The Mage's Guild

The Mage's Guild is an organization dedicated to the study, practice, and furthering of Magic.

Guild Supplies:
Mage's Guild Robes (1 set per group)


 * 100 GP (Legs and Chest), 45 GP (Boots and Helm)
 * Attribute: Fire
 * ARM: +3 to L H and B, +2 to C
 * Effect: All spells have +2 charges

Reputation Changes
Sanctuary Mage's Guild: +2

Lord's Hammer Mage's Guild: +1

Lord's Hammer Warrior's Guild: +1

Whitefallen: -1

Trollhunters: -1

Whitefall Warrior's Guild: -2

Pentos
Name: Pentos Witchbane

Pentos Witchbane is a man who hates witches as he sees them to be non-noble users of magic. Thusly he is very kind to Witchunters and Battlemages, less so to Necromancers and things of the sort. He claims to be the only remaining member of the Whitefall Mage's Guild, saying that all of the other members fled. If you tell him you want to join or don't believe him, he will begin the Whitefall Mage's guild questline. If you are already a member of one of the existing Mage's Guilds, he will remove the ward happily.

Player: Dungeon Master

Race: Snow Elf

HP: 150

Class: Battlemage

Element: Earth

Level: 35

Exp Give: 120

Spells/Skills:

Rockslide Arcane Stone Burstmend
 * 55 GP
 * Attribute: Earth
 * DMG: 35
 * Effect: N/A
 * 180 GP
 * Attribute: Earth
 * DMG: 20 (+15 if earth)
 * Effect: Roll 20D to stagger)
 * Uses: 5

Stats: Equipment: Weapons:
 * 100 GP
 * Attribute: Neutral
 * DMG: 0
 * Effect: Attempt to heal entire party. User and all targets roll 20D, add users ammount to each individual's roll, they recieve this ammount of HP
 * Uses: 5
 * STR: 30
 * AGL: 17
 * CHA: 20
 * INT: 40
 * WIS: 16
 * VIT: 40
 * ARM: 18
 * LUCK: 10
 * Head: Frostforged Hood
 * Chest: Basic Battlemage Chestplate
 * Legs: Basic Battlemage Greaves
 * Feet: Basic Battlemage Boots
 * 1:  Dragonglass Spear


 * 260 GP
 * Attribute: Earth
 * DMG: 12
 * Buff:
 * Effect: Roll D5 to combo. Result x base DMG is the damage.

Magister Merin
Name: Magister Merin of Whitefall

Magister Merin is a wise and kind sort, he is sarcastic about the local nords and seems to want to get back at them, even though the law requires that he stay loyal to Whitefall and it's army... He was formerly known as Merin of the Storm as he tended to use storm magic, lightning, snow, etc.

Player: Dungeon Master

Race: Human

HP: 800

Class: Battlemage

Element: Thunder

Level: 51

Exp Give: 900

Spells/Skills:

Summon Storm Golem Gift of the Dragon Soul Electricute Skyblast
 * 520 GP
 * Attribute: Thunder
 * DMG: 0
 * Effect: Summons a fucking Thunder Golem what do you think.
 * Uses: 12
 * 5000 GP
 * Attribute: Dragon
 * DMG: 0
 * Effect: Ressurects an ally with full HP and makes them immune to Dragon element for 3 turns.
 * Uses: 1
 * 350 GP
 * Attribute: Thunder
 * DMG: 40
 * Effect: 10% to stun
 * Uses: 11

Stats: Equipment: Weapons:
 * 600 GP
 * Attribute: Water/Thunder/Ice
 * DMG: 75
 * Effect: 30% To Stun, Freeze, or Soak
 * Charges: 7
 * STR: 100
 * AGL: 30
 * CHA: 20
 * INT: 100
 * WIS: 90
 * VIT: 50
 * ARM: 37
 * LUCK: 5
 * Head: Godsgrief Hoodhelm
 * Chest: Godsgrief Plate Mail
 * Legs: Godsgrief Greaves
 * Feet: Godsgrief Boots
 * 1: Merin's  Gizordnach (1H)


 * 1900 GP
 * Attribute: Thunder (Becomes the element of the user if used by Animunculi)
 * DMG: 70
 * Buff:
 * Effect: +5 charges to all thunder spells
 * Requirement:
 * 2:  Merin's Godstaff (1H)


 * 1750 GP
 * Attribute: Thunder
 * DMG: 17
 * Buff:
 * Effect: Hitting an enemy with the staff will absorb D4 spell charges from them
 * Requirement:

Bagithis
Name: Bagithis the Trickster

Bagithis is a Goblin Mage who fled his dungeon home to join a civilized guild, Merin accepted him worryfully, but he proved to be an excellent help to the guild, supplying it with ingredients, fine craftsmanship, and his knowledge of Grey Magic.

Player: Dungeon Master

Race: Goblin

HP: 56

Class: Warlock

Element: Neutral

Level: 15

Exp Give: 50

Spells/Skills:

Fuzz Arcane Command
 * 600 GP
 * Attribute: Neutral
 * DMG: 0
 * Effect: Makes a person forget any one thing you wish for 1 day.
 * Uses: 1

Poison
 * 800 GP
 * Attribute: Neutral
 * DMG: 0
 * Effect: Weak minded characters will obey any one order you give them.
 * Uses: 1

Hatchling's Dragonflame
 * 30 GP
 * Attribute: Earth
 * DMG: 0
 * Effect: 100% chance to poison (Deals 1 damage to opponent every turn till end of encounter)

Stats: Equipment: Weapons:
 * 100 GP
 * Attribute: Dragon
 * DMG: 5
 * Effect: 50% to Blight
 * STR: 5
 * AGL: 30
 * CHA: 2
 * INT: 30
 * WIS: 10
 * VIT: 20
 * ARM: 8
 * LUCK: 15
 * Head: Goblin Hood
 * Chest: Goblin Robes
 * Legs: Pilgrim's Cloak
 * Feet: Pilgrim's Boots
 * 1:  Bagithis's Staff


 * 75 GP
 * Attribute: Earth
 * DMG: 10
 * Effect: +7 INT, Free cast poison and Hatchling's Dragonflame.

Baloch Wordsmith
Name: Baloch Wordsmith

Baloch is a gruff and grumpy Dwarf, he is the Guild Librarian and also provides teleportation services. He will enchant any weapon you wish with any spell you know for a rather high price as well.

Player: Dungeon Master

Race: Dwarf

HP: 150

Class: Librarian

Element: Fire

Level: 10

Exp Give: 100

Spells/Skills:

Hatchling's Dragonflame Scorch Starfall
 * 100 GP
 * Attribute: Dragon
 * DMG: 5
 * Effect: 50% to Blight
 * 30 GP
 * Attribute: Fire
 * DMG: 8
 * Effect: 10% to Burn
 * Uses: 5

Stats: Equipment: Weapons:
 * 40 GP
 * Attribute: Neutral
 * DMG: 10
 * Effect: N/A
 * Uses: 5
 * STR: 30
 * AGL: 17
 * CHA: 20
 * INT: 40
 * WIS: 16
 * VIT: 40
 * ARM: 26
 * LUCK: 10
 * Head:
 * Chest: Spellhammer Chestplate
 * Legs: Spellhammer Greaves
 * Feet: Spellhammer Boots
 * 1:  Dwarven Warhammer of Hatchling's Dragonflame


 * 300 GP
 * Attribute: Earth
 * DMG: 30 (+2 Dragon Damage)
 * Buff:
 * Effect: +5 DMG if wearing full set of Dwarven Armor, 50% to Blight

Frogarth
Name: Frogarth Winghewer

During the siege of the Dragon, Frogarth  pelted the beast's wings with arcane stones and green flames, crippling it to the ground before it attempted to climb the wall and met it's fate. Some regard him as the true hero, the true Dragonslayer, but since the Mage's guild has lost nearly all reputation in Whitefall, he is a hero locked in obscurity. He doesn't mind this though, he knows who he is, what he did, and what he wants. He is happy to practice Black Magic in solitude.

Player: Dungeon Master

Race: Dark Elf

HP: 165

Class: Warlock

Element: Earth

Level: 40

Exp Give: 120

Spells/Skills:

Rockslide Arcane Stone Stats: Equipment: Weapons:
 * 55 GP
 * Attribute: Earth
 * DMG: 35
 * Effect: N/A
 * 180 GP
 * Attribute: Earth
 * DMG: 20 (+15 if earth)
 * Effect: Roll 20D to stagger)
 * Uses: 5
 * STR: 18
 * AGL: 17
 * CHA: 25
 * INT: 45
 * WIS: 20
 * VIT: 45
 * ARM: 18
 * LUCK: 2
 * Head: Pilgrim's Hood
 * Chest: Pilgrim's Robe
 * Legs: Pilgrim's Cloak
 * Feet: Pilgrim's Boots
 * 1:  Drowish Spear (2H Staff)


 * 220 GP
 * Attribute: Fire
 * DMG: 10
 * Effect: +5 to large enemies, +5 when used by Dark Elves, Black Magic does +5 damage.

Sansa Starborn
Name: Sansa Starborn

Sansa Starborn is a kind and gentle girl, an avid practicioner of White Magic, and a fantastic healer. Interesting consdiering she was born under the sign of the Dragon.

Player: Dungeon Master

Race: Human

HP: 100

Class: Priest

Element: Dragon

Level: 15

Exp Give: 40

Spells/Skills:

Burstmend Healthbolt
 * 100 GP
 * Attribute: Neutral
 * DMG: 0
 * Effect: Attempt to heal entire party. User and all targets roll 20D, add users ammount to each individual's roll, they recieve this ammount of HP
 * Uses: 5

Shiverburn
 * 200 GP
 * Attribute: Thunder
 * DMG:  (to any enemy within 5 squares)
 * Effect: Roll a 30D to heal
 * Uses: 2

Arcane Medicine
 * 200 GP
 * Attribute: Fire/Ice
 * DMG: 0
 * Effect: Freezes and Burns opponent for 8D turns
 * Uses: 4

Summon Stone Golem
 * 260 GP
 * Attribute: Neutral
 * DMG: 0
 * Effect: Roll a 50D to heal, heals 50D HP.
 * Uses: 6

Stats: Equipment: Weapons:
 * 330 GP
 * Attribute: Earth
 * DMG: 0
 * Effect: User can do nothing on next turn, at the end of the next turn however, a Golem is added to the party and will remain until killed, dispelled, or encounter ends.
 * Uses: 5
 * STR: 10
 * AGL: 20
 * CHA: 15
 * INT: 19
 * WIS: 32
 * VIT: 15
 * ARM: 11
 * LUCK: 5
 * Head: Priest's Hood
 * Chest: Priest's Cloak
 * Legs: Priest's Robes
 * Feet: Priest's Boots
 * 1:  Frostforged Staff (2H Staff)


 * 120 GP
 * Attribute: Ice
 * DMG: 4
 * Effect: +5 WIS, free cast for LOW-MED level frost spells

Dyn the Watchful
Name: Dyn the Watchful

Dyn is a Golemancer in charge of keeping watch for the guild. He controls 4 magical eyes, two watch the outside of the guild, the other two transmit their visions to him. He is a bit of a socially awkward fellow.

Player: Dungeon Master

Race: High Elf

HP: 90

Class: Priest

Element: Thunder

Level: 13

Exp Give: 60

Spells/Skills:

Summon Wood Golem Summon Stone Golem
 * 115 GP
 * Attribute: Neutral
 * DMG: 0
 * Effect: User can do nothing on next turn, at the end of the next turn however, a Golem is added to the party and will remain until killed, dispelled, or encounter ends.
 * Uses: 2

Summon Fire Golem
 * 340 GP
 * Attribute: Earth
 * DMG: 0
 * Effect: User can do nothing on next turn, at the end of the next turn however, a Golem is added to the party and will remain until killed, dispelled, or encounter ends.
 * Uses: 5

Summon Ice Golem
 * 450 GP
 * Attribute: Fire
 * DMG: 0
 * Effect: User can do nothing on next turn, at the end of the next turn however, a Golem is added to the party and will remain until killed, dispelled, or encounter ends.
 * Uses: 6

<p style="margin-top:1em;margin-bottom:1em;">Summon Storm Golem
 * 500 GP
 * Attribute: Ice
 * DMG: 0
 * Effect: Summons a fucking Ice Golem what do you think.
 * Uses: 7

Stats: Equipment: Weapons:
 * 520 GP
 * Attribute: Thunder
 * DMG: 0
 * Effect: Summons a fucking Thunder Golem what do you think.
 * Uses: 7
 * STR: 5
 * AGL: 35
 * CHA: 3
 * INT: 50
 * WIS: 55
 * VIT: 8
 * ARM: 11
 * LUCK: 2
 * Head: Priest's Hood
 * Chest: Priest's Cloak
 * Legs: Priest's Robes
 * Feet: Priest's Boots
 * 1:  Golemancer's Staff (2H Staff)


 * 620 GP
 * Attribute: Ice
 * DMG: 3
 * Effect: Cast Summoning Spells for Free

Silencing Orgn
Silencing Orgn is the quickest way to start your affiliation with the Mage's Guild. Though if you wish to start with Whitefall you will need to do two quests to get in, the second one being Golems and Mushrooms. This one is a simple Assassination quest.

Talk to Pentos about joining. Orgn
 * Quest Giver: Pentos
 * Standard dialogue: Pentos tells you of a drunk old beggar who constantly harasses anyone looking for their guild, and assumes he bothered you as well, the beggar also eggs the building and breaks the windows on a regular basis. He asks you if you can 'take care' of him.
 * 1) Orgn will always be standing outside the Mage's Guild. There are multiple ways to take care of him.
 * 2) The easiest of course is to kill him, this will yield no reward, and Pentos will simply give you your next test. On top of that, if you kill him in broad daylight it will alert the guards and unless you have a sharp tongue or a bag full of gold you will be killed, or have to flee Whitefall. Killing him at night will not do this however, especially if done stealthily.
 * 3) Another way is to talk him into leaving the guild alone. This will also yield no reward, however it will finisht the quest and Pentos will move on to the next test.
 * 4) The most interesting way is also the least common, if you were to use Fuzz or Arcane command to make him forget about The Mage's Guild or leave the city, he will dissapear and Pentos will give you 50 gold for your cleverness.

Golems and Mushrooms
Golems and Mushrooms is a kill and loot quest that takes place inside of Frost Giant's Cave.

Talk to Pentos after completing Silencing Orgn

Pentos will say he will accept you into the guild if you help him with one more thing. The guild's reputation is not being helped by a group of Golemancer rogues hiding out in the citie's old tunnels. He tells you of a cave that leads into them known as Frost Giant's Cave, he tells you to enter there and then kill any Golemancers you find. He also tells you that rare mushrooms called Dragonstools grow in the cave and the Golemancers are likely keeping a load of them somewhere. If you bring him 4 Dragonstools he will reward you even further.

Ice Giant's Cave
 * 1) Head West out of Whitewall through the Whitepine woods, make sure to hug the left side of the hills that make up it's borders, eventually you will find a cavern entrance surrounded by ice, there should be a sign confirming the cave's name.
 * 2) Inside you will find a riddle on a magical blue tablet. Saying the answer alloud will cause some ice to melt into water, creating a convenient waterfall into the tunnels. 'Three lives have I. Gentle enough to soothe the skin, light enough to caress the sky, and hard enough to crack rocks. What am I? The Answer is the Sea.
 * 3) After heading down the waterfall you will find a small hall that turns twice, after the second turn it leads into a wider longer hall. Inside are two Novice Golemancers. Both will simply summon Stone Golems then fight with maces.
 * 4) The next room simply has a Skilled Golemancer who may summon a Fire Golem and attack with a Steel Mace. There is also a small study in this room where you can find one of the mushrooms and a bit of loot. There is also a cracked wall where you can find the second mushroom
 * 5) In the next room there are two Skilled Golemancers who seem to be having a conversation about their odd leader. They can easily be snuck past if you're stealthy enough, simply drop into the water and slowly swim through. In the water there is also the third Dragonstool.
 * 6) Finally you will get to a chamber where a man named The Fungalmancer is standing at an arcane blacksmith, he will fight you muttering nonsense statements the whole time. Defeating him and returning to Pentos will complete the quest, though you will not get the extra reward that delivering the mushrooms yields.

Loot <p style="margin-top:1em;margin-bottom:1em;">Promethite Crossbow of Dragonfire
 * 1) In the first room you encounter Golemancers in there should be a large hole on the right of the building. Inside there is a hidden chest with two Bargain Health Potions, 3 Wooden arrows, and 1 gold piece.
 * 2) There is a chest in the study hidden in the second room which has 1 wooden arrow, a Dragonstool, and 3 gold pieces in it.
 * 3) In the Fungalmancer's Chamber there is a chest on his desk, inside is a Promethite Crossbow of Dragonfire

Rewards/Endings
 * 220 GP
 * Attribute: Earth
 * DMG: 5 (+5 Dragon damage)
 * Buff: -1 AGL
 * Requirements: 15 INT, 10 STR
 * Effect: <span style="color:rgb(0,0,0);font-family:sans-serif;font-size:12px;line-height:19.03125px;text-align:center;">+2-30 damage by distance. Misses if farther than 30 squares away.
 * 1) Killing the Fungalmancer and returning to Pentos without the mushrooms will result in him simply breaking the ward and accepting you as a member of the Mage's Guild.
 * 2) Killing the Fungalmancer as well as getting the mushrooms will result in Pentos rewarding you will 50 gold before dispelling the ward.
 * 3) Simply bringing Pentos the mushrooms will make him grumble and dispell the ward.

Bagithor's Head
Retrieve Bagithor's head from the Warrior's Guild and kill his murderer.

'''Talk to Magister Merin about work. He will direct you to Bagithis who is having some personal problems.'''

Bagithis will ask you if you are disgusted by the very sight of him, he will lament the unfair hatred of him and his family simple because of the deeds of most of his kind. But he will stop himself and apologize for ranting, the Magister sent you to him to help him with a bit of work, he knows the townspeople don't hate you so he asks that you will investigate something for him. A goblin head has recently been placed on a pike outside of the base and he thinks he recognizes it.

Investigation
 * 1) Head out of the Mage's Guild and into the Warrior's Guild.
 * 2) Ask around, bribe, or intimidate members, the easiest one is the orc who will almost immediately tell you it was Craster Coldfire, and asking Craster himself will yield the same result.
 * 3) Ask Craster who's head it is, and he will tell you it is the head of that Goblin Mage's father. Then laugh in your face for joining the guild and tell you to leave.
 * 4) Return to Bagithis with this information, and he will ask you to challenge Craster to a duel. You may refuse and simply go to the next quest but you will only get 5 gold.
 * 5) Challenging Craster to a duel will give him a laugh, he agrees and bets that he can beat all of you on his own.
 * 6) After killing Craster return to Bagithis.

Loot

N/A Rewards/Endings <p style="margin-top:1em;margin-bottom:1em;">Goblin-Make Dagger of Paralysi
 * 1) Letting Craster live and returning will yield 5 gold and unlock the next quest.
 * 2) Killing Craster and returning to Bagithis will yield 25 gold
 * 3) Killing Craster and returning the head will yield 75 gold and a Goblin Dagger of payalysis.
 * 200 GP
 * Attribute: Neutral
 * DMG: 3
 * Effect: Paralyzes an enemy for 4 turns on contact will flesh.
 * Charges: 5

Unsanctioned Training
Stop a Dark Elf Warlock from selling spells to travellers in the town without the Guild's permission.

Talk to Magister Merin 

Merin tells you about the guild rule that selling spells and training without the local guild's approval is illegal. He asks that you seek out the vendor and stop him or have him join the guild.

Investigation
 * 1) Head out of the Mage's Guild and into the town of Whitewall.

Loot

N/A Rewards/Endings
 * 1) Letting Craster live and returning will yield 5 gold and unlock the next quest.
 * 2) Killing Craster and returning to Bagithis will yield 25 gold
 * 3) Killing Craster and returning the head will yield 75 gold and a Goblin Dagger of payalysis.

Duok the Mighty
Kill a giant blocking the way to the Wasteland.

Infinium
Retrieve Infinium I from Bzaarkithad

Bagithis (Grey Magic)
<p style="margin-top:1em;margin-bottom:1em;">Fuzz
 * Vendor: Bagithis the Trickster
 * Gold Per Day: 100
 * Affiliation: Mage's Guild, Goblins of Ironfang Lair
 * Inventory:


 * 800 GP
 * Attribute: Neutral
 * DMG: 0
 * Effect: Makes a person forget any one thing you wish for 1 day.
 * Uses: 1

Sansa (White Magic)
<p style="margin-top:1em;margin-bottom:1em;">Healight
 * Vendor: Sansa Starborn
 * Gold Per Day: 200
 * Affiliation: Mage's Guild, Whitefall
 * Inventory:

<p style="margin-top:1em;margin-bottom:1em;">Vampire's Kiss
 * 20 GP
 * Attribute: Neutral
 * DMG: 0
 * Effect: Roll d20 to heal target for 5 points, must get 15 or higher.
 * Uses: 3

<p style="margin-top:1em;margin-bottom:1em;">Turn Undead
 * 35 GP
 * Attribute: Neutral
 * DMG: Roll 10D
 * Effect: Drains half of the HP dealt and gives it to user
 * Uses: 3

<p style="margin-top:1em;margin-bottom:1em;">Cleanse
 * 50 GP
 * Attribute: Neutral
 * DMG: Roll 6D for damage, multiply by wisdom
 * Effect: Roll 20D to immediately kill targeted undead, must get 16 or higher to work.
 * Uses: 2


 * 40 GP
 * Attribute: Neutral
 * DMG: 0
 * Effect: Cure ally of any extra effects.
 * Uses: 3

Baloch (Enchanting and Teleportation)
Black Magic Enchanting Service: Teleportation Service:
 * Vendor: Baloch Wordsmith
 * Gold Per Day: 300
 * Affiliation: Mage's Guild, Klightmer
 * Inventory:
 * GP: 100 (x2 per level, LOW=100, MED=200, MED-HI=400, HI=800, etc.)
 * Effect: Can attach any Black Magic spell to any any weapon for a high price. The spell's damage is halved, but it keeps it's effect.
 * GP: 30 for Lord's Hammer, 40 for Sanctuary
 * Effect: Teleports you and your party to the Mage's Guild site in either of the other cities.

Frogarth (Black Magic)
Scorch <p style="margin-top:1em;margin-bottom:1em;">Rockslide
 * Vendor: Frogarth Winghewer
 * Gold Per Day: 400
 * Affiliation: Mage's Guild, Wastelanders
 * Inventory:
 * 30 GP
 * Attribute: Fire
 * DMG: 8
 * Effect: 10% to Burn
 * Uses: 5

<p style="margin-top:1em;margin-bottom:1em;">Poison
 * 55 GP
 * Attribute: Earth
 * DMG: 35
 * Effect: N/A

<p style="margin-top:1em;margin-bottom:1em;">Hatchling's Dragonflame
 * 30 GP
 * Attribute: Earth
 * DMG: 0
 * Effect: 100% chance to poison (Deals 1 damage to opponent every turn till end of encounter)


 * 100 GP
 * Attribute: Dragon
 * DMG: 5
 * Effect: 50% to Blight