The Magic User
The practice of magic is twisting one's brain into aberrant forms as to accomodate the hyperdimensional patterns of spells and to withstand the retention their otherworldly fuel. After all, magic is the domain of gods, spirits and monsters, not mortals, and one cannot think like a mortal if they desire this power.
You may only wear light armor and use basic weapons: daggers, staves, darts, slings
A Magic, Patterns, +4 spells known
B Arcana, +1 arcanum
C +1 arcanum
D Wizardry, +1 arcanum
A - Magic: You have a number of Magic Dice equal to your templates. You may memorize up to [templates+1] spells. When casting from your head, your spells go off at initiative. Casting from a book you are holding takes several rounds and is impractical in combat. All spellcasting requires loud chants, exaggerated somatics and complete concentration. If it is disrupted by damage or another such event before the spell is finished, the magic does not come to effect. To learn a spell you must acquire a page the full pattern is written on or research it yourself.
A - Patterns: You know one of these forms of arcane notation: Black, White, Red, Blue. This determines what spells you have access to, including your starting ones. All magic-users begin with the spell Wizard Eyes, included in the 4.
- Black - Twisted script of the underworld, used for necromancy and other extremely vile magics. Users get burnt on the stake if found out but can see in the dark.
- White - Formulaic script of the church, used mostly for healing and restoration. Users can turn unholy.
- Red - Chaotic script based on sorceries and elemental powers, used for destructive spells. Users have an affinity for a chosen element, resisting its damage and adding [dice] to the damage of spells that use it. Classics are fire, frost and lightning.
- Blue - Fractal script created from observing the stars and studying psionic brains, used for the widest variety of spells. Users have no special benefits.
B - Arcana: You begin grasping at the deeper truths and underlying patterns of magic itself. Every level you may select a number of arcana from those you are aware of. The following list of 10 is known by every magic-user, but more can be found during play. All of them can be acquired without levelling by special training, but access to it is limited enough as to be equal to powerful magic items in rarity, price and difficulty to acquire.
D - Wizardry: Your magical expertise is now high enough for you to create magical items and train apprentices.
Arcana:
* means you can take it multiple times for different spells.
- Blasting - You have learned to shoot bolts of deadly energy by the use of special blasting powder. As a bow-range handcannon on the first round of combat, as a bow thereafter. Counts as magical with a bonus equal to a third of your level. Each shot is 20gp, a pouch holds 12.
- Severance - You have complete knowledge of the state of all enchantments and spells you have cast and can end any chosen one with a thought. Counterspell can work against already established spells.
- Nullaura - Any changes to your body due to wizardry can be hidden with a thought. You do not sense as a magic user by any form of detection if you do not wish to be. You can cast spells wordlessly.
- Chaoscast - You may draw on the destructive elemental energies for any big and flashy spell you cast adding +1 MD to the roll and taking its result as damage. Straight up fucking explode on a triple.
- Permanency* - Cast one spell of your choice which affects only you. The duration becomes permanent. The spell might twist your body in some appropriate manner.
- Reversal - You may cast any spell in exact reverse manifesting effects that are opposite in some way.
- Spellmeld - Choose one spell. Your brain twists to perfectly internalize it. Its always prepared for free, you retain MD on rolls of 1-4 and you become an expert in everything the spell is about
- Gentleness* - Choose one spell. Whenever you cast it the first die is not counted for mishaps, dooms or exhaustion - it simply returns to your pool safely while adding to [sum].
- Amplify - Take fatigue and damage equal to MD to cast a spell at maximum possible power using all of your remaining dice. This doesn't cause mishaps or dooms but exhausts all your dice.
- Counterspell - In reaction to seeing a spell being cast you may cast a spell of your own. If it’s opposite to what's being cast (such as an ice wall against a fireball) subtract your own [sum] and [dice] from the opposing spell. Overshooting your counter applies the remaining effects to the original caster.
D: 1 hour R: self
Baseline spell known by any magic user. When under its effects the users eyes go through a weird transformation of the players choosing.
At 1 [dice] allows the detection of magic in the form of vague glowing auras.
At 2 [dice] the resolution improves, allowing vague sensing of invisible objects and determination of the strength of magic.
At 3 [dice] the precision is high enough as to exactly pinpoint invisible objects, read invisible script and identify the kind of magic and at a low chance the presence of curses from the shape and subtle color of the aura.
At 4 [dice] the spell is considered Truesight, piercing illusions, magical darkness and other such obfuscations but losing previous effects.
Finally, at 5 [dice] this spell should, according to theory, reveal the true nature of existence to the caster allowing their gaze to pierce all falsehoods. User goes catatonic, the only cure being to forget.