The Fellowship of the Golden Quill: Difference between revisions

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Revision as of 01:33, 9 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

(if you're reading this, note it is UNFINISHED... I'm just getting the basics down atm)

First Ring (Apprentice)

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)

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)

Catch Missile Flame Jet Resist Fire
Control Illusion Great Voice Return Missile
Copy Great Ward Shield
Dancing Object Hold Fast Sleep
Deflect Energy Initiative Slow Fall
Deflect Missile Inscribe Truthsayer
Dispel Illusion Levitation Wizard Ear
Dispel Magic Mage Sight Wizard Eye
Distant Blow Missile Shield Wizard Mouth
Far-Hearing Perfect Illusion Wizard Nose
Fireball Poltergeist

Fourth Ring (Master Wizard)

Explosive Fireball Flying Carpet Phantom
Flaming Armor Hawk Flight
Flight Mind-Reading

Fifth Ring (Grand Master of the Art)

Control Creation Create Servant Mind-Search
Create Animal Create Warrior Teleport
Create Mount Duplicate

Sixth Ring (Transcendent Master of the Art)

Unknown!!

 
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