Changes

Magus magician

377 bytes added, 20:26, 18 June 2023
* Upon casting the shield, the creature becomes engulfed in a protective shield, which will block all incoming damage. It will break after sustaining a certain amount of limb damage. If an energy shield is already active, the technique can be used again to refill the existing shield's HP back to full.
** The energy shield counts as '''Armored''', with '''50 HP''' and '''LDV-0'''.
** The energy shield engulfs the user, which means it takes priority over personal body armor and/or shields, but will not engulf counts as a '''special shield''' (behind [[Covercover]]. The order but in front of priority is as follows: [[Covershields]] > ''Energy shield'' > Physical shields > Target creature (AC/body armor)in the [[Shields#Defensive order of priority|defensive order of priority]].
** The energy shield is fully impenetrable until broken - there is no pass-through of damage until the shield is broken, which makes it possible to survive powerful hits without taking damage (other than the casting costs), even if they would destroy the shield in one hit.
! Damage type !! Range !! <span style="color:#274e13">MAPT</span> !! <span style="color:#0c53a6">IS</span> !! <span style="color:#980000">LDV</span> !! Pain (All ACs)
|-
| '''Special''' || Ranged || '''<span style="color:#274e13">1</span>''' || '''<span style="color:#0c53a6">5</span>''' || '''<span style="color:#980000">+0N</span>''' || 27%N/A
|}
=== [[Load-bearing equipment]] ===
* [[List of backpacks|Backpack]]: Jaeger Hunter rucksack* [[List of utility beltsleg rigs|Utility beltLeg rigs]]: Dump beltMushroom Collector rig
=== Equipment and inventory ===
Equipped weapons:
* Primary 1: [[Iron-shod staff]]- IS 22* Holster 1: [[Ruger Super Redhawk Alaskan]] (6 /6, 6x [[.454 Casull]], Standard SF)- IS 3** Combined effects: 0.72x damage against unarmored ACs, 0.3x damage against armored ACs, hits causing injuries open 2 [[wounds]] (LW on inaccurate, DW on solid), FT +1
Inventory:
* Dump belt, general capacity: 25x [[.454 Casull]], Standard SF
* Mushroom Collector rig, mushroom container: 10x of one random [[mushroom]] species ('''&marisa''')
* Combat skills: '''Basic''' (DA revolver, SA revolver, Staff/Pole weapons), '''Unskilled''' (all other combat skills)
* Non-combat skills: '''Unskilled''' (all non-combat skills)
 
Creature traits:
* '''[[Character traits|Mycologist]]''': This creature can [[identification|identify]] [[mushrooms]] on sight, making them instantly able to recognize the type and effects of any mushroom they see.
{{Lore}}
The term ''magician'' is the colloquial name of an offshot species to [[human|humanity]], with the scientific designation of ''Homo sapiens ex magicus''. They first appeared in the Mazes at around the same time halflings did, roughly approximately [[History of the Mazes|400 413 years ago]]. They are sapient, nearly indistinguishable from humans (to an extent, see below), and are genetically compatible with humans, halflings, and by extension, youkai as well. However, they are not considered a civilized race, as extremely few magicians seem to tolerate the busy, social life of towns and cities. Most magicians are solitary beings seeking to practice and hone their skills in relative peace, and are largely found in the UA, living semi-nomadic lives.
At first glance, magicians appear to be completely human, right down to having the same range of heights and weights, can wear human clothing and armor, and frequently carry weapons and other types of gear. There are, however, several indicators that distinguish magicians from humans, some of which are less obvious than others. Outside of the ability to naturally cast spells, or the stereotypical attire of a hooded robe and iron-shod staff, magicians possess a few distinctive physical traits, such as burned fingertips (presumably from repeatedly casting elemental spells), or prominent and bulging veins on the arms and hands. Magicians also seem more likely to have rare eye colors, such as red, purple, black, or golden. Some have reported that certain individuals seem to exhibit a visible "aura", particularly when casting spells, though it was never confirmed to be real, and may have been the result of lighting or optical illusions.
Least obvious is the life expectancy of a magician, which appears to have no known upper limit. Magicians have three life 'stages' instead, referred to as "[[Apprentice magician|apprentice]]" (young to adult), "[[Magician|magician]]" (mature), and "[[Magus magician|magus]]" (elder).
Magus magicians are in their final life stage, being the oldest, wisest, and most skilled in the use of their magical abilities. Their toughness and resilience to damage is further increased, to the point that their bodies now count as armored. Magus magicians are no younger than 80 years old, and have no known maximum life expectancy. It is not known if magus magicians are truly immortal or if they simply have a very long but finite lifespan, as none has ever been known to die of old age. Because most magicians die under violent circumstances, individuals Individuals older than 200 years old are considered to be extremely rare.
[[Category:Creatures]]
[[Category:Sapient creatures]]
Bureaucrat, administrator
15,672
edits