Parent Pages: Rules : Advantages
11 points
Prerequisites: Latin (Accented), Teaching, Thaumatology 12, Magery 120, Mastery of the Ritual of Renewal spell.
You are a guild wizard in the Arcane Order of Enchantment and Exposition, often called the Arcane Order or Wizard's Guild for brevity. Guild Wizards are the equivalent of post-graduate students or professors at a regular university in the real world.
Initiate of the Arcane Order may be replaced by this Advantage. The character in question would have to make a visit to Mathghamna for the required testing and administration of the Guild Wizard's Oath, and provide the point difference. This also requires the donation of a previously unknown spell or a useful magic item of some kind to the Guild. This most often takes the form of constructing a Golem for the Guild's army.
This gives several benefits:
While these benefits are very nice, they don't come without a price. Members of the Arcane Order have several responsibilities and a magically bound oath that they must follow:
The Guild Wizard's Oath functions as a combination of a Major Vow and a Secret, but is also effectively a Divine Curse. The oath cannot be disobeyed unless removed. The Arcane Order will not remove it and no one else would have the expertise required, as Aleph is used in the magic. This is so powerful that it actually alters the mind of the recipient, but the lasting effects are not magical.
When it comes to divulging Wizard's Guild secrets, this makes them immune to normal methods (torture and the like) used to extract information and provides a +8 bonus to resist any other method, such as magic or psionics, used for extracting information. Treat this as if enhanced with Cosmic. Trickery has normal chances of success.
This advantage is a collection of other Advantages and Disadvantages. This can be broken down as follows: Patron (The Arcane Order, extremely powerful organization, library access, 6 or less) [13], Social Regard 2 (Respected, Only while wearing Cassock of Precaution) [10], Spellcrux Focus [10], Duty (Obey the Regents, Teaching, Involuntary, 6 or less) [-7], Guild Wizard's Oath [-15]
The value of the Guild as a Patron has been increased from what an Initiate receives, due to the increased utility of the Advantage.
The appearance rolls for these assume that the mage is an adventurer and thus, duties only come up when they visit Mathghamhna for more than a few hours. These may be modified for those that remain on grounds more often.
Most Guild Wizards are on college grounds 24/7.