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Wizard's Guild Initiation Trial
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<blockquote data-quote="Vahktang" data-source="post: 1281065" data-attributes="member: 15259"><p>First off, what is the purpose of the guild?</p><p>If it's 'keep the wizards in power', then power tests would be what is wanted.</p><p>How many fireballs, how effective.</p><p></p><p>If it's 'let's explore magic', then a series of questions about magic (skill rolls of knowledge arcana, spell craft, maybe of the planes, etc)</p><p>And introduce a new spell.</p><p></p><p>The guilds in my campaign are for profit.</p><p>They teach the apprentices, keep libraries, send people out for raw materials to make scrolls and magic items, and are place for magic items to be created.</p><p>10 GP/year lets you buy stuff from that college.</p><p>100 gp/year makes it so item creation business can be thrown your way.</p><p></p><p>The guilds also do militia work and support the city council, etc.</p><p></p><p>Now, as to your problem, what are the three aspects of wizards the guild wants to promote?</p><p>For the knowledge one, a series of 3 questions, rolls of DC 15, 20, 25, enough where it would be hard to answer, but not impossible. Also, get aid from other skills (+2 circumstance bonus for each) Maybe let the player figure it out:</p><p>"The question is about Avorals, and the DC is 25."</p><p>"Ah, my character is the same alignment, speaks celestial and has 5 ranks in planer knowledge."</p><p>"Because you mentioned these things you get a total of +6 to your roll."</p><p></p><p>The wizard in question is an evoker.</p><p>Have a magical duel, evoker vs evoker, spell craft rolls and counter spells.</p><p>Not just dispel magic.</p><p></p><p>Finally, present the guild with an example of your item creation ability or a new spell.</p><p></p><p></p><p>Hope this helps a little.</p><p></p><p>More later,</p><p></p><p>Vahktang</p></blockquote><p></p>
[QUOTE="Vahktang, post: 1281065, member: 15259"] First off, what is the purpose of the guild? If it's 'keep the wizards in power', then power tests would be what is wanted. How many fireballs, how effective. If it's 'let's explore magic', then a series of questions about magic (skill rolls of knowledge arcana, spell craft, maybe of the planes, etc) And introduce a new spell. The guilds in my campaign are for profit. They teach the apprentices, keep libraries, send people out for raw materials to make scrolls and magic items, and are place for magic items to be created. 10 GP/year lets you buy stuff from that college. 100 gp/year makes it so item creation business can be thrown your way. The guilds also do militia work and support the city council, etc. Now, as to your problem, what are the three aspects of wizards the guild wants to promote? For the knowledge one, a series of 3 questions, rolls of DC 15, 20, 25, enough where it would be hard to answer, but not impossible. Also, get aid from other skills (+2 circumstance bonus for each) Maybe let the player figure it out: "The question is about Avorals, and the DC is 25." "Ah, my character is the same alignment, speaks celestial and has 5 ranks in planer knowledge." "Because you mentioned these things you get a total of +6 to your roll." The wizard in question is an evoker. Have a magical duel, evoker vs evoker, spell craft rolls and counter spells. Not just dispel magic. Finally, present the guild with an example of your item creation ability or a new spell. Hope this helps a little. More later, Vahktang [/QUOTE]
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