Character biography goes here
Student lord magi, occultist
John was raised learning many different types of magic and studying the occult, before moving to Vesper to study more indepth and search for work in the field.
Invoke: John knows a treasure trove of arcane facts and has a understanding of magic that comes from learning it at such a young age, despite not being one of the more naturally magically gifted like a mystic or elemental fusionist.
Compel: Due to the secluded life where he learned much about magic, on a farm nearly two miles out from his home village, Social things sometimes go over John's head.
Insatiably curious and magnet for trouble
His curiosity frequently gets the best of him, and problems arise when this happens more often then not.
Invoke: John can figure out solutions to get answers rather quickly, or change tracks rather suddenly to approach a problem from a different track.
Compel: 'Hey, whats behind this locked door...'
Loner by nature
John is a book worm, and generally ends up spending time being alone while he studies, even if these are in public places.
Invoke: He can vanish rather suddenly if need be, moving quietly or managing to keep secrets easily.
Compel: Its easy to make him shut up, or get rid of him. Lastly, he hardly knows what to say at some points.
Major gateway: lord magi (1)
You gain access to the Arcana skill and an Exotic Stress track appropriate for your Arcana skill level. You must also pick one of the schools of magic detailed below and gain the appropriate Arcane Purviews, benefits and special rules.
Tricks of the light (0)
Illusion is the name of the game here. Causing others to see what is not there not by clouding their minds but by deceiving their eyes. This purview is about the manipulation of light at its basic level though as a mage masters it, illusions of bewildering complexity become possible.
Arcane fundamentals (0)
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals.
One with magic(0)
The study of magic comes with some perks. While Ley Line Wizards have a deeper understanding of the ley lines themselves, High Magi can tap some of their secrets and apply them to their understanding of magic in general.
Deep Reserves (1)
For the most part, magi learn to draw more power and be more efficient in their workings as their Arcana skill increases. Some mages, though, simply have deeper reserves of power for whatever reason. Deep Reserves gives you one extra exotic stress box. This can be purchased up to three times.
I have the power (1)
You’re better at channeling power than most mages, harnessing your inner potential. You gain +2 when attempting to overcome an obstacle that requires raw arcane might to deal with.
It's how you use it (1)
Even a mage with a little power can move mountains if only he knows where to push. Once per session you may gain a free boost after successfully creating an advantage with Arcana.
Boons meant to enhance, lift up and empower are the province of those spells collectively known as blessings. The range of effects these spells can produce is rather staggering but they’re all united by the common theme of empowering or aiding someone or something. Many mages like to use these spells on themselves – in fact there are a number of these spells that are only possible to use on themselves. Others use them to enable servants or companions to perform in situations where they don’t otherwise have the means.
Dimensional transit (1)
The shortest distance between to points is a jaunt through some other dimension. No one said anything about the safest or the smartest. Dimensional Magic makes short work of space for travelling just as Sympathetic Magic makes short work of space for communicating or observing. Teleportations, portals to other dimensions and the ability to influence the very rifts that define the present age are the rewards of those who study this field of magic.
Alterations: Altering the mortal form is one of the more difficult things a mage will ever attempt. This is largely because most mortal forms have their own magic and that magic can get in the way even when the subject is willing, to say nothing of when the subject is not. Consequently spells in the Alternations Purview are almost entirely spells that are applied to the mage himself or perhaps with great and ideal circumstances to another willing subject. Even with that restriction though, Alterations is an incredibly versatile field of study. Near any adjustment to the body that can be imagined can be made, though they tend to be temporary.
Summon and control (dead)
The arts of necromancy are – ironically – alive and well on Rifts Earth. In most magical societies the concept of using the dead as servants or warriors is an old one. Whether or not it’s accepted depends on how those societies view the dead and their remains. On Rifts Earth this study includes a wide variety of spells for animation and control both of the remains of the dead and of the specters of the departed. On the one hand, the dead tend to be relatively easy to control. After all their husks have no will to fight and the shades that can be called tend to be relatively low will creatures. On the other, finding the raw materials can be difficult even in a place as violent as Rifts Earth and because the dead tend to have to be given very specific directions, the spells needed to regulate their activities tend to be a bit fiddly. Finally while the knowledge of necromancy is not necessarily inherently corruptive, the kinds of people it draws are often quite shady and one does not dabble in the power of death without some cost.
Elementalism (water) (1)
Water is the most slippery and muteable of the elemental purviews. More so than any other element water represents life in all its complexity, contradictions and cycles and its magic can be used to manipulate, aid or harm those things that depend upon it.
Thar be Stygian demons in them thar mountains! Circumstances align in which certain components for dispelling an unusual doll problem becomes available.
Accompanying an unusual entourage into town, Natsuki looks into hiring some help in protecting caravans up North from supposed bandits.
There's been new caverns opened up by a SeaQuake. Malie and friends go to investigate
John comes by Clothier Z to inquire about the costs of a commission for a tricked out cloak.
After a period of meditation and intense introspection Megana makes a decision and an offer to a unsuspecting student.
Megana sets out to remedy her lack of breakfast booze and learn a bit about John in the process.
John finds his way to Gran's and gets assaulted by breakfast.
Kaji and John have a chat about magic as they head to the Academy for their first day as Ingerhast's assistants.