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Magicians Guilds

by Giampaolo Agosta

Ranks and Admissions

Rank

Lvl

Admission Req.

Dues

Free spells

 

 

 

 

 

Gran Maestro

14

Election*

no fee

all**

Archmage

11

Create a magic item

no fee

1 6th level

Illuminator

9

Create potion/scroll

no fee

1 5th level

Master

7

Teaching ability

no fee

1 4th level

Magician

5

Devise a new spell

4 r/month

1 3rd level

Journeyman

3

Spellcraft test

2 r/month

1 2nd level

Apprentice

1

Read Magic & Cantrip

1 r/month

1 1st level

*By the Council of Masters
**Obviously, the Grand Master has access to all of the Guild's spellbooks--in Teldon's case, moreover, they happen to be one and the same with his personal spellbooks.

Admissions at Apprentice level are quite easy: anyone showing some talent (as judged by Teldon) is allowed to stay and attempt to become a wizard. Teldon sometimes takes in poor urchins, but most apprentice are already 1st level wizards, who have acquired a minimum of magic education from a tutor in some backwater village or town.

When he learns the cantrip skill (or spell) and Read Magic, he is considered an Apprentice, and is supposed to work for the Guild, providing the due either in money or in services.

When the Apprentice masters 2nd level magic, he is tested for his understanding of the basics of magic (a test of Spellcraft), and then promoted to Journeyman level. Journeymen stay with the Guild for further training and spell, but mostly to exploit the laboratory and library of the Guild. They pay and higher fee, but most are able to find a job as magic adviser for minor nobles or merchants.

A successful and inventive Journeyman, who provides a new spell to the Guild and shows ability to cast 3rd level magics becomes a Magician. He is supposed to research the spell personally, but some just learn the spell from other Schools or private tutors. A Magician is able to work on a permanent basis as adviser/court wizard or professional adventurer.

Magicians are often invited to spend some time outside Karameikos--either working for foreign governments (like Irina Piotrev in Rockhome) or studying at the magic academies of Thyatis.

Masters and higher ranks are reserved for successful wizards, who have now taken on some apprentices of their own, or at least teach classes at the Guild. Since they already provide some service to the Guild through their teaching activity, they are exempted from paying a fee.

Since the Guild is very small, the upper levels are commonly lumped in the Master rank, and enjoy the same rights. The only exception is obviously the Grand Master. This position is supposed to be elective, but Teldon, as the founder and Grand Master for life, is already an exception.

As a general rule, the guild dues are low, but the members are expected to accept at least one mission for the Guild before passing to an upper rank, which allows the Guild to get some extra income. However, the low fees policy has not helped much the Guild, since it doesn't allow investments in better equipment or new books, let alone a new Guildhall--the current one is quite small, and it must also double as Teldon's personal tower.

Miscellaneous
Cost of Laboratory use: 50 r/week (free for Mages and up) Laboratory value: 5000 r.

Current high level members

Grand Master:

Teldon

M15

h(Thyatian)

m

b

890 AC

Specularum

Archmage:

Claransa**

Div12

h(Thyatian)

f

b

968 AC

Specularum

Illuminator:

Thrambelion*

M10

e(Callarii)

m

b

628 AC

Kelvin

Master:

Halia Antonic

M7

h(Thyatian)

f

b

974 AC

Verge

*non-canon
**from the CM series, this wizardess was supposed to have spent a long time with the Guild

Spell known (an AD&D variant)

Level

Spells

 

 

1st

Read Magic, Detect Magic, Light, Sleep, Shield, Protection from evil, Charm, Floating Disk, Dancing Lights, Ventriloquism, Magic Missile, Burning Hands.

2nd

Levitation, ESP, Continual Light, Detect Invisible, Detect Evil, Invisibility, Protection from Cantrips, Web, Mirror Images, Blur, Whispering Wind, Wizard Lock.

3rd

Hold Person, Fireball, Lightning Bolt, Infravision, Dispel Magic, Fly, Clairvoyance, Clairaudience, Protection from evil 10' radius, Suggestion, Water Breathing, Illusory Script.

4th

Polymorph self, Charm monster, Wall of Fire, Wizard Eye, Confusion, Remove Curse, Plant Growth.

5th

Hold Monster, Contact Other Plane, Telekinesis, Wall of Stone, Passwall, Rock to Mud.

6th

Anti-Magic Shell, Enchant Item, Lower Water, Legend Lore.

7th

Charm Plants, Statue, Vision.

Attitude towards the Schools of Magic

School

Max lvl known

Attitude

 

 

 

Abjuration

6

(considered useful, but not a research field)

Alteration

7

(Teldon's preferred school)

Conjuration

-

(considered nearly Black Magic)

Enchantment

7

(Thrambelion's specialty)

Illusion

3

(mostly low-level gnome specialists)

Invocation

6

(considered useful, but not a research field)

Divination

7

(Claransa's specialty)

Necromancy

-

(considered Black Magic)

Wild Magic

-

(almost unknown)

Elementalism

-

(almost unknown)