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Greyhawk Factions: Guild of Wizardy

“I tell you, out of nowhere, three mages popped into existence and magically captured and bound him. I could see a symbol on their robes, a magically moving circle.” - a witness of the capture of the Warlock Pyzentihos.


Guild of Wizardry - greyhawk
By Oronir

Three golden triangles, the outer and inner one symbolizes the two pyramids, the UMA and the Guild itself. Surrounding the triangles is a magical circular swirl and, in the centre, the golden, lightly glowing letters GW – Guild of Wizardry.


Members that have not graduated have the same insignia but with the letters UMA, to show they are still learners at the University of Magical Arts.




Overview:

Founded as a free haven for all mages in 393 CY by the legendary Archmage Zagig Yragerne and headquartered into a pyramid, the size of a large house (But...it is larger on the inside). Throughout its history it has never had any real political agenda, for the group of powerful magic users are too busy with their own magical affairs. The Guild of Wizardry created and still manage the famous bastion of learning - The University of Magical Arts.


The UMA, also a pyramid-shaped building is an architectural wonder and its sheer sides are visible from all over the city. It is impregnable and its vaults hold the most expansive collection of known arcane and occult texts. The UMA may have once been only a safe place for wizards to practice their arts in safety, it has changed much in a very short time. During and after the Great War, the guild became a haven for exiled practitioners, as the Free City had essentially remained untouched by recent wars. The huge influx of young wizards transformed it into a true university with student societies and professors teaching magical subjects such as potion brewing, scroll writing, magical histories, divination, defensive casting and much more.


After graduation, magicians do not have to stay in the free city and may even join other non-arcane factions. In fact, even students are encourages to embark on adventures and see the world after each successful year of study. This has led to only half of the active Guild Wizards actually living in the city (or Domain), has extended the reach of the Guild's influence over the continent and consequently its international fame.


The Guild of Wizardry has, over the centuries, created relations with all other magical schools on the continent.


Beliefs:

  • The abuse of magic power must be monitored.

  • All the gifted should be taught.

  • Path to power is through knowledge.

goals:

  • Magic should be open to all.

  • Protect the Free city from destruction.

  • Advance magical knowledge through both ongoing research and archaeological investigation of lost arcane disciplines.

Aphorisms

  • “Lore is strength, but Magic brings freedom.”

  • “Sharpen your senses and you will see it is magic.”

  • “Such magic give wizards a bad name.”

  • “It is easier to destroy than to create.”

Enemies:

  • All those that wish to harm the city of Greyhawk or its arcane users.

  • Regents also turn their attention to all those that want to unbalance the world.


Membership

Although any practitioner of arcane magic is eligible to join the Guild at its lowest rank, actual admission to the university requires a recommendation of a Guild magician (rank 3), an approval by a board of master magicians (rank 4), and an initial admission fee of 100 gp.


Associates are those who support the guild in their endeavours and have been granted admission. They consist mostly of sages and scholars who wish to use the common libraries.


Apprentices are gifted people of any race or creed that have completed their initial training at the UMA and are able to cast first level spells. They will now be allowed to join one of the societies and are allowed to leave the UMA on trips. Every apprentice has a mentor of rank 3 or sometimes even a rank 4.


Guild magician are graduated members who are allowed to commercially practice outside the university grounds. Some start up a commercial business in the lands around the city while most go out to foreign lands and establish themselves there.


Master Magician can be one of the many teachers at the UMA but can also be a court magicians for example. These members are no longer solely members of the UMA but do wear the symbol of the Guild of Wizardry. They are, however, not given entry to the GW pyramid, unless invited.


Regents are the inner circle of the GW and their reputation usually precedes them; their actions often mark legendary events. They have a private chamber in the GW pyramid, even if they do not use it. Decisions concerning the guild and its university can never be made by one regent alone, a board decides about everything.


Membership Ranks:


Rank 1: Associates Insignia: embroidery (no letters) Renown: 1

Requirement: performed a service for the GW/ UMA

  • Must assist higher ranks in the guild when they ask.

  • Gain access to the library of knowledge (common arcane-occult lore).

  • Able to buy uncommon components (up to your spell level) as well as lesser arcane-alchemical consumables.


Rank 2: Apprentices Insignia: embroidery with UMA letters Renown: 5

Requirement: cast 1st-level spells

  • Must be apprenticed to a Guild Magician and enrol in a society at the UMA. Study a min. of 120 days per year at the UMA, always a week at a time.

  • Able to buy common moderate arcane-alchemical consumables and certain formulas up to 3rd lvl.

  • Access to laboratories at the UMA for brewing and scribing spells the Magician is able to cast. (must be approved first)

  • Gain a +2-circumstance bonus on all rolls concerning research while at the libraries.


Rank 3: Guild magician Insignia: Triangle pin with UMA letters Renown: 15

Requirement: 6th lvl, must have submitted a large thesis and been a student for min 1 year (certain backgrounds picked during character creation can take care of that)

  • Able to buy lesser arcane-alchemical permanent items as well as certain formulas up to 5th lvl.

  • Gain access to the Library of higher learning. (uncommon arcane-occult lore)

  • Commercial practice is allowed in the city, subject to a city license and paying 10% of all earnings to the guild. Allowed to have 1-3 apprentices.


Rank 4: Master Magician Insignia: Symbol ring with GW letters Renown: 30

Requirement: lvl 10; proven his/her worth

  • Able to buy moderate arcane-alchemical permanent items as well as certain formulas up to 9th level.

  • Gain a +2-circumstance bonus on any social skill in the free city and the country.

  • Gain access to the Librarius Arcanus (rare arcane - occult lore) and all laboratories at the UMA.

  • Allowed to teach at the UMA and earn a compensation for it. A teacher can borrow a magic item, of equal to your level or less, for a mission and for a certain amount of time.


Rank 5: Regent Insignia: Symbol ring with GW letters Renown: 50

Requirement: 17th lvl, vacancy to the rank

  • Gain a seat on the board of directors at the Guild of wizardry and all the responsibilities that come with it.

  • Able to buy any arcane or alchemical related equipment of lower level than the regent (at -50% the cost).

  • Gain access to the Librarius Occultatum (hidden and forbidden lore).

  • Gain access to the inner vaults (after mutual agreement from the other Regents) where powerful and often dangerous items are kept.



Affiliation modifiers:

This system is similar to a dnd 3.5 system.

One time only:

rep

Study at the university for 120 days

+1

Expert or Mastery in ‘lore academia’ or ‘lore library’

+1 / +2

Native of Greyhawk City

+1

Mastery in a rare lore skill (e.g. a plane, a dimension, etc.)

+2

Become a resident teacher at the UMA (teach 3x/ week for 3 hours per day)

+3

Other positives:

Study at the UMA for a period of 50 days (not necessarily consecutively) to deliver an essay (DC 20+, critical success means double reputation)

+1

Donate a wizard’s spellbook or magical notes to the library. (once per level of the character)

+1/ 3lvls of NPC

Deliver a set of unique components to the alchemical labs

(Creature level 4+/9+/15+)

+1/+2/+3

Complete a mission for the GW

+1 or more

Resolve a real treat to the Free City or the guild

+2

Negatives:

Failing a mission or endangering the city (or guild)

-1 to -3

Losing borrowed items

-1 or more

Failing in any of the duties or Goals of the GW

-2 or more

Getting your apprentices in trouble / or killed

-2 or more

Not contributing any texts or items in the last 6 months

-1

Note: The table is constantly under development as it is tested in my pathfinder 2e game.

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