"The blood shall be a sign for you on the houses where you live; and when I see the blood I will pass over you, and no plague will befall you to destroy you when I strike the land..."
The Magi are a versatile ranged DPS archetype class specializing in stationary daemons of Tzeentch (Horrors and Flamers) which operate in a way not unlike an Engineer's turrets. They can specialize in closer range combat, shorter casting, and longer range combat. They glide around on Discs of Tzeentch, an enhanced version of which take the place of the Chaos Horses as mounts, and which change in pattern and texture as these powerful Chaotic casters level throughout the various stages of the game. They can use Robes and Staffs for equipment, and get various spells very similar to those of the Dwarf Engineer.
Career overview Edit
The Chaos God Tzeentch is worshiped as a patron of the sorcerous arts, and among his followers are corrupted sorcerers known as Magi. With Tzeentch to guide them, they are able to draw upon the raw power of the Aethyr to cast dark spells of incredible destructive potency. The magic of Tzeentch burns with eldritch multi-coloured fire and transforms all it touches, infecting flesh, tearing at souls and shattering spirits. Magi are able to hurl magic from range, bringing damage to the enemy as well as subjecting them to a range of supplementary effects.
The strongest of Tzeentch's followers, Magi are able to call a daemon to aid them from the Aethyr – no small task. These Chaos-spawned nightmares are often equally happy to devour either their summoner or his enemies. A Magus has just barely enough control to ensure that any daemon he calls forth will focus its unnatural attention on his foes instead of on himself, but even that slight leash is enough to serve his purposes - after all, ordering a daemon to rend and destroy is redundant, since the daemon will do so regardless.
For a Magus to master his craft, he must learn how to make the best use of his versatility. The direct damage a Magus can cause will be useful in any situation, but to be truly effective he must learn which supplementary effects to apply depending on the precise circumstances of each fight.
The Magus travels the world mounted on a Disc of Tzeentch. The Disc is a daemonic gift given to the Magus from Tzeentch himself, and the Disc and its rider form a symbiotic bond. The Magus commands the Disc, directing its living energies according to his will, and uses it as a source of Aethyric power. The Disc is able to cast spells of its own, shooting bolts of lightning at its foes (PBAoE attacks).
As a Magus advances and gains power, his Disc becomes similarly more powerful, growing and transforming over time. Never is the Magus allowed to leave his Disc at any point in the game.
The Magus can also summon daemons in a tight summoning-circle (mirroring the Engineer's turrets). The Magus can call forth several different types of daemonic fiends, but can only maintain the concentration needed to restrain a single one at a time. A clever Magus therefore makes sure to best fit his summoning to his need: a Pink Horror which flings bolts of fire corruption at distant enemies, a Blue Horror which spews out waves of warping energy around itself, or a Flamer which spits blasts of fire at groups of enemies..
The Magus is paired with the Alliance of Order's Dwarf Engineer as an area-defense ranged class.
Path of HavocEdit
This path focuses on long-range attacks, and primarily focuses on destroying a single target at a time. A master of this path will typically call forth a Pink Horror to help him slaughter his enemies from a safe distance.
Path of ChangingEdit
A specialist in this path understands that change waits for no man, and that Tzeentch demands speed and swiftness in those who serve. The cost of this decision is that his spells dissipate more rapidly into the Winds and therefore are only effective at moderate ranges, but a master of this path is a quick and adaptable sorcerer who uses a summoned Flamer to great effect.
Path of DaemonologyEdit
This path is primarily focused on exploiting the warped and twisted daemonic Disc that the Magus rides, tapping into its power to unleash massive blasts of power at close range. In conjunction with a summoned Blue Horror, a specialist in this path can rend and shatter everything around him, leaving a trail of ruin and destruction in his wake.
- Main article: Magus Abilities
- Main article: Magus Influence Rewards
ToK Bestiary UnlocksEdit
See Magus (Bestiary)