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Looking for Mages guild ideas.
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<blockquote data-quote="ergeheilalt" data-source="post: 991818" data-attributes="member: 3460"><p>I have a couple of mage guilds scattered around my campaign. There are a couple Gnomes and Humans who specialize in building constructs and illusion magic (a bit of cliche). They basically sell cheap construct mercenaries and have explored a lot of the campaign world. </p><p></p><p>The biggest guild has four sub guilds. The guild is the oldest wizard guild in the current campaign area, having risen up from primitive elemental studies. The earth wizards act as the military guardsmen for the city and build a majority of the magical weapons in the area. Fire wizards keep the area warm as it is very far north and act as the main fire power for the guild. The water wizards act as scouts and diplomats with the far reaching stretch of islands; also keeping the docks a clean affair, in charge of trade and the merchants in the city. Air wizards have risen to recent acclaim rediscover the art of fashioning air ships. Air wizards help the fire wizards with the weather and maintain some of the illusions around the city. As the guild is based on elementalism, once a person joins the guild they gain energy substitution for their relevant focus as a free ability. The Encyclopedia Arcana: Elementalism is a good buy if you want to focus on elemental magic.</p><p></p><p>There are small enclaves of smaller groups of wizards. The Northern Elven wizards tend to focus on nature and earth related spells, while the drow wizards focus on militant use of magic as a weapon against all free races in Thimtona (my campaign). </p><p></p><p>I found that when creating a mage guild, make sure to give them one really big strength in addition to something that detracts from the coolness. The elemental wizards of course are unable to use their opposing elements and each have a focus on a particular school. They are weak in the necromancy, enchantment, and divination schools; strong in abjuration (contacting and binding elementals), evocation (fireball), conjuration (summoning), illusion (part of the air wizard dominion), and transmutation (part of the earth wizard dominion).</p><p>Combining flavor and mechanics makes the guild not only part of the background, but makes it attractive to players too.</p><p></p><p>Erge</p></blockquote><p></p>
[QUOTE="ergeheilalt, post: 991818, member: 3460"] I have a couple of mage guilds scattered around my campaign. There are a couple Gnomes and Humans who specialize in building constructs and illusion magic (a bit of cliche). They basically sell cheap construct mercenaries and have explored a lot of the campaign world. The biggest guild has four sub guilds. The guild is the oldest wizard guild in the current campaign area, having risen up from primitive elemental studies. The earth wizards act as the military guardsmen for the city and build a majority of the magical weapons in the area. Fire wizards keep the area warm as it is very far north and act as the main fire power for the guild. The water wizards act as scouts and diplomats with the far reaching stretch of islands; also keeping the docks a clean affair, in charge of trade and the merchants in the city. Air wizards have risen to recent acclaim rediscover the art of fashioning air ships. Air wizards help the fire wizards with the weather and maintain some of the illusions around the city. As the guild is based on elementalism, once a person joins the guild they gain energy substitution for their relevant focus as a free ability. The Encyclopedia Arcana: Elementalism is a good buy if you want to focus on elemental magic. There are small enclaves of smaller groups of wizards. The Northern Elven wizards tend to focus on nature and earth related spells, while the drow wizards focus on militant use of magic as a weapon against all free races in Thimtona (my campaign). I found that when creating a mage guild, make sure to give them one really big strength in addition to something that detracts from the coolness. The elemental wizards of course are unable to use their opposing elements and each have a focus on a particular school. They are weak in the necromancy, enchantment, and divination schools; strong in abjuration (contacting and binding elementals), evocation (fireball), conjuration (summoning), illusion (part of the air wizard dominion), and transmutation (part of the earth wizard dominion). Combining flavor and mechanics makes the guild not only part of the background, but makes it attractive to players too. Erge [/QUOTE]
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