MAGIBIN
Dangerous Magic Mite
Introduction
The magic of a powerful spell caster can linger after their passing. Occasionally a bit of desire or malice will attach to these arcane fragments and cause them to form into mischievous mage that's more dangerous than it seems.
Magibin are stubby humanoids clothed in oversized robes and hats whose only notable features are a pair of brightly glowing eyes.
Menace Level
Mega-Boss
Rank
8
Home Region/Habitat
Magibin often form in towers, archives, ruins, really anywhere a powerful wizard, sorcerer or witch might have dwelt in. They don't always remain in these places though.
Aptitudes (Clever, Swift, Annoying: +3 Insight, -2 Aura)
Primary Aptitudes: Insight, Deftness, Grit
Secondary Aptitudes: Might, Aura
Might [8] -1 (small)
Deftness [13] (+1 small)
Grit [11]
Insight [14]
Aura [8]
Combat Values
Hearts [5]
Attack [+6]
Speed [Normal]
Defense Rating [15] (Spell Form, Small)
Adversary Info
Type: Monster, Manifestation
- Size: Small
- Allegiance: Twilight (2 Bright, 2 Dark)
Abilities
Conjured Corpus (Basic, Magic)
Magibin are diminutive entities formed of spell fragments, desire, and whimsical malice.
- Magibin can only be harmed by weapons made of Magical Materials or by Magical Abilities.
- +4 Defense Rating
- Magibin have an Edge on all Insight Rolls.
The Sage Ability Demystify (and other, similar effects, at GM's discretion) can destroy a Magibin instantly if successfully used against this Ability. This will always be contested against the Magibin's Insight.
Bothersome Blink (Legendary, Magic)
Magibins don't move it he same way other creatures do, instead they seem to vanish and reappear elsewhere at will.
- Magibin are capable of short-range teleportation in addition to normal movement. When utilizing it they can move to an adjacent area and ignore the concerns of terrain, such as the Isolated and Precarious Battlefield Conditions. The one exception is that they need solid ground to teleport onto.
- If the Magibin is successfully struck by an Attack (or other instance requiring an Attack Roll) they may make a Deftness Check. On a success, they reflexively blink to an adjacent area and avoid harm.
- This Ability also grants the Magibin an Edge on Deftness rolls for getting out of the way of danger, such dodging a grenade.
- Grants 1 Bright Allegiance
- GM Note: This is a powerful Ability. Players can and should try to get clever to mitigate it (such as using Reaction actions to try and catch a teleporting Magibin unaware).
- Magibin may attempt a hijack whenever someone hostile targets them with a magical Ability that calls for a contest and inflicts an undesired effect.
- This incurs a contest between the Magibin's Insight and the Ability user's Aura.
- Success: If the Magibin wins the contest, they may choose someone within 2 Areas of them (including the original user of the Ability). The use of the Ability is then resolved normally, save for it now affects the Magibin's chosen target instead of them.
- Grants 1 Bright Allegiance
Wizardly Wrack (Legendary, Magic)
With a flick of the wrist Magibin can violently agitate the mana in an area, creating a rather chaotic shockwave.
- Magibin may use this ability to target a battlefield area up to 2 areas away from them. This incurs a contest between the Magibin's Insight and the occupants of that area's Deftness.
- Success: Those who lose the the contest against the Magibin take a Heart of damage and are inflicted with a random Jinx. This lasts for 24 hours.
- Those already suffering from a Jinx simply take an additional Heart of damage instead.
- Magibin cannot use Wizardly Wrack 2 turns in a row. It takes a bit for their own mana to settle down.
- The Magibin themselves are immune to this ability, so they may use it on the area they occupy without risk.
- Grants 1 Dark Allegiance
Tricky Transmutation (Basic, Magic)
A wave of the hand and a wicked giggle can make an enemy's trusted tools into a liability.
- Magibin may target an enemy up to 2 areas away from them with this ability. This incurs a contest between the Magibin's Insight and the target's Aura.
- Success: If the Magibin wins the contest, they may choose one piece of gear carried by the target that is visible and not stashed away somehow. They may change the chosen item into another piece of gear in the same category. For example, they could change a Standard Weapon into a Mighty Weapon or a Grenade into a Bomb.
- Items changed this way revert back in 24 hours, or upon the Magibin's destruction.
- This ability cannot alter items crafted from magical materials.
- Grants 1 Dark Allegiance
Communication Methods
Magibin are able to speak Bright Speech and Dark Tongue. They understand these languages in addition to Low Speech.
Tactics
With their strange array of magical powers, Magibin like to draw things out with their defensive abilities and sow chaos. They are big fans of hindering opponents by altering their gear into something they can't use (for example, making a Raider's armor go from light to superheavy, or making the sneak's concealed weapon into a cumbersome mighty weapon). Since they can target enemies from a good distance, they use their Bothersome Blink to keep away from their foes and retreat if things go badly for them.
Yield
If slain, Magibin crumble into 3 Units of Arcane Powder (Core Rules, PG 290)
Miscellaneous
Indicators - A strange crackling in the air, high pitched laughter, distorted looking items strewn about.
Roleplaying Notes - As beings of pure magic, Magibin are not operating on motivations or morality that the folk can comprehend. For the most part, they just want to make trouble and watch the fun: they are childlike in both a whimsical and wicked way.
Customization - Certain Magibin may cause Odditis symptoms with their Wizardly Wrack ability rather than Jinxes. Some might have Heretic or Sage Abilities as well.
Random Encounter Reaction
Friendly/Benign (1-5) - This Magibin is listlessly using their magic to change a stray pebble into other shapes. They ask the adventure team to show them something fun - if they acquiesce, the Magibin will clap and leave them alone, perhaps even perform a favor for them. If they don't, they may turn hostile to stave off further boredom.
Indifferent/Wary (6-13) - The adventure team comes across a Magibin searching high and low for their companion (another Magibin or Adversary of your choice) as the pair are entertaining themselves with a game of hide and seek. Once the Magibin interacts with the team, the other pops up and declares them the loser. If the party cannot settle the ensuing argument, they'll get blamed for it and have a fight on their hands.
Hostile/Bloodthirsty (14-20) - A Magibin suddenly appears in front of the adventure team and attacks. They were waiting nearby and are attempting an ambush (Core Rules, PG 252) because they think one of the characters is annoying for some innocuous reason, likely their quirk or one of their traits.