Welcome to Magik Online!
Here you can find all the amazing Players of Magik Online, mighty sorcerers and hunters of dragons chosen by the Sponsors. Some are loners, other Guild members. All of them are amazing people without whom this website would not be half as interesting.
The first account is dedicated to Magik Online’s editor and first fan, Daniel, without whom grammar would have been a deadly, relentless enemy.
New Players
Colby
Level: 1 (Novice)
Affinity: Violet
Lock: Time Echo
Spellcoins: 5
Time Echo: you can manifest one future echo of yourself, up to 24 hours down the timestream. The echo will manifest as a carbon copy of yourself one day after the summoning, albeit colored violet, and with knowledge of a possible future; it will not be able to use a Lock, but otherwise possess all of your abilities. The echo will not change even if you alter the events of the future it comes from, and will vanish from existence either when you die or reach the point in time it came from.
Bio: a clock maker, you always had a peculiar relationship with time; you could almost subconsciously predict catastrophes before they arrived, even sensing the Conquest’s arrival before ships showed up in the skies. Now that the world is spiraling into war, you joined the resistance to help mankind survive the new ordeals; but each summon of your future self make you worry about the future even further…
Spell Compendium
– Dot 1
Selfsight (Violet/Blue)
Switch (Violet)
DjtHeutii
Level: 1 (Novice)
Affinity: Yellow
Lock: Totem Lord
Spellcoins: 0
Totem Lord: you can link your soul to a primitive animal totem, transforming your body into a half-human, half-animal hybrid, and gaining unique magical abilities linked to the animal in question; for example, channeling the Chameleon Totem will allow you to shape shift, while the Rat will allow you to splinter your body into a horde of rodents. You can only channel one totem at once.
Bio: an archaeologist, you investigated the existence of spirits for years and studied ancient ruins in North America, the day towers rose from the ground and the world ended. Convinced the key to the future laid in the secrets of the past, you eventually caught the eye of the sponsors and were offered a Magik Online membership. You have been able to prove that spirits existed, only to raise new questions…
Spell Compendium
– Dot 1
Grave Madness (Green/Yellow)
Lifepulse (Green/White)
The Void
Level: 1 (Novice)
Affinity: Violet
Lock: Voidspeaker
Spellcoins: 9
Pollen Blight: at will, you can open and close a door-sized rift in space leading to the void of space, outside of the current planet’s gravity range; due to the difference in pressure, everything in the vicinity is drawn inside the doorway. You can open a rift in any spot whom you can see with your own eyes, but it does not work through mediums like videos.
Bio: an astronaut before the Conquest, relatively little changed with Concordia. You still operate on spaceships, albeit ones more advanced. Spurned by the desire to explore space beyond what the empire allowed, you eventually accepted the offer of Magik, and now use your own spaceship to spy on distant star powers which one day threaten Earth.
Spell Compendium
– Dot 1
Pathfinder (Violet)
Switch (Violet)
Zool
Level: 1 (Novice)
Affinity: Green
Lock: Sheepinator
Spellcoins: 12
Sheepinator: by touching another living being through direct skin contact, you can redraw their genetic code to turn them into sheep; the more body mass, the more sheeps are created, and the victim obviously does not remember its previous life. The process takes five seconds before the genetic code is fully rewritten, and you cannot change targets back to their original shape.
Bio: you absolutely did not expect the power you received when you joined the Magik Online Player underground, but you have grown strangely fond of it. After all, who can pretend one-shotting dragons by turning them into innocent beasts? Also, you are never running out of food now.
Spell Compendium
– Dot 1
Peak (Green)
Purge (Green)
Zeruke
Level: 1 (Novice)
Affinity: Blue
Lock: Screenmaster
Spellcoins: 12
Screenmaster: at will, upon touching a connected screen, you can turn yourself into pure information and travel through any other screen linked to your current portal (through the internet or a network for example). You do not see nor understand the content of computers or devices you explore, and instead perceive the world as a strange blue place, with screens serving as doors.
Bio: a consumate reader of all things online, you jumped on the occasion to join Magik’s community. Now, you spend half your time on the other side of screens, spying on people through them. You are pretty happy, for in the mental world, you are at long last free to read in peace.
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
Yenin
Level: 1 (Novice)
Affinity: Yellow
Lock: Constellation
Spellcoins: 12
Constellation: you can summon imaginary, spectral entities based on the constellations and the myths they represent. These phantoms obey your orders and possess mythical powers of their own, but vanish if you are knocked unconscious. If a phantom is destroyed, you experience psychic pain and cannot summon them again until the stars are right.
Bio: an astromaper, your job is to map out the immense, unexplored areas of space on the behalf of the Concordian empire. Little do they know, you also use that same knowledge to set up smuggling route for star black marketers in order to supply the resistance, using summoned creatures as security.
Spell Compendium
– Dot 1
Doom Sense (Yellow)
Thomas Johnson
Level: 1 (Novice)
Affinity: Red
Lock: Zeus Motor
Spellcoins: 5
Zeus Motor: you are a living, perpetual-motion machine. Your body can generate electromagnetic energy with no upper limits, and you are never tired nor need to sleep. You can channel the energy you produce in its rawest forms, such as electric bolts or even devastating explosions.
Bio: you have trouble remembering your life before you accepted the Administrator’s offer; for now you have become a living thunderstorm, a juggernaut of destruction. When your power manifested, Concordia sent Gearsmen; you destroyed them. Now you lay waste to everything in your path across North America, leaving a trail of destroyed military bases behind you.
Spell Compendium
– Dot 1
Stockmight (Red)
Heatriser (Red)
Alchemic Grasp (Orange)
Tasoula
Level: 1 (Novice)
Affinity: Blue
Lock: Virtual
Spellcoins: 15
Virtual: you can alter your body to mimic the abilities and stats of your games’ virtual avatars. The character in question must be your personal avatar and close enough to be mistake for the true you, which includes the name and physical features. However, the laws of that character’s world apply to you; for example, you lose HP from damage and will be killed upon depleting them.
Bio: a professional video game player, you always wondered how it would feel like to be in the game; now you do. Ironically, you have spent little actual time on Magik, instead using hours to grind video game avatars to power your Lock. Gotta catch’em all.
Spell Compendium
None purchased yet.
Tab
Level: 1 (Novice)
Affinity: Orange
Lock: Paperkind
Spellcoins: 5
Paperkind: you can turn your body into hundred of paper tags, whom you can mentally control at will. The tags making up your body are supernaturally sharp and float with the wind; tags must remain within a 500 meters radius of one another, or else they exit your hive mind, inflicting physical damage on you. Destroying tags will also remove them from your body mass. You can gather the tags and regain your original form at will.
Bio: a professional artist, you use underground art to protest against imperial authorities, eventually being censored by the Yellow Ministry. You are still doing it, although from hiding and through the use of mysterious, flying papers carrying messages of hope and freedom.
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
Alchemic Grasp (Orange)
Diceweight (Orange)
Sindre Tjeland
Level: 1 (Novice)
Affinity: Blue
Lock: Dual World
Spellcoins: 9
Dual World: you splinter the timeline in two, experiencing both at the same time. This allows you to make different choices in both realities and see the consequences of either. After a one hour mark, you must choose which timeline becomes permanent, with the other one vanishing. If you are killed or knocked out in one timeline, it will collapse and the remaining one will be permanent.
Bio: a professional data analyst, you have gone on to become a guild’s tactician, using your abilities to engineer masterful operations and fulfilling quests with no casualty. Unique among all Players, your ability has allowed you to remember timeline shifts caused by Terminals, and you have noticed the changes they induced.
Spell Compendium
– Dot 1
Psychometry (Blue)
Premium Thoughts (Blue)
Robert Orr
Level: 1 (Novice)
Affinity: Orange
Lock: Block
Spellcoins: 9
Block: you can summon strange, brown blocks holding strange surprises when broken, albeit always beneficial. You may find money, supplies, information, or even rare artifacts inside. You have no control over what the block contains, although you may summon as many as you wish.
Bio: an engineer working for Grimsour Industries’ mining operations in Africa, you eventually couldn’t take Concordia’s abuse of locals anymore and joined the resistance. You have become part of a burgeoning, large-scale guild operation in South Africa, stockpiling weapons in preparation for the day of reckoning.
Spell Compendium
– Dot 1
Dirt Call (Orange)
Alchemic Grasp (Orange)
RepossessedSoul
Level: 1 (Novice)
Affinity: Yellow
Lock: Spiritsurf
Spellcoins: 12
Spiritsurf: you expel your soul from your body in a straight line, turning your spirit into a possessing entity. If your soul reaches a creature of flesh and blood, allowing you to either be along for the ride or outright try and take over; your soul can only move in straight lines from one host to the next, and if you miss, you are forced to keep going until you reaches a host or forcefully recall your soul to your original body. If your original body is killed, your soul will pass on, even if possessing a host.
Bio: you are the top spy in the Neo York underground; when Players need a discreet spy or saboteur, they call you first. You spend little time in your actual body now, which you find somewhat frustrating, but you also find great satisfaction into possessing jerks and humiliating them.
Spell Compendium
– Dot 1
Doom Sense (Yellow)
Quentin
Level: 1 (Novice)
Affinity: Blue
Lock: Sherlock
Spellcoins: 8
Sherlock: your attention to detail is such, that you can extrapolate enormous amount of information from a mere glance. If you see someone for more than five seconds, you can create a detailled psychological profile, allowing you to befriend or manipulate them with ease; you can easily extrapolate patterns from little information, making you impossible to surprise.
Bio: an amateur detective, you spent years of your life investigating unresolved mysteries and conspiracy theories. Now, you have seen the truth. You know who really killed Kennedy, what’s in Area 51, and the rough details of what Concordia is planning; the more you know though, the more you wonder if ignorance is a bliss.
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
Needless (Green)
Patrick C
Level: 1 (Novice)
Affinity: Green
Lock: Cultivate
Spellcoins: 3
Cultivate: the natural limits on your physical and mental abilities have been removed; in effect, through physical exercises and meditation, you may permanently gain supernatural prowesses with no upper limit, so long as you continue to train. In months, you may become a juggernaut; in years, a god.
Bio: a cultivation fan, you traveled to the Asian Protectorate while searching for enlightenment; you ended up finding it in Magik Online’s invitation, with your Lock allowing you to practice and gain powers for real. You have spent little time questing, instead focusing on refining your abilities in preparation for the battles to come.
Spell Compendium
– Dot 1
Purge (Green)
Intuimotion (Blue)
Stockmight (Red)
Parker Groseclose
Level: 1 (Novice)
Affinity: Blue
Lock: Mechromancer
Spellcoins: 7
Mechromancer: you have supernatural intuition and knowledge when it comes to creating power armors. You may be able to fashion something decent from a box of scraps in the desert, but you may create true power armors from the remains of Gearsmen, or functional giant mechs if given the resources. Your armors may be operated by others, but outsiders are unable to fully understand the logic of your creations and will thus fail to repair/recreate them.
Bio: a genius even before you gained your Lock, you once designed planes, cars, and other vehicles for multiple clients; you believe moving to power armors that can kill anything is simply the next logical step. You are currently working on a secret project, the biggest the world has ever seen, and you can’t help but laugh like a maniac when you do.
Spell Compendium
– Dot 1
Psychometry (Blue)
Reinforce (Orange)
Alianok
Level: 1 (Novice)
Affinity: Yellow
Lock: Zombie Knight
Spellcoins: 8
Zombie Knight: you do not die when you are killed. If you are killed, your body can instantly possess the nearest, functional corpse (including your own) and animate it as an undead being. You keep all your magical abilities, no matter your current vessel, and only attacks which target souls can keep you down. You can only switch host if your current vessel is destroyed, and you always possess the nearest corpse available, with no choice on your part.
Bio: in your third Quest for Magik Online, you were killed by a Gearsman’s shot, and ended up possessing your own corpse. You have been through fifty vessels since, from humans to warbeasts from outer space, and now you hope you will find yourself in the position to become the world’s first dracozombie.
Spell Compendium
– Dot 1
Doom Sense (Yellow)
Intuimotion (Blue)
Arkeus
Level: 1 (Novice)
Affinity: Blue
Lock: V&V
Spellcoins: 6
V&V: for a strange reason, dragons never perceive you as an hostile, but always as a ‘minion chief of staff.’ As such, any dragon, even enraged, will see you as their trusted sidekick, even telling you their secrets and being strangely protective of you; of course, you are also expected to do as they ask. This is a mind-affecting effect.
Bio: you always liked dragons, but it wasn’t until you gained access to Magik Online that they started loving you back. Before you knew it, one of them swept you aside and started taking you off-world, while insisting you are their trusty chief of staff. So far, you have avoided causing a disaster, but you know this only a matter of time.
Spell Compendium
– Dot 1
Heatriser (Red)
Peak (Green)
Bobo Bo
Level: 1 (Novice)
Affinity: Yellow
Lock: Story Travel
Spellcoins: 7
Story Travel: you, and anyone you touch, can travel to the story world of any book whom you own. If you do, you insert yourself as a character inside that world at the beginning of the story, keeping access to your Spells and granted the ability to influence the story’s events; you automatically exit the storyworld when it reaches its ‘endpoint.’ You cannot bring anything from the storyworld to the real world, although death in the story will only bring you back to the real world. One year inside the story is equal to one second in the real world.
Bio: a novelist, you thought you were slightly over your head when the Administrator offered you to join Magik. While most thought your Lock useless in the real world, you have taken to use it as a training ground or thinking room for Players eager to test their skills in a controlled environment.
Spell Compendium
– Dot 1
Ward (Yellow)
Psychometry (Blue)
C. Wilbs
Level: 1 (Novice)
Affinity: Green
Lock: Panda King
Spellcoins: 5
Panda King: at will, you can change back and forth into a panda-like humanoid, increasing your strength, agility, and resilience tenfold. While in that form, you are supernaturally talented at martial arts, allowing you to master techniques after seeing them once.
Bio: a veterinarian, you once said the only good thing Concordia did was repopulate the panda species. And even they screwed it up by experimenting on a few, in an attempt to make war beasts. Now, you have taken a violent approach to animal rights, attacking Concordia’s bio-engineering labs and freeing its captives before they are transformed into soulless killing machines.
Spell Compendium
– Dot 1
Intuimotion (Blue)
Needless (Green)
Peak (Green)
Clarence Odunsi
Level: 1 (Novice)
Affinity: Red
Lock: Light Unbending
Spellcoins: 5
Light Unbending: at will, you can become a being of pure light, similar to an angel of energy. In this shape, you can move at the speed of light, incinerate anything in your path, unleash powerful beams, and radiate light. While immune to physical attacks, you are especially vulnerable to electromagnetic or energy-based assaults.
Bio: you almost died during the Conquest, crushed under debris, only to be saved by an angel of light. Whether this was the real deal or another entity, you have always hopeful in the face of darkness. Now you have become living light, and you hope to meet your mysterious benefactor.
Spell Compendium
– Dot 1
Quasar (Red)
Colin Ford
Level: 1 (Novice)
Affinity: Violet
Lock: Goblin Mania
Spellcoins: 9
Goblin Mania: at will, you can summon goblin-like creatures to serve you, to a maximum of one hundred. These creatures look and act like stereotypical goblins, being weak, carnivorous and craven, but they are also strangely loyal and intelligent. If a goblin is killed, you can summon a replacement the next day.
Bio: you always dreamed of being a military leader, and Magik Online offered you the opportunity to. While at first slightly disappointed by your ‘army’ you have grown strangely fond of your goblin troop, leading them in guerilla/sabotage campaigns in Europe against Concordian outposts.
Spell Compendium
– Dot 1
Switch (Violet)
Return (Violet)
Corgi McStumperson
Level: 1 (Novice)
Affinity: Blue
Lock: Cryptokiller
Spellcoins: 9
Cryptokiller: you instantly dispel any lie within a five meters radius of yourself; everyone within that range can only say the objective truth. This includes false information that they may believe; for example, even if someone believes in the Tooth Fairy, they will be unable to say that it truly exists.
Bio: a police detective forced into early retirement by Smokefang, you were always motivated by the search for the truth, the absolute truth. Eventually, you discovered the Magik Online underground by your own methods and joined them. Now you use your Cryptokiller both to identify spies, and try to guess the plans of Concordia; after all, if you cannot utter a statement, then it is not true.
Spell Compendium
– Dot 1
Psychometry (Blue)
Premium Thoughts (Blue)
Daniel Nemtok
Level: 1 (Novice)
Affinity: White
Lock: Deny Spell
Spellcoins: 9
Deny Spell: you can activate an anti-magical aura centered around yourself, making you immune to the effect of any spell that isn’t a Lock while active. This, however, includes your own, so you may not increase your abilities while this power is active. Neither does it protects you for a spell’s indirect effects, such as a stone falling on you after being teleported.
Bio: other players call you the Witchfinder, because you have become damn good at taking down other sorcerers one on one, even those who should be way out of your league. Since you function best with team support, you have become part of of a larger guild run by a certain Washington, leading a task force in Arizona.
Spell Compendium
– Dot 1
Spell Syphon (White)
Accel (White)
David Madden
Level: 1 (Novice)
Affinity: Orange
Lock: Acid Rain
Spellcoins: 5
Acid Rain: you can at will summon acid downpours over a mile radius centered around yourself. These acidic rains appear within seconds, consume flesh and rust metals at a quick pace, and cause the air to turn acidic. You are immune to the effects of your Lock, but you cannot shield others.
Bio: You are a living weapon of mass destruction, and you have destroyed a Gearsmen production factory by yourself, simply by activating your Lock within its vicinity. You are roaming Europe while trying to figure out how to limit collateral damage, for example by guiding the rains with Seamancer, but so far you haven’t yet found a perfect solution.
Spell Compendium
– Dot 1
Seamancer (Orange)
Purge (Green)
DenverDrew
Level: 1 (Novice)
Affinity: Green
Lock: Cat King
Spellcoins: 9
Cat King: you can create permanent mental bonds with any cat within five meters of you, giving you the ability to talk and be understood by them through telepathy, see through their senses, and even control them to a degree. The ability has no hard range; once a bond is established, it is permanent.
Bio: unlike most Players, you rarely leave your loft in Neo York to do quests; instead, you send your cat minions to scout ahead. An eccentric, reclusive painter by trade, no one wonders why you keep so many felines in your place, just the way you like it.
Spell Compendium
– Dot 1
Purge (Green)
Needless (Green)
Dhalmeida
Level: 1 (Novice)
Affinity: White
Lock: Enhancer
Spellcoins: 4
Enhancer: when someone cast a spell in your vicinity, you can immediately apply the Accel spell modifier to them. If you are part of a guild, all your teammates immediately benefit from this effect for all their spells. This effect only lasts if you are conscious.
Bio: a famous patron for artists and upcoming talents, you have turned your skills and support towards helping the rebellion. You personally lead a guild in New Boston, empowering your allies while leading them from the rear. When knowledge of your Lock spread, many players asked to join your guild, and you are now crumbling under demands.
Spell Compendium
– Dot 1
Urbanstep (Violet)
Encode (White)
Premium Thoughts (Blue)
Dmitry Fedorov
Level: 1 (Novice)
Affinity: Blue
Lock: Vanisher
Spellcoins: ???
Vanisher: you can erase knowledge of yourself from the minds and devices of anyone in the world, becoming nothing more than a ghost. Papers and records adapt to make you vanish, and you become impossible to detect by anyone.
Bio: [Redacted].
Spell Compendium
???
Ethan Bell
Level: 1 (Novice)
Affinity: Blue
Lock: Night Terrors
Spellcoins: 7
Night Terrors: you are invisible to the senses of others while in areas of darkness; this is a mind-affecting effects, so devices like cameras will not be affected. While Night Terrors is active, people within thirty meters of you are slowly overtaken by paranoia and fright, believing themselves to be stalked. Over time, the effects increase, leading the victim to die of fright.
Bio: you are an assassin, striking in the dead of the night and leaving no trace behind. Even the Administrator knows little of you, and recruited you mostly because you have so far only targetted the corrupt and the wicked. You like your life as a living urban legend, and have so far refused to interact with any guild.
Spell Compendium
– Dot 1
Intuimotion (Blue)
Doom Sense (Yellow)
Gabriel Sontag
Level: 1 (Novice)
Affinity: Red
Lock: Kaleidoscope
Spellcoins: 12
Kaleidoscope: you can create incredibly accurate, vivid light illusions by manipulating ambiant lights. The patterns you create are not only visual illusions, but full blown electromagnetic attacks targeting the brains of targets, inducing dementia, madness, or even brain shocks.
Bio: a star stage magician in Neo York, you eventually moved on from stage magic to actual one. While rather new in the business and just starting to find your marks, you have joined a guild and are ready for your first quest. Time to show Concordia what true talent can do.
Spell Compendium
– Dot 1
Quasar (Red)
Hamed Al-Ghamdi
Level: 1 (Novice)
Affinity: Violet
Lock: Starfinder
Spellcoins: 9
Starfinder: you possess the ability to teleport to other planets, a feat normally impossible for Violet sorcerer. If you are aware of another planet’s location, for example by watching a photo, you can choose to teleport there alongside anyone you touch. Ironically, you cannot teleport over short distances; the target location must be on another world.
Bio: an explorer, you are convinced that for mankind to survive, it needs to find new world away from Concordia where it can thrive; while you hope your home planet can be fred, you are also a pragmatist, and Concordia already launched a meteor in the past. You also serve as a courier between Players and star powers sympathetic to your cause, transporting packages from Terra Firma to space and vice-versa.
Spell Compendium
– Dot 1
Pathfinder (Violet)
Switch (Violet)
Holland Webinger
Level: 1 (Novice)
Affinity: Green
Lock: Resilient
Spellcoins: 5
Resilient: you are incapable of dying. Seriously. As long as one cell remains, your body will reconsistute itself within minutes, no matter the injuries you suffered. However, as a side effect, if your body parts cannot join back together, they will eventually grow into copies of you; only one of them will be the true ‘you’ and keep your magical abilities. Also, you do not age, and your body always returns to the bodyshape you had when you first unlocked Magik Online.
Bio: you thought immortality would be awesome; you now wonder if you should have asked for something else. Still, you aren’t complaining, since you were saved from a lot of catastrophes, and now you can hang out with clones of yourself.
Spell Compendium
– Dot 1
Peak (Green)
Needless (Green)
Igor Mikulik
Level: 1 (Novice)
Affinity: Red
Lock: Nuclear Force
Spellcoins: 8
Nuclear Force: your body feeds on radioactive energy, and can produce radiations of your choosing in return. With access to a great enough stockpile of energy, you can act as a living apocalypse, detonating nuclear detonations around yourself or unleashing gamma rays from your fingertips.
Bio: a nuclear physicist, you were there when the governments of the world ran out of nukes to throw at imperial ships. You promised never to forget the cruel acts that came next, and you have been studying weapons which may take down interstellar infrastructures since. You are on the verge of a breakthrough.
Spell Compendium
– Dot 1
Stockmight (Red)
Reinforce (Orange)
James P. Campbell
Level: 1 (Novice)
Affinity: Yellow
Lock: King in Yellow
Spellcoins: 6
King in Yellow: by donning yellow robes, you can turn your body into a conduit for the Sponsor known as Hastur, the King in Yellow. While Hastur possesses you, you keep control of your body, but you grow tentacles, can draw yellow, hypnotic signs, and access a whole lot of strange abilities you haven’t unconvered yet.
Bio: you know that in the darkest times, even dead gods may dream. A playwright, your life changed when you discovered the mythical King in Yellow play, accidentally summoning its otherworldly patron; instead of killing you, however, dread Hastur offered you a chance to join the Players of Magik as his chosen. You accepted.
Spell Compendium
– Dot 1
Ward (Yellow)
Red String (Yellow)
Doom Sense (Yellow)
John
Level: 1 (Novice)
Affinity: White
Lock: Spiral Nemesis
Spellcoins: 3
Spiral Nemesis: you can stockpile ambiant flux from the spells you are targeted by, including your own; when you wish it, you can draw into this reserve to empower your spells even beyond the Accel spell’s power.
Bio: a student in Neo York, you ended up discovering the existence of Magik Online when you caught sight of a group of Players escaping authorities at the space port, eventually trailing them to their current hideout. You immediately jumped at the chance to gain magical powers, and you have become a sort of emotional anchor for the local guilds.
Spell Compendium
– Dot 1
Heatriser (Red)
Diceweight (Orange)
Ward (Yellow)
Kevin
Level: 1 (Novice)
Affinity: Yellow
Lock: Wandering Hero
Spellcoins: 3
Wandering Hero: when you touch an item, you can draw from the memories of all previous wielders of that item, from their skills to their knowledge; you are in truth attuning your soul to their own, with previous wielders appearing as specters only you can see. The power you draw remain with you, even if you leave the item behind
Bio: an archeologist, you stumbled on ancient secrets indicating the old gods once walked the earth, and that dragons once lived among men. Spurned by curiosity, you followed the trail, until the objects of your search found you first and made you an offer. Now that you know the truth, you are aware a new Ragnarok will start soon, and you can’t wait to be part of it.
Spell Compendium
– Dot 1
Psychometry (Blue)
Needless (Green)
Ward (Yellow)
Lars Townsend
Level: 1 (Novice)
Affinity: Violet
Lock: City Limit
Spellcoins: 6
City Limit: you can mark a city as your territory, allowing you to block entry to outsiders. In effect, if you for exemple mark Neo York as your city, you are instantly aware of anyone trying to enter the city’s limits and can deny them entry; this will manifest as an invisible shield keeping them outside. This ability only affects living beings, and cannot remove individuals already within the city’s limits when you marked the area. You can only take over one city at a time.
Bio: you are the mayor of Neo York, or were until the dragons suspended this office. Your words and connections still carry a lot of weight, and you have been instrumental in structuring the local guilds into the stronghold of rebellion they are now. In time, you will retake the city as your own, when the troops are ready.
Spell Compendium
– Dot 1
Switch (Violet)
Urbanstep (Violet)
Pathfinder (Violet)
Logan
Level: 1 (Novice)
Affinity: Orange
Lock: Ironbone
Spellcoins: 7
Ironbone: you can turn your bones into any kind of metal, and expel them from your body in any way you wish; this will not hurt you, and the bone body mass will be instantly replaced. You could form example craft gold whips from your spine, or bullets from your fingertips.
Bio: you are a warrior born, an underground crowd fighter who lives for the gold and glory. Inevitably, you grew weary of the simple affairs of underground fighting pits, and yearned for a greater challenge. Magik Online offered you the opportunity to test your skills on greater foes, and all of them you shall slay.
Spell Compendium
– Dot 1
Reinforce (Orange)
Peak (Green)
Mackoy
Level: 1 (Novice)
Affinity: Yellow
Lock: Ankou
Spellcoins: 10
Ankou: you can summon the Ankou, an incarnation of death appearing as a silent grim reaper. The Ankou asks for a name if summoned, and will then hunt and kill whoever you named. The Ankou is a simplistic, unnatural spirit though, and lack of details may cause it to attack the wrong target. If the Ankou is destroyed, it revives one month later, and will ask for a new name; the Ankou will never hunt the same person twice, so one who fends it off is forever safe from it.
Bio: living a normal life in France, you never expected to receive an invitation to some kind of magical website, yet you did. Now, you can command a spirit of death incarnate and trying to figure out how it works. After the Ankou failed to kill a dragon, albeit narrowingly, you realized it is not omnipotent, and you have grown more tactical at using it.
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
Manu
Level: 1 (Novice)
Affinity: Blue
Lock: Inspiration
Spellcoins: 5
Inspiration: your mere words empower people in their darkest times; when speaking words of encouragement, you actually increase the physical and mental abilities of those whom cheer, allowing them to pull off incredible feats, such single-handedly taking out entire rooms of enemies Matrix-style or defusing a bomb while they have no knowledge of it. You may also use inspiration on yourself to self-coach you.
Bio: you are a nice person, and people like you almost naturally. Inevitably, you chose to join Magik Online to support friends associated with it, and you have become the unofficial mascot of the Neo York underground, encouraging people to live up to their full potential.
Spell Compendium
– Dot 1
Blue World (Blue)
Reinforce (Orange)
Markus Pawlak
Level: 1 (Novice)
Affinity: Violet
Lock: Recall
Spellcoins: 5
Recall: you can mark an area as a specific anchor in space, allowing you to teleport back there at any moment. Recall will ignore all anti-teleportation measures which aren’t Locks, and thus cannot be blocked. You can only carry what is on your person when you activate Recall, and you can only mark one spot as your anchor at a time.
Bio: a saboteur and agent provocateur, you are a fan of hit and run tactics, going in gun blazing and then teleporting back home when things start to turn against you. This maniacal tactics have been surprisingly effective, and Concordia has issued a bounty on the mysterious ‘Teleport Killer’ after you demolished a statue of the Grandmaster, humiliating authorities.
Spell Compendium
– Dot 1
Switch (Violet)
Urbanstep (Violet)
Mohammedd
Level: 1 (Novice)
Affinity: Blue
Lock: Wishgranter
Spellcoins: 2
Wishgranter: you can grant the wishes of others, so long as they say ‘as wish’ first…. or so they think. In truth, you twist the victim’s mind so they think the wish has come true, including seeing illusions and hallucinations fitting their new vision. You can only grant one such wish per person, but the effect is permanent.
Bio: a trickster, you have always been a sort of stealth teacher to greedy people, eager to show them that there is no free meal, and that for them to improve their lives, they have to help themselves first. Gaining magical powers hasn’t changed that at all, and in fact only made you better at it. After all, now you teach lessons to dragons.
Spell Compendium
– Dot 1
Quasar (Red)
Premium Thoughts (Blue)
Dirt Call (Orange)
Moonspike
Level: 1 (Novice)
Affinity: Red
Lock: Dark Spike
Spellcoins: 8
Dark Spike: you can summon dark spike of a strange, sinister crimson energy within a thirty meters radius around you. The spikes can pierce through almost anything, even magical protections, and you can decide where they will show up.
Bio: a talented architect, you helped design most of the Arc City of New Boston on behalf of Concordia; which made you uniquely adapted to hide warehouses inside when you joined Magik Online. A master of traps, you disdain direct confrontation and instead favor ambush tactics against Gearsmen patrols.
Spell Compendium
– Dot 1
Urbanstep (Violet)
Quasar (Red)
mt2222
Level: 1 (Novice)
Affinity: Blue
Lock: Number Lord
Spellcoins: 12
Number Lord: you can manipulate the value of numbers in both subtle and spectacular ways, reshaping reality itself. You can dry out bank accounts by reducing their value to zero; you can weaken structures by altering the value of their weight; you can alter probabilities so your shots always hit, because they fit the right angle. Your imagination is the only limit, but you can only affect elements on which you can put a number on.
Bio: a mathematician, you have always been convinced of the existence of a numeral reality code underpinning reality itself, and whose mastery would give one total dominion over all reality. You aren’t quite that far towards cracking it, but your new sorcery has allowed you to peek into that mysterious equation… and the one who draw it first.
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
Nanooki12
Level: 1 (Novice)
Affinity: Orange
Lock: Quake
Spellcoins: 9
Quake: you can cause earthquakes, quakes, and tremors by touching the ground, affecting the tectonic plates below the earth. You are in full control of the quake’s intensity, from minor to country-destroying disaster.
Bio: unlike many, you have always been a resistance fighter; you were there at Cheyenne Mountain, and you have kept fighting Concordia since the day the United States fell. Sorcery has just allowed you to do so effectively, and find people who shared your stance on freedom. You now have joined a team led by former US soldiers in southern United States, leaving a trail of quakes behind you.
Spell Compendium
– Dot 1
Dirt Call (Orange)
Diceweight (Orange)
Nick
Level: 1 (Novice)
Affinity: Green
Lock: Weretiger
Spellcoins: 8
Weretiger: you can turn into a tiger-human hybrid at will, giving you immense strength, durability, and a bulletproof fur. Uniquely, in your new shape, you become immune to air friction of any kind, allowing you to reach supersonic speeds with ease.
Bio: a new member of the Chinese Protectorate Player Guild, you have joined the rebellion under the mysterious generals known as the Eight Immortals, who trusted you with commanding a task force in Beijing. Your tiger form has been identified by Concordia, and become a sort of symbol for population, who believe an ancient tiger spirit has come to challenge the dragons again.
Spell Compendium
– Dot 1
Peak (Green)
Intuimotion (Blue)
Oth
Level: 1 (Novice)
Affinity: Red
Lock: Bomberman
Spellcoins: 5
Bomberman: you can turn anything you touch into a time bomb by charging them with Red Flux. You must make direct skin contact for the effect to activate, but you can mark as many ‘bombs’ as you wish and detonate them whenever you want. The explosion is silent and leaves no trace of the destroyed object, thus destroying any evidence.
Bio: a businessman working in Japan during the day, and a lethal saboteur at night, you have caused Concordia millions in property damage since you gained your ability, and you have yet to stop. In spite of your destructive ability, you never target innocent, minimize collateral damage, and just want a quiet, peaceful life… one without dragons to ruin it.
Spell Compendium
– Dot 1
Stockmight (Red)
Heatriser (Red)
Encode (White)
Level 3
Dex
Level: 3 (Magister)
Affinity: Green
Lock: Primal Evolution
Spellcoins: 17
Primal Evolution: you can infuse living beings with primordial, natural energy, temporarily transforming them into a mythological, feral version of their species. Dogs become Cerberi the size of cars, roses overflow to flood streets, and humans become giants of myths… This “primal evolution” is temporary and lasts until the affected creatures deplete their allocated stock of natural energy; as a side-effect, the transformation heals them of their wounds, including missing limbs, although it will not cure death. The affected creature turns feral while under the effect of Primal Evolution, but keeps enough intelligence to recognize friends and foes. You do not control affected creatures.
Upgrade: Evolution Tree: your connection to natural energy has increased, allowing you to ‘tune’ the evolution of your target. When you activate primal evolution, you can visualize evolutionary paths the creature could have taken (for example, a dog’s mythical counterpart could be either a Cerberus or a fiery Hellhound), and you can choose which one the target transforms into.
Upgrade: Chimeric Force: your connection to your beasts has grown so strong, you have become one with them. At will, you can change into a chimera possessing traits from all the creatures you created, so long as they are within 100 meters of yourself.
Bio: a veterinarian, you realized early on that your key strength wasn’t beating the enemies of mankind with your bare fists, but providing basic help to those in needs. Now, you have escalated from simply helping closet rebels gather at your clinic, to sorcery-backed rebellion. Since you realized that your Lock could be used both to fight and heal even the most grievous wounds, you have slowly become the go-to person to help injured Players recover from brutal Quests. While you aren’t sure about fighting dragons and Gearsmen heads-on yourself, you happily empower others and welcome others into your clinic, using it as an infirmary, sanctuary, and a place to relax after a difficult Quest. You are starting to spend most of your time managing transformed people until they return to their original state, but so far, you’re happy to help save lives.
Edit: Joining the Neo York Guild (and finding the Moderator has a codename nearly identical to yours), the support of a well-funded organization helped you extend your operations. Now that Neo York has become the stronghold of Players in North America, you feel ready to take the field yourself and help conquer that damn Lair.
Edit 2: you did it. You conquered a Lair, and met your sponsor, the ancient american spirit known as Quetzalcoatl. Now you have created an army of beasts, and you are told that you will need it soon, for hostile ships are approaching Earth fast…
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
Purge (Green)
Wallcrawl (Green)
Urbanstep (Violet)
– Dot 2
Heal (Green)
Secondskin (Green)
Fleshcraft (Green)
BlissForgotten
Level: 3 (Magister)
Affinity: Red
Lock: Apocalypse Song
Spellcoins: 24
Apocalypse Song: you trigger natural disasters through singing. When you start singing any tune, energy around you starts to behave erratically: electricity sources misfire, magnetic disturbances appear, things explode without warning. Over time, these effects evolve from nuisances to disasters, such as city-destroying electromagnetic storms, radioactive fallout, or increasingly violent earthquakes. You are immune to the disasters caused by the Lock and intuitively avoid them, but you cannot direct them. The longer you sing, the wider the affected area, and the more devastating the disasters. There is no upper limit, but the effect doesn’t carry over to recording; only your natural voice will trigger Apocalypse Song.
Upgrade: Tribulation Mark: your control over the Apocalypse Song has increased. You can now put invisible markers on people whom you touch, causing them to gain the same intuitive immunity to the disasters you cause as yourself.
Upgrade: Contagious Apocalypse: people whom you mark as immune to the Apocalypse Song act as unknown carriers. In effect, so long as they are marked, when you activate apocalypse song, they become the center of similar effects, even if they are on the other side of the planet.
Bio: while you currently work as a special effects technician in what was once Hollywood, you used to live in Atlanta and watched the city go down in flames at the whim of Smokefang. You nurtured a fearsome vendetta against dragons ever since, but never found a way to fight back… until now. The news of Smokefang’s death at the hands of humans convinced you to take arms, looking for forums where freedom-fighters could gather. You didn’t find one (as Concordia enforced a stricter censorship after Smokefang’s demise), but it got you noticed by the Sponsors. You are currently working on a “heroic persona,” costume and all, in preparation for going into the field. All those years working in the cinema industry will pay off.
Edit: “Royal Requiem.” That’s how you the public called you after your first public Quest, although your fans nickname you RR. Someone trademarked your superhero name before you could – although when Concordia arrested the copycat, you realized that would have been a terrible idea. You have taken to livestream your superhero exploits, and you hope your following will eventually become a resistance movement of its own.
Edit 2: it worked. Your exploits actually inspired people to take up arms, and now things have gotten slightly out of control. As Concordia’s grip grows stronger, so does the pushing back effect; you have become a symbol, and now people use your mask to protest in the streets. The revolution is coming.
Spell Compendium
– Dot 1
Quasar (Red)
Heatriser (Red)
Biosurge (Red)
Firekin (Red)
Peak (Green)
– Dot 2
Powersurge (Green)
Immolator (Red)
Warwick Robertson
Level: 3 (Magister)
Affinity: Yellow
Lock: Storykin
Spellcoins: 14
Storykin: you can temporarily rewrite the rules of reality within a ten meters radius, so it obeys those of a fictional work whom you invoke the name of. Summoning a comic book may result in you reviving dead people without much explanation, or you developing the same powers as the main character; a novel about fantasy creatures will allow you to summon them. The effects only exist within your radius and dispel if they leave it, leaving no trace behind (so someone revived by Storykin will fall dead if exiting the radius, and summoned creatures will disappear). Damage or similar effects carry over even after Storykin dispels, and you must dispel the effect before you can invoke the power of a second fictional work. You cannot invoke the same fiction twice.
Upgrade: Rumormonger: your affinity for story now extend even to rumors, conspiracy theories, and urban legends. If enough people in a rumor, even one that you made up yourself and hasn’t been committed to paper, you can activate the effects of Storykin to make it true. Slenderman, the Men in Black, and the Reptilians are just around the corner…
Upgrade: Belief is Power: the more people believe in a legend or a rumor, the stronger the Storykin you summoned grows and the more real they become. If enough people believe in it, the Storykin will divide, creating multiple versions of the same creature running around.
Bio: A supporter of the arts, stories fascinated you; many times you wished you could project yourself within worlds of novels, become a hero, or meet interesting characters. Your desire for adventure pleased the Sponsors, who offered you a chance to join Magik Online’s community. You currently belong to a Guild in Neo York, safeguarding and distributing books which the dragons would like censored and erased. You are researching for interesting stories which you may bring to life with Storykin, and which may help you uncover the secret identity of the Sponsors.
Edit: your investigation on the Sponsors has been both frustrating and enlightening; while you reached a dead end for now, you found out evidence the Sponsors have been active since the dawn of human history and only recently decided to take a stand against Concordia. Your investigation has been noticed, and the Administrator invited you to conquer a Lair for answers. You agreed.
Edit 2: you have conquered a Lair, and confirmed the true nature of both the Sponsors and the world around you. The rumors you created summoned storykins around the globe, fueling back belief in gods outside Concordian’s control. The control of Concordia over reality falters as more heroes of your making rise to oppose them, and you rejoice.
Spell Compendium
– Dot 1
Babel (Blue)
Accel (White)
Ward (Yellow)
Alchemical Grasp (Orange)
Psychometry (Blue)
– Dot 2
Dreamweaver (Yellow)
Contract (Yellow)
Johnathan
Level: 3 (Magister)
Affinity: Orange
Lock: Raging Storm Ascension
Spellcoins: 18
Raging Storm Ascension: you can become a living storm and control the weather within a city-wide area. When you activate this ability, your body becomes a condensed core of compressed matter roughly the size of soccer ball, and you perceive the world through a “weather sense” covering air currents, temperatures, or humidity; this allows you to control them to a very precise degree. You can create a wide array of effects, from creating a body of clouds and icy debris, to blanketing a large area in lightning clouds, to causing massive destruction through hurricanes generation. The destruction of the core will kill you however.
Upgrade: Storm Strider: you have become the avatar of storms, and even Sorcery recognizes your power. You are completely immune to all weather-based hostile effects, including magical ones; allowing you for example to walk unharmed through magical acid downpours. This only works for effects which are primary weather-based (so you will be protected from a firestorm, but not a magical fireball).
Upgrade: Storm of the World: your control over weather has grown, and the limits over your radius have broken. Your reach extend the longer you keep Raging Storm Ascension active, from a city, to a country. In time, if you stay active for days, you may cover the whole world in storms.
Bio: A meteorologist before the Conquest, your job has been made obsolete by Concordia’s terraforming machines, which slowly transform Terra Firma’s climate to their liking, and more infamously, used as a weapon against “problematic” communities like the Chinese Protectorate. This perversion of the weather by technology, and the realization the oppression will never end, eventually convinced you that Concordia had to go. Now, you use both your knowledge and your spells to make a difference, unleashing the wrath of nature against Concordian installations, or using your powers to discreetly help those in needs by providing them with electricity or water.
Edit: you drew the attention of Players in the Chinese Protectorate, where rebel activity is the highest under the direction of the mysterious council of the Eight Immortals. They made you the backbone of their plan to destroy all the terraforming machines of the Chinese Eastern Coast, promising to meet you in person should you succeed, and you obliged.
Edit 2: through storms and chaos, you destroyed all the weather machines in the Chinese Protectorate, and the immortals revealed themselves as the ancient chinese heroes of legends. Now, as ships descend from the skies, you raise the power of the storms against invaders, be they dragons or fiends…
Spell Compendium
– Dot 1
Dirt Call (Orange)
– Dot 2
Rainmaker (Violet/Orange)
Lightningrod (Red)
Thunderling (Red/Green)
Multibreath (Orange)
Marc Claude Louis Durand
Level: 3 (Magister)
Affinity: Blue
Lock: Purgatory
Spellcoins: 15
Purgatory: you can trap someone hearing you say “Purgatory” in an never-ending mental loop where they relive a specific event; in effect, time has “stopped” for them. The “timeless moment” is always one of strong emotional significance meant to ensure the victim will not find the mental fortitude to escape the illusion, such as a moment of triumph, or more perversely, a traumatic event where they abandon all hope. To escape, the victim must become aware this is an illusion, then break the repeating scenario by making it go off-script enough. While their mind is trapped by Purgatory, the victim’s body becomes catatonic. Someone who escapes Purgatory is immune to all future attempts, and you can choose to dispel the effect anytime.
Upgrade: False Start: you are more in tune with Purgatory’s cruel nature. When you trap someone inside Purgatory, you can create a second layer of illusion, more lifelike than the first, when they escape the normal timeless moment… making them believe they escaped to the real world, before events repeat again.
Upgrade: Reality is an Illusion: when a victim escape the second layer of Purgatory, they are immediately targeted by a compulsion making them believe they are still trapped in the illusion, making them behave erratically until they can successfully convince themselves this is reality.
Bio: A data analyst, you were always obsessed by the power of the past over human beings, and yearned to undo past mistakes, such as the Conquest; yet you also believed in learning from mistakes to go forward, such as discovering what made the dragons win so mankind may rebel successfully in the future. That paradoxical belief led you to the Administrator, and to your own strange ability. Now, you exploit the fact that few people notice you among crowds to conduct hit-and-run tactics, trapping your victims through their “timeless moment” before finishing them off. To your delight, you realized that Purgatory works through mediums such as airwaves, and could in theory be used for mass paralysis; you are currently exploring how to exploit that loophole for maximum effect.
Edit: you have become the hitman and cleaner of the Player underworld, an urban legend eliminating key targets and covering the tracks of other Players before Concordia can find them. Now unable to level-up without a team to challenge a Lair, you offered to join the first that would have you on the Whisperer forums. You received twenty proposals before you had to turn down notifications.
Edit 2: you conquered a Lair, but never quite connected with others, and so while open to cooperation, you remained aloof and distant. As you refined Purgatory, you came upon evidence of a great plot by Concordia to harness the power of the Neurotowers. You have warned the sponsors, and abandoned your civilian life to fight Concordia full time before they could launch it.
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
Blue World (Blue)
Timesense (Violet)
Ward (Yellow)
– Dot 2
Mad Spark (Blue/Green)
Incognito (Blue)
Doppelganger (Blue)
Dax
Level: 3 (Magister)
Affinity: Violet
Lock: Pocketrick
Spellcoins: 35
Pocketrick: Any pocket of the clothes you currently wear turns into a miniature Gate whenever you put your hand inside. When you think of an item, Pocketrick allows you to drag it out of your pockets; this works by opening a portal to the object in question. You can draw out anything that can fit in a pocket, such as keys, money, or guns; unless the target is protected by spells, you can access anything, anywhere. You can draw a specific version of an item if you visualize it, otherwise Pocketrick will pick a random sample. The Gate only works one way for inorganic matter, so you cannot force items through on your end of the portal. Damage piercing the pocket (such as clothing damage) instantly negate Pocketrick, which may cut your hand or the object summoned.
Upgrade: Bag of Tricks: your control over Pocketrick’s dimensional power has increased, allowing you to infuse bags of up to one meter in diameter with its power. The ability only works when you alone put your hand inside, but you can now drag bigger items that could fit inside the bag, such as that miniature nuclear bomb your friends keep pestering you about…
Upgrade: Bag Launcher: you can now cause any gates created by Pocketrick to act as a weapon, propelling items out of the bag at supersonic speed without any involvement from your part.
Bio: A born entrepreneur, you always found imaginative ways to make pocket money since you were a child. Now that you can literally draw money from your pocket at will, alongside whatever you can think of, you have become a one-person black market for the rebels of Neo York. Your friends have started to treat you as a walking ATM machine/infirmary/armory/”whatever we need NOW,” which you find both hilarious and annoying at times (like the time they asked you for a mini-nuke while drunk). You are currently focusing on organizing the local Players into a loose network, creating safe houses, and relaying information. Your efforts have paid off, with the Administrator offering you the role of Moderator for the Neo York Guild.
Edit: before you knew it, that Player meet-up forum you created slowly turned into a highly effective underground network and rallying point for Players across North America. Now that your Neo York Guild proved itself time and time again, you decided to challenge Romulus’ Weather Palace Lair; you have the feeling it will be hard, but people have your back.
Edit 2: you conquered the lair of Romulus, and identified him as the god Mars. Now, Neo York is more than an underground stronghold for the resistance; it’s its main center in North America, and the guilds have become an army of their own. Now there is plans to retake the city by force, with you at the helm.
Spell Compendium
– Dot 1
Switch (Violet)
Urbanstep (Violet)
Encode (White)
Psychometry (Blue)
– Dot 2
Doorway (Violet)
Integrator (Orange)
Drekin
Level: 3 (Magister)
Affinity: Blue
Lock: Draconomicon
Spellcoins: 28
Draconomicon: You can mentally access a virtual bestiary, the Draconomicon, which contains an entry for every individual dragon and dragon-like being in the universe. Each entry details the dragon in question with random trivia, from behavior in the wild, to weaknesses. The information in the Draconomicon is erroneous, and sometimes outlandish (Lord Smokefang being recorded as damaged by sunlight, repelled by garlic, and unable to enter homes uninvited). However, any dragon within a 100 meters radius of you is instantly subjected to its entry’s rules, as reality is ‘corrected‘ to fit the Draconomicon’s version; this effect remains until the dragon escapes your range.
Upgrade: Throw it in: you gained a degree of editing privileges over the entries of the Draconomicon, allowing you to add some information. While you cannot edit anything already written within it, you can add a single sentence to each entry, such as “This dragon is afraid of his own fire.” The Draconomicon’s effect will make this modification true when it activates.
Upgrade: Permanency: the effects of Draconomicon are now permanent, even after the dragon escapes your range.
Bio: An adrenaline junkie, you’ve been dreaming about fighting supernatural creatures, Buffy the Vampire Slayer-style, ever since you learned about them. You have nothing special against Concordia, it’s just that, well, dragons are THE biggest challenge around. Your first encounter with one ended somewhat in a draw, as you thought the Draconomicon’s information genuine at the time (“who wrote this crap?!”). Now that you understand how your power works, you are on a road trip through the Amazonian Protectorate, intent on slaying a dragon on every town you run across. You will probably succeed.
Edit: you were a bit frustrated when you heard that Shroud fellow took the spot of the first Dragonslayer on Earth, but you took it as a challenge. And against all odds, you also managed to corner and solo a dragon commander near old Mexico, Rambo style. That battle devastated most of the countryside and will become a local legend, but for you, this is just the beginning of a career in Dragonslaying…
Edit 2: by now, you just flat out terrify dragons, especially after you gained the Permanency Upgrade. You killed three of them, and you are on your way to kill the fourth; Concordia no longer sends Gearsmen after you, they send hit squads in bio-armors. Spoiler warning: it doesn’t help.
Spell Compendium
– Dot 1
Intuimotion (Blue)
Quasar (Red)
Doom Sense (Yellow)
– Dot 2
Powersurge (Green)
Perfect (Blue/Green)
Killer Sense (Yellow/Violet)
Floodtalon
Level: 3 (Magister)
Affinity: Green
Lock: Soar
Spellcoins: 25
Soar: You can transform back and forth into any bird, including magical bird-like creatures such as griffin or a phoenix; your body mass does not change, and you cannot transform into fully fictional birds like a Pokemon. You keep your human mind while transformed, but must learn to use your new body’s abilities on your own. You may also transform your body into a flock of smaller birds of the same species, such as a murder of crows. In that case, your consciousness is equally shared by all birds no matter the distance, so you will survive as long as one bird does. The loss of flock members will result in injuries when you change back into a human, as their body mass is lost.
Upgrade: Troll Voice: you are more in tune with the Lock’s trickster spirit. When you shapechange, you can imitate any voice or sound through perfect vocal control; if you use the person’s own voice, they usually mistake it for their own thoughts. You feel the urge to gaslight or prank people whenever the opportunity presents itself.
Upgrade: Shoulder Bird: Troll Voice has grown stronger to the point of outright mental suggestion. When you use Troll Voice to mimic the sound of someone’s voice, the victim will carry out the thought you plant in their mind, although they are free to interprete it however they like.
Bio: a good-hearted prankster since your youth, you have always been about mocking proud, arrogant people; first through practical jokes, and now through cunning sorcery. You now work as part of an underground comedy club in the European Protectorate – a cover for your new Player Party. The Yellow Ministry has pegged your newest, hit one-man show as “cultural transgression,” although you have been subtle enough to avoid arrest. You are currently happy fulfilling odd quests with your group to grind spellcoins, in preparation for your most epic prank yet: humiliating the new dragon governor of Europe during her own inauguration.
Edit: You’ve done it. You threw that pie right in that smug dragon’s eye when she least expected it, and lived through the subsequent rampage. To make matters worse, the video of the prank went viral before Concordia could take it down, humiliating the dragon governor. Thankfully, she couldn’t recognize you but made your arrest his top priority, and you feel you have finally found the perfect victim. Time for round II…
Edit 2: you have pranked dragons and Players both, and you have gained a mixed reputation among the later. You are a troll, pure and simple, and there are rumors that you are not even a Player, but the god Loki in disguise. You humor them as you prepare your biggest prank yet, livestreaming the destruction of a Concordian Base for the world to see.
Spell Compendium
– Dot 1
Peak (Green)
Purge (Green)
– Dot 2
Stringfield (Blue/Yellow)
Quicken (Red)
Growth (Green)
Daniel Zogbi
Level: 3 (Magister)
Affinity: Blue
Lock: Editor
Spellcoins: 27
Editor: You can edit the history of people and items as one would a book. When you touch your target, you perceive their entire existence as a text, from which you can remove bits of. History is rewritten to make sense out of your deletions, with only you remembering the old “draft” history. You can only remove elements; you cannot directly add or rewrite elements, but you can make written suggestions which reality may often take into consideration.
Upgrade: Subconscious Command: your control over Editor now allows you to put hidden commands in people affected by it. While they will not do anything they would not do out of their own free-will, you can have them act on a sudden impulse if “scripted conditions” are met.
Upgrade: Make the Cut: you can outright cut people from existence when you touch them, eliminating them from reality. If a person is erased, reality rearranges to fill the holes, but this may create bugs…
Bio: Growing up in old Carolina, you always dreamed to become a book editor; which, under Concordia, has become synonymous with censorship. Magik opened its doors to you after you refused to edit out a book’s political message, granting you a powerful Lock. While the limits of Editor frustrate you, you developed a unique relationship with the Administrator, and take pride in assisting Magik Online’s development.
Update: what started as a minor adventure you didn’t think much of has now become a bigger story than you thought; there isn’t a day without you hearing about new Player projects or rebellious activities around. You try to keep some distance, as you are unsure how to deal with it, but you kindly support the Administrator whenever he requests your help.
Update 2: well, things have gotten out of hands; you fended off an infiltration attempt that cause some moral damage among supporters, but the ranks of the rebellion are swarmed with newcomers. You aren’t sure how to deal with it, but you figure the end is just around the corner…
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
– Dot 2
Mad Spark (Green/Blue)
– Dot 3
Mirror Master (Violet/Orange/Blue)
Rhodri Thornber
Level: 3 (Magister)
Affinity: Blue
Lock: Dybbuk Eye
Spellcoins: 16
Dybbuk Eye: when you make direct eye contact with a sentient being, you can secretly imprint that person with a Dybbuk, a psychic fragment of yourself. The Dybbuk is a free-willed replica of your mind at its moment of creation, and records everything its hosts experience. The Dybbuk can alter its current host’s emotional state at will (such as inducing subtle attraction or suicidal despair); if the host locks eyes with another being, the Dybbuk can transfer to that new victim. When the Dybbuk dispels (which it can do anytime) or if you recall it with a thought, you gain all of its recorded memories. You can only produce one Dybbuk, so you must recall it if you wish to imprint a new victim. The Dybbuk can even imprint and spy on creatures usually immune to mind magic such as powerful undead, although it cannot affect their emotions.
Upgrade: Beholder Eye: the Dybbuk’s power over emotion increased. When someone crosses eyes with someone possessed by the Dybbuk, the Dybbuk can cast an illusion on the person, making them see the Dybbuk’s host as someone else.
Upgrade: I am Legion: when your Dybbuk moves into a new host, it leaves a copy of itself in the previous vessel, which can still observe and influence it; the copy cannot move out of its host and will dispel when you recall the original one, allowing you to gain the knowledge of all Dybbuks you created at once.
Bio: A spaceship engineer in Paris, you were a closet saboteur long before the Sponsors noticed you. Due to how your ability works, you have chosen to avoid physical confrontations to instead focus on information gathering and sabotage, imprinting key targets and letting your Dybbuk foster strife among officials. So far you have been subtle enough that Concordian Counter-Intelligence has no idea you even exist. Under the pseudo of Incubus, you also regularly post “field reports” on the Magik Online forums, supplying more fighting-oriented Players with accurate information; your sub-forum is slowly becoming an information hub, where Players discuss Hack formulas, rumors, and tips. You are currently considering fulfilling the Quest “The Prank War, I,” just to see if you can get away with humiliating a dragon without discovery.
Update: due to a brief bug, you weren’t sure if you would level-up, but you did; unfortunately, Concordia tracked you down after the Prank War success, and you are now in hiding. This hasn’t stopped you from your information gathering missions, thanks to your Dybbuk, but it has made communication increasingly difficult. You wonder that if you keep a low profile, Concordia will eventually have bigger fishes to catch.
Update 2: after a brief, nearly disastrous fight with a Concordia sorcerer hunter in Neo York, you have successfully infiltrated members of the Concordian High Command… learning about the State Zero plan in the process. You informed your Guild, and now you are working furiously hard to delay it as much as possible.
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
– Dot 2
Cacophony (Green/Blue)
Emotion Bomb (Blue)
Incognito (Blue)
Secondskin (Green)
Level 2
Karolus
Level: 2 (Adept)
Affinity: White
Lock: Monster Miner
Spellcoins: 0
Monster Miner: You can turn raw Flux into tentacled, eldritch entities called the Anglers. When in an area with strong Flux concentration, you can gather it into a new Angler, in a process called “Mining.” The process exhausts the Flux in the area, and Anglers gain different characteristics depending on the color of the Flux that birthed them. You share a link with your Anglers: the more numerous they are, the stronger your spellcasting, but you also gain Angler characteristics (such as extra organs allowing you to see Flux to harvest). Anglers behavior seems nonsensical to humans, but they are driven to multiply and attack Concordian infrastructures on sight.
Upgrade: Ordered Mutation: your power over the Anglers’ connection has increased. When you start to mutate, you can choose which mutation will happen, from battle tentacles to additional eyes; you can also choose to suppress those mutations and keep them hidden from outsiders, only to unleash them in an instant.
Bio: you are an urban legend in the Amazonian Protectorate, a mysterious ghost attacking imperial energy infrastructures and turning them into monster nests. You have become such an elusive pest that even local Concordian forces aren’t sure if you are a human, or the avatar of an alien entity. Truth to be told, you don’t know yourself anymore. You know the more Anglers you create the stronger you become, but you can hear them whisper to you, urging you to mine bigger members of their kind… and the more they help you understand what the dragons are extracting their energy from, the more you want to oblige.
Edit: your constant attacks on Concordian infrastructures have bothered them enough that they now send bio-armored assault squads at the first sign of Anglers activity. While this has made your efforts a lot more dangerous (you narrowingly survived an energy shot to the chest during your last Quest), your continued ability to evade capture inspired locals, who now provide you with funds, info and shelter. Other Players have even tried to recruit you to tackle a Lair, although you aren’t sure if you are made for team efforts…
Spell Compendium
– Dot 1
Switch (Violet)
Urbanstep (Violet)
Spell Syphon (White)
Accel (White)
– Dot 2
Rainmaker (Violet/Orange)
Call (Violet)
Eldritch Blast (White)
Alex Pruitt
Level: 2 (Adept)
Affinity: Orange
Lock: Iron Heart
Spellcoins: 18
Iron Heart: you can absorb any metal through skin contact, including those present inside living beings; the metal is then ‘digested’ by your Lock and stocked within your body for future use. You can mentally reshape the absorbed metal inside your body, such as to create weapons or reinforce your bones, and then manifest it outside your body with a thought; you can control the “disgested” metal at will, so long as you can perceive it. Your reserve has no upper limit and never impairs your movements, but your density increases with the absorbed material. As a side-effect, you are immune to metal-based attacks and hazards, such as mercury or iron poisoning.
Update: Iron Will: your mind has expanded to include the metals you digested. Every ounce of metal you created carry an inprint of your personality, allowing you to perceive the world through them and telekinetically control them no matter the distance. If you are ever killed, you may be able to use gathered metal to rebuild yourself a body.
Bio: a new Player, you joined the revolution almost entirely by accident; you noticed your current employer, Grimsour Industries, had lost shipments in Neo York and tracked the papertrail to the Neo York Player Underground. You immediately jumped at the chance to gain magical powers, and you became the newest member of the local resistance. Using your position at Grimsour, you subtly sabotage the interstellar weapon manufacturer during the day, and raid its warehouses at night covered in a shining, knight-like armor. Your ‘Shining Knight’ identity is becoming a local mainstay of local Player activities, and multiple guilds offered you a chance for membership.
Edit: now that the Neo York underground has become an underground army, you have evolved from a saboteur to the vanguard of a rebellion, a role you feel a bit overwhelmed by. Still, now that you carry the hopes of thousands, you aren’t going to disappoint them.
Spell Compendium
– Dot 1
Reinforce (Orange)
Dirt Call (Orange)
– Dot 2
Weak Point (Orange/Blue)
Evan Cloud
Level: 2 (Adept)
Affinity: White
Lock: SynchroLock
Spellcoins: 27
SynchroLock: you possess a special, if raw, link to the source of all sorcery, allowing you to draw upon other people’s connections to it. You immediately gain access to a weakened version of the Lock of anyone within a ten meters radius of yourself, so long as the victims remain within range. You are intuitively aware of what this power does and from whom it comes from, and this diminishes the effectiveness of the donor’s original Lock. In general, the power works at 1/10 of the donor’s original effectiveness; there is no hard limit to the number of Locks you can wield at once.
Upgrade: Synchroteam: you can now draw upon the Locks of your guild mates, even if they are outside your usual range.
Bio: a talented researcher, you spent the last years after the Conquest delving in the study of sorcery, from its origins to its potential applications. While you are personally indifferent to Concordia, you could resist the lure of Magik Online, and the promise of becoming a Sorcerer. Your Lock gives you key insight into the true nature of magic, for good and ill, and you have taken to try to recreate Magik Online with the means available. So far you have yet to succeed, but you know what you are worth; in time, human intelligence can overcome anything.
Edit: joining a team has been the best thing to happen to you, turning you into a multitasker capable of anything. Now you are deployed in Neo York as a sort of swiss knife, combining multiple locks to solve complex problems.
Spell Compendium
– Dot 1
Accel (White)
Timesense (Violet)
Premium Thoughts (Blue)
– Dot 2
Spellcatcher (White/Blue)
Saul Kurzman
Level: 2 (Adept)
Affinity: Yellow
Lock: Landlord
Spellcoins: 20
Landlord: you can fuse your soul with an area up to ten miles in diameter from your current location, becoming the spirit of the land. Your body meshes with the ground and your consciousness expands over the area, giving you absolute perception over it, a limited influence over non-sentient lifeforms such as plants and animals, control over the landscape (such as causing boulder falls or twisting roads), and the ability to cast Yellow Spells within the confines. Unwelcome intruders feel a sense of paranoia in the area, and local animals attack them on sight. You are functionally immortal in Land form, so long as your soul itself isn’t targeted; you can reform your body at any spot within your dominion, but this cancels your Lock and you must apply it again.
Update: Hostile Takeover: your control over the land becomes contagious. One day after marking an area as your territory, your range increases by one mile per day. Your growth has no upper limit.
Bio: you were once a summer camp storyteller at the Zion National Park, seeing it as your duty to share stories with people so they would live forever. But that was before the Conquest, when most stories were labeled ‘unsuited for citizen minds’ and summer activities forbidden unless endorsed by the Yellow Ministry. You tried to resist from within, sharing forbidden tales with those who seemed open to free thinking, but you were snitched on. Magik Online saved you from arrest, and now you have ‘become’ Zion, turning it into a sanctuary for those who seek freedom or shelter. You have even started making friends with local, invisible spirits, whose stories you now share with the living.
Edit: you are Zion, but you are partly Utah, Nevada, and Arizona now; soon, you will reach Las Vegas and Salt City. Concordia has caught on that something is slowly taking the area, and has started fighting back, but hasn’t yet managed to dislodge you. The “Zone” has become a favored battleground for Players, whom you protect and guide as they fight the Concordian forces trapped within.
Spell Compendium
– Dot 1
Deathgem (Yellow)
Red String (Yellow)
Ward (Yellow)
Spiritsight (Yellow)
Doom Sense (Yellow)
Level 1
zed
Level: 1 (Novice)
Affinity: Orange
Lock: Morph
Spellcoins: 2
Morph: at will, you can cover your body with a skintight bodysuit of flashy colors, and equipped with potent weaponry, including an integrated laser and sword. An helmet protects your identity, and you can change back and forth in an instant. The suit protects you from heavy damage, including hostile environments (radiation, absolute zero, space), but it will vanish if it takes too much trauma. If dispelled, the suit is temporarily unavailable for a few hours.
Bio: during day, you are a movie star, traveling to multiple planets as part of Concordia’s cultural festivals; at night, you are the Color Warrior, a mysterious figure fighting Concordia. While starting solo, you have started recruiting members of your movie staff, some of them even becoming Magik Players and part of your guild.
Spell Compendium
– Dot 1
Reinforce (Orange)
– Dot 2
Intuidefense (Violet/Blue)
Tycho Green
Level: 1 (Novice)
Affinity: White
Lock: Metamagos
Spellcoins: 0
Metamagos: your spells are always under the effect of the Accel Spell enhancer, even if you do not own the original spell. If you purchase and use Accel, the effects stack, multiplying the spell’s power by four.
Bio: once a mere student enrolled abroad in China, you have now become the archetypal sorcerer, researching ways to use spells and upgrade them. Due to your Lock’s special power, you have become your Guild’s heavy hitter, fighting side by side with the Chinese resistance as a living artillery platform.
Spell Compendium
– Dot 1
Biosurge (Red)
Accel (White)
Seamancer (Orange)
Diceweight (Orange)
Chris M
Level: 1 (Novice)
Affinity: Yellow
Lock: Shadow Game
Spellcoins: 8
Shadow Game: when defying someone to a game of any kind, you can impose a supernatural penalty on the game; the loser will suffer a supernatural hazard of your choice, such as memory loss, pain, imprisonment, or death. You can only use Shadow Game for one on one games such as chess, and only one person can suffer from the penalty; the game must be fair and the rules agreed in advance (for example, unless their use is agreed by both contestants, spellcasting will be considered rule-breaking). Any cheating will cause the cheater to be declared the loser. Shadow Game is always aware of a cheating attempt and is ruthlessly impartial. You are not immune to Shadow Game’s penalty.
Bio: a professional gambler and player, you made your way through the world as the bane of casinos everywhere. However, you looked forward to a more exciting kind of game, and Magik Online offered you a new venture in exchange for your loyalty. Now, you play deadly games against Concordian officials, winning through your wits rather than brute strength.
Spell Compendium
– Dot 1
Intuimotion (Blue)
Premium Thoughts (Blue)
Doom Sense (Yellow)
Timesense (Violet)
Daniel Mackie
Level: 1 (Novice)
Affinity: Red
Lock: Wave Existence
Spellcoins: 4
Wave Existence: at will, you can turn yourself into an invisible wavelength similar to light. In this form, you perceive the world through electromagnetism, and can ‘ride’ other waves such as satellite signals, soundwaves, or light. For example, while on the phone with someone, you can travel through the medium to teleport to their destination. You immune to most attacks while in wave form, but spells influencing electromagnetism may kill you.
Bio: a sound engineer, you use your knowledge to secretly run Radio Earth in Neo York, an underground radio dedicated to relaying free, uncensored information. You were almost found and caught by the Yellow Ministry’s cultural police, only to be saved by Players. Now that you joined Magik, you decided to go the extra mile, spreading Radio Earth to the entire American Protectorate.
Spell Compendium
– Dot 1
Accel (White)
Doom Sense (Yellow)
Urbanstep (Violet)
Athra
Level: 1 (Novice)
Affinity: Violet
Lock: Tindalos
Spellcoins: 6
Tindalos: you can use angles as portals to slip inside a strange reality perpendicular to our own, and which exists inside angles. This reality seems to be made of alien, non-sensical geometry, and inhabited by alien beasts, but you can travel through it as if you were a local. By using this reality, you can slip back inside any place in our universe which has an angle. You cannot enter perfectly circular places. This travel bypass any magical protection. You can bring other people in the angled reality, but this angers the local creatures, who will try to kill your charge.
Bio: a mathematician living in Canada, you theorized our reality was but one of the layers of a greater construct. Magik Online allowed you to prove your theory, giving you an insight into the greater workings of the universe. Unlike most Players, you do not focus on Concordia, but on fulfilling stranger requests such as studying how Neurotowers affect the space-time continuum. You are starting to wonder if you are laying the groundwork for a big, big operation…
Spell Compendium
– Dot 1
Pathfinder (Violet)
Timesense (Violet)
Urbanstep (Violet)
Christian Pettersen
Level: 1 (Novice)
Affinity: Authority
Lock: Blue
Spellcoins: 5
Authority: your words are commands to those who hear them. When you decide to activate Authority, anyone hearing and understanding an order (or a sentence which can be interpreted as one, such “pass the butter”) will obey it, even if it goes against their inner values. The less specific the order, though, the more the victim is free to interprete the wording. Unlike most Blue Spells, Authority works through mediums such as videos or audio recording. You can only impose one command, after which the victim is immune to Authority; other Locks may also block it.
Bio: the descendant of the great Pettersen noble family, you always aspired to the higher ideals nobility should represent: justice, fairness, and the defense of the weak. So it was no surprise that the Administrator would approach you and grant you a chance to live up to them. Now you use the family castle as a secret haven for Players, while using your Lock to subtly subvert Concordian officials.
Spell Compendium
– Dot 1
Peak (Green)
– Dot 2
Cacophony (Green/Blue)
blight23
Level: 1 (Novice)
Affinity: Green
Lock: Pollen Blight
Spellcoins: 5
Pollen Blight: by breathing, you can produce a deadly pollen infecting the nervous system of living beings inhaling it. The pollen infects nerves like a fungus, eventually turning them into monsters; the victims lose all inhibitions and go feral, attacking everyone not infected or you in sight to spread the pollen to others. You are immune to your pollen, but you cannot provide immunity to others.
Bio: a botanist employed by the Green Ministry to create new genetically altered crops, you eventually grew weary of Concordia keeping their best resources for biological warfare. Now that you ironically gained a power allowing you to do just that, you try to improve your pollen so it only targets Gearsmen, thus avoiding catastrophic civilian casualties while crippling Concordia.
Spell Compendium
– Dot 1
Purge (Green)
Needless (Green)
Premium Thoughts (Blue)
Zack
Level: 1 (Novice)
Affinity: Red
Lock: Power Blade
Spellcoins: 5
Power Blade: you can channel Red Flux through any blade you touch, from knives to swords. The ability manifests as the blade gaining an extended edge of energy, whose power can cut through almost anything that isn’t heavily reinforced with magical protections (and even then, you just have to perservere). You can extend the size of the blade at will without affecting its weight or ease of use; the blade’s energy will never harm you. You can channel this ability through multiple blades at once, but the effect will only last as long as you maintain physical contact.
Bio: you always dreamed to be a dashing swordsman and dragonslayer, and now you are. Literally. You have begun collecting blades to test your ability with, from kitchen knives to katana, and realized that red laser katanas trump EVERYTHING. Instead of joining a guild, you have chosen the path of the lone warrior, wandering the wastes of South America while looking for opponents to test yourself against.
Spell Compendium
– Dot 1
Intuimotion (Blue)
Doom Sense (Yellow)
– Dot 2
Alchemic Sphere (Orange/Blue)
Tae
Level: 1 (Novice)
Affinity: Green
Lock: Dragon Disciple
Spellcoins: 2
Dragon Disciple: at will, you can take the form of a human-dragon hybdrid, granting you immense strength, healing, flight, and the ability to breath fire. As per how dragons work, your dragon form instantly adapts to its environments, for example gaining solar sail wings while in outer space, or fins while underwater. You have no control over the specific details of your transformation, and the change instantly heals you of all wounds.
Bio: unlike many people, you don’t have anything against dragons; it’s just their empire and social structure whom you hate. While other Players are leery of you due to your transformation, you see it as proof that humans and dragons can coexist in harmony, if only their relationships were equalized. For now, you are considering acting as a diplomat before the burgeoning Player Underground and Concordian officials sympathetic to the cause of a free Earth.
Spell Compendium
– Dot 1
Urbanstep (Violet)
Firekin (Red)
– Dot 2
Selfsight (Blue/Violet)
Jim of Trades
Level: 1 (Novice)
Affinity: Blue
Lock: Jack of all Trades
Spellcoins: 7
Jack of all Trades: you can steal the skills of others. When you look at a target showcasing a talent, such as catching them hacking a computer or perfectly gunning down the enemy, you can steal their experience with it; you need to witness the person making use of the skill before you can try stealing it, and the process is gradual (so you steal experience over time, and not all at once). You cannot steal supernatural abilities such as the ability to cast spells, but you can steal someone’s familiarity with them. The target forever loses use of that skill, unless you are killed.
Bio: you are simply good at everything you do, enough that some of your close friends resent you for it. Once, it was just hard work and skills; now it’s just plain magic. One of the members of the Neo York guild, you make use of your peculiar Lock to become a swiss-knife for the organization, stealing passwords, organizing shipments, and sometimes just cracking skulls. Other players have started calling you “The Fixer,” out of fondness, and a bit out of fear.
Spell Compendium
– Dot 1
Premium Thoughts (Blue)
Peak (Green)
– Dot 2
Life Pulse (White/Green)
Seadrake
Level: 1 (Novice)
Affinity: Green
Lock: Leviathan
Spellcoins: 5
Leviathan: at will, you can take the shape of an ancient sea monster of legends, a titanic sea serpent of the like of the mythical Leviathan. The transformation takes a few minute, and while your body is ill-adapted for life on land, your speed underwater rivals those of fighter aircrafts in the air. Your body instantly generates a sphere of pure, clean water around your body, whom you can manipulate with your will alone. This allows you, for example, to move on land by ‘swimming’ inside your sphere, or launch projectiles.
Bio: you were but a fisherman before the Conquest happened, living in harmony with the sea and respecting it. Under the dragons though, invasive alien species were introduced in the ocean, reshaping the ecosystem you were used to in Concordia’s favor. Now, in the shape of a titanic beast, you swim through all oceans to put back the fear of sea in the hearts of dragons; a moving terror striking imperial bases at random.
Spell Compendium
– Dot 1
Seamantle (Orange)
– Dot 2
Splash (Orange/Violet)
Seapurge (Green/Orange)
Enaz the Great
Level: 1 (Novice)
Affinity: Yellow
Lock: Samsara
Spellcoins: 3
Samsara: your immortal soul has become powerful enough to transcend the cycle of reincarnation. If you are killed, body is instantly consumed by your soul to create a new one, instantly reincarnating you on the spot with a detonation of astral energy. You have no control over which kind of species your new body will belong to, but it is always a sentient creature (such as a human, reaver, or dragon). This reincarnation only works once per day; if you are killed twice in a row before a 24h limit, you are forever dead.
Bio: your friends often likened you to a phoenix, due to your fiery determination to get back up after every tragedy. Now, when the Magik Online System saved you from what would be the first of many deaths, you truly have become a phoenix, fearlessly leading allies to victory in the struggle against Concordia. The very sight of your arrival now demoralize Concordian forces, who, after announcing your demise five times, have lost hope of seeing you killed for good.
Spell Compendium
– Dot 1
Doom Sense (Yellow)
Firekin (Red)
– Dot 2
Firebird (Red/Green)
Sam
Level: 1 (Novice)
Affinity: Yellow
Lock: Weapon Emperor
Spellcoins: 0
Weapon Emperor: You can imbue any weapon you touch with a sentient spirit. This includes everything from swords, to guns, to military vehicles such as tanks and fighter jets. The spirit is the synthesis of all the weapon’s previous wielders (so a knight’s sword will result in a valorous spirit, while a murderer’s ax will give rise to a vicious specter) and possesses all their accumulated skills. The spirit can manifest a physical, shadowy body linked to the weapon, allowing it to fight at your side. While the weapons are autonomous and free-willed, they recognize you as their creator and mostly follow your orders.
Bio: much like your favorite fictional character Shirou Emiya, you dreamed to become a hero of justice in a world deprived of it. After seeing Gearsmen brutality go unpunished one time too many, you crafted a makeshift superhero costume and fought back against the oppressors. While your first outing was a tough experience, it earned you the attention of the Administrator and a marvelous power. You have now created your own Knights of the Round Tables out of ancient swords, and lead them from Quest to Quest. You wonder if Excalibur exists, and what kind of spirit you could imbue it with. Surely it will make a fine dragonslayer.
Spell Compendium
– Dot 1
Needless (Green)
Reinforce (Orange)
Alchemic Grasp (Orange)
Return (Violet)
Encode (White)