The Telemancer Guild
 

Telemancers specialize in the very essence of magic across distance. More metaphysicians than anything else, they are always seeking new ideas, new spells and new horizons. For this reason, and the fact that telemancers tend to talk readily (and unceasingly) to anyone who will listen, their spells are well known and mages of all types (even merchants) have access to them. They aren't generally prone to profound philosophic insights, as their minds are more attuned to how things work than how a society functions. To a telemancer, a person is essentially a complicated, difficult-to-understand machine. Eager to explore the world around them, telemancers are willing members of adventuring parties. They are loyal followers but reluctant leaders, since they have trouble making decisions based on instinct alone. Their greatest passion, of course, is travel, and it is a rare telemancer who stays in one place for very long.

This guild uses Hermetic magic.

Guild choices for: Telemancer
Primary                 Secondary               Tertiary
-------                 ---------               --------
                                                +-Astute wanderer
                                                +-Elementalist
                                                +-Elite wanderer
                                                +-Kon black
                                                +-Kon blue
                                                +-Kon brown
                                                +-Kon purple
                                                +-Kon white
                                                +-Kon yellow
                                                +-Master wanderer
                                                +-Wanderer
                                                +-Wandering defender

Guild Abilities
Level
Skills
Spells
Bonuses/Restrictions
1 swim
staff
home
 
2 memorize
navigation
   
3   teleport with error
 
4   word of recall
 
5 mana save
relocate
object transport
 
6   summon
 
7   astral projection
 
8 create mark
dimension door
jump
 
9   free action
heavy weight
zodiaque travel
 
10   tele-assist
teleport without error
 
11   telemantic attack
greater summon
greater summon minions
 
12 essence eye
party summon
control the rift
 
13   remote transport
telemantic protection
telemantic disarm
 
14   dimensional portal
greater relocation
blink
force knock
minor disintegration resistance
 

Stat Potentialmany intelligence and little wisdom
Point Max Potentialtiny endurance points, little hit points and more spell points
Regen Potentialmore spell point regeneration, tiny hit point regeneration and little endurance point regeneration
Category Potentialhuge bonus to the teleportation hermetic spell category