Class Magus

They look around and chuckle at the banality of the world. They occasionally sympathize with those that witness their surroundings in simple terms, colorblind to the full spectrum of the cosmos. From an early age, they could understand the workings of reality, what existed beneath the surface. There was an ocean, an expanse of shadow and secrets, knowledge mortals were forbidden to comprehend. Perhaps it was for their own good—as looking into the abyss has driven many insane. They can’t claim immunity to the effects of that infinite darkness, and friends often worry. It has become an obsession, learning about the mechanisms that control seemingly random events, that instruct the universe on how to work. To know a thing is to control a thing. Through instruction and natural talent, they can shape reality as they see fit, to accomplish something previously reserved by those in myth. Throughout it all, they can’t escape the thought that while they were peering below that surface into that darkness, that something was staring back, tolerating their presence. They wonder what that force was, and if it will make its presence known. They believe that this is the Void.   There’s no denying they appear peculiar to those around them. Friends consider them the oddball, the eccentric. Magus in the modern world fall into three categories—those brandishing the emblems of an organization, those slowly slipping away from sanity while secretly experimenting within hidden laboratories, and those struggling with a knowledge and talent they often wish they could forget. They are a member of the first group: brandishing the emblems of an organization (the Necromancers).   No one is immune to the effects of the dark— people assume it’s a simple lack of illumination. They know better; it’s an abyss, a universe stripped of nature. They know that ignoring its apparent contradiction, this void contains structure, a dimension without form. Within the dark resides infinite potential unrestrained by physics, chemistry, or sanity. More than a few magus found themselves institutionalized. Many turned to suicide while others became so fearful of mortality, they shut themselves off from the world. Others turned to chemicals to compensate, to steady their hands. Only a scant few ever appear normal on the surface.   As a magus, their personality may often chafe against those they call friends. They don’t understand what they have seen and could never. They think it’s for the best. They work towards a common goal because either they require distraction, possess loyalty to their last group of compassionate friends, or they believe their path is compulsory due to some vision experienced in their studies. Their origin was cursed by a single moment of clarity when they glimpsed a brief moment of that darkness. So many people claim to know how the cosmos works by claiming piety or science. Occasionally, they envy this ignorance.

Proficiencies

  • Armor. None
  • Weapons. Simple weapons
  • Tools. All ground vehicles
  • Saving Throws. Intelligence, Vigor
  • Skills. Detection, Computer Use, History

Equipment

As a magus, you receive the following equipment at 1st level.
  • One simple melee weapon $30 or less
  • A component pouch
  • A small library of related texts worth $500 that you can never let fall into unfamiliar hands
  • $300 in additional gear

Mystic Arts

At 1st level, you begin your training of knowledge seemingly prohibited in today’s modern world. Some take it as a hobby; for you, it’s a life. Select one of the Mystic Paths and unlock the lowest spell in that sequence you have not already selected (you must have purchased that path already). At 5th, 9th, 13th, and 17th level, you may select another path and unlock the lowest spell in that sequence you have not already selected. You may pick a path chosen already, and if given two equal options, you may select whichever you like.

Vessel Regeneration (VR)

On your turn, you can regenerate your vessel. Select ONE of the following on your turn:
  • Use a free action to regain 1 lost point from your vessel.
  • Use a bonus action to regain 2 lost points to your vessel.
  • Use an action to regain a number of points to your vessel equal to 1+ your Vigor modifier (this is your default VR score and can be modified by class features).

River

The river is your bank of quick-reference spells that can be called upon in an instant’s notice to be cast. The river is a simple value equal to your Vigor modifier—you can assign any spell into the river except for rituals.  
For example, a character with a Vigor modifier of 16 can hold 3 spells in her river.
 
  • Any spell with a casting time of one minute is reduced to an action while in the river.
  • Any spell with a casting time of one action is reduced to a bonus action while in the river.
  • Any spell with a casting time of one bonus action can be used once per turn as a free action while in the river.
Anytime you finish a short or long rest, you can swap out any spells you possess in your river. Spells with a casting time longer than one minute cannot be placed in a character’s river. You are not required to put a prerequisite spell of a more powerful spell in the river to cast that more powerful spell from your river.

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Author's Notes

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