The Sen’Jerei.
“Though dangerous, dark magic is a powerful tool and the key to protecting this realm.”
Faction Overview
The Sen’Jerei are newer organization and its agents are mostly comprised of wizards, sorcerers, and other wielders of dark magic. They work to fight the rising shadow utilizing dark magic. Agents work abroad and seek to uncover mysteries and knowledge to expand the use of magic outside of clerical orders and druidic circles. A core function of the order is a mage academy where they teach those with the potential and capacity for magic. Their headquarters, an academy called the Arteum, is located on the island of Norynd.
When dark shadows arise that others struggle to confront, the Sen’Jerei send their agents to investigate and dispatch the menace. They comprise some of the most powerful casters throughout all of Elrün. Wielding their powerful craft, they form a strong force for good. Though they are often mistrusted by the masses, they do not let this perception prevent them from fulfilling their duty. When other casters abuse the use of magic in the realm, they are swift to remedy the situation.
Beliefs
- Dark magic can be a dangerous and powerful tool – it must be used wisely.
- Those who abuse magic in all forms and use it for evil, must be stopped.
- Our understanding of magical knowledge must be advanced.
Goals
Investigate and protect the realm from the spreading shadow and those who further its cause. Advance magical knowledge through ongoing research and archeological investigation. Share results of research and knowledge discovered with the order. Assist in the support and welfare of the Order’s members, through schooling, companionship, and resources.
Rank and Renown
All members once inducted into the Sen’Jerei are “adepts” and are subject to the higher rank of individuals above them. In order to enter the ranks of the Sen’Jerei, one must first be invited to join. This invitation process may come from any ranking member of the order but only after the approval of an Ardmage or Archmage. If the candidate accepts, they must then venture to their headquarters in Norynd to undergo the induction ritual. In order to recieve an invitation and be inducted into the order you are required to have at least 1 renown with the faction.
By gaining renown as a member of the Sen’Jerei, you can ascend through an ordered series of ranks within the guild. Promotion always requires the approval of at least an Ardmage, and becoming an Archmage requires the approval of the current leaders of the order, the Immortal Circle. Higher ranks are a reward for services rendered to the guild, rather than an automatic consequence of increased renown.
In addition, certain positions become available to you when both your renown and your character level reach certain thresholds.
Ranks
Rank | Title | Renown | Level | Perk |
---|---|---|---|---|
1 | Adept | 1 | – | Spell License: Level 1 |
2 | Magewright | 5 | – | Spell License: level 2, Ingress I access, and at 10+ renown you learn one Entümagic. |
Special | Lamplighter | 10 | 5th | Proficiency in History Skill and Lamplighter Ring. At 15+ renown you learn an additional Entümagic. |
Special | Spellbreaker | 10 | 6th | Proficiency in Investigation or Survival and gain the Mage Slayer feat. At 15+ renown gain the Entümagic: Spell Break. |
3 | Magus | 20 | 10th | Spell License: Level 3, Ingress II access, and at 30+ renown you learn one Entümagic. |
4 | Ardmage | 35 | 14th | Spell License: Level 4, Ingress III access, and at 40+ renown you learn one Entümagic. |
5 | Archmage | 50 | 17th | Spell License: Level 5, Spell Casting ability increase, and you learn one Entümagic. |
Order Insignia and Membership
As a member of the Sen’Jerei you have undergone a special ritual and received an insignia to which you are bonded. This insignia is most often worn as an amulet or ring, though other things may be used, such as a staff, wand or even a tattoo. This insignia functions only for you and no others. If it is lost, you may requisition a new one from the order for 100gp, and once again undergo the initiation ritual. The insignia can be used as an arcane focus for your spells and you must use the insignia in order to access any features of the faction.
Any creature not of the order, who wears the insignia, will find that powerful magic protects it. The insignia will continue to double in weight each hour that it is worn by one who is not a member of the Sen’Jerei. After the first hour it weighs 1lbs.
Being a member of the Sen’Jerei is a privilege that is not lightly bestowed nor freely given. In order to maintain your status you must pay your membership dues and when applicable, contribute to the Ingress of Light. If a member fails to pay, all benefits are revoked until they are once again in good standing. On the third instance of a member failing to pay, they are expelled from the order.
Membership Dues:
- Adept: 30gp due each solstice
- Magewright+: 30gp each month
For your membership in the order you receive features according to your rank and the following additional benefits:
- Merchants, traders, and peddlers friendly to the Sen’Jerei will grant you a 10% discount on goods and services.
- You are granted a 25% discount on spell services from those within the order.
- Access to the Sen’Jerei teleportation network, which costs 10gp for personal use.
Testing:
- 1 free use of Entümagic per day
- If you cast a spell with ingress of light, you may apply a learned Entümagic (if it can apply) for free
Adept
Renown 1+
As an adept you have been accepted and initiated into the Sen’Jerei. You undergo a ritual where you are given your insignia and limited access to the Order’s resources. It is common to either be inducted into the ranks of students at Arteum or be apprenticed to a mage of higher rank. You receive a Norynd Alliance Spell License: level 1; which grants access to cast 1st level spells while within the Norynd Alliance.
Magewright
Renown 5+
As a magewright you have graduated out of the ranks of the adepts and are a recognized member of the order. You receive a Norynd Alliance Spell License: level 2; which grants access to cast up to 2nd level spells while within the Norynd Alliance.
You also gain Ingress I access, which allows you access the Ingress of Light through your insignia once per day.
Renown 10+
You are taught enhanced spell casting techniques called Entümagic, you may choose one of the following:
- Burnout Buffer
- Circle Expert
- Extended Circle
Ingress of Light
The Ingress is an immense reservoir of magical power located within the central tower of Arteum. A Sen’Jerei insignia bound to the mage is required to access the Ingress, an insignia from another mage will not work.
Access to the Ingress allows a mage to call spells that they would not normally be able to cast. Mages of the order must regularly contribute some of their arcane power each month to this well of power, which can be later accessed by those within the order.
Each mage, once a month, must contribute their maximum spell points to the Ingress. If a mage fails to do this, their access to the Ingress is automatically suspended.
Privileged access to this pool is managed and monitored by the Sen’Jerei and three stages of this access exist within the order. Each stage of access allows an additional use of the Ingress of Light each day.
Using the Ingress of Light
As an action, you call forth power from the Ingress to cast any spell from the Sorcerer, Warlock, or Wizard spell list. The maximum level of spell that you can call is equal to half your level (rounded down), up to a maximum of 5th level spells. You cast the spell as normal providing the verbal and somatic components, and you must only provide the material component if it costs more than 100gp.
Lamplighter
Renown 10+ and Level 5+
Mages of some renown in the order may apply to the Lamplighter academy tower of Lampstone. If accepted they are trained in seeking out and acquiring lost lore from dangerous locales such as caves, dungeons, and old ruins. You gain proficiency in the Intelligence (History) skill if you do not already have it and you are given a special Lamplighter ring.
Renown 15+
You gain an additional Entümagic for which you are eligible.
Spellbreaker
Renown 10+ and Level 6+
Mages with a higher martial prowess may apply to the Spellbreaker training tower of Tolnera. If accepted they are trained in combating, disabling, tracking, and if needed eliminating other mages. You gain proficiency in either the Investigation or Survival skill and also gain the Mage Slayer feat.
Renown 15+
You gain the special Entümagic: Spell Break.
Magus
Renown 20+ and Level 10+
As a magus you have proven your skill as a mage and loyalty to the order. You receive a Norynd Alliance Spell License: level 3; which grants access to cast up to 3rd and 4th level spells while within the Norynd Alliance.
You also gain Ingress II access, which allows you access the Ingress of Light through your insignia twice per day.
Renown 30+
You learn an additional Entümagic option from the following:
- Burnout Buffer
- Circle Expert
- Extended Circle
- Twin Channel
Ardmage
Renown 35+ and Level 14+
As an Ardmage you are known within the order as a mage of great skill and power. You receive a Norynd Alliance Spell License: level 4; which grants access to cast up to 5th and 6th level spells while within the Norynd Alliance.
You also gain Ingress III access, which allows you access the Ingress of Light through your insignia three times per day.
Renown 40+
You learn an additional Entümagic option from the following:
- Arcane Disruption
- Burnout Buffer
- Circle Expert
- Extended Circle
- Twin Channel
Archmage
Renown 50+ and Level 17+
As an Archmage within the order, your knowledge and expertise in spell craft are well known and respected. You receive a Norynd Alliance Spell License: level 5; which grants access to cast up to 7th-9th level spells while within the Norynd Alliance.
Your spell casting ability (Intelligence, Wisdom, or Charisma) increases by 2 as well as its maximum. You also learn an additional Entümagic option from the following:
- Arcane Disruption
- Arcane Fire
- Burnout Buffer
- Circle Expert
- Extended Circle
- Replicate Targeting
- Twin Channel
Entümagic
Entümagic (ancient common for High Arcana) are special techniques studied and taught by the Sen’Jerei that improve and enhance their spell casting abilities. As you gain renown with the Sen’Jerei you will be able to choose which ones to learn and may only choose an option once. The knowledge of some techniques are only taught to mages of high renown.
Arcane Disruption
Ardmage and Renown 40+
When you make an ability check to cause a spell to fail with counterspell or end a magical effect with dispel magic you may add half your proficiency bonus to the roll. Additionally, when you roll a 1 on the d20 for the ability, you can reroll the die and must use the new roll.
Arcane Fire
Archmage and Renown 50+
You can use the Ingress of Light to turn your damaging spells into arcane fire. When you cast a spell you may expend a use of your Ingress access to change the type of damage to force damage and increase one instance of the damage of the spell by 4d6. You cannot use this feature on a spell that already does force damage.
Burnout Buffer
You are especially adept at using the Ingress of Light. When overdrawing you may expend a use of your Ingress access to prevent you from gaining a level of burnout. You may choose to use this feature after you have rolled to determine if you receive a level of burnout.
Circle Expert
You are always ready and can participate in a spell circle on a moments notice. You no longer need to use a ready action on your turn to participate in circle casting. You may join in the casting of a spell by using your reaction only.
Extended Circle
You are more proficient in participating in circle casting. As an assisting caster you must be within 20 feet of the primary caster or another assisting caster to join the circle.
Replicate Targeting
Archmage and Renown 50+
Using the power of the Ingress you are able replicate spells onto your nearby allies. When you cast a spell (maximum 5th level) with a target of self, you may expend a use of your Ingress access (no action required) to also have the spell effect a number of willing creatures within a 15 foot radius of you, equal to your spell casting ability modifier.
Spell Break
Spellbreaker and Renown 15+
Once per day as a reaction, you target a creature within 15 feet that is the process of casting a spell or that is concentrating on a spell. The target must succeed on a Constitution saving throw, using your spell save DC. On a failure the spell is interupted and fails or it loses concentration and takes force damage equal to 2x the spell level.
You may expend a use of your Ingress access to give the creature disadvantage on this save and to cause them to take force damage equal to 5x the spell level.
Twin Channel
Magus and Renown 30+
When participating in a spell circle, if the spell targets only one creature (including self targeting), you may expend a number of spell points equal to the spell’s level and also be affected by the spell. The points expended are in addition to any points already expended for circle casing effects.
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level.