The Fellowship of the Golden Quill

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14 points

Style Prerequisite: Hermetic Potential

Grand Council: The Hall of Night at Parvos, Eeridia

Locales

Aurea

Original article: Apostates on Aurea

Despite only beginning to gain in popularity after the fall of Lucius "The Heretic", the Fellowship has spread throughout the human-dominated lands of southern and eastern Aurea. They are particularly strong in Mabagne, Dracia, Drussa and Waldavia. Though it is presumed that they have a Grand Council established on Aurea, as most of the other Mages' Guilds do, its location is unknown.


Duria

Apostates on Duria

Gallorea

Original article: Apostates on Gallorea

The Fellowship is gaining in popularity and has numerous chapterhouses in both the Aebasan lands and amongst the Adal-Halic people. Its influence is weak in the south, where the Abarisian Order still commands much respect. The Grand Council on Gallorea is located at The Hall of Night at Parvos, Eeridia.

Philosophy: The result of a schism in the Abarisian Order, the Fellowship is primarily a group of secular mages who have many of the same interests as the Magi, but few of the rules restricting research. The Apostates believe that, while Abaris is an important patron of magic and its wielders, magical research should be independent of ecclesiastic influence. One of the Fellowship's first interests was the exploration of illusions, which was once proscribed by the Abarisian Order.

Membership: The Apostates tend to be more interested in the world around them than their parent Order and encourage their members to be fruitful members of society as well as researchers in the magical arts. Over the centuries, this policy has garnered them much support in Aebasan and Adal-Halic lands, to the point that they enjoy almost as much popularity in those regions as the Magi.

Hierarchy: The Fellowship's hierarchy runs along clearly defined lines, but it is much more open than that of its parent Order. The Fellowship is ruled by the three-member Council of Archmagi, which dictate the overall policies of the Order. Regional governance is handled by a varying number of Magiarchs, from which the Archmagi are elected. Each region is further divided into Precincts, each governed by a Lord Magister. The Precincts are composed by the chapterhouses, each of which are commanded by a Magister. While the Fellowship encourages magical research into new areas, the Office of the Examiner, which has branches in each Precinct, must approve each new experiment.

Required Skills: Archaeology, Area Knowledge, Disguise, Hidden Lore, Mathematics, Occultism, Thaumatology, Writing

Required Spells: Find Direction, Keen Sense, Sense Emotion, Sense Foes, Simple Illusion, Sound

Perks: Adjustable Spell (Spell Enhancement), Academic Rank, Improvised Magic, Intuitive Cantrip (Kindle or Magical Analysis), Magical Style Adaptation, Mana Compensation, Named Possession, Paraphernalia Pro, Sanctum, Scroll-Reading, Secret Mage, Secret Spell, Secret Words, Shortcut to Power, Special Exercises (any), Spell Bond, Spell Duelist, Spell Resistance, Stabilizing Skill, Staff Attunement, Staff Bond, Thaumatological Doublespeak, Willful Casting, Wizardly Dabbler and Wizardly Garb

Optional Traits

Attributes: Improved IQ, Will and Per

Advantages: Languages (particularly ancient languages), improved Hermetic Aptitude,

Disadvantages: None

Skills: Architecture, Artist (Illusion), Geology, Literature, Research

Spell List

First Ring (Apprentice)

Though an Apprentice may learn any number of the spells listed, they must learn Find Direction, Keen Sense, Sense Emotion, Sense Foes, Simple Illusion and Sound to be considered a member of the Fellowship and even be considered for promotion to Scholar.

Colors Keen Sense Seek Food
Fear Light Sense Emotion
Find Direction Seek Air Sense Foes
Foolishness Seek Earth Simple Illusion
Haste Seek Fire Sound
Ignite Fire

Second Ring (Scholar) An Apprentice becomes a Scholar upon learning at least the six required Apprentice spells. Having Hermetic Aptitude I is strongly recommended, though some few otherwise very talented Apprentices do receive promotion to full membership in the Fellowship as a Scholar.

Alertness* Find Weakness Reflect
Analyze Magic Fireproof Scryguard
Apportation Forgetfulness Seek Magic
Armor Glow Seeker
Aura Grease Shape Earth
Complex Illusion Great Haste* Shape Fire
Conceal Magic Hinder Shape Light
Continual Light Identify Spell Shape Water
Counterspell Illusion Disguise Sound Vision
Create Fire Illusion Shell Suspend Spell
Daze Independence Thunderclap
Deflect Missile Know Illusion Truthsayer
Detect Magic Lend Energy Voices
Disorient Magelock Ward
Dull Sense Mirror Weaken Will
Extinguish Fire Rear Vision Wisdom
Far-Tasting Recover Energy

Third Ring (Wizard) A Scholar may become a Wizard upon learning at least ten Apprentice Spells and five Scholar spells, one of which must be Complex Illusion. Typically, a scholar is required to submit to an examination by a higher-ranking member of the Fellowship, during which he will be required to create a convincing illusion, so some accomplishment with Artist (Illusion) is strongly recommended. Very few Scholars not possessing Hermetic Aptitude II will be considered for promotion to Wizard.

Ancient History Great Ward Permanent Forgetfulness*
Animate Object* Hide Poltergeist
Avoid History Quick March
Boost Attribute (Intelligence) Hold Fast Resist Fire
Catch Missile Initiative Return Missile
Command Inscribe Scrywall
Control Illusion Jump See Secrets
Copy Levitation Sense Observation
Dancing Object Light Tread Shield
Deflect Energy Lighten Burden Sleep
Dispel Illusion Mage Light Slow
Dispel Magic Mage Sense Slow Fall
Distant Blow Mage Sight Sunlight
Dullness* Magic Resistance Suspend Magic
False Aura Mass Daze Trace
Far-Hearing Memorize Wizard Ear
Fascinate Mind-Reading Wizard Eye
Fireball Missile Shield Wizard Mouth
Flame Jet Perfect Illusion Wizard Nose
Great Voice

Fourth Ring (Master Wizard) To become a Master Wizard, a Wizard must be familiar with at least ten Apprentice spells, ten Scholar spells and five Wizard spells, one of which must be Perfect Illusion. The Wizard must undergo rigorous examination by the available Master Wizards of the Chapterhouse he belongs to or wishes to become a Master Wizard at, including the creation of an illusion convincing to the Chapterhouse's Master Wizards. Hermetic Aptitude III is typical and Hermetic Aptitude II is all but required. Upon becoming a Master Wizard, the Apostate is expected to take on at least one Apprentice to provide constant training and guidance to. In most Chapterhouses of the Fellowship, a Wizard will not be promoted until there is an Apprentice available (or another Master Wizard already has more than one and is willing to surrender one of his Apprentices to the new Master Wizard).

Continual Mage Light Flying Carpet* Recall
Continual Sunlight Freedom Reconstruct Spell
Delay Hawk Flight* Remember Path
Displace Spell Images of the Past Remove Aura
Echoes of the Past Lend Skill Repel
Encrypt Mind-Sending Scryfool
Explosive Fireball Phantom* Spell Shield
Flaming Armor Prehistory Sunbolt
Flight* Pull Swim

Fifth Ring (Grand Master of the Art) Elevation to Grand Master of the Art generally only occurs when there is a vacancy in the position of Magister of a Chapterhouse, though some younger Chapterhouses, particularly on Aurea and Duria, may elevate a Master Wizard to the position of Magister without a comparative elevation in Ring, particularly if the Master Wizard is the only one of his Chapterhouse. To even be considered for such an elevation, the mage must have Hermetic Aptitude III and familiarity with all Apprentice spells, fifteen Scholar spells, ten Wizard spells and five Master Wizard spells, one of which must be Phantom. A Grand Master of the Art is generally expected to be sedentary and take on the leadership responsibilities of the Chapterhouse to which he is assigned.

Control Creation Create Warrior Mind-Search*
Create Animal Duplicate* Steal Spell*
Create Mount Lend Spell Teleport*
Create Servant

Sixth Ring (Transcendent Master of the Art) Elevation to Transcendent Master of the Art is extremely rare and, generally, there are no more than five of these archmages on each of the three known continents. The criteria for such an advancement are unknown and their identities are kept secret, even from the junior members of the Fellowship. These Transcendent Masters direct the Fellowship as a whole and, rumor suggests, the three meet at a hidden location every five years to share significant findings and determine the direction of the Fellowship for the next five years.

As with everything else about the Transcendent Masters, the spells they share amongst one another are kept secret and are generally unknown (though wild stories of reality-bending magics are a traditional theme among those given to conjecture).

 
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