Theurgist

A tinkerer knowledgeable in the ways of Agais’ craft. Whether it be due to intrigue within the invoked arts, or stalwart appreciation for the Clockwork Dragon’s craft, this class relies upon the user of creating minions and using their actions to fulfill one’s demands.

Class Arts

Primary Ability:

Mechanic’s Kit

Each Theurgist has spent various years mastering the art of technology and advancements in the field, and as such most Theurgists come with a kit. Upon choosing this class, you may choose one of the following options:

  • You may gain a robotic companion, with 150 HP, a movement of 5, and a basic attack of 20. Once your companion is destroyed, you must get the necessary components to build a new one, at the DMs discretion. Your companion cannot heal in combat, and can cast all of your spells.


  • Otherwise, you may choose to build a mechanical suit that works as a piece of enhanced armor. The armor adds 100 HP, increases your movement speed by 3, and removes no interrupts. If you ever lose 100 HP while wearing the armor, the armor breaks, and requires the same amount of material to rebuild as the companion.

Invoke Elementals

Common+

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Invoked

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Spell

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100

Calling upon the Invoked Arts you bring into life  small elemental minions. Small little wisps which will swarm the closest enemy.


Common Form: Call forth 3 elementals using a basic action that will strike for 5 damage each, and can move 6 blocks every single turn. They dissipate upon taking any form of damage. This spell has a range of 5 meters, and a summon cap of 9 elementals.


Uncommon Form: Call forth 4 elementals using a basic action that will strike for 5 damage each, and can move 6 blocks every single turn. They dissipate upon taking any form of damage. This spell has a range of 5 meters, and a summon cap of 12 elementals.


Rare Form: Call forth 5 elementals using a basic action that will strike for 5 damage each, and can move 6 blocks every single turn. They dissipate upon taking any form of damage. This spell has a range of 5 meters, and a summon cap of 15 elementals.


Epic Form: Call forth 8 elementals using a basic action that will strike for 5 damage each, and can move 6 blocks every single turn. They dissipate upon taking any form of damage. This spell has a range of 5 meters, and a summon cap of 32 elementals.


Invoke Familiar

Common+

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Invoked

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Spell

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100

Calling forth into the magical essence, pulls a strange conceptual familiar into the world. This familiar is often no bigger than a wolf, and will follow one task given to it by the Spellcaster. 


Common Form: After it completes this task, it will fizzle away back into the air. This Familiar has 10 health and deals 15 damage each time it attacks.


Uncommon Form: After it completes this task, it will fizzle away back into the air. This Familiar has 15 health and deals 20 damage each time it attacks.


Rare Form: After it completes this task, it will fizzle away back into the air. This Familiar has 20 health and deals 25 damage each time it attacks.


Epic Form: After it completes this task, it will fizzle away back into the air. This Familiar has 50 health and deals 40 damage each time it attacks.

Conjure Barrage

Common+

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Invoked

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Spell

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100

Pull upon the strings of your soul energy in order to cast a volley of Fire Elementals barreling towards your enemies as if they were nothing more but cannonballs.


Common Form: Once per combat, cast this spell as a basic action to fling 5 elementals towards one enemy, or split them between enemies to injure them with an explosion that does 20 damage for each elemental. Has a 20 block range.


Uncommon Form: Once per combat, cast this spell as a basic action to fling 5 elementals towards one enemy, or split them between enemies to injure them with an explosion that does 30 damage for each elemental. Has a 20 block range.


Rare Form: Once per combat, cast this spell as a basic action to fling 5 elementals towards one enemy, or split them between enemies to injure them with an explosion that does 40 damage for each elemental. Has a 25 block range.


Epic Form: Once per combat, cast this spell as a basic action to fling 5 elementals towards one enemy, or split them between enemies to injure them with an explosion that does 55 damage for each elemental. Has a 35 block range.

Upgrade Armaments

Uncommon+

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Invoked

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Trinket

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200

Theurgists often have an insane ability to impart their soul essence into constructs in order to allow them grander ranges of movement. Upon getting into combat, Theurgists gain a passive buff to either their construct companion or their mechanical armor, which last for a limited amount of time.


Uncommon Form: For the next 4 rounds, your armor or your companion become fueled with an otherworldly advantage. If you have a companion, their movement and damage is doubled, while they receive a +50 to HP. After receiving 50 or more damage, they lose the movement and damage benefits. If you have armor, your armor grants 75 additional health, and triples your movement speed. Once you take 75 or more damage, this wears off. This resets after combat.


Rare Form: For the next 5 rounds, your armor or your companion become fueled with an otherworldly advantage. If you have a companion, their movement and damage is doubled, while they receive a +75 to HP. After receiving 75 or more damage, they lose the movement and damage benefits. If you have armor, your armor grants 150 additional health, and triples your movement speed. Once you take 150 or more damage, this wears off. This resets after combat.


Epic Form: For the next 6 rounds, your armor or your companion become fueled with an otherworldly advantage. If you have a companion, their movement and damage is doubled, while they receive a +100 to HP. After receiving 100 or more damage, they lose the movement and damage benefits. If you have armor, your armor grants 225 additional health, and triples your movement speed. Once you take 225 or more damage, this wears off. This resets after combat.

Overclock Ichor

Rare+

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Invoked

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Spell

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500

All Invoked Constructs have a singular strand of magical ichor within them, the source for their sudden upbringing into the living world. Via focusing upon that point, their very soul may be pulled upon to act with an extended ferocity. 


Rare Form: Empower any minions you have to cast double damage for the next 3 rounds of combat. Their auras inflame and they give off an almost rabid appearance during this spout. Can only be cast once per combat


Epic Form: Empower any minions you have to cast double damage for the next 5 rounds of combat. Their auras inflame and they give off an almost rabid appearance during this spout. Can only be cast once per combat

Unstable Destruction

Rare+

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Invoked

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Spell

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500

The magic which pools life into an invoked creation, can also be forcibly taken away. The most advanced version of this being an almost overdosed form in which a being is filled with such energy that it spontaneously combusts.


Rare Form: Grip your fist together and completely explode all minions linked to you. All adjacent entities which are nearby these minions take a sudden 15 damage for each explosion they are adjacent to.


Epic Form: Grip your fist together and completely explode all minions linked to you. All adjacent entities which are nearby these minions take a sudden 25 damage for each explosion they are adjacent to.

Incomplete Construction

Uncommon+

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Invoked

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Spell

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500

Theurgistry is a dangerous magic in which incomplete spells can lend dangerous feedback to the people around. Summon forth your energy to create an Overloaded Construct. 


Uncommon Form: This Construct moves 4 blocks a round, and whenever it takes any damage it explodes into a 4x4 area for 80 damage to all within the radius. The Spellcaster may make it explode at any time. May only be cast once per combat. This spell’s damage does not distinguish friend from foe.


Rare Form: This Construct moves 4 blocks a round, and whenever it takes any damage it explodes into a 5x5 area for 100 damage to all within the radius. The Spellcaster may make it explode at any time. May only be cast once per combat. This spell’s damage does not distinguish friend from foe.


Epic Form:  This Construct moves 7 blocks a round, and whenever it takes any damage it explodes into a 8x8 area for 150 damage to all within the radius. The Spellcaster may make it explode at any time. May only be cast once per combat. This spell’s damage does not distinguish friend from foe.


Tinkerer’s Gloves

Uncommon+

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Invoked

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Weapon

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200

Using Thuergistry is not merely the ideal of creating sentient energy, but also manipulating pre-existing energy. Upon basic attacking an enemy, the pain from attacks comes primarily from the ideal of punching straight through to the soul and ripping out small slivers to create Invoked Beings.


Uncommon Form: Your basic attacks deal 10 damage with these gloves, and spawn 2 Elementals adjacent to you.


Rare Form: Your basic attacks deal 15 damage with these gloves, and spawn 3 Elementals adjacent to you.


Epic Form: Your basic attacks deal 20 damage with these gloves, and spawn 5 Elementals adjacent to you.

Theurgist

From: Unison League

Theurgist

By: Darya Kozhemyakina

Theurgist

Theurgist

Theurgist