Diviner's Guild?

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Jedan
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Diviner's Guild?

Post by Jedan » Sat Apr 15, 2006 1:19 am

Didn't find any other mention of it, so thought I'd ask.

I noticed that all the schools of magic have their specialist guilds except Divination. Are there any plans to bring a Diviner's Guild into the game?
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Post by Glim » Sat Apr 15, 2006 7:27 am

Well, sometimes I would say it would be fairly hard to have a diviners guild, if only because you cannot make a program to see into the future. :) Books and games, sure, but those have written out plots that the author knows. Muds and such do not.
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Kregor
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Post by Kregor » Sat Apr 15, 2006 9:26 am

True, though we DO have a good number of divination spells coded. I would say that some of the high-level spells that require DM input for future events, etc, would definitely be an imm RP type of thing. But then so would a wish spell if given in FK, as does the Gate and Astral Walk spells have the potential for the means to do planar travel in an imm RP. A diviner would, by nature alone, be a primarily RP heavy class to play, as it's school is neither in defensive, nor offensive in nature.

Codewise, it's totally possible. Execuition, that would be the admins' decision.
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Post by Jedan » Mon Apr 17, 2006 3:09 am

Urhmm, so would I be better off just making a Mage with a particular fondness for divination magics?
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Post by Nysan » Mon Apr 17, 2006 3:58 am

Short answer: Yep.
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Post by Isolrem » Mon Apr 17, 2006 7:22 pm

Longer answer: the game is detailed enough that if you try you can start your own diviner's guild. It would probably be established as a means of locating, spying and searching, and maintains itself by charing fees for such.
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Post by Jedan » Tue Apr 18, 2006 2:58 am

Well, I was thinking more along the lines of a proper "Guild" than an IC organization type thing. But, that sounds like fun as well. 8)
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Post by Gwain » Tue Apr 18, 2006 1:03 pm

You can apply to see if you can build such an organization through applications and builders. Player run organizations are a topic under benifits and there is always room for good rp to expand the game, maybe as a limited guild or organization of pre existing spell casters dedicated to a certain path in life.

For this to work send an application to applications@forgottenkingdoms.com, and then apply to builders@forgottenkingdoms.com for the chance to build an hq for such an organization. here is a link to the webpage outlining player run organizations and adventuring parties. http://www.forgottenkingdoms.com/benefi ... nary.shtml

This might be a different angel than a guild but it could work if you were tempted to have an official organization for diviners.
There are ic organizations that deal with fortune telling and the future in the mud, if you have applied and set down your rp carefully there is no limit to wat you can achieve rp wise, have fun and do your best.

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Kregor
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Post by Kregor » Tue Apr 18, 2006 11:41 pm

Jumping off of what else has been said here, just because there's not a hard code diviners guild in the game, does not mean there couldn't be, if you had the inclination, notion, and the RP and commitment to back it up.

There was no place to become a conjurer until a PC built one in the game ICly, now we have conjurers. I don't think (though I could be wrong, please correct me) that we currently have an abjurers' guild in game, so there still needs to be a PC sponsor for said guild. In that vein, a player who wanted to put the needed effort into a diviners' guild could possibly see one come to fruition.

The biggest sticking point would be the current spell list. Just a quick glance down the coded spells list for wizards, I count six 1st level, three 2nd, two 3rd, one 4th, no 5th, one 6th, one 8th, and no 9th in the divination school that are currently coded.

That's a slim section of spells that can be GMed, of course, even in tabletop, a diviner has the most sparse spell list of any school. That's not to say there may not be other doable divination spells that could be coded in a future rev.

Otherwise, you could, as you said, make a mage and RP an affinity for divination, or form an organization of non-specialized wizards who divine for a living :)
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Post by Jedan » Wed Apr 19, 2006 12:19 am

By non-specialised you mean mages? As from what I can see, unless the level requirements are different, non-guilded wizards don't get any spells above first level, which would include those other divination spells, particularly the ones that actually let you "divine" i.e. magic mirror . :wink:

Also, thank you all for your input. :D
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Post by Amalia » Sat Jun 24, 2006 11:13 pm

A bit more questioning along this line...

I would assume that the mage who starts up the Diviner's guild would be able to switch over their subclass to diviner when they did it (assuming said subclass did come with making the guild)-- but in the event that more than one mage is interested in making that guild, would the other mages working toward that goal also be allowed to make the switch, or would they have to start their own separate guilds to become Diviners?
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Post by Lorion » Sun Jun 25, 2006 10:25 am

As far as i understand how this works you'd have to be a wizard(unguilded), not a mage. However there might be a chance that you can send in an application and still get your guild changed, but somehow i think it's not very likely
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Post by Argentia » Sun Jun 25, 2006 4:32 pm

I've seen guild changes happen before. I believe the standard action for a guild change is to delete a character, then remake him/her as a L10 base class (IE if you were a L39 mage you'd be remade as a L10 wizard). The downside is that you'll lose your spells/skills and most of your items, though I'm sure you'll be allowed to keep the important ones. The upside is, you got to change your guild. =D
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Post by Amalia » Sun Jun 25, 2006 4:45 pm

All right. The reason I ask is (as stated above) a wizard can't do a whole lot (and in fact couldn't roleplay being well-versed in divination) without becoming a mage in order to gain access to higher-level spells-- but upon the creation of a diviner's guild it would suddenly be more appropriate code-wise for said wizard to be a diviner instead of a mage. As long as there's a way to do it, it's all good. :)
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