Soulbound: Champions of Chaos - Magister Archetype Focus

To celebrate the release of the new Champions of Chaos book for the Age of Sigmar RPG Soulbound we’ll be releasing a handful of articles going into details on a number of playable archetypes (or classes) available in the book. You can see our review of the Champions of Chaos book here.

Today, we’ll be looking at a worshipper of Tzeentch, the Changer of Ways…


Magister

You are a cunning and potent spellcaster, weaving multiple spells at once, bringing ruin and change to the Mortal Realms.

Magisters are potent sorcerers and warlocks devoted to the Changer of the Ways. In selling their soul to Tzeentch, they are granted boons to further the goals of the Change God. Many Magisters can be identified by the Tzeentchian runestaffs and warpsteel swords they carry. They are also marked by potent mutations often seen among the bizarre menagerie of Tzeentch’s minions, such as thirdeyes, colourful feathers and bristling quills, and even jabbering faces or chanting heads emerging from their skin or body mass. Highly favoured, above other mortal agents of change, Magisters are said to have raw magical power burning in their veins, a wellspring of Chaos itself to imbue them with magical might.

Mark of Chaos - Tzeentch

Tzeentch is dubbed the Changer of Ways, Architect of Fate and the Lord of Lies amongst countless other names. Tzeentch provides understanding and mastery of the stuff of Chaos itself. Those who worship Tzeentch tend to have an affinity for magic and the weaving of the very energies of the Mortal Realms. Often embroiled in schemes and plots that run many, many layers deep - those who consider themselves aligned with Tzeentch are often relied upon for the magic mastery but are very rarely trusted due to their scheming and conniving nature.

Core Skill and Talent

Skill - Channelling - As an acolyte of the Changer of Ways, a Magister focuses on their proficiency in casting spells as well as unbinding the spells of enemy lesser sorcerers. It is imperative that Magisters maintain the training and focus necessary in order to utilise the ever-changing and malleable magic energies that surround them.

Talent - Spellcasting (Lore of Fate) and Unbind - The Lore of Fate spells are a cavalcade of divination and mutation-centric abilities. These can vary from “Arcane Suggestion” where the caster can attempt to have a target entirely believe a given lie, there’s “Glimpse the Future” where the caster attempts to see up to 24 hours into the future and even “Unchecked Mutation” where the target suffers random mutations in succession should they fail a Fortitude (Body) test. If the target fails this test three times…they explode in a shower of gore. Gross.

Available Skills and Talents

Skills - Arcana, Awareness, Channelling, Cults, Determination, Guile, Intuition, Lore, Weapon Skill.

Rarely the first ones to leap into the fray, Magisters are more likely to stand surrounded by their more bulky allies whilst hurling spells. Thus, the emphasis on Arcana, Channelling and Intuition all feel very at home on the Magister. Additionally, it wouldn’t be a shock to see them proficient in Cults and Lore, as they use their knowledge and wits to manipulate and twist those around them. However, I’d be wary to add much heft into Weapon Skill as if your Magister is having to unsheathe their dagger or sword for combat then something has gone terribly wrong…

Talents - Night Vision, Observant, Potent Spells, Scholar, Sixfold Surge, Witch-Sight

There’s a fun consistency here for knowledge but also awareness. Tzeentchian followers use information as a weapon as much as they would a staff or a spell and so being observant is crucial for a Magister. Whether it’s being able to tell if an interrogated victim is lying or trying to determine if a door may have a dangerous enchantment on its lock. “Potent Spells” feels like a must-take for any hex-weaving sorcerer!

Your spells are more potent and harder to resist. When a creature must make a Test to resist the effects of one of your spells, the number of successes required increases by 1.

Recommended Role

Much to the shock of absolutely nobody, a Tzeentch Magister is best-placed as far-back from the fight as is reasonable, acting as a supporting character in combat to either improve the party’s damage output or to pester and obstruct the enemies. Whilst it’s easy to expect them to be concocting all sorts of weird and wonderful spells, don’t forget that they’d also have access to Common Spells for more run-of-the-mill casting.

Furthermore, unlike the previously covered Deathbringer, Magisters surely have many uses outside of a fight. Their skills in awareness and magic allow them to act as walking tool-boxes for near-anything that players or the GM can come up with. I don’t know if I’d have the Magister as the face of the party, but they could certainly be the whispering advisor, surely with no ill-intent whatsoever…

Miniatures

Wait, what’s that squeaking sound?! I fear the next archetype article has been compromised and may show up earlier than expected…

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Soulbound: Champions of Chaos - Plague Priest Archetype Focus

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Soulbound: Champions of Chaos - Deathbringer Archetype Focus