PELLCASTERS
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 spells
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 spells 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
areas 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 spells 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 spells 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 spells actual level.