True Mage in The Magitech Chronicles | World Anvil

True Mage

All Paths in the true mage archetype share a love of knowledge. Most students have spent many years in a classroom, whether that was on a Ternus starship, or at an Inuran manaforge.   True mages strive to obtain mastery of a greater path of magic, which requires them to possess two adjacent aspects (see the Magic & the Circle of Eight chapter for details). This allows access to powerful spells that no other archetype may use.   All true mages begin play with a 2nd catalyzation, which offers a huge advantage. If the mage selects adjacent aspects they may unlock the corresponding greater path. All true mages begin play with 3 spells selected from the aspects or greater paths they know.   Every True Mage gets a Spellstave of GM's choice as starting equipment.   See Magic & the Circle of Eight for details.   Hit Points: 10   Initiative: 0   Catalyzations: 2   Spell Pool: 3     Skills   Spellcasting 3   Arcana 2   History and Lore 2    

Path of the Relic Hunter

  Archeologists were once considered stuffy academics right up until humanity discovered magic. It quickly became apparent that dozens of galactic civilizations spanning millions of years have criss-crossed our sector of the galaxy.   Understanding those civilizations allows relic hunters, the modern archeologist, to harness powerful artifacts, and to discover new Catalysts. Their primary objective is finding and recovering ancient magics and technologies, whether for their own profit or to benefit their patron university.   Universities function much like sports teams, and competition between them is fierce. The term archeologist has fallen out of favor, and been replaced by the much more glamorous relic hunter. Freelance relic hunters are universally looked down upon…until they make a big score. Then universities clamor to recruit them, but of course ask a generous ‘donation’ from their recent haul.   Unlike many paths, relic hunters do not require any specific aspect or path of magic, and can specialize as they see fit. They are generalists, more worried about lore than mastering a specific greater path.    

Masteries

  Relic hunters receive History & Lore, Perception, and Arcana as masteries making them the finest scholars in the sector.    

Extra Skills

  Relic Hunters gain Perception at 3.    

Decipher

  Upon graduation all relic hunters are imbued with ritual sorcery designed to aid their endeavors. The magic allows them to translate any language, either written or verbal, instantly as if it were their native tongue.    

Tomb Robber

  Relic hunters are much more proficient at utilizing magical equipment than their fellow mages. They gain an edge whenever casting a spell or making an attack through a device such as a spellstaff, spellpistol, or spellrifle.        

Path of the Artificer

    Every nation in the sector relies on either magic or technology to maintain their strength. That strength is built and maintained by artificers, the magical engineers that construct everything from spellrifles to mecha.   Artificers are trained to understand all magical devices and all technology. Many excel at melding the two together, and can create a variety of bombs, weaponry, and armor.   Mages of all types absolutely love artificers, and have been known to go as far as polishing their tools in an attempt to curry favor. It pays to be friends with someone who can build you a suit of spellarmor, or enchant your spellblade with a flaming aura.    

Mastery

  The artificer receives the artificing skill as a Mastery.    

Extra Skills

  Artificers gain Artificing at 3.    

Improvised Workshop

  An artificer may spend eight hours to erect an improvised workshop, which can be used to construct weapons, armor, or other objects. This workshop requires a mystically imbued focus, which all artificers are presented with upon graduation. This focus links to an extra-dimensional void pocket where everything from machining tools to a 3D printer are stored.   The workshop provides no bonus to craft checks, but reduces the time needed to construct an object by 20%. Most artificers spend a few hours each day in their workshop tinkering, and are always turning out useful inventions.   Artificers are encouraged to familiarize themselves with the magic item creation rules.    

Invest Magic

  An artificer may invest a point from their spell pool into an object to improve the quality. This ability requires eight hours of sustained magical ritual, and the use of a workshop. The resulting object gains bonuses based on the chart below. These bonuses are permanent, until the mage decides to reclaim the magic, which requires another eight-hour ritual.   If the mage is killed before this happens, then the enchantment is permanent. An artificer may invest a number of spell pool into an object equal to their magic. The bonuses stack.     Armor: +1 armor   Weapon: +1 accuracy or +1 damage          

Path of the Illusionist

  Illusionists combine air and dream into fantastic illusions that fool the senses of their enemies. Because their powers allow them to alter their appearance, charm the weak-willed, and commit larceny most governments and institutions not only distrust illusionists, but have strict laws about how and when they can use their magic.      

Masteries

  Illusionists receive Stealth as a mastery.    

Extra Skills

  Illusionists gain Stealth at 3.    

Sustain Illusion

  Illusionists are so gifted they may sustain one illusion without pledging the necessary spell pool, and without concentration.        

Path of the Flame Reader

  Flame readers combine fire and dream to peer into the past, the future, and to distant locales. Nothing is hidden from a skilled flame reader, and they are often dispatched by various governments to hunt down criminals, or to retrieve lost objects. Flame readers are amazing investigators, and are often feared by the lawless.      

Masteries

  Flame Readers receive Perception and Flame Reading as masteries.    

Extra Skills

  Flame Readers gain Perception and Flame Reading at 3.    

Pierce All Veils

  Flame readers gain edge whenever attempting to pierce an illusion, and automatically attempt to see through illusions even if unaware it exists. Further, the flame reader is always aware when they are being lied to.        

Path of the Eradicator

  Eradicators, sometimes called Battle Mages, excel at killing opponents en masse. They wield fire and void, two of the most feared aspects, and combine them into the greater path of destruction. Eradicators are the only mages capable of casting disintegrate, one of the deadliest and most feared spells in the sector since it cannot be countered.    

Masteries

  Eradicators receive Spellcasting and Ranged as masteries.    

Extra Skills

  Eradicators gain Ranged at 3.    

Efficient Killer

  The Eradicator reduces the cost of all destruction, fire, and void spells by 1 down to a minimum of 0.        

Path of the Summoner

  Summoners are a rare breed, and are often confused with necromancers or binders. Summoners are much, much different, however. Where a necromancer will bind a spirit into a corpse a summoner will open a fissure to the umbral depths and draw forth any creature with which they have a pact.        

Masteries

  Summoners receive Spellcasting and Negotiation as masteries.    

Extra Skills

  Summoners gain Negotiation at 3.    

Pact of the Defender

  The Summoner has a pact with a powerful creature that will serve and defend them when called upon. The Summoner may call their defender as a standard action, and their defender will follow any order given. This defender is typically part of a tribe, which has been either enslaved or has an alliance with a coven of summoners.   When the defender is inevitably killed a new one will be assigned to fulfill the pact, and the summoner can always call a defender to protect them. Common defenders include tech demons, ifrit, and many types of undead. The defender's magnitude may not exceed the Summoner's magic.    

Make Pact

  The Summoner may make a pact with any willing creature. That creature may now be summoned as a standard action. The details of this pact are between the summoner and the creature making the pact, but most creatures will only agree if they owe a life debt, or greatly fear the summoner.        

Path of the Necromancer

  One would think that Necromancers would be mistrusted and feared, and yet they are far more favorably viewed than any other binder. Most binders steal the will of others. They bind them, and force them to heinous acts. They force themselves on others, ruining lives, and taking what they want.   Necromancers are known for two things. Firstly, they serve as conduits to the dead. Need to ask grandma where she buried that ring? You're going to need a necro.   The second thing is the obvious thing. Necromancers bind souls into the corpses of the dead, and then animate them. Note that the soul they are binding does not need to be the original, and almost never is. Many cultures find this practice distasteful, and it is often outlawed in public.   Clever necromancers keep their minions out of sight, and claim to be a simple Deathspeaker, who can communicate with their loved ones beyond the veil.      

Masteries

  Necromancers receive Spellcasting and Negotiation as masteries.    

Extra Skills

  Necromancers gain Negotiation at 3.    

Animus

  All Necromancers possess an animus, a shard of their own soul, that they may place into a receptacle. That receptacle can be a body they have constructed, or a corpse they are animating. The body requires no preparation, and the necromancer can will their animus to animate a new body, or to return, as a standard action.   The animated body has a magnitude equal to the necromancer's magic.   When not animating a body the animus lives in the binder's shadow, and is visible with a perception check. The animus is a reflection of the necromancer's soul, and players are encouraged to be creative.        

Path of the Shaman

  Shamans use the greater path of protection to ward themselves and their allies. They share many beliefs and powers with their binder cousins, but where binders enslave, shamans enhance and protect. Their bonds with beasts and men are made willingly, though shamans sometimes find themselves called upon to force their wills on others.   A shaman's appearance may vary wildly from culture to culture, but all share a reverence for nature, as symbolized by their connection to water. They also share a connection to their ancestors, symbolized by their use of spirit. Together those two aspects for the greater path of protection, a powerful and often underestimated branch of study.    

Masteries

  Shamans receive Spellcasting and Arcana as masteries.    

Extra Skills

  Shamans gain Arcana at 3.    

Sustain Ward

  A shaman may sustain a ward without without pledging pool, and without concentration. All the ward requires is the initial casting.    

Empower Wards

  A shaman gains edge on all spellcasting checks made to create a ward, or to cast another defensive magic.      

Path of the Healer

  The galaxy is full of death and destruction, but a healer does what they can to mitigate such things. They use their command of life and water to heal allies, and to dispel curses, bindings and other hostile magics. Healers are rarely pacifists, however, and most healers are perfectly capable of defending themselves.   Healers are a rarity in the sector, and are obviously in high demand. Most healers choose to become doctors on busy stations, though some of the more curious occasionally become adventurers, if only to acquire more magic.    

Masteries

  Healers receive Spellcasting and First Aid as masteries.    

Extra Skills

  Healers gain First Aid at 3.    

Empowered Healing

  Healers always have edge when casting a healing or restorative spell.    

Compassionate Healer

  Healers reduce the cost of all healing spells by 1 to a minimum of zero.

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