Guild Wizard of Karameikos
This is a guild of magicians trained in one
of the traditional Thyatian schools of magic.
While Traladarans are not banned, they mostly
stick to their own magic styles.
Candidate
Knowledge of Magic (IN) (e)
Foreign Tongue (IN) (b)
Literacy (IN) (b)
Knowledge of Glyphs (IN) (d)
Outer Minor Rituals (MP) (b)
Equipment: Minor Ritual Tools
Salary: 1 royal per month.
Cost: 8 HP
Possible Exits: Leave the guild, continue
as candidate, perform the Initiation Ceremony.
Initiation Ceremony
This is a 3 HP Preadventure during which
the candidate is subjected to many trials
and horrors. The good thing is that the candidate
can become an initiate. The bad thing is
that the candidate gains the condition Detriment
— Afflicted (d) due to the physical hardships
encountered. This detriment is an adverse
effect that detriments every PF-based skill
attempt.
Initiate
Knowledge of Magic (IN) (e)
Foreign Tongue (IN) (b)
Literacy (IN) (b)
Knowledge of Glyphs (IN) (d)
Inner Minor Rituals (MP) (d)
Salary: 4 royals per month.
Cost: 10 HP
Possible Exits: Leave the guild, continue
as an Initiate, become an Outer Circle Magician
(after two terms).
Outer Circle Magician
Knowledge of Magic (IN) (e)
Foreign Tongue (IN) (b)
Literacy (IN) (b)
Knowledge of Glyphs (IN) (d)
Inscribe Glyphs (MP) (d)
Salary: 6 royals per month.
Requirement: Must have been an initiate for
at least two terms.
Cost: 11 HP
Possible Exits: Leave the guild, continue
as candidate, become an Outer Circle Magician
(after two terms).
Inner Circle Magician
Knowledge of Magic (IN) (e)
Foreign Tongue (IN) (b)
Literacy (IN) (b)
Knowledge of Glyphs (IN) (d)
Inscribe Glyphs (MP) (d)
Salary: 8 royals per month.
Cost: 14 HP
Possible Exits: Leave the guild, continue
as candidate, become a Wizard.
Wizard
Knowledge of Magic (IN) (e)
Foreign Tongue (IN) (b)
Literacy (IN) (b)
Knowledge of Glyphs (IN) (d)
Inscribe Glyphs (MP) (d)
Salary: 10 royals per month.
Cost: 16 HP
Possible Exits: Leave the guild, continue
as candidate, become a High Wizard.
High Wizard
Knowledge of Magic (IN) (e)
Foreign Tongue (IN) (b)
Literacy (IN) (b)
Knowledge of Glyphs (IN) (d)
Inscribe Glyphs (MP) (d)
Salary: 12 royals per month.
Cost: 18 HP
Possible Exits: Leave the guild, continue
as candidate, become a Master Wizard.
Master Wizard
Knowledge of Magic (IN) (e)
Foreign Tongue (IN) (b)
Literacy (IN) (b)
Knowledge of Glyphs (IN) (d)
Inscribe Glyphs (MP) (d)
Salary: 12 royals per month.
Cost: 18 HP
Possible Exits: Leave the guild, continue
as candidate, become a Master Wizard.
Outer Minor Rituals
- The magician prepares for one week prior
to the ritual: fasting, praying to Ilsundal,
and ritually bathing. Failure to do this
will prevent the ritual from succeeding.
- The magician magically cleanses the area
where the ritual is to take place, along
with the tools to be used. These tools
are:
a magic wand to help focus the power of the ritual, a
magic ring to aid in concentration, and a magic amulet to protect from adverse influences. This
step requires a successful Outer Minor
Rituals
roll. This step takes a half hour to complete.
Failure at this stage means that you must
redo the cleansing with a -1 power detriment.
- The magician ritually gathers personal power
through a series of chants and gestures.
This step requires a successful Outer Minor
Rituals roll with a -1 detriment. In addition
to the two modifying skills you may choose,
you must add in the level of success for
the magic ring. This step takes ten minutes
less one per MP. Failure means the ritual
simply does not work. The detriment for
power
due to the failure at this point is -2.
- The magician calls out to the powers of magic
to grant the power. This step requires
a
successful Outer Rituals roll with a -2
detriment.
In addition to the two modifying skills
you
may choose, you must add in the level of
success for the magic amulet. This step
takes
ten minutes less one per MP. Failure at
this
stage results in a magical backlash and
an
end to the ritual, the result being a wound
of a level of severity equal to the level
of failure! Additionally, there is a -3
power
detriment incurred by such failure.
- The magician focuses internally to gain the
power. This step requires a successful
Outer
Minor Rituals roll with a -3 detriment.
In
addition to the two modifying skills you
may choose, you must add in the level of
success for the magic wand. This step also
takes ten minutes less one per MP. Failure
at this stage results in a similar backlash
as experienced by step 5, though the power
detriment due to such failure at this point
is -4.
- The magician releases the magical forces
and closes the ritual. This step requires
a successful Outer Minor Rituals roll with
a -4 detriment. In addition to the two
modifying
skills you may choose, you must add in
the
level of success for the magic amulet.
This
step takes one minute. Failure at this
stage
results in the same sort of backlash as
step
five, though with a -5 power detriment.
Success
at this stage results in a -5 power detriment.
Intentions:
- Analyze Magic
- Carry Cargo
- Charm
- Darkness
- Detect Evil Intent
- Detect Invisible Presences
- Detect Magical Presences
- Entanglement
- Hold Portal
- Illusion
- Invisibility
- Levitation
- Light
- Locate Object
- Magical Missiles
- Mask Thoughts
- Mirror Image
- Open Portals
- Protection
- Read Languages
- Read Thoughts
- Shield
- Sleep
- Voice
- Web
You learn an outer minor ritual with the
initial acquisition of the skill and another
one with every increase in the skill. Once
you have increased the skill by five levels
you can begin inventing your own. Such invention
requires a successful Outer Minor Ritual
roll modified by Knowledge of Magic and one
other modifier. There is a base -10 to the
total level of skill.
Inner Minor Rituals
- The magician must identify the correct spirit
and prepare its sigil (a graphical representation
of the spirit) on a piece of parchment.
This
requires a successful Knowledge of Magic
roll at -5.
- The magician prepares for one week prior
to the ritual: fasting, praying, and ritually
bathing. Failure to do this will prevent
the ritual from succeeding.
- The magician magically cleanses the area
where the ritual is to take place, along
with the tools to be used. These tools
are
the same as those specified above. This
step
requires a successful Inner Minor Rituals
roll. This step takes a half hour to complete.
Failure at this stage means that you must
redo the cleansing with a -1 power detriment.
- The magician ritually gathers personal power
through a series of chants and gestures.
This step requires a successful Inner Minor
Rituals roll with a -1 detriment. In addition
to the two modifying skills you may choose,
you must add in the level of success for
the magic ring. This step takes ten minutes
less one per MP. Failure means the ritual
simply does not work. The detriment for
power
due to the failure at this point is -2.
- The magician calls out to the chosen spirit
to grant the power. This step requires
a
Inner Minor Rituals roll with a -2 detriment..
In addition to the two modifying skills
you
may choose, you must add in the level of
success for the magic amulet. This step
takes
ten minutes less one per MP. Failure at
this
stage results in a magical backlash and
an
end to the ritual, the result being a wound
of a level of severity equal to the level
of failure! Additionally, there is a -3
power
detriment incurred by such failure.
- The magician must state what is desired of
a particular spirit. Then the magician
explains
that a pact is being offered. Then the
terms
are described.
- If the terms of the pact are acceptable the
spirit will grant the request by directly
granting the power to the magician at the
level of the spirit.
- The power goes away when the terms of the
pact are ended.
- The magician dismisses the elemental spirit
and closes the ritual. This step requires
a Inner Minor Rituals roll with a -4 detriment..
In addition to the two modifying skills
you
may choose, you must add in the level of
success for the magic amulet. This step
takes
one minute. Failure at this stage results
in the same sort of backlash as step five,
though with a -5 power detriment. Success
at this stage results in a -5 power detriment.
Intentions:
- Breathe Water
- Circle of Protection
- Clairvoyance
- Confuse
- Create Air
- Curse
- Destruction by Fire
- Destruction by Lightning
- Dispel Magic
- Flight
- Growth of Plants
- Hold
- Magical Lock
- Permanent Light
- Polymorph Self
- Protection from Weapons
- Release
- Remove Curse
- Shrink Plants
- Slow
- Speed
- Wall of Fire
You learn one inner minor ritual with the
initial acquisition of the skill and another
one with every increase in the skill. Once
you have increased the skill by five levels
you can begin inventing your own. Such invention
requires a successful Inner Minor Ritual
roll modified by Knowledge of Magic and one
other modifier. There is a base -10 to the
total level of skill.
Glyphs
Glyphs are arrays of mystical symbols that
are inscribed into a magic book. The first
time you acquire this skill you can choose
a specific glyphs. After that you gain a
new one with every level increase. After
you have five level increases you may begin
to invent your own. This invention process
requires a successful Knowledge of Glyphs
roll modified by Knowledge of Magic and one
other skill at -15.
There are two rituals involved in this process.
The first is to inscribe the glyph into your
magic book. The second is to activate a glyph
to gain its power. Here is the ritual to
inscribe a glyph into the book:
- Spend a day fasting and meditating on the
glyph in question.
- Consecrate the ritual tools: The Book, The
Ink Pot, and the Pen. This requires a successful
Inscribe Glyphs roll. Failure results in
having to start over and a -2 power detriment.
- Draw the Glyph in the book. This requires
a successful Knowledge of Glyphs roll.
This
requires ten minutes.
- The Glyph is then magically sealed into the
book. The wizard meditates on the geometric
designs until the power inherint in them
manifests as a dull glow. This requires
a
successful Inscribe Glyphs roll at -2.
You
may add the strengths of the consecrated
tools to the success. Failure results in
having to start over, losing a page out
of
the book, and a -4 power detriment. There
is a -4 power detriment in any case.
In order to activate the glyph you must perform
the following ritual.
- Spend an hour meditating on the glyph in
question.
- Trace the design in your mind. This opens
a magical gate to the power you desire.
This
requires a successful Inscribe Glyphs roll.
Failure results in a magical backlash and
a -2 power detriment.
- Transfer the design into your magical self.
This requires a successful Inscribe Glyphs
roll at -2. Failure results in a magical
backlash and a -4 power detriment. Success
is split between the level of the effect
and the duration.
Intentions:
- Anti-Magic
- Become Visible
- Charm Plants
- Conjure an Invisible Stalker
- Harden Earth
- Liquify Earth
- Move Earth
- Move Objects
- Open Breach
- Stun
- Wall of Stone
You learn one glyph with the initial acquisition
of the skill and another one with every increase
in the skill. Once you have increased the
skill by five levels you can begin inventing
your own intentions. Such invention requires
a successful Glyphs roll modified by Knowledge
of Magic and one other modifier. There is
a base -10 to the total level of skill.
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