Arcanum Chop'pai

  • Guild Leader: Grand Magus of Knowledge Akila (Affiliation: Thoth)
  • High Magus of War: Cleopatra Tire (Affiliation:Isis)
  • High Magus of the Mystical Arts: Sahepe Sonrean (Affiliation: Isis)
  • High Magus of Architects: Busara (Affiliation: Ra)
  • High Magus of Alchemy (Affiliation: Anubis)
  • High Magus of Arcane Crafts (Affiliation: Bast)

The Pharaoh had granted the Wizards full rights to train new wizards and, more importantly, to govern wizards under their own set of laws. In exchange, the wizards would lend their full might toward aiding the military where necessary, and in hunting down enemies of Baldari.

All wizards dwelling in Baldari are required, by the Pharaoh’s decree, to subject themselves to the authority of the guild. The Grand Magus has allowed to access to the Arcane Library of the Church of Thoth and the Church of Isis has granted access to their Library of Magic.
Note, now there the guild library that houses the knowledge of the wizards.

The guild is controlled by a group of administrators who oversee the day-to-day activities of the guild operation. The highest and most powerful positions within the entire organization are the Magus.

The positions of the Magus have the ultimate responsibility for keeping the guild’s status as a controlling and critical organization to the protection of Baldari as well. The largest portion of this oversight comes under the jurisdiction of many Paths within the guild.

The most powerful and expansive Paths are the Path of War, The Path of Knowledge and The Path of the Mystical Arts. Each of these Paths is directly overseen by one of the Magus and maintains an office within the Monolith of Mages in Tanis. The number of Magus has changed from Administration changes in the guild.

When an issue requires the attention of the Magus, each of them comes together to convene. They frequently invite others to give counsel on matters until such time as they turn to internal deliberation and ultimately a decision on how the guild will act. Elections to this highly prestigious position are made for life and hence, considered very carefully. When a Magus dies, it is the remaining Magus who decide whether to expand the ranks by electing new members to their group. In the history of the guild, no Magus has ever selected to share power by expanding the number of Magus. It seems as though there is a “last man standing” element among these most powerful of wizards. It is often not until all of the positions become completely vacant that a new group are selected.

Sponsored by Thoth and Isis.

Precepts

  • The guild has the lawful right to govern arcane magic in Baldari. This right includes the ability to draft and create new laws as well as revisit and extend the existing law.
  • The guild has the lawful right to investigate, hold trial and ultimately pass judgement and sentencing against those who are found guilty of using magic in a manner that breaks the law. This is done on the Heka Court of Law.
  • Arcane Paragon Paths may only be used by those who are formally trained and have been granted permission by the guild.
  • Magic is for the protection and improvement of society and may never be used for evil purposes or to subjugate the people of Baldari.
  • Magic should be practiced in a safe and controlled environment whenever possible. All arcane spellcasters are responsible for material damages that they cause and may be required to compensate a damaged party for their actions.
  • A wizard must obtain permission if they wish to instruct pupils.
  • Those who assist or give refuge to magical criminals are themselves guilty of a crime against Baldari.
  • Creation of magical items greater than 1,000 gold pieces must be approved by the guild.
  • Sorcerers are innately dangerous and must be confined to protect the populace.
  • Opposition to the guild and its lawful right to enforce law is punishable.
  • All law abiding spellcasters are expected to rise to the defense of the Pharaoh and Baldari.

Monolith of The Magus
The famous Monolith of The Magus serves as the center of administration. Within its chamber of held the highest offices of each Path as well as a number of other research oriented spaces. Known as the residence of the High Magus, the tower is well defended on each level providing an excellent defense to all who enter. Beyond typical administrative organizations, the Monolith of The Magus also has a large functioning assembly hall where nearly two hundred members of the guild can meet to discuss items of import. This hall is also used as the judicial chambers when a trial is warranted. The grand four-sided monolith stands in the middle the guild sector over 80 feet tall. Base as wide as 50 yards. Inscribed in hieroglyphics and symbols. Some that glow in different colors. The top symbols are the symbols of Thoth, 2nd row symbols of Isis.
Wizards constantly disappear and reappear when approaching or leaving the Monolith.

School of Wizardry
The school maintains rigorous standards. Students are expected to keep a grueling and nearly religious approach to the study of a great many magical tomes while at the same time, spending considerable hours practicing lessons in the labs.
The headmasters of the school constantly impress the responsibility that each graduate is charged with upon the student body never budging on their expectations. Should a student fail to make acceptable progress, they may be ousted from the school and permanently banned from the usage of spells. In the fall of each year, new eligible pupils (called Potentials) designate their interest in attending the school. Potentials are given both a written and physical examination to determine general intelligence and magical aptitude. Potentials that are not selected can retry to gain acceptance in the following fall. Each potential candidate for School of Wizardry must pay a hefty tuition to cover the cost of such an education. The current price for tuition books and materials is just under five hundred gold pieces a month. Because of this steep fee, many of the attending students are children of nobility and status. School does not however overlook raw talent. For every new class, the school grants a certain, open ended number of scholarships to cover the costs. Most often, independent wizards fund this scholarship to see that talented individuals are not prevented from learning about magic just because of monetary reasons. The Primary School of Wizardry Originally, students were in their late teens or early adult- hood, but in recent times the demand for younger education has caused the Path of Education to open a school to cater to children from the age of six to fourteen. This Primary School of Wizardry instructs everyday knowledge that children would learn under any other school in Baldari, but it also begins the instruction of magic in parallel to a basic education. It is not uncommon to see seven year olds tinkering with mage hand or other cantrips shortly after coming to the school.
All wizards are taught here till L20. General Wizardry trained here and also the Paths of Enchantment, Path of Evocation, Path of Illusion, Path of Pyromancy.

The Academy of Advanced Wizardry and Knowledge Arcane
The Academy is the highest institution of magic in all of Baldari. Its graduates include all of the current High Magus as well as a great many ambassadors and high ranking officials throughout Baldari. The Academy gives each student the latitude to express a particular school of interest, providing them with means and an appropriate course of study while in attendance. Should the wizard candidate properly demonstrate mastery of magic and arcana at the infamous Final Examination (where wizards are pushed to their limits in the use of magic and knowledge for a wide variety of purposes), they are presented with a spell focus appropriate to her school and be granted the title of Wizard of the Guild with all appropriate rights and privileges thereto. This is were the Epic Level Wizards train.

Crafting Sector
The Crafting Sector is responsible for the crafting of magical items. The Guild members are provided with the best materials from which to hew their craft. While pleased with the results of their efforts, the guild saw demand and revenue double after forming a relationship with the Merchants Guild. While lucrative for both parties, this partnership guarantees the guild a steady flow of revenue. The Crafting Sector takes requests from guild wizards, who have a FP 10. The demand required to fill the Merchant Guild’s orders takes a considerable amount of time making custom efforts lower in priority. Should a wizard wish to complete an item on his own, the Crafting Sector will want to examine it for quality and accuracy. Should a wizard fail to bring his creations before the guild in a reasonable time period, they may find themselves penalized. Wizards learn there crafting feats here.

The Summoning Sanctum
While contact with outsiders is troublesome because of their unpredictable nature, many important facts and discoveries have been gained through questioning of those from other planes. The Summoning Sanctum is a well warded area. Those looking to gain access must gain permission from a senior instructor. Those of the Summoner Class are granted access.

Wayfarer’s Chamber
Similar to the Topaz study, the Wayfarer’s chamber is dedicated to amplification of spells. In the center of this large room is a great ruby dais standing one foot high. Floating rubies hover around the platform creating a red translucent wall that users may pass through.
This chamber is capable of greatly extending the spells with the keyword teleportation and Rituals with the Category: Teleportation or Travel. Usage of the Wayfarer’s Chamber is restricted to those who have express permission from the Magus. (4E: In game terms, these spells cast while on the dais can have a multiplied effectiveness.)

The Golden Topaz Study
As its name suggests, this incredible room is composed almost completely of golden topaz. In reality, it is a large deposit of topaz that has been crafted into something like a modified spell focus. The purpose of the Golden Topaz Study is to amplify spells. Access to this room is restricted and the only frequent users are the Magus. Rituals with the Category: Divination and Scrying cast from the topaz study can have an multiplied effectiveness

Guild Rewards
These rewards are granted to wizards with good standing with the guild.
See the List

Faction Rewards: To Do

Guild Spells

Circle of Protection

  • 3rd-Level Ritual Conjuration
  • Concentration: Full Action, if assisted, as usual.
  • Level: Wiz 3
  • Casting Time: 5 minutes
  • Range: AOE 10 ft
  • Duration: 2 rounds per level
  • Effect: The level of the circle is determined by adding the level of the highest level magic user to ½ of the levels of up to two (maximum) assistants. The circle’s duration can be extended beyond the normal duration by an additional expenditure of a full round. The circle is ALWAYS TOTALLY IMMOBILE! It can not be animated, wished, telekinesis, etc. The ONLY way that a circle of protection has been rumored to of been made mobile is in the case of one created by an Enchanter’s Lyre of Apollo.

Level: I – L5, II – L7, IV – L11, VI – L15, VII – L17, VIII – L19, IX – Masters

Circle Level:Description

  • I: All spells thrown at the circle or at occupants of the circle have to make a Magic Ability Save to penetrate the circles. The save needed is a 10 +/- per level difference between the level of the caster and the level of the circle.
  • I: All missile types are at (-5) to hit per level of the circle including magic arrows or otherwise. Those missiles which miss their target by 10 or more on the attack roll are reversed. A natural roll of 20/20 will hit normally confirming a critical or death requires a third roll. (This applies if the missile otherwise had no chance of hitting)
  • II: Versus any spell having to do with the elements (ie. fire, lightning, earth..) : If the magic user inside doesn’t know any spell of that type of element : ½ Damage is inflicted. If the magic user knows at least one spell of that type of element : ¼ Damage is inflicted. If the magic user can duplicate the spell : 1/10 Damage.
  • IV: Versus Illusions : magic user in circle most likely to save against illusions rolls. If he succeeds, the illusion is dispelled; otherwise others in the circle each make their own save. The magic user inside may elect to throw an appropriate dispel spell “free” before illusion hits those in circle. By “free” it means as an extra activity above what the magic user can normally do.
  • VI: Versus Command/Power Word type spells (ie Charms, Hold, Fear, etc.) : Occupants get to save at +1 for every three levels of the circle.
  • VII: Circle provides absolute protection from any creature summoned by an occupant inside the circle. Any creature summoned thusly can not cross the circle, throw magic across the circle, or in any way extend any attack across the circle’s edges. If a magic user leaves the circle he is then, of course, vulnerable to attack.
  • VIII: There is a 10% chance for every 2 levels ( round down ) of the circle that any undead or lycanthrope creature will be unable to cross the circle. Any creature stopped thusly may not make another try for 5-30 minutes.
  • IX: Versus black/necrotic magic (curses, death spells, etc.) : The circle provides 95% protection versus all these types of attacks, assuming spell survived L1 Circle Protection above.
  • XV: Versus any attack : The magic user inside the circle may throw up a small wall of stone, iron, or force even if he does not know the spell. It costs spell slots however; but it appears only long enough to stop a single attack. Up to three of these can be created per round (4 for a XVIII or XX level circle). In addition to all other action the occupants of the circle may elect to engage in that round.
  • XVIII: Versus Anything : By using 1 spell slot per round and exerting total concentration the circle can become impervious to anything, magical or physical. However the magic user can do nothing else during this concentration and nothing can pass out of the circle either; ie. the circle is impassable either way.
  • XX: The magic user can make the circle and all occupants go totally undetectable. The only way the occupants may be seen is with an astrological reading of a diviner’s prediction.

Arcanum Chop'pai

Rusta 5E _CJ_