Tuesday, July 19, 2016

The Wizard Guild Careers.

Guild Mistress Tatyana Yegorov, Anglypur Mission, Crown's Hold


Wizard Guildsman:
The Wizard Guild holds the monopoly on magical power within the Central Empire. Guild services are sought by the wealthy and powerful, both for their abilities in healing, but also their capabilities for violence. One of their missions is to seek out stray mages to recruit them into the fold as any practicing magic without Guild membership risk summary execution from either the Inquisition or superstitious peasantry. For Guild-members stationed on the borders of Anglypur, another of their charges is to find what secrets the Mageregime held, especially those that allowed them to reign for a thousand years, and why they suddenly disappeared.

Initiate of the Flesh.
Those having some ability to manipulate magic and a willingness to swear allegiance to the Guild are inducted into this rank. Once a certain competence level with the heal spell is achieved, they are often put to work using this ability day-in and day-out. When no needed in this capacity, Initiates are often booted out of the Guild Tower with a modicum of knowledge to earn their stripes before induction into the deeper levels.
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
-
+10
+10
-
-
+2
+10
-
-
+10
+20
+10
+10
-


Skills:
Cast Spells - Petty Magic
Cast Spells - Hermetic Magic Level 1 (6)*
Arcane Language: Hermetic Magic Formulae
Magic Sense
Read/Write

Trappings:
Hand weapon or staff. Guildsman handbook. Leather coat and breeches. Fine robes.



Disciple of the Flesh.
Wherein the Guild-member has attained the trust of their fellows and are given free rein to pursue their research and promote the prestige and reputation of the Guild. A Disciple of the Flesh is often called upon to perform special assignments for their Guild-Master that require either specialized knowledge or a brutal application of the Guild’s power. The true nature of the Ancestors (as the Guild see them) are revealed.
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
-
+10
+10
-
+1
+3
+20
-
+10
+10
+30
+10
+20
-

Skills:
Cast Spells - Hermetic Magic Level 2 (9)*
Cast Spells - Hermetic Magic Level 3 (12)*
Arcane Language: Mageregime Formulae
Secret language: Ancestor
Ancestor Lore
Magical awareness
Meditation

Trappings:
Have attended at least one Cleansing Ritual


Master of the Flesh.
Only the most able, dedicated, and ruthless of Guild-members will ever be invited to this level of learning. An offer of a position as a regional Guild-Master soon comes after.
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
-
+10
+10
-
+1
+4
+30
-
+20
+20
+30
+20
+30
-


Skills:
Cast Spells - Hermetic Magic Level 4 (20)*
Arcane language: Hypergeometric Formulae
Arcane language: Necromancy
Arcane language: Predecessor
Hypergeometric Lore
Predecessor Technological Lore

Trappings:
Expensive clothing, elaborate robes, exotic or exquisitely made staff.
Have attended at least 3 Cleansing Rituals.



Additional Rules:


Magic point regeneration:
                  Self: 1 pt. per 8 hours rest.
                  Occult Locations: 1 pt. per hour, resting not required. Note: All Mage Towers discovered in Anglypur have this quality, while other sites may also be potentially discovered.
                  Sacrifice: Small living creature: 1d3. Medium: 1d6. Large: 2d6. Sentient: 3d6.


Limited spell list: Battle Magic spells that manipulate living flesh and non-complex fire/lightning ones (or those that can be reskinned to reflect this) are allowed. Spells that reflect this criteria from Elemental or Druidic lists may also be considered. Acquired through Faction points. First spells taught are always cure light injury and rend (reskinned fireball) as these are the Guild’s money makers. Initiates should expect spending their non-adventuring time healing those that can afford it.

 Corruption: Disabilities are acquired as if learning demonology/necromancy, but they are removed through yearly cleansing ritual all guildsmen must participate in at the nearest Guild Tower.  Note: a faction point is gained from participating in the cleansing ritual.


Faction points gained by:
·       Advancing in the Guild careers
·       Acquiring a Mageregime spell
·       Fight in a Legionnaire contract battle
·       Publicly assist (heal) a public figure
·       Participate in yearly cleansing ritual.


Example faction benefits:
·       Persecution-free Wizard career access
·       Legionnaire hirelings
·       Equipment discount
·       Access to Guild Spell List
·       Guild intervention/protection 

* Number in parentheses are the required Guild Faction points required to be taught the skill.

2 comments:

  1. I adjusted my character's advanced scheme to the Initiate of the Flesh except the two that I had already taken beyond the new adv. scheme.
    Some of the skills are duplicates between Initiate and Disciple of the flesh, is that intentional for any reason?
    What are you using for the Petty Magic Spell list? The standard spell list from 1st ed. or something else?

    Overall I like the adjustments to the adv. scheme and the spell level being tied to faction points and career.

    ReplyDelete
    Replies
    1. Fixed the duplicate skills, thanks you rend casting fool!

      Delete