The Magician

*(back to Tarot Arcana)*

>
> "*I wish there was like... something I could do to change the world... like some awesome skill that no one else has.*"
> —Junpei Iori, *Persona 3: The Answer*
>

The Magician Arcana represents creativity, individuality, and confidence. This arcana is often given to characters with strong self-confidence and high charisma, though they're also given to characters with a need for fulfillment. The personas of the Magician Arcana often excel in offensive magic. To many, the Magician is an extraordinary individual with great power. The tarot card shows a person with an infinity symbol over his head, creating fire. The infinity symbol represents limitless power, though it is not like the Fool's. While the Fool has limitless potential, the Magician's power is alive, having the ability to transform the Fool's potential as well.

But what many don't know that this power is not his alone, but rather from the environment around him. The Magician himself is only a person who harnesses this power, but due to the fact these sources are unknown to the physical realm, it may seem like it comes from the Magician alone. However without these sources, the Magician is nothing.

This does not denounce his power however. While the Magician relies on these sources, he is confident and knowledgeable enough to know how to use them without squander. He makes full use of these sources to transform the world around him.

**Hit Dice:** 1d6 per Persona User level

**Hit Points at 1st Level:** 6 + Constitution modifier

**Hit Points at Higher Levels:** 1d6 (or 4) + Constitution modifier per Persona User level after 1st

## Proficiencies

**Armor:** Light Armor

**Saving Throws:** Wisdom, Intelligence

**Skills:** Choose three from Arcana, History, Investigate, Medicine, Nature, Survival

## Unwavering Talent

At 1st level when you select this Arcana, you can choose abilities from the Wind and Recovery categories. Your Spellcasting modifier is either your wisdom or Intelligence modifier. You cannot change this choice later on.

## Elemental Aptitude

At 3rd level, you can choose one ability category from the Fire, Ice, or Electric ability categories as an extra ability category. This choice cannot be changed later on. Additionally, you gain two extra abilities from your chosen category. These abilities does not count towards maximum amount of abilities known.

## Experienced Magician

At 5th level, whenever you deal damage with an ability from Wind or from your chosen Elemental Aptitude ability, you can now add your Spellcasting modifier to the damage roll.

## Wise Healer

At 9th level, you may add your Spellcasting modifier to the healing roll of any Recovery ability you use. Additionally, you gain an additional Recovery ability. This ability does not count towards maximum amount of abilities known.

## Arcane Resolve

At 11th level, you can add your Spellcasting modifier to the damage rolls of any offensive ability you use.

## Zephyr

At 13th level, whenever you deal damage with an ability you can add double your Spellcasting modifier to the damage roll.

## Elemental Mastery

At 17th level, you can learn abilities from the Fire, Electric, Psychic, Ice, and Nuclear ability categories. Additionally, you gain an extra ability of from one of those categories. This ability does not count towards maximum amount of abilities known.

## Trump Card

At 20th level you gain your Ultimate Persona and you can now use Divine Kamikaze. This ability heals 300 Hit Points divided between you and any allied creatures within 30 feet from you and everyone who is affected by this ability gains the effects of Tarukaja, Rakukaja and Sukukaja. This ability costs 30 AP. You may use this ability only once per day, regaining use after a long rest