@Birdsie Can you clarify the King of Magi's weakness to fate? How absolute is it, when exactly it takes effect, etc? My initial interpretation is that, much like a stereotypical archmage, the King of Magi can roughly perceive the threads of fate / is aware of the salient prophecies affecting his chosen course and cannot directly refute said prophecies, but can rules lawyer, exploit wordings, engineer ironic fates, and generally steer them towards his favored outcome possibility space. Is this correct?
I am not sold on
Hermit: Cultivator for two reasons:
*Slow start. Birdsie has confirmed that Solomon will not begin with drastic changes, so we won't be removing his crippling despair until graduation most likely. It's a high-potential, low-initial power option to a degree which means we may need to contend with immediately powerful classmates like The World without powers of our own - powers that will likely take Will to develop, of which we would have just spent a large fraction on buying the Cultivator.
*Too internally focused. Solomon is a character with epic competence but low effective motivation. The most interesting story arcs for this kind of "reluctant hero" should involve engagement with other characters and the world, not self-reflection and meditation. The Cultivator somewhat decouples our power gain from interesting activities. Solomon should either gain power with minimal effort, so that we can focus on actually using that power in class; or he should be required to undertake cool quests for power, so that we have a naturally interesting story.
*It is possible to contort the Cultivator role to create interesting arcs, but the inherent description of the role isn't hugely suited for it, unless you really like introspective character studies of Solomon in particular. That's not what I'm most interested in - I'd rather see him play off his class and the Educator to gain power, or begin in a position of power with an interesting task ahead of him.
The King of Magi effectively fulfills the latter, since Solomon will easily gain magical powers and can then use them in interesting ways on the class and the fantasy world. And since his affinity is summoning, he doesn't even have to do most of the actual work himself. This is also another vector to bring interesting characters into play: a powerful but unruly spirit which Solomon must match wits against to properly contain, or a pliable one with more limited domains?
[X] The Magician: King of Magi
[X] Upgrade the The Magician: King of Magi to Write-in: Upgraded King of Magi if we can afford it.
Upgraded King of Magi (250 Will, 25 SC)
*As per the baseline, but his weakness to Fate is strongly mitigated; he is much more easily able to twist, invert, or rules lawyer the threads of fate into relatively preferable configurations, so long as they are somewhat narratively satisfying. Perhaps he may not be able to insert himself as protagonist, but either antagonist or deuteragonist would be doable.
(Birdsie has noted this will be about a 33% mitigation of the baseline KoM's weakness)
*A substantially greater affinity and command over the elements and casting styles associated with the Four Suits of the Minor Arcana. Solomon can either choose to
specialize in one for a moderate power/versatility bonus + unique major buff, or represent all four to apply said moderate bonus (~
20%) to all Suit-associated magics. Also allows him to more easily accrue associated spells passively, or as a result of things he was already going to do (for example - by saving the nerd from bullying, he might learn a powerful protective ward in addition). There is some overlap between Suit domains. The Suits and their associated casting styles are, respectively:
*
Swords - Air and Reason. Aerokinesis, electrokinesis, eventual 'pure' telekinesis and command over the electromagnetic spectrum, enhanced cognition, the summoning of Djinni, and offensive magics, including those which act as proactive defense. Casting style: Traditional Hermetic Magic, verbal and somatic components.
--Specialist Bonus:
Thrice-Great Hermes - Before the unraveling of the Logos, no magic may stand. The stark light of reason reveals all manner of trickery and illusion for the shambles they truly are. If you specialize in this Suit, its associated magics will receive an overwhelming bonus to dispel, unravel, pierce, unmake, or otherwise undo the supernatural effects of others. Very useful against almost any magus or Enrolled.
*
Wands - Fire and Creativity. Pyrokinesis, the summoning of Ifrit, thematic flame magics (cauterization, creation of passion, damage over time effects), and all fundamentally 'creative' magics - from inciting a wellspring of inspiration to creating a barrier against incoming harm, to the creation of life itself. Casting style: Wand Magic, which requires a focus implement but otherwise no verbiage and only very brief, quick movements.
--Specialist Bonus:
Fire-Keeper - The raw power of flame yields a simple yet critical benefit. If you specialize in this suit, its associated magics will receive an additional
major bonus to effectiveness and versatility. Fire burns brightly, but not eternally: this bonus slightly erodes the more times it is used in quick succession, but restores itself over time. Better one decisive conflagration than a trillion trifling embers.
*
Cups - Water and Emotion. Hydrokinesis, including eventual control over ice and all other liquids; the creation of supernatural potions, poultices, salves and tinctures, the summoning of Marids, and all fundamentally transformative magics - from altering someone's emotional state to increasing their strength to transforming them into a newt. Dual casting styles: Raw Manifestation, which channels pure emotion to create powerful but somewhat ill-controlled effects, and Potioncraft (self-explanatory). While the former is less useful in the day-to-day, it is often the most potent in times of dire need, and the specialist of Cups can rely on the latter for more consistent utility.
--Specialist Bonus:
Holy Grail - The power of the Cups suit to regulate emotions grants its adept a degree of perspective and balance. The world may shift like the changing of the tides, yet the sea itself remains undiminished. If you specialize in this suit, moderately discount all Will costs; substantially discount Will costs related to magics associated with this suit.
*
Pentacles - Earth and the Material. Terrakinesis, including ferrokinesis; the creation of artifacts and vestments, the manufacture of Golems and other material servitors, and all magics related to matter and the material world, including the summoning of actual individuals from, theoretically, any physical realm. Casting style: Ritual Magic (including Artifice). Relatively slow and requiring preparation, but mightier in potential effect than even Manifestation, and just as precise as Hermetic Magics. With time and foresight, the artificer is the mightiest magus of all.
--Specialist Bonus:
Terra Firma - Matter is the gross reflection of the spirit supernal; why should he whose spirit is so kingly, be consigned to common form? The specialist's strength, precise control, durability and stamina are all enhanced to superhuman levels. The degree of this enhancement scales with the magnitude of his past accomplishments in artifice & ritual magic. Even should his tower fall, and great works be unraveled, his magnificent physique shall stand as shining testament to his achievements on this earth.
To clarify, you are not locked into your casting style, but the spells granted by this bonus will typically be of that style, and spells not cast in that style typically will not benefit from your Specialist Bonus.
---
Below is the older, deprecated King of Magi:
Upgraded King of Magi (250 Will, 25 SC)
*As per the baseline, but his weakness to Fate is strongly mitigated; he is much more easily able to twist, invert, or rules lawyer the threads of fate into relatively preferable configurations, so long as they are somewhat narratively satisfying. Perhaps he may not be able to insert himself as protagonist, but either antagonist or deuteragonist would be doable.
*Greater potency, versatility, and potential of magic overall compared to the baseline. More easily accrues completed spells passively, or as a result of things he was already going to do (for example - by saving the nerd from bullying, he might learn a powerful protective ward in addition).
*Much greater ability to enchant, augment, or otherwise aid others; and to benefit from the dispensation of such aid, as if the Hermit: the Enlightener role had been appended to this one, if through a magical lens.
---
Most of my arguments for why this role fits Solomon are already present in the original King of Magi post, please consider them re-iterated now. Here are some further arguments:
*Great power should not be handed to those who will use it to excessively exploit others. Solomon just wants a long and comfy life, so he is someone that can be trusted to hold this role better than most.
*That someone with Solomon's name should take this role
strongly fits the principle of "as above, so below" that is key to the interpretation of the card.
*Solomon's nature also strongly fits the card in the sense that he possess exceptional mundane genius; per "as above, so below," it's only natural that such genius would thence be reflected in his Enrolled manifestation.
*As to the card itself: The Magician's robe is white, symbolizing purity; Solomon is pure both in the sense that he is presumably a virgin (?) and also because he lacks most of the worldly desires that constrain humanity. His cloak is red, symbolizing
rubedo, the completed form of alchemy, wisdom made manifest: as symbolic analogue to his own predictive ability, there is little more fitting. The infinity symbol above his brow is yet another analogue of the same.
*Solomon should try to determine if the Educator cares strongly about realizing or maximizing his charges' potential; if so, he should argue that the King of Magi role most definitively does that for Solomon himself: a means of supernal influence as represented by the wand aloft turns Solomon from a passive contemplator of the world to an active channel between his ideals ("above") and reality ("below").