuses

  • Level 25 = Spell Exploration: You are able to learn spells from different Schools of Magic. Whenever you advanced in Magician level, and are able to learn a new spell, you may choose to forget one spell you currently know, and replace it with any spell, from any School of Magic. The new spell must be of a Tier that is less than the spell you chose to forget. These spells can be cast using Spatial Spell power, but will consume 50% more spell power to do so. This can be mitigated by acquiring spell power of the proper type. The Magic Stat requirement for casting these spells at an increased Tier will be converted to match the Magic Stat requirement for Spatial Magic spells of the same Tier.

  • Level 50 = Combine Spell: You are able to create your own unique spells by combining 2 different spells you already know. Doing so will take 5 hours of non-stop work, as your character researches, and experiments with their magic in innovative ways. This talent can only be used once per in-game week. Choose two different spells you currently know. Both spells must be of different spell types, and cannot be spells that have already been created using this talent. No more than one of these spells can be capable of dealing damage of any kind. The effects of the newly created spell will have the effects of both of its contributors. This new spell will require a Physical and Audion spell casting component, as well as any and all material components of its contributors. Once you have created this new spell, its contributors are removed from your spell list; replaced by the new spell. You may call this new spell whatever you want.

    • The Range/AoE of this spell will be whatever was the short/smallest of its contributors. If one contributor had a range, and the other had an AoE, the the effect can either be a targeted AoE, or an AoE that originates from you.

    • This spells contributors must not be linked to any spell link traits. The new spell will be able to benefit from spell link traits.

    • The base spell power consumption of this spell will be equal to 80% of the combined base spell power of its contributors.

    • This spell can only be cast at an increased Tier if both of its contributors were able to be cast at an increased Tier. Casting this spell at an increased Tier will consume additional spell power equal to 1/2 of this spells base spell power cost, per Tier it is increased. The Magic Stat requirement to cast this spell at a increased Tier will be appropriate to the spells Tier as a Spatial Magic spell: Tier 1 = 70 Magic | Tier 2 = 160 Magic | Tier 3 = 340 Magic | Tier 4 = 700 Magic.

    • The base Tier of this spell will be equal to the average spell Tier of its contributors +1 (not to exceed Tier 5).

Work with you Game Master to ensure that all of the mechanics of your new spell will work properly, and to cover any other characteristics of your new spell that were not mentioned here.

  • Level 75 = Spell Frenzy = You are able to focus your magic, and unleash it in a barrage of spells. You may activate this Talent at the start of your turn. When you do so, your Movement is reduced to 0 until the start of your next turn, you will not be able to use your Reaction this Round. and your body will begin to glow vibrantly will magic. This turn, you may cast a spell during every Phase of your turn. No spell may be cast more than once this turn. Any spells you cast this turn, that require Concentration, will be held simultaneously; as if they were one spell. You cannot cast any spells during your next turn after using this Talent.

  • Level 100 = Ancient Magic Spell Casting: You have unlocked to the ability to use Ancient Magic. You may learn any single Ancient Magic spell from the Ancient Magic spell list. Any time you cast an Ancient Magic spell, you will gain 1 Stage of Exhaustion. Increase your Base spellcasting RR by 1. The Ancient Magic spell list can be found after the list of Tier 5 spells.

Magician Talents

Spell Casting

Upon creation, you may choose any single Tier one spell from the Magician Spell list for your character to know, in additional to the “Flare” spell. This will be the spell your character used the most while learning how to be a Magician. From this point forward, you will learn spells very often. This frequency allows you to more easily test and replace spells, assembling your idea list.
Magicians use Spatial Magic to cast their spells. The easiest way to recover this spell power is by reading from a Spatial Magic spell book. Magicians learn spells according to the chart below. Unlike other spell casting classes, whenever you learn a new spell, you must learn one of the indicated Tier; not a lesser Tier. If the chart below says that you learn a Tier 3 spell, you must choose a Tier 3 spell from the Magician spell list.

Flare: Tier one
Physical: Attack: 3sp
Range = 20m | Resistance Check = N/A
Duration: Instant | Casting Time = 1 Phase
Increased Tier = Yes / 3sp / per 120 Mag
Focus your magic into your hand or staff, and fire it as a projectile at a single target you can see within range. A target hit by this spell will suffer 1d6 spatial magic damage per 3sp used to cast this spell. You may use an additional 3sp to cast this spell for every 120 points you have in your Magic stat. The Tier of this spell cannot exceed Tier 5; however, there is no limit to the number of die that can be rolled when determining the damage for this spell.

Magician Spells

    1. Advanced Sight

    2. Anti-Invisibility

    3. Area of Confusion

    4. Area Scan

    5. Charismatic Presence

    6. Creation

    7. Cure Hindrance

    8. Cure Status

    9. Disassociation

    10. Elemental Absorption

    11. Fake Wall

    12. Find Entity

    13. Find Item

    14. Fragmented Levitation

    15. Friend Between Dimensions

    16. Golden Tongue

    17. Hail

    18. Heightened Hearing

    19. Hidden Script

    20. Identify

    21. Illuminate

    22. Influence

    23. Light Show

    24. Magic Guard

    25. Magic Scan

    26. Messenger

    27. Mystic Wall

    28. Orb

    29. Private Pixie

    30. Project Entity

    31. Recovery

    32. Restrict

    33. Shade

    34. Spell Shield

    35. Summon Construct

    36. Unlock

    37. Vision

    1. Alengepi

    2. Anathemic Repel

    3. Astral Door

    4. Constrict

    5. Create Door

    6. Dimensional Package

    7. Disable Charm

    8. Drowse

    9. Enchant Weapon

    10. Endless Projection

    11. False Memory

    12. Fluster

    13. Gravity

    14. Interdimensional Travel

    15. Invisible Path

    16. Light Explosion

    17. Naspell

    18. Planar Restriction

    19. Power of Charisma

    20. Protect Spell

    21. Rain of Colors

    22. Read Minds

    23. Rreduce

    24. Replication

    25. Shared Sight

    26. Teleport

    27. Triggered Projection

    28. Wall of Colors

    29. Warriors Gift

    30. Wave of Confusion

    31. Whirlwind

    1. Advanced Invisibility

    2. Aging Blow

    3. Anti-Curse

    4. Area of Anti-Magic

    5. Barrier

    6. Dimensional Blockade

    7. Evolved Creation

    8. Explosive Mist

    9. Extreme Speed

    10. Floating Prison

    11. Intellectual Peak

    12. Item Switch

    13. Levitating Platform

    14. Paradimensional Travel

    15. Restore Inner Being

    16. Sleeping Stone

    17. Stones of Fury

    18. Summon Construct II

    19. Superior Naspell

    20. Sword of Magic

    21. Telekinesis

    1. Advanced Teleportation

    2. Bursting Wall

    3. Counter Burst

    4. Falling Skies

    5. Flicker

    6. Freeze

    7. Indestructable

    8. Legendary Location

    9. Lucid Illusion

    10. Magic Room

    11. Nova Burst

    12. Piercing Sight

    13. Recall

    14. Spatial Armor

    15. Vacate Inner Being

    1. Clairvoyance

    2. Disintegration

    3. Extra-Dimensional Pressence

    4. Fly

    5. Hearts Desire

    6. Multi-Summon

    7. Multi-transmogrification

    8. Obliterate

    9. Pause

    10. Summon Construct III

    11. Transformation Permanence

    12. Wave of Hostility