Player Database

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

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)

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)

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)

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)

Level 2

Dex

Level: 2 (Adept)
Affinity: Green
Lock: Primal Evolution
Spellcoins: 2

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.

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.

Spell Compendium
– Dot 1
Premium Thoughts (Blue)
Purge (Green)
Wallcrawl (Green)
Urbanstep (Violet)
– Dot 2
Heal (Green)
Secondskin (Green)
Fleshcraft (Green)

BlissForgotten

Level: 2 (Adept)
Affinity: Red
Lock: Apocalypse Song
Spellcoins: 2

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.

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.

Spell Compendium
– Dot 1
Quasar (Red)
Heatriser (Red)
Biosurge (Red)
Firekin (Red)
Peak (Green)
– Dot 2
Powersurge (Green)
Immolator (Red)

Warwick Robertson

Level: 2 (Adept)
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…

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.

Spell Compendium
– Dot 1
Babel (Blue)
Accel (White)
Ward (Yellow)
Alchemical Grasp (Orange)
Psychometry (Blue)
– Dot 2
Dreamweaver (Yellow)
Contract (Yellow)

Johnathan

Level: 2 (Adept)
Affinity: Orange
Lock: Raging Storm Ascension
Spellcoins: 3

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).

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.

Spell Compendium
– Dot 1
Dirt Call (Orange)
– Dot 2
Rainmaker (Violet/Orange)
Lightningrod (Red)
Thunderling (Red/Green)
Multibreath (Orange)

Marc Claude Louis Durand

Level: 2 (Adept)
Affinity: Blue
Lock: Purgatory
Spellcoins: 0

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.

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.

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: 2 (Adept)
Affinity: Violet
Lock: Pocketrick
Spellcoins: 5

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…

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.

Spell Compendium
– Dot 1
Switch (Violet)
Urbanstep (Violet)
Encode (White)
Psychometry (Blue)
– Dot 2
Doorway (Violet)
Integrator (Orange)

Drekin

Level: 2 (Adept)
Affinity: Blue
Lock: Draconomicon
Spellcoins: 3

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.

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…

Spell Compendium
– Dot 1
Intuimotion (Blue)
Quasar (Red)
Doom Sense (Yellow)
– Dot 2
Powersurge (Green)
Perfect (Blue/Green)
Killer Sense (Yellow/Violet)

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)

Floodtalon

Level: 2 (Adept)
Affinity: Green
Lock: Soar
Spellcoins: 5

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.

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…

Spell Compendium
– Dot 1
Peak (Green)
Purge (Green)
– Dot 2
Stringfield (Blue/Yellow)
Quicken (Red)
Growth (Green)

Daniel Zogbi

Level: 2 (Adept)
Affinity: Blue
Lock: Editor
Spellcoins: 6

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.

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.

Spell Compendium
– Dot 1
Premium Thoughts (Blue)
– Dot 2
Mad Spark (Green/Blue)
– Dot 3
Mirror Master (Violet/Orange/Blue)

Rhodri Thornber

Level: 2 (Adept)
Affinity: Blue
Lock: Dybbuk Eye
Spellcoins: 5

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.

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.

Spell Compendium
– Dot 1
Premium Thoughts (Blue)
– Dot 2
Cacophony (Green/Blue)
Emotion Bomb (Blue)
Incognito (Blue)
Secondskin (Green)

Level 1

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)

Evan Cloud

Level: 1 (Novice)
Affinity: White
Lock: SynchroLock
Spellcoins: 2

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.

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.

Spell Compendium
– Dot 1
Accel (White)
Timesense (Violet)
Premium Thoughts (Blue)
– Dot 2
Spellcatcher (White/Blue)

Alex Pruitt

Level: 1 (Novice)
Affinity: Orange
Lock: Iron Heart
Spellcoins: 1

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.

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 New 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.

Spell Compendium
– Dot 1
Reinforce (Orange)
Dirt Call (Orange)
– Dot 2
Weak Point (Orange/Blue)

Saul Kurzman

Level: 1 (Novice)
Affinity: Yellow
Lock: Landlord
Spellcoins: 0

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.

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.

Spell Compendium
– Dot 1
Deathgem (Yellow)
Red String (Yellow)
Ward (Yellow)
Spiritsight (Yellow)
Doom Sense (Yellow)

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)

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