By Suzi Yee, Joseph Browning
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Additional resources for A Magical Medieval Society: Western Europe (d20 Fantasy Roleplaying)
Such magic is only accessible to experienced spellcasters, who usually reside in urban communities. Religious institutions bolster themselves for such 35 On the Magical Medieval City an event with scrolls, potions, and even wands of remove disease, but the sheer number of people and the rapid spread of plague make preventing or ending plagues almost impossible. Paladins live up to heroic expectations in plagues with their divine health and class ability to remove disease. Any spellcaster who can cast or make an item with remove disease has an instant insurance policy, as well as a cash cow.
They determine who becomes a wizard, through controlling membership and taking on apprentices. They even create codes of conduct for foreign wizards who enter the city. They create specializations within the guild, like battle wizards, caravan wizards, research wizards, and production wizards. However, with guild membership comes guild obligation. Service, magic items, scrolls, potions, research, spells, unique components, or plain coin cover membership fees and other payments. The combination of payments depends on the particular guild.
Although lords may grant a city the right to form a wizard’s guild, they will never relinquish control over their rights of magical taxation and service, unless physically forced otherwise. Wizards’ guilds are potentially one of the most powerful groups in a city. Such organizations have the magical power, and most likely the wealth, to compete against other guilds and power centers for attention and influence. Wizards provide magic that improves crime solving, intelligence gathering, and diplomacy.
A Magical Medieval Society: Western Europe (d20 Fantasy Roleplaying) by Suzi Yee, Joseph Browning