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Wizard's Guild Initiation Trial
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<blockquote data-quote="Matafuego" data-source="post: 1280963" data-attributes="member: 4172"><p>Hello everybody.</p><p></p><p>I didn't know where to put this thread since the "Plot and stuff" section vanished so I guess the General is a good place, otherwise I'm sorry and please move it :|</p><p></p><p>Short Introduction:</p><p></p><p>One of my players comes from a very anti-magic race. Kind of like the Dwarves where back in the old days. This race has a very vast knowledge of Psionics but they don't get magic and even get some good bonus saves against it (only arcane magic)</p><p></p><p>This player is under the belief that his family is wrong and he wants to start the first guild of wizards. Now he left his Homeland with some friends with the desire to learn the most he can from magic.</p><p></p><p>Last session they arrived to a very large and important mining city that has a very powerful Wizard Guild (with not very much memebers)</p><p></p><p>Since he wants to learn the more he can of it and most certainly would love to join them I wanted to make some "Initiation Trial" to see if he was fit (that is to say if he has, the knowledge, the ability and the desire to work with magic)</p><p></p><p>I got the idea that it would consist of three separate "tests"</p><p></p><p>The first one is the Knowledge one. It's suppose to be a test in which the Initiate shows his knowledge of magic and arcana (not just a spellcraft check although there are spellcraft requisites for joining)</p><p></p><p>[Spoiler from "The Sword of the Dales" an old module for Forgotten Realms]</p><p>[spoiler]</p><p>I thought of using the circle of magic schools that is in the module "The Sword of the Dales" from Forgotten, where there are like 10 rooms each with a jar that represents the schools of magic (with elementalism and wild magic) and you have to identify them (it's rather simple) and put them in a circle drawn in the room opposite schools opposing each others, but since there are no more opposite schools I don't think I can.</p><p>[/spoiler] </p><p>[end Spoiler]</p><p></p><p>For the Ability One I'm not sure of what to do. It should be something that tests the Magic Ability of the Wizard. I thought of a Dispel Magic check but it seems obvious and maybe not appropriate for some wizards whose strength is elsewhere (the player is an evoker).</p><p></p><p>And for the desire one I wanted the Guild to demand the research of a new spell to get in and the research of a new spell to advance further inside.</p><p></p><p>Any thoufhts or ideas are more than welcomed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>(I apologize for my english it's rustier than it ever was <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />)</p><p></p><p><span style="font-size: 9px"><em>(Fixed spoiler tags for you. -Hyp.)</em></span></p></blockquote><p></p>
[QUOTE="Matafuego, post: 1280963, member: 4172"] Hello everybody. I didn't know where to put this thread since the "Plot and stuff" section vanished so I guess the General is a good place, otherwise I'm sorry and please move it :| Short Introduction: One of my players comes from a very anti-magic race. Kind of like the Dwarves where back in the old days. This race has a very vast knowledge of Psionics but they don't get magic and even get some good bonus saves against it (only arcane magic) This player is under the belief that his family is wrong and he wants to start the first guild of wizards. Now he left his Homeland with some friends with the desire to learn the most he can from magic. Last session they arrived to a very large and important mining city that has a very powerful Wizard Guild (with not very much memebers) Since he wants to learn the more he can of it and most certainly would love to join them I wanted to make some "Initiation Trial" to see if he was fit (that is to say if he has, the knowledge, the ability and the desire to work with magic) I got the idea that it would consist of three separate "tests" The first one is the Knowledge one. It's suppose to be a test in which the Initiate shows his knowledge of magic and arcana (not just a spellcraft check although there are spellcraft requisites for joining) [Spoiler from "The Sword of the Dales" an old module for Forgotten Realms] [spoiler] I thought of using the circle of magic schools that is in the module "The Sword of the Dales" from Forgotten, where there are like 10 rooms each with a jar that represents the schools of magic (with elementalism and wild magic) and you have to identify them (it's rather simple) and put them in a circle drawn in the room opposite schools opposing each others, but since there are no more opposite schools I don't think I can. [/spoiler] [end Spoiler] For the Ability One I'm not sure of what to do. It should be something that tests the Magic Ability of the Wizard. I thought of a Dispel Magic check but it seems obvious and maybe not appropriate for some wizards whose strength is elsewhere (the player is an evoker). And for the desire one I wanted the Guild to demand the research of a new spell to get in and the research of a new spell to advance further inside. Any thoufhts or ideas are more than welcomed :) (I apologize for my english it's rustier than it ever was :() [size=1][i](Fixed spoiler tags for you. -Hyp.)[/i][/size] [/QUOTE]
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