Legends of Tolria
The Galactic Game

Subclass Compendium · Sorcerer

Mythar Descendant

A sorcerer carrying fragments of the Mythar precursor civilization in their blood — dream-memories of a shattered people, channeling through cracks the old world left in them.

Gating · soft mythar

Identity

The Mythar are gone. What is left is shards: lattice-architecture under deep ice, fragment-songs that no living tongue speaks, the occasional descendant whose blood remembers more than a human body should be able to hold. You are one of those descendants. The dream-memories arrive without warning — a corridor you never walked, a face you never met, the syntax of a channel-form older than written language. You channel because the Mythar in you channeled, and that part has not yet learned that the rest of the civilization died.

Features

  • L3 Dream-Memory

    The Mythar in your blood surfaces in fragments. You gain the following: • **Dream-Memory.** Once per long rest, you may invoke an inherited memory of the Mythar civilization. Spend 1 minute in stillness; the GM provides one channel-tier insight from the buried knowledge of the precursor age — the layout of a lost ruin, the name of a forgotten entity, the meaning of an inscription, a fragment of pre-cataclysm history relevant to the current scene. The answer is fragmentary, dreamlike, and incomplete, but true. • **Fragment-Tongue.** You can read and partially understand Mythar inscriptions and lattice-script — recognizing terms, dates, and ritual function. You can speak short, ritual phrases of Mythar, though you cannot hold a conversation in it. • **Inherited Cantrip.** You learn the **Etheric Hand** cantrip if you do not already know it; it does not count against your Cantrips Known.

  • L7 Ether-Touched

    The Mythar lattice runs in you more openly. You gain: • **Resistance** to force damage. • **Ether-Tuned.** Channels you cast from the Ether school cost 1 fewer Channel Point (minimum 1; cantrips remain free). This does not stack with your level-1 Innate Affinity discount. • **Lattice-Sense.** You can sense the presence of Mythar artifacts, ruins, or constructs within 60 ft of you, even through total cover, as a faint awareness rather than a precise location. As an action, you can concentrate to narrow this to a precise direction and approximate distance.

  • L11 Shattered Echo

    Once per short rest, when you cast a channel of 1st level or higher, you may project a brief Mythar echo of yourself up to 60 ft away as part of the casting (no additional action). The channel originates from the echo's position rather than from you — for purposes of range, line of sight, area-of-effect origin point, and the targets it can affect. The echo persists only for the casting and then dissolves. The echo is incorporeal, occupies no space, and cannot be targeted or damaged. It does not count as a creature for any rules purpose. You must have a clear line of effect from your position to where the echo manifests.

  • L15 Mythar Form

    Your body begins to hold its inherited form openly. Permanently: • Your skin holds a faint inner light visible in dim or dark conditions — you shed dim light in a 5-ft radius and your eyes glow softly. You can suppress this for 1 hour per long rest by concentrated will. • You no longer need to breathe (the Mythar in you metabolizes Rift-energy in place of oxygen). • You are immune to disease and to ordinary aging (your lifespan extends, GM discretion on rate). • You have advantage on saving throws against being possessed, mind-controlled, or having your form altered against your will — your body is more Mythar than human and resists overwrites.

  • L18 Ascension Glimpse

    Once per long rest, as an action, you let the Mythar fragment in you assume full form. For 1 minute, you become a **Mythar Fragment-Form** — a body of lattice-light walking among ordinary matter. While transformed: • You gain a flying speed equal to twice your walking speed. • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. • You have resistance to all damage except force. • Once per round, when you cast a channel of 1st level or higher, the casting costs 0 Channel Points (Metamagic costs still apply). • Once during the transformation, as a bonus action, you may step to an unoccupied location you can see or to a location you have visited before on the same plane within the past 24 hours, regardless of distance, as long as both points are on the same plane. The form ends early if you fall unconscious, dismiss it as a free action, or are reduced to 0 HP. When the form ends, you take 2d10 force damage as the lattice retracts.