Magus magician

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Threat level 4
Magus magician
Unknown creature.png
Basic statistics
Disposition Neutral
Armor Class A1
Pain Sensitivity 40%
Max Blood 30
Agility +1
Limb groups
HEAD Head - 15 HP
BODY Upper body - 60 HP
Lower body - 45 HP
LIMB 2 arms - 30 HP
2 legs - 30 HP
EXTREMITY 2 hands - 23 HP
2 feet - 23 HP
WEAK POINTS 2 eyes (Head)
Crotch (Lower body)
Secondary statistics
Skeleton type Has bones.png
Can use Weapons/LBE? Yes box.png
Can use Clothing and armor? Human clothing.png

The magus magician is a creature belonging to the Humanoids category. It is one of the sapient species of the Mazes, but it is not considered to be a civilized species.

Attacks and techniques

This creature has eight attacks: Punch, Kick, Force bolt, Fire beam, Frost beam, Energy shield, Healing beam, and Master Spark.

Punch and kick

Identical to the basic unarmed combat punch and kick. Maximum attacks per turn is determined by the Martial arts combat skill level.

Force bolt

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 14 +2 37%
  • On a successful hit, if the target has at least one equipped weapon, one random equipped weapon is blown off the target's body, and flung into a random Side of the room. That weapon also sustains damage, losing Condition equal to 1000 x the amount of Limb Damage this attack dealt to the target.

Fire beam

Damage type Range MAPT IS LDV Pain (All ACs)
Spec-Fire Ranged 3 14 +2 32%

Frost beam

Damage type Range MAPT IS LDV Pain (All ACs)
Spec-Ice Ranged 3 14 +1 26%

Energy shield

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 5 N N/A
  • Inflicts no Pain or Limb Damage.
  • Using this technique will burn 3.0 Blood.
  • 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 Cover. The order of priority is as follows: Cover > Energy shield > Physical shields > Target creature (AC/body armor).
    • 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.

Healing beam

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 5 N N/A
  • Inflicts no Pain or Limb Damage.
  • Using this technique will burn 1.0 Blood.
  • This technique can be aimed at self, or at any other creature in the room. It requires no accuracy check; the technique always succeeds.
  • Upon casting the spell, the targeted creature will instantly heal 30% Pain, 4 HP per limb on all limbs, and close 2 random open wounds.

Master Spark

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 18 Variable Variable
  • Special attack that can be charged before firing. To add one level of charge, the creature must spend a full turn charging the attack.
    • An uncharged Master Spark (0 turns of charging time) deals the same amount of damage as a Force Bolt.
    • For every level of charge added, the attack gains +1 LDV and +25% Pain.
    • The maximum charge level is 4, which results in an attack dealing LDV +6 and 117% Pain (all ACs).
    • At certain charge levels, the creature will gain a temporary accuracy bonus upon firing.
      • Charge levels 2 and 3: FT -1 bonus
      • Charge level 4: FT -2 bonus
    • Wide-angle beam: On a successful hit, all other creatures on the same Side as the intended target also take the same amount of damage. This excludes the caster, if the target is on the same Side as the caster.


Clothing and armor

This creature can wear human clothing and armor. Their default clothing is as follows:

  • Top: Hooded robe
  • Bottom: Boxer briefs
  • Footwear: Regular shoes

Load-bearing equipment

Equipment and inventory

Equipped weapons:


  • Dump belt, general capacity: 25x .454 Casull, Standard SF

Other information


  • Combat skills: Basic (DA revolver, SA revolver, Staff/Pole weapons), Unskilled (all other combat skills)
  • Non-combat skills: Unskilled (all non-combat skills)


This article or section contains lore-related information.
Though not strictly necessary for playing the game, you are encouraged to read this section if you wish to have a better understanding of the game's universe.

The term magician is the colloquial name of an offshot species to humanity, with the scientific designation of Homo sapiens ex magicus. They first appeared in the Mazes at around the same time halflings did, approximately 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" (young to adult), "magician" (mature), and "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. Individuals older than 200 are considered to be extremely rare.