Academy of the Chromatic Order--Higher Level Advanced Studies

Hi everyone. Some conversations in the SitS thread made me realise that we have a desire for higher level degrees and recognition from the Academy now that characters are reaching higher levels. Thus, I propose to you the following additional Academy feats. I'll post descriptions of the two items mentioned later. I think that having continued attachments, recognitions, and an RP-based place in the world for our characters is really cool, and I'm looking forward to seeing 'Magus Ignatius O'Reilly', among others!



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).



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.



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.

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]

The Master's Program costs at least 12000 Gold to complete, though a scholarship may apply as a reward for roleplaying or an Academy-related mission. All of the cloaks are under 10000 GP in value (the Generalist's is the most expensive, at 1000 for resistance (no additional cost for adding resistance to a cloak) + ~2000 for comfort (base ability) + ~1500 for always-on Detect Magic (continuous 0th level spell is 1000 x1,5 for multiple abilities) + ~4000 for spells (worse than a 1st and 2nd level Pearl of Power because of the limitation in schools, and Pearls of Power are usually slotless, so adding as a multiple ability is free) = 8500.
 
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Wik

Visitor
Alright. I haven't fully looked over the last feat, but the middle one seems a bit "much".

Being able to take 10 on CL checks is HUGE, in my experience. We've had fights where the PCs needed to roll an 8 or higher to overcome SR - with this feat, SR becomes useless.

Being able to take 10 on CL checks should be a feat by itself, yet there's more added to it.

Free Magic Item (Granted, I imagine it's low magic, but still) is iffy, though something tells me it's offset by the GP prerequisite. The free spell slot is a huge bonus, though - and one that has a feat of it's own in Complete Mage. Really, actually, I think both the take 10 and the free spell slot are feats I've seen in WotC products - by themselves. And both of those feats are good enough that I've seen them taken during regular play.

So, really, you're taking two very good effects, lumping them together, and adding other benefits.

Sorry, it just seems too much for me.

The first feat is great, though. I really like it, and if I were a judge, it'd get my vote.
 

Bront

The man with the probe
I like them.

Academy Prodigy: I think this should be limited to 1 spell for every 2 levels. (So a 6th level Prodigy could learn up to 3 spells from a barred school) particularly because, at higher levels, the -1 caster level is less significant, particular if a spell already has a level effect cap.

Academy Master: What's the GP cost? Not a dealbreaker, but it should be detailed somewhere. I don't think the single spontanious spell should prove to be a problem, and with all the other reqs, it's not unreasonable.

Academy Magus: The Mordue and Omega powers seem to be lacking compared to the other three.

Also, can any of these be taken as a Wizard Bonus Feat?
 
Wik said:
Alright. I haven't fully looked over the last feat, but the middle one seems a bit "much".

Being able to take 10 on CL checks is HUGE, in my experience. We've had fights where the PCs needed to roll an 8 or higher to overcome SR - with this feat, SR becomes useless.

Being able to take 10 on CL checks should be a feat by itself, yet there's more added to it.

Free Magic Item (Granted, I imagine it's low magic, but still) is iffy, though something tells me it's offset by the GP prerequisite. The free spell slot is a huge bonus, though - and one that has a feat of it's own in Complete Mage. Really, actually, I think both the take 10 and the free spell slot are feats I've seen in WotC products - by themselves. And both of those feats are good enough that I've seen them taken during regular play.

So, really, you're taking two very good effects, lumping them together, and adding other benefits.

Sorry, it just seems too much for me.

The first feat is great, though. I really like it, and if I were a judge, it'd get my vote.
Keep in mind that the GP requirement is Greater than the cost of the Magic Item. Also, the prereq feat Academy Graduate is a filler feat that does basically nothing (+2 to two skills), so if you look at the two feats together, it's really not very much (particularly with the fact that the empty slot requires an entire round to cast).

If you look on the Rules Forum or other places, I'm usually the first who will cry foul when I think something makes SR useless. Being able to take 10 on caster level checks does not do so. Most significant enemies will have more SR than that--you'd need to stack Greater Spell Penetration with this (and that costs you tons of feats), and it still only works on level-appropriate SR-using enemies, not things way out of your league.

As to the last bit, keep in mind that it requires an entire round. The WotC equivalent is just a full-round action. Casting for one full round (and all the disruption chances, etc) is a MASSIVE added cost.
 
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Bront said:
I like them.

Academy Prodigy: I think this should be limited to 1 spell for every 2 levels. (So a 6th level Prodigy could learn up to 3 spells from a barred school) particularly because, at higher levels, the -1 caster level is less significant, particular if a spell already has a level effect cap.

Academy Master: What's the GP cost? Not a dealbreaker, but it should be detailed somewhere. I don't think the single spontanious spell should prove to be a problem, and with all the other reqs, it's not unreasonable.

Academy Magus: The Mordue and Omega powers seem to be lacking compared to the other three.

Also, can any of these be taken as a Wizard Bonus Feat?
I really think that the fact that the -1 penalty is less major at higher levels is fine. By then, the added benefit of the extra slots for specialising is also lessened. Plus, Specialists other than Diviners were a bit screwed by 3.5 anyway (poor Necromancers most of all).

As for the Magus abilities, funny, I thought Mordrue's might be the strongest, and definitely makes casting Divinations in combat more appealling (now when you have to waste a turn casting True Seeing to see the invisible enemy, you can also get a nice bonus to a roll too--yay!)
 

Wik

Visitor
Fair enough. That being said, were I the GM, I wouldn't allow the feat. I'm really against taking 10 on CL - I'd allow it as a feat by itself, but not coupled with many other things.

And casting time is only a problem if you're in a fight. Taking a spell slot open VASTLY improves the utility of a mage outside of combat.

But, yeah, I have no say in passing it, and you've got one judge on your side, so that's cool.
 
Wik said:
Fair enough. That being said, were I the GM, I wouldn't allow the feat. I'm really against taking 10 on CL - I'd allow it as a feat by itself, but not coupled with many other things.

And casting time is only a problem if you're in a fight. Taking a spell slot open VASTLY improves the utility of a mage outside of combat.

But, yeah, I have no say in passing it, and you've got one judge on your side, so that's cool.
I guess it depends on what you use a lot in your games. I know that in my games, if there is SR at all, the PCs would usually cause themselves to auto-fail if they tried to take 10 on the caster level check, since the enemy usually has more than 10 + their level in SR (frex, a Drow of the PCs' level will have 11 + their level in SR), so it mainly only helps on mooks.

And if you are out of combat, you can already just spend ten minutes and prepare a new spell, if time is not an issue. The only time you'd need this feat is in combat, and in combat, one full round is a big price to pay.
 

Bront

The man with the probe
Wik said:
And casting time is only a problem if you're in a fight. Taking a spell slot open VASTLY improves the utility of a mage outside of combat.
It's still one slot though.

I might like it a bit better if the casting was actualy as if the spell was one level higher than it actualy was (Basicly a Metamagic +1 level effect to have the slot free). So leaving a 4th level spot free would let you cast a 3rd level spell.

It also might be good to specificly state no metamagicing the open slot.
 
Bront said:
It's still one slot though.

I might like it a bit better if the casting was actualy as if the spell was one level higher than it actualy was (Basicly a Metamagic +1 level effect to have the slot free). So leaving a 4th level spot free would let you cast a 3rd level spell.

It also might be good to specificly state no metamagicing the open slot.
That would be horrifyingly useless unless you could actually fill the slot and swap it out rather than leave it empty--otherwise you're saying 'I'm so terrible at selecting spells that having a lower level spell on the fly is better than having one of my real spells'.

As for disallowing metamagic, I could see that. Right now, if they do try to apply metamagic, it would definitely add a second round to the casting time, as per the rules of spontaneous casting and metamagic. Of course, it's hard to even have many Metamagic feats if you want to take the Academy feats promptly.

And yeah, with only once per day, it's just a nice little perk--it doesn't allow more power either (like the 1/day Sudden Metamagic, which, while just 1/day, are still troublesome), it just lets you have what you need when you need it every once in a while. It's a nice parlour trick, but it doesn't increase power overall.
 

Bront

The man with the probe
Rystil Arden said:
That would be horrifyingly useless unless you could actually fill the slot and swap it out rather than leave it empty--otherwise you're saying 'I'm so terrible at selecting spells that having a lower level spell on the fly is better than having one of my real spells'.
In combat, there are many 3rd level spells that are a bit more useful than 4th level spells.

But I can understand that being a bit of a limit.

The Metamagic thing is to keep sanity and limit excessive versitility (If you need a Maximized Empowered Magic Missile, you'll have to memorize it)
 
Bront said:
In combat, there are many 3rd level spells that are a bit more useful than 4th level spells.

But I can understand that being a bit of a limit.

The Metamagic thing is to keep sanity and limit excessive versitility (If you need a Maximized Empowered Magic Missile, you'll have to memorize it)
I thought of that too after I posted, but I'm sure you realise that the 3rd/4th level discontinuity where many 4th-level spells aren't so great is a fluke, right? I'd certainly never sacrifice a 9th, 8th, or 7th level slot at the beginning of the day for an unspecified spell of one lower (in the heat of the moment, I might on a few days want to do so if it was a swap-out, but on most days, it wouldn't be worth it).

For the Metamagic thing, I doubt anyone would want to cast for two full rounds to get the Maximised Empowered Magic Missile, but I'm happy to add that clause to it. I'll go do that right now ;)
 

Manzanita

Visitor
I like these feats & their connection to an existing LEW organization. This is the sort of addition LEW needs. I'll have to think about them more, though, before commenting further.
 

Trouvere

Visitor
I think Academy Prodigy might be overpowered, at least by comparison with other means of accomplishing similar things. The two that spring to mind are:

(1) the transmuter Spell Versatility variant, which allows a transmuter to pick one single spell and treat it as a transmutation spell at each of 5th, 10th, 15th and 20th levels, at the cost of not gaining wizard bonus feats

and

(2) a series of 3 feats in Lost Empires of Faerun. The first can be taken at 1st level and adds one spell from a prohibited school. The second feat requires the first feat and 5th level, and allows the use of items from prohibited schools. The third feat requires the second feat and 10th level and finally gives full access to everything from one prohibited school.

Academy Master is Alacritous Cogitation plus. The CharOpt people thought AC was the bee's knees, but I'm not sure how much of that was their wilful misinterpretation of the casting time clause to allow casting 24 hour casting time spells in 1 round, which errata has fixed. It's still situationally very powerful.

Beyond any specific criticisms, I have a vague philosophical objection to the idea that in a world with a diameter of 25,000 miles, the only wizards who can ever accomplish these things are those from this one Academy.
 

covaithe

Visitor
Is there any intent to allow characters to retcon some of their previous choices to allow access to these feats? My wizard would have been interested in Academy Prodigy, had it been available at character creation, and would have specialized accordingly. As it is, he chose to be a generalist rather than be barred from two schools.
 
Trouvere said:
I think Academy Prodigy might be overpowered, at least by comparison with other means of accomplishing similar things. The two that spring to mind are:

(1) the transmuter Spell Versatility variant, which allows a transmuter to pick one single spell and treat it as a transmutation spell at each of 5th, 10th, 15th and 20th levels, at the cost of not gaining wizard bonus feats

and

(2) a series of 3 feats in Lost Empires of Faerun. The first can be taken at 1st level and adds one spell from a prohibited school. The second feat requires the first feat and 5th level, and allows the use of items from prohibited schools. The third feat requires the second feat and 10th level and finally gives full access to everything from one prohibited school.

Academy Master is Alacritous Cogitation plus. The CharOpt people thought AC was the bee's knees, but I'm not sure how much of that was their wilful misinterpretation of the casting time clause to allow casting 24 hour casting time spells in 1 round, which errata has fixed. It's still situationally very powerful.

Beyond any specific criticisms, I have a vague philosophical objection to the idea that in a world with a diameter of 25,000 miles, the only wizards who can ever accomplish these things are those from this one Academy.
The -1 caster level is a rather substantial penalty. I could see maybe making it -2. That's a big penalty--it means you're going to be a full spell level behind on that school, plus your caster-level related things will be worse.

Academy Master is not Alacritous Cogitation+ because it has pre-built into it the fact that ot won't reduce casting time, and also Alacritous Cogitation increases the cast time to full-round action (barely an increase, you just can't move), while Academy Master increases it to an entire full-round (major increase, lots of trade-off).

And it's not just all the Wizards from the Academy--it's even more specific than that: These are a rare few from the Academy. The idea is to do exactly as Manzanita noted--reward tying your character's fate to an existing organisation in the world, rather than what we used to have where each player came up with something totally distant and scattered, and we had a haphazard patchwork (frex, witness the fact that every Elan in our world except the first two have a totally different backstory for how becoming an Elan works). In a meta-context, I'd like to note that the 'Special' means, to me, that someone (probably me) gets to vet each character in a separate thread to make sure that they have all the Academy fluff straight. This goes further to make sure we actually get something cohesive (rather than just what we had before in slapdashery but they all just say 'Oh yeah, and I'm from the Academy').
 
covaithe said:
Is there any intent to allow characters to retcon some of their previous choices to allow access to these feats? My wizard would have been interested in Academy Prodigy, had it been available at character creation, and would have specialized accordingly. As it is, he chose to be a generalist rather than be barred from two schools.
Academy Magus: Generalist may be the most powerful of all the Academy Magus abilities (and the Generalist Magus Staff is pretty great too). By the time this passes, you may be close to earning that, and your patience will be rewarded. The other thing to consider is that if you specialise and take all the Academy feats, that eats 100% of all a human's feats through level 9 (except the Wizard bonus feat at level 5), and a non-human cannot do it. That said, it is true that Generalists at the Academy are rare, as it requires a great sense of focus not to get caught in one of the exciting specialised areas of research of your own House (what House was Tommy?)
 

covaithe

Visitor
Rystil Arden said:
Academy Magus: Generalist may be the most powerful of all the Academy Magus abilities (and the Generalist Magus Staff is pretty great too).
The penalty for specializing is that you give up access to two schools of spells. The penalty for generalizing is that you give up spell slots. Academy Magus cuts the penalty for generalizing somewhat, with some rather extensive prerequisites. Academy Prodigy at least halves the penalty for specializing; one could argue that it almost negates the penalty, since it's much, much easier to find one school to give up than two. And it can easily be taken at level 1.

And, what do these Magus Staff things actually do? "A special arcane nexus" doesn't say much, at least not to me.

Rystil Arden said:
That said, it is true that Generalists at the Academy are rare, as it requires a great sense of focus not to get caught in one of the exciting specialised areas of research of your own House (what House was Tommy?)
Or lack of focus, I suppose. It's not written down anywhere (since I hadn't read much background on the Academy when I wrote Tommy's background), but Tommy would almost certainly have been in Mordrue.
 
covaithe said:
The penalty for specializing is that you give up access to two schools of spells. The penalty for generalizing is that you give up spell slots. Academy Magus cuts the penalty for generalizing somewhat, with some rather extensive prerequisites. Academy Prodigy at least halves the penalty for specializing; one could argue that it almost negates the penalty, since it's much, much easier to find one school to give up than two. And it can easily be taken at level 1.

And, what do these Magus Staff things actually do? "A special arcane nexus" doesn't say much, at least not to me.


Or lack of focus, I suppose. It's not written down anywhere (since I hadn't read much background on the Academy when I wrote Tommy's background), but Tommy would almost certainly have been in Mordrue.
I meant to require caster level 2nd for Academy Prodigy (since having the spells at Caster Level 0 is meaningless)--good find; let me put that in there! Also, note that the Int requirement is nontrivial. I have found that most LEW Wizards will take the 16 Int to assign a few points elsewhere. This delays the Prodigy feat until level 6 (and at level 7, most Wizards qualify for Magus).

Also, I shall have to note that Diviners already had only one barred school. If you were Mordrue, you could have taken Academy Graduate and Mordrue's Lore at level 1 and been a Diviner/Abjurer with 1 barred school and no caster level penalties (saving yourself the feat of Academy Prodigy, actually). So if you were going to be in Mordrue, this new feat should not change your decision, as you would be foolish to take it.
 
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LogicsFate

Visitor
Mmmm, Magus Elise. Too bad she never saw herself as much of a Diviner.

Prereq.
17 int.
:\ *Shuffles off, comes back.* :D I knew I spent those extra 3 points for something. Maybe her time with Lasair has rubbed off on her and she might just open up to enchantment. Given the chance.

Is there any intent to allow characters to retcon some of their previous choices to allow access to these feats?
Though it looks like you won't have to worry about it, they have allowed retcons in the past fairly easily. My wizard was allowed to retcon her first feat when Acadamy Grad was approved.
 
LogicsFate said:
Mmmm, Magus Elise. Too bad she never saw herself as much of a Diviner.



:\ *Shuffles off, comes back.* :D I knew I spent those extra 3 points for something. Maybe her time with Lasair has rubbed off on her and she might just open up to enchantment. Given the chance.



Though it looks like you won't have to worry about it, they have allowed retcons in the past fairly easily. My wizard was allowed to retcon her first feat when Acadamy Grad was approved.
As an Abjurer, she picked the house of the four that was concerned with accumulating lore, often to help guide the present and protect the present from repeating the mistakes of the past (Mordrue). Mordrue himself was lore-focused foremost, so the abilities tend to be lore-focused (similarly, Omega's abilities are magic-item focused, etc).

But yeah, true enough about retcons.
 

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