
What this guild is about
Build your own spells.
Mages learn a spell’s size, shape and element separately and combine them into the attack they want. The Mages of Valkor teach practical magic, elemental specialisations and protective spells. Behind Vaerlon’s public teaching halls are older traditions, political restrictions and knowledge that a curious traveller can uncover.
A mage’s power comes from knowing how the parts fit. An arrow of steam is a combination of studies, and changing the element or shape gives you a different tool. You learn to read opponents, choose the right magic and save enough energy for the next fight. The guild itself is patient: books, repeated experiments, specialist schools and masters who have watched generations struggle with their first spells. Choose it if you like a repertoire that gets more useful the better you understand it.
You might feel at home here if…
- You like building a repertoire and choosing the right element.
- You don’t mind budgeting magical reserves between attack and protection.
- You want to follow the clues left by older schools of magic.

Lore & origins
A public hall and a guarded inheritance
The Mages of Valkor teach magic for everyday life and for combat. Their hall in Vaerlon looks grand, but the library next door shows the work behind it. Novices bend over books and scrolls at widely spaced tables, small casting failures crackle through the room, and a plain fireplace burns without fuel. An archway opens onto the public library, where anyone may read. The guild is part of the city’s learned life, though it keeps parts of its own history to itself.
Aquail, the Grand Mage, has kept the hall for a century and a half. He teaches the foundations, and explains that the Council of Vaerlon restricted the most destructive offensive magic after the dwarves demanded a ban. According to him, those who knew its extremes disappeared. Persistent students get hints from him about older places of learning, including an oak planted before the restrictions. The black mirror in the library shows broken spires and ruined walls, the remains of a great house of study.
The craft also outlived its god. Aquail speaks of Okka’s death in the war with Zrammas, and of magic that still works with no god to answer. The older elemental schools kept specialised knowledge, while the guild carries on the practical teaching a newcomer can reach, and the rune-marked cloak remembers that inheritance. The guild will teach you a first spell, and it also knows why some questions are answered in a whisper.

A place in the world
The Mages’ hall and library, Vaerlon
The public hall leads to a library crowded with novices, books and experimental magic. A fuel-less fire warms the room. The black mirror and Aquail’s guarded stories hint at older schools beyond the public curriculum.
Read about the worldTheir role in a fight
Build the spell the moment needs.
You deal flexible spell damage. Learn the components a combination needs, choose an element that suits the enemy and decide how much force to put into the cast. A single favourite attack is easy to remember, but a mage gets the most out of a growing set of spells for different opponents.

With a party
A stable fighting line gives you time to cast and to choose damage types. Pick attacks that suit the target instead of assuming every enemy fears the same element. Broader spell forms and their masteries add options as you train. Protective magic helps when the fight reaches you, but keep an eye on the formation and where the pressure is.
On your own
Alone, you balance attacking with the magic that keeps you alive while you cast. Mana Shield absorbs part of incoming damage at the cost of your magical reserve. Plan for the whole fight: a spell that ends it quickly may keep you safer than a huge cast that leaves nothing for defence.
Trade-offs
You build your repertoire through study. Knowing a shape and an element doesn’t teach you an unrelated named spell, and a powerful combination still costs resources and casting time. Protection costs too: the more Mana Shield absorbs, the more it costs.
Abilities
Signature abilities
Component Magic
Build an offensive spell
Mages combine learned components into spells: a base shape and a damage type, with an optional size modifier. A small arrow of steam, for example, needs the matching studies. Each new component adds attacks, and enemy resistances make the element you choose matter.
Elemental Specialisation
Deepen a chosen craft
The mage traditions include specialised knowledge of fire, cold, acid and lightning. Their masteries grow as you use the matching spells and add effects such as burning, freezing, shock or corrosion. Deeper schools hold more elemental knowledge.
Mana Shield
Spend magic to absorb harm
An envelope of your own mana reduces incoming damage from spells and melee. You set how much it tries to absorb, and higher settings cost more spell points per point of damage. Your health is worth protecting, but the same reserve also powers your attacks.
Orb of Light
Practical travelling magic
Summon an orb that lights up its surroundings, a small, useful spell for getting around dark places. It is a named spell, separate from the component system used for attacks.
Progression
Extend your magical vocabulary.
Start with the foundations taught in Vaerlon and learn the components your first attacks need. Named spells and protective magic come alongside the attacks. The guild’s elemental schools and masteries grow through use, so you also progress by casting. Aquail can explain the masteries and the limits of the public curriculum. Ask about the history of the craft, read in the library and follow the clues you find. Check the guild requirements before choosing a specialisation, because a school is a real commitment.
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and try a guild.
Pick a race and a first profession, then meet your guild’s teachers in the game.





