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This cult started as a challenge, though those who laid it
did not know at the time. Many on the Mythras Discord had asked about the power
of the Wrack spell. It had become a sort of joke, and those who were more senior
in Mythras had recommended it only be included at higher ranks, or perhaps even
completely avoided.
I decided to make a sorcery cult that relied almost
exclusively on it.
Part of this was because I didn’t like the answer being
given. I felt it missed the point of Mythras magic systems – you are supposed
to manipulate and alter them. After all, there are sections on how to use
ritual magic and how to tune magic point recovery to match a particular tone.
It felt rather glib to ignore this entirely.
The Battle Wizard makes heavy use of modifications in
Sorcery. It gains limited access to Shaping Components and must increase rank
to gain access to more. There is an in-game reason listed, but from a gameplay
perspective, it is designed to limit the power of Wrack by itself.
Each form of Wrack has some nuance that may make it more or
less useful in a particular situation. None of them completely bypass armor as
well as force an evade check. All but one have a secondary effect that can be
brought to bear. This gives each version its own reason for being, and
incentive to gain more. Choosing which to gain as an Apprentice will shape many
choices in the future.
Additional sorcery spells are picked to provide them with
some options, but some are protected from being used in too many shenanigans by
restricting them to this school. This gives the school an exclusive feel and
makes it safer for most any campaign. These were picked to give it the flavor
of being a military wizard. While replacement is certainly possible, careful
consideration should be given to which will give the most flavorful effect, and
what restrictions should be placed on them.
The first Gift they receive is designed to get by a question
that had come up frequently – do you really mean it can be cast repeatedly for
the Duration? Well, yes, it does mean that. Without Range or Target, though,
your Battle Wizard is going to have to get up in the thick of it. Once they
become Adepts, they can dish out a lot of damage over a long range, but also
have reached a level where power should be seen.
Once they get to the Mage rank, they gain access to two
Shaping Components – Targets and Ablation. This gives them a remarkable amount
of flexibility with their spells, but also forces choices about where to put
those shaping points. GMs who use the Battle Wizard should feel quite liberal
in their use of protective magics, as would befit a world that has powerful Wrack-slingers.
This will force the Battle Wizard to make a choice to erode the defense,
increase the magnitude to overcome defenses, increase the number of targets, or
increase the range.
Setting Suggestions
The Battle Wizard really shines in a fantasy setting, where
a king rides onto the field at the head of a charge supported by a platoon of
blasting bearded mages. It would mesh very well in a game that includes the
Aegis Arcanum.
It
probably works best in Medium to High Magic games, where Magic Points flow freely.
In a Low Magic game, will take on a very different role, and will likely have
to augment their magic skills with other skills greatly.
Four-Fold Battle Wizard
Mythos and History
Four-Fold Battle Wizards is frequently criticized by other
sorcerers for a lack of diversity in spells. Largely focused on variations of
the Wrack spell, others think of them as a “one trick pony”. The battle
wizards, on the other hand, might argue they can do both kinds of magic, fire
and lightning.
However, they are viewed, no one can deny they are effective
in battle. With the ability to create walls of flame or acid or wrap their
fellow soldiers in protective armor, they are appreciated. Arch Mages (or Magus
General) are particularly valuable, being able to coordinate between unit
commanders quickly via telepathic communication.
Nature
The school itself focuses on mastery of destructive forces
and manipulating them. Many accidents over the years have led them to develop
new techniques and spell-weavings to minimize any collateral damage from their
magic.
Organization
There are no official lay members of this cult, though more
senior members do keep an eye out for likely apprentices to add into their
ranks. Most Four-Fold Battle Wizards (often shortened to just Battle Wizard)
learn their craft in a military magic school, with strict discipline and
learning to control the magic. As Battle Wizards gain in rank, they also gain
in responsibility, and learn to coordinate between mundane and magical forces.
Membership
Standard. While not required, it is common for those of this
school to be from the upper echelons of society, with parents who paid their
way into a “less dangerous” and more prestigious role in the military.
Restrictions
Battle Wizards start with a very limited set of Shaping
components to work with, as to somewhat mitigate the damage a young sorcerer
can cause. Eventually, they gain access to all of these and more. Apprentices
in this school only have access to Combine, Duration, and Magnitude when
casting spells with Invocation (Four-Fold Battle Wizard). Adepts gain access to
the Range component, and Mages learn the Targets component.
Skills
Insight, Invocation (Four-Fold Battle Wizard), Lore
(Strategy and Tactics), Shaping, Willpower
Magic
Apprentices are taught the Folk Magic spells Darkness, Disruption, Extinguish, Frostbite, Ignite, Light, Shock, Tire as well as the one of the Wrack variants of their choice listed below. Adepts learn another variant of Wrack as well as Protective Ward, and regularly use it to cordon off an area. Mages soon learn the value of defense and learn Damage Resistance and another variant of Wrack. Damage Resistance can only be cast Combined with Protective Ward when using Invocation (Four-Fold Battle Wizard) and cannot be Combined with spells from other schools. Finally, archmagi can be recognized by their mastery of all four variants of Wrack as well as their knowledge of the Telepathy spell.
Wrack - The Battle Wizards
eventually learn 4 different types of Wrack
- Fire - Bolts of fire that bypass half armor, can be evaded or parried as a missile weapon, treated as a Small Force weapon at range. Can light objects on fire as per fire of half spell intensity
- Acid - a stream of acid that directly attacks armor, treating the armor points as the armor hit points. Armor must be destroyed completely before hit point damage to the target can be done. Can be evaded or parried as a missile weapon, treated as a Small Force weapon at range
- Cold - a blast of frigid air that bypasses armor completely and is resisted with Endurance.
- Lightning - Strokes of lightning that bypass half armor, can be evaded or parried as a missile weapon, treated as a Small Force weapon at range. Can gain the Stun Location special effect.
Gifts
All versions of the Battle Wizard Wrack spells have
additional flexibility: they may change the targets they have with the spell as
a Proactive action. This does not allow them to exceed the number of targets
dictated by the Targets Shaping component, but it does give them flexibility in
their use. This cannot be used when Combining with spells from outside this
school.
Mages become Empowered, gaining access to the Ablation
shaping component for spells in this school. When using this component, it
cannot be combined with spells that are not in this school
Archmagi achieve total Mastery of their spells,
gaining access to the Precision shaping component for spells in this
school. When using this component, it cannot be combined with spells that are
not in this school.
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