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- Magus
- Magus
- [Class] [+2 SATK]
- Prerequisites: Novice Education (Occult)
- Static
- You gain the Struggle Attack Arcane Lance and select one of the four schools Magic: Creation, Entropy, Primal, or Spirit, to become a specialist in. Your Arcane Lance deals damage equal to the Type associated with the school:
- Creation: Normal. Entropy: Dark. Primal: Fire, Rock, Ice, or Electric (choose one upon gaining this feature). Spirit: Psychic.
- You then select a sub-school. When obtaining Magic Training you can only learn spells from your specialist school and sub-school.
- Note: Arcane Lance requires the use of a Staff or Wand (you can obtain one by spending $2000 for the wand or $3500 for the Staff when obtaining this class). Arcane Lance allows you to make a Struggle Attack with a range of 6 and use your Special Attack stat rather than Attack stat for damage.
- Wand is a 1H weapon and Staff is a 2H weapon.
- Magic Training
- [+2 SATK] [Ranked 3]
- Rank 1 Prerequisites: Magus
- Rank 2 Prerequisites: Magus, Expert Education (Occult)
- Rank 3 Prerequisites: Magus, Master Education (Occult)
- Static
- Each time you obtain this feature, learn 2 Magus Spells.
- Talented Specialist
- [+2 SATK]
- Prerequisites: Magus, Adept Education (Occult)
- You gain the Talent for your chosen school of Magic.
- Talented Mastery
- [+2 SATK]
- Prerequisites: Magus, Talented Specialist
- Static
- The Accuracy Checks of your Spells in your chosen school of Magic is reduced by 1. Learn a Spell of your chosen school.
- Spell Lance
- [+2 SATK]
- Prerequisites: Magus, 4 Magus Features, Master Education (Occult)
- Spend 3 AP - Free Action
- You can use a Spell learned through Magus as a Shift Action after hitting a foe with an Arcane Lance.
- Talents
- Creation Talent
- You can use the Spell Spell Wisp as a Swift Action. Additionally, you can summon a Light Wisp, illuminating a 4-meter radius with a shadowy illumination of a 2-meter radius. Summoning and dismissing a Light Wisp is a Free Action.
- Entropy Talent
- You gain Deathsight. You know the exact number a foe Faints (0 HP or less if they have Defiance or something similar) with a glance. Additionally, when you cause a foe to gain an injury with Arcane Lance or a Spell obtained from Magus, you choose which CS the injury lowers.
- Primal Talent
- Your Primal school Spells Effect Range is increased by +2. Additionally, you can create a small flame in your hand. The flame cannot be used in combat for struggle attacks but can be used to set things alight. It remains in your hand until dismissed. Summoning and dismissing the flame is a Free Action.
- Spirit Talent
- The range of your Arcane Lance and Spirit Spells are increased by 2. Additionally, you can sense the mood of a creature with an Intelligence of at least 5 as a Shift Action. The GM must describe the mood in one word (angry, confused, or happy, for example).
- Spells
- *Creation Spells*
- Spell: Glyph of Paralysis
- Type: Normal
- Frequency: EoT
- AC: None
- Damage Base: None
- Class: Status
- Range: 6, Hazard
- Effect: Set 2 glyphs on any surface (including liquid surfaces). If a foe moves within 2-meters of a glyph the foe becomes Paralyzed and the glyph vanishes. If the foe was already Paralyzed when triggering the glyph on the foe's next turn the DC for paralysis is increased by 10.
- Spell: Heal
- Type: Normal
- Frequency: Scene x2
- AC: 2
- Damage Base 5: 1d8+8 / 13
- Class: Special
- Range: Melee, 1 Target
- Effect: This Spell restores the targets HP instead of dealing damage. Do not apply weakness, resistances, stats, immunities or damage reduction. (You still add your special attack stat).
- Spell: Heroic Offense
- Type: Normal
- Frequency: Scene
- AC: None
- Damage Base: None
- Class: Status
- Range: Melee, 1 Target or Self
- Effect: The target gains +1 Accuracy CS and +5 Damage to their attacks until the end of the scene.
- Spell: Spell Wisp
- Type: Normal
- Frequency: Daily x2
- AC: None
- Damage Base: None
- Class: Status
- Range: Self
- Effect: You summon a wisp. The wisp has a Levitate movement capability of 6 and moves whenever you move (in any direction you please that it can legally move) and are intangible. You may originate Spells you learn through Magus from this wisp. Spell Wisp lasts until the end of the scene.
- *Entropy Spells*
- Spell: Daze
- Type: Dark
- Frequency: Scene x2
- AC: 3
- Damage Base: None
- Class: Status
- Range: Cone 2
- Effect: The target suffers -1 Accuracy and Evasion. On 17+, the target is Confused.
- Spell: Drain Life
- Type: Dark
- Frequency: Scene x2
- AC: 2
- Damage Base 6: 2d6+8 / 15
- Class: Special
- Range: 4, 1 Target
- Effect: After the target takes damage, the user gains Hit Points equal to the damage they dealt to the target.
- Spell: Vulnerability Hex
- Type: Dark
- Frequency: Scene x2
- AC: 2
- Damage Base: None
- Class: Status
- Range: 6, 1 Target
- Effect: The target loses 1 Evasion and suffers a -2 penalty on skill checks and saves for the remainder of the scene. This can only target a foe once per scene.
- Spell: Weakness
- Type: Dark
- Frequency: Scene x2
- AC: 2
- Damage Base: None
- Class: Status
- Range: 6, 1 Target
- Effect: The target loses 1 Accuracy CS and is Slowed.
- *Primal Spells*
- Spell: Flame Blast
- Type: Fire
- Frequency: EoT
- AC: 2
- Damage Base 5: 1d8+8 / 13
- Class: Special
- Range: Line 4
- Effect: Flame Blast is 2-meters wide and has a Damage Base of 10 on 18+.
- Spell: Rock Armour
- Type: Rock
- Frequency: Daily x2
- AC: None
- Damage Base: None
- Class: Status
- Range: Melee, 1 Target or Self
- Effect: If the target is not already wearing armour, they gain Medium armour until the end of the scene.
- Spell: Shock
- Type: Electric
- Frequency: EoT
- AC: 2
- Damage Base 6: 2d6+8 / 15
- Class: Special
- Range: 6, Ranged Blast 2
- Effect: None
- Spell: Stonefist
- Type: Rock
- Frequency: At-Will
- AC: 2
- Damage Base 5: 1d8+8 / 13
- Class: Special
- Range: 6, 1 Target
- Effect: The target becomes Tripped on 10+.
- Spell: Winter's Grasp
- Type: Ice
- Frequency: EoT
- AC: 2
- Damage Base 4: 1d8+6 / 11
- Class: Special
- Range: 6, 1 Target
- Effect: The target becomes trapped in a cloud of frost and ice (Ice Types or those immune to Ice damage are immune to this effect). While trapped, at the start of the target's turn they must succeed a DC11 save check or lose 1/16th of their max HP (apply weakness and resistances). If the target fails the save for 3 consecutive turns they become Frozen. If they pass the save they are no longer trapped.
- *Spirit Spells*
- Spell: Arcane Bolt
- Type: Psychic
- Frequency: At-Will
- AC: 2
- Damage Base 4: 1d8+6 / 11
- Class: Special
- Range: 10, 1 Target
- Effect: Arcane Bolt has a Damage Base of 8 on 15+.
- Spell: Mana Drain
- Type: Psychic
- Frequency: Daily x2
- AC: 4
- Damage Base: None
- Class: Status
- Range: 10, 1 Target
- Effect: The target loses 1 use of a Scene or Daily Move and you recover the use of a Scene or Daily Spell. You may choose to recover the use of a Scene Spell even if the target lost the use of a Daily Move but you may not recover the use of a Daily Spell if the target lost the use of a Scene Move.
- Spell: Mind Blast
- Type: Psychic
- Frequency: Scene
- AC: 5
- Damage Base: None
- Class: Status
- Range: 12, 1 Target
- Effect: The target becomes Tripped. Targets using Sky or Levitate movement capabilities immediately fall to the ground and become Tripped. The target becomes Flinched on 10+.
- Spell: Spell Shield
- Type: Psychic
- Frequency: Scene
- AC: None
- Damage Base: None
- Class: Status
- Range: Self
- Effect: Gain 5 DR or select a Type and gain 15 DR to that Type. This lasts until the end of the scene.
- Spell: Walking Bomb
- Type: Psychic
- Frequency: Scene x2
- AC: 3
- Damage Base: None
- Class: Status
- Range: 4, 1 Target
- Effect: At the end of the target's turn if the target took a Standard Action (or had their action lost due to a status condition) they lose 1/8th of their Max HP. If this effect causes the target to Faint, they create a 4-meter burst explosion dealing damage equal to the target's Level (do not apply stats, weaknesses, resistances, immunities or damage reduction). This can only target a foe once per scene.
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