Hilander RPGs

Chaos & Control (GLoG Class: Mage)

Calling it a tail did not make it one,
Dugald Walker

The Mage

Skill: Astrology, Occultism, Arcana

Gear: Arcane Vessel*, Dagger, Scholarly Robes & Hat, 3 Rations, 3 Torches, 3d6 SP

*An Arcane Vessel is a physical container for the spells you can cast. It can hold any number of spells. Moving a spell from another vessel into your own takes an hour-long ritual. If you take any other action during the ritual, it fails and must be restarted.

You always know the direction toward your Arcane Vessel.

  1. Spellbook: A large tome of careful symbols, a sure sign of your profession. The ritual to transfer spells takes only 10 minutes.
  2. Wand: A rod of rare wood and stranger things, easily hidden. You need not speak when casting your spells.
  3. Staff: A length of entirely unbreakable material. For an hour per day, it may produce light as a torch.
  4. Amulet: If someone else wears this, you may see through their eyes and secretly place your thoughts in their mind.
  5. Tattoos: Your spells writhe upon your body, half-living things. Once per day, you may send a spell to peer into a neighboring room and report back.
  6. Dagger: The first time you deal damage with this blade each day, the target must save or transfer a random spell they know into this dagger.

Magic: With each template, gain 1 Magic Dice. See Spells for the complete rules of magic. You must have a hand on your vessel and be able to speak in order to cast spells.

Iron Aversion: If you cast a spell while wearing metal armor, also take [sum] damage.

- A -

Apprenticed: Learn 2 completely random spells and add them to your arcane vessel. Choose the cantrip from the same school as one of those spells, and learn it. With each additional template learn a random spell from a school you know at least one spell from.

Chaos: Once per day, regain any number of spent MD, then roll them and take [sum] damage.

- B -

Ritualist: You may cast any spell as a 10-minute ritual. When you do, MD are only expended if they roll a 6.

- C -

Control: Once per day, flip over a Magic Dice after you roll it, and treat it as having rolled the new result. If you flip an MD, the result is always 7 - the original roll, so a 6 becomes a 1, 5 becomes 2, etc.

- D -

Archmage: Choose 1 additional cantrip. Spells from schools whose cantrip you know only expend their Dice on rolls of 5-6.

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