Wizard's Guild

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The Wizard's Guild

And the Arcane Academy

This has no connection to the H2G2 Guild of Wizards...

...Or the Magician's Guild

Do You Excel in the Arcane Magics?...

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...Or Do You Wish to Learn Them?

You can join the Guild now!

The Guild is a place for wizards, witches, sorcerers, and mages to show off their skills, learn new spells, fight among themselves, plot against each other, plot against everyone else, and socialize!

smiley - wizardsmiley - zen      smiley - witch

You can join the academy!

You may not know the answer to some of the questions on the signup form, but if you read below it first all will become clear.

Wizard Name:
U#:
Field of Magic:
Element:
Alignment:
Experience:



Wizard Name:
U#:
Preferred Field of Magic:
Favorite Element:
Alignment:
Experience:



General Guild Information
  • Rules
    • We abide by Strict Continuity in battles, and Moderate otherwise.
    • If you harm another Guild member with the intent to do them harm, you get disabled for five minutes by the Elders, and the harmed gets to do whatever they like to you, after they've recovered.
    • The Guild is aligned neutral, not leaning towards the law or the lack of it, or good or evil. A wizard is not permitted to act for the guild based on his own opinion of whether something is right or wrong until he has reached level of Master. Lower wizards may act on their opinions, but not for the Guild. This shouldn't prove much of a problem, but please don't attack someone and say the Guild is attacking them.
    • The Guild will accept alliances, but once you leave our property you are not protected by them.
    • The borders of the Guild's property are marked with a blue line in the earth. An area also belongs to the Guild if it can only be accessed from within the Guild's property, by way of a tunnel or the like. The total area of the Guild and Academy is very large, and there should be easily enough area to explore. It extends about 3 miles in every direction from the main building of the Guild.
    • All rules are subject to change without notification.
    • When you choose you element and field of magic, you will indirectly be deciding the color of your robes.
  • Common Items for Wizards
    • Wand- A wand is a stick of some uncommon wood, about a foot and a half long, with a small symbol on the end and a magical component. A Wand is keyed to a particular type of magic. Wands can be used to cast low level magic and enhance, direct, or power higher level magic.
    • Staff- a staff serves a walking stick for a wizard, and can cast spells. Every staff is different in design. Staves are made of wood or metal and can cast a number of spells, usually of some relation to their appearance. They can have hidden blades inside them and can be used as a weapon. Good staves are expensive, and usually custom made.
    • Rod- a rod is a potent magical item, usually made of metal or glass and about two feet long. Likes staves, every rod is different, but all rods have, somewhere in their design, two thin sharp points, about 3 inches apart, with a large gem or crystal in between. If this gem is knocked out of its lodging the rod loses it's power. Rods also have a handle, as they are meant to be held with one hand, and a sharp area on the back for combat. They usually contain a small number of powerful spells relating to their appearance, and one or two powerful, non-spell-like abilities, such as the ability to spew out rope ladders with grappling hooks.
    • Dagger- a dagger is a short blade, no more than a foot long, with a sharp point for stabbing and a small hilt. Wizards often conceal dagger under their robes for security, which are often very intricately designed for use in ritual, and enchanted.
    • Potion- a potion is a magical liquid in a glass vial. A potion can be identified from other liquids because it never stops moving. Potions are drinkable liquids imbued with a spell, often for healing.
    • Ring- a magical ring either provides a constant benefit to the wizard, such as extra strength, or a on-request benefit when a part of the ring is turned, such as invisibility. Rings, although small, can hold very powerful spells, though usually only one.
    • Amulet- Though there is little difference in the jewelry, a wizard's Amulet, Pendant, and Necklace are three different things. An Amulet generally gives a protection on requirement, such as a magical shield. A Pendant gives a constant, but weaker, protection, such as immunity to lycanthropy. A Necklace can cast a certain spell a certain number of times, often depending on the number of beads. Only one of these can be worn at a time.
  • Titles
    1. Archmagi- The master of the academy and Guild.
    2. High Master- An wizard/witch who excels in magic of all types. You have nearly complete freedom within the Guild. You have access to the lower vault of the library.
    3. Master- You have nearly complete freedom within the Guild.
    4. Elder- You can teach classes to pupils and novices.
    5. Wizard1- You have graduated from your wizard training and are allowed to enter the Guild. You are given an apprentice.
    6. Adept- You no longer need to be watched over by a wizard, and are free to study on your own. You get your own room and the right to battle.
    7. Apprentice- You have finished the book learning, and now follow a Wizard and learn from them. You are expectd to be able to care for yourself, and your new familiar.
    8. Novice- You can perform minor magic, but are still studying.
    9. Pupil- You can not yet actually do anything, you are still studying how to make things happen.
  • Fields of Magic
    1. Transmutation- Deals with turning one thing into another
    2. Abjuration- Deals with protection; shields, barriers, etc.
    3. Evocation- Deals with energy; Fire and lightning for example.
    4. Necromancy- Deals with death, the undead, and harming.
    5. Biomancy- Deals with life, the living, and healing
    6. Illusion- Deals with light, vision, and invisibility
    7. Enchantment- Deals with the mind, includes charms
    8. Alchemy- Deals with creation of magical items
    9. Conjuration- Deals with creation and summoning
    10. Divination- Deals with revealing, knowledge, and the future.
    11. Planar- Deals with calling from and transportion to other planes.
  • Elements
    1. Fire- Steam, Magma, Smoke, Sun
    2. Water- Steam, Mud, Rain, Cold
    3. Earth- Magma, Mud, Dust, Gem
    4. Air- Smoke, Rain, Dust, Electricity
    5. Positive- Sun, Gem, Electricity, Balance, Life, Light
    6. Negative- Cold, Balance, Death, Dark

Alignment is good or evil, basically, though you can be more specific if you like.
WizardsWonko, Archmagi, RedAnthea, Elder, BlackAK, Master, GrayLady Blue Eyes, Novice, BlueCara, Adept, RedBob, Adept, Brown
Badge Draft- BGCOLOR, FONT, and BORDERCOLOR match robe color- Will fancify later

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Wizard's Guild
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Fire
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Archmagi
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Red Magic
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Evocation
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1Or witch, sorcerer, or sorceress.

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