Parent Pages: Rules : Advantages

Guild Wizard of the Arcane Order

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:

  • All the benefits that Initiates receive.
  • Access to the Arcane Order's Sealed Library. This includes all common and many uncommon spells of 100 points or less. It also includes a smattering of rare and very rare works. In addition, this library can function as a proper research library for creating new spells.
  • Initiates for whom a Guild Wizard is advisor to may be assigned tasks related to their personal research.
  • Each guild wizard's Cassock of Precaution bears special markings that make it clear that they're a Guild Wizard. They receive greater respect for this achievement and this raises their Social Regard to level 2.
  • The Arcane Order provides Guild Wizards with a private, medium-sized room in the college. This is in place of the room they occupied as an Initiate. They usually live there when not adventuring.

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:

  • Each guild wizard acts as the Advisor to about a dozen or so Initiates. They're required to keep track of them, help them out from time to time and assign them the day-to-day tasks required to keep Mathghamna running smoothly. These duties may be suspended for adventuring, but will be required while they're on college grounds for more than a few hours.
  • Teaching specialty courses on magic is the general duty of each guild wizard. This is actually part of the Guild Wizard's Oath (see below).
  • Guild wizards are occasionally assigned tasks by the Guild's Regents. They're expected to take care of these themselves, delegating as necessary to accomplish the task. This is also part of the Guild Wizard's Oath.
  • Aside from the requirements mentioned above, the Guild Wizard's Oath requires two additional things and is magically binding. Guild wizards may not knowingly betray the Arcane Order. Revealing the existence of the Spellcrux or Aleph constitutes betrayal.
  • 10% of a guild wizard's profits must be paid to the Guild. Attempting to hide profits results in confiscation of 50% to 100% of those profits and some form of punishment.

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.

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