The Mage Guild
 


Azamir has led the Mage Guild since May 17, 2023 17:00
Azamir has championed the Mage Guild since Dec 7, 2019 12:07
Azamir has mentored the Mage Guild since Mar 20, 2024 17:50

Magic is work the like of which no guild has ever seen. A well-trained mage, firm in purpose and strong in skill, will stand his ground in the face of appalling danger. Nothing is unexpected of him; his arsenal of lore was assembled on the premise that all things are likely to befall. A mage may have to cut and run, but he will do so judiciously, effectively, and to advantage. Mages are not fond of working with their hands, but of necessity they search out magic articles if they cannot borrow or barter for them from others, or if they have no such tools handed down to them by older mages of yore. They tend to be poor fighters with little knowledge of weaponry. However, they command powerful and dangerous energies with a few simple gestures and mystical words. The very skills and arts which a mage uses for the benefit of others and for his own benevolent projects are fell weapons to match when turned to evil ends. After centuries of straightening out, adjusting, rescuing, and setting to rights the affairs of the world, a mage may begin to think he is better equipped to run the world than anyone else. If he succumbs to this urge he is a formidable opponent to put down. A good mage is forced to hold himself and his magic in check a bit--ride a little less swiftly, blast a little less blisteringly, smite less shatteringly than he is able in order not to slay idle bystanders. But where the welfare of others is no longer his concern, the full force of his power may be felt and much woe unleashed into the world.

This guild uses Hermetic magic.
Hermetic Bulk: Minimal
Spiritual Bulk: Minimal

Guild choices for: Mage
Primary                 Secondary               Tertiary
-------                 ---------               --------
Alchemist>-----\        +-Asphyxiamancer        
                \       +-Corrosionist          
Bard>----------\ \      +-Cryomancer            
                \ \     +-Discordian            
Biomancer>-----\ \ \    +-Electromancer         
                \ \ \   +-Enochian              
Cultist>----------<Mage-|                       
                / / /   +-Geomancer             
Druid>---------/ / /    +-Hekau                 
                / /     +-Illusionist           
Merchant>------/ /      +-Pyromancer            
                /       +-Telemancer            
Necromancer>---/        +-Toximancer            

Guild Abilities
Level
Skills
Spells
Bonuses/Restrictions
1 attack
consider monster
color beam
jolt
mystic shield
 
2 mana save
darkness
magic missile
 
3 staff
light
see magic
 
4   knock
sting
cold snap
 
5   heat wave
mirror image
ward of disintegration
 
6   choking cloud
hail of stone
lightning bolt
 
7   maillibs malevolent arrow
brightbeam
purifying fire
 
8 dagger
acid arrow
feather weight
 
9   floating disc
infravision
chain lightning
stinging swarm
 
10   fireball
tangletongue
displacement
 
11   destroy field
see invisible
snowball
 
12   power blast
shelter
 
13   flame arrow
clavens black bolt of death
cyanide
 
14 mage bombing
zapping
acid rain
cone of cold
 
15 mage blasting
quick chant
scintillating rays
 
16   ball lightning
toxic bolt
invisibility
 
17 essence eye
sear
eldritch ragefire
 
18   watery lungs
maleficents flame breath
killing cloud
major disintegration resistance
 
19 conceal spellcasting
moriants iceball swarm
ymereks blade burst
 
20   cold bolt
dorisenas dehydrate
power word kill
dissolve
calcify
 

Stat Potentialtiny dexterity, little perception, little agility, small intelligence and little wisdom
Point Max Potentiallittle endurance points, little hit points and average spell points
Regen Potentialaverage spell point regeneration, little hit point regeneration and little endurance point regeneration
Category Potentialsmall bonus to the arcane skill category, little bonus to the earth hermetic spell category, little bonus to the air hermetic spell category, little bonus to the fire hermetic spell category and little bonus to the water hermetic spell category

Mage Race Suggestions

Criteria: .

Good: Arcanus, Argus, Atomy, Boelir, Changeling, Drensieqi, Elf, Gnome, Goblin, Gremlin, Hephestian, Human, Jinn, Kanku, Kreen, Leprechaun, Mummy, Myconoid, Satyr, Tortle, Vampire and Vulpin.

Average: Centaur, Dragon, Gargoyle and Titan.

Mage Guild Help