Wizards' Guild


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The same as any of the other trade guilds.
It creates a sense of community and purpose.
Often times, members are held to a different standard of law, and disputes are handled within the guild.
It allows members to share information. (A sorcerer would not really benefit from this).
It can present a united front to people and groups that oppose them, instead of having individual members picked upon.
It can provide aid and comfort to it's members, protecting them again bad turns of luck.
It serves to police the craft so that no outsider comes in and polices it. Also, if people know there is a set standard, they will trust guild wizard over non-guild wizards.
It sets prices and provides legal aid.
There is also the good chance that if there is a wizard's guild that non-guild wizards
are frowned upon, locked out of the lucrative deals, or declared unlawful.

Especially to a wizard: The 'sharing information' thing is a big motivation. Not having to chase down the common spells of your craft would be a big incentive to join (if not joining is even an option).

Many guilds are also secret societies, with ritual passwords, codes, systems of recognition. They aid their members in all facets of society, not just within the province of the craft.
 

WayneLigon said:
It allows members to share information. (A sorcerer would not really benefit from this).

My first reaction was "Good lord, I didn't realize that Sorcerers were unable to share or store information!"

However, I realize that you meant the ability to share spells, not information.

The sharing of information is one of the biggest reasons to join a guild or other organization - through this organization you can learn about adventures, what's going on around the world, or just whos the hottest mage-hunter in the land and who he's shaking down these days.
 

Depends on the guild.

Redhurst, Academy of Magic, has some great role playing potential.

Others like the College of Wizardry have unique/semi-unique PrCs.

Access to spells, feats, PrCs, etc...
 

JoeGKushner said:
Depends on the guild.

Redhurst, Academy of Magic, has some great role playing potential.

Others like the College of Wizardry have unique/semi-unique PrCs.

Access to spells, feats, PrCs, etc...

And dont forget Rent -a-Magic item of some power if apart of a wizards guild. Of course you gotta run your guild like the United Auto Workers or the International Brotherhood of Electrical Workers so if your players miss their dues, or fail to return an Item, they will be paid a visit by The Guild enforcers.

Scott
 

WayneLigon said:
The same as any of the other trade guilds.
It allows members to share information. (A sorcerer would not really benefit from this).

It wouldn't be as important to the sorceror as to the wizard. The guild probably has its own library with the best selection of magic texts in town. Studying in the Guild library could be the in-game explanation for gaining your automatic spells when you go up a level. I could see sorcerors having some use for a library too -- they don't *need* books to learn spells, but having some understanding of how other arcanists achieve their craft might help the sorceror develop his or her own potential.

WayneLigon said:
It sets prices

... and might take action against those who undercut its prices.

Another service: referral. You want to hire someone to cast a Detect Poison or Identify spell, maybe even an illusionist to provide entertainment and your kid's wedding or coming-of-age party, where are you going to turn? Unless you already know someone, go to the guild and get a list of available wizards.
 

WayneLigon said:
The same as any of the other trade guilds.
It creates a sense of community and purpose.
Often times, members are held to a different standard of law, and disputes are handled within the guild.
It allows members to share information. (A sorcerer would not really benefit from this).
It can present a united front to people and groups that oppose them, instead of having individual members picked upon.
It can provide aid and comfort to it's members, protecting them again bad turns of luck.
It serves to police the craft so that no outsider comes in and polices it. Also, if people know there is a set standard, they will trust guild wizard over non-guild wizards.
It sets prices and provides legal aid.
There is also the good chance that if there is a wizard's guild that non-guild wizards
are frowned upon, locked out of the lucrative deals, or declared unlawful.

Especially to a wizard: The 'sharing information' thing is a big motivation. Not having to chase down the common spells of your craft would be a big incentive to join (if not joining is even an option).

These advantages describe the [singular] Guild of my homebrew world. A long time ago, wizards figured out that it is dangerous to have evil wizards flying around towns blasting people with fireballs. Doesn't present a positive image of the craft. So they got together and formed guilds.
Wizards [and sorcerors and adepts and bards and whoever else uses arcane magic that wants to join] get to be left alone because there's a huge number of higher level types willing to hunt down anyone who steals from or kills a member.

The big things about this Guild are these:

1. All wizards are screened for evil tendencies before they are trained at al in magic.
2. All wizards, having been screened, are sworn to a magical Code, which includes stipulations against mind control, raising the dead, commiting evil, selling higher-level magic for coin, and a few other things. If this code is broken by an individual, other wizards know about it (the range of this knowledge is ~100 miles).
3. Wizards and spellcasters who breaked the Code are hunted, tried, and punished by the Guild.

4. They certify magic items and offer magic items and supplies for sale [to non-evil certified persons onyl, of course].
 

Like JoeGkushner said: it depends on the guild.
Being a member does not only give a member the benefits but also responsibilities which can be used by the GM as plot hooks.
 

IMC the main benefits are (1) training - you can't become a Wizard unless someone teaches you and (2) access to spell books - guild members only let other guildmembers access their books.
 

IMC, Wizard Guilds perform many of the functions listed above - but each guild is different. I use a special roll to determine if a spell is available for purchase (rather than create exaustive lists). Thus, guild membership provides bonuses to that roll. Some guilds provide more of a bonus than others, depending on their philosophy. Also, research done in guild libraries garner bonuses - again, some more than others. Guilds are also the only areas around to purchase magic items. Some guilds charge more than others, and I also use a roll to decide if the item is available. As before, some guilds provide more of a bonus than others. Of course, information and assistance is always available too - for a price.

Thus, depending on the player's desires, there's many guild options for him to choose from!
 

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