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Cost of Attending Wizard School
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<blockquote data-quote="BlivetWidget" data-source="post: 7835361" data-attributes="member: 6912801"><p>Excellent points/questions.</p><p></p><p>[USER=6802284]@Al2O3[/USER] </p><p>Student work requirements would depend on the power of the masters, I suppose. For my setting, the masters have to be at least level 14 wizards (so they have all of their tradition features). So they're pretty high level and most mundane tasks can be handled by simulacra and unseen servants. In a lower magic setting, yeah, you'd need students or staff to handle all of that.</p><p></p><p>I think the best way (in my setting) for a student to offset their costs is to earn some coin in the nearby community. A novice who knows nothing more than the mending cantrip could probably fill their coin purse from a weekend in town fixing things for farmers and merchants. Or, if someone comes to the academy looking for the services of a mage, the masters might allow capable students to take the job. There are a lot of problems that can be solved with cantrips, level 1 spells, and some skill proficiency.</p><p></p><p>Yes, here's how I accounted for spell costs: Cantrips take time to learn, but there's no money cost because wizards keep them in their heads. The six Level 1 spells cost 50 gp each to put in a spellbook, so 300 gp, which is most of the 'Equipment' cost above (though I see now that 'Material' costs would have been be the more accurate term).</p><p></p><p>Yeah, I think being a Level 1 wizard requires the modern equivalent of a MS degree, which typically takes 6 years, so I'm quite happy with the result. It also happens to work out that my lesson plan is 12 'units', which divides into 6 years quite nicely.</p><p></p><p>[ATTACH=full]115017[/ATTACH]</p><p></p><p></p><p>[USER=6779196]@Charlaquin[/USER] </p><p>I think that would be a great idea for a super-high magic setting. My setting is more in the middle, so there are mage academies but probably no more than one in a kingdom. Plus I'm playing out my fantasy of being a wizard headmaster NPC quest giver, so I wanted everything under a single umbrella <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>Something like Eberron, where magic is everywhere, could definitely support that level of specialization. If that's more like your setting, I'd say go for it!</p><p></p><p>[USER=40176]@MarkB[/USER] </p><p>Ah, so it is! You're right, that's very interesting, because I used the Training <em>time </em>from XGE but my <em>costs </em>all came <em>a priori</em> from room, board, salaries, and equipment. That it boiled down to almost the exact same rate (cost/time) is hilarious and I didn't even notice it XD. I guess that means I'm not totally off in the weeds, but you may have just captured my essence as the guy who needlessly complicates even the simplest task just because he likes doing the math.</p></blockquote><p></p>
[QUOTE="BlivetWidget, post: 7835361, member: 6912801"] Excellent points/questions. [USER=6802284]@Al2O3[/USER] Student work requirements would depend on the power of the masters, I suppose. For my setting, the masters have to be at least level 14 wizards (so they have all of their tradition features). So they're pretty high level and most mundane tasks can be handled by simulacra and unseen servants. In a lower magic setting, yeah, you'd need students or staff to handle all of that. I think the best way (in my setting) for a student to offset their costs is to earn some coin in the nearby community. A novice who knows nothing more than the mending cantrip could probably fill their coin purse from a weekend in town fixing things for farmers and merchants. Or, if someone comes to the academy looking for the services of a mage, the masters might allow capable students to take the job. There are a lot of problems that can be solved with cantrips, level 1 spells, and some skill proficiency. Yes, here's how I accounted for spell costs: Cantrips take time to learn, but there's no money cost because wizards keep them in their heads. The six Level 1 spells cost 50 gp each to put in a spellbook, so 300 gp, which is most of the 'Equipment' cost above (though I see now that 'Material' costs would have been be the more accurate term). Yeah, I think being a Level 1 wizard requires the modern equivalent of a MS degree, which typically takes 6 years, so I'm quite happy with the result. It also happens to work out that my lesson plan is 12 'units', which divides into 6 years quite nicely. [ATTACH type="full"]115017[/ATTACH] [USER=6779196]@Charlaquin[/USER] I think that would be a great idea for a super-high magic setting. My setting is more in the middle, so there are mage academies but probably no more than one in a kingdom. Plus I'm playing out my fantasy of being a wizard headmaster NPC quest giver, so I wanted everything under a single umbrella ;). Something like Eberron, where magic is everywhere, could definitely support that level of specialization. If that's more like your setting, I'd say go for it! [USER=40176]@MarkB[/USER] Ah, so it is! You're right, that's very interesting, because I used the Training [I]time [/I]from XGE but my [I]costs [/I]all came [I]a priori[/I] from room, board, salaries, and equipment. That it boiled down to almost the exact same rate (cost/time) is hilarious and I didn't even notice it XD. I guess that means I'm not totally off in the weeds, but you may have just captured my essence as the guy who needlessly complicates even the simplest task just because he likes doing the math. [/QUOTE]
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