Mythic Bastionland - Sorcerers

 

"The Underworld" - From Mythic Bastionland's Quickstart

Mythic Bastionland captured my attention when the quickstart came out, and—having now run a few games in it—it's amazing how simple and versatile it is. That said, all characters are knights sworn to Seek the Myths, Honor the Seers, and Protect the Realm. While this does create fun stories that swing from Monty Python's Quest for the Holy Grail to something like Elden Ring's crumbling world, there certainly remains some room for new ideas. One that's pecked at me for awhile is the idea of Sorcerers or Mystics.

Here's a quick crack at it. 

Mythic Bastionland - Sorcerers

All sorcerers begin with a pony and a staff (d6, shatter to deny an attack). 

Instead of gaining glory, sorcerers gain wisdom.

0 Wisdom - Novice - Worthy to learn.
3 Wisdom - Mystic - Worthy to speak.
6 Wisdom - Magus - Worthy to teach.
9 Wisdom - Archmage - Worthy to lead.
12 Wisdom - Seer - Worthy to ascend.

Performing your sorcerous Rite fully restores any 1 Virtue.

The Sorceries

Instead of the feats, sorcerers have access to the three sorceries.

After activating one of the sorceries, make a save with the associated virtue. On failure, you become strained and must sleep or perform your rite before using a sorcery again. Sorceries cannot be used while touching iron.

Summon (Vigor): You call forth a being with 3 Guard, a d6 attack, virtues rolled with d6+7, and a single feature of your choice (armor, flight, element, etc.) It serves you for one phase of the day, then departs. You may summon one being at a time.

Enchant (Clarity): Cause an item to gain a single minor magical property, such as +1 damage, glow, alter appearance, muffle noise, etc. The enchantment lasts for a single phase.

Evoke (Spirit): Create an instant effect such as an explosion of fire (d8 blast), a lance of ice (2d10), a shift in the terrain, a deafeningly loud voice, etc.

D12 Mages

1. The Fanged Mage

Property: A necklace of teeth, A thick fur cloak (A1)

Craft: Touch a beast to transfer your consciousness into it for as long as you please. Unwilling beasts may resist with Spirit. Your own body lies comatose during this time.

Rite: The Hunt. Consume a wild beast you hunted and slew.

2. The Unburned Mage

Property: Flint and Tinder, A Bag of Coals

Craft: Flames you see cannot burn what you wish them not to, nor can they be extinguished unless you so desire.

Rite: Embers. Burn something you wish to keep.

3. The Mirror Mage

Property: A small smooth silver ball, a white robe

Craft: You may teleport yourself to any surface in which you can see your own reflection.

Rite: Strange Sights - Ingest hallucinogenics.

4. The Sodden Mage

Property: A sling (d6), blue robes

Craft: You may breathe water. When sopping wet, you may alter your physical form as if it were clay.

Rite: Drown - Sleep within a natural body of water.

5. The Stone Mage

Property: An iron chisel and hammer, brown robes

Craft: Once per day you may ask a stone a question. The older and larger the stone, the wiser and more detailed its answer.

Rite: Engrave - Record new wisdom in stone.

6. The Nameless Mage

Property: A fresh journal, ink and quill.

Craft: If you speak a sentient being’s name, it must save with Spirit or follow a single command. Works once per target/day.

Rite: Knowing - Learn and record the name of a sentient being.

7. The Shadow Mage

Property: 3 smoke bombs, a black robe.

Craft: While unseen, turn into a shadow that can move along any surface. While a shadow, you may only move on your turn.

Rite: Silence - Do not speak when your words are important.

8. The Sainted Mage

Property: A holy symbol, embroidered robes.

Craft: You may transfer wounds and ailments between yourself and those you touch. Unwilling targets may resist with Vigor.

Rite: Sacraments - Partake in a religious rite.

9. The Painted Mage

Property: Paints, a minimal outfit.

Craft: By touching a painting, you may animate it and command it to perform a single reasonable task. This destroys the pigment.

Rite: Beauty - Give away a work of art.

10. The Giant Mage

Property: A tiny pet, voluminous robes.

Craft: You may become double or half your normal size.

Rite: Hunger - Consume an enormous meal.

11. The Song Mage

Property: A lute, colorful robes

Craft: Those who hear your music must Save with Spirit or follow your sung commands until the music ends or they are harmed.

Rite: Recital - Perform music for a crowd of at least 10 people.

12. The Bone Mage

Property: Needle and thread, ashen robes

Craft: You may spend a phase stitching together dry bones to create a servant. These servants have d4 guard, crumble if their guard falls to 0, and can only follow one command at a time.

Rite: Sowing - Bury the remains of someone you didn’t kill.

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