Magician's Guild

The Magician’s Guild of Heliogabalus is the center of arcane study in the Bloodstone Lands. The goals of the build are to regulate the teaching and use of magic and increase the acceptance and study of magic in a land where mages are frowned upon. They also seek to become one of the primary repositories of lore and study in Damara.

Symbol

The symbol of the Magician’s Guild is a mystic circle with an imbedded triangle.

Magician_s_Guild_of_Heliogabalus.jpg

Requirements

The Magician’s Guild accepts arcane spellcasters of all types. All alignments are welcome. The Magician’s Guild is Neutral, seeking only to preserve and enhance the study of magic.

Resources

Members of the Magician’s Guild may request access to the guild’s mundane libraries and use of the magical laboratories of the guild. They may request to copy a spell from the guild’s vast collection of spellbooks, but must gain at least one point of renown before requesting another spell.

In cities and towns with a guildhall, members may request lodging. An apprentice may get little more than a cot in the dormitory, while higher-ranking members may request a suite of rooms.

Renown

As members gain renown, their standing in the guild increases, and they gain access to more resources. Members gain renown by completing tasks assigned by the guild. Renown is also gained by letting the guild copy previously unknown spells or studying unusual or rare magic items.

Apprentice (1 Renown)

  • Apprentices master the spell Detect Magic. The spell is added to the list of known or prepared spell for the Apprentice and cannot be replaced or substituted. If a wizard may prepare 5 spells or a sorcerer or warlock knows 5 spells, they still prepare or know 5 spells, but add detect magic as an additional spell prepared or known.

Adept (3 Renown)

  • Adepts may choose to master the spell Magic Missile or Sleep. The spell is added to the list of known or prepared spell for the Adept and cannot be replaced or substituted. If a wizard may prepare 7 spells or a sorcerer or warlock knows 5 spells, they still prepare or know 7 spells, but now add he spell chosen as an additional spell prepared or known.
  • The Adept may choose another Knowledge Skill (Arcana, History, Medicine, Nature or Religion) to add to their list of skills. Alternately, the Adept may choose a specialized knowledge (see secondary skills).

Mage (10 Renown)

  • Mages who have attained the ability to cast third level spells may choose to master the spell Fireball or Lightning Bolt. The spell is added to the list of known or prepared spell for the Adept and cannot be replaced or substituted. If a wizard may prepare 9 spells or a sorcerer or warlock knows 9 spells, they still prepare or know 5 spells, but now add he spell chosen as an additional spell prepared or known.
  • Request to copy a formula for the creation of a common or uncommon magical item. The member may not request a new formula until they gain at least one point of renown.
  • Request the sigil sequence for another guildhall or request to be teleported to another guildhall. Each of the three main cities in Damara (Heliogabalus, Trailsend and Bloodstone City) have a guildhall. Many of the provincial capitals have at least one member of the guild who has a room set aside for a teleportation circle, curtesy of the guild. The member may not request either service again until they gain at least one point of renown. Any Mage who shares or sells a requested formula loses access to this resource.

Magus (25 Renown)

  • Mages who have attained the ability to cast fifth level spells masters the spell Teleportation Circle. The spell is added to the list of known or prepared spell for the Adept and cannot be replaced or substituted. If a wizard may prepare 9 spells or a sorcerer or warlock knows 9 spells, they still prepare or know 5 spells, but now add he spell chosen as an additional spell prepared or known.
  • Request to copy a formula for the creation of a rare magical item. The member may not request a new formula (including common or uncommon formulas) until they gain at least one point of renown. Any Master who shares or sells a requested formula loses access to this resource.

High Magus (50 Renown)

  • Access to formulas for very rare magical items, following the same rules as above.
  • A High Magus can assign a task to an Apprentice, Adept or Mage.
  • A High Magus is considered one of the leaders of the Guild and wields the executive powers of the guild with the approval of the Archmage.

 

Structure and Headquarters


The Magicians’ Guild of Heliogabalus, an organization that was once the center of magical research in the nation, maintains its formal offices in the South End of the city. Since the Bloodstone Wars, it has become a much quieter place. A simply decorated tower with a few attached outbuildings, the tower serves as quarters for visiting mages, while the outbuildings acts as a school, research library, and general laboratory for the Guild. The guild is more of a quiet club than a dynamic training area.

The curriculum of the Mages’ Guild focuses on tradition. Spellcasters of all types are trained to master a small list of basic spells. These spells are not included in their list of known or prepared spells, always at the Guild Mages beck and call.

The Archmage of the Magician’s Guild is Telari Avondal. Telari only recently replaced Archmage Teldon after Teldon stepped down at the end of the Bloodstone Wars. Telari was once the apprentice of Baroness Sylvia of Ostel, though since her appointment, the Guild has taken no positions on the politics of Damara.

Archmage Teldon still has a suite and teaches at the guild.

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Magician's Guild

Tales of the Bloodstone Lands Autumnfyr