The Iron Band

From FeyworldWiki
Jump to navigationJump to search
17 points

Style Prerequisite: Hermetic Potential

Grand Council: The Triple Tower at Bellad, Oridal

Locales

Nobles generally distrust the Iron Band, but they still have at least one major guildhouse in most human nations. They have an uneasy truce in Oridal, where their Grand Council meets, with the merchant guilds that trust them even less than most, but still find themselves in dire need of their services.

Nickname(s): Directors

Philosophy: The Iron Band are a semi-secret society of mages interested primarily in research into mind-influencing magic. While their existence is generally well-known, few know about their internal workings, which has resulted in much suspicion from other mages and non-casters alike. The central philosophy of the Iron Band is the belief that an understanding of reality can only be gained through thought. Based on the writings of Agemo the Wise, their belief is that reality is an illusion created by the mind of the individual and by experimenting with thought, one can piece together the true nature of reality.

Membership: Membership in the Iron Band is open to anyone who can pass the rigorous mental tests that they require of all potential apprentices. These mental inquiries not only determine if an individual is knowledgeable, but also if the aspiring Director has the willpower and problem-solving skills that the Order requires.

Hierarchy: The internal Hierarchy of the Iron Band is generally unknown, but the most believable theories hold that the Band is divided into several Circles, each with its own responsibilities and goals. It is known that the internal hierarchy is extremely rigid and members of the Band are not beyond executing someone who has transgressed their code.

Required Skills: Acting, Brainwashing, Cryptography, Diplomacy, Fast-Talk, Hidden Lore, Intimidation, History, Mathematics, Psychology, Thaumatology

Required Spells: Dull Sense, Foolishness, Keen Sense, Sense Foes, Truthsayer

Perks: Afflicted Casting (Flagellant's Blessing), Area Spell Mastery, Attribute Substitution (Will), Blocking Spell Mastery, Continuous Ritual, Elixir Resistance, Extra Option (Stabilizing Skill), Far Casting, Guild Rank, Intuitive Cantrip (Avatar), Kill Switch, Limited Energy Reserve, Magical Style Adaptation, No Gestures, Reduced Footprint, Secret Mage, Secret Spell, Special Exercises (IQ), Spell Bond, Spell Hardiness, Spell Resistance, Standard Operating Procedure (Magical Lawyer), Thaumatological Doublespeak and Willful Casting.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

First Ring (Apprentice)

Though an Apprentice may learn any number of the spells listed, they must learn Dull Sense, Foolishness, Keen Sense, Sense Foes and Truthsayer to be considered a member of the Fellowship and even be considered for promotion to Scholar.

Bravery Itch Slow Fall
Disorient Keen Sense Sound
Dull Sense Panic Tell Time
Fear Sense Emotion Terror
Foolishness Sense Foes Truthsayer
Haste Sense Life Vexation
Hinder Silence

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

Alarm Glib Tongue Scryguard
Alertness* Grace Seeker
Berserker Hide Sense Danger
Clumsiness Hide Emotion Sleep
Command Lend Energy Slow
Conceal Magic Lend Language Sound Vision
Daze Loyalty Spasm
Death Vision Madness Steal Energy
Detect Magic Memorize Vigor
Drunkenness Mental Stun Voices
Dullness* Might Wall of Silence
Encrypt Mind-Reading Weaken Will
Fascinate Peaceful Sleep Wisdom
Find Direction Persuasion Wizard Nose
Forgetfulness Rear Vision

Third Ring (Director) A Mentalist may become a Director upon learning at least ten Apprentice Spells and five Mentalist spells, one of which must be Loyalty. Typically, a Mentalist is required to submit to an examination by a higher-ranking member of the Iron Band, during which he will be required to use his magic to have a stranger perform a series of tasks of increasing risk or difficulty. Very few Mentalists not possessing Hermetic Aptitude II will be considered for promotion to Director.

Apportation Identify Spell Poltergeist
Aura Insignificance Recall
Avoid Lend Vitality Reflect
Beast-Soother Lure See Secrets
Boost Attribute (Dexterity) Mage Sense Sense Observation
Boost Attribute (Health) Mage Sight Sense Spirit
Boost Attribute (Intelligence) Magelock Shield
Boost Attribute (Strength) Magic Resistance Sickness
Borrow Language Mass Daze Soul Rider
Compel Truth Mass Sleep Steal Vitality
Counterspell Mass Suggestion Strengthen Will
Dancing Object Mindlessness* Suggestion
Delayed Message Mind-Search* Suspend Spell
Ecstasy* Mind-Sending Telepathy*
Emotion Control Missile Shield Trace
Enthrall Oath Vigil*
Hallucination Permanent Madness* Ward
Hide Thoughts Permanent Forgetfulness* Wizard Eye
History

Fourth Ring (Master) To become a Master, a Wizard must be familiar with at least ten Apprentice spells, ten Mentalist spells and five Director spells, one of which must be Emotion Control. The Director must undergo rigorous examination by the available Masters of the Chapterhouse he belongs to or wishes to become a Master at. The examination typically requires using magic to influence a variety of important people in a city or region to achieve a pre-determined result (for example, manipulating a mayoral election to cause an unpopular candidate to win or framing a popular local hero for a crime). Hermetic Aptitude III is typical and Hermetic Aptitude II is all but required. Upon becoming a Master, the wizard is expected to take on at least one Apprentice to provide constant training and guidance to. In most Chapterhouses of the Iron Band, a Wizard will not be promoted until there is an Apprentice available (or another Master already has more than one and is willing to surrender one of his Apprentices to the new Master).

Animal Control False Memory Retrogression
Armor Great Hallucination* Scrywall
Charm Great Ward Spell Shield
Compel Lie Lend Skill Steal Wisdom
Control Person Nightmare Suspend Magic
Dispel Magic Presence Will Lock
Dream Sending Projection

Fifth Ring (Transcendent Master) Elevation to Transcendent Master generally only occurs when there is a vacancy in the position of Magister of a Chapterhouse, though it does periodically occur without such a vacancy. To even be considered for such an elevation, the mage must have Hermetic Aptitude III and familiarity with all Apprentice spells, fifteen Mentalist spells, ten Director spells and five Master spells, one of which must be Control Person. A Transcendent Master is generally expected to be sedentary and take on the leadership responsibilities of the Chapterhouse to which he is assigned, though no small number become advisers to important nobles or find a means by which to elevate themselves to nobility. Examinations for elevation to Transcendent Master are extremely difficult and complex, often taking months to complete, as the Master is tasked with manipulating the regional economy or political alliances. It is rumored that wars have been started due to the completion of a Transcendent Master's final examination.

Borrow Skill Displace Spell Lesser Geas*
Delay Dream Projection Possession*
Dispel Possession Gift of Tongues* Steal Skill*

 
This article is part of the Feyworld Sourcebook

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

Culture in Feyworld

Time · Holidays and Festivals · Languages · Organizations · Economy and Trade · Technology