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Old 28th June 2004, 01:47 AM   #1 (permalink)
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(Proposal) Academy of the Chromatic Order

I wanted to propose a wizard academy. I've already had my PC wizard 'graduate' from there. Hopefully, it will create some more depth to the world, perhaps create some connections between PCs, provide at least one potential campaign plot line, and provoke some discussion & collaboration.

Inherent in its background is the existance of a once-mighty empire. Now merely a shadow of its former self. I chose WizWrm's Medibaria empire for this purpose, but if this doesn't seem to fit in with his ideas, then perhaps we could recast it.

I like the idea of a once-mighty empire. I think it lends one explanation for a 'common' language, and fosters many good campaing ideas. It also might provide a 'Year 0' for our Chronology.

So without further ado, here's my academy. I hope I get some feedback.


The Academy of the Chromatic Order

During the decadent twilight of the Medibarian Empire, the Empirial counsel made an attempt to improve their magical power by starting an academy to train and organize their wizards. Wanting nothing but the best, they recruited the greatest wizards in the land to run the Acadamy. Without a doubt, the three mightiest wizards in the Empire were Mordrue, Sice, and Omega. Of the three, Sice was generally considered the most powerful, though Omega was the master of item creation, and Mordrue, a divinor, was the most knowledgeable. Each was amenable to the idea of starting an Empirial Academy, and the Chromatic Order had an auspicious beginning. Each of the three founders brought with them their apprentices, rich magical treasure and knowledge, and quickly the school attracted many talented students.

As the empire floundered, stresses began to appear between the masters of the academy. Sice began experimenting more heavily in necromancy. He created some undead forces to prop up the dying empire & put fear into their foes and conquests. Mordrue and Omega were loath to follow such a path, and insisted that the academy stay true to its idealist principles of knowledge. They felt the creation of undead to be evil and not helpful to the longterm survival of the empire as a force for order. Sice eventually left the academy, rumored to be pursuing the lich Phylactery in a vain attempt to perpetuate himself and his beloved empire.

Even after the Medibarian Empire’s decline, the Academy remained a premier source of arcane knowledge and teaching in the known world. The wealthy and ambitious sent their sons and daughters to learn the secrets of power from across racial and political lines. Tharol (or whatever city was Medibaria’s capital) graciously supported the academy, for it was a source of great wealth and status, as well as a power to deter further aggression from the enemies of the empire.

All three of the founders were human.

Graduates:
The Academy is prestigious, and attracts students from all over the land. Entry is expensive and competitive, thus most students are very bright and from wealthy families. Graduates are expected to sponsor talented young people, so a number of the students there were handpicked and sponsored by other Wizards. Most students are human, as were the founders and sponsors, but any race may be accepted.

Upon graduation from the academy, all wizards are given a cloak. This cloak is of exceptional quality. It is colored a non-descript gray for traveling, but one side is trimmed with a bright color according to specialization.

Abjuration: Orange
Conjuration: Blue
Divination: White
Evocation: Yellow
Illusion: Green
Necromancy: Black
Transmutation: Purple
Enchantment: Red
Universal: Silver

The following feat is required of graduates:

Academy GraduateGraduates of the Academy of the Chromatic Order have been taught in a rigorous ciriculum by the best professors in the land. This gives the graduates an edge in certain skills.

+2 Knowledge (arcana)
+2 Spellcraft
This feat can be substituted for skillfocus(spellcraft) or skillfocus(knowledge –arcana) for the purposes of meeting the prerequisites of the Loremaster, the Archmage, and similar arcane Prestige classes. This feat must be taken at first level by anyone who is a graduate of the college. Those who have stated they are graduates before this feat is approved may take it at their next opportunity.
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Old 29th June 2004, 07:31 AM   #2 (permalink)
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Excellent work, Manzanita.

The camoflage cloak strikes me as slightly modern, though it could well be argued that since wizards are usually of high intellect, they could easily have thought of such a combination of colors.

So, how does the Chromatic Order look upon mentalists (psionics)? How about those who receive power from faith or nature? Do the different segregated faculty vie with one another for power? Does it have any satellite colleges?
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Old 29th June 2004, 10:07 PM   #3 (permalink)
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Thanks for the comments, Nimisgod. I tend to look at the arcane magic of wizards as lending itself to learning in an academic setting. I presume it is done completely separately from the divine magic instruction done in temples and druidic groves. Wizards think themselves neither superior not inferior. Simply different. And accessible to any intelligent, hardworking individual. As opposed to clerical studies, which require an allegiance to a specific god.

I tend to think the conflicts between instructors have muted over the centuries since the founders left or died. If someone wanted to set an adventure in the halls of the academy, then they could create whatever subplots they wanted.

I know very little about psionics, and assume it would not be taught alongside arcane magic. As for satelite colleges, I don't see why not. Mostly I felt this could give PC wizards a common background. A talking point. Perhaps enrich the backgrounds of some PCs.
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Old 29th June 2004, 10:23 PM   #4 (permalink)
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Just out of curiousity, would there be a bardic college associated with the order? Most bards are assumed to be self taught, but some of their abilities (esp all knowlege skills) could lend themselves to more structured learning.

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Old 30th June 2004, 01:25 AM   #5 (permalink)
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Quote:
Originally Posted by Manzanita
Mostly I felt this could give PC wizards a common background. A talking point. Perhaps enrich the backgrounds of some PCs.
Slightly dissenting voice - do they need a "common" background? But I know what you mean - a possibility to bind the PCs closer to the world they live in.
I'm a bit torn about sorcerers being admitted into the Academy, though. They obtain magic not by hard studies, but by awakening a "spark" within themselves. They are much more self-taught. On the other hand, I see the possibility for sorcerers to be taught to handle the sudden outbursts of power when their abilities first manifest, and psionic powers might well be considered sorcery,
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Old 30th June 2004, 06:52 AM   #6 (permalink)
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I'm happy to open this one up. Unlike my Monemvasia city, which I plan to run a series of adventures about, this one is merely what I consider one 'cool' way to become a wizard, or to engage in arcane research. I have no plans to do anything with this.

Obviously there are many other ways to become a wizard, as well. I think it would be interesting to give some distinction to graduates of this academy, such as certain feats or spells. But I don't know how to do this without altering game balance. They would have to have corresponding restrictions or handicaps.

If anyone is interested in working more with this, and using it in the adventures they run, or the PCs they plan to create, I'm happy to accomodate. I must admit I'm a bit uncomfortable with Sorcerers being there too. I wrote this up some time ago, and only gave it a once-over before posting it the other day. I would think serious wizards would think Bards to be much to flighty to have them around much. On the other hand, I see this academy as being one of the best (or even The Best) source of arcane research in the lands. It would have an immense library, a magical shop selling the even the most obscure spell components, outlets for purchasing scrolls or having spells cast for a price, opportunities for wizards to gather for social purposes and to exchange knowledge, and so on. Bards could be quite useful when it comes to knowledge of the world.

This latter part would be a draw for adventurers as well. If a party needed a particular spell cast (or even an 'identify' spell), this would be one place they could go. This would be a place powerful wizards would congregate, and perhaps find the need to hire adventurers for various tasks. It might be more used if we could put it in Ossuss..(wherever the Red Dragon Inn is). But we'd have to change its history, or the city history to put it there.

There's also the whole lich storyline. Of course, it will be some time before any LEW PCs are tough enough to really tangle with a lich, but it could be fit in other ways than combat.
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Old 13th July 2004, 09:21 PM   #7 (permalink)
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Quote:
Originally Posted by Manzanita
I think it would be interesting to give some distinction to graduates of this academy, such as certain feats or spells. But I don't know how to do this without altering game balance. They would have to have corresponding restrictions or handicaps.
The Guildcraft system from Bastion press would be perfect for this, IMHO, but while its completely OGL I have a feeling it would be too massive an addition to the core rules to get any support here. It does present a good system for allowing members of a particular group to get mechanical and gameworld benefits out of the membership, with both mechanical and gameworld costs, and without going whole hog for a prestige class. Each grade of membership in a guild has certain prerequisites, XP cost and often monetary costs associated with it, as well as obligations to the guild. The benefits you get from guild membership include roleplaying perks such as reputation, shelter or fellowship, semi mechanicals such as access to prestige classes, and flat out mechanical bonuses.

The first grade of the Chromatic Order could cost no XP but a good chunk of a wizard's starting gold, and have certain prerequisits in Knowlege skills and Spellcraft to indicate graduation from the first level of the school. The Novice would gain the repuatation of the school, perhaps one bonus spell known in his specialty, and the potential to return between adventures for aditional study. Further grades in the guild would require more gold, XP and advancement as a wizard, and gain such benefits as bonuses to knowlege skills, lower costs for crafting magic items, further bonus spells, lowered costs for researching spells, increased skill limits or bonus skill points, etc etc.

Anyway, just an idle thought.

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Old 13th July 2004, 09:58 PM   #8 (permalink)
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I honestly don't really remember what I had in mind for Medibaria, except for what's submitted in this thread. So it's fine with me.

Tharol isn't the capital of Medibaria; it's not even in Medibaria. I described their geographical relation in the map-building thread, a few posts down here. It's just a medium-sized fishing/hunting village; sort of a rest stop for merchants. Go ahead and make up a capital city for Medibaria, if you'd like.

Other than that, sounds like a fine proposal to me.
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Old 14th July 2004, 12:04 AM   #9 (permalink)
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I like KB's ideas on having tangible merits in joining the Order. Obviously, we have to keep these bonuses on the lowdown to prevent any further cheeziness far down the road.

At the very least, being a wizard of the Order has an easier time looking for specific spells to scribe into his spellbook, as well as a camaraderie with members of his particular faction within the Order. This is also might be the best place to do research, for an adventure or even a spell.

Obviously, it's greatest advantage would be the non-tangible benefits of the character's background meshing with the setting itself.
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Old 14th July 2004, 07:30 AM   #10 (permalink)
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Yes, thank you KB. Your idea is a very sound one. It would just remain for someone to work up the details as part of the proposal. I'll give it some thought myself, but if anyone else wants to take a shot at it, feel free.
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Old 21st May 2005, 08:57 AM   #11 (permalink)
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I was looking at this, and personally, I see a flaw for one of the specialist: The Illusionists. My point is, the illusionist main abilities is to use illusion, which mean, those spells are just that, illusion. If I were an Illusionist (and it is the case for one of my character), I wouldn't for anything, tell to anyone else that I am an Illusionist, simply because it would give them an hint that the spell I just cast could have been an illusion, and walking in a green robe is just as telling your opponent "Hey, the fireball I just throw at you was a shadow magic."

I suppose that there are some who doesn't mind to give such information, but I would bet that the greatest illusionist wouldn't be in the Academy just for that reason, or they may have join as a generalist instead (Would it be possible?)

Anyway, that's just my point of view, and how I generally try to play my illusionist (no wonder that Opale have +10 to Bluff at first level )
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Old 21st May 2005, 06:49 PM   #12 (permalink)
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But an Illusionist isn't restricted to just casting illusion spells. True, he or she has to give up a couple of schools, but assume you had an illusionist who gave up Conjuration and Enchantment (no great loss). The Illusionist keeps the Evocation school, and can still cast fireballs (and illusions of fireballs) to his heart's content. That last fireball...was it live, or was it an illusion?

Likewise, the trim on the cloak needn't be a giveaway. I'd expect that an illusionist could cast an illusion on the cloak to change the color of the trim, if he or she wanted to pose as a different kind of specialist. And there is always the option of reversing the cloak to the camoflage side, if they don't want to advertise that they're a wizard at all.
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Old 21st May 2005, 07:50 PM   #13 (permalink)
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I must confess I devellop that style of roleplay for illusionist during the 2nd edition. But still, if you are an illusionist, you are more likely to cast illusion, and so people can get more suspicious. And if the Academy is a bit like the Tower of High Sorcery (Dragonlance), you meet people at the Academy on a neutral ground, but nothing will prevent you to have a feud and fight another member outside the Academy, every little piece of information can help your opponent.

But the example of fireball is just one. Look at yours, if someone knows that you can't use conjuration and you summon a Arrowhack (one of my favorite summon) it will be easy for him to identify it as a shadow conjuration or even just an illusion.

If I know my opponent is an evocator, I'll avoid him in direct combat. If he is an enchanter, I'll become suspicious of my friends. If he is a diviner, I'll try to seek him down before he gain too much information on me. Now, if he is an illusionist, I'll may be suspicious of thing I see, but it would have a lesser impact than having a friend backstabbing you, having your opponent throw a chain ligthning at you or having him know that you wife is hidden for her safety in a small village on the coast.

But all that is still relative. I must tell with the 3rd edition, it is less cut on there strenght than in 2nd, even more for illusionist, as they had to forgave 3 school before. But I am not sure I would like to show my color if I was an illusionist (or a necromancer by the way, as the necromancy is generally bad seen).
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Old 21st May 2005, 08:48 PM   #14 (permalink)
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Quote:
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But I am not sure I would like to show my color if I was an illusionist (or a necromancer by the way, as the necromancy is generally bad seen).
Quote:
One side of the double-sided cloak is colored a green brown camaflauge pattern for traveling.
I imagine this side would be used much more often for adventurers. Personally, I'd only use the side with my color for ceremonial/formal situations.
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Old 23rd May 2005, 12:25 AM   #15 (permalink)
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Old 23rd May 2005, 02:38 PM   #16 (permalink)
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There is one obvious advantage, even if it is not written. I would be more easier to find a spell you want IC. If you are a member of the Academy, you'll have access to there library, which is surely full of basic spells, and you can have many fellow member that could teach you some spells in exchange of some of your spells. I think that's an advantage enough. I'm a bit against advantage given like that. Maybe a PrC Academician, build on 5 level, could show the advantage of raising in ranks in the Academy...
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Old 4th August 2005, 05:23 AM   #17 (permalink)
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I did a little more work on this. I"d like to get it off the pending list after all this time. I basically eliminated sorcerors (& bards) from the academy, to make it more focused. I also added a feat requirement. I put it in the first post, & I'll reprint it here:

Academy Graduate
Graduates of the Academy of the Chromatic Order have been taught in a rigorous ciriculum by the best professors in the land. This gives the graduates an edge in certain skills.

+2 Knowledge (arcana)
+2 Spellcraft
+2 circumstance bonus for Bluff, diplomacy, and intimidate when against one who knows about the academyThis feat can be substituted for skillfocus(spellcraft) or skillfocus(knowledge –arcana) for the purposes of meeting the prerequisites of the Loremaster, the Archmage, and similar arcane Prestige classes.


I felt the best way to give an advantage to academy graduates was in the form of a feat. This way there was a sacrifice (having to use a feat), but also a benefit to being a graduate. This feat has two advantages over a more traditional feat, but these are offset by lack of choice of feats, since this one is required. If others feel this feat is too powerful, perhaps it could be scaled back to a +1 bonus on spellcraft or knowledge(arcane). I felt the circumstance bonuses were minor, considering wizards generally aren't any good at diplomacy, intimidate, or bluff anyway. It's more for the feel of it.

I felt it important to allow this feat to take the place of the required skill focus feats for the PrCs. Currently the only two that require this feat are the Archmage and the Loremaster. The Loremaster in particular, uses feat as one way to restrict access to higher level PCs. A non-human PC can't afford to take a feat not on that list and without delaying entry into the PrC. I feel it's important that the academy doesn't restrict access into these sorts of PrCs. The feat itself is in form and function extremely similar to skill focus in spellcraft or knowledge (arcana), so it seems reasonable to me. My own PC, Iggy, who professes to be a graduate, would then be able to take this feat at his next opportunity, 6th level.

Let me know what you think.
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Old 4th August 2005, 06:04 AM   #18 (permalink)
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Quote:
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I did a little more work on this. I"d like to get it off the pending list after all this time. I basically eliminated sorcerors (& bards) from the academy, to make it more focused. I also added a feat requirement. I put it in the first post, & I'll reprint it here:

Academy Graduate
Graduates of the Academy of the Chromatic Order have been taught in a rigorous ciriculum by the best professors in the land. This gives the graduates an edge in certain skills.

+2 Knowledge (arcana)
+2 Spellcraft
+2 circumstance bonus for Bluff, diplomacy, and intimidate when against one who knows about the academy
This feat can be substituted for skillfocus(spellcraft) or skillfocus(knowledge –arcana) for the purposes of meeting the prerequisites of the Loremaster, the Archmage, and similar arcane Prestige classes.


I felt the best way to give an advantage to academy graduates was in the form of a feat. This way there was a sacrifice (having to use a feat), but also a benefit to being a graduate. This feat has two advantages over a more traditional feat, but these are offset by lack of choice of feats, since this one is required. If others feel this feat is too powerful, perhaps it could be scaled back to a +1 bonus on spellcraft or knowledge(arcane). I felt the circumstance bonuses were minor, considering wizards generally aren't any good at diplomacy, intimidate, or bluff anyway. It's more for the feel of it.

I felt it important to allow this feat to take the place of the required skill focus feats for the PrCs. Currently the only two that require this feat are the Archmage and the Loremaster. The Loremaster in particular, uses feat as one way to restrict access to higher level PCs. A non-human PC can't afford to take a feat not on that list and without delaying entry into the PrC. I feel it's important that the academy doesn't restrict access into these sorts of PrCs. The feat itself is in form and function extremely similar to skill focus in spellcraft or knowledge (arcana), so it seems reasonable to me. My own PC, Iggy, who professes to be a graduate, would then be able to take this feat at his next opportunity, 6th level.

Let me know what you think.
If you want to scale it back, I'd recommend dropping or reducing the bonus to the Cha skills, leaving this just as a nonstandard +2/+2 feat. For one thing, the two magic-related skills seem more appropriate to the feat; for another, if it's going to substitute for a skill focus feat in one of those skills, it should give something close to what they give. I've got mixed feelings whether that's needed. I'm willing to give a little more slack to a feat that not everyone can take without writing an appropriate backstory, because it's an incentive to fit in an appropriate backstory. On the other hand, this might be a bit much.

One change I would recommend: specify that the bonuses do not stack with those from Magical Aptitude, Negotiator or Persuasive. The reason is that, by the RAW, it is impossible to get more than a +5 to any skill just from feats (skill focus + the appropriate +2/+2 feat). Once we start creating new +2/+2 feats that partially overlap the existing ones, that changes unless specifically restricted. (Magical Aptitude is a silly combination anyways.)
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Old 4th August 2005, 06:08 AM   #19 (permalink)
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Quote:
Originally Posted by Manzanita
I felt the circumstance bonuses were minor, considering wizards generally aren't any good at diplomacy, intimidate, or bluff anyway. It's more for the feel of it.
Well, for my wizard, it would be welcome. Already at +10 Bluff and she is only level 1... but it is true that wizard generally doesn't want much to do the negotiation, leaving it to the cleric/paladin/rogue. But the big question to see if the feat is strong, it is what percentage of the population know about the order? The feet would be stronger if it is a majority. If it is a minority, that's another matter.
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Old 5th August 2005, 06:04 AM   #20 (permalink)
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OK. I think we should bag the bluff etc circumstance bonus. If the DM wants to, he/she can figure in some extra weight to a bluff by someone who has graduated from a prestigious college, but it probably has no place in this feat. If I drop that, then we have a basic feat, adding 2 to two different skills. Very standard. The only unusual thing about it is that is can replace a skill focus in one of those skills for the purpose of meeting the requirements of certain arcane PrCs. Does everyone understand why I want this feat to do this? If it didn't, then a non-human wizard wanting to be a loremaster couldn't take this feat, and thus couldn't write the academy into his background, without delaying entry into this Prc.

It seems a pretty minor adjustment. I'll modify the feat in the first post. Any more comments?
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