Post by cvasquez on Oct 6, 2020 18:12:20 GMT
MAGI (VITALITY)
A Magi is... Someone who selects royalty. Before long, this world... Will need to select a king... a person who has mastered magic. A person that others will flock to because of his righteousness. A king like no other. This person must be sought out, found and then chosen. He will be trained by the wise and then elevated to become a king of unprecedented grandeur. To even take the place of beloved Solomon.
Tier 1
Color Wheel - There are 8 colors of Rukh in this world, each with a different type of magic associated. Choose a color of magic. You may attempt to perform basic applications of that color's school of magic based off of vitality. This may not be changed unless you respec every point you have in this class.
Blood of the Magi - Magoi flows through your veins, empowering your body to new heights. You gain +X to vitality, where X is your tiers in this class.
Tier 2
Magoi Weaponry - As a magician, you can manipulate the flow of magoi to your advantage. As a simple action, you may infuse a target weapon with magoi. Attacks with this weapon will now be made with vitality.
Elemental Attunement - You're becoming one with your magic. You gain a passive ability based on your primary color of magic.
Tier 3
Magoi Negation - Magoi is the energy that fuels the body. Therefore, if you manipulate that energy... Once per encounter, attempt to make a target within melee range unable to use their hands (or hand equivalents) for 1d2+1 turns. Based on vitality.
Elemental Wall - Your magic protects you like a shield. Or literally as a shield in this case. Once per encounter, create a defensive shield made up of your primary magical element. Based on vitality.
Tier 4
Color Wheel (Bonus) - There's so much magic in the world, it'd be a shame to be pigeonholed into just one. You also gain access to your color's paired school of magic (Flame with wind, water with sound, light with power, lightning with life). You may attempt to perform basic applications of this school of magic as well. Based on vitality.
Elemental Attunement (Bonus) - The color of your magic is growing so vibrant... You gain a utility ability based on your primary magic color.
Tier 5
Gift of The Magi (Unique) - You are gifted with an Archive-brand metal vessel complete with your own random djinn inside who will prove subservient to your commands. You gain a random djinn as a support character. Their actions will be based off of your stats.
Mystic Knowledge - All that magic has to be good for your noggin, right? You gain +X/2 to intelligence, where X is equal to your tiers in this class. Rounds down.
Tier 6
Rukh Absorption - Rukh surrounds all of us, and if used properly, will provide you with a near limitless supply of magoi. Once per day, mission, or bounty, you may attempt to refill your magoi stores from the rukh around you. Based off of vitality.
Tier 7
X-Ray - Look deep inside a target's magoi system and check out what's goin' on in there. You may attempt to magically examine a target's physical condition based on vitality.
Tier 8
Mana Sense - Feel the energies of magic around you, see into the unseen... You now possess mana sense based on vitality.
Tier 9
Aberrant Combo - You're gonna make your colors of magic play nice if you have to turn this whole damn class around! Once per day, mission, or bounty, attempt to perform an action that utilizes both of your colors of magic at once.
Tier 10
Gift of The Magi (Unique Bonus) - Your djinn isn't just a magic babysitter, he can be a magic necklace too! So handy. Once per day, mission, or bounty, perform a djinn equip action for 1d2+1 turns. A DM will tell you what your djinn's equip looks like. While you have this equipment active, you may attempt to perform one action of extreme magic. After you do this, the equipment immediately disperses. This can be based on either of your schools of magic, or your djinn's school of magic.
Oh Wise Magi - The wisdom of the transmundane swirls within your mind. You gain +X/4 to perspicacity, where X is equal to your tiers in this class. Rounds down.
A Magi is... Someone who selects royalty. Before long, this world... Will need to select a king... a person who has mastered magic. A person that others will flock to because of his righteousness. A king like no other. This person must be sought out, found and then chosen. He will be trained by the wise and then elevated to become a king of unprecedented grandeur. To even take the place of beloved Solomon.
Tier 1
Color Wheel - There are 8 colors of Rukh in this world, each with a different type of magic associated. Choose a color of magic. You may attempt to perform basic applications of that color's school of magic based off of vitality. This may not be changed unless you respec every point you have in this class.
Blood of the Magi - Magoi flows through your veins, empowering your body to new heights. You gain +X to vitality, where X is your tiers in this class.
Tier 2
Magoi Weaponry - As a magician, you can manipulate the flow of magoi to your advantage. As a simple action, you may infuse a target weapon with magoi. Attacks with this weapon will now be made with vitality.
Elemental Attunement - You're becoming one with your magic. You gain a passive ability based on your primary color of magic.
Tier 3
Magoi Negation - Magoi is the energy that fuels the body. Therefore, if you manipulate that energy... Once per encounter, attempt to make a target within melee range unable to use their hands (or hand equivalents) for 1d2+1 turns. Based on vitality.
Elemental Wall - Your magic protects you like a shield. Or literally as a shield in this case. Once per encounter, create a defensive shield made up of your primary magical element. Based on vitality.
Tier 4
Color Wheel (Bonus) - There's so much magic in the world, it'd be a shame to be pigeonholed into just one. You also gain access to your color's paired school of magic (Flame with wind, water with sound, light with power, lightning with life). You may attempt to perform basic applications of this school of magic as well. Based on vitality.
Elemental Attunement (Bonus) - The color of your magic is growing so vibrant... You gain a utility ability based on your primary magic color.
Tier 5
Gift of The Magi (Unique) - You are gifted with an Archive-brand metal vessel complete with your own random djinn inside who will prove subservient to your commands. You gain a random djinn as a support character. Their actions will be based off of your stats.
Mystic Knowledge - All that magic has to be good for your noggin, right? You gain +X/2 to intelligence, where X is equal to your tiers in this class. Rounds down.
Tier 6
Rukh Absorption - Rukh surrounds all of us, and if used properly, will provide you with a near limitless supply of magoi. Once per day, mission, or bounty, you may attempt to refill your magoi stores from the rukh around you. Based off of vitality.
Tier 7
X-Ray - Look deep inside a target's magoi system and check out what's goin' on in there. You may attempt to magically examine a target's physical condition based on vitality.
Tier 8
Mana Sense - Feel the energies of magic around you, see into the unseen... You now possess mana sense based on vitality.
Tier 9
Aberrant Combo - You're gonna make your colors of magic play nice if you have to turn this whole damn class around! Once per day, mission, or bounty, attempt to perform an action that utilizes both of your colors of magic at once.
Tier 10
Gift of The Magi (Unique Bonus) - Your djinn isn't just a magic babysitter, he can be a magic necklace too! So handy. Once per day, mission, or bounty, perform a djinn equip action for 1d2+1 turns. A DM will tell you what your djinn's equip looks like. While you have this equipment active, you may attempt to perform one action of extreme magic. After you do this, the equipment immediately disperses. This can be based on either of your schools of magic, or your djinn's school of magic.
Oh Wise Magi - The wisdom of the transmundane swirls within your mind. You gain +X/4 to perspicacity, where X is equal to your tiers in this class. Rounds down.