Waterdeep Guild Mage: General Enough?

Nifft

Penguin Herder
Do people think that the Waterdeep Guild Mage is generic enough to be a Prestige Class in another world, or (if not) has someone made a similar "spellpool" themed mage PrC which is more generic?

Thanks, -- Nifft
 

log in or register to remove this ad

I may be remembering incorrectly, but the Waterdeep Mage is based on the Guild Mage from Tome & Blood, which is based on the mage from the 2nd edition book that focused on Wizards with the Spellcrux and other stuffs that made it into T&B.
 

The Waterdeep Guild Mage is very similar to Tome & Blood's Mage of the Arcane Order.

As for porting over the Guild Mage to a different setting, I can't imagine any issues more complicated than changing the name.

I say go for it.
 
Last edited:


If I remember correctly the waterdeep guild mage is balanced better. I believe the spellpool is handled a little differently.
 

Even so Oni, I think you could port either Guild Mage/Order Mage over since both are good for high magic worlds. (Or at least worlds where mages make good guilds.)
 

I definately think that the guild mage PrCs are portable; they're one of the only prestige classes that I use in my campaign that actually denote membership of some organization; thus there are three different spellpool using mage guilds (that the players are aware of), each with a slightly different version of the PrC:

Code:
[color=sandybrown]THE COSDOLITE GUILDMAGE
Level	BAB	Fort	Ref	Will	Special				Spells per Day
1st	+0	+0	+0	+2	Guild Member, Spellpool I	+1 level of existing class
2nd	+1	+0	+0	+3	Improved Spell Selection	+1 level of existing class
3rd	+1	+1	+1	+3	Research Breakthrough		+1 level of existing class
4th	+2	+1	+1	+4	Bonus Language			+1 level of existing class
5th	+2	+1	+1	+4	Spellpool II			+1 level of existing class
6th	+3	+2	+2	+5	Research Breakthrough		+1 level of existing class
7th	+3	+2	+2	+5	Bonus Language			+1 level of existing class
8th	+4	+2	+2	+5	Research Breakthrough		+1 level of existing class
9th	+4	+3	+3	+6	Spellpool III			+1 level of existing class
10th	+5	+3	+3	+7	Regent				+1 level of existing class[/color]
Cosdolite Guildmages are senior members of the Mage Guilds of Cosdol. The guilds are both schools for fledgling spellcasters and fraternities for those of advanced knowledge and power.
The guilds' interest is in increasing the knowledge of magic amongst its members by sharing existing knowledge and researching lost magi. A good portion of the guilds' historical research is centred on elucidating a "magical grammar" of the great power wielded in ages past, and this research has borne wondrous fruit: metamagic feats.
Although nonwizards can benefit somewhat from what the guilds have to offer, their emphasis on wizardry deters most applicants. NPC guildmages often join adventuring companies of nonspellcasters who are not affiliated with the guilds. Most are eager to lend a hand to fellow guildmages; each guild's members form a consider loyalty to one another to be the entire point of being in a guild. While they could be encountered anywhere adventure beckons, a guild member in good standing returns when he can to the campus, pays his required dues, and does his part in the upkeep of the Spellpool.

Requirements
Knowledge (Arcana): 8 ranks.
Feats: Two metamagic feats.
Spells: Ability to prepare and cast arcane spells of 2nd level or higher, knowledge of a spell unknown to the guild.
Special: Prospective members must pay an semi-annual fee of 500 gp and either supply at least one new spell each level, or spend at least one month teaching students.

Class Skills
Alchemy, Concentration, Craft, Knowledge, Profession, Scry, Speak Language, and Spellcraft. 2+Int modifier skill points per level.

Class Features
Hit Die: d4.
Weapon and Armor Proficiency: None
Spells per Day: When a new Cosdolite Guildmage level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before becoming a Cosdolite Guildmage, he must decide to which class he adds the new level for purposes of determining spells per day.
Guild Member: Guildmages are a fraternal organization, and members are generally willing to lend a hand to their fellows. You gain a +4 competence bonus to Diplomacy checks made to influence other Guildmages from your own guild and a +2 competence bonus to Diplomacy checks made to influence guildmages from other Cosdolite guilds. This is a two-way street: You are expected to treat other Cosdolite Guildmages honourably and charitably. A guildmage pays monetary dues and accepts various duties in return for various benefits. The dues are 500 gp, twice per year. Duties include putting in an appearance on campus at least once every six months and accepting any special commissions handed down by the regents. A guildmage is expected to either provide a new spell to the guild or spend a month teaching every six months. A guildmage who falls into arrears on his dues or fails to meet his duties has his membership suspended and loses access to the Spellpool. Restoring membership is not difficult., and requires only the payment of back dues and fulfilment of all missed duties. Suspended members do not lose any spells or metamagic feats they had gained while in good standing, only access to the Spellpool.
A member in good standing may board at the guild facilities between adventures, paying only 5 sp per day for common quality meals and lodging. At his leisure, he may browse the guild's well-respected library, which is stocked with tomes on both mundane and arcane lore (though no spells are located here). Likewise, he may use the common laboratory facilities when creating a minor or medium magic item (although material costs remain out-of-pocket). Furthermore, he is free to read and post notices to the "job-board", a mundane medium whereby fellow members pass information, advertise their interest in a research topic or adventure, or attempt to sell an interesting oddity, magical or otherwise.
Improved Spell Acquisition: Beginning at 2nd level, a guildmage can choose one extra spell of any level he can cast to add to his spellbook each time he gains a new level. Many guildmages choose to take one of the many esoteric spells that every member is expected to share with the guild.
Spellpool (Sp): Beginning at first level, guildmages can call spells from a common source, the Spellpool. New members receive a special focus (a small trinket chosen by the spellcaster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner. If he loses his focus, he must undergo another initiation. The range of available spells increases at levels 5 and 8. See the Spellpool section, below.
Research Breakthrough: At 3rd, 6th, and 9th levels, a guildmage gains sudden insight from researching the guild's ancient reconstructed magical texts and from his fellow guildmages. He gains a bonus metamagic feat.
Bonus Language: At 4th and 7th levels, the guildmage's access to the guild's superb libraries and resources allow him to learn a new language.
Regent: A 10th-level cosdolite guildmage is awarded the status of regent. He no longer pays dues but continues to receive all the benefits of guild membership.
A regent gains a +2 competence modifier on all Charisma-based interaction checks when dealing with lower-level members of the Order. The regents set the Arcane Order's rules and policies, meeting each month in the Council of Regents. A regent must attend six Council meetings in one year or be removed from the Council and lose his regent status (he loses no other benefits of guild membership). Enacting new policies or eradicating old ones requires a three-fifths majority vote to pass.
Generally, the Council hands out commissions for lower-level guildmages to perform on behalf of the guild. An individual regent may also head up a special group of lower-level members and students to accomplish a specific goal, such as investigating a crime committed using magic, undertaking an archaeological dig of an ancient site of wizardry, or some other important task.

The Spellpool
A magical reservoir of spell energy is bound into a special matrix in a guarded vault in Cosolen. Using his guild focus, a Cosdolite Guildmage can "call" spells from this common resource at need.
Calling a Spell: Calling a spell from the Spellpool can be done at any distance but requires the caster to have an open, unused spell slot of the appropriate level. Wizards preparing spells for the day decide at that time whether to leave some spell slots open. The spellcaster can call only for spells of a level that he could normally cast. He can call a number of spells per day whose total levels are equal to or less than half his caster level (minimum of one).
When the caster calls a spell, he takes a full-round action to concentrate on his focus (which draws attacks of opportunity). The spell appears in the caster's mind at the beginning of his next turn in the round and can be used immediately. However, if he does not cast the called spell within 1 minute per caster level, it fades from his mind as though cast. Wizards cannot learn the called spell, despite its temporary presence, though of course they could later attempt to learn a spell of the same name through standard means.
Spell Availability: Three stages of access to the
Spellpool exist. A member first joining the Order gains Spellpool I privileges, which grants access to spells of 1st to 3rd level. Spellpool II allows 4th- to 6th-level spells, and Spellpool III grants 7th- to 9th-level spells. No 0-level spells are available, but the Spellpool can provide any other spell on the wizard/sorcerer spell list in the Player's Handbook, as well as any additional spells designated by the DM.
Spellpool Debt: Every time a spellcaster calls a spell, he incurs a debt. He must repay that debt to the Spellpool: a spell he has prepared (or can cast in the sorcerer's case) of equal level to that called, or a number of spells whose combined levels total the level of the spell called. Repaying a spell is a full-round action, like calling a spell, and depletes a prepared spell slot, or uses up a spell slot for the day, as if the spell had been cast.
The debt need not be repaid immediately. In fact, a spellcaster can accumulate a Spellpool debt equal to three times his caster level (including levels in this prestige class) before facing penalties.
A Cosdolite Guildmage can pay ahead of time, giving him a "positive balance", which can be no larger than his maximum debt.


Code:
[color=sandybrown]THE EHZHIMAHNI GUILDMAGE
Level	BAB	Fort	Ref	Will	Special					Spells per Day
1st	+0	+0	+0	+2	Membership, Improved Spell Acquisition	+1 level of existing class
2nd	+1	+0	+0	+3	Spellpool I				+1 level of existing class
3rd	+1	+1	+1	+3	Bonus Item Creation Feat		+1 level of existing class
4th	+2	+1	+1	+4	Bonus Language				+1 level of existing class
5th	+2	+1	+1	+4	Improved Counterspell			+1 level of existing class
6th	+3	+2	+2	+5	Spellpool II				+1 level of existing class
7th	+3	+2	+2	+5	Focused Dispel				+1 level of existing class
8th	+4	+2	+2	+5	Bonus Language				+1 level of existing class
9th	+4	+3	+3	+6	Break Enchantment Spell			+1 level of existing class
10th	+5	+3	+3	+7	Spellpool III				+1 level of existing class[/color]
The Celestial Dawn is the mage guild that the Pasha requires all native and visiting wizards to join. Only the locals take it seriously, and a few of those form an informal guild. Those are the wizards that are referred to as Ehzhimahni Guildmages.
The Celestial Dawn's sole purpose is the defence of Ehzhimahn and the Pasha. Most of the time, the guild members assist each other's research and item creation.
Only arcane spellcasters can join the Celestial Dawn, and typically only wizards and sorcerers join the core guild.

Requirements
Alchemy: 4 ranks.
Knowledge (Arcana): 8 ranks.
Scry: 4 ranks.
Spellcraft: 8 ranks
Feats: Scribe Scroll, any metamagic feat, and either Spell Penetration or Spell Focus.
Spells: Ability to cast 3rd level arcane spells.
Special: Must know and be recommended by a member, must be a resident of Ehzhimahn.

Class Skills
Alchemy, Concentration, Craft, Knowledge, Profession, Scry, and Spellcraft. 2+Int modifier skill points per level.

Class Features
Hit Die: d4.
Weapon and Armor Proficiency: None
Spells per Day: When a new Ehzhimahni Guildmage level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before becoming a Ehzhimahni Guildmage, he must decide to which class he adds the new level for purposes of determining spells per day.

Membership: The character becomes a member of the informal core of the Celestial Dawn. She is entitled to vote on issues before the entire membership, ask permission to use the libraries and workrooms of other members, and replenish her store of material components (any material component can be obtained by one member or another at standard cost).
Membership also incurs some duties; a member is expected to make her own libraries and workrooms available to other members, aiding members in need, and heading the defence of Ehzhimahn.
Improved Spell Acquisition: Each time she gains a level, a College Wizard can choose one extra spell of any level she can cast to add to her spellbook.
Spellpool (Sp): Beginning at 2nd level, guildmages can call spells from a common source, the Spellpool. New members receive a special focus (a small trinket chosen by the spellcaster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner. If he loses his focus, he must undergo another initiation. The range of available spells increases at levels 6 and 10. See the Spellpool section, below.
Bonus Item Creation Feat: At 3rd level, a college wizard has spent enough time working in the item creation laboratories of her colleagues that she gains a new item creation feat.
Bonus Language: At 4th and 8th levels, the college wizard's access to the guild's collective resources allow her to learn a new language.
Associate: A 10th-level a Ehzhimahni Guildmage is awarded the status of associate. He no longer has to teach a class, and can instead devote his time entirely to research, item creation, and administration.
Associates gain a +2 competence modifier on all Charisma-based interaction checks when dealing with college faculty and students. The associates set the College's rules and policies, meeting each month in the Council of Associates. A associates must attend six Council meetings each year or be removed from the Council and lose his associate status (he loses no other benefits of faculty membership). Enacting new policies or eradicating old ones requires a three-fifths majority vote to pass.
Generally, the Council hands out assignments to the faculty, determines curriculum, and deal with the city. An individual associate may also head up a special group of faculty and senior students to accomplish a specific goal, such as investigating a crime committed using magic, creating a major magic item, or some other important task.


Code:
[color=sandybrown]THE PEKALESE COLLEGE WIZARD
Level	BAB	Fort	Ref	Will	Special					Spells per Day
1st	+0	+0	+0	+2	College Faculty, Spellpool I		+1 level of existing class
2nd	+1	+0	+0	+3	Improved Spell Selection		+1 level of existing class
3rd	+1	+1	+1	+3	Bonus Item Creation Feat		+1 level of existing class
4th	+2	+1	+1	+4	Bonus Language				+1 level of existing class
5th	+2	+1	+1	+4	Spellpool II				+1 level of existing class
6th	+3	+2	+2	+5	Bonus Metamagic Feat			+1 level of existing class
7th	+3	+2	+2	+5	Improved Counterspell			+1 level of existing class
8th	+4	+2	+2	+5	Bonus Language				+1 level of existing class
9th	+4	+3	+3	+6	Spellpool III				+1 level of existing class
10th	+5	+3	+3	+7	Bonus Item Creation Feat, Associate	+1 level of existing class[/color]
Pekalese College Wizards are the faculty of the Magic College of Bet Rogala. The College is primarily a school for fledgling spellcasters and source of new recruits for the War Wizards of Pekal. Some graduates stay at the school to become dedicated researchers and teachers; these are the Pekalese College Wizards

The college concerns itself mainly with the creation of worthwhile combat wizards, but those few who stay at the college after graduation concern themselves more with support roles, defending the city, and teaching new students.
Although non-wizards can be helpful to the college, the emphasis on wizardry limits the number of other classes on staff. NPC college wizards rarely leave Bet Rogala. They have considerable unofficial authority in the city and are intensely loyal to their own.

Requirements
Knowledge (Arcana): 4 ranks.
Spellcraft: 8 ranks
Feats: Enlarge Spell, Widen Spell
Spells: Ability to prepare and cast arcane spells of 2nd level or higher, knowledge of a spell unknown to the guild.
Alignment: nonchaotic.
Special: College Wizards are faculty members of the Magic College in Bet Rogala, and must attend to their duties regularly. Extended leaves of absence are not often given and require exceptional reasons. The defence of Pekal is to important to allow the College to be left to hobbyists.

Class Skills
Alchemy, Concentration, Craft, Knowledge, Profession, Scry, Speak Language, and Spellcraft. 2+Int modifier skill points per level.

Class Features
Hit Die:
d4.
Weapon and Armor Proficiency: None
Spells per Day: When a new Pekalese College Wizard level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before becoming a Pekalese College Wizard, he must decide to which class he adds the new level for purposes of determining spells per day.
College Faculty: College wizards are a semi-official authority in Bet Rogala, and are expected to lend a hand to their fellows. You gain a +4 competence bonus to Diplomacy and Intimidate checks made to influence citizens of Bet Rogala and a +2 competence bonus to Diplomacy checks made to influence other Pekalese citizens. This is a two-way street: You are expected to work to protect the citizenry of Pekal and abuses of this influence will get back to the College. College faculty are expected to spend their time on campus, either teaching, researching, or administrating. Anyone not fulfilling their duties or abusing their authority will be fired from the College, and loose access to the Spellpool. Membership in the college faculty is very difficult to regain.
A faculty member in good standing has food and lodging supplied. At his leisure, he may browse the guild's well-respected library, which is stocked with tomes on both mundane and arcane lore (though no spells are located here). Likewise, he may use the common laboratory facilities when creating a minor or medium magic item (although material costs remain out-of-pocket).
Improved Spell Acquisition: Beginning at 2nd level, a College Wizard can choose one extra spell of any level he can cast to add to his spellbook every time he gains a level. Many college wizards choose non-lethal combat spells.
Spellpool (Sp): Beginning at first level, college wizards can call spells from a common source, the Spellpool. New members receive a special focus (a small trinket chosen by the spellcaster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner. If he loses his focus, he must undergo another initiation. The range of available spells increases at levels 5 and 9. See the Spellpool section, below.
Bonus Item Creation Feat: At 3rd and 10th levels, a college wizard has spent enough time working in the item creation laboratories of the college with his colleagues that he gains a new item creation feat.
Bonus Metamagic Feat: At 6th level, a college wizard gains new insight from teaching magic theory to students and from his fellow instructors. He gains a bonus metamagic feat.
Bonus Language: At 4th and 8th levels, the college wizard's access to the college's superb libraries and resources allow him to learn a new language.
Associate: A 10th-level a Pekalese College Wizard is awarded the status of associate. He no longer has to teach a class, and can instead devote his time entirely to research, item creation, and administration.
Associates gain a +2 competence modifier on all Charisma-based interaction checks when dealing with college faculty and students. The associates set the College's rules and policies, meeting each month in the Council of Associates. A associates must attend six Council meetings each year or be removed from the Council and lose his associate status (he loses no other benefits of faculty membership). Enacting new policies or eradicating old ones requires a three-fifths majority vote to pass.
Generally, the Council hands out assignments to the faculty, determines curriculum, and deal with the city. An individual associate may also head up a special group of faculty and senior students to accomplish a specific goal, such as investigating a crime committed using magic, creating a major magic item, or some other important task.
 
Last edited:

Remove ads

Top