Tower of the Magi Organization in Adventure Brunch | World Anvil
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Tower of the Magi

Magi found in the tower of the Magi view in as many different ways as there are magic practitioners. To some, it is a scholarly science. Others view magic as a natural force they have an innate knack for. To a select few, magic is literally a part of them. Deeply tied to magic in general. The Magi have studied anything related to magic for ages beyond memory, it has become a part of them. They often seek new forms of magic, or forgotten forms. Simply for the fact that they do not want the knowledge lost. To gain their trust can be hard, unless the most talented arcanist has shown their merit. They have no formal leader, but instead a council of 12 elders. 3 Wizards, 3 Sorcerers, 3 Warlocks, 3 Clerics and 1 Paladin. You may join this faction if and only if you bring them an uncommon item or spell unknown or possessed by them. Once you do you'll join as an apprentice you may purchase spells from masters and find a master to apprentice with.  

Tower of the Magi - Enhanced Wizard Schools

 
  • Enhanced Wizard School: Arcane Fist
  • Enhanced Wizard School: Weapon Training
  • Enhanced Wizard School: Abjuration
  • Enhanced Wizard School: Artifice (TBD See DM)
  • Enhanced Wizard School: Conjuration
  • Enhanced Wizard School: Divination
  • Enhanced Wizard School: Enchantment
  • Enhanced Wizard School: Evocation
  • Enhanced Wizard School: Illusion
  • Enhanced Wizard School: Necromancy
  • Enhanced Wizard School: Transmutation
  • Universal Spells & Mundane Magic
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    Race Specific Specific

     
  • Wizard School: Bladesinger (Elf Wizard Only)
  • Arcane Archery (Elf Fighter Only)
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    Tower of the Magi - Guilds

    • Sorcerer's Enclave
    • Society of Eldritch Secrets (Warlock)
     

    Tower of the Magi - Crafting Schools

     
    • Arcane Tailoring
    • Arcane Weapons; Wands, Rods, Orbs, Staves
    • Alchemy
    • Medicine & Healing
    • Cooking Magic
    • Enchantment
    • Herbalism
    • Crystals/Orbs
    • Scribing

    Tower of the Magi - Association Shop

    Tower of the Magi - Arcanium

    Type
    Guild, Mages

    "Independent Studies"

    Becoming a master of your primary arcane tradition & 1/3rd of spells in your minor allows for independent studies:
    • Aetheric Magic: Aether is a strange and complex substance that occurs where the Elemental Planes touch the Ethereal Plane. Wizards who study aether use it to manipulate objects on the Material Plane. The aether elemental school is an elemental arcane school a wizard can specialize in instead of one of the standard schools of magic.
    • Blood Magic: Blood magic is ancient and many scholars discern that the first wizards employed blood magic before understanding the arcane fundamentals now studied. Historians find evidence of its primitive magic in archaic spells. Blood Magic users mostly deal with the manipulation of blood, their own or others, for the purposes of empowerment of spells they know, protection, or offence.
    • Combat Divination: Combat divination enhances a warrior's ability to anticipate foes' actions and react to enemy intentions even before an attack or an ambush takes place. Battle seers learn to notice subtle queues that others miss, heed premonitions, and trust their lives to their honed intuition.
    • Curse Magic: This form of magic allows the user to include additional lasting negative effects to spells. The effects can range from dulled senses to debilitating sickness and even death.
    • Dunamancy: The primal magical energy of potentiality and actuality, an anticipatory arcane force that helps shape the multiverse and might very well be what holds its elements together, like an infinite web of unseen tethers. ... Those who study to control and tap into this near-invisible power can subtly bend the flow of time and space by controlling the forces of localized gravity, peering into possibly timelines to shift fate in their favor, and scattering the potential energy of their enemies to rob them of their potency.
    • Elemental Magic: Channeling the primal forces of creation is a dangerous calling. While each element can be harnessed for constructive and beneficial purposes, a would-be practitioner is wise to bear in mind the destructive potential of the elements unleashed. While a trickle of elemental magic is deceptively simple to contain and control, each of the elements is a rushing torrent just waiting to be unleashed.
    • Phantasmagoria: Combining conjuration and illusion allows you to create tangible illusion. You may research how to summon a Noble Phantasm and attempt to control a Heroic Spirit. Alternatively you may focus on Figment Spells, Glamour Spells, Pattern Spells, & Shadow Spells.
    • Living Spells: Sometimes when magical disaster strikes, the remnants of a spell’s energy can be warped into a living spell, a type of ooze that repeats the spell’s magical effects over and over again. Your learning how to craft or conjure these creatures of living burning hands to the deadly living flesh to stone.

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