Houses of Magic
Magical societies are arranged, for the most part, into different Houses that promote or focus on different aspects of magic. These Houses are separate from any nationality or government, though they can and do exert power in political spheres, and their influence generally spans across countries and cities without prejudice for heritage, class, or caste. What matters to mages is the ability to do magic.

Belonging to a house is strictly optional, as with any of the available factions in the Forgotten Realms. Being initiated into a Mystery Cult grants the mage the Outer Mystery associated with that house. See 'Mysteries' in the 'Rules for Magic' section.


Mysteries

Bjornaer: The Heartbeast. Initiates of the Bjornaer outer mystery gain the Feature Heartbeast. This ability cannot be gained by any character that has not been initiated into that mystery.

Heartbeast [Mystery: House Bjornaer]
This feature allows the mage to take the form of a single mundane living animal, bird, or plant, chosen when the mage gains the ability. Ze can only change into one type of animal. That form cannot be changed, even by magic, and remaining in that form does not count as being under an active mystical effect, any more than being human does. While in animal form, the character is affected by Animal spells, not Corpus or Mentem spells; however, spells already cast on the character remain in effect.
Transforming takes a a bonus action and only a moment, but none of the character’s possessions are transformed with hir. While in this form, the mage can still cast spells but cannot speak nor make the appropriate gestures. They suffer the appropriate penalties.

Criamon: The Enigma. Characters initiated into the outer mystery of House Criamon find themselves falling to Wizard’s Twilight more often, but they also find it easier to comprehend.

Enigmatic Wisdom [Mystery: House Criamon]
A far-reaching perception of strange and baffling phenomena that helps you understand their nature, though you may seem peculiar or even ludicrous to the uninitiated. Your score in this Knowledge helps interpret dreams and riddles, and to understand phantasms and arcane or mysterious situations. Thanks to this Ability, Criamon magi go into Wizard’s Twilight more often, but survive it better than most.

Merinita: Faerie Magic. Only characters touched by the Fae may be initiated into this mystery. Furthermore, the magic of characters with this ability counts as fae power for all purposes, so anyone that gains a Warping Point from one of their spells is eligible for induction.

Faerie Magic [Mystery: House Merinita]
Characters with this ability gain access to additional Ranges, Durations, and Targets.


Verditius: Verditius Magic. Characters initiated into Verditius Magic can incorporate craft abilities into their magic.

Verditius Magic [Mystery: House Verditius]
When the character creates an enchanted item from raw materials using tools with which ze is proficient, ze can add hir Proficiency Bonus twice: once for the tool proficiency and again for the magic proficiency.
The character can also forge items from raw materials without any craft proficiencies, although it’s uncommon to do so. Finally, ze can craft items that would be impossible to make by mundane means, like setting a gem inside a piece without any seams or openings. However, the piece must be able to sustain its own weight without magic.
However, this ability comes at a cost. Verditius mages cannot cast Formulaic spells without casting tools. They make these themselves, in a form that appeals to them, and it only takes an hour or so to make a new one. However, if they lose or cannot reach their tools, they cannot cast their Formulaic spells. Spontaneous spells do not require casting tools.