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Forgotten familiars of old, transformed into their own unique forms RACIAL TRAITS Average Height: Average Weight 5"-4'0" 100-1301b. ity Seores: +2 Charisma, +2 Intelligence small squares Vision: Low-light Languages: Common, choice of one other Skill Bonuses: +2 Arcana, +2 Perception Animal Kin: Magim receive a racial bonus of +5 i relation to Charisma based skill checks dealing with creatures of the natural animal type. Magical Prowess: When using a power with the ane keyword, enemies suffer a -1 to their ing throws against the magirn’s power. of Power: The magirn, regardless of class, an use one wizard cantrip as an at-will power. Areane Snap: You may use arcane snap as an encounter power. With a blink of an eye, the arcane energy around you explodes. Encounter Standard Close burst 2 Attack: Intelligence vs, Will, Charisma vs. Will Hit: 2d6 + Intelligence modifier. This increases to 3d6 at 11th level and 4d6 at 21st level ‘Though numbering less than a thousand, the magirn are an oddity some spelleasters are only too familiar with. Familiars who do find themselves imparted with a bit of their creators’ souls -- and the attending power. Such creatures rarely are so powerful as to avenge their fallen lords, but they are often intelligent and capable enough to find their way to others of their own kind, and many breed. From magic comes wonders, and these unfortu- nates are no exception. No longer precisely animals, thei unnatural abilities coupled with their creators” souls create a magical anomaly: the magimn. Play a magirn if you want. 4 To be a hero with an unusual past, 4 To be good at magical inherently. 4 To be a member of a race that favors the sorcerer, wizard, or illusionist. From a distance, the magirn somewhat resemble gnomes, Both races have small, slight statures, but the imilarities end there. The magim host a wide variety of es. Mottled grey flesh, oddly rounded eyes, and elongated limbs are all common, as are animalistic features reflecting the magimns ancestry. Magim, particu- larly the sorcerers, take pride in their magic, and often throw cantrips around to impress the common throng. Paying o Mago Magirn get along with sorcerers and wizards of any stripe, ofien taking on an apprentice or magister’s role. Consequently, they enjoy the company of elves and gnomes foremost, particularly those who do not mind the incessant queries of the magimn. They also find halflings to be amusing companions, and enter into almost playful contests with them. Humans are a bit more curious (why would any race so capable at magic choose any other path), but magimn find the militaristic dwarves and half ores frightening. Magirn have few lands of their own, preferring to operate on the outskirts of other societies, particularly Demercius. The rare magirn “civilization” is unusually a series of households united by a council of its greatest sor- cerers, and relying on its magie for trade. Aside from these tiny variations, the societies are almost always quite similar to those of nearby races’, to the bemusement of the neighbors. ‘The magim have no spoken language unique to them- selves, speaking Common or Draconic in their own company, and learning the languages of others as opportu- nity allows. Surprisingly, they do have a written language ~- that of magic itself. Even the rare barbarian magirn can read magic innately, and all can instinctively write in the strange script. Magirn fairly leap at the opportunity to join adventuring parties, which suits both their goals of knowledge and community in one swoop. Magirn are especially proud of their innate prowess with spells, and sometimes lord it over with their non-casting comrades. Though hardly endearing, their overbearing loyalty is often not merely useful, but a powerful force rivaling even their most potent magic. Magirn Charaeteristies: Playful, loyal, animalistic, cheerful, adaptive, annoying, funny.