Watchful Order of Magists and Protectors
The Watchful Order of Magists and Protectors
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Tower of the Order, Street of Bells, Castle Ward
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Personages
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Guild Master
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Bowgentra Summertaen, Lady Master of the Order |
Primary Contact
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Jonnus Torgorn, Speaker for the Order, Tower of the Order |
Other Guild Members
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Membership: 513 Xorone of the Libram, Arcane Watchlord for the Watch |
Membership
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Livery
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Dark purple cloaks, with a white human hand, fingers together and uppermost, on the left shoulder. |
Dues
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Entry Dues: 35 gp and majority vote of the members • Annual Dues: 7 gp/month |
Goods & Services
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• 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
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None |
Faction Details
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Common Descriptors: Cunning, responsible, ambitious Primary Classes: Any Alignments: Any |
Faction Ranks
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• 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. |
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 + 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 |
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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: control flames (35 gp, EEPC), light (35 gp), mending (25 gp), prestidigitation (25 gp)
First Level: comprehend languages (60 gp), detect magic (50 gp), identify (65 gp), protection from good and evil (65 gp), shield (55 gp)
Second Level: arcane lock (180 gp), darkvision (175 gp), knock (180 gp), locate object (175 gp), reveal magic (180 gp, see below), wound bind (170 gp, see below)
Third Level: dispel magic (325 gp), glyph of warding (350 gp), remove curse (300 gp), tongues (325 gp), water breathing (350 gp)
Fourth Level: arcane eye (950 gp)
Magic Items for Sale
Common: broom of evercleaning (100 gp) • stamp of the messenger, silver (150 gp)
Uncommon: dagger of homing (650 gp) • stamp of the messenger, gold (500 gp)
Notable Members
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. | |
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 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. |
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).
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.
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.
- Language Training: You learn one new language.
- 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.