
There are many warriors out there who rely on their fists and brute force to win fights. You, however, do not stand among them. Channeling great magical power and focusing your abilities on supporting your allies or those you’ve bent to your will, you dominate the battlefield through magical might and turn the tide of battle in your side’s favor through your abilities to manipulate and control rather than your abilities as a warrior.
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Lesser
- Awakening Origin: Mind
- Prerequisite(s): 2+ Skill Ranks in Use Magic
- Maximum No of Stacks: 7
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | – | – | – | +1 | +1 | – |
Master of Magic: A scholar of the arcane, your magical know-how is second to none.
(1)-[Passive]: You may use your Magic Modifier instead of your Force Modifier when calculating Surgency (see — Surges).
(2)-[Passive]: Each time you gain a stack of Warlock, gain access to a Wizarding Trait of your choice.
(3)-[Triggered/Start of Turn, 1/Encounter]: Use a Ki Surge. If you do, increase your Surgency by Z(bT) for the duration of this Surge.
Wizarding Traits
Baneful Black Magic: Your combat magic is unrivaled, and you inflict magical damage on your enemies with skill, relaxing in comfort as your opponents fall into the abyss.
(1)-[Passive]: Increase the Wound Rolls of your Magic Attacks by 2(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent in the Healthy Health Threshold with a Magic Attack, apply the Damage Attribute an additional time for that Attacking Maneuver.
(3)-[Triggered, 1/Encounter]: If you use a Magic Attack, you may apply a Destructive Sphere, Line, or Cone AoE to that Attacking Maneuver. If you do, you may spend 1(bT) Ki Points for each Ally caught in that AoE to not target them with that Attacking Maneuver.
Elemental Expert: You are especially adept in a specific magical combat technique, and you can manipulate that type of spell more effectively than others.
(1)-[Passive]: You may choose not to target Allies caught in the AoEs for your Attacking Maneuvers of the Profiles with ‘Elemental’ in the name.
(2)-[Passive]: Any Environmental Qualities applied by the effects of your use of Profiles with ‘Elemental’ in the name last for 3 Combat Rounds instead of until the start of your next turn.
(3)-[Triggered]: If you use an Attacking Maneuver of a Profile with ‘Elemental’ in the name, you may apply the Compressed Element Disadvantage to that Attacking Maneuver to apply a stack of Power Shot to that Attacking Maneuver.
(4)-[Triggered, 1/Round]: When using an Attacking Maneuver of a Profile with ‘Elemental’ in the name, you may apply a Cone, Line, or Sphere AoE to that Attacking Maneuver. If it already possessed an AoE, you may instead increase the Magnitude of that AoE by 1.
Magic Touch: With a touch of your hand, you can turn anyone – or anything – into whatever you desire.
(1)-[Passive]: Gain access to the Transfiguration Maneuver.
(2)-[Passive]: Reduce the Ki Point Cost of the Transfiguration Maneuver by 3(T).
(3)-[Passive]: While in the Healthy Health Threshold, increase your Strike Rolls by 1(T).
(4)-[Triggered, 1/Round]: If you lose the initial Clash for the effects of the Transfiguration Maneuver, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you must target the Character you lost the clash against.
Magical Manipulation: You possess the ability to manipulate your enemies, turning them into your subordinates.
(1)-[Passive]: Increase your Cognitive Save by 1(T).
(2)-[Passive]: Gain access to the Manipulation Sorcery and Mind Control Unique Abilities.
Manipulation Sorcery
Manipulation Sorcery
You turn an enemy against their own comrades, making them work for you.
–Ability Type: Magical
–Prerequisites: Magical Manipulation Wizardry Trait
–TP Cost: N/A
–KP Cost: 12(T)
–Maneuver Type: Standard
–Action Cost: 3 Actions
–Passive Bonus: N/A
–Effect: Target an Opponent who does not possess the Pure Good Z-Soul. Make a Clash (Cognitive vs Cognitive/Morale) against them. If you win, they gain the Majin Mark Awakening or Karmic Empowerment Awakening (you decide) as a Level 2 Temporary Awakening and become your Ally.
If you are Defeated or your Ki Points reach 0, the targets of Manipulation Sorcery become free from your control and lose the Awakening they gained from this effect.
You can only target a Character with this Unique Ability once. Even if you are in a different Combat Encounter, if you have targeted a Character with this Unique Ability previously, you cannot use it against them again.
Marvelous Magic: You possess potent knowledge of powerful magic beyond compare, and can invoke it with great ease.
(1)-[Passive]: Reduce the Technique Point Cost for all Magical Unique Abilities by 2. This effect applies retroactively, meaning you gain Technique Points equal to the reduction if it was not applied previously (you do not gain Technique Points from Unique Abilities gained for free due to effects).
(2)-[Passive]: Reduce the Technique Point Cost of all Advancements for Magical Unique Abilities by 1. This effect applies retroactively, meaning you gain Technique Points equal to the reduction if it was not applied previously (you do not gain Technique Points from Advancements gained for free due to effects).
(3)-[Passive]: Upon gaining this Wizarding Trait, select a Magical Unique Ability with a TP Cost of 25 or less that you meet the Prerequisites of. Gain access to that Unique Ability. If the Unique Ability’s TP Cost was below 25, you may use any remaining Technique Points to obtain Advancements (that you meet the Prerequisites of) for that Unique Ability.
(4)-[1/Round]: You may use a Magical Unique Ability that is a Standard Maneuver with an Action Cost of 1 Action as an Instant Maneuver.
Mighty Magic: Your basic spells are incredibly strong, allowing you to eradicate your enemies with ruthless efficiency.
(1)-[Passive]: Increase the Strike Rolls for your Magic Attacks of the Simple and Combination Profiles by 1(T).
(2)-[Triggered, 1/Round]: When making an Attacking Maneuver of the Simple, Combination, or Mega Flare Profile as a Magic Attack, you may apply a Line or Cone AoE to that Attacking Maneuver.
(3)-[Triggered, 1/Encounter]: If you use a Magic Attack with an AoE that is not of a Profile with ‘Elemental’ in the name, you may apply the Cataclysmic Super Profile to that Attacking Maneuver.
(4)-[Triggered, 1/Encounter]: If you use an Attacking Maneuver of the Mega Flare Profile (Magic) with a Ki Wager of at least 1/2 of your Max Capacity, you may apply the Complete Annihilation Super Profile to that Attacking Maneuver.
Wondrous White Magic: You are gifted with an incredible healing touch, allowing you to bring your allies back from the brink of death.
(1)-[Prerequisite]: You have access to the Healing Hands Unique Ability.
(2)-[Passive]: Instead of your Magic Modifier, you may apply your Surgency through the effects of the Healing Hands Unique Ability.
(3)-[Passive]: Instead of targeting a Character within your Melee Range, you may target any Character who is not at Long Range through the effects of the Healing Hands Unique Ability.
(4)-[Passive]: Increase your Surgency by 2(T).
(5)-[Triggered, 1/Round]: If an Ally regains Life Points through the effects of your use of the Healing Hands Unique Ability, they may use the Power Up Maneuver or Transformation Maneuver (they decide) as an Out-of-Sequence Maneuver.
(6)-[Triggered, 1/Encounter]: If an Ally (who is not at Long Range) takes Damage from an Opponent’s Attacking Maneuver, you may use the Healing Hands Unique Ability as an Out-of-Sequence Maneuver. If you do, you must target that Ally with its effects.