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These tools connect directly to Charge, protection, objectives, detection, and Final Phase.

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Artwork variants are grouped into one meaning so color and state variants do not masquerade as separate mechanics.

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Showing 10 of 147 concepts11 categories
World markers

Magician booth

A Monster-side booth / magic-box location.

Treat it as a Magician rotation or teleport landmark.
World markers

Impostor Bunny

Marks a fake Bunny trap placed by the Magician.

Avoid disturbing it or destroy/counter it before it grabs and holds a Bunny.
World markers

Magician

Marks the Magician's observed position.

Rotate away, warn teammates, or pressure an objective in another wing.
Loadout gears

Impostor Tamer

A Magician passive that expands the Impostor pool.

Adds one additional Impostor Bunny to the available count.
Loadout gears

Lucky Charge

A Magician passive tied to self-winding.

Gives a chance for a self-charge not to consume the key.
Loadout gears

Refreshing Charge

A Magician passive tied to charging.

Resets ability cooldowns after the Magician charges themself.
Loadout gears

Return Impostor

A Magician active for repositioning an Impostor.

Recalls the first placed Impostor and refreshes the Impostor cooldown.
2 variants
Monster skills

Playing Cards

The Magician's card attack / pressure skill.

The lit icon is ready or active; the dark version is unavailable or on cooldown.
2 variants
Monster skills

Hat Trick

The Magician's hat-based control / hunting skill.

The icon pair distinguishes ready from disabled state; consult the in-game tutorial for the current controls.
2 variants
Monster skills

Invisibility

Makes the Magician invisible for a limited period.

Use it to approach or rotate without being seen; the grey icon is unavailable.