Magi
There are people in human society whose bloodline has an affinity for the primals and when they are exposed to auracite they transform into mutated humans with physical features related to one of the primals. While they are uncommon, they are not a separate culture and are integrated throughout the various human kingdoms.Primordial Blood
A magi is somehow connected to the primals and eidolons of Terra, the traits manifesting when they are exposed to very concentrated forms of auracite. When the magi first manifests it is a painful experience as their body transforms into something not quite human anymore. The specific appearance of a magi depends on which eidolon they have an afinity for. As an example, magi with an affinity to one of Ifrit's eidolons might have a fiery internal glow or hair that has transformed into literal flames. One with a bond to Antaeus could have rock-like skin, an inhumanly strong physique, or mossy body hair.Magi Traits
Although magi are diverse in form and ability, they share a handful of commonalities.Age: Magi age at the same rate humans do, but live about half again as long due to their magic-infused bodies.
Alignment: Magi have no tendency towards any alignment.
Size: Magi are always Medium sized.
Speed: You have a base walking speed of 30 feet.
Languages: You read, write, and speak Common and one other language of your choice.
Primal Magic: You have the ability to cast a spell as determined by your Primal Lineage. Your spellcasting ability for this spell is Charisma. You can cast this spell a number of times equal to half your proficiency bonus (rounded up); a long rest recharges your uses of the spell. If your class can cast spells, then you add this spell to your spells known for free. Otherwise this spell is always cast with a level 1 spell slot.
Primal Lineage: Owing to your connection to one of the primals, your ability scores and innate 1st level spell change. Pick one of the primals below; you gain the listed benefits.
- Alexander: Constitution +2, Wisdom +1, sanctuary
- Bahamut: Dexterity +2, Charisma +1, guiding bolt
- Ifrit: Dexterity +2, Intelligence +1, burning hands
- Odin: Strength +2, Wisdom +1, heroism
- Phantom: Constitution +1, Wisdom +2, inflict wounds
- Seraph: Wisdom +2, Charisma +1, cure wounds
- Sylph: Dexterity +2, Intelligence +1, fog cloud
- Titan: Strength +2, Constitution +1, thunderwave
- Undine: Dexterity +2, Wisdom +1, create or destroy water
- The Weird Sisters: Intelligence +1, Wisdom +2, detect magic
It is possible to create magi with access to more powerful or less powerful spells for their primal magic spell (or even alternative spells as appropriate). If a magi type only has access to cantrips, then pick two appropriate cantrips rather than just one. For magi who have a more powerful spell than a 1st level spell, they must have a character level that's the minimum for a sorcerer to learn a spell of that level in order to use their innate spell. Thus a Warring Triad magi would need to be level 17 before she could utilize her wish primal magic spell.
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