The Towers
The Towers is one of the new Guilds created by the schism of the College, named after the Eight Towers that form its new headquarters. Two of the Towers, that of Darkness and Spellswords, stand empty as no one has stepped forward to teach these Schools. The Towers of Earth, Air, Fire, Water, General and Light are occupied, with organised curricula to teach those who wish to learn.
The Tower of Darkness and Tower of the Spellswords are never expected to be filled. That the Towers Guild has made provision for these Schools to join them is more of an indication of their world view. Members of the Towers believe that the study of magic is the most important goal that anyone can have, and secondary considerations (such as the Shadow Master goal of seeking to take over the world and the Spellswords dedication to protecting Elves) are completely unimportant.
Members of the Towers believe that only through specializing on one aspect of magic can a Mage truly learn its deepest secrets. Each member focuses his efforts on mastering one School, largely ignoring the others. However, each member also acknowledges that the magic of the other Schools is equally as important to the whole.
Members of the Towers and members of the Circle both agree that all Schools of magic are equal, but they disagree on the method of pursuing the study of the deeper mysteries.
- Guildmaster
Kingdom: Arch Geomancer Theo. The Guildmaster is elected from the Masters of the Towers every 5 years.
Barony Van Heusen:
Arch Metamancer Lee
Arch Geomancer Sandstone
Arch Pyromancer Inferno
Arch Hydromancer Monsoon
- Joining
A starting character can join the guild immediately.
A non-starting character can join the guild immediately. Membership is open to all who qualify and who wish to learn about magic.
- Requirements
A member of the Towers must
- always help another member of the Towers if he is in trouble.
- specialize on learning spells and ritual magic from his base School.
- Restrictions
- A Tower Mage only has automatic access to spells from his own School. In order to learn spells from a different School, he must petition both the Master of his own Tower and the Master of the Tower for the different School. Only if both agree will he be taught the spell.
The Player must ask the Character Ref whether his character can learn the spell, giving details of all his current spells.
- The total spell levels for a Tower Mage’s School must be at least three times the total spell levels of all the other Schools combined. When calculating the total spell levels in a School, the amount added to the sum for each spell is equal to its level + 1.
For example, a Tower Fire Mage who has
- 4 Level 0 Fire spells
- 2 Level 1 Fire spells
- 2 Level 2 Fire spells
- 1 Level 3 Fire spell
- 1 Level 4 Fire spell
has a total spell level of
(4 × 1) + (2 × 2) + (2 × 3) + (1 × 4) + (1 × 5) = 23
Thus he can have a maximum total of 7 spell levels in all the other Schools he can cast from.
- The total ritual levels for a Tower Mage’s School must be at least three times the total ritual levels of all the other Schools combined.
For example, a Tower Fire Mage with:
Magic Ritual (Fire) 0
Magic Ritual (Fire) 1
Magic Ritual (Fire) 2
Magic Ritual (Fire) 3
Magic Ritual (Fire) 4
Magic Ritual (Fire) 5
Could have up to 2 ritual levels in other school(s)
e.g. Magical Ritual (Earth) 0 and Magical Ritual (Earth) 1
or Magical Ritual (Earth) 0 and Magical Ritual (General) 0 etc.
- Tax
10%
- Advanced Training
A member of the Towers has access to
- Spells and Magic Ritual in the School of Air/Earth/Fire/General/Light/Water to any level (his primary school only).
- Enchant Item in the School of Air/Earth/Fire/General/Light/Water to any level (his primary school only).
- Magic Adepts in the School of Air/Earth/Fire/General/Light/Water (his primary school only).
- Bonuses
A member of the Towers gains the following bonuses.
- [LOSE] He may use the title <x> up to Guild Rank 20, High <x> up to Guild Rank 50 and Arch <x> above Guild Rank 50. Where <x> is based on their Primary School e.g. Metamancer, Pyromancer etc. (see Magic section).
- [KEEP BOUGHT] He can learn spells from his own School as if they were one level less. Level 0 spells are at half cost.
- [KEEP BOUGHT] He may learn Magic Ritual Level 0 for his own School at half cost.
- [KEEP RESTRICTED] At Guild Rank 20, the Tower Mage can choose to specialise in a particular spell chain (which includes the mass versions of the spell) for his primary school, provided that he knows all the spells in the chain up to Level 4 (he can delay this bonus, until this criteria is met). Due to his improved knowledge, he can optionally cast the spell as if it was one level higher. Thus, a Fire Mage who has specialised in Flame Blade can cast a Flame Blade 0 as a Flame Blade 1.
This ability can take the spell effect above the Level 10 boundary, so a specialised Flame Blade 10 would act as a Flame Blade 11, even though such a spell is normally not possible without a ritual. When specialising in a spell chain that is not continuous, such as the Earth spell Strength, the extra level will not have any real effect. This includes casting via items.
The total spell levels for a Tower Mage’s School must be at least three times the total spell levels of all the other Schools combined.
The total ritual levels for a Tower Mage’s School must be at least three times the total ritual levels of all the other Schools combined.
- [KEEP RESTRICTED] At Guild Rank 50, the Tower Mage can master his specialised spell chain, provided that he knows all the spells in the chain to level 8 (he can delay this bonus, until this criteria is met). Due to his superior knowledge, he can optionally cast the spell as if it was two levels higher. Thus, a Fire Mage who has mastered Flame Blade can cast a Flame Blade 0 as a Flame Blade 2.
This ability can take the spell effect above the Level 10 boundary, so a mastered Flame Blade 10 would act as a Flame Blade 12, even though such a spell is normally not possible without a ritual. When mastering a spell chain that is not continuous, the extra two levels may not have any real effect. However, if the gaps are only one level, such as for the Earth spell Strength, the mastered spell will be cast at the next highest effect. This includes casting via items.
The total spell levels for a Tower Mage’s School must be at least three times the total spell levels of all the other Schools combined.
The total ritual levels for a Tower Mage’s School must be at least three times the total ritual levels of all the other Schools combined.
- [LOSE] They are treated as having the Work with Cabal skill with other members of their Tower.