Redhurst Academy of Magic Student Handbook

You're one of the lucky few to be admitted to the finest institute of magical knowledge in the world: the Redhurst Academy of Magic! Tell your friends and family! The Redhurst campus--the only school that travels by teleportation--will be coming to pick you up soon.

Many hopefuls apply every year. Few are chosen. Those that make the cut have the talent to rise to the top. The deans of the eight schools of magic stand ready to impart their hard-won knowledge of magical manipulations to a whole new generation of up-and-comers. This year's class of super-students now includes you!

Be sure to pick up your very own copy of our exclusive student orientation guide. This tome delves into the details you need to know and prepares you for your first steps down the path towards ultimate power!

The Redhurst Academy of Magic Student Handbook features everything you need to bring this exciting setting into your fantasy world:

  • Up-to-date rules consistent with the latest revision of the d20 System.
  • New spells, feats, prestige classes, monsters, and magic items.
  • Official guidelines for using Redhurst in many existing fantasy settings:
    • Atlas Games' Nyambe and Seven Cities
    • Fast Forward's Dungeon World
    • Green Ronin's Freeport
    • Kenzer & Company's Kingdoms of Kalamar
    • Paradigm Concept's Codex Arcanis
    • Sword & Sorcery Studios' Scarred Lands
    • Sovereign Press's Sovereign Stone
  • More than two dozen fully detailed profiles of academy faculty, staff, and students
  • Dozens of full-color illustrations and detailed, multi-level maps.
 

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Redhurst is a hardcover that details the Academy of Magic. This book, the Student Handbook, is laid out like a brochure that any high school student might get from a high ranking college. It's minimal on the game stats and heavy on the role playing with numerous possibilities for adventure sprinkled liberally throughout the text.

Redhurst is broken into five chapters; Welcome to Redhurst, Campus Life, The Faculty, The Campus, The Schools of Magic, and several Appendices. The foreword by Margaret Weis is a strong sign of confidence that this book is something different and Margaret's introduction is in fiction, giving the book a nice fantasy feel right off the bat.

Before you get started reading though, you noticed red handwriting throughout the book. This is apparently from a disgruntled student who plots with an unnamed master to overthrow the school. These notes range from giving the GM numerous ideas to add spice to the campaign to providing facts not revealed by the handbook. Some of the comments are just out and out hilarious though as the comments appear on the credits page as well as the OGL page so we get stuff like “Isn't “d20” the name of the system you have me use to encode your notes about these cretins?” or , “These “Wizards of the Coast” seem to be everywhere.” Funny stuff.

The first element that kicks Redhurst off from a standard school is that it travels. It moves from place to place by nature of powerful teleportation magic. The next thing is that it provides pretty much everything that a standard school does from a history and background of the school, to sports, excursions, games and drama. They even manage to poke fun at rpgs with their games as they have the Grand Adventure Game, where “the students dress in the garb of adventurers about to venture into the dark, dungeons once controlled by an evil wizard-king, but now overrun by the monsters he once experimented upon.”

The material on the faculty gives the reader a good run down of the notables of the school. This ranges from the secretary and chief of security, to the various deans of the eight schools of magic. Each one has background information and current doings with game information pulled off in another box to prevent the fiction from hitting the mechanics. This works well as you can easily find what you're looking for. The stats look 3.5 with alchemy being a craft school and specialty wizards having two prohibited schools, save for divners who only have one prohibited school.

The most interesting feature of this section isn't the faculty themselves, as all are painted picture perfect, but the side notes that range from this person is actually a lycanthrope to this person uses goblins in the soup. These notes provide a nice counter balance to the almost bland goodness that the school is selling the prospective students. It also provides the GM with the opportunity to run Redhurst as it's written or to run an 'evil' style Redhurst where backstabbing and secrets run rampant.

The section on the campus deals not only with information on the security and mobility of the campus, but also the specific locations detailed on the four pages of maps. The Academy has four floors and over fifty locations detailed out for the reader. These details provide characters, plotlines and current happenings and like the rest of the book, are heavy with ideas. Because the campus moves from place to place and plane to plane, there are areas provided for a GM to put special characters that he can use to move the campaign forward in a number of different methods.

Perhaps my favorite part of the book is the material on the different campaign settings that the campus visits. The following are all covered, Arcanis, Battle City (Seven Cities by Atlas), Dungeon World, Freeport, Kalamar (Geanavue), Nyambe, Sovereign Stone (Loerem), Scarred Lands (Hollowfaust). Often with a full page of ideas and information that ties well into the actual campaign setting as opposed to being a sentence or two about Redhurst being here or being banned from there. There are numerous other little entries but these refer to the native Redhurst setting, providing the GM enough material to have a good feel for the world.

I think one of the reasons I like this is that it allows you to mix and match to you're heart's content. I also like the fact that what they do here makes sense. I know, you're thinking, “Dungeon World isn't really a campaign setting as much as a prison.” and that's true, which is why the academy is looking for ways to free those cursed souls. An innovative idea that gives Dungeon World another avenue of escape while tying it into the multiverse.

The material on the schools of magic is very light on game mechanics, sprinkling some low level signature spells from each school throughout the section. The real information is in the classes and tutors, the expectations and class descriptions. It allows a GM to use the merit system latter introduced as well as add more detailed notes about the characters who run the academy, both the deans and the lesser teachers, all carefully counter balanced by the side comments.

Each school has background information and includes the dean who founded the school, so we get Aegis School of Abjuration for example, the crest, the maps and the information not only in terms of classes and teachers, but also the year that the student is expected to take them and whose teaching them.

In terms of game mechanics, they've wisely put them at the back of the book. There are little spells and magic items staggered through the book and the stats for the NPCs are listed with the faculty, but the majority of the game material is in the back. The information also includes what levels the characters should be when they join, what level when they leave, and some options for them that are both mechanical and role playing based.

The material ranges from new spells, feats and PrCs, to a method of handling experience points based on merits. Merits are worth experience points and characters get them from successfully completing classes. This is an interesting twist on gaining experience from methods other than fighting and is something I've long looked for in a d20 product, having only seen something similar in the book Experts. Students are also expected to do some adventuring on the side here and there so they may actually be higher then 3rd level when they graduate.

One example of role playing paying off is students who successfully graduate get the Redhurst Alumni feat for free, providing a +4 circumstance bonus to Diplomacy checks versus other Redhurst Alumni. One example of game mechanics, is not having to declare a specialty school until you reach 2nd level, and then having the ability to switch it again at 3rd level.

Redhurst is bold because it's not the standard format. It may not be the first product to do so, but it's the first RPG product that I've seen use a landscape format. The text flows easily and the notes on handwritten notes aren't a problem to read. The layout is very strong and the full color illustrations mixed with the black and white line drawings add a touch of superior presentation to this product that many RPGs can't compete with.

One of the things I didn't like about Redhurst were the maps. While they're effective in providing an idea of the layout and size of the campus, they're not good game tools, being rather pretty pictures instead of maps with grids on them. The scribbles, while highly entertaining are also too limited and tend to repeat themselves in terms of kill, blackmail, discredit, Redhurst is greedy. Fun to read and an excellent counter point to the literature that the book is, but more variety is needed.

Redhurst is also high magic. It's not that they go over and take out cities or conquer the planes but the low powered stuff, like flying brooms and floating balls of light, are everywhere. If you're running a low powered campaign, Redhurst is going to be out of place. This isn't a fault of the book as that's what it's designed to do, but it's something to be aware of. Lastly, the game mechanics, while not weak, certainly don't make this a top d20 book if you're looking for numerous PrCs, feats, new legendary PrCs, high level spells, powerful magic items or other elements that you'd associate with a high magic setting.

Redhurst is the perfect type of game book for those friends you have who are highly imaginative and like reading fantasy fiction as it's a well crafted book. By keeping the game stats minimized, they've made the book perfect for almost any game system. By making Redhurst a movable academy, they've allowed GM's using any campaign to insert this book into their campaign with as much or as little effect on it as they want.

Redhurst is for the GM considering an all magic campaign and a great resource for those who want to expand the role of magic in the setting.
 


There are a lot of d20 products. A whole lot of d20 products. Yet despite this, there have been relatively few original products. This is one of those few original products.

Basically, The Redhurst Academy of Magic is a student handbook for a magical college, written completely in character. While it's not the first d20 book based on a magical college (that would be the excellent adventure "Unhallowed Halls" from Atlas games), it's the first that seems to be aimed at players as students.

While I call it a college, and that is what it resembles the most (I think), it's a bit vague on what age the students they accept are. It says "We prefer to take on students in their formative years, before their coming of age...". Is that 18? 21? Or like in Star Wars, where 10 years old is too old to be trained as a Jedi (in Episode 1). I guess they left it vague on purpose, so you could run anything from Harry Potter to Spellcasting 101.

It's also something of a "meta-setting", in that it really can be used in just about any d20 setting. While it is a college that teaches magic, it also happens to be a college that is magic as well. It travels throughout space, kind of like the Tardis. Several existing settings from a variety of companies are mentioned - Freeport, Nyambe, Kalamar, Sovereign Stone, Scarred Lands, and a few others. (The tie-ins with Freeport and 7 Cities are the best, presumably because the author of this also worked on those as well, though this is much more pun free than either of those products).

The first thing that is noticeably different, is that it's sideways. Rather than the typical book, in which the long part is vertical, in this case, the long part is horizontal. (Landscape, I think this is called).

Why exactly was this done? Beats me. The student handbook to the college I went to was like a normal book. (But then again, I went to an "Institute of Technology", not an "Academy of Magic"). But it's kind of neat. Its a hardcover, and also has a binding that lets it stay open, or flat on a surface, like a textbook. The physical quality is very high, probably the highest I've seen for a d20 book.

The second noticeable thing, is that the book is entirely in color. And that besides the normal text that makes up the guide, there is also red text in the side margins, by an anonymous annotater, commenting on the contents of each page. This largely serves as a "GMs Section", in which various secrets are revealed.

The whole college is mapped out quite well. There are maps for the 4 different stories of the college on the inside cover, and something like 50 locations are decribed. The only place I think it's lacking is recreational areas for students. Neither of the bars in the place seem suited to be a student hang-out.

It's a Wizardry college, and in D&D, there are several "schools" or sub-areas of magic, like "Conjuration", "Necromancy", "Abjuration", etc, and Wizards can specialize in a certain area. So in Redhurst, each school of magic gets it's own "School", which is more or less like it's own department. For each school, the Dean and Assistant Dean are described and statted, and a couple of the other professors get described but not statted. And there are descriptions of the classes each school offers (more or less like a course catalog for a real college).

For instance, the Necromancer school offers "Anatomy for Humanoid and Monstrous Creatures", "Graveyard Exploration 101", "Magic Powders 101", "Monster Identification 101", and "Morals and Ethics 101".

Most students are expected to pick one area of magic to specialize in, but they don't have to.

There are only about 6-7 pages or so devoted to rules material, and this is in the back, as sort of an appendix. For the most part, I think this is a good thing - while there are only a few new feats and prestige classes, they really weren't needed.

There are very basic rules for running a wizard school campaign. Graduation from Redhurst with a basic degree takes 3000 merits (and they leave as 3rd level Wizards). Each class they take earns them 100 merits, and they take 6 classes a year (on average). But there are no rules for actually passing/failing the classes, so you'll have to come up with something on your own.

Rather than come up with rules for students starting from 0 level (or something similar, like being able to trade in commoner levels for PC levels, like in my own house rules), students are assumed to be 1st level wizards.

It's fairly high level - many of the staff are 20th level or so, but nothing epic (it also uses the 3.5 rules as well). So it's suitable for most settings, though might be out of place in low powered ones, and a bit ordinary in high powered, epic settings.

Besides the academic aspects, there is some coverage of the students' social lives. As mentioned, Redhurst travels from plane to plane, and so they often take field trips. They also play a game called "Spellflag", which seems to combine capture the flag with magic and football.

It's a beautiful book. The cover painting is good, but is actually much darker in person than on their website. It's of a young woman (who bears a slight resemblance to Willow from Buffy the Vampire Slayer) with a gravity defying bosom, dressed in somewhat punk-ish looking clothing.

Most of the interior art is excellent, though all of the pictures of halflings are quite odd. In one picture, the halfling is a mishapen dwarf like creature, in another, the halfling in question looks like a miniature version of "The Beast" from the Beauty and the Beast TV show.

While it's a very neat product, there are some downsides. First off, because it's presented exactly like a Student Handbook, a lot of the details are left vague. There are descriptions of the main faculty members, but if you want to run a game there, you'll have to come up with all of the students yourself. And presumably the lesser teachers and staff (I'm not sure of the demographics of the students, but I don't think those listed would be enough to teach in a real college, even small one). It would be cool if there were a Redhurst mailing list for DMs thinking about running a Redhurst campaign to exchange students and the like.

Similarly, the maps in the book look nice, and would serve to guide you to a location, but perhaps aren't great for role playing purposes. They're more or less to the kind of maps you see in mall kiosks (the "You are here" sort of thing)

Secondly, because the red comments in the margins serve as a way of telling secrets and other DM info, or at least things the PCs should pick up from rumor, you can't actually let the players read the book as a student handbook. It would spoil some things for them. It would be nice to have an un-annotated version for players. Though now that I think about it, it wouldn't be too hard to make one of those yourself, as all the comments are in the margin. You could just duct-tape over them, or perhaps cut out the outer margins.

A couple of settings Redhurst visits are problematic, and perhaps only included because they are affiliated with Fast Forward. For instance, the Sovereign Stone setting is mentioned, but while that is d20, it features an entirely different magic system than regular d20/D&D (including no clerics), and entirely different character classes. And alignment doesn't exist in the setting. When the college visits there, does everyone's alignment disappear? Do their classes change? Does the regular d20 magic still work (especially clerical)?

More annoying, the entry on Dungeon World felt more like a commercial than anything else, and a bit jarring. Like in a movie, where all the soda can are aligned mysteriously so their name and logo are showing.

(Also as a note, if they got permission from the various companies to use the settings, and apparently they did, they really shouldn't have included those books in the OGL. That's for open content only. And one book they use a setting from wasn't even released under the OGL, period, Kenzer has a D&D license for Kalamar)

As a work of art, it gets an A. As a gaming supplement, it's closer to a B. While there's no mention of it in the book itself, I hope Redhurst becomes a product line, it really deserves to be one. (I know it's getting some web enhancements.)
 

I flipped through this book recently and it looked visually impressive, but the tie in for Kalamar was weak.

It linked it to Geanavue - which in the Kalamar world happens to be a city that is anti arcane magic and is specifically listed as having no organized presence of mages and few mages who openly admit to such.

It should have considered Bet Kalamar, the College of Magic in Pekal, or perhaps a large city such as Zha-nehzmish or Zoa.
 

My guess is they picked that city simply because it has a city book for it, written by a big name.

Most of the cross-overs were somewhat weak, I thought.


(Anyway, actually, I was wrong, apparently one of the wizards in the college is Epic, though he's "only" 22nd level.)
 

Redhurst: Academy of Magic

Redhurst: Academy of Magic is the inaugural product of the new design house, Human Head Studios. The book details a somewhat "Hogsworth"-like institution of learning regarding the magical arts.

Redhurst: Academy of Magic is written by Matt Forbeck, Seth Johnson, Timothy S. Gerritsen, David Gulisano, and Paul Tutcher.

The book is written using 3.5 standards.

A First Look

Format: 160 page full color hardcover book; $29.99. The book is printed in landscape format; the spine is at the bottom of the picture you see at the right.

Art: The cover of the book is dark brown with a faux leather look. The cover illustration by Shaun Absher and Nichol Norman is a very nice picture of a reclining lady wizard with a glowing object levitating above her palm.

The interior is full color with a light parchment-tone background. The interior is packed with quality art by Kyle Anderson, Tim Bowman, Steven Daniele, Jeff DeWitt, Mike Dutton, Larry Elmore, David Gulisano, Shane Gurno, Ted Halsted, Bret Hawkins, Jason Hill, Greg Marshall, Matt Mitchell, Nichol Norman, Jim Pavelec, Randy Redetske, Rebecca Rettenmund, Steven Sanders, Shawn Sharp, James Sumwalt, and Eli Quinn. Most of the art is color, though there are some ink drawings. Most of the artwork is appropriate to the topic and very nice done and detail. There are a few pieces that look a bit sub-par compared to others in the book, and a couple of pieces sort of seem an ill fit to the topic of the book (such as one illo that looks like it comes from a Frazetta Conan painting) or the alleged subject (such as one illo of an elven wizard that looks nothing like an elf).

Cartography is by Jeff Lahren. The maps are visually striking. The end leafs are used to depict the outside view and three levels of the Redhurst campus, and sections of the map are cropped and blown up in the "specific locations" section of the book.

Layout: The book uses a two column format with red writing in the sidebars (see below). The body text font is moderate sized, though the lines and paragraphs are fairly closely spaced. Game mechanics/OGC material are offset in attractive parchment-bordered shaded sidebars. An all mechanical section in the back has smaller type and has four columns.

A Deeper Look

Redhurst: Academy of Magic presents itself as a handbook for new students attending the academy. With the exception of sidebars with mechanics, it follows this facade throughout the book, right down to the foreword by Margaret Weis. This supposed student's handbook introduces the hypothetical erstwhile students to various details of academy life, such as traditions, rules and regulations, the various sections of the school, staff members, and more.

The illusion of the book does not stop there, however. The story seems to be that we hapless customers have fallen upon a copy of the book that has some notes in the margin scrawled (or rather, printed in a rather handwriting looking font) in the margin. These observations provide some cynical (or even paranoid) insights written from the standpoint of a nameless villain who obviously has something against Redhurst, and his notes are addressed to some co-conspirator who intends to bring the academy down.

Amidst all this banter, you will find a variety of important pieces of information for the purposes of using Redhurst as a setting, such as the rules that prevail at the school, living arrangements, graduation requirements, extracurricular activities the characters might find themselves involved with (such as the magical capture the flag variant spellflag.

A section describing the staff to the hypothetical student readers provides the background of a number of significant NPCs at Redhurst. Each NPC also has a sidebar with statistics. The statistics appear rigorously done, and many take advantage of new features in the revised system rules, such as the archmage, eldritch knight, and mystic theurge prestige classes.

Redhurst's classes are split into different schools, each corresponding to the schools of magic as they exist in the d20 System. In the staff section, major staff members of each of these schools is described, and later in the book, map details and details of course that a character might expect are called out, such as "scribing scrolls", "a first look at second sight", "basic enchantments" and so forth.

Each school also has a number of "signature spells" that are described in the main text, and are defined either in the sidebar or the appendix in game terms. Many of these spells are rather more utilitarian and less combat oriented than many spells you see in d20 System products.

Though many mechanical tidbits exist in sidebars throughout the book, the bulk of the mechanics text is gathered in 6 pages in the back, including game details about being a student at Redhurst as well as new feats, magic items, spells, and two new prestige classes.

The first thing that bugged me about game requirements was that it requires all students to have an intelligence of 16 or higher. This seemed a bit high to me for two main reasons. First, if your GM happens to prefer the standard stat block, no student PC could qualify, since 15 is the best score in a standard array. Second, it seems that this would minimize the latitude for variety if you want to play a game in which all PCs are students at Redhurst. Not everyone wants to be Hermoine.

A few other variants exist to highlight the nature of the school. PC wizards at Redhurst are not required to choose a specialty immediately, being able to put off selecting a specialization (if any) until 2nd level and allowing it to change at third level. Sound like anyone else's college experience?

Another major variant to make such a game possible with the d20 System rule is the use of merits and demerits. Merits replace experience points while being educated at Redhurst. Each course the character completes is worth 100 merits, though some extracirricular activities are worth merits too. Of course, you can get demerits too, reducing your total. This mechanism also goes a long way towards realizing the Harry Potter feel the authors were going for, and creates a mechanism to remove monster bashing from the equation where Redhurst is involved.

The prestige classes herein are the Blue Oracle and the Circle of Protection (or Protector of the Circle, depending upon whether you believe the header of the text or the table.) The former is sort of a divination specialist, and the latter is handy at abjuration. The blue oracle seems designed to correct the weakening of scrying that the 3.5 rules revision wrought by inflicting negative penalties on the saves of the target of scrying. Both seem engineered to make powerful spells of the concerned schools available earlier, possibly to slant the emphasis of magic at Redhurst away from destructive spells.

One feature of the book everyone is talking about that I personally don't see much value in is the inclusion of details on several cities from settings by various d20 System publishers, such as Arcanis, Kalamar, Freeport, Battle City (from Altas' Seven Cities, Nyambe, Loerem (of Sovereign Stone), and Hallowfaust (of the Scarred Lands setting.) Most of these entries take up a good page each, including a illustration cribbed from the sourcebook in question. The premise behind these entries is that Redhurst regularly "translocates" between each of these locations, which is an approach I found a little over the top.

The entries describe each of these locales and defines the relationship between the locals and Redhurst. This is great if you are running one of those settings, but even if you are running one, unless you are tolerant of the "crossworlds" concept, you are left with several pages of useless material. If you use the two most popular choices for d20 settings (i.e., homebrew and Forgotten Realms), all of them are useless. I think that while this section has some use, each city deserved a much smaller space in the book.

Conclusion

Overall, Redhurst is a very strong book, with a strong Harry Potter-esque feel to it. It does a good job of fitting the campaign model to the system in a minimal amount of space. The bulk of the book is "fluff", but well written fluff. Finally, the presentation is very nice and the rules material is top notch.

Overall Grade: A-

-Alan D. Kohler
 


While I agree for the most part, two of settings it moves to are designed to fit into generic/homebrew worlds (7 Cities and Freeport). I use both in my homebrew world, which made fitting it in a breeze. Of course, YMMV.
 


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