Guild Wizard of Waterdeep
(Magic of Faerûn variant, p. 26)
The wizards of the order study and exchange information, create magic items to help support the guild's financial independence, and offer their services to others in the city as watch-wizards or fire guards.
Alignment: Any nonevil.
Spellcasting: Able to cast 3rd-level arcane spells.
Special: Prospective members must pay an initiation fee of 1,000 gp.
4 + Int
Weapon and Armor Proficiency: Guild wizards gain no proficiency with any weapon or armor.
Spells per Day: A guild wizard's training focuses on magic. Thus, when a character gains a new level of guild wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).
If a character had more than one spellcasting class before she became a guild wizard, she must decide to which class she adds each level of guild wizard for purposes of determining spells per day when she adds the new level.
Membership: The character becomes a full member of the Watchful Order of Magists and Protectors. She is entitled to vote on issues before the entire membership, use the order's library and workrooms (though access to these facilities is based upon seniority), and replenish her store of material components (common components are usually free or carry a nominal fee, while components that carry a gold piece value are available "at cost").
Membership in the order incurs the following duties and responsibilities:
- Monthly membership dues of 25 gp (payable up to 1 year in advance);
- Obedience to the rulings of the masters;
- Aid to other members in time of need (this normally means aiding other order members who are in danger, but can mean aiding them in their other endeavors as well);
- Defense of the city of Waterdeep when called upon by the Masters or legitimate authorities of the Waterdhavian government; and
- Devotion of personal time and energy to the order (10% XP penalty).
This last is usually considered the most onerous requirement of membership in the order. Each season, a member must spend ten days directly aiding the order. This can mean anything the Masters deem it to mean: working with the city guard, serving as an arcane guardian for a private concern, taking a turn as city fire watch, creating magic items, performing administrative duties, and so on. The form this aid takes need not be detailed unless the DM and player wish to do so. Regardless of its form, it results in an XP penalty of 10%, cumulative with any other penalty the character has incurred (such as from multiclassing).
This represents the cost of creating magic items solely for the order, XP costs for spell-casting, and other personal energies contributed to the order. (The character still pays full gp and XP costs for any magic items created solely for her own use.)
Improved Spell Acquisition: At each level of advancement in the guild wizard prestige class, a character gains three spells of her choice of any level she can cast to add to her spellbook.
Spellpool (Sp): Beginning at 2nd level, members of the Watchful Order of Magists and Protectors can call 1st through 3rd-level spells from a common source known as a spellpool. At 6th level, they may call up to 6th-level spells from the spellpool, and at 10th level they may call spells of up to 9th level from the spellpool. See the Spellpool description in the previous chapter.
Bonus Item Creation Feat: At 3rd level, a member of the order may select a bonus Item Creation feat (she must still meet the prerequisites for gaining the feat).
Bonus Language: Members of the order study the Art across cultural boundaries. As such, they pick up other languages so that they may enhance their studies. The character may add one additional language to the list of those she already knows. She may include ancient languages (see the section on Language in Chapter 3: Life in Faerûn in the FORGOTTEN REALMS Campaign Setting).
Improved Counterspell Feat: At 5th level, the character gains the Improved Counterspell feat. City officials call upon the order to assist in preventing widespread destruction when rogue spellcasters threaten the city. As a result, the order has perfected its ability to use counter-spell techniques to eliminate the threat of such reckless magic use. The Masters feel that this is preferable to harming the irresponsible magic user, leaving the punishment of such a person to the city authorities.
Focused Dispel: Sometimes members of the order must deal with lingering magical effects. Over the years, its members have developed more effective dispelling skills. Beginning at 7th level, they may add +2 to any caster level checks made to dispel magic.
Break Enchantment Spell: At 9th level, the break enchantment spell is added to the 4th-level spell list of the guild wizard of Waterdeep. He or she must still learn the spell in order to cast it, just as with any other spell.
|Level||BAB||Fort||Ref||Will||Special||Spells per Day|
|1st||+0||+0||+0||+2||Membership, improved spell acquisition||+1 level of existing spellcasting class|
|2nd||+1||+0||+0||+3||Spellpool I||+1 level of existing spellcasting class|
|3rd||+1||+1||+1||+3||Bonus item creation feat||+1 level of existing spellcasting class|
|4th||+2||+1||+1||+4||Bonus language||+1 level of existing spellcasting class|
|5th||+2||+1||+1||+4||Improved Counterspell||+1 level of existing spellcasting class|
|6th||+3||+2||+2||+5||Spellpool II||+1 level of existing spellcasting class|
|7th||+3||+2||+2||+5||Focused dispel||+1 level of existing spellcasting class|
|8th||+4||+2||+2||+6||Bonus language||+1 level of existing spellcasting class|
|9th||+4||+3||+3||+6||Break enchantment spell||+1 level of existing spellcasting class|
|10th||+5||+3||+3||+7||Spellpool III||+1 level of existing spellcasting class|
|Skill name||Key ability||Trained only||Armor check penalty|