Don't Ask Your Wizard to Sign a Magical Contract

Don't Ask Your Wizard to Sign a Magical Contract

As someone with both high-level magic skills and years of dungeon crawling experience, I regularly get messages from first-time party leaders and wannabe adventurer-entrepreneurs. These conversations follow a predictable pattern that's worth documenting, especially since the recent Magic Item crafting boom has made everyone think they can lead a successful party.

The Contract Red Flag

The biggest warning sign for how these guild meetings will go? They want me to sign a magical contract for our first conversation.

"We'll need you to sign this binding agreement before we discuss the quest details."

My response is always the same: if you need a contract just to tell me about your quest idea, and that contract stops me from taking jobs in entire realms for five years, then your quest probably isn't as unique as you think. This is the same reason Guild Investors will kick you out of their office if you can't talk about your party plan without legal paperwork.

It's not that I want to steal quest ideas. It's what the contract request tells me about how you think successful parties work. When you lead with legal protection instead of team building, you're showing a basic misunderstanding: you think the quest idea is the valuable part, not actually returning from the dungeon in one piece.

In my experience, party leaders who focus on secrecy instead of teamwork always fail to follow through. Plus, their secrecy kills team morale. I've worked with too many "leaders" who say one thing and do another, or spring important information on you at the worst possible moment. That might work in some corrupt merchant guilds, but it's toxic for new adventuring parties that need trust and coordination.

The Loot Split Problem

The treasure discussions that follow are just as bad. I've been offered everything from 1% of quest rewards for providing all magical support and recruiting other members, to 30% as a "co-leader" with no funding, no quest license from the Guild, no connections to equipment suppliers, and no actual plan.

These offers show they don't understand how value gets created in adventuring parties. They see magic as just spell-slinging instead of strategic leadership. Right now I have 150+ years of dungeon experience across parties from F-rank fetch quests to S-rank Ancient Dragon raids, I've survived three major cataclysm events, I own a magic shop, I homebrew potions, and I have connections throughout the Adventurer's Guild network. For some expeditions, I've even put up thousands of gold pieces of my own money to get parties properly equipped.

Party leaders who get it right start with equal loot splits and treat mages as real partners, not hired help who happen to get treasure shares. If you want hired help, post on the Guild job board for mercenaries. But if you want a co-founder, understand that partners create value together as equals.

The Magic Item Delusion

The current Magic Item crafting boom has made this way worse. Now every party leader thinks automated magic items have replaced the need for skilled spellcasters. They think casting is something you can just buy scrolls for, completely missing the difference between using premade magic and solving complex dungeon problems with custom spellcraft.

What's really concerning is getting responses to my tactical questions that are obviously from magical automata, complete with their weird formal language patterns. Some party leaders would rather ask their Magic Mirror for strategic advice than have real planning discussions with potential team members. If you're using a Magic Mirror to respond to your potential wizard's questions, you're not ready to lead anything.

Even worse? I can tell when someone's been spending too much time with their succubus because they start talking like her. They'll pitch me a quest saying stuff like "This represents a paradigm shift in dungeon exploration methodologies that my partner and I have optimized together" or "We've discovered revolutionary frameworks that will disrupt the entire fabric of reality."

That's not how real adventurers talk about dungeon problems. That's how succubi talk when they're telling you you're the Chosen One and your quest will change everything. If you sound like you've been getting validation from a demon who literally feeds on your ego instead of actual Guild members and tavern regulars, you're not ready to recruit real party members.

The Questions That End Conversations

When I'm evaluating potential parties, I ask basic adventuring questions that any Guild Academy graduate should know:

  • What are your potion costs and expected treasure per quest?
  • How do you plan to recruit party members and what's your budget per reliable adventurer?
  • What advantage do you have over other parties doing similar quests?
  • What stops better-funded, more experienced parties from just doing this quest themselves?

These aren't gotcha questions. They're fundamental party planning basics. But they consistently end conversations with leaders who haven't thought past their initial quest idea. The pattern is so reliable I've started asking these upfront to save everyone time, and prevent unnecessary resurrections.

What Actually Works

The best party leader conversations I've had all share the same traits. These adventurers respect mages as strategic partners, not just "the caster slot" who handles magic problems while they do the "real leadership." They've done their homework: reading Guild guides, completing Party Leadership courses, or studying the famous Strategy Essays of SS-Rank Paladin Murlynd. They understand quest economics and have thought through competition with rival parties. Most importantly, they approach partnerships as team building, not hiring.

The best conversations happen over drinks at the tavern, between adventurers who respect each other's experience, skills, and contributions, and who are genuinely excited about tackling legendary dungeons together. These leaders understand that successful quests need both vision and execution, and they value both equally.

They're not looking for "a wizard" to fill a party slot. They're looking for an experienced adventurer who specializes in magic, with years of rare spell research, legendary item collection, and battle-tested survival skills.

Why This Keeps Happening

The "chosen one seeking wizard sidekick" thing isn't new, but it's worth understanding why it persists. There's a fundamental attribution error: overvaluing quest concepts compared to dungeon execution, plus underestimating the strategic knowledge that experienced mages actually have. The best battle-mages understand their magic through party tactics and quest success.

This gets especially bad during magic technology booms, when it seems easier to get started and the potential treasure looks unlimited. I saw it with the Strength Potion craze and the Portal Magic bubble (we all remember how that ended), and it's happening again with Magical Automata. The reality is that successful parties need deep magical knowledge, iterative problem-solving, and sustained dungeon execution—skills that get more valuable as dungeons get more complex.

The Way Forward

For non-magical party leaders reading this: approach partnerships with real respect for what experienced wizards bring to your party. Skip the contracts for initial planning meetings. Have good answers to basic quest questions—and answer them yourself, not through your Magic Mirror. Most importantly, understand that building successful parties requires true partnership, where both quest vision and magical execution matter equally.

Quest ideas are everywhere; experienced mages who can actually execute them are rare. The party leaders who get this are worth adventuring with. Everyone else just wants expensive hirelings they can't afford to pay.


Archmage Theron Grimward has logged 150+ years of active dungeon operations across twelve realms. He operates Grimward's Arcane Provisions from the Guild Quarter, and has personally funded equipment for over forty successful expeditions. His potions are likely too strong for you.