Sep 28, 2016
Happy Wednesday everyone! Time for another update.
We’re only a few orders away from a new chapter release, and I’m hoping to get there soon, both because I really want to release another chapter and because we’ll really need to pick up the pace in order to get to funded status by the end of the campaign in about a month’s time.
Since I’ve finished talking about the different dwarven ethnic groups in my world, as well as the single elven ethnic group which is appears in Magus(but is certainly not the only one in its world), I decided today I want to talk a bit about my world’s wizards, the magi(magus is the singular form).
I’ve actually talked a bit about my magic system for a post on John Robin’s Epic Fantasy Writer blog back in June
(click here if you wanna read it), so I’ll keep it brief in this update. At the most fundamental level a magus uses the energy of their own soul to manipulate the natural occurring magical energies of the world to alter the laws of nature. As such they must have at least a basic understanding of what those laws are to begin with. This leads to most magi being rather studious and tending to focus on a single field or related group of fields. They are also able to create greater effects or alter laws that they do not understand by drawing on more of their souls energy, a process referred to in Exile, Magus as wrenching free a pinning of the soul, and which risks the death of the magus doing it.
I’ll leave my explanation there so as not to take up more of your time. If you want to read a bit more about it, then go read the blog entry above(and check out some of the other great posts by other authors there as well). For any fellow D&D 5e players out there I’ll be posting a very early, very rough version of a Magus archetype for the Wizard class at the bottom. For everyone else, as always thank you for your time and support. Keep reading and enjoying!
Magus Archetype
Primary Focus: At 2nd level you choose 1 school of magic. Alternatively you can choose an alternate focus such as an Element type (fire, water, earth, air), spirit-based spells, healing, or similar grouping which the DM approves. The gold and time you must spend to copy a spell of that focus is halved.
Sense Magic: At 2nd level you gain the ability to cast Detect Magic 1/day without expending a spell slot. You do not need to have the spell memorized or in your spellbook to cast it in this way.
At 6th level you can cast it 3/day.
At 10th level you can cast it at will.
Wrench Pinning: As a bonus action you can spend HD to gain a spell slot of a level equal to the number of HD spent, up to your highest level spell slot. This spell slot must be used by the end of your next turn, and is lost if not used.
At 6th level you can also choose to suffer 1 or 2 points of Constitution damage in order to increase the slot gained by an amount equal to the damage dealt. A slot gained in this way can give you access to a spell slot higher than your highest level spell slot.
At 10th level, the slot gained is 1 higher than the amount of HD spent to gain it. This has a maximum of your highest level spell slot unless you also suffer Constitution damage as described above.
At 14th level, you can use the spell slot gained from this to cast a spell which is not in your spellbook, but is on your class spell list. If you use this ability to cast a spell of a level higher than your caster level would normally allow, then you must suffer 1 extra Constitution damage per level of the spell slot above what you can normally cast.
Analyze Magic: At 6th level your understanding of the laws of magic and reality have increased to a point that allows you to cast Identify as a ritual spell without use of a material component 1/day. You do not need to have the spell memorized or in your spellbook to cast it in this way.
At 10th level you can cast it in this way 3/day.
At 14th level you can cast it in this way at will.