Magic Guild Creation Guidelines--

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Damian Magecraft
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Re: Magic Guild Creation Guidelines--

Unread post by Damian Magecraft »

Not Bad...
A mention that "rare" spells may be accepted in lieu of a membership dues might be in order however.
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Damian Magecraft
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Re: Magic Guild Creation Guidelines--

Unread post by Damian Magecraft »

Panomas wrote:
Damian Magecraft wrote:Not Bad...
A mention that "rare" spells may be accepted in lieu of a membership dues might be in order however.


Well thanks,


Damian could you be a little more specific towards what you meant?

I think I understand what you mean, but I don’t want to assume.

Thanks
Sometimes instead of the standard fee of gold, credits, etc...
A guild may accept additions to their research library; Fully researched spells, notes on spells, magical items; etc...
Most smaller guilds ( alliances, covens, and consortium's in particular) would accept 9th level and higher spells or spells of any level invocations outside the common generalist list as a membership fee instead of cash.

Additional duties may include (but are not limited to) scroll creation work, TW creation, etc... (these are means of additional income for the guild).

An additional benefit of being a member of a guild is aid in researching spells.
a simple mechanic to represent this added resource for the PC mage is to reduce the amount of time required for spell research by a factor based upon the size of the research library and the guild. (since there are no true hard and fast rules for how long it takes to research a spell from scratch I leave the size of the reduction factor up to each GM).
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Jefffar
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Re: Magic Guild Creation Guidelines--

Unread post by Jefffar »

Moved to a slightly more appropriate forum, have a good weekend all.
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Re: Magic Guild Creation Guidelines--

Unread post by Cinos »

Came out pretty well, I would underline / bold / italic each entry for better readability though, as such;

Spoiler:
Guild Alignment
Guild alignment is a simple step that determines the range of alignment that are is permitted by the guild. Most guilds find that choice 1 and 2 are the safest as far as keeping disputes within the guild to a minimum. However, guilds that have a broader range don’t exclude certain (usually darker) magic, which offers its own advantages, even if only from magical knowledge gained.


1. Alignments the Same. Membership is restricted to one alignment only. Usually a smaller sized guild. Cost: 0 points.

2. Alignments General. The alignments within the guild are under the same topic category in regards to alignment; but limited to Good or Selfish. A guild building from the three evil alignments falls under the next selection, not this one.
Cost: 8 points.

3. Alignments within Three. Alignments have to be within two steps up or down of each other. The choice has a few options: Alignments ranging from Scrupulous to Anarchist or form Principled to Unprincipled; are the most common. Also the two selfish alignments could align with on evil alignment, or two evil alignments with one selfish. A guild consisting of only Evil alignments is restricted to this selection as well. Cost: 15 points, add 3 points to Guild Services.

4. Absolute Freedom. The guild has no limit of allowance in the case of alignment. Maintaining peace in this guild is often difficult; a player character who joins a guild of this nature will find a higher percentage of rare or lost magical knowledge available. Cost: 35 points, but add 5 points to Guild Services, 3 points to Buildings.
Getting a mage to tell you where the hydra is...10,000 gold
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Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless

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drewkitty ~..~
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Re: Magic Guild Creation Guidelines--

Unread post by drewkitty ~..~ »

The guild creation tables are found in rifter 6.
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Re: Magic Guild Creation Guidelines--

Unread post by Stone Gargoyle »

It figures that I got here too late to have seen them. Good luck getting the material published.
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