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Aegis Arcanum
I have thought that wizards specializing in protection magic
needed a little bit of “brand management”. It has come across as decidedly
prosaic and pedestrian, even though some portrayals (notably in manga and
anime) have sorcerers who could rightly be called specialist in protection
magic being central to stories and sexy in their own right.
The Aegis Arcanum was designed as part of a suite of
sorcerers who are all focused on a single “school” of magic. It works well by
itself but building a wizard that has one shaping skill and multiple
invocations, including the Aegis Arcanum, makes for an incredibly versatile and
deadly mage.
The lower ranks of the hierarchy are built around spells
that are broadly useful for a small group of stalwart adventurers who might run
into deadly obstacles. Avert, Bypass, and Pathway all
overcome barriers, as can Dispel Magic when leveraged against magical
ones. Alarm, Deflect, Ironhand, Lock, and Protection
all create perimeter or barrier. The trio of resistance spells really are the
hallmark of the junior mage and will make him valuable in any party, but Shieldmage
gives an extra edge that is wholly unique to the school.
More advanced mages start moving into more and more esoteric
protections, able to resist and deny tribulations that are rare and deadly.
Being able to Abjure (Petrification) and Abjure (Toxins) on your
entire band makes a fight with a medusa a much more trivial task, and Castback
makes targeting the mage much trickier. Once they have matured, they are
offered Runewarding (Enchant) to combine their magic with their material
constructions, or even on themselves.
I reserved Protective Ward for the top rank on purpose. It
is quite strong with someone who can have so many resistances going. Areas of
Abjured heat or breathing are all quite useful, but areas of Abjured
gravity or time have godlike potency. It also gives those that choose to focus
and become an Archmagi a real reason to push for it, beyond being able to
banish demons and imprison foes they come across.
The Archmagi Gift of Invulnerability is intended to be
strong and restrictive. The example of the weapon is a good start, but you
could make them immune to poison but unable to gain nutritional value from
anything that was not poisonous. Finding the right balance is important – it
should have an impact occasionally, just as the Invulnerability should.
Setting Suggestions
As is, the Aegis Arcanum is well suited to a
fantasy setting that has an organized military. Engineering skills allude to
this, placing them in a role where they would build and potentially tear down
defenses. This could show up in one of the myriad worlds of Luther Arkwright,
perhaps even more modern or post-modern ones. A simple change of that skill
could move it into other setting spaces – Medicine to make a healer or Courtesy
for a court security wizard.
The Aegis Arcanum should work well at most magic levels. At the highest levels of magic and of the school, it can be quite potent, being able to Abjure whole areas, but likely have a strong role in protecting a society.
Mythos and History
The very earliest of mages were seeking to protect their
tribes from the darkness, whether that manifested as predators, spirits, or
beings of chaos who lashed them with eldritch energies. The earliest of these
efforts focused on building walls and fortifications to hold them back, but
this expanded once communities learned of sorcery. Experimenting with words of
power, sigils inscribed in the sand around their settlements, and rituals that
shackle those that would harm, it was clear to the community the value they
would provide. Thus, the art was fostered.
Nature
The abjuration school learns how to protect, and eventually,
imprison. Mirroring their magical learning, most gain knowledge of construction
of defenses and siege engines, making them very valuable to communities in
hostile lands. Royalty will often pay handsomely to have them in their armies,
and Arch Mages command staggering sums. Wherever they go, “white wizards” are
welcomed.
Organization
Not as many sorcerers dedicate themselves fully to this school
as some others, often stopping progression as Apprentices, but those who do are
virtually unassailable by weapon or magic. Thus, at the lower levels, the school structure is very loose, with informal relationships forming between
Apprentices and Adepts or Mages. Apprentices frequently maintain themselves as
construction foremen and expert craftsmen while continuing their studies.
At the higher levels of the order, Adepts, Mages, and
Archmagi often organize and distribute themselves, defending larger and larger
areas. With enough organization, they can share their resources and learning,
forming vast libraries filled with treatises on defenses both mundane and
magical.
While not considered formally lay members, many who become apprentices come from construction and engineering guilds guilds
Membership
Standard, as per Mythras p197-199. Apprentices must know at
least five of the skills taught by the school at 50% or more, Adepts must have
at least four at 70%, Mages at least three at 90% and Arch mages at least two
at 110%. Because of the lack of availability of the Engineering skill to the general population, it is very common to be from an engineering guild.
Restrictions
All Adepts and higher have a Taboo against killing
innocents.
To advance to the Mage rank, the Adept must have been witnessed
casting a Combined Turnblade, Turnhex, and Turnshade spell by a Mage or Arch
Mage.
Archmagi accept a Geas related to their Invulnerability
gift. Breaking this Geas removes their Invulnerability until they can undergo a
month-long cleansing ritual. At this point, they may accept a new geas and gain
a new Invulnerability at the cost of 10 xp.
Skills
Engineering, Insight, Invocation (Aegis Arcanum), Shaping,
Willpower
Magic
Apprentices are taught the Folk Magic spells Alarm, Avert,
Bypass, Deflect, Ironhand, Lock, Pathway, and Protection as well as the Sorcery
spell Dispel Magic (Neutralize Magic).
Adepts are additionally taught Turnblade
(Damage Resistance), Turnhex (Spell Resistance), and Turnshade (Spirit
Resistance).
Mages can learn Recant (Abjure), Reflect the Arcane (Castback),
and Runewarding (Enchant) spells. Each version of Recant (Abjure) must be
learned separately at a cost of 5xp per spell. The Path of Defense has a wide
number of these available.
Archmagi learn Bulwark (Protective Ward), Expel
Demon (Banish), and Oubliette (Imprison) which manifests as a ghostly
oubliette, though the ceiling trap door does not allow for escape.
Gifts
Adepts and higher are entitled to wear the white robes of an
Abjurer, showing to all that they are benevolent. This, in turn, means that
they can gain food and shelter for themselves almost anywhere there is a
settlement. These provisions may be meager, but they will suffice for most.
Adepts also gain the ability Shieldmage, which allows them to
use the Protection spell with a Range of their POW in meters, and as a Reactive
Action.
Magi can cast the Ironhand spell at will with no magic point
cost.
Archmagi gain the Invulnerability gift (Mythras, p202). The
specific invulnerability depends on the archmage (work out which one with your
GM depending on the campaign) and is related to their geas. For example, an
archmage with Invulnerability to weapons may vow to not use weapons in battle.