Thaumaturge

It is said that Fafnin was the first Thaumaturge, considered to be a Seer among his people even from infancy, but little record exceeds until the powers manifested by Mae in then-prince Odin’s court manifested as Arch Magic. The last branch of Thaumaturgy was harnessed by a man known as the True Seer who accompanied St. Ajora on his pilgrimage, doing his best to protect him with visions of the future, or so the records show. All three aspects combined form the different sects of Thaumaturgy that are practiced today.

Dream weavers cast illusionary magic to manipulate the battlefield and to push thoughts into the heads of adversaries and to disorient them of their surroundings. Psionics utilize all kinds of psychic power their minds can muster and hold the uncanny art of conceptualizing the future. Arch Mages pull mid-level magic from both offensive elemental and defensive restorative pools to eventually fling multiple spells in a single turn.

Thaumaturgy is divided between three different Focuses and do not share any commands: Illusions used by Dream Weavers, Psychic Power harnessed by Psionics, while Arch Magic is wielded by its namesake, Arch Mages.

Starting Equipment. A single L.1 Wand, Relic, Book, Orb, or Staff, Cloth Robe, 4D10 Notes.

Salocin’s Lyceum
The Lyceum is an ancient institution for learning based out of Two Moons, named after its founder, Lemalf Salocin, who still teaches there to this day. Lemalf is an Elf who attained High Elf ascension early in life as a Scholar who seeks to spread the knowledge of his own Wizardy as well as the art of Thaumaturgy and Witchery to the younger races, least they be forgotten. The facility functions as a collage, with a smaller campus in Ternion and plans to soon expand internationally to Tripolis as Arcadia has recently rejected their request to build within the Diapason. While the school supports Wizardy as a fundamental practice, it sides with the Pope against Blood and Necrotic Magics. Many Judges utilize the school’s vast library, certain departments of which are open to the public.

Remnants of the Red Moon
Not so much a faction as they are a large cabal, this group of agitators believe that Archmelech’s promised avatar is still to come, and that all other Hecates are an offense to his word. They have no established local and must always be on the move, least the Papal Knights apprehend them. They are lead by the Red One, a hooded and robed Blood Mage who has also dabbled in Dream Weaving to keep his cabal safe.

Zidane’s Ward’s
There is an elite group of four Psionics who protect the Tennin King inside the Faewilds, each said to be capable of seeing the future. If one should die it is said they are quickly replaced by their nearest understudy, a cycle of which has created mistrust between student and teacher, yet has persisted since their dawning.

Illusion
Dream Weavers take their name from their abilities to alter reality. Only those who have also gone down the path of the Psionic are able to influence actual dream, but that doesn’t stop them: warping the perceived reality around them to their will is more than influential enough.
 * Class Movement: 1
 * Suggested Casting: Illusion, 1 Command uses Conjuration
 * Focus-Specific items: Prism

Level 1
-DETECT ILLUSIONS. 1 SP. ''The Dream Weaver focuses his attention on the Scene to detect the magic school at work, fueled by their own expertise. [PERCEPTION + INTELLIGENCE + Illusion]. The user will know the power level of the Illusion they have realized, if successful. If it fails or there is no Illusion in play, pay no cost.''

-DREAM BLADE. 1 MP. ''The Dream Weaver conjures an exact replica of any weapon in battle, which disappears after the battle. It has a durability of [Conjuration] and deals [Illusion] damage in place of Weaponry or Ranged Weaponry Skills.''

-FULMINATION. 1 MP. The Dream Weaver delegates a tile to create an imaginary sound which will cause a distraction of +5 Aggro for the round.

-ILLUSION. 1-9 MP. ''The Dream Weaver creates an Illusion to their discretion to mislead and mesmerize the target and can pay additional experience to unlock higher levels of custom Illusions. Level 1 [INTELLIGENCE + Illusion, one target, one round], 1 MP. Level 2 [INTELLIGENCE + Illusion, all enemy targets, one round], 3 MP. Level 3 [INTELLIGENCE + Illusion, one target, Scene], 5 MP. Level 4 [INTELLIGENCE + Illusion, all enemy targets, Scene], 7 MP. Level 5 [INTELLIGENCE + WILLPOWER + Illusion, one target, continuous], 9 MP (Opposing any of the illusions is based on [WILLPOWER + Composure].)''

-VEIL. 1 MP. ''The Dream Weaver cloaks a target or item from view, covering it with what would be behind it perceptively from all directions with an Illusion strength and duration of [INTELLIGENCE + Illusion]. The target gains a bonus to Stealth by the user’s [Illusion].''

Level 2
-DISPEL ILLUSIONS. 1 MP. ''Once the Dream Weaver has become aware of the presence of an Illusion, he may easily dispel it if he can exceeding the strength of the spell. [INTELLIGENCE + Illusion].''

-MUFFLE. 1 MP. Requires VEIL to use this Command. For an additional MP, the Dream Weaver’s VEIL can now cloak sound.

-MULTIPLY. 1+ MP. ''The Dream Weaver creates illusionary copies of himself, another unit, or an object to distract his foes. Interacting with the Illusion dispels it, but it maintains the motions and appearance of that which it is based upon.''

-PHYSICAL ILLUSION. 1 MP. ''The Dream Weaver alters the appearance of himself, another unit, or an object (or the details of an object) to hide its identity or cause it to be perceived differently for the Scene. (This Command may be taught to a Sorcerer: Warlock.)''

-RUIN IMPENDING. 1 MP. ''The Dream Weaver creates the illusion of a trap having been triggered and will cause the target to respond in turn, generating a different response to a different threat every time, dealing [INTELLIGENCE + Illusion] Mental damage. This Command causes stress when the target realizes the illusion was not real, causing a -1 penalty to all Social Checks for the Scene.''

Level 3
-BOTTOMLESS PIT. 2 MP. ''The Dream Weaver creates the illusion of a trap having been triggered, causing the target to respond as if ceaselessly falling. [INTELLIGENCE + Illusion + Immobilize] Mental damage.''

'''-DREAM READER. '''Requires MIND READER from Psychic Power to use this Command. The Dream Weaver can look into the thoughts of a sleeping target and no longer has to lock eyes with a target to read their thoughts with MIND READER.

-GESTALT CONDITION. 2 MP. ''The Dream Weaver causes himself or another target to appear more menacing or larger than normal and gaining +10 Aggro for the Scene. If the target has an ally in the tile adjacent to it, it has a chance to cause Fear by the caster's [Illusion] every time an enemy attempts to target it or move toward it.''

-MIRROR MAZE. 1 SP, 1 MP. ''The Dream Weaver causes the target to get lost in his own head, causing [INTELLIGENCE + Illusion + Confuse] Mental damage. The target takes [Illusion] Mental damage after each of his turns until he is no longer Confused.''

Level 4
-BOREALIS. 4 MP, CT4. The Dream Weaver covers the battlefield with a haze to come down on all enemies, dealing [INTELLIGENCE + Illusion] Ice against all enemy units, decreasing their PERCEPTION by [Illusion] for the Scene.

-FORCE MAJEURE. 4 MP, CT3. The Dream Weaver causes a great gale to press against each enemy Unit, dealing [INTELLIGENCE + Illusion] Wind + scatter them a number of tiles equal to your [Illusion].

-FRASER’S SPIRAL. 2 SP, 1 MP. Requires MIRROR MAZE to learn this Command. ''The Dream Weaver casts a trance upon the target, dealing [INTELLIGENCE + Illusion + Confuse] Mental damage. The target takes [Illusion] Mental damage after each of his turns until he is no longer confused. If the target fails a [WILLPOWER + Composure] Check, his next turn is skipped.''

-PROMINENCE. 4 MP, CT4. The Dream Weaver causes a wall of fire to bare down on all enemy Units, decreasing their Magic Defense by [Illusion] for the Scene and dealing [INTELLIGENCE + Illusion] Fire.

-WORLD PRESS. 4 MP, CT5, 1x/Scene. ''The Dream Weaver causes the weight of the world to crash down on all targets, dealing [INTELLIGENCE + Illusion] Earth + Demi (25%). *Friendly fire''

Level 5
-RORSCHACH. 6 MP, CT3. ''The Dream Weaver casts a threatening visage of the target’s opposing alignment, such as a heavenly host or a black hole, dealing [INTELLIGENCE + Illusion] Mental Dark damage if Good, Light damage if Evil. (This Command does nothing to Neutral targets.) The Illusion attacks every round until it is dispelled or defeated and has health based on the caster's [Illusion].''

-MANIFEST DESTINY. 9 MP, CT3. ''The Dream Weaver trances the target into believing he is seeing his future or communing with a celestial being. All of reality slips away over the course of each CT and the vision plays out. The user might cause the target to see his assumed death or where his fabricated path will lead; the target may think he is speaking to a greater power and have to choose whether or not to obey his command. Regardless of the outcome, the Dream Weaver increases his Manipulation by +2 until the end of the Command (lasting up to a Scene). The Illusion will end if the target is struck or walks out of its range, based on [Illusion]. Opposition to this specific Illusion is based on [WILLPOWER + Resolve] with perception to flaws in the vision based on [PERCEPTION + Presence], both against the target's [INTELLIGENCE + Illusion].''

-WEAVE the LOOM. 1 SP, 1 MP. Requires THOUGHT PUSHER from Psychic Power to use this Command. The Dream Weaver can manipulate the dreams of a sleeping target, planting thoughts into their head and no longer has to lock eyes with a target to push a thought into their head with THOUGHT PUSHER.

Psychic Power
The arsenal available to Psionics leaves many options to explore, including the ability to move their foes around the battlefield and get inside their minds. They can move objects by their mental force alone. Some choose to use their abilities to monitor the Spirit World while others, though few in number, claim to be capable of seeing the future.
 * Class Movement: 1
 * Suggested Casting: Divination, Enchantment, 1 Command uses Conjuration. Focus on WILLPOWER and Resolve
 * Focus-Specific items: None

Level 1
-FORCE. 1 MP. The Psionic deals [WILLPOWER + Resolve] Magic damage to one target.

-INVIGORATE. 1+ MP. The Psionic fills so much energy into an object that it reacts, causing varying effects, such as shaking, shattering or charging up, etc. [WILLPOWER + Enchantment] Magic

-PSIONIC WEAPONS. 1+ MP. ''The Psionic creates weapons, placing them in unoccupied tiles. Any of the weapons surrounding the user always attack outward while others attack in the direction of the user’s attacks (if multiple units are targeted by the user, the direction is based on the nearest target.) The weapons have durability by [Conjuration + 1] and deal damage based on [STRENGTH + Enchantment + Weaponry/Ranged Weaponry].''

-VERVEMANCE. 1+ MP. ''The Psionic pours energy into an object, gaining the ability to move it at will. [Size 1-3: 1 MP; Size 4-6: 2 MP; Size 7-9: 3 MP, Size 10+: All MP, minimum 4].''

Level 2
-[FORESIGHT]. 1 MP, Stance. ''The Psionic sees impending doom and will dodge the next attack that would hit him, decreasing the success of the incoming attack by a Divination Check. The Stance deactivates after it is used to evade an attack.''

-[LEVITATE]. 1 MP / round, Stance. Requires VERVEMANCE to learn this Command. The Psionic may now use VERVEMANCE on living creatures or himself without an increase cost for size to enable them to move their bodies freely, slowly up and down and forward and back, or keeping their bodies from touching floor tiles and triggering pressure traps/touching elements.

-PREDICTION. 1 MP, CT2. ''The Psionic uses this Command to see the near future. When used in battle, it triggers an attack in the future. The damage is typically [WILLPOWER + Divination] Magic, but the effects of the Command are not always damaging and sometimes vary, though they are typically considered the best possible option that fate could cause to happen at the time.''

-PULSE. 3 MP. ''The Psionic unleashes a wave of kinetic energy, dealing [WILLPOWER + Resolve] Magic + Knock Prone to all enemies within 5 tiles. (Enemies within 7 tiles take the damage but are not Knocked Prone)''

Level 3
-GRAVITY PULL. 9 MP, 1x/Scene. The Psionic delegates a field and draws up to 9 of the closest enemy units to it who are within 10 tiles, then casts [WILLPOWER + Resolve] Magic + Demi (25%).

-MIND READER. 1 MP. The Psionic can hear the thoughts of any one target for the round as long as he locks eyes with them.

-REPULSION. 3+ MP. The Psionic unleashes a burst of kinetic energy, dealing [WILLPOWER + Resolve] Magic + Knock Back 3 + 1 per additional MP used to perform this Command to all enemies within 5 tiles.

Level 4
-FUTURE SIGHT. 1 SP, 1+ MP. ''The Psionic moves through the future in his mind’s eyes fluidly to observe what will be. He may look into any location he knows or can explore openly in his thoughts. For an additional MP per person, he can take those making physical contact with him. (*Warning: Psionics use this Command with the superstition that once seen, the future can not be changed.)''

-KINESIS. Passive, 1x/Scene. ''The Psionic's cerebrally accelerated instincts give him an edge on the battlefield, occasionally reflexively placing him where he needs to be. (The player may ask the Director at any time, once per Scene, where the best place for his character to move to would tactically be, based on past playing styles, weather influences, observed details of opponents and statistics.)''

-TELEPATHY. 1 MP (+1 SP). ''The Psionic gains the ability to communicate mentally with the target. Unless the target also knows this Command, they can not instigate the conversation on their own. The connection lasts for the duration of the Scene or can be canceled by either participant at any time. If the user knows the location of the target they do not have to be in the same Scene in order to use this Command. By adding one SP to the cost the user may open the channel of communication up to all his allies or everyone in the Scene.''

Level 5
-MIND’S EYE. 1 MP. The Psionic opens his third eye, allowing him to briefly perceive details that would otherwise be hidden from him, look into but not interact with the Spirit World, or allow him to cheat in games such as Taracco and Corsair’s Dice.

-THOUGHT PUSHER. 1 SP, 1 MP. The Psionic can push a thought into the head of one target while he has locked eyes with them.

-TWISTER. 10 MP. ''The Psionic uses VERVEMANCE on all willing movable Large, Medium and Small objects, sending them crashing into different enemy units and pummeling the environment. The effects of this Command vary, but are more effective depending on surrounding mobile debris with an added damage state of [WILLPOWER + Enchantment].''

Level 6
-AMNESIA. 1 SP, 1 MP. Requires MIND READER to use this Command. ''The Psionic can erase the memories in a target’s head by first making eye contact, and then by placing his hands upon the target’s head and concentrating. This can have devastating effects on the target, and fragments of that which is missing can sometimes resurface from exposure or time. Knowing THOUGHT PUSHER and being able to fill in the gaps with other clear and detailed information will make the process more successful and lasting.''

'''-CLAIRVOYANCE. 'The Psionic may cast this Command to increase his INTELLIGENCE, WILLPOWER and Magic Defense by 1 for the remainder of the Scene, the bonus of which stacks, not to exceed his [Divination].''

Level 7
-[ASTRAL PROJECTION]. Stance. ''The Psionic’s spirit ventures into the Spirit World, leaving his body behind. While there, he may commune with spirits nearby, restoring 2 MP per round, being aware that spirits can attack him as well, which would cause him Spirit damage. If his physical body is attacked while in this Stance, all attacks against it will be critical hits. He may return to his body as a free action. (Upon returning to his body, if he knows any ARCH MAGIC from second tier white magic, he may instantly cast it, but only to heal himself.)''

Arch Magic
Arch Mages first came about at the time of the grand exit of Elves from Two Moons, well before the time of St. Ajora. Arch Mages are rumored to have mastery over all pools of magic in existence. One such Arch Mage, historically recorded as The True Seer, was said to have traveled with St. Ajora, and it is on this paragon that the High Elves train their Thaumaturge. They blame Ajora for the fact that The True Seer never returned from their march against the Malagants.'''
 * Class Movement: 1
 * Suggested Casting: Destruction and Restoration
 * Focus-Specific items: None

Level 1
'''-IMBRICATE MAGIC. 'An Arch Mage who has already learned Level 2 Commands from Witcher: Elementalist and/or Norn: Priest may take this Command to momentarily convert those Commands to Level 2 Arch Magic Commands for purposes of learning the Level 7 Command RED SPIRAL.''

-PRISM. 1 MP. ''The Arch Mage deals a random burst of magic damage in an area. [INTELLIGENCE + Destruction + 1] Element where 1 is an automatic success SD which determines the Element, SD [1-4:10] Light, [5:10] Earth, [6:10] Ice, [7:10] Water, [8:10] Thunder, [9:10] Fire. On [10:10] you may choose your Element and roll again, adding a second +1 SD. The Command keeps going until a 10 is not rolled.''

Level 2
-VOLCANO. 3 MP, CT1. Requires EMBER to learn this Command (not for Arch Mage). The Elementalist (Arch Mage) casts [INTELLIGENCE + Destruction] Fire in a cone.

-AVALANCHE. 3 MP, CT1. Requires FROST to learn this Command (not for Arch Mage). The Elementalist (Arch Mage) casts [INTELLIGENCE + Destruction] Ice in two adjacent columns or two adjacent rows.

-EARTHQUAKE. 3 MP, CT2. Requires SEISM to learn this Command (not for Arch Mage). The Elementalist (Arch Mage) casts [INTELLIGENCE + Destruction + 1] Earth in a field.

-LIGHTNING. 3 MP, CT1. Requires BOLT to learn this Command (not for Arch Mage). The Elementalist (Arch Mage) casts [INTELLIGENCE + Destruction] Thunder in five checkered tiles.

-HEAL WOUNDS. 3 MP. Requires HEAL to learn this Command (not for the Arch Mage). The Priest (Arch Mage) restores HP by [WILLPOWER + Restoration] Light in an area, removing the Wound status effect (unless otherwise specified).

-RAISE. 3 MP. The Priest (Arch Mage) brings 1 target back to consciousness, removing KO and restoring the target's HP by [Restoration].

-HALO. 3 MP. The Priest (Arch Mage) casts Halo on one target, granting them an auto-Raise should they fall in battle.

-REGEN. 3 MP. The Priest (Arch Mage) casts Regen on one target, restoring their HP by [Restoration] for 1D10 turns or until dispelled.

Level 4
-[ABSORB DAMAGE]. Stance. ''The Elementalist (Arch Mage) may enter this Stance as a Quick Action if no other Stances are active. When the Elementalist (Arch Mage) takes physical damage, the first point of damage is absorbed as MP.''

-[ABSORB MAGIC]. Stance. ''The Priest (Arch Mage) may enter this Stance as a Quick Action if no other Stances are active. When the Priest (Arch Mage) takes magical damage, the first point of damage is absorbed as MP.''

Level 5
'''-BETWEEN the LEYLINES. 'The Arch Mage has studied the juxtaposition between black and white magic, increasing their MP Mod by 3.''

Level 7
-RED SPIRAL. 6 MP. Requires 8 Level 2 Arch Mage Commands to use. ''The Arch Mage casts any combination of two Level 2 BLACK MAGIC and/or WHITE MAGIC Commands he has learned. (Once all of BLACK MAGIC and WHITE MAGIC are mastered, RED SPIRAL can be cast with any magic spell).''