Magi
Hit Points
Hit Dice: d8 per Magi level
Hit Points at first Level: 18 + Con Modifier
Hit Points at Higher Levels: 1d8 (or 4) + Con Modifier
Proficiences
Armor: All
Weapons: Choose 2 from: Spearthrusting, Lancing, Swordplay, Axewielding, Hammerskill, Whipcracking, Archery, Marksmanship, Unarmed
Tools: Choose 1
Saving Throws: Dexterity, Consitution
Skills: Choose 2: Arcana, Deception, Medicine, Performance, Slieght-of-Hand, Stealth
Overview & Creation
It takes many decades to learn the forms, to become a master sorcerer and spellsmith and then on to earn the title of wizard. Most do not toil this long, the wychsign a mark and reminder that the pursue of magical power is not free, and for every new form mastered, is another step to becoming consumed by that same magic. There are many schools of magic, several forms, and sources of power, yet magi tend to fall into one of three subtypes. Channellers are magi who enhance their spellweaves by channeling their spells through a magical foci enhancing and reshaping their magical power as the situation changes. Gish, Wizards or Spellswords blend spellweaves in with their other abilities, finding shortcuts to quick casts, or to imbue their weapons, or crafts with magical enegies. For the more bookish or patient Gish, they might find ways to subtly bring their magic to bare on a target. Finally there are Sorcerors who have embraced their wychsign, letting go of artificial constrants to really feel the magic at their fingertips. In so doing they often choose signiture spellweaves, and who have the ability to maintain multiple ongoing spellweaves concurrently. While they might lack the power of a Channeller and their arcane focus, their ability to feel and sense the magic, can make them far more adept at adapting their magic to the task at hand.
Class Features
Lv.1 Adept of the Forms
At 1st level, the magi has acquired the ability to weave spells, and they gain 4 spellweaves, which must be selected from a single School of Magic. At this level the magi selects their casting attribute as either Wisdom, Intelligence or Charisma that they will use for their casting, once selected this cannot be changed.
At 2nd level, and every level thereafter the magi may learn a new spellweave from their path or they pick a spellweave from a different path if they have taken in character actions to source or pratice that spellweave.
Lv.2 The Curse of the Wychsign
When a character learns their 5th spellweave they begin to show the wychsign, such as blackened eyes or a serpentine tongue. This is a physical manefestation of their chosen path of magic or that the magi has the most spells from.
Each path of magic has a table of wychsigns you can roll or choose from, alternatively speak with the GM to style your own.
Lv.2 Countercast
As a reaction to a caster within 60ft in sight attempting to cast a spell, you may attempt to disrupt the spell using your own
knowledge of the forms. When you do so you roll a contested spellcasting check against the caster, if you exceed their spellcasting check, then you cause their spell to fail. Countercasting in this manner requires you to have line of sight with the caster you are attempting to countercast, and you must be consious and aware of the spell being cast
When counter-casting, the original caster only needs to make one dice roll (the spellcasting check), with the countercaster
only having to beat this roll (the countercasting check). If the original spellcaster fails their spellcasting check anyway, the
countercasting reaction is still consumed as the countercaster could not have known if the original spell would have failed
or not.
Lv.3 Magi Archetype
You select a Magi archetype gaining its features at the approiate levels.