How can my wizard build his own magic school?


Pathfinder First Edition General Discussion


My elf wizard, Eliphas Fumio, is in a post apocalypse world in which monsters and other things have spell resistance and immunity. The population for magic users is very low and so far, no magic schools. My character loves magic and he finds it very distressing that magic is almost a lost art. What would it take for Eliphas to build his own school and still travel with his party to undo this post apocalypse world? Note: there are towns, but they are few and in between.


The first thing that comes to mind is the downtime rules. Put together a building where people can learn, and then staff it. The latter might be the hard part. If magic is nearly a lost art, then good luck finding any one who knows enough to teach it, let alone someone suited to teaching.

I think you might have to teach a few people magic personally before you could open a school. Maybe a get a cohort or someone who doesn't mind adventuring with you. Teach them a few tricks each day.

As for the monsters, spell resistance and outright immunity can make the time and effort needed to learn wizardry seem like a waste. You might want to narrow your lessons to magic that can buff allies or other stuff that don't need to get past spell resistance.

Edit: I'm not sure what else to suggest without knowing more about the world your character is in.

Edit2: You might have teach these characters how to be spell casters that are not Wizards. I'm thinking that the Magus class might have a better chance at surviving in the world you are in. After all, if their magic doesn't work, then they can always pull out their sword. They have a better attack bonus, bigger hit die, and can use some armor.


I would suggest reviewing kingdom building rules for relevant content.


Take leadership, and have some of your followers be students. Make your Cohort also be a wizard and he takes over teaching in your absence. The rest of the followers are guards to protect your school.

Build a tower as your base of operation


When I first read this post I thought it meant how to invent a new school of magic (like conjuration, transmutation etc.)


I also thought it meant a new school of magic, not a new school for magic...

Leadership is the best way to explain it using the existing mechanics of the game.

As for the monsters being resistant or immune to magic, that's fine.

Magic can be used for a lot more than just attacking monsters... need a stone wall around the new village? Here, I have a spell for manipulating stone. Need a guard for the gate? Here, have a construct that never sleeps or eats and will never betray you.

The quality of life, and general life expectancy in the wasteland will undoubtedly improve with the reintroduction of magic to the masses. Even if they can mainly only use it for utilitarian purposes instead of for fighting monsters.

If towns are few and far between, then possibly start a caravan school. Your Cohort and followers travel in a gypsy wagon spreading the gospel of magic.

Once the caravan has been through a couple towns, it has picked up a few more candidates for wizardry and may be able to establish a more permanent building in a central location. Now people come to it, rather than it going to them.


Yqatuba wrote:
When I first read this post I thought it meant how to invent a new school of magic (like conjuration, transmutation etc.)

That was also my first impression.


Use the Socratic method and use the land around you as your "classroom." Travel from place to place spreading the teachings of magic and showing through your adventures that, despite the innate SR of the monster population there are still a plethora of uses for arcane lore. Once you get high enough level, begin casting a spell that literally summons up a small house to serve as a temporary teaching space. As your powers grow from there, add the skills of crafting Wondrous Items to your repertoire and develop such an item that utilizes that house-summoning spell in a permanent fashion.

Now you travel about, throw down your Fumio's Instant Classroom and utter the command word and Poof! You're teaching in style, anywhere, anytime.

… or just use the Downtime rules.


Professor of Universal Magic wrote:
My elf wizard, Eliphas Fumio, is in a post apocalypse world in which monsters and other things have spell resistance and immunity. The population for magic users is very low and so far, no magic schools. My character loves magic and he finds it very distressing that magic is almost a lost art. What would it take for Eliphas to build his own school and still travel with his party to undo this post apocalypse world? Note: there are towns, but they are few and in between.

You can spend gold to build a schoolhouse. You don't even have to be there. Building a school, however, requires teaching as an activity. You have to be there for that. However, as Mark Hoover 330 said above, you can do this on the move by having your students go with you.

Your next problem is keeping you students alive as you adventure. The best way to do this is to seek adventure the students can handle, with your role as advisor who generally does nothing to help unless a student is about to die. This means that your own advancement will essentially be put on hold.

If you use a Kingmaker style setup, then you can do the schooling in downtime and then have short adventures between classes.

I think the leadership feat could be used with rotating cohorts being your lead teacher and followers be students.

/cevah


It sounds like you're building schools without any sort of existing social/political infrastructure. It's an interesting idea if nothing else.

The first thing you need to provide is security. Create a secure location to use as a repository for information. As part of that secure location, provide housing in exchange for receiving, sorting, organizing, and transcribing information about magic. Post a bounty for the sorts of information you want, and spend your free time writing reduced versions of the information your acquire that references their source in your archives.

Allow access to your archives in exchange for services or gold. Publish and distribute your reduced magic codex as a form of advertising for the archive.


The school whilst adventuring sounds tricky.

Are the adventures short sojourns with frequent returns to a main location or is the existence more nomadic?

In the former case you would need to establish a place of learning, attract pupils and deal with external authorities and power groups. The downtime rules provide a reasonable platform, though I prefer to roleplay the influence aspects.

In the latter case it is more like JC and his disciples but arcane rather than divine. You would need to attract followers and then defend them on your travels

In either case the acquisition of students is likely to follow some form of mechanic derived from the Leadership feat and the Clerics conversion abikity detailed in the Cohorts and Companions player companion.


I recommend reading Dave the commoner for some insight on how to use the downtime rules to open an magic academy and become an archmage.


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Step one: talk to the GM, say this is a character objective, and ask if it actually fits into the scope of the campaign they're running. It's no good reading up a bunch of campaign rules and planning in detail if the moment you start work you find that the Next Big Plot Point is that the campaign moves to a different continent/plane of existence.

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