Mystara Tutorial School for Mages, needing advice

The Glen

Legend
Tutorial Guild is the name for the Mage's Guild for the merchant nation Minrothad, Darokin, their trading rival has its own guild that is practically identical in scope. Both nations hire away young mages from their studies to assist the nations secure their trading routes, make sure trades are honest, and help the nations get advantage on economic matters. Instead of studying a specific magic school they instead are given access to some of the most expansive libraries in the world and specialized training allowing them more access to spells and magic items than other mages can even dream of.

The merchant mage/tutorial guild is a conversion of the Gazetteer merchant subclass from the BECMI days. It was the only subclass included in two gazetteers, so it was an obvious inclusion into the handbook. The concept is simply the mage has more options as they progress as the guilds supply them with new spells and training as they progress.

2nd level: The cost to scribe all spells is reduced by half. Gain an additional spell every time you level up in this class.
2nd level: Can cast Identify without using a spell slot or components.
6th level: Add double your level to all rolls on the 'running a business' and 'selling a magic item' charts.
10th level: Anyone attempting to lie to you must pass a CHA save or instead tell the whole truth. Acts like Zone of Truth spell, but only applies to you.
14th level: Can attune additional magic items equal to their INT bonus
 
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Rehashing my thoughts.

2nd level, bump the identify down to 2nd level, merge the +1 spell and 1/2 price scribing into one slot. That frees up 6th slot.

6th level. Had the idea to add double character level to running a business/selling magic item activities to reflect the business training of the mage. That hasn't proved popular in the past, but it's extremely thematic for the character.

10th level. Can kick this one up to 14th level. Since at that level the mage should be filthy stinking rich anyways for working for the guilds. Leaves me now with an open 10th level ability.

14th level. This one was worded poorly, but when you got the ability you immediately added all those spell to your spellbook free of charge. Quantity over quality. Unsure now with the extra magic items at 14th level. Wasn't happy with it anyways, just couldn't think of anything better.
 

The "guild" spells from the BECMI conversion are all most all low level and all utility spells. They would be lvl 2 abilities at best if I gave them out for free. "Detect Embezzlement" just doesn't have a lot of use normally.
 

Okay, 10th level ability. Quasi-zone of truth in effect. If you want to lie to the mage you gave to pass a CHA save. Keep the theme and give him some mystical ability
 

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