Mage Character Generator

## Acessories

* Minor Telekinesis: You can control, call to your hand anything smaller than you.
* Energy Constructs: From the basic and versatile magic circle that can be used as a shield, a throwing disc, a platform, etc, to conjuring say, a sword of other weapon, or chains to bind your foes
* Astral Projection: Project your spirit outside of your body. You'd be surprised how useful this can be. Just note for most mages they can use any sort of magic in this state.

### Magic Appearance

For your 'raw' magic

Color

1. Red
2. Blue
3. Green
4. Yellow
5. Pink
6. Purple
7. Lightning Blue
8. Orange

Effect

1. Fire
2. Sparkles
3. Voltage
4. Aura
5. Kirby Dots
6. Ribbons of Energy

### School of Magic

1. School of Logomancy: You control magic with words, be they spoken via magical incantations, or the use of runes
2. School of Blood: Not to be confused with blood magic. This school refers to those who use magic because they magical blood, naturally...or artificially.
3. School of the Sorcerer: Instead of placing the burden on yourself, mages of this school channel the energy through enchanted items. Roll or choose a magic item
4. School of Champion: You get a patron who lends you power
	1. Infernal: You know what this is. Also animals don't like you.
	2. Angelic : You also know what this is. Also animals like you....too much.
	3. Fey : Representing the forces of wild emotion and nature, they are the forces of life and chaos.
	4. Cosmic: Now choose, between the Lord of Law and the Lords of Chaos. This is not a choice between good or evil, but Law and Order. They are the arbiters of creation, locked in an eternal conflict to safeguard the balance.
	5. Clockwork : Representing Civilization's machiner and logic, they are the forces of technology and order.
	6. Xenobeasts/Void: Alien beasts

### Type of Magic

Pick one or Roll at Random

1. **Aeromancy**: You control the element of air. You are able to conjure the winds at your beck and call, shoot forth lightning bolts, or even fly.
2. **Geomancy**: You control the elements of earth. Manipulating rocks, covering yourself in rock armor, or drawing up oil and toxic gases are yours to perform.
3. **Pyromancy**: You control the element of fire. You can unleash torrents of fire, makes whips out of it, and unleash blinding bursts of fire. Beware, fire is an element that grows on its own.
4. **Hydromancy**: You control the element of water. Masters of water are able to chill their souls and strike with icey resolve freezing their opponents. They also make among the best healers.
5. **Necromancy**: You control the dead. You can raise corpses, and inflict curses and blights, or merge with the shadows. Considered a dark art, as it steps to close to the void.
6. **Metamorphises**: You are master of the element of shapes. You can change your own or that of others. if they are inanimate objects the easier it is to change them. As for you personally, it is best not to transform into inanimate objects, less you require the help of another mage to free you. Also, if you have a patron their nature will affect your form. Say you choose to become a fox. With an infernal patron, they will look red with little horns. An angelic patron will turn the fox white and have a sort of glow. A fey patron will make your fox form prismatic with all black eyes. Clockwork will give them a bronze hued coat. Order will make you the 'most fox, fox there ever was', Chaos may let you become a fox or you may turn into a fox shaped tiger. Void...well void this type of magic don't allow for much breathing room.
7. **Summoning**: You can summon anything, two per your level, just make sure you do not conjure the following together; Infernal and angelic, Fey and Clockwork, Cosmic or Void, Void and anything else... Order and Chaos. Please note your summons relates to creatures, except demons because they like any chance to get onto the mortal plane, because summoning the sentient counterparts is....not wise. If you choose the school of champions your choice of school your are limited to your patron's relationship. Did you think you could summon an angel with infernal power?
	1. Infernal: Roll on the demon generator if you can't think up something
	2. Angelic : Roll on the angeloid generator if you're also stuck
	3. Fey: As a rule of thumb, mix 'elf' with 'insect' and/or 'nature'.
	4. Order: If you have chosen Order as your patron or your choice
	5. Chaos: If you have chosen Chaos as your patron, or just choose this
	6. Clockwork : Representing Civilization's machiner and logic, they are the forces of technology and order.
	7. Xenobeasts/Void: For this you can only summon the Xenobeast, with the stance of jaguars, eight legs, covered in chiten, a scorpion tail, and able to phase in and out of realit. You 'can' actually conjure worse things than this, but this is the only one you can control.
	8. Elemental: Pick one of the four elements, go
8. **Blood Magic**: Also considered a dark art, this magic uses blood as a medium. From blood curses that make glyphs crawl under the victims skin, inflicting agony as their blood seemingly boils, to blood wards that summon sanguine tendrils upon intruders, to things like blood pacts to turn animals into familiars.
9. **Shadow Magic**: Also considered a dark art, users control the shadows, pushing back the light, and control the shadows, manifesting nightmare, or shadow travelling,
10. **Illumination Magic**: You are master of the elememts of the night sky. You are able to darkn the area and illuminate it with star light, conjure constellation constructs, or unleash star fall, and unleash the wrath of the stars on your foes.
11. **Void Magic**: Unholy, even to infernal forces, this magic is of dark eldritch forces. Where Shadow Magic manifests nightmare, this unleashes them from darkness darker than black.
12. **Dunamncy**: You are a master of space and time. With this magic, users can warp space, to increase or decrease gravity, shift out of phase with everything else.