The Academae

Game Master Shane Gifford

Play the life of a student at the Academae, a school for wizards.


Class List:
Prerequisites: A prerequisite with a number 1xx or 2xx indicates that a first or second year course must be taken before this course, respectively. A 101 course does not qualify for this prerequisite. If a letter precedes the number, the course must be from the indicated field of magic.

--General Studies--

G100 Cantrips and Their Applications - A "remedial" course taken by first years who struggle with the lower level spells. Uses cantrips to ease the student into harnessing magical energies. Also taken by new students who can’t yet take other classes.
G101 Introduction to Arcane Magic - First course every student takes, a short 2-week class explaining what arcane magic is and how it is harnessed.
G102 Introduction to Somatic Components - >G101 - Prepares students for the complicated gestures needed in casting magic. Lasts 4 weeks.
G103 Introduction to Verbal Components - >G101 - Prepares students for the difficult phraseology needed in casting magic. Lasts 4 weeks.
G104 Introduction to Magic Schools - >G103 – The fourth course taken by every student, and the final one before they begin their classes proper. Gives an overview of each magic school. Lasts 10 weeks.
G105 Spellblight Awareness and Prevention - Teaches the dangers of spellblights, how they occur, and how to avoid acquiring them.
G106 Spell Duel Training - G104 - A recreational elective in which student duel each other with spells, under strict supervision. For 1st year students.
G206 Spell Duel Training - G106 - A recreational elective in which student duel each other with spells, under strict supervision. For 2nd year students.
G306 Spell Duel Training - G206 - A recreational elective in which student duel each other with spells, under strict supervision. For 3rd year students.
G307 Permanency - >2xx - Teaches the powerful spell needed to cause certain magical effects to become permanent.

--Abjuration--

A101 Introduction to Abjuration - >G104 - Teaches the basics of Abjurative spells, the theory behind the spells, and their place in the world.
A102 Introduction to Combat Abjuration - >A101 - Describes the use of an abjurer in a combat situation, and teaches some basic combat abjuration spells.
A202 Combat Abjuration Applications - >A102 - Teaches the use of several intermediate spells using scenarios and theoretical applications.
A302 Advanced Combat Abjuration - >A202 - Teaches a few advanced abjurative magics, and some large-scale battle scenarios.
A103 Fundamentals of Warding Magic - >A101 - Teaches the principals behind warding spells, how they work, and why they are needed, as well as teaching a few basic warding spells.
A203 Abjurative Glyphs and Wards - >A103 - Teaches intermediate level abjurative wards, and gives some practical training using floor-plans and theory.
A303 Advanced Abjurative Glyphs and Wards - >A203 - Teaches a few advanced warding spells.
A204 Principals of Negative Abjuration - >A102 - Teaches the theory of negating spells, why this magic is used, and a few intermediate spells.
A304 Advanced Negative Magic - >A204 - Teaches the more powerful methods of negating magic, including a few advanced spells.
A105 Introduction to Elemental Ablation - >A101 - Teaches the fundamentals of negating harmful elemental attacks with a few basic spells.
A205 Advanced Elemental Ablation - >A105 - Expands on the basic ablation spells by explaining how to ward multiple people against the elements simultaneously.

--Conjuration--

C101 Introduction to Conjuration - >G104 - Teaches the basics of conjuration spells, their principles, and about each sub-school. Required course of every student.
C102 Introduction to Summoning - >C101 - Covers what summoning means, how summoning works, and a few basic summoning spells. Required course.
C202 Intermediate Summoning - >C102 - For those who wish to pursue more advanced studies in summoning, some intermediate spells are taught.
C203 Variations of Summoning Magic - >C202 - Gives alternative intermediate summons to those presented in the standard classes, specifically focusing on animals.
C302 Advanced Summoning and Binding - >C202 - Teaches higher level summonings, as well as the practice of binding outsiders.
C303 Advanced Binding - >C302 - Additional material to assist in binding more powerful outsiders.
C104 Introduction to Extradimensional Pockets - >C101 - Teaches the basics of creating extradimensional pockets, and how those can exist in the multiverse.
C204 Advanced Extradimensional Pits - >C104 - This class teaches how to fill your extradimensional pits with hazards.
C305 Teleportation and Juxtaposition - >C202 - Expands on the principals of summoning to teach how to teleport yourself or others.
C106 Utilitarian Applications of Conjuration - >C101 - Teaches some utilitarian uses of conjuration magic.
C206 Intermediate Utilitarian Applications of Conjuration - >C106 - More powerful utilitarian applications of conjuration.
C306 Advanced Utilitarian Applications of Conjuration - >C206 - Teaches the most powerful utilitarian applications of conjuration.
C107 Introduction to Conjuring Effluvium - >C101 - Teaches the basics of creating large amounts of vapor or other fine materials.
C207 Intermediate Effluvium Conjuration - >C107 - Teaches how to create other effluvium, including ash and nauseating gas.
C307 Advanced Effluvium conjuration - >C207 - Teaches how to create much more deadly effluvium.
C108 Introduction to Earth Conjuration - >C101 - Provides the concepts behind conjuring the earth element.
C308 Advanced Earth Conjuration - >C108 - Advanced conjuration spells attuned to the element of earth.
C109 Introduction to Water Conjuration - >C101 - Provides the concepts behind conjuring the water element.
C209 Intermediate Water Conjuration - >C109 - Expands on the previous theories to create larger amounts of water, which perform different functions.
C210 Selected Fire Conjuration Applications - >C101 - Teaches how fire can be used in conjuration.

--Divination--

D101 Introduction to Divination - >G104 - Teaches the basics of divination, and how they're frequently put to use.
D102 Language Divining - >D101 - Teaches basic divining spells for comprehending language.
D202 Advanced Language Divining - >D102 - Teaches advanced divinations for understanding language.
D103 Introduction to Vision Divinations - >D101 - Teaches the basics on enhancing your sight.
D203 Intermediate Vision Divinations - >D103 - Teaches how to extend your sight to other places.
D303 Advanced Vision Divinations - >D203 - Teaches advanced divinations based on sight, including the powerful True Seeing spell.
D104 Combat Divinations - >D101 - Teaches basic divinations designed for combat.
D205 Location Divinations - >D1xx - Teaches spells which allow you to pinpoint the location of creatures or objects, or locate weak points of an enemy.
D306 Learning Divinations - >D2xx - Teaches spells which allow you to learn instantly about anything.

--Enchantment--

E101 Introduction to Enchantment - >G104 - Describes the principals behind enchantment spells, and the regulations on enchantments in the academy.
E102 Introduction to Emotion Manipulation - >E101 - Deals with the principles of manipulating others emotions, both positively and negatively.
E202 Expanded Emotion Manipulation - >E102 - Further teaches to sway the emotions of others.
E203 Alternative Emotion Manipulation Studies - >E202 - Teaches how to inspire more sinister emotions in others.
E302 Advanced Emotion Manipulation - >E202 - Teaches longer-lasting and more potent emotional manipulations.
E104 Introduction to Hypnotic Enchantment - >E101 - Teaches the basics of hypnotism spells.
E204 Intermediate Hypnotic Enchantment - >E104 - Expands previous concepts to more potency and variety.
E304 Advanced Hypnotic Enchantment - >E204 - Allows for delayed hypnotic powers and mass hypnotism.
E105 Introduction to Suggestive Enchantment - >E101 - Introduces the concepts behind forming ideas in the minds of others.
E205 Intermediate Suggestive Enchantment - >E105 - More advanced manipulation of thoughts are presented.
E305 Advanced Suggestive Enchantment - >E205 - Allows transposition of own will on targets, and more potent thought manipulation.
E306 Counter-Mage Enchantment - >E205 - This class focuses on 2 spells useful for dealing with enemy spellcasters.

--Evocation--

V101 Introduction to Evocation - >G104 - Teaches the principles of evocation, and how it differs from conjuration.
V102 Principles of Force Spells - >V101 - Teaches what “force” is, and how to use it in spells.
V202 Expulsive Force Applications - >V102 - Teaches intermediate techniques for expelling targets from you.
V203 Select Intermediate Force Applications - >V102 - Teaches alternative uses for force energy.
V302 Advanced Force Spells - >V202 - Techniques for binding or restricting enemies with force.
V303 Force Hand Spells - >V202 - Teaches the force hand spells, and how to put them to use best.
V104 Principles of Fire Evocation - >V101 - Teaches the basics of evoking fire.
V105 Alternative Basic Fire Evocation - >V104 - Teaches different fire spells using the same principles.
V204 Intermediate Fire Evocation - >V104 - Teaches a few classic fire spells that define the school of evocation.
V304 Advanced Fire Evocation - >V204 - Teaches powerful fire magic.
V205 Light Evocation - >V1xx - Teaches how to evoke light in varying ways.
V206 Darkness Evocation - >V1xx - Teaches the principles to quenching light, including magical illumination.

--Illusion--

I101 Introduction to Illusions - >G104 - Prepares the caster for the many things that illusions can do.
I102 Introduction to Illusory Patterns - >I101 - Teaches what illusory patterns are and how they are created.
I202 Advanced Illusory Patterns - >I102 - Teaches more advanced patterns which have wider effects.
I103 Introduction to Glamers - >I101 - Teaches the basics of glamers and how they can be used.
I203 Intermediate Glamers - >I103 - Teaches a glamer to affect a large amount of terrain and a more advanced version of blur.
I303 Advanced Glamers - >I203 - Teaches advanced glamers which affect large areas or multiple targets.
I204 Invisibility Glamers - >I203 - Teaches how to use glamer magic to turn creatures invisible.
I105 Introduction to Illusory Figments - >I101 - Teaches the principles to creating figments.
I205 Intermediate Illusory Figments - >I105 - Advances the teachings in different directions for each spell.
I305 Advanced Illusory Figments - >I205 - Teaches powerful illusions which can last forever.
I206 Phantasmal Illusions - >I205 - Teaches how to make figments which affect specific targets in powerful ways.
I207 Shadow Magic - >I2xx - Teaches how to bend the shadows to your will.

--Necromancy--

N101 Introduction to Necromancy - >G104 - Teaches what necromancy is, and how it can be put to use.
N102 Introduction to Reanimation - >N101 - Teaches how to manipulate corpses in order to prepare them for reanimation.
N202 Reanimation Spells - >N102 - Teaches how to create undead, and more about preparing corpses.
N302 Advanced Reanimation Spells - >N202 - Teaches how to create more specialized undead, and how to restore life to a corpse temporarily.
N103 Basic Fear Necromancy - >N101 - Teaches the basics of sowing panic among others.
N303 Advanced Fear Necromancy - >N103 - Teaches advanced techniques for causing panic.
N104 Basic Necromantic Touch Spells - >N101 - Teaches necromancy spells which require a touch to cast, and a way to deliver such spells at a range.
N204 Intermediate Necromantic Touch Spells - >N104 - Teaches more advanced touch spells with more powerful effects.
N205 Possession and Projection - >N101 - Teaches how to project your shadow or your skin as a separate entity, and how to possess a willing creature.
N305 Advanced Possession and Projection - >N205 - Teaches more advanced possession and projection techniques.
N206 Curses and Similar Spells - >N101 - Teaches how to curse enemies, or apply other negative effects to them.
N207 Positive Energy Transfer - >N101 - Teaches how to reroute positive energy and put it to better uses.

--Transmutation--

T101 Introduction to Transmutation - >G104 - Teaches the basics of transmutation magic, and some of its uses.
T102 Amplitude Modifying Transmutations - >T101 – Teaches spells for modifying the mass of an object.
T202 Intermediate Amplitude Modifying Transmutations - >T102 – Teaches techniques for enhancing the spells learned in the previous course.
T103 Introductory Bestial Transmutations - >T101 – Teaches spells which bestow the recipient with animal-like powers.
T104 Alternate Bestial Transmutations - >T103 - Teaches bestial transformations which enhance the body’s capabilities.
T203 Intermediate Bestial Transmutations - >T103 – Teaches spells which further transform the recipient, giving them considerable powers.
T105 Introductory Thermal Transmutation - >T101 – Teaches spells which raise the temperature of various masses.
T205 Intermediate Thermal Transmutation - >T105 - Teaches more advanced spells, which create much more heat.
T206 Time Altering Transmutation - >T1xx - Teaches the principles of bending time, and how to create pockets of altered time.
T307 Polymorphing - >T2xx - Teaches the art of changing creatures between different forms, including yourself.
T308 Advanced Earth Transmutation - >T2xx - Teaches how to petrify targets, and move large quantities of earth.

Robe colors:
New Students - Grey
Abjurer - Brown
Conjurer - White
Diviner - Blue
Enchanter - Yellow
Evoker - Red
Illusionist - Orange
Necromancer - Purple
Transmuter - Green

Scheduling:
Most classes are 20 weeks long. There are 2 semesters, each 5 months long, with a month-long break in between. The first semester begins in Calistil (FEB), and runs until Sarenith (JUN). The students have Erastus (JUL) off. Then the second semester takes place between Arodus (AUG) and Kuthona (DEC). Finally, the students get Abadius (JAN) off.

Classes must be chosen at the start of each semester, and tuition must be paid once classes have been chosen. Tuition is 80 gold for each class, not counting your first semester. A character can select a maximum of 4 classes each semester.

Classes can be dropped at any time. Additionally, if a character fails 3 classroom Spellcraft checks in a row, he flunks out of the class.

In the student's free time, they have choices of what they want to do.

1) Study a scroll, attempting to learn its contents.
2) Hang out with students. Roll randomly to determine which student you predominantly hang out with; if you have a Relationship Score greater than 6 with an NPC, you can choose to hang out with them instead of rolling. Alternatively, you can hang out with any other PC, so long as they consent. Note that for those you have a rivalry with, hanging out doesn't necessarily mean you are on good terms; perhaps you are both competing for someone's attention, or chance to meet after class. Be creative when deciding what "hanging out" means.
3) Shop around, possibly getting various items (including spell components) for a reduced price.
4) Relax. Spending your free time relaxing improves your mood and helps you do everything a little better; any skill checks, ability checks, or saves made during this week or the next 2 weeks gain a +1 stress bonus (including spell-learning rolls and stress rolls). You gain an additional +2 stress bonus onto your next stress test.
5) Study for class. Each week spent doing this gives you a +4 bonus on your next Spellcraft check to learn a spell in class.
6) Work. See below.
7) Other. If you think of a different activity for your character to do during the week, ask the DM about it.

The character can either work easy odd jobs or do something more dangerous and more rewarding. If the character works odd jobs, no checks needs to be made; the character earns 1d10x2 gold pieces. If the character wants to try something riskier, they can pick from the jobs offered, which are broken into two categories.
a) Skill roll. The job involves a skill roll, with failure giving a reduction of pay, increase in stress, or another penalty. These jobs typically pay 2d4x4 gold pieces.
b) Sidequest. These jobs may take several weeks to complete, and almost always require the help of more people in order to complete. They might involve skill challenges, or combat, and carry the biggest penalties for failure (up to and including character death). However, they offer the largest rewards. For lower level quests, these jobs pay around 2d8x10 gold, and might offer valuable items as rewards. The rewards and risks will increase with level.

Stress:
School can be stressful for wizards, especially when they don't give themselves time to relax. If left unchecked, their stress can build up and hamper their school performance. Alternatively, a wizard who keeps his spirits high can improve his performance in class.
Stress penalties or bonuses always stack with each other.

Every two weeks, a Stress roll has to be made. This is a Will save, DC 8. Stress bonuses and penalties apply to this roll. A success means your character does not become more stressed, and takes no new penalties. If you succeed by 5 or more, you can remove 1 point from your current stress penalties. If you fail, your character becomes stressed, and takes a -1 stress penalty on all skill checks, ability checks, and saves. Note that a 1 always fails on a save.

Other factors can modify this roll, as shown below:
-1: for each class over 1 which you are taking this semester (4 classes = -3)
-1: For each Spellcraft check failed in a class (removed when a check is passed in that class, or the class is flunked)
-3: Flunked a class (lasts for 4 weeks after flunking a class)
+1: Relationship Score with an NPC raised one level (lasts 4 weeks)
+2: Relationship Score with an NPC raised to Romantic level (kept until the relationship drops to a lower level)
-1: Relationship score decreased one level( lasts 2 weeks)
-1: Relationship drops from Romatic level (lasts 4 weeks)
-3: Failing a quest job (lasts 4 weeks)
-1: studying a scroll during a semester (lasts for one stress test; the divided attention is difficult)

Progressing:
Levels will be given at certain points in the narrative; generally, each character will receive three level ups each school year. Experience will not be tracked. Please note that when your character levels up, he does not get 2 new spells as normal. Other class abilities, including school powers, work normally.

Spells are learned through classes, which break every part of the spell down and make it much easier to learn the spell. While taking a class, after a number of weeks equal to the level of the spell being learned, the student should make a Spellcraft check, DC 15; +2 for each spell level, -2 for each previously failed check spent learning this spell. Success means the character learns the spell. Failure means the student must continue studying the spell in order to learn it, and can retry the check after 2 weeks of study.

If a group of students participate in a study group, they can assist each other in their studies. A study group can be formed at any time, and participating in one does not require any invested time. However, a student can only be a part of one study group at a time. When a student makes a Spellcraft roll to learn a spell in class, for every 4 points by which he beats the Spellcraft DC, that student can grant a +1 bonus to one other student's next Spellcraft check to learn a spell. This represents the student doing so well in his own classes that he can focus on tutoring or collaborating with the other student(s) to help them out. The bonus may be divided up however you like, among any number of students in the study group. The bonus can be applied to a Spellcraft roll made in the same week as a retroactive bonus, or given to a student for future use. However, a student MUST use any bonuses he has gained from a study group when he makes any Spellcraft roll to learn a spell.

Spells can also be learned through scrolls, though this method is tougher and requires the student to use up much of their free time. While learning from a scroll, after a number of weeks equal to half the level of the spell being learned (rounded up), the student should make a Spellcraft check, DC 20; +2 for each spell level, -2 for each previously failed check spent learning this spell. Success means the character learns the spell. Failure means the student must continue studying the spell in order to learn it, and can retry the check after 2 weeks of study.

Relationships:
When you first meet a significant NPC, the GM will inform you that you can build a relationship with that NPC. If you’re interested in building a relationship with that NPC, record the NPC’s name on your profile, followed by the current Relationship Score you have with that NPC, and whether your relationship is friendly or competitive. Your initial Relationship Score with a significant NPC is equal to your Charisma modifier (this can be a negative number), but you will have the chance to increase that score as the campaign progresses.

IMPROVING RELATIONSHIPS
You can increase your Relationship Score with an NPC in the following five ways:
1) Charisma: Since your base Relationship Score with any NPC is equal to your Charisma modifier, when your Charisma score changes permanently, your total Relationship Score with NPCs changes as appropriate. Short-term changes, such as from ability damage, ability drain, or bonuses from spells like eagle’s splendor, do not alter Relationship Scores.
2) Companionship: Every time you spend a specified amount of time hanging out with an NPC, you can roll a Diplomacy check (DC = Relationship score). Success means that your Relationship Score increases by 1 point, while failure by 10 or more means that your Relationship Score decreases by 1 point. The amount of time is 1 week for Association or Friendship/Competition level, 2 weeks for Fellowship/Rivalry level, or 3 weeks for Devotion/Enmity or Romantic level.
3) Gifts and Insults: A special gift can increase a friendly Relationship Score with an NPC, while a perfectly crafted insult can increase a competitive Relationship Score. Gifts and insults can’t be just anything—each significant NPC has three categories of gifts and three categories of insults that work particularly well with that NPC. You’ll need to learn what most of these are by observing the NPC in play.
You can give a gift or an insult to an NPC twice per semester - when you think that you have the right kind of gift (be it an item you found, built, or purchased; in most cases, the cost of the item is irrelevant as long as it’s an honest gift) or have composed the right insult, simplyhang out with the person you intend to give the gift or insult to, then make a Diplomacy check (for gifts) or an Intimidate check (for insults). If you roleplay the gift or insult’s delivery particularly well, the GM might award you a +4 bonus on this check, at his discretion. Likewise, if you roleplay the interaction poorly, or if you time things badly enough (attempting to give a gift in the middle of combat, for example), the GM could inflict a –4 penalty on the check. The DC for this check is equal to your current Relationship Score with the NPC. If you succeed at the check, your Relationship Score with that NPC increases by 1 point. If you exceed the DC by 10 or more, your Relationship Score increases by 2 points instead.
Giving a gift to a competitor actually reduces your Relationship Score, as does insulting a friend. You must still make the appropriate skill check (Diplomacy or Intimidate); a success reduces your Relationship Score by 1 or 2 points, as above.
4) Special Events: Certain events which take place during the campaign can alter your Relationship Score with some NPC's.

RELATIONSHIP LEVELS
5 or less: Association
6-11: Friendship/Competition
12-30: Fellowship/Rivalry
31 or more: Devotion/Enmity

Association: You and the NPC know each other, but not well enough to have formed a significant opinion about each other.
Friendship/Competition: You are a good friend or known competitor of the NPC.
Fellowship/Rivalry: You have strong ties to the NPC, either through deep mutual respect and admiration or through a strong sense of competition and conflict. As long as the other NPC is alive, you gain a +1 morale bonus on all Charisma-based skill checks.
Devotion/Enmity: You and the NPC are devoted to each another, or are actively opposed to one another. Your relationship with the NPC is strong enough to grand you a boon, whether your relationship is friendly or competitive. The nature of this boon differs for each NPC—your GM will inform you what kind of boon you earn at this stage. The effects of this boon last for as long as the NPC is alive and active in the campaign.

After the Devoted/Enmity level has been reached, you can make a Sense Motive check once every 2 weeks to see wether that character is interested in a Romantic Relationship. If you want to try and form a relationship, and your Relationship score has reached a hidden threshhold (which changes based on the NPC), then you must make a Diplomacy check. If successful, you begin an intimate relationship with the NPC. Note that you can start a Romantic Relationship with a rival, but the Diplomacy check is more difficult.

Changes to the Academae:
The way the Academae works in my game will be a little different from how it is portrayed in the books. One major thing I'm changing is that the Academae is not a closed setting. The students are allowed to go out into Korvosa, and a few visitors are allowed. Also, although the Academae is a dangerous place, it is not as deadly as portrayed in setting books.

Students do not sleep inside the Academae. Instead, outside of the Academae in the Heights, there are several large buildings which are functionally like dormitories. The students can either stay at these building for free, or else find their own place to stay. The faculty do live on campus.

A huge change I am making from the book is the addition of a spell dueling arena. Created by Lord Volshyenek Ornelos when he founded the Academae, this arena exists on a demiplane, a permanent portal to which can be found in the Ornelos Hall. This demiplane consists of a circular coliseum with a width of 250 feet and a height of 75 feet. The stands can seat many thousands of people, though the only ones permitted inside are the students and faculty of the Academae. The arena itself is a constantly changing landscape of grassy fields, clear lakes, boiling magma, and areas of pure light, among a myriad of other types of terrain. Any spells cast in the demiplane that would do lethal damage instead do nonlethal, and spells which instantly kill or permanently harm others instead knock them unconscious.