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Wow, aren't YOU lucky! You just won the biggest jackpot ever!

What's that, you d


idn't actually enter the contest? Uh. Okay, uh. Let's just pretend you did. Plea
se don't tell anyone the truth, okay? Both of us could get into a lot of trouble
! And I mean, like, immortal trouble, not just terrible things might happen to y
ou for a few decades. So...
Uh, yeah, let's move past that.
So yeah, first things first. You just lost your body. Yeah, um, technically you'
re dead. Sorry about that. See, this is one of the reasons we have to pretend yo
u actually did enter the contest. Otherwise you wouldn't be getting a fancy new
body right now.
But moving on to that, yes, you get a new body. Because of this inconvenience I'
ll even let you choose which race and sex you'll turn out as, and even your phys
ical appearance. Anything about it, really. I usually don't do this sort of thin
g, but we're friends, right? And friends sometimes do little favors like this fo
r each other. Just like you wouldn't ever tell anyone about that little mix up,
would you?
Oh, and while as you probably know- oh wait, you probably don't... Er, as you ma
y know, even though you'll be able to learn shapeshifting magics over at the uni
versity, that won't ever give you a new true form. But what we're doing right no
w will, because you're technically being reincarnated. Don't ask, just go with i
t and make your next choice seriously.

races:
human, 60 class points (we all know this)
an important difference between you and other humans (and most o
ther people) will be the fact that as a mage you will be immortal and ageless
the most universally welcome race around, they have no problem f
itting in anywhere, especially on earth
goblin, 60 class points (the "low fae", they are tricksters, access to w
ild planes)
fey creatures full of cunning, goblins come in a myriad of shape
s and sizes, it is rare to find two that are alike. as a group they favor the di
sciplines of illusion and shapeshifting, but beyond that there aren't many commo
nalities among them.
goblins typically live for a few centuries, though the mages amo
ng them are immortal like any other mage. goblins divide themselves into hierarc
hical groupings: empires, kingdoms, warrens, clans, and nuclear families. loyalt
y to any and all of those is seen as a high virtue and honor is very important t
o them.
elemental, 50 class points (humanoid or otherwise, access to elemental p
lane of same nature, can turn giant)
elementals are magical creatures made of the elemental constitue
nts of nature. as magic drives them they don't actually need physical food, but
they do need to feed on appropriate magical energies. they hail from world and r
ealms which may be completely unlivable to something like a human, but then they
also have trouble with the varied weather and environments found on foreign wor
lds. a fire elemental may find a hot desert perfect to live in, but all that cha
nges if it finds the ocean or the arctic on that same world.
elementals prefer magic tied to their element, so as a group the
y hold great mastery of substance and energy magic. they aren't really a group a
s a group, so to speak, though; the subgroupings like the water elementals are t
he ones that truly make up a group.
elementals make their homes in the stranges of places from the p
oint of view of most other people, but those places make perfect sense once you
think about their nature. you might think a deep sea city of water elementals is
strange, but they still have nothing on lightning elementals
non-mage elementals have an average lifespan very close to human
s, and their societies are usually structured very similarly to human ones as we
ll, which many humans find very strange once they learn about it
not surprisingly, elementals are incredibly talented with magics
that align with their specific type
beastial, 50 class points (monstergirls-esque, they choose two wild gift
s from two different lists, the first list has special traits like flying, swimi
ng, galloping, poison fangs, etc. and the other one has physical boosts)
sidhe, 40 class points (the "noble fae", can turn incorporeal, access an
d rule in the wild planes)
the sidhe can easily access the planes of the wild, where spirit
meets raw nature. such a place is usually safer for fey beings than most other
creatures, but there are many dangers still
beautiful and mysterious, the sidhe are as humans of elfin grace
and impossible charm, with pointed ears and many other tells such as bizarre co
lorations, strange marks on their skin, and occasionally even more dramatic ones
such as antlers
the sidhe have many mages and other magic users among them, so u
nlike most other races you won't be particularly noteworthy just because you hap
pen to be one, and furthermore they consider anyone under the age of about 237 t
o still be a minor by law and effectively a child, so any serious level of respe
ct is going to be tough to work up with them for a long time
all sidhe including the most mundane among them are immortal, th
ough mundanity is a relative thing even when it comes to the outliers among them
. sidhe divide themselves into many secluded courts, the relations between which
are governed by deals and arrangements more or less incomprehensible to outside
rs. stay on your guard with them, especially if you're one of them
sidhe are naturally talented at mentalism and illusion, but terr
ible at substance and telekinesis
angelic, 40 class points (access to upper planes, can turn hypersubstati
al?)
products of divine machinations of ages long shrouded by time, a
ngels are a race with very few members.
angels usually appear as good looking and healthy young humans w
ith a supernatural amount of presence. they can manifest translucent auras, halo
s, and even wings on which they can fly.
they can easily access the so-called upper planes, the home of g
odly and angelic creatures where things are usually quite pleasant for visitors,
especially those that are angelic in the first place.
angels are very rare and don't have anything even approaching a
true society, more like a few dozen families or cliques per world they have a pr
esence on, so don't expect to find common ground with anyone anytime soon based
on your race
angels are naturally talented at life magic, but terrible at nec
romancy
demonic, 40 class points (access to lower planes, choose between three a
rchetypes with supernatural boons - behemoth, seducer, trickster)
they can easily access the so-called lower planes, hells full of
dangerous creatures and scenery, but also frequently things of value to those w
ith a clever eye.
demons are typically seen as loathsome and untrustworthy even by
liberal minded people, that should tell you enough of what the more conservativ
e think. furthermore, other demons don't hold any particular love for demons eit
her
demons are naturally talented at necromancy but terrible at life
magic
In addition to the class points you get from your race, you also have 4 social p
oints to spend.

okay, now the actual classes you'll take. you can't just take stuff willy nilly,
it has to be part of your curriculum.
If, in the descriptions of feats, tracks, and majors, you are told to learn a nu
mber of points of a school of magic, then the entirety of that school is open to
you even after you've sunk that many points into it, but any cross-school prere
quisites are not available unless you get them in some other way.
If you are told to take a specific class, such as in the feat descriptions, then
that class and all of its prerequisites are open to you, but not anything else,
no matter how closely related, unless you get it in some other way. This means
that if there are two alternative ways to gain a feat (for example in the curse
magic feat), you may only choose one of those and then loose access to the other
.
If two choices have overlap because of your choices, you must master all non-cro
ss-school parts of the overlapped subject. As a ready example, a warmagic major
gets two separate instances of 10 points of energy magic requirements, once from
the energy magic requirement in elementalism, and once again from the energy ma
gic requirement in battlemagic. Therefore a warmage must complete all of the pur
e energy magic classes - basic energy magic, pyromancy, cryomancy, and fulmimanc
y. Note that this does not include storm magic, energy shielding, or alchemy, as
those are not purely energy magic subjects.
You must complete everything you put on your plate, or you will not recieve your
diploma. So no taking a minor and then not putting at least 10 points into it,
for example.
majors (you must take one and only one) (your major, you're expected to get it d
one by the end of your studies. your major is the thing that will actually defin
e you as a mage in the eyes of others, so choose carefully.)
witchery (sorcery and forbidden tracks completed + 10 points of coneyanc
e and shifting classes) (magic more eldritch than most
druidry (elementalism track completed + 15 points of life magic and shif
ting magic)
warmagic (elementalism, sorcery, and battlemagic tracks completed)
arcanism (enchanting track completed + 15 points of telekinesis, sorcery
, and conveyance)
concretism (utilitarian and alteration tracks completed + 10 points of m
entalism)
incorporealism (sorcery track completed + 15 points of illusion and ener
gy)
wizardry (elementalism and sorcery tracks completed + 20 points of telek
inesis, conveyance, and chronomancy) (more difficult than others, but comes with
more presitge and opportunity)
tracks (you may take one extra track as a minor, +1 per social point you spend)
(you're expected to have at least one of these done by the end of year 2, if not
you'll be expelled)
elementalism track (10 points of substance and energy)
enchanting track (10 points of mentalism and illusion)
sorcery track (10 points of planar magic and hexery)
alteration track (10 points of conveyance and shifting)
utilitarian track (10 points of life and substance)
battlemagic track (10 points of energy and telekinesis)
forbidden track (10 points of necromancy and chronomancy)
feats (you may take two, +2 per social point you spend) (these are little nugget
s of knowledge with a certificate at the end that you can pick up even though th
ey aren't part of your curriculum. they aren't very impressive on their own, but
they do pad out your resume and possibly give you a breadth of knowledge you wo
uldn't otherwise have. think of them as little feats that will impress others if
you have a lot of them, or open doors for you if they're exactly what's needed)
healer (learn healing magic and at least two other things in the life ma
gic school)
force mage (learn force and one of the shield types in the telekinetic s
chool)
alchemist (learn alchemy and at least two things that would conceivably
work with it)
golemancer (learn golemancy and at least two things that would conceivab
ly work with it)
blinker (learn teleportation and apportation)
blaster (learn two things - either force or chaos magic, and one of pyro
mancy, cryomancy, or fulmimancy)
curse mage (learn one of the advanced hex types - shifting, sapping, men
tal, or temporal hexes)
plane slider (learn planar pathways)
apparitioner (learn audiomancy and visiomancy)
mindspark (learn mental shielding and telepathy)

you may only take l4 and alignment disciplines if they are within your major
classes:
l1 l2 l3 l4
basic life magic
healing magic (heal yourself and others)
*eternal life (yourself)
immortalize (others, also bring back ther ecentl
y deceased)
*regeneration
*life alignment (align yourself with all life, m
aking your school of life abilities more intricate and stronger, and yourself ni
gh-unkillable)
growth
reinforcement (reinforce your own body to be much more p
hysically formidable and resilient. morer strength, better reflexes, tougher bon
es and tissues, even sharper senses and so on. this counts as an alignment)
manipulation (make creatures grow in a way that
pleases you - must be done while they're being conceived)
*eternal life
*regeneration
*life alignment
nature
plants
beasts
*life alignment
basic substance magic
geomancy
ferromancy
*golemancy (on creation, golems can be infused with most
other magic that you have access to - ferromancy would give you metal golems, f
ulmimancy would give them lightning abilities, all of the subschools of planar m
agic are popular choices, and so on)
hydromancy
*storm magic
aeromancy
*storm magic
*safe flying course (free with reqs)
*alchemy (the art of transmuting materials and making magical co
nsumables. even a powerful mage can profit from not having to waste time and ene
rgy on casting basic spells in an emergency, and instead just drinking a potion.
the greater variety of other magics you know, the more you'll be able to alchem
ically manipulate and create)
basic energy magic
pyromancy (heat magic, usually expressed as fire but can also ju
st be used to heat and melt things)
*alchemy (t2, not t3, but prereqs pyromancy)
cryomancy (frost magic, often expressed as ice, but other things
are also possible)
*storm magic
fulmimancy (lightning magic)
*storm magic
*energy shielding
basic planar magic
ordomancy (infuse other spells with planar forces, and get aroun
d resistances or conceptual incompatibilities - when it comes to such spells the
more common ones used often have their own names, for example the ever popular
pyromancer might begin using infernal hellfire or heavenly whitefire instead of
regular fire)
planar alignment (aling yourself as a native of any plan
e, even heavens or hells, this can only be changed once per approximately three
months. keep in mind that natives of populous planes will still know you're an o
utsider, you'll just have a much easier time with the plane itself and using the
energies that course through it)
*essence shifting
tenebrimancy (darkness magic)
*umbramancy (shadow magic)
*lux aeterna (the eternal light in the endless v
oid, the most primal symbol of existence, it is unknown exactly what the discipl
ine that named itself after it does in a concrete sense, as almost all of its sc
holars tend to leave for distant planes of reality in search of esoteric phenome
na, and the ones who stay tend to be secretive about it. many different rumors s
urround why this happens, from fears of feeblemindedness and madness, to whisper
s of apotheosis and even more)
lumimancy (light magic)
*umbramancy
chaos magic (a different approach to magic than the regular way
it is usually cast, this offers less certainty in the end effect but greater imp
act of said effect - usually used for offensive spells)
*chaos alignment (align yourself with conceptual chaos,
which gives you an instincive inroads into shaping chaotic effects in ways that
are far more likely to be beneficial to you - or damaging to your enemies)
*planar pathways
basic hexery
luck manipulation
catastrophic luck
*chaos alignment
*shifting hexes
*mental hexes
*sapping hexes
*temoporal hexes
basic illusion magic
audiomancy (create detailed sounds)
soothing sounds (a special property of auidomancy that w
as recently discovered is that with correct usage it can reach right into the su
bcoscious, and put people at ease. it's not exactly mentalism, but that's not ne
cessarily a bad thing as it gets past classic mental shields)
inaudibility
*advanced images (create near-indistinguishable clones o
f things, and have them behave independently of your attention)
visiomancy (create detailed images)
invisibility
*advanced images
sharp visions (for only brief periods illusions
can create cutting edges - but not blunt surfaces)

basic telekinesis (basic manipulation of objects)


shielding (telekinetic protection)
*energy shielding
*aperture shielding
force (blasts of telekinetic power)
sharp force (shapened expressions of force that can easi
ly pierce or slash)
intricate telekinesis
*safe flying course (free with reqs)
basic mentalism (a highly ethically regulated school of magic, you need
to swear an oath of ethical conduct on your first day of learning it, much like
students of medicine do in more mundane institutions)
mental shielding
telepathy ("the subtle arts", can read surface thoughts or send
messages, but it's always obvious)
inobvious reading
inobvious sending
inspiration (inspire people around you, they are more likely to
listen to you)
devotion (people fall in love with you indiscriminately)
demoralization (uninspire people, they tend to give up more)
terror (terrorize people)
*mental hexes
*golemancy
basic conveyance (this allows you to open already existing but inert gat
eways)
teleportation (blinking)
advanced teleportation (precise teleportation in veiw-ra
nge)
*pinpoint teleportation (long distance porting)
*planar pathways (this allows you to create new gateways
)
*pocket dimension (your very own, takes a bit of work to
mold out at first but after that it stays just the way you made it. you govern
who can get in and where they can do it, though you yourself area always one of
the acting portals because the place is tied to you)
apportation (porting other things and creatures, in your line of
sight to your line of sight)
summoning (summoning other creatures from other places)
greater summoning (interplanar summoning with mo
re power and control)
*pinpoint teleportation
*planar pathways
*aperture shielding
*pocket dimension
*divination
basic shifting (one of the toughest and most dangerous schools, only inc
reases to physical stats a bit at this point)
shapeshifting (shapeshift into rough shapes of people or other c
reatures)
precision shapeshifting (perfect physical match of anyon
e + mannerisms/accents/so on + certain not really natural aspects of appearance
such as scars or tattoos)
*essence shifting (this gives the recipient a te
mporary surrogate metaphysical nature indistinguishable from a true form for all
intents and purposes, with it you can match racial natures of other races among
other things, but changing such deeply ingrained metaphysical attributes is ver
y taxing on your body - don't expect to safely do it more than once every few ye
ars, and you have to go back to your true form for a while in between)
shapeshift others (most of this school deals with how to
shift yourself, not others - because doing it to others is an advanced topic in
itself. this class covers that)
substance shifting (if you have the matching substance m
agic, your shifts may include it - geomancy for a hard rocky form, aeromancy for
a gaseous form that can expand or contract a great amount, hydromancy for an aq
euous form, and ferromancy for a nearly invlunerable metal form)
energy shifting (if you have the matching energy
magic, your shifts may include it - pyromancy for a form of heat, cryomancy for
a form of frost, and fulmimancy for a form of lightning. all of these act as in
corporeal energy phenomena, not as clouds of hot/cold/electrified substance - th
e flames, mist clouds and streaks of lighting they leave behind are all just the
ir footprints basically)
bulk shapeshifting (want to shift into an elephant? pull
matter out of nothing to make yourself several times bigger and heavier - or ev
en reduce it to become smaller)
*shifting hexes
basic necromancy (technically illegal because of many of its poissibilit
ies, but somehow still on the curriculum - usually with the excuse that you can'
t fight rogue necromancers if you don't know how they work. though it's often po
inted out that most rogue necromancers are graduates of this course, but that so
mehow never works well enough to get necromancy banned as a subject)
reanimation (animate corpses - they stay dumb)
animation (call on spirits such as ghosts of the dead)
necrocommand (enslave spirits)
*lichform (a lich is only destroyed by destructi
on of the phylactery, with healing magic the life of the body can be preserved -
otherwise it dies shortly after you become a lich)
vitalism (life stealing)
vim (mana stealing, stamina stealing)
*lichform
necroportation (connect to the land of the dead)
*lichform
*sapping hexes
basic chronomancy (chronomancy is the school that everyone thinks is gre
at at first but has the most dropouts because of disillusionment. it is also tec
hnically illegal but in more or less the same place as necromancy)
transchronometry (observe the past or the future in your locatio
n, takes concentration and isn't that distant)
*divination (observe distant places)
chornology (see progression of events)
*timestop (effectively stop time for everyone bu
t yourself, you are the only one who will be active until the effect expires - e
xcepting other master chronomancers)
temporal adjustment (make time move a bit slower or faster in co
mparison to yourself)
temporal flow (manipulate the flow of time in external o
bjects or places, thereby changing what happens)
*timestop
*temporal hexes
chronomancy and necromancy are technically illegal to practice, though still tau
ght for suspicious reasons
any class can be taken with a double focus, if taken twice it implies an advance
d mastery of the subject (getting into particulars and minutiae, not actually ge
tting more raw power with it in most cases), this requires it to be part of your
major, however
keep in mind, many of the classes here beyond the l1 and most l2 ones are unique
to the university you're attending. that means it's your job just the same as a
ny other student's to keep them secret and prevent the other schools from learni
ng them! this also means many other schools of magic are likely taught out there
, or perhaps surprising applications that are not covered here. take that as you
will, and keep an eye out.

social connections: each costs 1 social point


social points section - clubs, cliques and best friends
best friends are close companions that you can always count on and will
probably still hang out with after you graduate
cliques and clubs give non-magical things to work on, such as intrigue,
athleticism, etc.

Best friends: get a good friend, or maybe even more than one. remember that frie
ndship has to go both ways if you want to keep it.
snek (naga beastman, warmagic major / alteration minor)
goblin (sporty muscled tomboy goblin, druidry major / no minor)
cliques and clubs: devote a good portion of your free time every week to one of
these
sports club (become more athletic and physically capable)
snoopers (become more physically sneaky)
occult nerds (for becoming better at dealing with arcane mysteries)
elites (for social intrigue)
senior legacies
stanley the giant golem (why not break the record for biggest golem ever
made? about 20% of the seniors are cooperating on this project)
personal senior project (instead of cooperating with the other seniors,
you make something yourself. if it's impressive you'll get extra prestige, if it
's something dumb you'll be mocked and recieve lower final grades)

jobs:
battle mage (sometimes elite soldiers in a standing army, but much more
commonly mercenaries. this is one of those more nebulous areas where many differ
ent approaches can suffice. you won't get anywhere without some sort of offensiv
e ability, and you'll probably want a good defense as well.)
alchemist (all you need for this is alchemy. the pay is low if you cant
make a good variety of transmutations and potions, but it can be quite good if y
ou have a good variety of effects, or if you're particularly good at a popular o
ne)
golemancer (you only need golemancy for an entry position here, but the
more elaborate golems you can craft the more money and prestige you'll get out o
f it)
black mage (not really an official title, it's the name given to the mag
es on the wrong side of the law. necromancers and chronomancers tend to end up h
ere, as this way at least the people they professionally associate with won't as
k them awkward questions. many other mages are also in this "field of work". the
pay can be very high if you're competent, but you have to ensure everything you
rself, including your own safety)
white mage (a common name for the highly respected magical public servic
e and justice departments, this is mainly made up of people in healing, law enfo
rcement, and disaster relief positions. the pay isn't as spectacular as it could
be, but it's not terrible either and you're doing the right thing, right?)
avenger (a profession where a surprisingly high number of angels partici
pate, avengers are glorified vigilantes that somehow get away with most of the v
iolent things they do in the name of the good, according to their definiton of g
ood)
professor (well, you DID complete a higher magical education, if you're
really good at a specific school of magic you should be able to get a teaching p
osition. the pay is alright)
politics (you'd think mentalism and similar are not allowed in politics,
but you'd be wrong. keep in mind that almost all positions are taken up by othe
r mages like yourself, so you won't get a free ride to the top or anything)
slacker (not really a job at all, slacking is still something that's eas
ily done by many mages, as they can get by with the help of occaional uses of ma
gic. things like feeding yourself with alchemy or mooching off of someone with m
entalism all come to mind. the pay is, of course, nonexistant)
drifter (for some reason being a smelly hobo, or a carnie, or some other
variety of weirdo is actually a popular career choice amongst mages. it isn't e
ven ridiculed in fact, because many such drifters are very powerful and often en
d up saving the day when others fail.)
prostitute (you might think "really?" and you'd be right. still, it take
s all kinds, and mages selling their affections are surprisingly not nonexistant
.)

worlds (so it's not just what job you'll do, but also where you want to do it. a
ll of these worlds are available to you, even though some might be more welcomin
g than others. remember, getting from one world to another is relatively easy as
long as you can get to a working gate, or if you have your own magic to do it)
earth, where magic and other races have to be kept secret so you have to
be able to pass as a human to go here (two or three interesting locations)
a few other earthlike worlds with varying tech levels and political situ
ations (two or three interesting locations for each)
a magically advanced world where sidhe courts, demonic juntas, a
nd even a few draconic despots are the rulers of several vast slaver empires tha
t often go to war against each other
a world where tech is advanced beyond earth, but it is comprised
of police states in a cold war of intrigue against each other, where magic need
s to be kept even more secretive as it is actively hunted down
a world where tech is in the iron age but magic is widely accept
ed
a world where both tech and magic are advanced and there has bee
n a recent communist revolution against the more powerful races like sidhe and d
emons, almost everyone is given a fair shot at life unless they're members of th
e aforementioned races
a virigin world where both tech and magic are primitive and the
populations are scarce
a world where both tech an magic are advanced but the actual "wo
rld" is mostly destroyed and the people have started space colonization
a world where tech and magic used to be advanced but have both g
reatly declined after apocalyptic events
notes about the realms that some of the races have access to
wilds
heavens
hells
elemental planes

tradeoffs:
extra year - you get 10 more class points, but since you need to get a j
ob for the extra expenses this costs 1 social point

items: here, take one of these as a no hard feelings present. All of them are ac
tually made by graduates from the tech department of the same university you're
in right now.
AR glasses. They look like stylish spectacles from the outside, but on t
he inner side of the lenses they are actually a device which feeds information r
ight into your eyes. Minuscule psychic receptors pick up your input, and there's
discrete audio output too, so you can use it as if it were a personal computer.
Clothing manifestation jewelry. This can be a bracelet, necklace, or man
y other similar things. Just touch it and you'll find yourself clothed in whatev
er you want. I suggest you still wear real underwear underneath. This model is e
nhanced and actually allows for basic invisibility in addition to clothes.
Warp purse. These things used to be called bags of holding, but those ol
d models were far less advanced. Still, they do about the same thing, the differ
ence is that you can carry it as just another part of your clothing and no one w
ill know without inspecting it closely.
Sprite bauble. This is actually a "sentient holographic construct", what
ever that means. What a strange word. Anyway, they're used as high end secretari
es and companions. Just remember to treat it as a real person and it won't ever
give you any trouble. Expect for it to ask you to give it a name and gender the
moment you activate it the first time.

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