082 - Relics 6
Artifacts of Merlin
The artifacts left behind iconic to the Great Wizard, Merlin, who's days turned to myth and deep-legend. They are the implements of a sage and scholar to delve into deeper understanding of the arcane and the true craft of magic.
Set Bonus - 2: Wands is half-off rounding down and stacking. You can use ranked mana to create a Wands slot with an action that takes a few seconds per rank per slot, mana cost increases per use per rank. You learn how to use Wands slots to automate a Crafting magic type of equal rank. It will continue to expend mana to craft on loop until stopped or a target.
Set Bonus - 4: Wands does not count against the magic-ladder of prerequisites. It does not count against the limit of 1 Rank 6 magic either, and you advance it to R6 for free once it hits R5. You may take the Epic Relic.
Merlin's Robe
SET -8
Hexes is half-off rounding down and stacking. These robes allow the wearer to freely Polymorph themselves. While wearing it, you can apply even lower rank Polymorphs to yourself while size limits still apply. Polymorphing yourself into a cat with just Rank 1 for example. The robe continues to adapt with any transformation either blending in, or adapting your wardrobe and items into animal versions or other resizing to suit. Any animal form taken can be considered a Wunimal, so you could walk and talk freely and have strangely dexterous paws for using objects meant for hands. You ignore both Medium and Mana cost for this.
You may also infinitely pocket Kisses, and use them automatically for casting Hexes, or other uses for them.
Merlin's Hat
SET -8
Alchemy is half-off rounding down and stacking. You can expend a Spell Slot of equivalent rank to any potion you have created in the past in order to retrieve a copy out from your hat. You may use your Hat as a Bag of Holding, storing an indefinite number of objects in stasis within, retrieved by intent as the first thing grabbed when reaching.
The Hat will also let you freely concentrate potions you have created and apply the potion to any other item stowed within it. If you have a stowed cauldron full of potions brewing for example, you could freely retrieve individual doses applied to stowed vials, or stowed cookies. This can interact with Alchemist's Stash.
Additionally... The Hat can talk and give personality readings. What's a Snuffleluff? Puffindoors?
Merlin's Staff
SET -12
Aethernautics is half-off rounding down and stacking. A portable observatory and stellarium. Its true form existing in multiple dimensions, planes, and realms. It mechanically keeps track of astronomical observations and phases, elegant machinery phasing in and out of higher dimensional clockwork. You can use it to create air lenses to telescopically view at any distance, or microscopically zoom in on any detail. The staff can also be used like a dousing rod of sorts to point in the direction of the nearest wild-rift (Portals to anywhere, known and unknown). If you have Divination it can interact to display cosmic information and reveal rifts on mapping, and extend Divination up to 5x farther into the future. It has storage compartments that let you slot in wands to combine their effects to the staff, but not stacking specifics.
Merlin's Ring
SET -12
Runes is half-off rounding down and stacking. Floating glyphs reveal the nature of any ongoing enchantments on an object or person seen and let you view the flow of magic & magic fields in the environment. Any spell can have such a glyph, which can be interacted with to alter the spell based on the rank difference between you and the origin, and what magics you know yourself. Often this will be to take it apart, dismantling the effect, but you may also alter its parameters. Target, allowances, origin, upscale the rank to your own, ect. Akin to working with proteins and viruses you can create little locks and keys for spell effects. If you can identify the nature of the magic another is using you can use these "keys" as projectiles to disrupt the magic after some identifying.
Merlin's Tower
SET -20
A functional recreation of the Tower of Babel, created with humility, love of the craft, and less hubris. Visible for hundreds of miles on the horizon this great tower is multiple cities in a single structure full of verticality. It makes the Hanging Gardens look like a prototype full of aquaducts and greenery. Many halls, channels, aligned windows, all throughout the structure create a chart for cosmic measurement. It is the ultimate Wizard's Tower, drawing leyline current from throughout a wider multiverse and projecting it radially across the entire hemisphere of a planetary body it anchors near, invisibly. It hovers effortlessly on its grand dias. At its apex is a command module. With the Set, the tower will recognize you as its master-owner, and connect you through its mana circulation, elevating you to ARCH-MAGI, raising your mana capacity directly to GREAT. You may customize your Tower using Multiverse Magic Mayhem, just the Tower section, ignoring points & reqs. Limit: under 4pts.
Faction Wands
Wands 6 gives you 1 6th Rank Spell Slot, 2 5th, 4 4th, 8 3rd, 16 2nd, and 32 1st.
Genesis Expanse. (Cause a City-sized area to continuously replicate based on its existing contents, endlessly growing with new extradimensional space if contained)
Stasis. (Freeze an object or creature in time. Can't be interacted with but all forces hit exponentially all at once on end)
Mindblank. (Appear to freeze a creature in time, with no thought or memory forming, but the body holds any given position as if frozen.)
Rewind. (Target creature has its timeline reversed. It continues to rewind until stopped, even aging backwards or reopening old wounds. Time regression accelerates every minute. Cast Stasis to keep them in place first, else they'll follow their path backwards. Can undo almost anything, or erase them.)
Arch-Magi
The Arch-Magi, or just archmage is a rare form of magic-user often regarded as architects of magic. Wizards will usually have an easier time becoming archmages, so Arch-Wizards are more well known, with obvious synergies between them, but it is not Wizard exclusive. Arch-Magi have the unique gift of being able to draw out mana from "telluric" currents within planetary bodies, and from cosmic flows, channeling them into the creation of "Leylines", from which can spread or uplift the use of magic, making witch-awakenings, and general magic-awakenings, become more probable and increasing the average ranking. This brings magic where there is none, increasing its presence which results in life generally being more fantastical and narrative driven. "Fate" becomes a more tangible reality with life often playing out like storybooks with life trending towards good-aligned results provided they don't give up.
You retain your previous class. As this is more of a "prestige class", it doesn't alter "starting power", but your CAP is now 140, or 150 for Wizards and Slayers.
The Arch-Magi has two additional GROWTH methods:
Spellwrite and Ley-Scaping.
Spellwriting is essentially an inverse of Focus growth, where instead of learning new magics, you inscribe what you already know. Creating scrolls, grimoires, spell-tomes and so on. Time spent creating any magic item (such as Rune writing, or Alchemy potions) also counts.
Ley-Scaping allows you to invest Growth to earn Growth- Spending 100 Growth allows you to create a well drawing power from above and below into the creation of a Leyline band around the globe you're on. Each Leyline created gives you 3 Growth per day while on that globe.
Advantage:
All the Merlin relics become soulbound and merge with or replace your "Mothergifts" along with any other relics that could be categorized into the same three sections (Rod, Garment, Hat). The ring becomes part of the Garment. While near a leyline, you have GREAT mana charge rate- filling MED equivalent mana per second.
From a Place of Power, you can perform Forced Awakenings on a target. By spending your own GROWTH on a target you can give them POWER to spend on them as per Simple Witch Awakening. You can do this once per target, relying on altering the awakening process to bestow power and direct it. This can be done to Human companions (Black with X). Total max power invested is up to 100pts. You could combine this with Covenants or Curses for conditions and limits.
You may instead find a clone in the Tower with instructions to dress it in the relics, and letting the Tower recognize them, to resurrect Merlin as a Companion. You retain Set Bonuses.
Companion: Merlin
[X] Human Companion
Power: ๐ฆ๐ฆ๐ฆ๐ฆ๐ฆ๐ฆ๐ฆ๐ฆโฌโฌ
Teamwork: ๐ฉ๐ฉ๐ฉ๐ฉโฌโฌโฌโฌโฌโฌ
Sociability: ๐ง๐ง๐ง๐ง๐ง๐ง๐งโฌโฌโฌ
Morality Ranking: 10 9 8 7 6 5 4 3 2 1
Merlin is naturally, one of the most legendary figures you might encounter. He's also a very busy guy with a lot to catch up on. He'll disappear for long stretches at a time but will now become your own Deus Ex Machina Trump-Card you can pull on for your Questing once per Quest tier. He can act as reinforcement or provide improbable information.
Positives:
- Can act as a mentor boosting Growth x2
Negatives:
- Old fashioned harsh but very insightful and masterful teach.
+/- Will typically avoid using his full power so you can grow
Merlin has ALL Faction 3, All CORE 4, Alch 5, Hex 5, RUNE 6, WAND 6, COV 6. + Merlin Set, Nightlight, Alchem-Stone, Necronomicon, Alchemist Stash, Mana Core, Master Key. Prestidigi., Pantomime, Third Eye, Improved Familiar, Company, Pet Break.