Wilbarts Sect of Conjurers, Enchanters, Diviners and Invokers
Wilbarts Sect of Conjurers, Enchanters, Diviners and Invokers
Alignment: any.
Summary
Wilbart was a twelfth century mage who tried to specialise in more than one magic school (the Enchantment school and Invocaction/Evocation). Unfortunately he failed in this attempt, but he was backed up through the attempt by his wealthy family. Whilst attempting the dangerous feat, he discovered some enlightening facts about four of the magical schools, and these schools were eventually included in his sect. Most of his discoveries are now common knowledge, and have been incorporated into many modern spell-crafts. Wilbart used part of his family's vast fortunes to start up his own sect, to pass on the knowledge he had uncovered. The sect proved popular early on, after its establishment in southern Ticetia, but membership soon tailed off; it has now become stable, but always low compared to the sect's peers. The sect was established for a number of years before Wilbart pushed too hard with his idea of specialising in two (opposing) schools, which eventually resulted in the death of his brain, taking the rest of him with it, eventually.
Since Wilbarts foolhardy attempt, his sect have done further research into the possibilities of what has become known as Wilbarts Dream (in this sect at least) and Wilbarts Folly (among other wizards and sorcerers), and while they have shown it is theoretically possible to specialise in more than one school, the dangers are incredibly high, and it would probably be only a matter of days before the unfortunate mage's brain dissolved under the weight of the magical power it is attempting to control.
Although the sect is quite small and is based in southern Ticetia, it has no restrictions on membership, and imposes no alignment restrictions. The sect masters follow the alignments of chaotic good and chaotic neutral. The sect teaches the schools of Conjuration, Enchantment, Greater Divination, and Evocation.
History
Andarwain Munnis Wilbart was born in 1089 in the town of Ostbrook, South Ticetia. He was a fortunate child, escaping the ravages of the plague, and being born to one of the more wealthy merchants from his small town. He grew up as a leatherworker for his father's exceptionally profitable business, but as the years passed, he grew involved with other, more unusual pastimes. His first essay in the craft of magic came in the year 1117 when he did some research work for The Pale Flame at their centre in Cellam, where he learned the basic skills to become a wizard.
He soon became bored with his life as an Enchanter, and decided to do some work to specialise in another school of magic. It is believed that his early test may have affected his sanity, and led him into the crazy experiments he carried out on himself over the next forty years. The Pale Flame knew his intentions, and saw the dangers in them. For his own good they refused to let him use any of their centres for this research. Wilbart went to his father and borrowed enough money to set up his own research establishment in Cellam, where he began the work alone. To help cover his costs, Wilbart hired the place out to other mages for their research, and this drew other wizards to him. He had quite a following when he attempted to learn his first Evocation spell in 1123. He failed in this attempt and went into a coma which lasted for two weeks. When he awoke, he was hailed as a hero, and encouraged to try again. Wilbart resumed his studies, and managed to set up a loose association amongst his mage friends, it was this association that later developed into Wilbarts Sect.
During his studies, Wilbart had discovered several important new facts about the schools of Divination and Summoning. When he used this new knowledge in his spell casting, he managed to cut the casting time for Unseen Servant in half (from 2 segments to 1). His discoveries in this period are acclaimed as some of the most important ever for Diviners and Summoners.
His last attempt to become an Evoker came in 1155 when he attempted to learn a series of first level invocation spells. This time he thought he had got it right - he was convinced he'd discovered what had caused his problems last time, and thought he had corrected it. He failed spectacularly, lapsed into a coma and died within six hours. There was no way any magic or clerical help could bring him back. His sect was continued in his name, and still teaches the same four schools of magic about which Wilbart learned so much. The sect did considerable research further into his work, and has now concluded that it is almost impossible to fulfil Wilbarts Dream.
After Wilbart's death, membership of the sect grew; many of his friends in the world of magic liked and respected Wilbart as a mage, and were prepared to support him, and so joined his sect so that he would have some success from his life. The membership tailed off however, as it was Wilbarts personal popularity which had brought so many people into the sect in the first place. Membership is now stable, but it is still low in comparison to other sects. The biggest attraction for the sect is that it is one of the few Ticetian sects that deal with the Summoning school.
Symbols
Until the beginning of the fifteenth century, Wilbarts sect had no symbols at all, and had not needed this form of expression. Recently though, they have been under more pressure from other sects for some kind of identifying mark, which would be unique to them. After much deliberation, the sect came up with a capital W set over a lightning flash, but it is still little used.
Fees
Membership costs are as follows: regular membership 150gp per year, associate membership (from 5th level) 250gp per year, master membership (from 9th level) 400gp per year.
Additional Spells
Level 2
Detect Water (Divination)
Range: 0BR Components: V, S, MBR Duration: 1 round/levelBR Casting time: 1 roundBR Area of effect: 50' radius per level of the casterBR Saving throw: noneBR
By using this spell, the caster can detect the presence of large bodies of water (rivers, lakes, streams, seas, etc.) within range, even underground or through solid rock. The spell will always indicate the single largest body of water within range. The caster knows the distance and direction, and can determine general depth underground in relation to the casters current position.
Level 4
Dispel Undead (Summoning)
Range: 40ydsBR Components: V, S, MBR Duration: specialBR Casting time: 4BR Area of effect: 4-19 Hit dice of undead in a 30' diameter areaBR Saving throw: specialBR
This spell gives the caster the ability to destroy or banish undead of up to 6 hit dice. A total of 3d6+1 hit dice will be affected, starting with the lowest. Physical present undead such as zombies, skeletons and wights are destroyed, while those that exist partly on a different plane (such as shadows and spectres) will be banished to their own plane for a number of days equal to the casters level. Only those undead with some kind of intelligence (such as wights and ghouls) will be allowed a will saving throw to avoid the effects. The material component is a pinch of dirt from a graveyard.
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