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Hex Magic Battlesuit (Grade 1).png 3.3 MB
Hex Magic Battlesuit (Grade 2).png 1.4 MB
Hex Magic Battlesuit (Grade 3).png 1.7 MB
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Sorceror and Hexer.png 14.8 MB
January 30, 2026

Class: Hexer

Conceptual Reality Tier: Null

Other Name(s): Hexblood

Pre-requisites: Sorcerer (At least Level 15)

<Lore Description>

Hexers, of Hex Magic Masters, are a specialisation class to Sorcerers, being practitioners of Hex Magic, a unique form of Sorcery powered by Hex Energy, the purest form of Cursed Energy, capable of upsetting the balance of both physical and immaterial forces around the user.

Through either touching their opponents, or casting Magic Circle Traps on the ground, the user can apply a curse by many different manners to multiple targets. These ailments can range from being mildly inconvenient, such as a mere nagging itchiness or a bad stomach, to downright agonising, such as giving them diseases and rot that would make the Gods of Chaos proud. It is because of this, that Hex Magic is considered a "Cursed Technique" in its purest and most wicked form. Beneficial Hex Magic spells do exist, however, which can support the user and targets, either protecting them from harm, or making them more resilient.

Just like its parent art, Hex Magic is generally shunned by the public, especially regular Ki users, and thus there are very few schools teaching Hex Magic across the world.

<Class Description>

Fighting Style: Control, Ranged

Combat Difficulty: 2/4

Armor Proficiencies: None

Weapon Proficiencies: Simple Weapons

Tools: Leatherworker's Tools

Saving Throws (Masteries): Wisdom, Charisma

Skills: Medicine, Intimidation

<Class Features>

As a Hexer, one gains the following class features, upon reaching the specified levels of proficiency in this class:

  • Level 1: Embargo

    • The most basic spell of Hex Magic. The user puts forms a triangle with their hands while facing their target, before chanting the spell name. This releases a ghostlike chain from the middle of the triangle, that wraps around the target's weapon, disabling its use.

  • Level 2: Curse

    • The user touches the ground, creating a Magic Circle Trap at the desired location. When a target steps on it, a mark will form on their hand, which causes them harm every time they attempt to use a Mana-based attack.

  • Level 3: Shadows

    • The user touches a target, amplifying their sense of paranoia, making them hallucinate nonexistent voices and shadows more intensely.

  • Level 4: Temperance

    • A punishment for drunkards. The user touches a drunk target, amplifying the effects of their drunkenness, making them suffer from intense nausea and vomiting.

  • Level 5: Eternal Itch and Odour

    • Eternal Itch: The user touches a target, causing pustules to grow on their body, making them itch constantly. While not lethal, it helps act as a great annoyance to foes.

    • Odour: The user touches a target, making them smell utterly revolting.

  • Level 6: Devil's Luck

    • The user touches the ground, creating a Magic Circle Trap at the desired location. When a target steps on it, a mark will form on their hand, which curses them with horrible fortune and luck. This misfortune can range from failing their tasks in miserable ways, or their own sword smacking them in the face.

  • Level 7: Bane

    • The user touches the ground, creating a Magic Circle Trap at the desired location. When a target steps on it, a mark will form on their hand, which inflicts a random debuff on them every minute. When a new debuff is applied, the previous one is cancelled out.

  • Level 8: Scourge

    • The user touches the ground, creating a Magic Circle Trap at the desired location. When a target steps on it, a mark will form on their hand, which drains away the Mana and vitality of the target.

  • Level 9: Acid and Bio

    • Acid: The user touches the opponent, corroding the affected area as if it had been doused with acid.

    • Bio: The user touches the opponent, paralysing the affected area as if it had been struck by a neurotic disease.

  • Level 10: Instability

    • A support-based Hex Magic spell. This spell increases the duration of the debuffs inflicted by the user's other spells.

  • Level 11: Sleep Echo

    • The user touches the opponent, putting their target into a deep sleep, akin to a coma. It is sometimes also known as the Slumber Hex.

  • Level 12: Epidemic

    • The user, with the wave of a hand, creates a cloud of toxic gas, inflicting upon anyone who inhales them with countless deadly diseases.

  • Level 13: Bewitch and Flail

    • Bewitch: The user touches the ground, creating a Magic Circle Trap at the desired location. When a target steps on it, a mark will form on their hand, which causes the target to redirect all incoming attack damage to another target. It is the target-inverted version of Flail.

    • Flail: The user touches the ground, creating a Magic Circle Trap at the desired location. When a target steps on it, a mark will form on their hand, which causes the target to take the damage of any attack inflicted on the user. It is the target-inverted version of Bewitch.

  • Level 14: No Resistance and No Agility

    • No Resistance: The user touches the ground, creating a Magic Circle Trap at the desired location. When a target steps on it, a mark will form on their hand, which halves their innate resistance, doubling the damage inflicted on the target. It is the effect-inverted version of Bewitch.

    • No Agility: The user touches the ground, creating a Magic Circle Trap at the desired location. When a target steps on it, a mark will form on their hand, which halves their speed, impeding their mobility.

  • Level 15: Mist Core and Stone Core

    • Mist Core: A self-applied Hex Magic spell. After casting this spell on themselves, any magical damage inflicted on the user will be reduced by 25%. It is the magical counterpart to Stone Core.

    • Stone Core: A self-applied Hex Magic spell. After casting this spell on themselves, any physical damage inflicted on the user will be reduced by 25%. It is the physical counterpart to Mist Core.

  • Level 16: Berserker

    • A self-applied Hex Magic spell. After casting this spell on themselves, the user's strength is tripled for five minutes. However, when the effect ends, the user will be left severely weakened and exhausted.

  • Level 17: Disguise Self

    • A self-applied Hex Magic spell. The user imagines a target, before casting the spell on themselves. This changes them into the visage of their target, body, clothing, weapons and all.

  • Level 18: Destiny Bond

    • The user touches the opponent, binding their soul to their opponent. This binding ties their lives together, such that if one of them dies, then so will the other.

  • Level 19: Drain

    • The perfected, non-risky version of Destiny Bond. The user touches the opponent, stealing all of their lifeforce, empowering themselves in the process.

  • Level 20: Fate Sealing

    • A support-based Hex Magic spell. This spell prevents those afflicted by the user's other Hex spells from being able to take in positive buffs.

Attribute Sources: Fairy Tail Fantasia RPG, The Witcher Fanon, Crystal Project, Cursed Immortality, The Old Realm, Marvel

Character Base: Ranime98's OC