top 10 numbers
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top 10 numbers
1
this is obviously not a real thing and I don't even have the answer to that question
2
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Octomancer
Eight spells is generally as many as anyone wants to learn.
[ | ] Eightfold Familiar – You are accompanied by a familiar that totemically represents the number that empowers you – arachnids and octopi are most common, but you can argue any creature with a connection to the number eight. In the presence of your familiar, whenever you roll a result of exactly 8, you may add a bonus d8 to the roll. Additionally, f you roll a 7 or a 9, you may choose to make it an 8.
[ ][ ][ | ][ | ][ | ] Octavian Subsumption – You have expanded the hexboundaries of your access to the universe around you, and with them the possibilities. You may roll d8s instead of d6s, and may replace a number of dice in this way up at once to your level of Octavian Subsumption.
[ ][ ][ ][ ][ | ][ | ] Octoblast – By thrusting your hands together, fingers splayed and thumbs retracted, you can cast an octohedron-shaped energy blast in a straight line, dealing d8 damage, plus 1 bonus damage per level. The energy travels 8 feet per level before dissipating naturally.
[ | | ] Octagram of Power – While standing inside a perfect octagram, you may increase the levels of any spells you cast by 1. If the octagram is 8 feet in diameter, increase the bonus to 2, and by another 1 for each time the size of the octagram doubles, up to 8 bonus levels. This allows you to exceed the normal maximum level of a spell. If you use an octagram in this way, and the octagram is distrupted while you are still inside it, you take d8 psychic damage per bonus spell level.
[ | ] Octarms – You have four extra limbs in the form of tentacles growing from your back. They are strong enough for two of them to support your body weight, and end in simple claws or hands. If at any point you lose limbs such that your total number of limbs drops below 8, after d8 days of recovery you will grow tentacles until you have 8 limbs.
[ ][ ][ ][ ][ | ][ | ][ | ][ | ] Octagon Portal – With a careful gesture, you can summon a portal within 8 feet of you leading to a matching portal anywhere within 80 feet per level of Octagon Portal, the portals being perfect octagons 8 feet across. The portals will remain in place until they have been used exactly 8 times.
[ | ][ | ][ | ][ | ] Eight Paths to Victory – You have performed a consecrating ritual on yourself to empower yourself in eightfold strength. Pick 8 skills, qualities, or virtues – you gain a +2 bonus per level to all rolls per chosen aspect relevant to the roll.
[ ] Eighth Eye – You have the mystic sight for the arcane eighth colour, and anything touched by magic will appear to glow in that colour in your sight. It is more or less impossible to convey what the colour looks like to those who cannot see it, but to you it is basically a sort of greenish purple-yellow.
Foursplit Mage
Four people is ideal for a lot of enjoyable activities, but mages so relish their alone time...
[ | ] Fourfold Form – With a gesture, you can split your single body into four near-identical bodies, each one possessing an independent consciousness. All of them fundamentally remain you, and retain the core of your will, but are capable of acting and thinking independently.
[ ][ ][ ] Exaggerate Aspects – Your Fourfold Form bodies are slightly divergent in personality, each one emphasizing and downplaying different aspects of yourself. You may choose to give any of them a d6 bonus to any skill or personality aspect, causing all the other bodies to take a -3 penalty rolls of that nature. You may give each body one such bonus per level of Exaggerate Aspects.
[ ] Conveniently Coded Quartet – When you split into Fourfold Form, you may choose to exaggerate the physical differences between your bodies, each one styled or dressed differently to make them easy to identify.
[ ][ ][ ] Quartet Synchronicity – Though they possess separate minds, your split bodies retain remarkable attunement. You gain a d6 bonus to all rolls to perform joint maneuvers with yourselves or to bodily assist one another.
[ | ][ | | ][ | | ] Rite of Four Vestments – The magical power of your Fourfold Form is channeled into additional magical power produced from the splitting of your form. For each of your four bodies, choose a single class. Spend 2 XP per level of Rite of Four Vestments in each of those classes, each body having access to one of the four chosen classes. You lose all access to these classes when you are not in your Fourfold Form.
Triplicate Mage
Three is said to be a magic number.
[ ][ ][ ] Threefold Form – You can split your body at will into three entities. They may be physically distinct if you wish, having different colour motifs, clothing, or mannerisms, but all of them can be identified as you, or an aspect of you. They all share a part of your will, and you can act as all of them at once in most situations. In combat and other high-pressure situations, you require focus and training, and can only act as a number of your selves up to your level of Threefold Form. Each of your bodies when split has only a third of your health. In order to reform into a single entity, all three of your bodies must be close enough for physical contact.
[ ][ | ][ | | ] Triplicate Beam – By forming a triangle with your fingers, you can fire a beam of force at any target within 30 feet. If your body is split using Threefold Form, all three bodies can use this attack simultaneously if directed at the same target, and each beam deals 1 force damage per level of Triplicate Beam. If all three bodies are equidistant from the target, triple the damage dealt.
[ ][ ][ ] Rule of Threes – Your can harness a powerful law of magic that allows your bodies to provide great fortune to each other. If two of your bodies have failed in succession to perform a single, specific task, your third body gets a 3d6 bonus to rolls to perform that task. You may invoke this a number of times per session up to your level of Rule of Threes.
[ ][ ][ ] Thrice-Split Knowledge – Through a complicated means of study, you can devote each of your selves to excellence in a particular area. For each level of Thrice-Split Knowledge, pick three skills. When your body is not split, you get a +1 bonus to all skill rolls of those types. When your body is split, each body gets a d6 bonus to a different one of those three skills.
[ | | ] Triple Spirit – You have reserves of vital energy that rush into your new bodies when you split. In Threefold Form, each body shares your maximum health and is generated with the same current health. When you reform, your health becomes the average of the current health of your three bodies, rounded up.
[ ][ | ][ | | ] Triple Jump – Your can reform your body from Threefold Form from a greater distance. At first level, as long as your bodies are all within 30 feet of each other, you may pick the location of one body and have your singular body reform there. At second level the range of this ability increases to 500 feet, and to a mile at third level.
Tetrahedramancer
Only wizards know about the *real* pyramid schemes.
[ ][ | ][ | ] Might of Four Sides – You have begun the track of probability manipulation, which requires starting at the bottom. Replace every d6 roll with a d4 roll. At second level, you may swap any d6 roll for a roll of 2d4, and 3d4 at third level.
[ ][ ][ ][ ][ ] Scatter Caltrops – With a wave of your hand, you can spread a number of small, pointy pyramids across the floor within 20 feet of you, covering a space of 5 square feet per level of Scatter Caltrops. The caltrops will continue to scuttle around to make avoiding them difficult, and anyone travelling through the area by foot must slow down to half speed to avoid them. If they do not, they take 1 piercing damage for every 5 feet they travel and their maximum speed is dropped by 25% for d6 rounds.
[ ][ | ][ | | ] Power Pyramids – By focusing for d4 rounds, minus your level of Power Pyramids, you can summon a tetrahedron about three feet tall to any spot within 5 feet of you. The tetrahedron is entirely solid and of a design unique to you, and quite unbreakable. Any mage within 10 feet of such a pyramid can spend a round attuning to it. Whenever they cast a spell, they may increase the effective level of it by 1 for each power pyramid they are currently attuned to. Attunement is broken if they stray more than 20 feet from a pyramid, and the pyramid itself will vanish if you leave its presence or if you are rendered unconscious. A single mage can gain the benefits of no more than four Power Pyramids at once.
[ ][ ][ ][ | ] Tetrahedrone – You are accompanied by a floating tetrahedron about the size of a person's head. It bobs in the air and follows you, and obeys your will, but displays no other capacity for thought beyond that. At any given time, your Tetrahedrone will exhibit one of the following modes:
Protect – The drone will fire a laser at the nearest hostile target within 20 feet, dealing d4 light damage per round.
Restore – The drone will glow with a gentle green light from each vertex, restoring d4 health to the friendly creature with the lowest health within 20 feet.
Counter – The drone will produce a pulsing sound every few seconds, reducing all magic-based damage within 20 feet by d4, to a minimum of 0.
Interface – The drone will remain dormant unless prompted to interface with a device or store of knowledge. By interfacing it can either absorb knowledge from the target or perform simple tasks like disengaging locks or switching settings on a machine. It can transfer absorbed knowledge into a single target via physical contact, but cannot stray more than 20 feet from you in this state.
You may spend your action to change your Tetrahedrone's current mode, rolling a d4 to determine its new mode. At second level, you can choose instead to increase the mode number by one (or switch from 4 to 1). At third level, you may move the mode number by one in either direction. At fourth level, you may pick your Tetrahedrone's mode freely.
Numbers Jockey
Mages so adore a mystery, sometimes they spend decades avoiding solving it.
[ ][ ] Arcanewave Receiver – You have unlocked your mind's psychic potential to receive arcane broadcasts, and tune in and out of them at will as long as you are in range. At second level, you can telepathically transmit these broadcasts to anyone within 10 feet, acting as a relay.
[ ] Numeromancy Transmission Station – With a handful of materials, and an hour's ritual, you can divest a portion of your psychic energy into a gemstone to act as a focus for an arcane broadcast transmitting periodic strings of numbers. Its range extends to 1 mile, plus 1 additional mile for each 100 feet it is elevated above the ground. Between snatches of playing music, an inhuman voice will recite numbers. Any non-magical being exposed to such a broadcast will feel increasingly unnerved and disquieted the longer they listen for.
[ ][ | ][ | | ] Tune In – Whenever you are listening to a Numeromancy Transmission Station, once every 2d6 rounds, it will broadcast a string of five numbers, chosen by rolling a d10 five times. When a new string is broadcast, make a note of that string. Then, if it has not been broadcast before, decide what that string means and the effect it has. The effect must be – ostensibly – fair; if it empowers fire damage, for instance, it cannot only empower fire damage you cause, but all fire damage in its broadcast radius. Your GM will decide the exact extent of the effect. If your GM decides the chosen effect of the string is a little too convenient for your current situation, they may ask you to come up with something else, and you may refuse a number of times per session up to your level of Tune In. If you cannot come up with an effect, you may have your GM do it for you (other players may also make suggestions).
[ ][ | ][ | ][ | ][ | ] Recordcast – While listening to a Numeromancy Transmission Station, you may choose to record a string. At any time, you may spend a recorded string to cause its effect to occur in a 10 foot radius around you for the same length of time as the span of the original broadcast. You may have a number of recorded strings at a time up to your level of Recordcast.
[ ] Ongoing Tally Protection – You can use your tap into arcane broadcasts to reroute incoming surveillance. Any successful attempt to read your mind while you are receiving a broadcast will instead perceive only the contents of that broadcast.
[ ][ ][ ][ ][ | ][ | ][ | ][ | | ][ | | ] Write The Signal – You are in tune with the force that powers Numeromancy Transmission Stations. Whenever you roll for a string broadcast, for each level of Write The Signal, you may either choose one digit to be present or choose which place in the string a digit will take.