You begin here whether you meant to or not — this is the guild every new arrival wears before anything else. It’s less a calling than a proving ground, a place to get your bearings before deciding what you actually want to become.
Even at this early stage you’re not defenseless. You can weigh a monster’s danger before committing to a fight, so you’re not walking in blind against something that outclasses you. And you already have a taste of magic — a small bolt of force, a jolt of current, a burst of flame — enough to hint at what real spellcasting might feel like later.
None of it lasts. Once you reach level five, every full guild in the realms opens up to you, and whatever you picked up here becomes a memory rather than a toolkit. Where you go next is entirely up to you.
What you get
- A power to gauge a monster’s strength before you engage it
- Three starter spells that scale with your level as you grow
- A handbook you can always replace if you happen to lose it
- A low-stakes trial of spellcasting before you pick a permanent path
Who it suits
New players who haven’t settled on a direction yet, or anyone who wants a few levels of gentle experimentation with combat judgment and magic before settling into a permanent guild for good.