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
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BS
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W
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I
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A
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Dex
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Ld
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Int
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Cl
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WP
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Fel
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-
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+10
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+10
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-
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-
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+2
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+10
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-
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-
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+10
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+20
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+10
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+10
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-
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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
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WS
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BS
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S
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A
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Dex
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Ld
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Int
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Cl
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WP
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Fel
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-
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+10
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+10
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-
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+1
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+3
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+20
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-
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+10
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+10
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+30
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+10
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+20
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-
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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
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WS
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BS
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S
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T
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W
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I
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A
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Dex
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Ld
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Int
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Cl
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WP
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Fel
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-
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+10
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+10
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-
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+1
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+4
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+30
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-
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+20
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+20
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+30
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+20
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+30
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-
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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.
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.
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.
ReplyDeleteSome 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.
Fixed the duplicate skills, thanks you rend casting fool!
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