The Fellowship of the Golden Quill: Difference between revisions

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|Skills=
|Skills=
|Spell_List=
|Spell_List=
First Ring (Apprentice)
'''First Ring (Apprentice)'''
 
Haste, Ignite Fire, Keen Sense (Hearing), Keen Sense (Vision), Light, Seek Air, Sense Foes, Simple Illusion
Second Ring (Scholar)
'''Second Ring (Scholar)'''
 
Apportation, Continual Light, Counterspell, Create Fire, Daze, Detect Magic, Extinguish Fire, Far-Hearing, Far-Tasting, Foolishness, Great Haste, Lend Energy, Sense Emotion, Shape Fire, Sound Vision, Ward
Third Ring (Wizard)
'''Third Ring (Wizard)'''
 
Armor, Aura, Dancing Object, Deflect Energy, Deflect Missile, Dispel Magic, Distant Blow, Fireball, Fireproof, Flame Jet, Flight, Forgetfulness, Great Ward, Hawk Flight, Hold Fast, Levitation, Mage Sight, Missile Shield, Poltergeist, Recover Energy, Reflect, Shield, Sleep, Slow Fall, Truthsayer, Wizard Ear, Wizard Eye, Wizard Nose
Fourth Ring (Master Wizard)
'''Fourth Ring (Master Wizard)'''
 
Catch Missile, Explosive Fireball, Flaming Armor, Mind-Reading, Resist Fire, Teleport
Fifth Ring (Grand Master of the Art)
'''Fifth Ring (Grand Master of the Art)'''
 
Flying Carpet, Mind-Search, Return Missile,
Sixth Ring (Transcendent Master of the Art)
'''Sixth Ring (Transcendent Master of the Art)'''
 
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Seventh Ring (Exalted Master of the Art)
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}}<noinclude>{{Fey_Source|chapter= Culture|article= Organizations}}[[Category:Culture]][[Category:Organizations]][[Category:Guild]]</noinclude>
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Revision as of 18:00, 7 July 2015

14 points

Style Prerequisite: Hermetic Potential, Hermetic Aptitude 1

Grand Council: The Hall of Night at Parvos, Eeridia

Locales

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.

Nickname(s): Apostates

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: Counterspell, Detect Magic, Lend Energy, Simple Illusion, Sense Foes

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: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

First Ring (Apprentice)

Haste, Ignite Fire, Keen Sense (Hearing), Keen Sense (Vision), Light, Seek Air, Sense Foes, Simple Illusion Second Ring (Scholar) Apportation, Continual Light, Counterspell, Create Fire, Daze, Detect Magic, Extinguish Fire, Far-Hearing, Far-Tasting, Foolishness, Great Haste, Lend Energy, Sense Emotion, Shape Fire, Sound Vision, Ward Third Ring (Wizard) Armor, Aura, Dancing Object, Deflect Energy, Deflect Missile, Dispel Magic, Distant Blow, Fireball, Fireproof, Flame Jet, Flight, Forgetfulness, Great Ward, Hawk Flight, Hold Fast, Levitation, Mage Sight, Missile Shield, Poltergeist, Recover Energy, Reflect, Shield, Sleep, Slow Fall, Truthsayer, Wizard Ear, Wizard Eye, Wizard Nose Fourth Ring (Master Wizard) Catch Missile, Explosive Fireball, Flaming Armor, Mind-Reading, Resist Fire, Teleport Fifth Ring (Grand Master of the Art) Flying Carpet, Mind-Search, Return Missile, Sixth Ring (Transcendent Master of the Art)

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This article is part of the Feyworld Sourcebook

Introduction ·  Geography ·  History ·  Culture ·  Races ·  Magic ·  Religion ·  Rules

Culture in Feyworld

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