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Magus

Magus

A proven and skilled Atlantean wizard with two or more Magestone implants, the Magus represents the pinnacle of Atlantean authority. Collectively referred to as magi and individually as mage-officers, they are part of the bureaucracy that governs Atlantean affairs. The Prophet-Magus possesses four implants, while the esteemed Tezla is the only Magus capable of utilizing five. Atlantean Guild Mages evoke admiration in allies and adversaries alike. Magi typically wore robes of purple and gold, symbolizing the status of a senior mage of state.

While each of the Empire’s many client-states has its own rulers and royalty, every loyal Atlantean leader is assigned a powerful Guild Magus to act as an “advisor” in their daily affairs. With the support of fiercely loyal soldiers, War Golems, and Technomantic inventions dispatched from Atlantis, these “advisors” maintained strict control over the leaders of the client-states, ensuring that the loyal “governors” fulfilled their roles in preserving the Empire's glory. It's a reality for the Imperial guardsmen that their mage-officers often gambled away lives like players throwing dice. Still, those warriors tasked with risking their lives in battle at least had the opportunity to fight for their own survival, regardless of the circumstances they faced.

Magus

The Magus is a howitzer in a glass shell. Awesome offensive capabilities are juxtaposed with a relatively poor defense and a low number of effective slots. On the plus side, few warriors have so many attack options. In ranged combat, the Magus can opt for a standard attack of range 12 and damage 4 or hit two targets at the range for a point of damage each, or a Magic Blast through blocking terrain for a D6 of damage. Keep the Magus in contact with a warrior who has Defend. It’s also advisable to have a Mending Priestess or other healer close at hand.