Difference between revisions of "Watchful Order of Magists and Protectors"

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! width="200" |Cantrips || width="50" |Cost || width="200" |1st Level Spells || width="50" |Cost || width="200" |2nd Level Spells || width="50" |Cost ||width="200" |3rd Level Spells || width="50" |Cost ||width="200" |4th Level Spells || width="50" |Cost
 
! width="200" |Cantrips || width="50" |Cost || width="200" |1st Level Spells || width="50" |Cost || width="200" |2nd Level Spells || width="50" |Cost ||width="200" |3rd Level Spells || width="50" |Cost ||width="200" |4th Level Spells || width="50" |Cost
 
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| ''control flames'' (XGE)|| 35 gp || ''comprehend languages'' || 60 gp || ''arcane lock'' | 180 gp || ''dispel magic'' | 325 gp || ''arcane eye'' | 950 gp
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| ''control flames'' (XGE)|| 35 gp || ''comprehend languages'' || 60 gp || ''arcane lock'' || 180 gp || ''dispel magic'' || 325 gp || ''arcane eye'' || 950 gp
 
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| ''light'' || 35 gp || ''detect magic'' || 50 gp || ''darkvision'' | 175 gp || ''glyph of warding'' | 550 gp || ''locate creature'' | 900 gp
 
| ''light'' || 35 gp || ''detect magic'' || 50 gp || ''darkvision'' | 175 gp || ''glyph of warding'' | 550 gp || ''locate creature'' | 900 gp

Revision as of 09:04, 22 November 2019

The Watchful Order of Magists and Protectors
Tower of the Order, Street of Bells, Castle Ward
Personages
Guild Master
Bowgentra Summertaen, Lady Master of the Order
Primary Contact
Jonnus Torgorn, Speaker for the Order, Tower of the Order
Other Guild Members
Membership: 513
Xorone of the Libram, Arcane Watchlord for the Watch
Membership
Livery
Dark purple cloaks, with a white human hand, fingers together and uppermost, on the left shoulder.
Dues
Entry Dues: 35 gp and majority vote of the members • Annual Dues: 7 gp/month
Goods & Services
Scrolls: prices vary
Spells Cast: prices vary
Minor Magic Items: prices vary
• Fire Guard: 5 gp per night
Spell Guard: 10 gp per day
Magic Item Brokerage: prices vary
Member Shops
None
Faction Details
Common Descriptors: Cunning, responsible, ambitious
Primary Classes: Any
Alignments: Any
Faction Ranks
Apprentice: Renown 1+. You are apprenticed to a master within the Guild.

Journeyman: Renown 3+. You have completed your Journeyman's Work, and may now work within your guild's specialty, albeit under the direction of a master.
Master: Renown 10+. You are an acknowledged master of your art in your own right.
Lord/Lady Master: Renown 25. You are the head of the order.

Where once this guild was a haven for less-powerful wizards seeking to influence more powerful peers to be judicious and cautious in the wielding of their power, the Watchful Order is now the central established authority for wizardly power in Waterdeep, full stop. All wizards and sorcerers are required to establish membership with the guild if they intend to call Waterdeep home, and only guild members are exempt from rules against the use of magic outside of private residences. In return, however, the Watchful Order has a responsibility to protect Waterdeep from magical dangers and threats, aiding by various degrees the Lords, the Guilds, the Watch, and the Guard however they are called upon to do so.

  • The membership gains great benefits through the Order: Members can readily communicate with fellow members to arrange training and buy magical information with assurances that they are not dealing with charlatans (the Order will expel and publicly vilify members who practice deceit on fellow members).
  • Members can readily purchase rare material components (such components are not cheap, but the time necessary to procure them personally is saved) from the golem-guarded cellars of the Tower of the Order. Member and nonmember adventurers can make fairly good money by selling materials to the Order, but they won't buy overpriced or overstocked substances.
  • Once the Watchful Order became well established in the City of Splendors, they began selling minor magical items and scrolls (of a single spell each) to their members. A member of the Order may, of course, resell a scroll or item purchased from the Order to a nonmember (usually for a 75% markup). This resale is rarely done, since the Order will stop selling items to a member who does it too often. The Order makes these items and scrolls available to its members.
  • Members short of cash can earn ready money by serving as fire guards, spell guards, or firefighters (see "Guard Duty" below).

Services Offered

The Watchful Order offers a variety of useful services to the general public.

Guard Duty

  • A fire guard is hired for a building (often only when it con- tains valuables, although DMs should note that many nobles consider themselves valuable, night and day, as long as their money holds out) for 5 gold pieces/night. The guild keeps 1 gold piece of the fee, and gives the guarding member 4 gold pieces. Such duty consists of loading up with affect normal fires, cone of cold, conjure water elemental, and similar spells and standing watch, with a guardian pigeon. If the pigeon is released, it will fly back to the Tower, and firefighting mages will come quickly, sometimes by aerial steed (the Lady Master has a Pegasus, who will carry one other with her, so long as Mhair is mounted too).
  • Firefighting mages, of whom the Order retains four to six a night, are paid 9 gold pieces each by the Order directly. If summoned by a fire guard, they cost the building owner nothing. If they arrive to fight an unguarded building, the city will pay the Order a fee of 10 gold pieces per building if the owner cannot be found, is deceased, or is unwilling to pay. Otherwise, owners are charged 10 gold pieces per fire-fighting mage.
  • A spell guard costs 10 gold pieces per day (of which the Order gets 1 gold piece, and the guard 9 gold pieces), and the duty is simply accompanying a merchant, noble, or other paranoid individual through a day of living, partying, or working, to detect and counter spells cast at him or her (obviously, detect magic and dispel magic are needed here).

Magic Item Brokerage

The Order also performs Magic Item Brokerage services, with a +10 to their checks to do so. This works in one of two ways:

  • Any Magic Item: For a flat fee of 75gp per tenday, the Order will take the Buy Magic Item downtime action on behalf of the client.
  • A Specific Magic Item: A client who is searching to buy a specific magic item may employ the Order to search for that item. This is a fee of 20gp per tenday + 5% of the final cost of the item. Each tenday, the Order makes a check to find it, with a DC based on how rare the item is: Common (DC 10), Uncommon (DC 20), Rare (DC 25), Very Rare (DC 30). If the check succeeds, the item is found. If it fails, the Order continues to search, gaining a +1 to the check per failed previous check, cumulative.

Spells Cast

Spell Cost
identify 20 gp
arcane lock 40 gp
continual flame 40 gp
dispel magic 90 gp
glyph of warding 90 gp
remove curse 90 gp
Mordenkainen's private sanctum 210 gp

Spell Scrolls for Sale

Cantrips Cost 1st Level Spells Cost 2nd Level Spells Cost 3rd Level Spells Cost 4th Level Spells Cost
control flames (XGE) 35 gp comprehend languages 60 gp arcane lock 180 gp dispel magic 325 gp arcane eye 950 gp
light 35 gp detect magic 50 gp 175 gp 550 gp 900 gp
mending 25 gp identify 65 gp 180 gp 300 gp 1000 gp
prestidigitation 25 gp protection from good and evil 65 gp 175 gp 325 gp
shield 55 gp 180 gp 350 gp
170 gp

Magic Items for Sale

Common: broom of evercleaning (100 gp) • enduring spellbook (175gp) • hat of wizardry (100gp) • orb of direction (135gp) • orb of time (135gp) • pipe of smoke monsters (135gp) • potion of climbing (75gp) • potion of healing (50gp)• ruby of the war mage (85gp) • stamp of the messenger, silver (150 gp) • tankard of sobriety (135gp)
Uncommon: alchemy jug (750gp) • bag of holding (1000gp) • brooch of shielding (550gp) • dagger of homing (650 gp) • decanter of endless water (725gp) • driftglobe (500gp) • figurine of wondrous power, silver raven (625gp) • Keogthom's ointment (375gp) • lantern of revealing (750gp) • ring of mind shielding (575gp) • pearl of power (450gp) • potion of greater healing (200gp) • ring of swimming (625gp) • ring of warmth (450gp) • sending stones, one pair (800gp) • stamp of the messenger, gold (500 gp) • wand of magic detection (600gp)

Notable Members

Lady Master of the Order

Bowgentra-summertaen.jpg
Bowgentra Summertaen
Lady Master of the Order (Renown 25)
Having once been betrayed by the Order's Speaker (who was central in a plot that assassinated multiple Masked Lords), Bowgentra has become more reclusive and suspicious by nature. She passes this off as an increasing desire to do research and experimentation, but the whispers say that she is simply fearful of letting anyone get too close to her again.

Masters

Jonnus-torgorn.jpg
Jonnus Torgorn
Speaker for the Order (Renown 21)
With the Lady Master's increasing reclusiveness, the Watchful Order is fortunate to have Jonnus as its Speaker. He is very aware that the last one to hold his position used it to do great harm, and so is dedicated to redeeming the position. Fortunately, he is charismatic and cultured, a social chameleon as comfortable with peasantry as he is with nobility. He also has an incisive wit, and his apprentices all show great promise. Most assume he is the next Master of the Order.
Xorone-of-libram.jpg
Xorone of the Libram
Arcane Watchlord of the Waterdeep Watch (Renown 18)
A wide-waisted dragonborn wizard, Xorone is the keeper of something called the Libram of Baphomet, an artifact spellbook that contains lore, schema, and a spells of the dragonborn people. A cultural relic, he has been entrusted with not only protecting the Libram, but also with passing its knowledge on to promising dragonborn wizards, and choosing one of them to one day inherit protection of the Libram.
Lady-castigation.jpg
Lady Castigation
Master (Renown 14)
As one of the newest Masters of the Watchful Order, Lady Castigation has the dubious honor of acting as wrangler and tester for the journeymen members of the guild. She is a sarcastic, snippy tiefling wizardess who takes joy from the academic panic of her students. Still, she must be doing something right, as her immediate apprentices all promise to be quite adept in the Art.

Journeymen

Rangur-wands.jpg
Rangur Wands
Journeyman (Renown 9)
A prominent and rising wizard with the Order, Rangur Wands is a proud inheritor of his family's arcane legacy. He tends to distrust "the rabble" with the powers of arcane magic, finding them selfish, boorish, and insufficiently civic-minded to be trusted with the heights of the Art.

Apprentices

Colfast-ovorn.jpg
Colfast Ovorn
Apprentice (Renown 2)
Something of a prodigy in the Art, Colfast is the youngest member of the Watchful Order. He has also been a member for two years, since he was thirteen, and has not advanced beyond apprentice ranking because of his age. To say that this rankles the young man - who has plenty of skill in wizardry - is an understatement. He spends a great deal of his time working in the workshops, honing his skills at alchemy, as he has reached the limits of what the Order will teach him until he is an adult.

Faction Ranks

The Watchful Order has four ranks within their organization: Apprentices, Journeymen, Masters, and the Lord or Lady Master of the Order.

  • Every time a member of the Order can demonstrate a new Circle (level) of magic, they automatically gain a single point of Renown.

Apprentice (Rank 1)

Watchful Order Secrets

  • Enchantment Shattering: Add the dispel magic spell to your spellbook, if you do not already have it. When casting dispel magic you have advantage on the check to dispel spells of higher than the level the dispel magic is cast at.
  • Improved Counterspell: Add the counterspell spell to your spellbook, if you do not already have it. When casting counterspell you have advantage on the check to counter spells of higher than the level the counterspell is cast at.
  • Subduing Spells: When you cast a spell that inflicts damage, you may invoke this ability to cause it to inflict subdual-type damage, which does not kill creatures no matter the originating spell. You may invoke this ability a number of times per day equal to your Intelligence modifier (minimum 1).

Focus Specialist (Feat)

Prerequisite: Ability to use the wand, staff, or orb spell focus.

  • Your Intelligence score increases by +1.
  • Choose one focus type. You may attune one additional magic item of that time; this does not count against your limit of attuned items.

Additionally, you gain another benefit, based on the item type you chose:

  • Orb Specialist: When you cast a divination spell of at least 1st level using the orb as a spell focus, you can "store" one phantom spell level within the orb.
    • As a bonus action, you can "tap" into the orb to drain it of spell levels, regaining a single spell slot of up to the number of phantom levels in the orb.
    • All phantom spell levels within the orb are lost and the orb does not gain additional phantom spells levels until after you finish a long rest.
  • Staff Specialist: During a short rest, you may spend a hit die. Roll this die, and add your Intelligence modifier to the result. One attuned staff of your choice regains that many charges.
    • When you cast a spell using a staff as the spell focus, you may use a bonus action to also make an attack with the staff.
    • Staves are never destroyed when you spend the last charge in them.
  • Wand Specialist: During a short rest, you may spend a hit die. Roll this die, and add your Intelligence modifier to the result. One attuned wand of your choice regains that many charges.
    • When you cast a cantrip using a wand as the spell focus, you may add your Intelligence modifier to the damage.
    • Wands are never destroyed when you spend the last charge in them.

You may purchase this feat multiple times, each time applying to a new focus type.

Prerequisite: Watchful Order Renown 1

  • Improved Spell Acquisition: Each time you gain a level in wizard, you add one additional spell to your spellbook.
  • Language Training: You learn one new language.
  • Library: You have access to the Order's arcane library, allowing you to take the Research downtime action without paying any gold. It can only be used for researching spell formulae, magic item schema, or Arcana lore.
  • Order Work: When you take the Work downtime action, you may use Intelligence (Arcana) as your check for doing so. This work includes guard duty, spellcasting, magic item enchantment, or other Order tasks offered to paying clients.
  • Society of Magi: When you take the Carousing downtime action, you may use Intelligence (Arcana) as your check for doing so. This is still available at all three levels of society, with Lower Class society covering adventurers, working casters, and hedge magicians, Middle Class reflecting guilds-magi, professional spellcasters and artificers, and watchwizards, and Upper Class concerning noble magicians, important guilds-magi, archmages, and the like.

Journeyman (Rank 2)

Prerequisite: At least three months at Rank 1 and Watchful Order Renown 3+

  • Guildbook of the Watchful Order: You are given a copy of the Guildbook of the Watchful Order, the proprietary spellbook of the Order. You are considered to have added all the spells within it to your spellbook. The one stipulation is that you must not allow other wizards to copy the spells therein, on pain of expulsion (possibly with a punitive curse) from the Order. It includes all of the spells listed in Spell Scrolls and Magic Items for sale, above.
    • Additionally, it also has the following spells (from the Guildbook of the Watchful Order PDF unless indicated otherwise): analyze portal (2nd, div, EGD), battering ram (2nd, evo), blinding chain of fate (9th, evo), disarm (1st, evo), horn marker (1st, ill), Igedrazaar's miasma (2nd, conj), pyrotechnics (2nd, trans), reveal magic (2nd, div), Trobriand's teleport (4th, conj), Trobriand's crystalbrittle (3rd, trans), Trobriand's glassee (6th, trans), wound bind (2nd, nec)
  • Language Training: You learn one new language.
  • Order Feat: Gain one of the following feats: Alchemist, Arcanist, Elemental Adept, Focus Specialist, Keen Mind, Magic Initiate, Ritual Caster, Spell Sniper, War Caster
  • Watchful Order Secret: You gain one Watchful Order Secret.

Master (Rank 3)

Prerequisite: At least one year at Rank 2 and Watchful Order Renown 10+

  • Alleviation of Dues: You are no longer expected to pay dues to the Order.
  • Language Training: You learn one new language.
  • Spellpool Access: You are allowed to attune to the spellpool. As an action or a bonus action, you can tap into the spellpool, choosing one spell from the Player's Handbook or Xanathar's Guide to Everything. You are treated as though you had this spell prepared, allowing you to cast it immediately by expending the appropriate level spell slot. If you do not cast (or begin casting) the spell on the same turn that you access the spellpool, you lose access to it. You may access the spellpool a number of times per day equal to your Intelligence modifier (minimum 1). You renew all uses of this ability when you finish a long rest.
  • Watchful Order Secret: You gain one Watchful Order Secret.

Lord/Lady Master (Rank 4)

Prerequisite: At least five years at Rank 3 and Watchful Order Renown 25+

  • The entire resources of the Watchful Order are at your command. It is believed this includes not just ample coffers and a small legion of spellcasters, but also an armory of magical item, an exhaustive library of rare and unique spells, plus true mastery of the spellpool, the details of which are unknown.

Spells of the Order

The Order created the following spells, and offers them for sale.

Reveal Magic

2nd-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You can make the hidden auras of magical spells and items visible to all, rather than personally viewing them with detect magic. When cast, the spell reveals all magic within a 20 foot radius as radiance, and you may move around an area while the spell is active, as it remains centered on you. The magic does not differentiate between different intensities or types of magic when used thus.

Anyone may choose to study a source of magic within the revealed area in order to learn more about it. This requires an Intelligence (Arcana) check, DC 14, with success revealing a rough idea of the intensity of the magic (as determined by spell level or magical item rarity), and the primary color of the studied radiance revealing to what school of magic that effect belongs.

Like detect magic, this spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the area affected by the spell increases by 10 feet in radius per spell level above 2nd.

Wound Bind

2nd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You can cause wounds to stop bleeding and being knitting immediately, drawing on the body's own natural vitality to do so. The target you touch with this spell may immediately spend one hit die as a Reaction, rolling it and adding his Constitution bonus to the result, gaining that many hit points.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target may spend one additional hit die for every spell level above 2nd.

Magic Items of the Order

The Order created the following magic items, and offers them for sale.

Broom of Evercleaning

Wondrous item, common
This pedestrian magic item is in great demand, and thus far only the only source of them is the Order. They are magical cleaning tools - when a command word is spoken, the broom animates and vigorously cleans a 10 foot radius circle around its starting point, leaving a small pile to be collected later. This process takes only two minutes for the entire twenty foot diameter circle. The magic in the broom lasts for one year, and it eventually crumbles into its own swept pile of dust.

Dagger of Homing

Weapon, uncommon
These appear to be daggers of average heft, balanced for throwing. They all come with a leather sheath with a metal mouth, and the engraved designs on the weapon's hilt flow down to the mouth of the sheathe - when it is sheathed, it is difficult to tell where weapon ends and sheathe begins. When the dagger is separated from its sheathe for more than a heartbeat or two, it immediately teleports back into its sheathe unless it is actively being held by the one who bears the sheathe. The bearer may also choose to delay this teleportation by up to one minute. The dagger has no magical bonuses to hit or damage otherwise, however.

Stamp of the Messenger

Wondrous item, common (silver) or uncommon (gold)
These stamps are made to order only, as they must incorporate the heraldry of the purchaser in question, and the Watchful Order is careful to work with the other Guilds and the Herald of Waterdeep to ensure that only legitimate persons are given stamps of official heraldry. There are two of these stamps: the more common silver, and the uncommon gold.

Silver stamps are well-crafted wax stamps, with silver handle. When applied to a document, edges of an envelope or edge of a rolled scroll and the command word is spoken, it immediately creates a blob of silvery wax, imprints it with the sigil on the stamp, and then rapidly dries, sealing it perfectly.

Golden stamps have one additional feature - the circle which surrounds the heraldry has wings incorporated into its design. When a second command word is spoken, and the name of the intended recipient (who must be known to the user and within two miles by crow), the wings pull themselves free of the surrounding wax and begin to flap with the speed of a dragonfly's wings, flying away (flying speed of 60, at a height of about ten feet off the ground), heading directly to the one so named. If that person is not a viable target (they are too far away, for instance), the wings simply do not move at all.

Historical Eras