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The High and Honourable Convocation of SpellcastersConvocation of Spellcasters

The High and Honourable Convocation of Spellcasters Benefits and Membership Fees

SPELLCASTERS’ Guild is broken down into 3 ranks and is open to casters of both Arcane and Divine magics.

Rank

Cost PA

Apprentice

1

100 GP

Practitioner

2

400 GP

Spellbinder

3

1000 GP


Non Spellcaster Members

NPC Guild Wizards will Analyze Dweomer items at a standard rate of 750GP per Item

To advance in the mystic arts a non-member can purchase the time of a Guild trainer for 500 Gold Lions to reduce the Time Unit reduction by one.

Purchase spells from the Guild at 50% extra cost to that of a guild member (subject to availability).

Requirements

Apprentice (level 1)

  • The ability to cast 1st level spells (from one of your class lists)
  • 100 GP / year

Practitioner (level 2)

  • The ability to cast 3rd level spells (from one of your class lists)
  • 400 GP / year

Spellbinder (level 3)

  • Invitational only. Must seek invite from the Guild Master (Godwin de Secundus), who may ask for a test to prove the candidates magical ability.
  • The ability to cast 5th level spells (from one of your class lists)
  • At least two metamagic, item creation, spell focus / penetration or spell mastery feats.
  • 1000 GP / year

Benefits

Apprentice (level 1)

  • Costs 2 TU less to level up as a Wizard
  • Shared accommodation subject to availability. (Practitioners and Spellbinders have priority. Apprentices may be asked to vacate their rooms at short notice)
  • Use of the Guild Laboratories (both Arcane and Divine) for 300gp per day (NB: See rules on the Guild Lab)
  • Improved access to spells (better than non-members)
  • Access to the following feats: Arcane Defence, Arcane Preparation, Energy Substitution

Practitioner (level 2)

  • Costs 4 TU less to level up as a Wizard or Convocational Mage
  • Shared accommodation with a guarantee of a room
  • Use of the Guild Laboratories (both Arcane and Divine) for 200gp per day (NB: See rules on the Guild Lab).
  • Improved access to spells (better than Apprentices)
  • Access to the following feats: Arcane Defence, Arcane Preparation, Energy Substitution, Extra Slot, Subdual Substitution, Sculpt Spell
  • The ability to purchase guild potions from the guild potion list
  • Access to the prestige classes Sarbreenar Convocational Mage, Loremaster and Mage Killer.

Spellbinder (level 3)

  • Costs 6 TU less to level up as a Wizard or Convocational Mage
  • Private accommodation with a guarantee of a room
  • Use of the Guild Laboratories (both Arcane and Divine) for 100gp per day (NB: See rules on the Guild Lab)
  • Improved access to spells (better than Practitioners)
  • Access to the following feats: Arcane Defence, Arcane Preparation, Energy Substitution, Extra Slot, Subdual Substitution, Sculpt Spell, Chain Spell, Repeat` Spell
  • The ability to purchase guild potions from the guild potion list
  • Access to the prestige classes Sarbreenar Convocational Mage, Loremaster, Mage Killer and Archmage.
  • Lost Tomes: +3 circumstance bonus to Spellcraft checks for researching new spells.
  • Friends in High Places: Once per year the Guild will provide the Spellbinder with the casting of any spell of 5th level or less (cast by friends within the Guild). Spellbinders must travel to the top of the Guild tower to receive this and must cover the cost of any material components (XP costs charged at 25gp per XP point).

Feats

Arcane Defence [General]

Prerequisites: Spell Focus in chosen school
Benefit
: Add +2 to your saving throws against spells of the chosen school
Special
: You can gain this feat multiple times; each time applies to a new school.

Arcane Preparation [General]

Prerequisites: You must be able to cast spells as a bard or sorcerer
Benefit
: You may prepare spells ahead of time, as a wizard does. This means you can prepare a spell with a metamagic feat ahead of time instead of casting it as a full round action.

Energy Substitution [Metamagic]

Prerequisites: Any other metamagic feat, 5 ranks in Knowledge (Arcana)
Benefit
: Choose one type of energy: acid, cold, electricity, fire or sonic. You can modify a spell with an energy descriptor to use the chosen type of energy instead. A substituted spell works in all respects except the type of damage caused. A substituted spell uses a spell slot of the spell’s normal level modified by any other metamagic feats.
Special
: You can gain this feat multiple times; each time applies to a new energy type.

Extra Slot [General]

Prerequisites: Spellcaster level 4+
Benefit
: You gain one extra slot in your daily allotment. This extra slot can be at any level up to one lower than the highest level spell you can cast. Once selected, the extra slot does not migrate up or down in level.
Special
: You can gain this feat multiple times.

Subdual Substitution [Metamagic]

Prerequisites: Any other metamagic feat, 5 ranks in Knowledge (Arcana)
Benefit
: Choose one type of energy: acid, cold, electricity, fire or sonic. You can modify a spell with the chosen designator to inflict subdual damage instead of energy damage. A substituted spell works in all respects except the type of damage caused. A subdual spell uses a spell slot of the spell’s normal level modified by any other metamagic feats.

Special: You can gain this feat multiple times; each time applies to a new energy type.

Sculpt Spell [Metamagic]

Prerequisites: Any other metamagic feat
Benefit
: You can modify an area spell by changing the area’s shape. The new area must be chosen from the following list: cylinder (10’ radius, 30’ high); cone (40’ long); ball (20’ radius) cubes (four 10’ cubes). A sculpted spell works in all respects except the type of damage caused. A subdual spell uses a spell slot of the spell’s normal level modified by any other metamagic feats.

Chain Spell [Metamagic]

Prerequisites: Any other metamagic feat
Benefit
: You can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects its target (the primary target) normally then arcs to a number of secondary targets equal to your caster level. You choose the secondary targets as you like but they must all be within 30’ of the primary target and no target can be affected more than once. You can affect fewer targets than the maximum.

If the chained spell deals damage, the secondary targets each take half as many dice of damage as the primary target (round down) and can attempt Reflex saving throws for half of the damage. For spells that do not cause damage, the DCs against arcing targets are reduced by 4.

A chained spell uses up a spell slot three levels higher than the spell’s actual level.

Repeat Spell [Metamagic]

Prerequisites: Any other metamagic feat
Benefit
: A repeated spell is automatically cast again at the beginning of your next turn in the next round. No matter where you are, the second spell originates from the same location and affects the same area as the original spell. You cannot use this feat on spells with a touch range. If the original spell designates a target, the repeated spell affects the same target if it is within 30’ of the original position; otherwise the second spell fails. A repeated spell uses up a spell slot three levels higher than the spell’s actual level.

Why have a guild for wizards?

Find out more about the High and Honourable Convocation of Wizards and Sages?

 

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