Home » The 21 Classes of Achaea » The Magi of Achaea

The Magi of Achaea

A Human Magi robed in arcane mist, hands shaping a spell of cold-fire

Magi wield the powers of the elements: primal forces that predate the dawn of time, once the province of slain Agatheis. They craft foci of power in enigmatic workshops. They form treaties with beings who dwell in the ordered Planes beyond the Prime. They master crystalline vibrations and a capacity for mass devastation that few classes match. The class is one of Achaea’s oldest combat magic traditions, and it remains one of the most versatile.


Magi lore and origin

The Magi class is ancient. Its tradition reaches back to Agatheis, a slain elemental god whose power the Magi inherited. Modern Magi continue that work in the Workshops of Artifice, crafting elemental staves and forming compacts with the Elemental Planes themselves.

The lore is terse but the implications are large. A Magi is not a wizard who memorises spells. A Magi is a practitioner whose every ability is grounded in their relationship with the elements and their physical foci. The Elemental Staff is the basis and pinnacle of an Artificer’s achievement. The crystals scattered through their workshop are tools, not props.

Combat-wise, Magi are feared on any battlefield. Their tools are described in the lore as “formidable,” and the ability list backs that up. They can alter the battlefield with bulwarks of ice, scour foes with whips of flame, blast armies with hails of lightning. Higher-order spells, the ones that require resonance with the Elemental Planes, carry real risk. Magi mastery means handling the danger of channeling them, not just knowing the spells.

This is also one of the most accessible mage classes for a new player. The class has been around long enough to accumulate decades of player-written guides. Combat is direct enough that the basic loop is teachable. The class has no factional pressure: a Magi is welcome in every city.


Signature combat identity: elemental devastation and crystalline vibration

Three things make a Magi a Magi.

The first is elemental devastation. Elementalism is the core combat skill. A trained Magi opens channels to the Elemental Realms and pulls fire, ice, lightning, earth, and water through those conduits. The capstone spells (Conflagrate, Hypothermia, Glaciate, Firestorm, Shalestorm, Emanation, Convergence) are mass-destruction abilities. They’re meant to flatten battlefields. The Magi’s role in group combat is often to be the wide-area damage dealer.

The second is crystalline vibration. Crystalism is a room-control system. A Magi refines crystals from the Master Crystal of their House, spins them in a room, and embeds vibrations in the resulting field. Some vibrations affect only the Magi. Some affect only enemies. Some affect everyone. A skilled Magi can stack vibrations to create a room that punishes intruders while protecting allies. This is one of the most distinctive combat systems in Achaea, with no good comparison to anything in other games.

The third is the elemental treaty. Artificing is the craft skill, but its higher-order content is the Elemental Treaty: a ritual compact with the Elemental Planes that lets the Magi summon Waterweirds, Djinn, Sandlings, Efreeti, Stonebacks, Breath, Mistfiends, and Ashbeasts. These creatures are bound by formal compact, not casual summons. The Magi who has built strong treaties with multiple Planes commands an army.

Together, Elementalism + Crystalism + Artificing makes Magi a three-layer combatant: direct elemental damage, persistent room-control vibrations, and summoned planar allies. There’s a reason the class shows up on most “where to start” lists for new players who want a caster.


The three skills of a Magi

A Magi commands three skill sets: Elementalism, Crystalism, and Artificing. A fledgling Magi gains Elementalism and Crystalism; Artificing is granted upon embracing the class.

Signature abilities: Channel, Light, Fortification

The crux of all which a Magi does is born in the harsh crucible of the elemental powers. Forming direct connections to those most primal of forces, the aspiring Elementalist learns magics both subtle and overt: bulwarks of ice, whips of flame, hails of lightning, shimmering reflections.

The true depths lie in higher-order spells, those workings so profoundly complex and dangerous that they require resonance with the Elemental Planes, with all the risks that lie therein.

General abilities

AbilityDescription
ChannelOpen conduits to the Elemental Realms.
LightLight up your surroundings.
FortificationProtect your open channels from attack.
ScryLocate another adventurer.
ResonanceThe Elemental Planes are at your fingertips.
ErodeDestroy the defences of your opponent.
BindingThe magic of channel binding.
DeepfreezeCast a spell of extreme cold at your enemies.
IllusionCast an illusion of your choosing.
SimultaneityParallel channeling.
StormhammerCall down the wrath of the storm upon multiple enemies.
DestroyA sliver of the Primal Fire.
HolocaustCreate a delayed explosion of immense power.
MagmasphereA delayed eruption of magmatic fury.

Higher Order Spells

AbilityDescription
HypothermiaThe freezing touch of Sllshya.
ShalestormA downpour of stone.
FirestormThe very world shall burn at your command.
GlaciateA doom of Maklak’s make.
ConflagrateSummon forth a terrible conflagration.
EmanationThe elements unleashed.
PurityLife’s water will ever run clear.
ConvergenceUnbounded arcane might.

Resonant Spells

AbilityDescription
GustBlow someone in a direction with a gust of wind.
FirelashAttack with elemental fire.
FreezeChill another adventurer.
GeyserKnock someone out of the trees or the sky.
DehydrateMake them vulnerable to the consuming flame.
FulminateFry your enemies with awesome bolts of lightning.
BombardA trivial application of Air and Earth.
MudslideA sludge to send them sprawling.
MeteoriteTo sunder that which wards.
MagmaRock to boil and bubble.
TransfixMesmerize your target into inaction.

Spells of Warding and Protection

AbilityDescription
ReflectionCreate a distracting illusion of yourself.
StonefistCoat your fists with rock and punch with more power.
StoneskinCreate a protective but supple layer of stone around you.
ChargeshieldCreate a magical shield to resist electric damage.
BloodboilBoil off that which afflicts you.
DiamondskinGive your skin diamond-like hardening.

Terrain Manipulation

AbilityDescription
FirewallCreate a wall of elemental fire.
FogConjure up obscuring fog.
HellfumesCreate choking fumes in your surroundings.
FloodDrown a location in water.
QuakeOpen cracks in the ground to drain away water.
IcewallConjure up an obstructing icewall.
HailstormCall down a hailstorm to pummel everyone else in the room.

Signature abilities: Refine, Fold, Embed

Crystalism uses magical crystals to create vibrations. These may be single-use or, more commonly, persistent and room-based. Setting up a vibration takes three steps: refine the crystal from the Master Crystal of your House, spin it in a room (SPIN ), then embed the vibration (EMBED ). A Magi may only have one of each type of crystal spinning at once.

Some vibrations affect only you, some only your enemies, some everyone in the room. Mastery is knowing them all. To see Master Crystal remaining facets: HOUSE CRYSTALS. Personal: TOUCH CRYSTAL. Rogue magi without Master Crystal access can buy from a lady in the crystal caverns of Tasur’ke.

Abilities (37)

AbilityDescription
RefineRefine a piece of crystal out of the Master.
FoldFold pearls into a master crystal.
EmbedEmbed crystalline vibrations.
TouchDetermine how many facets you may refine.
SpinSet crystals to spinning.
DampenAttempt to dampen a vibration, destroying it.
VibesSee what vibrations are in a room.
DissipateAttack the mana of your enemies.
PalpitationCause small heart attacks in your enemies.
HeatFill a room with soothing warmth.
AlarmBe alerted to movements of your enemies.
TremorsCause ground-shaking quakes.
ReverberationProtect your vibrations against some attacks.
SonicportalOpen a portal to someone.
AdductionSuck those around you into your room.
CrystalhomeTransport yourself back to the Master Crystal.
HarmonyA soothing, healing vibration.
CreepsCause fear in your enemies.
SilenceA sound-negating vibration.
RingExtend the life of a crystalline vibration.
RevelationReveal those around you who may be concealed.
MuffleMuffle your crystalline vibrations.
GroundingRoot yourself to the ground.
OscillateDiscordant music to cause amnesia.
WorldvibesThe ability to see your vibes worldwide.
FocusDraw your vibrations back to you.
DisorientationDisorient your enemies with dizziness.
EnergiseSuck health from your enemies and use it.
StridulationDestroy the equilibrium of your enemies.
GravityIncrease the power of gravity in the room.
ForestCause a forest of sharp crystal to arise.
DissonanceCause your enemies to become dissonant.
PlagueAfflict your enemies with debilitating effects.
LullabyPut your enemies to sleep.
RetardationSlow time in your location.
CataclysmUnleash the fury of a team of magi.
DestabiliseThe power to destabilise crystalline vibrations is formidable indeed.

Signature abilities: Workshop, Unweave

Though a Magi may be best known as a paragon of sorcery, calling down lightning to smite foes and altering the battlefield with motion of the hand, few give consideration to the endless hours of toil which underpin such prowess. Artificing embodies this fact.

In the Workshops of Artifice, Magi labour over their Elemental Staff, both basis and pinnacle of their achievement. Beyond foci, the most dangerous magic the Magi practice lies in the heart of the Artificer’s art: ritual compacts with the Elemental Planes themselves, the treaties that permit summoning forces beyond the lesser elementals of the past.

General

AbilityDescription
WorkshopWhere it all begins.
UnweaveA way to unweave Talisman Pieces and gain gold.

Foci Creation

AbilityDescription
StaffThe greatest of Elemental foci.
ScintillaA crystal to channel fire.
HorripilationA crystal to channel frost.
LightningA crystal to focus electricity.
GlacialThere is cold, then there is Cold.
ShockYour foci will be positively electrifying.
ImmolationThey will char under your power.
RapidityFrom force to finesse.

Elemental Treaties

AbilityDescription
TreatiesThus is agreement made.
ElementalsFrom word to will.
WaterweirdA minor servant of Sllshya.
DjinnA subordinate agent of Whiirh.
SandlingA diminutive denizen of Garash.
EfreetiA lesser flame of Kkractle.
StonebackA hulking guardian of Earth.
BreathA subtle superior of air.
MistfiendA dread minion of Sllshya.
AshbeastA harbinger of Fire.

Magi Houses and cities

See Achaea’s city-states for the cities where these Houses recruit.

Magi is unrestricted by alignment. 16 Houses across all 6 cities plus two cityless options, the maximum for any non-factional class.

HouseCityNotes
The DawnbladeTargossasTargossan martial House. Magi here serve Light.
The Harbingers of RedemptionTargossasTargossan succour House. The healer/scholar Magi home.
The Dread LegatesMhaldorMhaldorian military House.
The InsidiumMhaldorMhaldorian rites House.
The Esoteric ConsortiumAshtanAshtan martial House.
The Savants of the WheelAshtanAshtan academic House. Strong Magi home for scholarly play.
The Nemesian VanguardAshtanAshtan front-line House.
The Vashnarian ShieldCyreneCyrene guardian House.
The VirtuosiCyreneCyrene artistic House.
The Discurean OutridersCyreneCyrene explorer/academic House.
The Krymenian AcademyHashanHashan academic House. Another scholar’s home.
The SomatikosHashanHashan body-discipline House.
The Scions of the IthmiaEleusisEleusis forestal House.
The Heartwood KinEleusisEleusis nature House.
The Grand Merchant Collective(cityless)The trader House.
The Carnivalis Institute of Jestering(cityless)The Jester-founded House.

To check current House availability in-game: HOUSE LIST MAGI. To read about any House: HELP HOUSE .

A note for new players: Magi is one of the most newbie-friendly classes for organisations with strong academic Houses. The Savants of the Wheel (Ashtan), The Krymenian Academy (Hashan), and The Harbingers of Redemption (Targossas) all support Magi who lean scholarly.


What an Achaea Magi might look like

Class shapes silhouette; race shapes everything else about a character’s appearance. The art below shows what a Magi can look like across a few of Achaea’s 14 playable races. These are illustrative examples. Any race can play a Magi.


How to roleplay a Magi in Achaea

Magi roleplay is built around two pillars: the craft and the elements.

The craft is the Workshop. Every Magi labours over their Elemental Staff for hours that don’t show up in combat logs. The staff isn’t bought; it’s made. Same with the crystals. Same with the elemental treaties. A Magi who roleplays this side of the class well treats their workshop as a real space, their staff as a real object, and the act of crafting as part of who they are. The Hashan Krymenian Academy and the Ashtan Savants of the Wheel are the obvious homes for scholar-Magi who want to lean into this.

The elements are the relationships. Sllshya (water), Whiirh (air), Maklak (cold), Garash (earth), Kkractle (fire): these are the named Elemental Powers a Magi negotiates with. A treaty isn’t a transaction; it’s a compact. Players who lean into this aspect treat the Elemental Planes as characters with personalities, allies with their own interests, and counterparts whose favour matters.

A few practical notes:

You can serve any city. Targossas, Mhaldor, Ashtan, Cyrene, Hashan, Eleusis: every city has Magi. Pick the city that fits your character; the class will work in any of them. A Targossan Magi reads as the holy scholar. A Mhaldorian Magi reads as the cold theorist of Evil. An Ashtani Magi reads as the Chaos researcher. The class is a chameleon for whichever ethos you sign up for.

Master Crystal politics matter. Your House’s Master Crystal is the source of your Crystalism kit. If you switch Houses, you switch crystals. The class has a real mechanical stake in House loyalty, even though it’s not factionally locked.

Combat is mechanically rewarding. Stacking Crystalism vibrations to control a room while channeling higher-order Elementalism spells while keeping an elemental treaty active for summons: this is layered, demanding combat. The class rewards mastery.

If you want a versatile elemental caster, an ancient combat magic tradition with active player guides, and freedom to roleplay across any city’s ethos, Magi delivers.


Other classes to consider

Three classes worth a look if Magi is on your shortlist (or browse all 21 Achaea classes for the full comparison):

Alchemist: Cauda Pavonis Scholar

The mage cousin. Where the Magi works with elemental forces and crystals, the Alchemist works with humours, transmutation, and homunculi. Same scholarly identity, different combat mechanics. Note: Alchemist is locked out of cities that accept Druid/Sentinel/Sylvan (forestal classes), so the city pool is slightly narrower.

Sylvan: The Viridian Forest Mage

The elemental-meets-nature hybrid. Sylvans use Weatherweaving (elemental weather control) alongside Groves and Propagation. The lore explicitly says Sylvans drew on both Druid and Magi knowledge. Choose Sylvan if you want elemental power but with the forestal alignment to Eleusis and Nature.

Psion: The Aldar Mind-Mage

The other ancient magic tradition. Where Magi draw on slain Agatheis’s elemental power, Psions draw on the Aldar’s psionic and weaving arts. Choose Psion if you want ancient power but with a mental rather than elemental flavour, and a smaller, more specialised community.

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Frequently Asked Questions

A Magi’s skills are Elementalism, Crystalism, and Artificing. A fledgling Magi gains Elementalism and Crystalism; Artificing is granted upon embracing the class. Elementalism is the core elemental combat skill, with general, higher-order, resonant, warding, and terrain-manipulation spells. Crystalism is the room-vibration system. Artificing covers the Elemental Staff and the treaties with the Elemental Planes.

Yes. Magi is one of the most widely-recommended starter classes in Achaea. The class has no factional pressure, every city accepts it, the combat identity is clear, and there are decades of player-written guides. The main learning curve is Crystalism’s room-vibration system, but the rest of the class is approachable from the start.

Magi accepts 16 Houses across all six city-states plus two cityless options, the maximum available to any non-factional class. Academic Houses are particularly well-suited: The Savants of the Wheel (Ashtan), The Krymenian Academy (Hashan), and The Harbingers of Redemption (Targossas) all welcome scholarly Magi. Use HOUSE LIST MAGI in-game to confirm current availability.

Both classes are mage-style scholars, but their mechanics and city pools differ. Magi work with elemental forces, crystals, and elemental treaties. Alchemists work with the four humours, transmutation, and the Sublimation/Formulation art. The big city-pool difference: Alchemists cannot train in cities that have accepted the Sentinel, Druid, or Sylvan classes (the forestal classes), so Eleusis is closed to Alchemists. Magi has no such restriction.

The Elemental Treaties are ritual compacts a Magi forms with the Elemental Planes themselves. Through Artificing, a Magi can negotiate treaties with the Planes of Air, Earth, Fire, Water, and others, allowing them to summon planar creatures including Waterweirds, Djinn, Sandlings, Efreeti, Stonebacks, Breath, Mistfiends, and Ashbeasts. The treaty system gives Magi access to summoned allies beyond what other mage classes can field.

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