Mage Guild Hierarchy
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Mage Guild Hierarchy
Initiate > Apprentice > Acolyte > Wizard > Mage > Grand Mage > Arch-Mage
The Arch Mage is rarely seen outside of the Council Chambers, leading only through the council.
The Grand Mage is someone who runs the Guild. Their primary role is to bridge the gap between the Council and the Guild.
The Mage is someone who has surpassed every Wizard Trial. This is the highest rank allowed to take on an Apprentice.
The Wizard is someone who has surpassed every Acolyte Trial, and is free to take on an Apprentice.
An Acolyte is someone who has surpassed every Apprentice Trial, and is ready to begin learning the higher arts.
An Apprentice is someone who is an assistant to a Wizard or Mage
An Initiate is someone who has joined the Mage's guild, but has not yet been assigned a Wizard.
The Arch Mage is rarely seen outside of the Council Chambers, leading only through the council.
The Grand Mage is someone who runs the Guild. Their primary role is to bridge the gap between the Council and the Guild.
The Mage is someone who has surpassed every Wizard Trial. This is the highest rank allowed to take on an Apprentice.
The Wizard is someone who has surpassed every Acolyte Trial, and is free to take on an Apprentice.
An Acolyte is someone who has surpassed every Apprentice Trial, and is ready to begin learning the higher arts.
An Apprentice is someone who is an assistant to a Wizard or Mage
An Initiate is someone who has joined the Mage's guild, but has not yet been assigned a Wizard.
- Advancement:
In order to advance within the Mage Guild, you must complete a series of trials. Once all trials have been successfully completed, then they are eligible to advance to the next rank. Only council members are allowed to promote users. Only the Arch-Mage can promote people into the Council. (Meaning that the Mage & Grand Mage can only promote someone up to the Wizard Role)- Apprentice Trials:
Trial of Initiation
The Apprentice must successfully demonstrate knowledge of the foundation of Magic, and be able to cast three spells of Arcane Origin.
Trial of Protection
The Apprentice must be able to utilize arcane magic defensively.
Trial of Humility
The Apprentice must assist in a project undertaken by the common Folk
- Acolyte Trials:
Trial of Arcane
An Acolyte must be able to successfully cast four unique spells from three different schools of magic.
Trial of Reformation
Successfully use your knowledge to improve the Mages Guild.
Trial of Persistence
Successfully win a magical duel against an Acolyte, or against someone/something of greater magical prowess.
- Wizard Trials:
Trial of Intellect
The Wizard must demonstrate knowledge of 5 different schools of magic. (Five different spells successfully casted for each school)
Trial of Spellkeeping
The Wizard must successfully create a personal spell book, with a unique spell belonging in it.
Trial of Disciple
The Wizard must train an Apprentice by tutoring them, and administering their Apprentice Trials.
Trial of Artifact
The Wizard must provide an Artifact for the Mage Guild.
Viven Serious Roleplay :: Information Center :: Lore :: Factions :: Official Factions :: The Mage Guild
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