Tuujaimaa
Posts : 835 Join date : 2010-04-20 Age : 30 Location : Englishland.
| Subject: The Magus Mon Jul 13, 2020 5:04 pm | |
| Magus
Gathering Storm I Level 1
Whenever the Magus casts a spell, they deal an extra 1 typeless damage upon next coming into contact with an enemy or hitting them with a spell from within 5 feet of them. This ability stacks up to 3 times.
Adrenaline Level 2
The Magus gains between 1 and 4 AP immediately, and loses that much AP at the beginning of the next exchange. Adrenaline has a cooldown of three exchanges.
Augment Slot Level 3
Arcane Celerity I Level 4
Whenever the Magus casts a spell, they may immediately move a distance equal to half of their speed without paying AP.
Specialisation Level 5
The Magus chooses a basic school of magic that they know to become their speciality.
Whenever the Magus would deal magical damage to an opponent while within 5 feet of them, they also deal minor damage of their specialised school. If the damage comes from their specialised school, it is instead moderate damage.
Augment Slot Level 6
Gathering Storm II Level 7
Gathering Storm now stacks up to six times.
Doublecast Level 8
The Magus can now cast two spells simultaneously (but must pay AP for both). If one of these spells is from their Specialised school, they may channel one spell while moving and cast spells from the Specialised school while channelling.
If the Magus is currently benefiting from Twinned Hearts, this also applies to the Dragon-type Natrelmon.
Augment Slot Level 9
Defensive Casting - 1 AP Level 10
The Magus can choose to spend 1 additional AP when casting a spell to imbue it with defensive properties. The spell's energy will disperse and become a Feeble Wall when it comes into contact with an enemy attack or at the Magus' command.
Imbuement I Level 11
The Magus places the magical essence of a spell into a melee-range weapon that they are holding. They cease being able to use that spell for the duration of the battle, but the effects of the spell are applied to any enemy the weapon makes contact with. The spell can only trigger once per exchange.
If the Magus does not have a weapon, they may instead condense the spell into an Arcane Sigil on their palm.
Augment Slot Level 12
Haste Level 13
Whenever the Magus casts a spell within melee range of an opponent, they increase their Speed by 1 and gain a stack of Gathering Storm. Upon taking damage, the Magus' Speed resets.
Triplecast Level 14
The Magus may now cast up to three spells simultaneously. Channelled spells from their specialist school now complete their channel after one exchange (but are treated as if they were channelled for their full duration) and can be cast while moving.
If the Magus benefits from Twinned Hearts, their Dragon-type also gains this benefit.
Augment Slot Level 15
Unstable Burst - 3 AP Level 16
The Magus can cast a spell and destabilise its energy, causing it to be applied in a five foot radius burst centred on the Magus instead of taking its normal form.
The bonus from Specialisation does not apply to spells cast in this way.
Arcane Celerity II Level 17
Arcane Celerity now allows the Magus to move up to their Speed.
Augment Slot Level 18
Imbuement II Level 19
The spell created by Imbuement is now permanent until the Magus imbues another spell. They no longer have to sacrifice using the spell.
Specialisation II Level 20
The Magus specialises in a second school of magic and gains the appropriate benefits.
Additionally, the Magus can bypass the elemental spell school restrictions. | |
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