Inspired by the Arena M:tG novel. Standard GLOG spell mechanics apply, use Sorcerer Calamities or a Doom of your choice. Wizards as street-fighters with gang colours.
Artwork by Dave E. Phillips |
Spells are small objet d'art, charms and pieces of jewelry, they must be held, worn or kept in a mage satchel to be used. A mage satchel grants 3 additional quick-access inventory slots that can only be used to keep a spell ready.
Mages duel to test their skills against each-other, settle matters of honour and for entertainment. The most common types of duel are;
One spell ante - Each mage casts one spell only, the loser forfeits the spell they used. Dispelling an opponent's spell harmlessly counts as a tie with honour satisfied.
Thaumachy - Battle to submission, winner gets to take their pick of spell from the loser's satchel.
Vendette - Battle to the death, winner takes their opponent's whole satchel.
Be tutored by a master mage, serve and study under them for a season. Alternatively, steal a mage's satchel without being noticed.
You gain 1MD to use spells. You can detect if an object is a spell by spending a minute handling it, holding it up to your ear, tapping it with your fingernail and holding it up to the light. You age 3 years for every 4 that pass.
(1) Journeyman
Win a One-spell ante magic duel with 3 apprentice level mages in a row.
You gain +1MD. You can detect if an object is a spell by sight or touch alone. You age 1 year for every 2 that pass.
(1) Satchel of Holding
Win a Vendette against a mage and place his satchel within your own.
Your satchel gains one of the following abilities for each time you complete this template's requirements;
- Your satchel gains another quick-access slot.
- Your satchel gains a second internal space, as big as its normal volume. You switch between internal spaces by speaking the name of your dead opponent before opening it, if your forget their name, you lose whatever was in there until you remember.
- Your satchel can contain one cursed, possessed or radioactive item without causing you or anyone around you any harm.
- Whatever the mage you took the satchel from's favourite nibble was, your satchel now always contains a handful of, which refills each morning, roll;
- Honeyed peanuts
- Rum truffles
- Turkish delight
- Chocolate Liqueurs
- Baklava
- Candied coffea berries
(2) Mage of Rank
Complete the trials to join a Mage House and swear an oath to their colours. Alternatively, defeat 5 mages of journeyman level in a Thaumachy in a row.
You gain +1MD. Choose a colour, clothing of that colour protects you as if it was chainmail when you wear it. You age 1 year for every 4 that pass.
(3) Archmage
Win a grand tournament of magic with at least thirty participants.
You gain +1MD. Whenever you wish you can summon your Throne, an impressive elemental effect (a pillar of flame, a silvery cloud, an oddly contained whirlwind) that will carry you about in comfort like a palanquin, flying at about human walking speed, following your orders precisely. You cease to age.
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