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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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:

  1. Analyze Magic
  2. Carry Cargo
  3. Charm
  4. Darkness
  5. Detect Evil Intent
  6. Detect Invisible Presences
  7. Detect Magical Presences
  8. Entanglement
  9. Hold Portal
  10. Illusion
  11. Invisibility
  12. Levitation
  13. Light
  14. Locate Object
  15. Magical Missiles
  16. Mask Thoughts
  17. Mirror Image
  18. Open Portals
  19. Protection
  20. Read Languages
  21. Read Thoughts
  22. Shield
  23. Sleep
  24. Voice
  25. 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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. The power goes away when the terms of the pact are ended.
  9. 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:

  1. Breathe Water
  2. Circle of Protection
  3. Clairvoyance
  4. Confuse
  5. Create Air
  6. Curse
  7. Destruction by Fire
  8. Destruction by Lightning
  9. Dispel Magic
  10. Flight
  11. Growth of Plants
  12. Hold
  13. Magical Lock
  14. Permanent Light
  15. Polymorph Self
  16. Protection from Weapons
  17. Release
  18. Remove Curse
  19. Shrink Plants
  20. Slow
  21. Speed
  22. 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:

  1. Spend a day fasting and meditating on the glyph in question.
  2. 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.
  3. Draw the Glyph in the book. This requires a successful Knowledge of Glyphs roll. This requires ten minutes.
  4. 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.

  1. Spend an hour meditating on the glyph in question.
  2. 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.
  3. 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:

  1. Anti-Magic
  2. Become Visible
  3. Charm Plants
  4. Conjure an Invisible Stalker
  5. Harden Earth
  6. Liquify Earth
  7. Move Earth
  8. Move Objects
  9. Open Breach
  10. Stun
  11. 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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