Magecrafter's Guild

Arcane Theory, Artificing, Wizardry

The newest of the Guilds, the Magecrafters stand outside the original guild structure. Open to all comers, regardless of other guild affiliations, the Magecrafters focus on the knowledge of the magic that is the world.

 

Regional Headquarters: Sheng Tai

Racial Callings: None

Areas of Influence: Arcane Theory, Artificing, Wizardry

 

Expectations:

1: You stand at the threshold of a new and exciting world. Be certain it becomes a good one.
2: Magic is not simply a tool, but a part of all things. Respect it.
3: Never forget that you are responsible for your actions, and that the consequences can be farther reaching than you can imagine, and not always straightforward.

Arcane Theory

Level 1: Novice

 

Practical Use: Magical Theory
Category: INF
Limitation: U
Description: You are able to, with a map, calculate and trace the locations of magical Leylines and Nodes. You can use this knowledge to find potential places of power.

 

Special Use: Knowledge is Power
Category: A
Limitation: TDL
Description: Your understanding of magic makes it harder to fool your mind. When dealing with specifically magical sources of illusion or mind altering effects, you are able to see through them. You may call Tagline: Resist to spells that affect the mind (Sleep, Fear, etc.) or you may call Tagline: Reveal when you encounter a magical illusion. Note that other non-magical sources (Phramceutical Doses, Martial Skills, etc.) are not affected by this skill. Only spells that involve verbals.

 

Level 2: Apprentice

 

Practical Use: Planar Studies
Category: INF
Limitation: U
Description: With study and a current map of the planes, you are able to determine the movements of the planes (Dream, Mirror, etc.) in relation to the material plane. See Plot. You can determine the difficulties to cross from one plane to another at a given time, or other related information.

 

Special Use: Cross-Planar Power
Category: A
Limitation: TDL
Description: Your knowledge of the Planes allows you to find the spots they are closest. You may, in normal circumstances, pierce a tiny hole into another plane that will last long enought to pass a single spell through. This ability may be affected by the relative closeness of the shifting planes at any time.

 

Level 3 - Journeyman

 

Practical Use: Dieties and Demi-Gods
Category: INF
Limitation: U
Description: By studying histories, you can gain insight into the workings of the Gods, and potentially discern other aspects of known Avatars

 

Special Use: Avert Your Eyes
Category: A
Limitation: TDL
Description: Your knowledge of the workings of Celestial beings gives you a preternatural sense of survival when dealing with them directly. Whenever a Celestial being uses an effect that would cause Blindness, Insanity, or other non-fatal area effects, etc. you instinctively close your eyes and look away. Tagline: Averted Eyes.

 

Level 4 - Master

 

Practical Use: Arcane Studies
Category: INF
Limitation: U
Description: You have studied the interactions between Magic, the Gods, the Planes, and their interactions with Mortals. You may ask Plot for information on situations pertaining to magical functions of the world. Further, Plot may approach you with a sudden revelation of information when appropriate.

 

Special Use: Empowered Magic
Category: A
Limitation: OPE
Description: Through a combination of magical knowledge and sheer force of will, you are able to empower Circle 1 spells of single school magics. Tagline: Arcane X

 

Level 5 - Grandmaster

Practical Use: Esoterica
Category: INF
Limitation: U
Description: Your study of the workings of the world will ocassionally bring you bits of insight in unexpected situations. You may ask Plot for information on situations pertaining to the workings of the world. Further, Plot may approach you with a sudden revelation of information when appropriate.

 

Special Use: Astrolabe's Favor
Category: A
Limitation: OPE
Description: As long as you are not actively working against the goals of the Astrolabe and the highest Celestials, you gain the ability to call Luck once per game. If the Astrolabe considers you to be working against it at any point, Plot will inform you this Luck is gone until further notice.

Artificing

Level 1: Novice

 

Practical Use: Trinkets
Category: P
Limitation: PPD
Description: You can create simple items with some minor magical effects

 

Special Use: Identify Properties
Category: INF
Limitation: U
Description: When you encounter an unfamiliar artifact, you are able to determine some of the qualities of the device. Determining all the qualities of an item may require extended study through the use of an IBGA.

 

Level 2: Apprentice

 

Practical Use: Talismans
Category: P
Limitation: PPD
Description: You can create more powerful magical items

 

Special Use: The Magic Word
Category: INF
Limitation: TDL
Description: When you encounter a new artifact, you are able to determine the general method of activation, and in many cases the exact word, action, or phrase needed.

 

Level 3 - Journeyman

 

Practical Use: Amulets
Category: P
Limitation: PPD
Description: You can create magical items that are more complex, or contain more useful powers

 

Special Use: Repair Artifact
Category: A
Limitation: U
Description: Takes 10 minutes to restore a Broken basic artifact. Larger or more powerful artifacts may not be repairable. Also, an Artifact that has fulfilled its purpose and/or discharged its magic is not considered Broken, but is Undone and must be completely recreated.

 

Level 4 - Master

 

Practical Use: Magical Devices
Category: P
Limitation: PPD
Description: You can create actual magical devices, more complex than simple handheld items, or items with more than one ability

 

Special Use: Proficiency
Category: A
Limitation: U
Description: When wielding an Artifact with multiple charges, you may gain a single additional use of its power.

 

Level 5 - Grandmaster

Practical Use: True Artifacts
Category: P
Limitation: PPD
Description: You can create truely powerful magical devices, which could very well one day have stories told about them

 

Special Use: Spellforging
Category: A
Limitation: U
Description: You are able to combine the efforts of multiple Craftsman and/or Artificers to produce one-of-a-kind and truly wonderous things

Wizardry

Level 1: Novice

 

Practical Use: Ritualcraft
Category: A
Limitation: U
Description: Through direct study of the workings of magic, you can create rudimetary Rituals of a level you are capable of performing yourself. NOTE: All Rituals and Spells created in this skill involve research, and may take multiple IBGAs to master.

 

Special Use: Magical Insight
Category: INF
Limitation: U
Description: When exposed to a spell or Ritual you have not seen before, you can determine the schools of magic and approximate Circle involved in casting them.

 

Level 2: Apprentice

 

Practical Use: Cantrips
Category: A
Limitation: U
Description: By working with mana and your knowledge of spells, you can create simple Cantrips of any school you have at least 2 Circles of knowledge in. A Cantrip is a 0-level spell, in the same vein as the 3 initial spells, and have very minimal or mostly cosmetic effects.

 

Special Use: Copy Cat
Category: A
Limitation: U
Description: When exposed to a spell or Ritual you have not seen before, you can recreate the spell assuming you have the appropriate magics to cast it yourself.

 

Level 3 - Journeyman

 

Practical Use: Spellcraft
Category: A
Limitation: U
Description: Through practice with magic, you are now able to adjust the quality of your known spells, creating personalized versions of spells that you can use or teach others. Spells must be ones you currently know to adjust, and you may only teach them if the student is the appropriate level in the correct school to learn.

 

Special Use: Advanced Rituals
Category: A
Limitation: U
Description: Through intense study of the workings of magic, you are able to create Rituals that are more powerful than you can personally perform. Further, you are proficient enough in Rituals that any level 1 Rituals are perfomed as if you were a level higher in skill. Rituals must still be within the 5 tiers of single caster Rituals.

 

Level 4 - Master

 

Practical Use: Mana Enhancement
Category: A
Limitation: U
Description: Your work with mana has allowed you to tap into it more easily than most. Thus your Mana Regeneration Rituals and Mana Well restore 15 mana instead of 10. Note: the time involved in regaining your mana is still based on whatever level of Rituals you possess.

 

Special Use: Efficient Caster
Category: A
Limitation: U
Description: You are able to refine your spell verbals, removing up to 5 syllables from your verbals. Spells that only require 5 syllables will still require at least 3 syllable verbals.

 

Level 5 - Grandmaster

Practical Use: Ritual Master
Category: A
Limitation: U
Description: Your knowledge of the working of magic is so great, you are capable of creating a Ritual that requires multiple casters to perform. 

 

Special Use: Spell Shaper
Category: A
Limitation: U
Description: You are capable of creating new spells, wholecloth, from schools of magic you are familiar with. Spells must be of an equivalent level to ones you can cast.