A Mage playbook for the shining city-states.Written
against Wizards & Lizards v0.10 (BETA, not yet playtested).
Magic is not yours. It is lent. You reach past the lit world into the
cold brilliance behind it, take a handful of fire, and spend it before
it spends you. In the city-states they raised their shining towers on
borrowed fire, and paid for them in ways the songs leave out. You have
learned the reaching, and the price.
Your power runs on stress, the strain of holding
more than a body should. Cast freely and burn bright and brief; cast
with care and your fire lasts the night. Overreach, and the Borrowed
Fire answers in its own tongue.
1.1 Make Your Mage
Your Wits begin at +2. Might,
Agility, and Presence begin at +0; the tables below will raise them.
(Presence sets your stress, your fuel, so a mage who means to cast much
should covet it.)
You begin with:
Hit Points 12 (you are not built for blows).
Speed 2.
Stress 4 + your Presence.
Defense = Agility + cover. You wear no armor; it
fouls the reaching.
A light weapon (a staff, a warded dagger), and your
focus (below).
A pouch of spell components for anchoring spells
that linger; restock in town.
Spellcasting and a bundle of spells from your
training (below).
Arcana, the deep grammar of the workings, yours
alone among the company to read.
Now walk the tables. Roll or choose; take what each one grants.
1.1.1 Where did your gift first
show? (1d6)
You lit a candle across a room before you could read. (+1
Wits · Old Lore)
You spoke to a thing that was not there, and it answered.
(+1 Presence · Spirit-Sense)
You mended a broken clock by wanting it whole. (+1
Agility · Artifice)
Fever-dreams showed you a goddess’s face. (+1
Presence · Devotion)
You frightened a bully with a sending and never forgot the thrill.
(+1 Might · Intimidation)
Numbers and stars made sense to you that made sense to no one else.
(+1 Wits · Reckoning)
1.1.2 Who taught you to reach?
(1d6)
Your teacher fixes the shape of your power. You learn its three
spells.
A college of cunning artificers. Cantrip
Spark (light, flame, a fuse); Spell Scatter, a
cracking blast of force; Ritual Mend Machine. (skill:
Mechanics)
A hedge-witch of the faewood. Cantrip
Beast-Whisper; Spell Tanglevine, roots seize a foe
(Grabbed); Ritual Read the Omens. (skill:
Nature)
A goddess who marked you in dream. Cantrip
Kindle; Spell Wardlight, a shield of standing flame
(anchor: a pinch of blessed ash, to make it stand on its own); Ritual
Sanctify. (skill: Devotion)
A stolen grimoire from the age of titans. Cantrip
Chill; Spell Dread, raw fear (Frightened); Ritual
Speak with the Dead. (skill: Old Lore)
A masque-sorcerer of the great houses. Cantrip
Glamour, a small false seeming; Spell Phantasm; Ritual
Charm of Welcome. (skill: Courtesy)
The light of a dead star, and no one at all.
Cantrip Mote; Spell Starfall, a falling bolt of cold
fire; Ritual Scry the Heavens. (skill:
Reckoning)
1.1.3 Whom do you trust with your
secret?
Choose another player’s character who knows what you can do and has
not run. They gain +1 to any one skill. Once per
session, when you would falter, they may steady you, and you do not
Warp.
1.1.4 Your focus (1d6)
A wand of city-glass. Once per day, cast a spell
for one less stress.
A clockwork astrolabe you wear as a pendant. You
always know true north and the hour.
A grimoire bound in a goddess’s gray. You may
prepare one extra ritual.
A faerie’s gift you should not have taken. Your
cantrips can be worked silently, unseen.
A dueling-glove sewn with sigils. Your bolt-spell
counts as a light weapon in your hand.
A jar of trapped lightning from a college bench.
Once per day, add +2 to one spell’s effect.
1.2 Spellcasting
A cantrip is a small trick, worked at will for
free. A ritual is worked over long calm minutes for no
stress, but never in a fight.
A spell costs 1 stress (a greater
spell, 2). Against an unwilling foe, cast it as a Skill action with
Wits: 13+ works; 9–12
works at reduced effect (half damage, half healing, half duration — the
spell says which), or spend +1 stress for the full
result; 8− fails and may Warp.
Your magic is magical harm: when blades pass
through a foe untouched, its Bane is yours to deliver. Most bundles hold
a bolt-spell, a Wits ranged attack, 1 stress,
4 damage ignoring armor.
Most spells strike and are done. A spell that
lingers (a ward, a light, a binding) you must either
hold by concentration (dropped if you cast again, are
Stunned, or fall) or anchor with a
component from your pouch, so it lasts on its own and
your stress is free. Out of components, hold it or work it as a
ritual.
Spend past your last stress box and you falter: the
fire surges loose and the GM describes the Warp.
1.3 Advanced Actions
You have Spellcasting already. Choose
one more now; you will gain others as you rise.
Sense Magic. You feel enchantment, see wards and
lingering spells, and can read the make of an arcane thing.
Second Teacher. Learn the cantrip and spell of one
other bundle above.
Battle-Caster. You may Move and cast in the same
action, and your bolt-spell may strike a second foe within reach of the
first.
Blood Magic. You may pay a spell’s stress in Hit
Points instead (1 HP per stress). The Borrowed Fire likes the
taste.
1.4 Your Actions
Like every adventurer you have the shared actions, roll 3d6, add the
attribute, read the ladder (8- miss, 9-12 partial, 13-17 success, 18+
critical):
Strike (Might) · Shoot (Agility) ·
Defend (Agility) · Maneuver
(Might/Agility) · Endure (the fitting attribute) ·
Skill (use one of your skills, and the action by which
you cast). And you may always mark stress to push a
roll, resist a blow, or fuel a spell.
1.5 As You Rise
See Advancement (overleaf) for what each level
grants; your level-up Advanced Actions are new spells, teachers, and
deeper arts. Raise Presence when you can: it is more
fire to spend.