Academy of the Chromatic Order--Higher Level Advanced Studies

Rystil Arden

First Post
Here we go--crossposted from SitS [SBLOCK=Degree Stuff]The Loremaster Prestige Class is an in-game construct--they award all outstanding Diviners the same Magus status in Divination, not just Loremasters. Just like they need not necessarily have the Archmage PrC to have Archmage status (almost no one has that status, though, so it doesn't matter. I believe there have been three to receive it in the last fifty years, and all are missing or presumed dead. Umbryn Albion is thought to have Archmage status, but no one living remembers when he got it. Rayne Liore is close to receiving it, but she has been unable to complete some of the final requirements yet.

The Magus Staff is pretty cool--it's an arcane nexus, and I'm in the middle of writing some feats for advanced Academy studies too (so that Academy Magus can be an official feat).

It's not just a thesis--it's a program of study that is 2 years+, including oral exams, a technical qualifying exam, etc. The time can be handwaved outside of adventures, but if someone comes to them with money and a written thesis and says 'give me the degree', they still won't award the degree. Heck, most adventurer Academy Graduates have the Journeyman's Degree only. AFAIK, the only LEW semi-playable character with the Wizard's (also has the Master's) is a cohort.

Journeyman's typically requires mastery of all cantrips (except from barred schools of course) and a certain level of familiarity with 1st-level spells. It is designed for adventurers. It is technically possible to graduate with the Journeyman's without mastering 1st level spells yet (for those who would like to be X/Wizard and take their second level in Wizard and claim to study at the Academy), but it is frowned upon. For Wizard's, one requirement is that you must be able to cast at least 2 2nd-level spells, preferably more--no exceptions. You also must be able to scribe scrolls. For Master's, you must be able to perform some degree of metamagic (or create Wondrous Items for Omega) and cast at least two 3rd-level spells. )[/SBLOCK]
 

log in or register to remove this ad

Rystil Arden

First Post
Bump to keep it from falling off the first page!

Also--

Daryne Master's Cloak
[SBLOCK]This cloak is intricately woven from dreamsilk with the Academy's, Daryne's, and the cloak's recipient's Arcane Marks emblazoned on the back, and decorated along the fringe with arcane runes in either green, yellow, or an iridescent golden yellow-green (indicating specialty). The cloak itself is a stylish royal blue.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Daryne Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements). Additionally, the wearer of the cloak can veil herself in cosmic or phantasmal energy once a day as a Swift action. If the energy chosen is cosmic, then if she casts an Evocation spell that deals energy damage in the same round, the cloak's energy adds 2d6 (for non-area spells--if multiply targeted like with Scorching Ray, choose only one target (one of the rays) to take the 2d6 extra damage) additional damage of the same energy type as the spell normally deals. If the energy chosen is phantasmal and she casts an illusion spell in the same round, the spell is extended or if the spell only lasts for Concentration, it persists for 1d4 extra rounds once Concentration drops.

The resistance bonus to saves can be increased at additional cost
[/SBLOCK]
Mordrue Master's Cloak
[SBLOCK]This cloak is intricately woven from magically treated quintessence with the Academy's, Mordrue's, and the cloak's recipient's Arcane Marks emblazoned on the back, and decorated along the fringe with arcane runes in either white, orange, or timeless brass light orange (indicating specialty). The cloak itself is a practical parchment brown.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Mordrue Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements). Additionally, the wearer of the cloak can Detect Magic at will. Finally, 1/day, as a Swift Action, the wearer of the cloak may draw upon the cloak's connection to herself and power to plumb the depths of her mind. If she has cast a 1st through 3rd level Divination or Abjuration spell this round, she may choose to retain it in memory to be used again later.
[/SBLOCK]
Omega Master's Cloak
[SBLOCK]This cloak is intricately woven from the threads of condensed arcane energy matrices with the Academy's, Omega's, and the cloak's recipient's Arcane Marks emblazoned on the back, and decorated along the fringe with arcane runes in either blue, red, or a swirling shifting mix of sapphire and ruby colour (indicating specialty). The cloak itself is an impressive platinum colour, much like the metal renowned for the combination of its receptivity for use in relatively-powerful magical items and its practicality compared to rarer and more obscure materials.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Omega Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements).
Additionally, the wearer is able to use her cloak to attune to her magic items, helping protect their dweomers and coax a bit more out of them. The wearer can use her own caster level in place of the item's when opposing Dispel Magic attempts if her own is better. Additionally, she can make a Use Magic Device Check (DC 15 + item's caster level) in order to use her own Int bonus to calculate the DC of the item's spells. If the check fails, the item still works, but it uses the minimum DC, as usual.
[/SBLOCK]
Sice Master's Cloak
[SBLOCK]This cloak is intricately woven from a form of soft glossy silken fabric created by stabilising amorphaline, with the Academy's, Sice's, and the cloak's recipient's Arcane Marks emblazoned on the back, and decorated along the fringe with arcane runes in either purple, black, or a deep regal amethyst with a dark sparkle (indicating specialty). The cloak itself is the deep rich purple of kings and emperors.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Sice Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements). Additionally, the cloak's amorphous nature allows it to shift into alternate forms to fit the caster after form-changing magic with no difficulties. Finally, if the wearer slays a living opponent with a Necromancy spell, the cloak traps a tiny bit of that opponent's life force inside it. The cloak can then use the stored lifeforce to heal the wearer 1 hit point for each level of the Necromancy spell used to kill the victim, which the wearer can trigger as a Swift action, or it will automatically trigger when unconscious. The cloak can only store one tiny fragment of life essence at a time, so while it is storing one, any additional kills from Necromancy spells are lost (but the wearer can choose to keep the best of the two).
[/SBLOCK]

Generalist Master's Cloak
[SBLOCK]This simple cloak is intricately woven from thick sturdy fabric with the Academy's and the cloak's recipient's Arcane Marks emblazoned on the back, plus smaller arcane marks of each of the houses arrayed in a cross surrounding the middle two marks. It is decorated along the fringe with arcane runes in silver. The cloak itself is a simple gray affair.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Universal Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements). Additionally, the cloak is imbued with energies sympathetic to all schools of magic. The cloak is assumed to be detecting magic in all directions at all times (first round effects only) and sends a tingle to the wearer whenever magic is detected. The wearer can then spend a standard action of her own to take over the cloak's detect magic if she wants to spend three rounds and try to identify the auras. Finally, the wearer may prepare an additional 1st-level spell and an additional 2nd-level spell each day as long as her choices are from a different school than all her other 1st level spells and 2nd level spells respectively (if she has 36+ (or 38+) Int and has chosen to prepare spells from every school already in 1st or 2nd level slots, the extra spell can be from any school).
[/SBLOCK]

I'm not completely attached to the exact details of the cloaks, but that should be a rough sketch. Note that the cost of the cloaks is lower than the cost of the Master's Program, so these Cloaks are more than paid for and are not received for free!
 
Last edited:

Bront

The man with the probe
Rystil Arden said:
Note that the cost of the cloaks is lower than the cost of the Master's Program
Having seen a price breakdown for neither, I'm not sure.

However, I'm not opposed to a "Spend money to get a guild/regional item" mechanic, I just need to actualy see numbers.
 

Rystil Arden

First Post
Bront said:
Having seen a price breakdown for neither, I'm not sure.

However, I'm not opposed to a "Spend money to get a guild/regional item" mechanic, I just need to actualy see numbers.
Does it matter? As long as the price of the Master's program is higher than the price of the cloak could possibly be, it should be fine. The cloak, though it has a cost to create, has no market value at any store except as a nicely-tailored cloak--this is because of the way the cloak is created to be unusable to others, so no one in their right mind would buy it. All of the cloaks are clearly less expensive than 10000 GP by formula (the Generalist's is probably the strongest and looks like it comes down to 9000ish), but they're quite cool, and the status is useful too. If I said that the Master's Program costs 12000 GP, would that work for you?
 

Bront

The man with the probe
That's fine, I just wanted numbers (it's hard to approve something without numbers, as that's what much of D20 D&D is about :)
 

Rystil Arden

First Post
Bront said:
That's fine, I just wanted numbers (it's hard to approve something without numbers, as that's what much of D20 D&D is about :)
Righto. And I think it would be understood that players might receive partial scholarships to the Master's as part of the reward from an adventure or such, just like any other rewards (Frex, those Academyers who help with the Mega-Adventure).
 

Bront

The man with the probe
Rystil Arden said:
Academy Prodigy

Requirements: Int 17, Academy Graduate, Specialist Wizard with two Barred Schools (before taking this feat), Caster Level 2nd

Benefit: You were so diligent and talented while studying the Academy that you managed to complete a program in your specialty school and still take classes on six of the others. Choose one of your two barred schools. You may now cast spells from that school and add them to your spell list as if they were not barred, but your caster level for the chosen school is at -1 (which means that you will need to wait for the even level to gain access to spells of your highest level from that school unless you have another means to raise caster level).
YES

Given the 2 other requirements (High Int, and a throw away feat), I think it's just fine after thinking about it for a bit. However, I would not be adverse to requiring the other Accademy feats approved be a req (one of them obviously).


Rystil Arden said:
Academy Master

Requirements: Academy Graduate, Ability to cast level 3 spells, Special--must be accepted into the Academy's Master's program, including paying the GP cost

Benefit:

You have gained a Master's Degree from the Academy. Your graduate's cloak is replaced with the more prestigious Master's Cloak, which also has minor magical powers.

Additionally, your studies have provided you an enhanced mastery of all the spells you have learned. You can take 10 on caster level checks. Also, once a day, if you leave one of your spell slots open (without any spells prepared in it), you can use it to cast any spell you know of that level or lower. However, it takes one full round to cast the spell (like a Summon Monster) or the spell's normal casting time, whichever is longer. Because of the intricacy of the magical process, this ability cannot be used in conjunction with metamagic.
Still not 100% sure, but with a potential 12,000 gold initial cost, along with an interesting idea means I'll crunch more numbers. I think it's fine, along with the feat itself, but it requires the items to be approved, so I'll have to read deeper into those.

Rystil Arden said:
Academy Magus

Requirements: Academy Graduate, Academy Master, Ability to cast level 4 spells, Speak Language (Ancient Medibarian), One Metamagic Feat or one of Craft Wondrous Item, Craft Arms and Armour, Craft Construct, or Forge Ring, Special--must be accepted into the Academy's Magus program, including paying the GP cost

Benefit:

You have gained the rank of Magus from the Academy. In many situations, common folk with treat you with great respect and regard, and even nobles will generally at least pay attention. This could result in circumstance bonuses at the GM's discretion.

You gain access to the Magus's Staff, a special arcane nexus available only to the Academy Magus. It serves as a symbol of rank.

You gain an additional ability depending on your area of expertise--

Mordrue--Your obscure lore gives you additional insights into just about everything. When casting a Divination spell, you may choose to glean an additional detail that will help you in the current situation. Make a Knowledge Check with the appropriate Knowledge, DC 10 + 2*spell level. If the check is successful, you can declare a specific type of skill check, ability check, attack roll, or save (for instance, Diplomacy check or Reflex save). Apply an insight bonus equal to the Divination spell's level to your next roll of the declared type within 24 hours. You can only have one of these insights pending, so if you activate a new one with another divination spell before using the first, the first pending bonus is lost.

Omega--You are a master of analysing magic items. If you have cast Analyse Dweomer on a magic item to fully understand its magic, you may now use Intelligence rather than Charisma for Use Magic Device checks with respect to that item. Additionally, if you succeed at activating such an item, you can memorise the arcane pathways you used, and for the next 24 hours, you automatically succeed if you try to activate it again.

Sice--You have mastered the abilities to transform matter and harness the mysteries of life and death. Whenever an opponent is required to make a Save against your Transmutation or Necromancy spells, whether or not they succeed, they are sickened for one round as the residual effects play through their bodies. Whenever you cast a beneficial Transmutation or Necromancy spell on yourself or an ally, you may choose to grant all targets of the spell a +2 Circumstance Bonus to attack rolls, saving throws, and skill check for 1 round as you alter their body and life essences in just the right way to get them through their current situation.

Daryne--You have mastered the energies that play through the universe and power the effects of Evocation and Illusion spells. When casting a spell that deals energy damage, you may choose for 1 damage per damage dice to become untyped magical damage (and thus they are not affected by Resist Energy and the like).

Generalist--You have a deep understanding of all types of magic. This allows you to gain an extra spell slot per day of your highest level available. As you gain access to higher magics, the spell slot switches to the new highest spell level.
I think the Generalist one should be 1 level lower than highest level. I generaly like the others.
 

Rystil Arden

First Post
Bront said:
YES

Given the 2 other requirements (High Int, and a throw away feat), I think it's just fine after thinking about it for a bit. However, I would not be adverse to requiring the other Accademy feats approved be a req (one of them obviously).


Still not 100% sure, but with a potential 12,000 gold initial cost, along with an interesting idea means I'll crunch more numbers. I think it's fine, along with the feat itself, but it requires the items to be approved, so I'll have to read deeper into those.


I think the Generalist one should be 1 level lower than highest level. I generaly like the others.
I think the Generalist one should be 1 level lower than highest level. I generaly like the others.

Remember, the Generalist has to be a Generalist, so giving them good stuff makes sense (a WotC product gives a similar ability to PHB elven Generalists for free, but of course PHB Elves are more-or-less the worst Wizards in the PHB besides Half-Orcs already and are supposed to be favoured class Wizards). Also, recall that we just gave the Specialist back one of their barred schools if they took Prodigy (and Mordrue's Lore Diviner/Abjurers already have only one barred school without that feat), so I'd say let's be nice to generalists. I'll admit that the Academy has very few Generalist Magus-ranks, so I'd be willing to move it down because it doesn't affect anything right now in order to get the feat to pass for everyone else, but I do think we shouldn't move it down. Think of poor Tommy!

Given the 2 other requirements (High Int, and a throw away feat), I think it's just fine after thinking about it for a bit. However, I would not be adverse to requiring the other Accademy feats approved be a req (one of them obviously).

I guess you could make Mordrue's Lore and the equivalents be a prereq, but it makes sense to me that someone who took the time to make sure to pick up seven out of eight schools might not always also be able to graduate with a double major as well. That would be truly remarkable (and would indicate that the PC is totally dedicated to the Academy and is a human, since she spent all her feats on it!), but it probably shouldn't be strictly required.
 



Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top