| Post/Author/DateTime | Post |
|---|---|
| Abicus Acton09-19-05, 05:35 PM | Conscientia, the Academy of Magic is a place for spellcasters of all alignments to increase their knowledge of arcane and divine lore. Students learn from more experienced spellcasters, and members share their knowledge with one another for mutual benefit. Anyone is free to join. Currently, the Academy of Magic supports learning for Wizards, Clerics, and Mystic Theurges (those who specialize in both arcane and divine magic). Currently, there are no membership fees or tuition costs for classes. So, people can join and enjoy the Academy's resources for free. However, this may change in the future if the costs of classes and the Academy's other benefits are too much to handle. Noticeboard 19 September 2005 Looking for founders to support Conscientia, the Academy of Magic. See post 31 for details. 19 September 2005 Looking for instructors. See post 31 for details. 19 September 2005 The Academy becomes part of the Council of Archmages 2 October 2005 The 1st Annual Quidditch World Cup is scheduled to begin on the 5th of October, on the Wednesday of this week. Team rosters are expected to be submitted to the referee by Tuesday the 4th of October. 3 October 2005 THANK YOU WIZO_CAT! 3 October 2005 Abjuration classes ready to take on students 3 October 2005 Conjuration classes ready to take on students 3 October 2005 Divination classes ready to take on students 3 October 2005 Enchantment classes ready to take on students 3 October 2005 Evocation classes ready to take on students 3 October 2005 Illusion classes ready to take on students 3 October 2005 Necromancy classes ready to take on students 3 October 2005 Transmutation classes ready to take on students 6 October 2005 ATTENTION FOUNDERS! New stuff has been added to the House posts. I will need more information about your House so I can put it into the House posts. 6 October 2005 Conscientia Magic Item Shop is open for business. (See the Merchants Guild 2) |
| Abicus Acton09-19-05, 05:36 PM | Members: Headmaster Abicus Acton Heads of Houses Abicus Acton (Head of House Eruditium) Aramar the Black (Head of House Strigiad) Thasis the Good (Head of the House of Prophets) Glenn (Instructor) |
| Abicus Acton09-19-05, 05:36 PM | House Eruditium: Members Head of House Abicus Acton About House Eruditium Primary Class: Wizard Favored Classes: Archmage, Loremaster Favored Qualities: Intellectual pursuits. A thirst for knowledge. Eruditians must have a drive to discover and expand upon previous discoveries. Additionally, Eruditians are expected to show respect to the works of past scholars. Approach to Magic: House Eruditium focuses on unearthing the works of past researchers and expanding upon current knowledge. Location: Central Tower, above entrance hall and dining hall. House Traditions |
| Abicus Acton09-19-05, 05:37 PM | House Strigiad: Members Head of House Aramar the Black About House Strigiad Primary Class: Wizard Favored Classes: Mystic Theurge, Archivest, Wu Jen, Bard, Soulcaster, Cerebremancer Favored Qualities: Intelligence, Curiosity, a colorful imagination. An unbiased view toward magic. Little or no desire for glory, wealth, domination, or violence. Approach to Magic: House Strigiad specializes in magical experimentation and discovering new ways of using magic. Location: North-East tower. House Traditions |
| Abicus Acton09-19-05, 05:37 PM | The House of Prophets: Members Head of House Thasis the Good About the House of Prophets Primary Class: Favored Classes: Favored Qualities: Approach to Magic: Location: North-West Tower House Traditions |
| Abicus Acton09-19-05, 05:38 PM | Treasury: 775,500 gold pieces 500,000 gold pieces Stronghold Allowance (2 Founders) 12 Half-Dragon Erinyes Effigies 15HD Half-Dragon Erinyes Effigy Budget: 1,000,000 gold pieces -222,000 gold pieces Effigies -2,500 Effigies' Weapons Total: 775,500 gold pieces Inventions: Archivist (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3) (excerpt from Heroes of Horror) |
| Abicus Acton09-19-05, 05:38 PM | Classes and Activities: Schools of Wizardry Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Universal Magic Items Alchemy Constructs Personal Magic Items Magical Theory and Application Experimental Magic Magical Theory Metamagic Games and Sports Quidditch |
| Abicus Acton09-19-05, 05:39 PM | Schools of Wizardry: Abjuration Class Type: Wizardry Instructors: Professor Acton Professor Aramar Students Enrolled: None, currently Tuition: FREE Class Lore Learn alarm spell Learn endure elements spell Learn eptoplasmic armor spell Learn mage armor spell Learn shield spell Learn arcane lock spell Learn protection from arrows spell Learn resist energy spell Learn dispel magic spell Learn greater mage armor spell Learn lesser globe of invulnerability spell Learn lower spell resistance spell Learn Otiluke's dispelling screen spell Learn remove curse spell Learn stoneskin spell Learn duelward spell Learn Mordenkainen's private sanctum spell Learn antimagic field spell Learn greater dispel magic spell Learn guards and wards spell Learn repulsion spell Learn spell turning spell Learn mind blank spell Learn prismatic wall spell Conjuration Class Type: Wizardry Instructors: Professor Acton Students Enrolled: None, currently Tuition: FREE Class Lore Learn grease spell Learn obscuring mist spell Learn unseen servant spell Learn freezing fog spell Learn Aramar's mental arena spell Learn instant summons spell Learn Mordenkainen's magnificent mansion spell Learn plane shift spell Learn greater teleport spell Divination Class Type: Wizardry Instructors: Professor Acton Professor Aramar Students Enrolled: None, currently Tuition: FREE Class Lore Learn comprehend languages spell Learn identify spell Learn true strike spell Learn detect thoughts spell Learn see invisibility spell Learn arcane sight spell Learn tongues spell Learn arcane eye spell Learn detect scrying spell Learn analyze dweomer spell Learn probe thoughts spell Learn true seeing spell Enchantment Class Type: Wizardry Instructors: Professor Acton Students Enrolled: None, currently Tuition: FREE Class Lore Learn sleep spell Learn bands of steel spell Learn feeblemind spell Learn hold monster spell Learn symbol of sleep spell Learn power word stun spell Evocation Class Type: Wizardry Instructors: Professor Acton Professor Aramar Students Enrolled: None, currently Tuition: FREE Class Lore Learn burning hands spell Learn magic missile spell Learn lesser orb of cold spell Learn Tenser's floating disk spell Learn continual flame spell Learn emerald planes spell Learn daylight spell Learn fireball spell Learn sleet storm spell Learn ice storm spell Learn orb of cold spell Learn cone of cold spell Learn contingency spell Illusion Class Type: Wizardry Instructors: Professor Acton Students Enrolled: None, currently Tuition: FREE Class Lore Learn disguise self spell Learn Nystul's magic aura spell Learn shadow binding spell Learn greater invisibility spell Learn illusory wall spell Learn false vision spell Learn shadow walk spell Learn project image spell Necromancy Class Type: Wizardry Instructors: Professor Acton Students Enrolled: None, currently Tuition: FREE Class Lore Learn ray of enfeeblement spell Learn fear spell Learn undeath to death spell Learn clone spell Transmutation Class Type: Wizardry Instructors: Professor Acton Students Enrolled: None, currently Tuition: FREE Class Lore Learn repair minor damage spell Learn enlarge person spell Learn erase spell Learn expeditious retreat spell Learn feather fall spell Learn jump spell Learn reduce person spell Learn alter self spell Learn bear's endurance spell Learn bull's strength spell Learn cat's grace spell Learn darkvision spell Learn eagle's splendor spell Learn fox's cunning spell Learn knock spell Learn owl's wisdom spell Learn scale weakening spell Learn augment object spell Learn blink spell Learn fly spell Learn secret page spell Learn shrink item spell Learn water breathing spell Learn minor creation spell Learn polymorph spell Learn mass reduce person spell Learn baleful polymorph spell Learn dragon's might spell Learn fabricate spell Learn overland flight spell Learn telekinesis spell Learn disintegrate spell Learn mental pinnacle spell Learn move earth spell Learn statue spell Universal Class Type: Instructors: Professor Acton Students Enrolled: None, currently Tuition: N/A Class Lore Learn permanency spell Learn limited wish spell |
| Abicus Acton09-19-05, 05:40 PM | Magic Items Alchemy Constructs Class Type: Universal Instructors: Professor Acton Professor Glenn Students Enrolled: None, currently Tuition: FREE Class Lore Personal Magic Items Class Type: Universal Instructors: Professor Acton Professor Glenn Students Enrolled: None, currently Tuition: FREE Class Lore |
| Abicus Acton09-19-05, 05:40 PM | Magical Theory and Application Experimental Magic Class Type: Universal Instructors: Professor Acton Professor Aramar Students Enrolled: None, currently Tuition: N/A Class Lore In Experimental Magic classes, students test new spells and forms of magic for their effectiveness, and whether they are ready to be released to the public. Magical Theory Class Type: Universal Instructors: Professor Acton Professor Aramar Students Enrolled: None, currently Tuition: N/A Class Lore Metamagic Class Type: Universal Instructors: Professor Acton Students Enrolled: None, currently Tuition: N/A Class Lore |
| Abicus Acton09-19-05, 05:41 PM | Games and Sports Quidditch Rules (http://boards1.wizards.com/showpost.php?p=7114964&postcount=1203) The Academy Team Roster Abicus Acton - Chaser 1 Aramar the Black - Beater 1 Wins: 0 Losses: 0 Ties: 0 |
| Abicus Acton09-19-05, 05:42 PM | Reserved 11 |
| Abicus Acton09-19-05, 05:43 PM | Reserved 12 |
| Abicus Acton09-19-05, 05:44 PM | Reserved 13 |
| Abicus Acton09-19-05, 05:44 PM | Reserved 14 |
| Abicus Acton09-19-05, 05:45 PM | Reserved 15 |
| Abicus Acton09-19-05, 05:46 PM | Reserved 16 |
| Abicus Acton09-19-05, 05:46 PM | Reserved 17 |
| Abicus Acton09-19-05, 05:47 PM | Reserved 18 |
| Abicus Acton09-19-05, 05:48 PM | Reserved 19 |
| Abicus Acton09-19-05, 05:50 PM | Reserved 20 |
| Abicus Acton09-19-05, 05:54 PM | Reserved 21 |
| Abicus Acton09-19-05, 06:01 PM | Reserved 22 |
| Abicus Acton09-19-05, 06:02 PM | Reserved 23 |
| Abicus Acton09-19-05, 06:06 PM | Reserved 24 |
| Abicus Acton09-19-05, 06:08 PM | Reserved 25 |
| Abicus Acton09-19-05, 06:10 PM | Reserved 26 |
| Abicus Acton09-19-05, 06:10 PM | Reserved 27 |
| Abicus Acton09-19-05, 06:12 PM | Reserved 28 |
| Abicus Acton09-19-05, 06:14 PM | 1st Annual Quidditch World Cup Teams: Team Rosters must be filled up by Tuesday October 4th. For the time being, there will be 2 teams, unless more than 14 players sign up for the Quidditch World Cup. If 7 players cannot be found for each team, the teams will be readjusted by the referee, possibly shortening each team to a smaller size. If you are not part of a team, you can sign up as a free agent. Free agents can be offered positions by teams, or if some teams are missing players, the referee will assign free agents to those positions. On Wednesday October 5th, the day of the game, all free agents will randomly be assigned to teams. Team 1: Wins: 0 Losses: 0 Ties: 0 Abicus Acton - Chaser 1 (Team Captain) - Chaser 2 - Chaser 3 Aramar the Black - Beater 1 - Beater 2 - Keeper - Seeker Team 2: Wins: 0 Losses: 0 Ties: 0 - Chaser 1 - Chaser 2 - Chaser 3 - Beater 1 - Beater 2 - Keeper - Seeker Free Agents: None |
| Abicus Acton09-19-05, 06:15 PM | Allright, I think that should do it. Consider the thread open. NOTE: The following is an overview on the benefits and responsibilities of founders and instructors. Note that the following is not law, and so it is not strictly interpreted, but rather it is a summary. Founders The Academy of Wizardry is in need of founders to help fund and lead it. In exchange for some amount of sacrifice, founders will receive many benefits. Benefits Headmaster/Headmistress - Only founders can become headmaster of the Academy of Wizardry. The first headmaster is Abicus Acton, since he is the first and primary founder of the Academy. Deputy Headmaster/Headmistress - The deputy headmaster is in charge of the Academy in the headmaster's absence. Also, should something happen to the headmaster, the deputy headmaster becomes the new headmaster. Deputy headmasters are chosen from among the founders and chosen by the founders. Ruling Class - The founders have a great deal of influence on decisions concerning the Academy as a whole. The founders function as a sort of Council and Senate to supplement the authority of the headmaster. Houses - Each founder will be able to create their own house. The qualities and rules of the house are up to the founder. Founders are also responsible for enforcing rules and disciplining their house. How to Become a Founder Take the Landlord feat (from Stronghold Builder's Guidebook) and donate the allowance to the Academy. Instructors The instructors are the ones that run classes and pass on their knowledge to the students. Benefits Research - Instructors are allowed access to the Academy's resources to pursue their studies, even moreso than students. Authority - Instructors decide how they run their classes. They are afforded a degree of respect by their pupils as they pass down their knowledge. Requirements to Become an Instructor Preferably is at least caster level 10th. But, for now, there are no strict requirements. |
| Aramar the Black09-19-05, 07:52 PM | Interesting. Places of magical learning are popping up all over the place. You said this place is pen to all peoples who are interested in learning magical lore? (I sense communication between this place and the CoA real soon.) (Alright, I have to leave momentarily, but I wanted to put a say in. I'll be back real soon with more stuff. I might even support this place, as a member.) |
| Abicus Acton09-19-05, 09:03 PM | Interesting. Places of magical learning are popping up all over the place. You said this place is pen to all peoples who are interested in learning magical lore? (I sense communication between this place and the CoA real soon.) (Alright, I have to leave momentarily, but I wanted to put a say in. I'll be back real soon with more stuff. I might even support this place, as a member.) Yes, anyone can join, but a lot of classes might not benefit as much. For example, wizards will be able to research spells and scribe them into their spellbooks. I also sense a strong connection between the CoA and this Academy. Which is why I posted to the CoA mentioning the Academy. |
| Aramar the Black09-19-05, 11:21 PM | Well, then, being a member of the Council of the Archmages and the Librarian for the arofementioned, I would like to join this academy. I find a place of learning magical lore to enchanting to resist. Mind however, that my feat are already chosen; there's no room for me to take Landlord and become a founder. I could be a teacher, however. :) |
| Abicus Acton09-19-05, 11:48 PM | You are very welcome to become a teacher. I'll see if I can type up all the stuff for instructors, like I have for founders. |
| thasis09-20-05, 09:47 AM | Thasis the Good walks in. "I am a what one could be called 'A Powerful Cleric'. I tend not to think so much of myself but I think I could pass the knowledge I do have onto others. I wish to present myself as a teacher here at this fine academy" |
| Abicus Acton09-20-05, 05:59 PM | Thasis the Good walks in. "I am a what one could be called 'A Powerful Cleric'. I tend not to think so much of myself but I think I could pass the knowledge I do have onto others. I wish to present myself as a teacher here at this fine academy" Abicus Acton bows to the cleric. "Welcome to the Academy. I hope all may benefit from your efforts here. I notice that we are beginning to attract a strong divine magic following. Perhaps we should make adjustments to better accommodate the studies of divine lore. But, that is something to be discussed between the founders." |
| thasis09-20-05, 07:11 PM | "Mmm, I didn't relize that the organization didn't support divine magic. I didn't do to much reasearch into the guild though. It just looked like an area were I could teach magic in general. Mmm, well if you do decide to include Divine Magic then I shall teach here. If not, well I can act as an advisor in matters that do involve Divine magic somehow" Mmm, I only read some of the more recent posts. I didn't catch the Whole Wizardy thing in the title either. I swear it said plane ol' magic. I was rushing through the boards quickly this morning. |
| Aramar the Black09-21-05, 12:07 AM | Ay, I myself am learned in thuergy, that is, both arcane and divine lore. And my interests don't stop there. But, I have plenty to devote to arcane teachings. |
| Abicus Acton09-21-05, 12:48 AM | Well, I initially focused on Wizardry because a lot of the "teaching" will be presenting new spells to be copied into the students' spellbooks. I suppose other classes could benefit in some ways, though. Would either of you two like to have more responsibility, as founders? Perhaps I could provide alternate ways other than the Landlord feat. And you would be able to better support your own styles of spellcasting. |
| Aramar the Black09-21-05, 12:57 AM | Would either of you two like to have more responsibility, as founders? Perhaps I could provide alternate ways other than the Landlord feat. And you would be able to better support your own styles of spellcasting. Sure. |
| Abicus Acton09-21-05, 03:12 AM | Sure. Let me think.... How about this: Craft a Boccob's Blessed Book, copy all of your arcane spells into it, and donate it to the Academy. Along with this, take Landlord at the next opportunity. |
| thasis09-21-05, 09:36 AM | I'd be intressted. Unfournetly I have no clue what Boccob's Blessed Book is or the creation method of it. Is it in the DMG? If so I'll check it out. And the Landlord feat? I can take that next level I get a feat. |
| Aramar the Black09-21-05, 09:47 AM | Yeah, Boccob's Blessed Book is in the DMG. Interestingly enough, i am using one as my spellbook right now. They cost about 6,000gp to make, wiht the right feats. And Landlord I guess I can take when I hit 18th level. |
| Abicus Acton09-21-05, 12:33 PM | I'd be intressted. Unfournetly I have no clue what Boccob's Blessed Book is or the creation method of it. Is it in the DMG? If so I'll check it out. And the Landlord feat? I can take that next level I get a feat. Boccob's Blessed Book is basically a 1,000 page spellbook which you can copy spells into without paying material costs. But, since you're a cleric, I don't believe you can do anything with a spellbook. Thasis, is your character posted yet? If not (or at least if he's not approved yet), you could just swap in the Landlord feat. |
| Demonfey09-21-05, 02:53 PM | His character is one step away from approval. All that is currently delaying that is unapproved materials and a few wrinkles in his character. |
| thasis09-21-05, 05:14 PM | That's Thasis the Evil. And Thasis the Evil isn't realy much of a caster. Most of his levels are actualy racial levels *scowls* unfournetly. The character I'm using in this guild is Thasis the Good. And no, I havn't posted him yet. Or created him for that matter. |
| Abicus Acton09-21-05, 05:20 PM | That's Thasis the Evil. And Thasis the Evil isn't realy much of a caster. Most of his levels are actualy racial levels *scowls* unfournetly. The character I'm using in this guild is Thasis the Good. And no, I havn't posted him yet. Or created him for that matter. Then you should be able to just take Landlord. I don't know what else to do for a divine caster. |
| thasis09-21-05, 10:27 PM | Mmmm, What's this landlord feat anywayz... *cries* I should probally know but alas I don't. |
| Abicus Acton09-21-05, 10:34 PM | Mmmm, What's this landlord feat anywayz... *cries* I should probally know but alas I don't. It's in the Stronghold Builder's Guidebook. It gives you a gold allowance to spend on a stronghold. At 15th-level, the allowance is 250,000 gp, but it increases with level. |
| thasis09-21-05, 11:01 PM | Mmm, I have a friend who has that book. I shall take it. |
| Abicus Acton09-25-05, 04:18 PM | Headmaster Abicus Acton bows to Professor Aramar and Professor Thasis. "Gentlemen, you may now consider yourselves honorable founders of the Academy of Wizardry. We have much that needs to be discussed." Three Items of Business: Name of the Academy Houses Design of the Academy's floorplan Unless we just want this organization to be simply called The Academy, we need to come up with some sort of name for it, and quickly. I would like to be able to change the name of the thread before the 2 week cutoff. You guys also have your own House that you are in charge of. How will we name the Houses? After ourselves? And where will they sleep? (see the Academy Design below) I am currently working on building The Academy, using the Stronghold Builder's Guidebook. As founders, you have a say in what the stronghold looks like. |
| thasis09-25-05, 08:38 PM | Well for the Academy, we could call it "The Tyrannor University of Magic" (Or is that to formal :D ). Also, by house do you mean kinnda like the houses from Harry Potter? If so I want to call mine The Prophets! :) |
| Abicus Acton09-25-05, 08:44 PM | Well for the Academy, we could call it "The Tyrannor University of Magic" (Or is that to formal :D ). Also, by house do you mean kinnda like the houses from Harry Potter? If so I want to call mine The Prophets! :) "Tyranor University of Magic" is not too formal. This is supposed to be a formal institution, afterall. Well, not too formal that it is not fun. What is your take on this, Aramar? Yes, the whole house idea is supposed to be like in the Harry Potter books. I will add The Prophets to the list of houses. Now, to name my own house.... <<Edit:>> This is going slower than I expected. We need to get more members somehow. |
| Abicus Acton09-25-05, 10:51 PM | I was reading through Dyne's Quidditch Rules, and they look interesting. What would you guys think of running a big Quidditch Game, involving the entire forum? |
| thasis09-25-05, 11:14 PM | Sure, I don't know the the rules. Care to send a link... for I am to lazy to find the post. Plus you obviously know where to locate it. I don't even know what thread it's on. And do you by any chance have Dyne's email? Does anyone? |
| Abicus Acton09-25-05, 11:17 PM | Sorry, I do not have his email. His rules are posted on the Council of Archmages thread. I shall pull up a link. <<Edit:>> Quidditch (http://boards1.wizards.com/showpost.php?p=7114964&postcount=1203) |
| Xen15509-25-05, 11:45 PM | I wouldn't feel right about giving his adress without his permission but I will try to contact him via-email. |
| thasis09-26-05, 09:49 AM | Well he did give it to me earlier, but my computer is being a screwy bastard... *shakes fist*. But anywayz, when I get some time I'll review over those quiditch rules of his. |
| Aramar the Black09-26-05, 05:58 PM | Name of the Academy: Sophlan, Academy of Thaumaturgy and for fun: ASALU: Arcanis, School of Arcane Learning and Understanding College of Knowledge Qudditch: It would definity be interesting. I dunno how everone else would feel about it, but I call beater. :) House Name: Strigiad. |
| Abicus Acton09-26-05, 09:07 PM | Name of the Academy: Sophlan, Academy of Thaumaturgy and for fun: ASALU: Arcanis, School of Arcane Learning and Understanding College of Knowledge Qudditch: It would definity be interesting. I dunno how everone else would feel about it, but I call beater. :) House Name: Strigiad. We might not call it an Academy of Thaumaturgy so that it is not confused with the Thaumaturgist PrC. I will come up with some names myself. Then, we shall discuss it and vote which name we like best. I shall add House Strigiad to the list. How did you come by this name, by-the-way? My house shall be called House Conscientia. |
| Aramar the Black09-26-05, 09:24 PM | Well, going Hogwarts style, I picked the owl as a patron animal. Owls are from the order Strigiformes. I thought that PrC was called something else. My bad. |
| Abicus Acton09-26-05, 09:42 PM | Proposed Names The Tyrannor University of Magic Sophlan, Academy of Thaumaturgy/Magic/Insert Synonym of Magic Here ASALU: Arcanis, School of Arcane Learning and Understanding College of Knowledge The Academy The Academy of Enlightenment The Academy of Illumination Eruditio Mandatum Accendo Gaudium Perhaps I could come up with some more. The last 4 are Latin words, meaning "knowledge", "instruction", or "light". |
| Abicus Acton09-26-05, 10:19 PM | I will keep track of our Quidditch Team on the first page, under Games and Sports. Aramar, I see no reason why you should not be a Beater. Myself, I would like to be a Chaser. Since there are only three of us, we will have to team up with some other guilds to get a full team. I will check in with the Council of Archmages to see if some of them want to join our team. |
| Aramar the Black09-26-05, 10:41 PM | Well, for name, I like most of them, except for college of knowledge. It sounds corny, and for some reason makes me think of a brothel. (I know I suggested it, but it was something funny that just popped into my head.) Like my idea of Sophlan, of like Hogwarts, we should have a shool name, and then a title. And, I know it makes the choice harder, but I think that we could replace them word "Academy" with something like "university", or "college", if nessacary. So we end up with possible, tantalizing combinations such as: Gaudium, School of Enlightenment Eruditio, University of Illumination Accendo, College of the Arcane and more. Which all sound good to me. |
| Abicus Acton09-26-05, 10:49 PM | Well, for name, I like most of them, except for college of knowledge. It sounds corny, and for some reason makes me think of a brothel. (I know I suggested it, but it was something funny that just popped into my head.) Like my idea of Sophlan, of like Hogwarts, we should have a shool name, and then a title. And, I know it makes the choice harder, but I think that we could replace them word "Academy" with something like "university", or "college", if nessacary. So we end up with possible, tantalizing combinations such as: Gaudium, School of Enlightenment Eruditio, University of Illumination Accendo, College of the Arcane and more. Which all sound good to me. True, so I suppose we should come up with the school name first, then the title. What do we have so far?: Sophlan Arcanis (I believe someone has a character named Arcanus, which might become confusing) Eruditio (Latin for "instruction; teaching/knowledge; learning") Mandatum (Latin for "order; decree; mandate; instruction") Accendo (Latin for "to kindle; illuminate; inflame") Gaudium (Latin for "joy; delight; happiness") Ceterum/Cetera (Latin for "wise") I just learned something. The Latin word "sapiens" for "man" also means "wise". |
| Aramar the Black09-26-05, 10:57 PM | Yeah, that's all for now. Just so it's known, I got the name Sophlan from the Greek root for knowledge -sophi Personnally, I prefer the first three, though Arcanis seems almost ununique, and Guadium isn't bad. Accendo sounds more like a bardis college name, and Mandatum, well, I know to much Spanish for it to sound really mysterious anymore. Cetera, I dunno. Et cetera, et cetera, et cetera. Edit: Of coures sapiens means wise. Does it mean man? I thought that was something else. When Man decided to give himself a scientific name, why not give himself something important? **** Erectus: standing man, I think, **** Hablis: I have no idea, **** Sapiens: Wise man. Edit-Edit: It a shame that people have turned scientific words into profanity. And now, I'm off to bed. |
| Abicus Acton10-02-05, 07:59 PM | We need to decide what subjects we will teach/be in charge of, since I suppose each of us will be an instructor in addition to founders. My specialty is Magic Items, but I am also capable in spells, especially Abjuration and Transmutation. Also, several of us can be part of the same subject. For example, a few of us might all be good at crafting personal magic items, so we could all be instructors for that subject. Also, this organization needs named. So, I hereby declare this institution to be Conscientia, Academy of Magic, unless any of the founders object. I've decided my own House shall be called Eruditium, or the Eruditians. <<Edit:>> It looks like we were too late, the forum does not want to change the name of the thread. Rather disappointing. |
| Abicus Acton10-02-05, 08:29 PM | A figure on a broomstick flies overhead. He points his staff, and sparks fly out, forming words: Come One, Come All! To the 1st Annual Quidditch World Cup To Take Place on the 5th of October At Conscientia, the Academy of Magic Bring Your Broomsticks! The figure then flies off into the distance. |
| Abicus Acton10-03-05, 03:25 PM | It looks like WizO_Cat got my PM and changed the thread name for us. THANK YOU WIZO_CAT! |
| Aramar the Black10-03-05, 05:55 PM | Cool. I've got bad news. I will not be present on the boards on October 5th, so I cannot participate in the Quidditch competition. Subject? My speciality is magical thoery, which involves exotic magics as well. But I am quite capable in abjuration and cold evocation spells. |
| Abicus Acton10-03-05, 07:01 PM | Cool. I've got bad news. I will not be present on the boards on October 5th, so I cannot participate in the Quidditch competition. Subject? My speciality is magical thoery, which involves exotic magics as well. But I am quite capable in abjuration and cold evocation spells. When will you be available? The date can easily be rescheduled, and it is probably going to be postponed anyway unless people start signing up. The different classes on Schools of Magic are mostly Wizardry classes, in which students learn more spells. I could create another department that would include Metamagic and magical theory, but I am unsure what to call the department. <<Edit:>> Classes in Abjuration and Conjuration are now open, free of charge. See the front page of this thread for details. However, I wish we had another instructor of Conjuration, since it is not really my specialty (at least, not yet). |
| Aramar the Black10-03-05, 07:14 PM | Lets see here...For certain, I shall be availiable on the 10th and the 11th. ANy other day of that week is iffy at very best. You looking for a fairly short phrase for a metamagic/magic thoery/exptic magic department, I assume? Department of Magic Thoery and Application Department of Unconventional Magics Magical Frontiers: A Study of exotic and unconventional magics from around the multiverse. Like I said, in a "conventional" classroom, I can teach abjuration, divination, and some evocation. |
| Abicus Acton10-03-05, 07:20 PM | Hmm. Can you be available on the 14th and 15th? I would like for it to be on the weekend, since I think there would be more time. Well, the department would encompass Magical Theory, Metamagic, and Experimental Magic (testing out newly created spells). But, I would not want the department to have the same name as one of the classes. Perhaps the Magical Theory class could be renamed? Or maybe we could just do it: Department of Magical Theory and Application Discussion on Magical Theory Metamagic Experimental Magic |
| Aramar the Black10-03-05, 07:29 PM | Yeah, the latter look like a good idea. I'll see if I can be availiable on those dates. There's definitly a chance that I can't be, but I try and pull all my strings. By the way, I looked at the front page again, and had a couple questions: What goes in the House posts? How would you like me to go about submitting items and spells and such for the cirriculum? |
| Abicus Acton10-03-05, 07:54 PM | I am still thinking about Houses. Currently, they would contain all the members of the House. However, each of our Houses should have their own standards, what qualities would be favored in members, and possible even our own traditions. I am not sure what items would be appropriate for the curriculum. At the moment, I am focusing on the Schools of Wizardry, in which students would learn more spells for their repertoire. Have you prepared that Boccob's Blessed Book yet? I would like to add my own spells to it, and it could be used to teach classes. <<Edit:>> Divination classes are now open. <<Edit:>> Enchantment, Evocation, Illusion, Necromancy, and finally, Transmutation (my best subject) classes are now open. |
| Aramar the Black10-03-05, 10:18 PM | Here. A Boccob's Blessed Book, containing all the spells that are in my other BBB. If you wish, I can take few minutes and get the schools of the spells. Boccob's Blessed Book Cantrips Resistance Acid Splash Detect Poison Detect Magic Read Magic Daze Dancing Lights Flare Light Ray of Frost Ghost Sound Disrupt Undead Touch of Fatigue Mage Hand Mending Message Open/Close Arcane Mark Prestidigitation Repair Minor Damage Transcribe Level 1 Alarm Mage Armor Obscuring Mist Unseen Servant Comprehend Languages Magic Missile Feather Fall Sleep Identify Burning Hands Nystul's Magic Aura Tenser's Foating Disk Orb of Cold,lesser Eptoplasmic Armor Disguise Self Level 2 Detect Thoughts Continual Flame Knock Protection from Arrows Darkvision See Invisibility Arcane Lock Scale Weakening Emerald Planes Resist Energy Level 3 Greater Mage Armor Shadow Binding Dispel Magic Sleet Storm Tounges Arcane Sight Daylight Secret Page Bands of Steel Level 4 Globe of Invuneribility, lesser Detect Scrying Ice Storm Polymorph Arcane Eye Lower Spell resistance Orb of Cold Otiluke's Dispelling Screen Minor Creation Level 5 Duelward Mordenkainen's Private Sanctum Permenecy Telekenesis Cone of Cold Freezing Fog False Vision Dragon's Might Level 6 True Seeing Aramar's Mental Arena Greater Dispel Magic Analyze Dweomer Shadow Walk Probe Thoughts Mental Pinnacle Contingency |
| Abicus Acton10-04-05, 02:48 AM | I believe I can ascertain the schools of the spells. Now, if I were to scribe all of my own spells into the book, it would be like this: (let me know if I have it correctly) Boccob's Blessed Book Cantrips Abjuration Resistance Conjuration Acid Splash Divination Detect Poison Detect Magic Read Magic Enchantment Daze Evocation Dancing Lights Flare Light Ray of Frost Illusion Ghost Sound Necromancy Disrupt Undead Touch of Fatigue Transmutation Mage Hand Mending Message Open/Close Repair Minor Damage Universal Arcane Mark Prestidigitation Transcribe Level 1 Abjuration Alarm Endure Elements Eptoplasmic Armor Mage Armor Shield Conjuration Grease Obscuring Mist Unseen Servant Divination Comprehend Languages Identify True Strike Enchantment Sleep Evocation Burning Hands Magic Missile Orb of Cold,lesser Tenser's Foating Disk Illusion Disguise Self Nystul's Magic Aura Necromancy Ray of Enfeeblement Transmutation Enlarge Person Erase Expeditious Retreat Feather Fall Jump Reduce Person Level 2 Abjuration Arcane Lock Protection from Arrows Resist Energy Divination Detect Thoughts See Invisibility Evocation Continual Flame Emerald Planes Transmutation Alter Self Bear's Endurance Bull's Strength Cat's Grace Darkvision Eagle's Splendor Fox's Cunning Knock Owl's Wisdom Scale Weakening Level 3 Abjuration Dispel Magic Greater Mage Armor Divination Arcane Sight Tounges Enchantment Bands of Steel Evocation Daylight Fireball Sleet Storm Illusion Shadow Binding Transmutation Augment Object Blink Fly Secret Page Shrink Item Water Breathing Level 4 Abjuration Globe of Invuneribility, lesser Lower Spell resistance Otiluke's Dispelling Screen Remove Curse Stoneskin Divination Arcane Eye Detect Scrying Evocation Ice Storm Orb of Cold Illusion Illusory Wall Invisibility, Greater Necromancy Fear Transmutation Minor Creation Polymorph Reduce Person, Mass Level 5 Abjuration Duelward Mordenkainen's Private Sanctum Conjuration Freezing Fog Enchantment Feeblemind Hold Monster Symbol of Sleep Evocation Cone of Cold Illusion False Vision Transmutation Baleful Polymorph Dragon's Might Fabricate Overland Flight Telekenesis Universal Permenecy Level 6 Abjuration Antimagic Field Guards and Wards Greater Dispel Magic Repulsion Conjuration Aramar's Mental Arena Divination Analyze Dweomer Probe Thoughts True Seeing Evocation Contingency Illusion Shadow Walk Necromancy Undeath to Death Transmutation Disintegrate Mental Pinnacle Move Earth Level 7 Abjuration Spell Turning Conjuration Instant Summons Mage's Magnificent Mansion Plane Shift Teleport, Greater Illusion Project Image Transmutation Statue Universal Limited Wish Level 8 Abjuration Mind Blank Prismatic Wall Enchantment Power Word Stun Necromancy Clone I am uncertain about the following: repair minor damage, transcribe, eptoplasmic armor, Scale Weakening, Emerald Planes, Shadow Binding, Duelward, Dragon's Might, Aramar's Mental Arena, Probe Thoughts, Mental Pinnacle, mainly because I have never before seen these spells. All in all, a rather impressive spell repertoire, I believe. |
| Aramar the Black10-04-05, 05:51 PM | Repair Minor Damage, Shadow Binding, and Duelward are in Complete Arcane, and are transmutation, illusion, and abjuration spells, respectively Transcribe is in the Complete Book of Eldritch Might, and I am unsure of the school Eptoplasmic Armor is in Libris Mortis, and it is an abjuration spell Scale Weakening and Dragon's Might are in Draconomican, and are both transmutation spells Emerald Planes is from Dragon 323, and is an evocation spell Probe Thoughts and Mental Pinnacle are from the Expanded Psionics Handbook, and are divination and transmutation spells, respectively. Aramar's Mental Arena is a spell that I created myself, and it is a conjuration spell. It can be found in the CoA Library. Yes, it is quite impressive. It's very obvioius what our specialties are. Once this thing is compiled, we can add the spells to the spellbooks of oour IFGW characters, can we not? |
| Abicus Acton10-04-05, 07:37 PM | Repair Minor Damage, Shadow Binding, and Duelward are in Complete Arcane, and are transmutation, illusion, and abjuration spells, respectively Transcribe is in the Complete Book of Eldritch Might, and I am unsure of the school Eptoplasmic Armor is in Libris Mortis, and it is an abjuration spell Scale Weakening and Dragon's Might are in Draconomican, and are both transmutation spells Emerald Planes is from Dragon 323, and is an evocation spell Probe Thoughts and Mental Pinnacle are from the Expanded Psionics Handbook, and are divination and transmutation spells, respectively. Aramar's Mental Arena is a spell that I created myself, and it is a conjuration spell. It can be found in the CoA Library. Yes, it is quite impressive. It's very obvioius what our specialties are. Once this thing is compiled, we can add the spells to the spellbooks of oour IFGW characters, can we not? To learn the new spells out of the spellbook, we would need to make Spellcraft checks. However, I think it would be rather cheap if we just copied every spell out of it into our own spellbooks. The book is, afterall, the property of the Academy, not our own. However, I am working out the details of a special meeting, one that would occur regularly (maybe monthly or yearly). At this meeting, instructors would add a few more of their own spells to the book, but they would be able to learn a few from it for themselves. However, I would like for there to be a few more instructors here before we had our first meeting. For the time bein, the book shall be used to teach pupils new spells. However, this book would be a very valuable item, considering the amount of knowledge contained within it. We need some ways of protecting it. I could place an Instant Summons spell upon it, in case it were ever taken, we could easily retrieve it (or, if in the possession of another person, we would at least know where the book is and who has it). I am certain there are other magical protections we could place upon it. |
| Aramar the Black10-04-05, 08:03 PM | True. And it would look selfish to spend all of one's days in a room copying from the master spellbook, when there are other things one should be doing. The meeting thing sounds like a good idea, then. When we get more instructors. Protections..I'll get thinking as well |
| Abicus Acton10-04-05, 08:14 PM | Also, on the matter of security, that brings up another question: What defense is there of the Academy? There are plenty of magical enhancements we could place upon the building, but what about guards? There is a new shop at the Merchants Guild that sells effigies and constructs. Perhaps we could purchase a defensive force there? |
| Aramar the Black10-04-05, 08:22 PM | Sure, we could look into it. And, if I ever get around to it, I'm sure I could dig up some more exotic magics that can protect the place. |
| Abicus Acton10-04-05, 09:07 PM | Should our Trophy Hall be the entrance to our castle, or should it be on an upper story? If it were the entrance, it would showcase our triumphs to all visitors. However, it might be in danger of theft. But, then again, being in plain view in a high traffic area might be beneficial security-wise, unless we were invaded. |
| Aramar the Black10-04-05, 10:18 PM | What kinds of things do we find/ put in the trophy hall? |
| Abicus Acton10-04-05, 10:22 PM | What kinds of things do we find/ put in the trophy hall? I am not sure of all of it, but it would include awards such as for the Quidditch World Cup, as well as other competitions I plan on hosting. <<Edit:>> Holy cannoli! Did anyone else see the bottom of the forum, which said 50 people were viewing the Guild House, including 44 guests?! <<Edit:>> *Gasp!* It's risen to 58 (52 guests)! Could it just be a glitch, or are there really over 50 people here? |
| Aramar the Black10-04-05, 10:32 PM | Entrance hall sounds fine. Edit: No, I've got it too. There are 4-5 members, and 50-some people viewing the place. Incredible. |
| Abicus Acton10-04-05, 10:45 PM | All right, sounds okay to me. I am currently working on the floorplan of Conscientia. So far, I have worked out that the castle will be 1,000 feet on a side (including the 110 ft. diameter towers), which means it would take roughly 5 min to walk from one corner to the opposite corner. Big, but small enough that it would not take forever to walk around and to get to classes, etc. In the middle of the south side, we have the entrance hall (a fancy trophy hall), which has doors to the east and west, and the dining hall connected on the north end of it. The dining hall is 80 ft. by 80 ft., which has enough room for 240 people (I could make it bigger, if the need arises). The entrance hall also has stairs to the second floor, which I am considering making the residence of my House Eruditium. The third floor of this tower has the Headmaster's Office. The South-West tower has classrooms for the Schools of Wizardry classes, 4 classrooms on a floor. So, we would have 2 floors, plus a 3rd floor for the Universal classroom. The South-East tower would have classrooms for the Magic Items classes. At the moment, we might not need more than a single floor, unless we can come up with more Magic Items classes. The North-West and North-East towers could have bedrooms for different Houses. The 4 corner towers are connected by hallways, which act as a sort of curtain wall. The halls have rooms on the side away from the castle, while the interior side has windows and doors to the castle's grounds/courtyard. Right in the middle of the castle grounds is a large Quidditch stadium, but we could use it for other types of competitions. I am not sure what else would be in the grounds; We could possibly have a Forbidden Forest at the North end. And I am not sure what to put in the rooms along the hallways that connect the towers. At the moment, I suppose most of them would be storage rooms, but they could be converted to classrooms if the need arises. How does that all sound? I am trying to draw all of it on my computer, but I am unsure, at the moment, to which website I could upload the images so I could post them here. |
| Aramar the Black10-04-05, 10:58 PM | Doesn't sound too bad. Perhaps, you make a slight indentation at the north end, where a forest of lake or something starts to creep in, but leave enough room so that there is walking space from the NE tower to the NW tower north of the Qudditch stadium. We have three houses already, will there be more? And will the two northern towers be enough room to hold all of the colleges students; thier bedrooms, Boys and girls, thier common rooms, etc.? I might request that some part of the SE tower, (or the SW tower, if need be) be used for the Magical Experimentation room, and probably another classroom or two for the Magical thoery and metamagic classes, if we want to involve them that much. Also, might I remind you to update the front page sometime? After more important stuff, of course, like castle layout and buisness deals. |
| Abicus Acton10-04-05, 11:08 PM | The Northern Hall could arc northward if we wanted to include this Forbidden Forest idea. And, the Quidditch Stadium could be moved South a little bit to give some more room for this. I am not sure if there will be any more Houses, but there is a possibility. The towers should be plenty of room, since they have 8 stronghold spaces on each level, and we can make them as tall as need be. If we need more room for anything (such as another House being added in), we can use the rooms along the main halls. The Magical Theory department could be in the same tower as the Magic Items department. Or we could put it underground somewhere. I hope to put a tour of the castle on the front page, which would incorporate the layout and the specifics of the different classes, etc., the tour being guided by a series of permanent Magic Mouths (which we could purchase for 5,500 gp each). However, I have been updating the front page on a regular basis, but mostly small changes. Check out the Noticeboard in the 1st post. Also, the 30th post of the thread (the last post on the front page, for most of us) has stuff for the 1st Annual Quidditch World Cup. |
| Aramar the Black10-04-05, 11:16 PM | Well, personally, it's hard to see the castle going around the forest, but I can't picture then lengths right, so a map would help, were you ever to make one. Underground actually sounds like a good place for my special classes; experimentation's gonna need some strong protection, and I don't know if I people just walking in on some of the exotic magic and magical thoery classes. Lastly, about Magic Mouths: when would they be programmed to talk? Becuase, if they start speaking at me when in the middle of night when I go to make water, I'd have to destroy them. |
| Abicus Acton10-04-05, 11:31 PM | Well, personally, it's hard to see the castle going around the forest, but I can't picture then lengths right, so a map would help, were you ever to make one. It would be a rather small bit of woods, a few hundred feet across on each side. Or, the woods could be outside the castle and to the North. Optionally, we could do without a North Hall and the landscape would shift from the castle grounds to the Forbidden Forest at the north. Of course we would have to have a good deal of security at that end, but the forest itself would make it difficult for someone to invade from that side, since they would have to deal with the strange things in it. Underground actually sounds like a good place for my special classes; experimentation's gonna need some strong protection, and I don't know if I people just walking in on some of the exotic magic and magical thoery classes. Sounds like a plan. In what portion of the castle would you want the classes? They could be underground one of the towers, or the entrance hall could lead to the dungeons, with the experimental magic classrooms. Lastly, about Magic Mouths: when would they be programmed to talk? Becuase, if they start speaking at me when in the middle of night when I go to make water, I'd have to destroy them. Heheh. They could be programmed to respond when someone presses a metal plate. And we could have one at the entrance programmed to greet newcomers. |
| Aramar the Black10-04-05, 11:35 PM | Optionally, we could do without a North Hall and the landscape would shift from the castle grounds to the Forbidden Forest at the north. Of course we would have to have a good deal of security at that end, but the forest itself would make it difficult for someone to invade from that side, since they would have to deal with the strange things in it. That was my origional thinking. Sounds like a plan. In what portion of the castle would you want the classes? They could be underground one of the towers, or the entrance hall could lead to the dungeons, with the experimental magic classrooms. Doesn't matter to me. For defensive purposes, under one of the towers might be better, but it really doesn't matter. Heheh. They could be programmed to respond when someone presses a metal plate. And we could have one at the entrance programmed to greet newcomers. Sounds good. As long as it can tell newcomers from returning persons. |
| Abicus Acton10-04-05, 11:47 PM | That was my origional thinking. Instead of growing the forest ourselves and putting all the creatures in it, we could build The Academy on the edge of the Twisted Wood (AKA the Forbidden Forest), and I believe there are encounter tables in the DMG for such a forest. Of course, we might want to enchant a few streams, plant some Treants (or use the Oaken Guardians in the SBG), and release a few unicorns and horrible monsters to make it complete. Doesn't matter to me. For defensive purposes, under one of the towers might be better, but it really doesn't matter. It could be under the South-East Tower (Magic Items). The dungeons could be accessed from that tower or from the entrance hall, and they would include the Magic Experimentation classes, the kitchens, and maybe a few secret rooms/corridors here and there. |
| Abicus Acton10-05-05, 01:24 AM | All right, this isn't much, but I drafted up a quick overview map of the castle. Since img tags don't work in this forum, you'll have to just follow the url. http://ic1.deviantart.com/fs8/i/2005/277/8/e/Castle_Overview_by_AbicusActon.jpg There aren't any rooms along the halls yet (since most of them would be empty anyway), but next to each tower, where a hallway attaches, there's an arc-shaped storage room (so that there's a smooth transition from the circular shape of the towers to the square hallway rooms), and next to that will be a Fancy Bath. |
| Aramar the Black10-05-05, 07:53 AM | ooh, looks very nice. Next to the twisted wood sounds good, especially with our own little additions. As for the underground area, I was thinking, perhaps we put the doorway in the corridor leading from the entrance hall to the SE tower, fairly near the tower itself. Becuase, the dungeons aren't really a place that need grand exposure, and if they are to include some "generic", non-classrooms, then we wouldn't have the enterance right in the tower, where students pour in. |
| Abicus Acton10-05-05, 01:58 PM | ooh, looks very nice. Next to the twisted wood sounds good, especially with our own little additions. As for the underground area, I was thinking, perhaps we put the doorway in the corridor leading from the entrance hall to the SE tower, fairly near the tower itself. Becuase, the dungeons aren't really a place that need grand exposure, and if they are to include some "generic", non-classrooms, then we wouldn't have the enterance right in the tower, where students pour in. We could have steps leading down into the dungeons in the arc-shaped room off the left of the SE tower. It's not like we need that many storage rooms anyway. Do you think we should have some strange creatures as cooks in the kitchen? Hogwarts has house-elves, which also take care of cleaning. We already have magical guards (effigies), perhaps we should have magical/out-of-the-ordinary servants? |
| Abicus Acton10-05-05, 08:37 PM | I think the biggest reason people aren't biting for the Quidditch game is that it's unfamiliar to them. I admit, some of the rules might seem overly complicated. Aramar, would you mind helping me simplify and test the Quidditch rules? Perhaps if people see that the rules work smoothly (and that the game is fun to play), they'll join in. |
| Aramar the Black10-05-05, 10:31 PM | "Unusual" servants/workers sound like fun, but what pops out as a good cook, without being a common race? I heard that some places have undead to act as janitors and laborers and what-not, but some of the more complicated tasks call for more intelligent creatures, many of which seem to prefer evil. About Quidditch; I'll see what I can do, but your going to have to postpone the tournament again. |
| Abicus Acton10-05-05, 10:38 PM | Currently, the tournament is postponed indefinately. I have stats for a Calzone Golem, but I'm not sure if they could be programmed to cook things. Although, it would be amusing to have Calzone Golems that bake other Calzone Golems. Perhaps we could create our own servant race? We could create a House Elf race that gets bonuses on all Profession checks, which should cover all tasks we could want. And maybe they could be good assistants as well, granting greater than a +2 bonus for Aid Another. |
| Abicus Acton10-06-05, 01:08 AM | I posted stuff up for a shop at the Merchants Guild. Aramar, since you are capable of Magic Item creation, would you like to be added to the Magic Item department, and possibly the shop? |
| Orcy The Green Wonder10-06-05, 03:56 PM | Distant figures appear in the sky descending toward the academy. Glenn rests in the arms of an Erinyes as it approaches and lands outside the academy, behind him, lands a twelves Erinyes with fairly draconic traits, they wore simple cloth to cover their upper and lower bodies. A thirteenth lands to his side as he stretches from the flight, this one bears less draconic features but still has them, she wears roughly the same type of cloth, but hers was red rather than black. Glenn smiles as he walks in with the group of Erinyes, speaking to all but his typical companion and pointing toward Abicus. Finally he turns and nods to the professor. "Here, my good sir, are your Erinyes. The worms are still under construction, but may I say they look magnificent so far! I may even have to build one for myself... anyway, they've been instructed to follow your every oder, so you may even give them orders to follow someone else's orders. Quite magnificent aren't they? If you have trouble telling them apart, theres a number inscribed on the chest of each beneath their clothing. Now, you wished to speak to me about something?" Each Erinyes is equipped with a simple longsword and longbow. If you wanted them masterworked, Orcy could change that around a bit, but he would need a bit more money (creating them would cost over 1000, currently Orcy is just giving them for free because they're cheap). |
| Abicus Acton10-06-05, 08:12 PM | "Thank you for your services, Glenn. "As you probably know, Conscientia is an Academy that teaches the art of Magic. People can come here to hone their skills and expand their knowledge. "The ability to create constructs, including effigies, is a valuable skill in the magical world. Since it is obvious you are skilled in your craft, I would like to offer you a position in our Magical Department as an Effigy Instructor. There are many benefits to being a part of Conscientia's staff. We have many resources to aid in your studies, we have the support of our colleagues, we have friendly competition between Houses, and we now have an advanced security force." How much would you require to make all the weapons masterwork? |
| Orcy The Green Wonder10-06-05, 09:27 PM | "Thank you for your services, Glenn. "As you probably know, Conscientia is an Academy that teaches the art of Magic. People can come here to hone their skills and expand their knowledge. "The ability to create constructs, including effigies, is a valuable skill in the magical world. Since it is obvious you are skilled in your craft, I would like to offer you a position in our Magical Department as an Effigy Instructor. There are many benefits to being a part of Conscientia's staff. We have many resources to aid in your studies, we have the support of our colleagues, we have friendly competition between Houses, and we now have an advanced security force." How much would you require to make all the weapons masterwork? "Yeah, I've heard of the magical nature of this place and all that... but I don't actually use magic persay in my creations. I duplicate the abilities of magic users, but it is neither divine nor arcane. So I'm not sure how to teach little wizards or clerics or anything like that... wouldn't be my style. But if ye got some young artificers, well them I could help." Orcy will charge you 2500gp (would usually cost you far more for masterworked). |
| Abicus Acton10-06-05, 09:34 PM | "Currently, we are somewhat lacking in students. However, who's to say what Artificers might come here seeking enlightenment. In fact, you might INSPIRE people to become Artificers. In any case, I am certain you would be able to benefit other magic-users, like myself, in sharing what you know." We will gladly pay 2,500 gold pieces for masterwork longswords and longbows. |
| Abicus Acton10-06-05, 10:18 PM | Thasis and Aramar: I am adding more stuff to the House posts. I will need more info about your different Houses so I can put it in. I will need: Your House's favored class (or prestige class) Your House's favored qualities in members Your House's traditions (optional) |
| Orcy The Green Wonder10-06-05, 10:42 PM | Glenn shrugs and nods. He motions toward Abicus and the Erinyes all move over toward him except for the one that typically accompanies Glenn. "I suppose I could stop by from time to time and give instruction into the craft of Effigies and other such items. While my focus may be in constructs, I can indeed craft many many more things. Actually, I made everything I'm currently wearing." Done and done, the effigies are now equipped with Masterwoked Longswords and Longbows... and here are the stats for your creatures... Half Dragon Erinyes Size/Type: Medium Construct Speed: 30ft, Fly 50ft HD: 9d10+20 (70 hp) AC: 28 (10 +14 natural, +4 dex) Attacks:Masterworked Longsword +17 (1d8+11/19-20), or Masterworked Longbow +11 (1d8/x3) Special Qualities: DR 5/adamantine Saves: Fort +3, Ref +7, Will +3 Abilities: Str 33, Dex 19, Con --, Int --, Wis 11, Cha 1 Feats: Point Blank Shot, Precise Shot, Rapid shot, Shot on the Run Advanced Half Dragon Erinyes Size/Type: Medium Construct Speed: 30ft, Fly 50ft HD: 15d10+20 (103 hp) AC: 29 (10 +14 natural, +5 dex) Attacks:Masterworked Longsword +23 (1d8+11/19-20), or Masterworked Longbow +18 (1d8/x3) Special Qualities: DR 7/adamantine Saves: Fort +5, Ref +10, Will +5 Abilities: Str 33, Dex 20, Con --, Int --, Wis 11, Cha 1 Feats: Point Blank Shot, Precise Shot, Rapid shot, Shot on the Run, Rapid Shot, Weapon Focus (Longbow) |
| Abicus Acton10-06-05, 10:50 PM | "Thank you, Glenn. You will be a very valuable addition to our staff. Please contact me when the Purple Worm effigies are ready." Thanks for the stats. I'll add you as an instructor. Would you also like to be added as an instructor of Personal Magic Items and Constructs? |
| Orcy The Green Wonder10-06-05, 10:58 PM | Constructs would be fine, personal magic items however... artificers don't make arcane or divine items, so it is a bit different. But orcy supposes he could show people how to do it an artificer's way... |
| thasis10-07-05, 02:02 AM | Hey, it's late (down hear atleast) so I'm not realy going to do much posting tonight. I'll catch up on what's happening toomarow. I'm still part of the guild though. Count me in, in whatever your working on. |
| Aramar the Black10-07-05, 04:18 PM | All right, I'm in a good place and have internet acess, so I'll say what I can before school gets out. @Glenn: Thank you for the effigies, and for agreeing to become an instructor here. I for one, greatly respect your art. @Abicus: I'll get the house info and the quidditch simplifications (hopefully) by Mon. or Tues. AS for workers, I came up with some ideas: Undead Mephits Or, creating our own servants, like House Elves, sounds like a good possible avenue to persue. I would be delighted to join the Magic Item department, as well as the shop. Till later.. |
| Demonfey10-07-05, 04:26 PM | Oh, the EU will have a field day with that... EU: Elven Union :D |
| Abicus Acton10-07-05, 06:47 PM | Oh, the EU will have a field day with that... EU: Elven Union :D There's an Elven Union? I will see if I can post more up about our castle (maps and the rooms I have purchases so far) today. Also, I am working on squeezing in the Magical Theory and Application department above the Games and Sports. For servants, I would prefer to avoid Undead because they are seen as being more dark and evil, and they would probably not be very sanitary. I will see what I can come up with for a House Elf race, as well as my ideas for simplifying Quidditch later on, possibly another day. |
| thasis10-07-05, 06:52 PM | I can see you are all Harry Potter fans ^^. I've read all of the books. Very god books indeed. |
| Abicus Acton10-07-05, 07:05 PM | Conscientia, Academy of Magic Entrance Hall 24,000 gp = Trophy Hall, Fancy x4 -4,800 gp = (Fabricate spell discount) -720 gp = (Move Earth spell discount) 3,000 gp = Iron Door x6 200 gp = Office, Basic (Information Desk area) -10 gp = (Fabricate spell discount) -6 gp = (Move Earth spell discount) Great Hall 96,000 gp = Dining Hall, Fancy x8 -19,200 gp = (Fabricate spell discount) -2,880 gp = (Move Earth spell discount) 3,000 gp = Iron Door x6 600 gp = Secret Stone Door (DC 35) (in floor, to kitchens) Hallway Rooms 6,000 gp = Storage, Fancy x6 -1,200 gp = (Fabricate spell discount) -180 gp = (Move Earth spell discount) 240 gp = Strong Wooden Door x6 12,000 gp = Bath, Fancy x6 -2,400 gp = (Fabricate spell discount) -360 gp = (Move Earth spell discount) 240 gp = Strong Wooden Door x6 Not including the towers or dungeons, so far, the castle would cost 113,524 gp. Then, there's the costs of walls and magical enhancements. However, we have 500,000 gp Landlord allowance that would cover a good deal of the costs, and we still have over 700,000 gp left in our treasury, so we should be able to afford a very cool stronghold. We get plenty of discounts from spellcasting, and I also believe there are a few more discounts from terrain and distance from cities. |
| Abicus Acton10-07-05, 07:13 PM | I can see you are all Harry Potter fans ^^. I've read all of the books. Very god books indeed. Yes, I am a big fan of J.K. Rowling's novels. She has some very good ideas and an interesting style of writing. |
| Orcy The Green Wonder10-07-05, 07:26 PM | Orcy doesn't really know where else to post this, and since he just became a member here and a teacher in constructs... he figures this would be the best place to post these. So here is his rough draft of 'construct grafts.' Tell him what ya'll think. Construct Grafts A construct graft, unlike typical grafts, may be created with the Craft Construct feat or the appropriate Graft Feat. Each of these grafts can be created with a successful craft weaponsmithing or armorsmithing check. Effigy Arm: An effigy arm is just what it sounds to be, the arm of an effigy creature. This arm grants the grafted creature a slam attack of the appropriate value (see table). It also gives the grafted creature a +2 inherant bonus to strength score. If the effigy creatue the limb origionates from had a natural attack, then the creature gains this attack instead of the slam attack. The creature may be grafted with a limb up to one size larger than himself, however he takes a -2 to all attack rolls and reflex saves, and a -4 penalty to balance checks. Graft Flesh or Craft Construct, Bull's Strength; Price 25,000gp Arm of Clay: This graft grants the creature it is attatched to a +4 inherant bonus to it's strength score. If using a slam attack or some other type of weapon, the wounds inflicted refuse to heal naturally and can only be healed by magic with a successful caster level check (DC 10+ grafted creature's HD), if the check is failed the spell fails and is lost. Graft Flesh or Craft Construct, animate object; 40,000gp Arm of Stone: An Arm of stone is an arm carved from any type of stone. Many varieties exist but have the same purpose. An arm of Stone grants the grafted creature a +4 inherant bonus to it's strength score. In addition, the arm can be used three times per day to deliver a slow effect as the effect lasts for 1 round er two hit die of the grafted creature. Graft Flesh or Craft Construct, Fist of Stone; 30,000gp Arm of Iron: This arm made of a thick Iron comes in many shapes and sizes. Typically it appears too large for the grafted creature's body. This arm allows the grafted creature to make a powerful slam attack. In addition, the creature gains resistance 10 to fire and is able to make an additional slam attack for one round per con modifier if exposed to a fire attack as well as granting it a +4 inherant bonus to it's strength score. However, the creature takes double damage from attacks with the electricity element. Graft Flesh or Craft Construct, limited wish; 40,000gp Jaw of Iron: This is a jaw attached to the head of a creature. It is shaped in various forms but has the same power in any form. The creature may make a breath attack three times a day that poisons those who breath it in. The poisons initial damage is 1d4 con damage and it's secondary dmage is 3d4 con damage, the creature is entitled to a fortitude save to resist (DC 10+ 1/2 creatures HD+ con mod). This ability requires a 1d4+1 round wait period between uses. Enough of this gas is expelled to fill a ten foot square. Graft Flesh or Craft Construct, Cloudkill; 25,000gp Damage Table: Effigy Clay Stone Iron Fine - 1d2 1d3 1d3 Diminutive - 1d3 1d4 1d4 Tiny 1d2 1d4 1d6 1d6 Small 1d3 1d6 1d8 1d8 Medium 1d4 1d8 1d10 2d6 Large 1d6 2d6 2d6 2d8 Huge 2d6 2d8 2d8 4d6 Gargantuan 3d6 4d6 2d10 4d8 Colossal 4d6 4d8 4d6 8d6 |
| Abicus Acton10-07-05, 07:48 PM | Very interesting idea, Orcy. I am uncertain of the prices at a glance, but I could look at them more closely to decide if they are on target. |
| Orcy The Green Wonder10-07-05, 07:51 PM | Very interesting idea, Orcy. I am uncertain of the prices at a glance, but I could look at them more closely to decide if they are on target. That'd be appreciated, Orcy will probably be adding some more when he thinks of them. He'll update it when he does, which reminds him... Your Erinyes effigies have DR 5/adamantine, the advanced version has DR 7/adamantine. |
| Abicus Acton10-07-05, 07:53 PM | Your Erinyes effigies have DR 5/adamantine, the advanced version has DR 7/adamantine. If you could just edit it into their stats, it would be appreciated. I'll take a look at those grafts. I have no experience with grafts, but I'm pretty good with magic items, so I should at least be able to see if they're in the ballpark. |
| Abicus Acton10-07-05, 08:07 PM | On the Grafts: For starters, Effigy Arms should cost less. Either that, or Clay Arms should cost more. In either case, the Clay arms should be more than double the Effigy ones. Effigy Arms 4,000 gp+ = +2 Strength ??? gp = 1d4 Slam attack, and for being a Graft Clay Arms 16,000+ gp = +4 Strength ??? gp = Damage does not heal ??? gp = 1d8 Slam attack, and for being a Graft Stone Arms 16,000+ gp = +4 Strength 16,200 gp = Slow 3/day ??? gp = 2d6 Slam attack, and for being a Graft Iron Arms 16,000+ gp = +4 Strength 12,000 gp = Energy Resistance Fire 10 ??? gp = Weakness to electricity ??? gp = Extra attacks, fire ??? gp = 2d8 Slam attack, and for being a Graft I am not sure about the Jaw of Iron. It is very difficult to come up with an exact price, by using only the Magic Item Creation guidelines. However, they can give some idea of the range of the price. And there may be other guidelines specifically for Grafts that I do not know. |
| Orcy The Green Wonder10-07-05, 08:12 PM | On the Grafts: For starters, Effigy Arms should cost less. Either that, or Clay Arms should cost more. In either case, the Clay arms should be more than double the Effigy ones. Effigy Arms 4,000 gp+ = +2 Strength ??? gp = 1d4 Slam attack, and for being a Graft Clay Arms 16,000+ gp = +4 Strength ??? gp = Damage does not heal ??? gp = 1d8 Slam attack, and for being a Graft Stone Arms 16,000+ gp = +4 Strength 16,200 gp = Slow 3/day ??? gp = 2d6 Slam attack, and for being a Graft Iron Arms Is there a Strength bonus for the Iron Arms? 12,000 gp = Energy Resistance Fire 10 ??? gp = Extra attacks, fire ??? gp = 2d8 Slam attack, and for being a Graft I am not sure about the Jaw of Iron. It is very difficult to come up with an exact price, by using only the Magic Item Creation guidelines. However, they can give some idea of the range of the price. And there may be other guidelines specifically for Grafts that I do not know. Whoops, Orcy forgot to add in the strength bonus on the iron arms. Thats done. Personally, Orcy went on more of a judgement call than with any set-in-stone calculation... at least thats what Orcy went by (and existing grafts as well). |
| Demonfey10-07-05, 09:59 PM | Orcy doesn't really know where else to post this, and since he just became a member here and a teacher in constructs... he figures this would be the best place to post these. So here is his rough draft of 'construct grafts.' Tell him what ya'll think. Construct Grafts A construct graft, unlike typical grafts, may be created with the Craft Construct feat or the appropriate Graft Feat. Each of these grafts can be created with a successful craft weaponsmithing or armorsmithing check. Effigy Arm: An effigy arm is just what it sounds to be, the arm of an effigy creature. This arm grants the grafted creature a slam attack of the appropriate value (see table). It also gives the grafted creature a +2 inherant bonus to strength score. If the effigy creatue the limb origionates from had a natural attack, then the creature gains this attack instead of the slam attack. The creature may be grafted with a limb up to one size larger than himself, however he takes a -2 to all attack rolls and reflex saves, and a -4 penalty to balance checks. Graft Flesh or Craft Construct, Bull's Strength; Price 25,000gp Arm of Clay: This graft grants the creature it is attatched to a +4 inherant bonus to it's strength score. If using a slam attack or some other type of weapon, the wounds inflicted refuse to heal naturally and can only be healed by magic with a successful caster level check (DC 10+ grafted creature's HD), if the check is failed the spell fails and is lost. Graft Flesh or Craft Construct, animate object; 40,000gp Arm of Stone: An Arm of stone is an arm carved from any type of stone. Many varieties exist but have the same purpose. An arm of Stone grants the grafted creature a +4 inherant bonus to it's strength score. In addition, the arm can be used three times per day to deliver a slow effect as the effect lasts for 1 round er two hit die of the grafted creature. Graft Flesh or Craft Construct, Fist of Stone; 30,000gp Arm of Iron: This arm made of a thick Iron comes in many shapes and sizes. Typically it appears too large for the grafted creature's body. This arm allows the grafted creature to make a powerful slam attack. In addition, the creature gains resistance 10 to fire and is able to make an additional slam attack for one round per con modifier if exposed to a fire attack as well as granting it a +4 inherant bonus to it's strength score. However, the creature takes double damage from attacks with the elextricity element. Graft Flesh or Craft Construct, limited wish; 40,000gp Jaw of Iron: This is a jaw attached to the head of a creature. It is shaped in various forms but has the same power in any form. The creature may make a breath attack three times a day that poisons those who breath it in. The poisons initial damage is 1d4 and it's secondary dmage is 3d4, the creature is entitled to a fortitude save to resist (DC 10+ 1/2 creatures HD+ con mod). This ability requires a 1d4+1 round wait period between uses. Enough of this gas is expelled to fill a ten foot square. Graft Flesh or Craft Construct, Cloudkill; 25,000gp Damage Table: Effigy Clay Stone Iron Fine - 1d2 1d3 1d4 Diminutive - 1d3 1d4 1d6 Tiny 1d2 1d4 1d6 1d8 Small 1d3 1d6 1d8 2d6 Medium 1d4 1d8 2d6 2d8 Large 1d6 2d6 2d8 4d6 Huge 2d6 2d8 4d6 4d8 Gargantuan 3d6 4d6 4d8 8d6 Colossal 4d6 4d8 8d6 8d8 If it were my place to do so, I'd approve them. I like them, and believe they could pass material approval. |
| Orcy The Green Wonder10-07-05, 10:27 PM | A few more things to add since Orcy randomly thought of them after he posted the first set. They aren't really limbs, but more of... additions. Wrist Blade: This is a wickedly curved blade grafted into the arm of a creature. If used for an off hand attack it is treated as a light weapon. This blade can also be enhanced as a masterworked weapon, if used with a two handed weapon it may be used to make a single additional attack in a round in which the creature makes a full attack at a -5 penalty. Graft Flesh or Craft Construct, Craft Magic Arms and Armor; 2000gp Body Reinforcement: These stone or metal plates are grafted onto a creature's body. They cover shoulders, the chest, and most vital areas of the body. This graft grants the creature a +2 natural armor bonus and 25% fortification. This fortification does not stack with that granted by magical armor. Graft Flesh or Craft Construct, Stoneskin; 30,000gp Arm Cannon: This weapon can be added to any construct or construct limb (any construct arm grafts) when it is created. This is a hollow tube that is built into a constructed arm or graft. It can be loaded with various types of ammunition, including a special alchemical orb. The alchemical orb can be used to deliver grenade-like weapons such as alchemist's fire or acid. These orbs are a clear glass-type object that shatters upon impact. The arm can hold up to 10 shots of any type of ammunition at a time. Reloading this arm cannon is a full round action that provokes attacks of opportunity. Graft Flesh or Craft Construct, Gust of Wind; +1500gp (added to the price of the construct or construct graft) Bullet: This is a roughly the same design as a sling bullet but is much larger. Price (10) 1gp Spiker: This is a small ball lined with spikes. When it comes into contact with a target (including the ground) it explodes outward and deals half damage to everyone within 5ft of the original target. Price (20) 5gp Orb: These are the orbs used to deliver alchemical substances. The price listed is for a bag of empty orbs. Add the price of the alchemical substance to be delivered to this price. Price (20) 1gp Wrist Cannon Blade Bullet Spiker Orb Fine - 1d2 - - Diminutive 1d2 1d3 1d2 - Tiny 1d3 1d4 1d3 1d2 Small 1d4 1d6 1d4 1d3 Medium 1d6 1d8 1d6 1d4 Large 1d8 1d10 1d8 1d6 Huge 1d10 2d6 1d10 1d8 Gargantuan 2d6 2d8 2d6 1d10 Colossal 2d8 4d6 2d8 2d6 |
| Demonfey10-07-05, 10:30 PM | If these get approved, I'm going to end up with at least a couple of them... :drool: Anyway, I think they are passable. |
| Orcy The Green Wonder10-07-05, 10:35 PM | If these get approved, I'm going to end up with at least a couple of them... :drool: Anyway, I think they are passable. Orcy particularly likes the cannon. Can you imagine holding up the palm of your hand and shooting a ball filled with acid into the face of your enemy? It makes Orcy grin just thinking about it... |
| Demonfey10-07-05, 10:38 PM | Actually, I had an idea similar to it, except replace the launcher with a wand holder and give it three reload chambers that auto feed a new wand into the firing container when the old one goes dead, and ejects the old wand. Or, a cannon that fired altered polaris rays. |
| Orcy The Green Wonder10-07-05, 10:39 PM | Actually, I had an idea similar to it, except replace the launcher with a wand holder and give it three reload chambers that auto feed a new wand into the firing container when the old one goes dead, and ejects the old wand. Or, a cannon that fired altered polaris rays. There is a warforged component similar to that. It holds a wand in it until the wand is out of charges then drops the wand for another to be loaded into it. |
| Demonfey10-07-05, 10:42 PM | Well, I don't have the Eberron books, so I didn't know. |
| Orcy The Green Wonder10-08-05, 12:58 PM | The cloud themsleves appear to part outside the halls of the Academy. Three massive creatures fly through the air on huge, outstretched draconic wings. They land upon the ground outside, looking toward the building Glenn steps outside and says a few words to them. They turn their attention toward Abicus as Glenn spins around. "Ah, there we are. Your order is complete, and your worms delivered. Just look at them, magnificent! So large and powerful, I might have to make one for myself some time..." |
| Abicus Acton10-08-05, 01:05 PM | Professor Acton admires the draconic Purple Worms for a moment. "Thank you. I expect them to perform their duties magnificently." |
| Orcy The Green Wonder10-08-05, 01:20 PM | Glenn nods with a smile as he finishes looking over the creature's body and the finished job. "Oh yes, I am quite sure they will serve your purposes well. They are quite dangerous beasts, quite dangerous indeed. They've been ordered to obey all your commands and all of that stuff you'll be needing. Take care of them, they'll cost a lot to repair or rebuild if they're damaged." Half Dragon Purple Worm Size/Type: Gargantuan Construct Speed: 20ft, Burrow 20ft, Swim 10ft, Fly 40ft HD: 16d10+60 (148 hp) AC: 24 (10 +21 natural, -3 dex, -4 size) Attacks:Bite +27 (2d8+18/x2) and Sting +22 (2d6+9/x2) Special Attacks: Improved Grab, Swallow Whole Special Qualities: DR 10/adamantine Saves: Fort +5, Ref +2, Will +5 Abilities: Str 47, Dex 4, Con --, Int --, Wis 11, Cha 1 Feats: Awesome Blow, Cleave, Power Attack, Weapon Focus (Bite), Weapon Focus (sting) |
| Abicus Acton10-08-05, 01:43 PM | I will see if I can add in the towers and dungeons, as well as the walls. Conscientia, Academy of Magic (Overview) Site South end of the Winding Woods, near the Evergreen Forest and the coast of the Sea of Mist. Climate: Unknown Terrain: Forest (0% discount, -10% cost of wood walls) Primary Settlement: Cleat Township or Tyranor Proper Size of Primary Settlement: Unknown Distance to Stronghold: Unknown Site in lawless area: -10% price modifier Fly spell: -25% of cost adjustment for height Fabricate spell: -50% for luxury spaces, -20% for fancy spaces, -5% for other spaces Move Earth spell: -3% per space on ground floor, moats for free Telekinesis spell: -50% of cost adjustment for height Entrance Hall 24,000 gp = Trophy Hall, Fancy x4 -4,800 gp = (Fabricate spell discount) -720 gp = (Move Earth spell discount) 3,000 gp = Iron Door x6 200 gp = Office, Basic (Information Desk area) -10 gp = (Fabricate spell discount) -6 gp = (Move Earth spell discount) Great Hall 96,000 gp = Dining Hall, Fancy x8 -19,200 gp = (Fabricate spell discount) -2,880 gp = (Move Earth spell discount) 3,000 gp = Iron Door x6 600 gp = Secret Stone Door (DC 35) (in floor, to kitchens) Hallway Rooms 6,000 gp = Storage, Fancy x6 -1,200 gp = (Fabricate spell discount) -180 gp = (Move Earth spell discount) 240 gp = Strong Wooden Door x6 12,000 gp = Bath, Fancy x6 -2,400 gp = (Fabricate spell discount) -360 gp = (Move Earth spell discount) 240 gp = Strong Wooden Door x6 South-West Tower, First Floor 24,000 gp = Magic Laboratory, Fancy x8 -4,800 gp = (Fabricate spell discount) -720 gp = (Move Earth spell discount) 160 gp = Strong Wooden Door x4 South-West Tower, Second Floor 24,000 gp = Magic Laboratory, Fancy x8 -4,800 gp = (Fabricate spell discount) 160 gp = Strong Wooden Door x4 South-West Tower, Third Floor 6,000 gp = Magic Laboratory, Fancy x2 -1,200 gp = (Fabricate spell discount) 400 gp = Height Adjustment (third story) -100 gp = (Fly spell discount) -200 gp = (Telekinesis spell discount) South-East Tower 18,000 gp = Magic Laboratory, Fancy x6 -3,600 gp = (Fabricate spell discount) -540 gp = (Move Earth spell discount) 120 gp = Strong Wooden Door x3 6,000 gp = Alchemical Laboratory, Fancy x2 -1,200 gp = (Fabricate spell discount) -180 gp = (Move Earth spell discount) 40 gp = Strong Wooden Door North-West Tower North-East Tower Dungeons 96,000 gp = Kitchen, Fancy x8 -19,200 gp = (Fabricate spell discount) 80 gp = Strong Wooden Door x2 18,000 gp = Magic Laboratory, Fancy x6 -3,600 gp = (Fabricate spell discount) 120 gp = Strong Wooden Door x3 Before I put anything in for the two North towers, where will the Houses reside? We could put one in each of the North towers, we could put one in the front tower, above the Dining Hall, and we could probably put several in the dungeons. |
| Abicus Acton10-08-05, 01:45 PM | Glenn nods with a smile as he finishes looking over the creature's body and the finished job. "Oh yes, I am quite sure they will serve your purposes well. They are quite dangerous beasts, quite dangerous indeed. They've been ordered to obey all your commands and all of that stuff you'll be needing. Take care of them, they'll cost a lot to repair or rebuild if they're damaged." "That reminds me. How might we repair these constructs if they were ever damaged?" |
| Orcy The Green Wonder10-08-05, 01:59 PM | "That reminds me. How might we repair these constructs if they were ever damaged?" "Well, just contact me and I should be able to repair them for ya. If not with new materialos and such, I can repair them with spells. There are repair spells developed much like those healing spells of your everyday cleric. However, these repair a damaged construct. I'm sure you can learn them yourself bein wizards and all that. But those can be quite effective for fixin these boys, and girls, up real nice." |
| Abicus Acton10-08-05, 02:05 PM | "Well, just contact me and I should be able to repair them for ya. If not with new materialos and such, I can repair them with spells. There are repair spells developed much like those healing spells of your everyday cleric. However, these repair a damaged construct. I'm sure you can learn them yourself bein wizards and all that. But those can be quite effective for fixin these boys, and girls, up real nice." Where might I find these spells? No repair spells seem to be in the Player's Handbook, except Mending, but that does not affect constructs. |
| Sssargoth10-08-05, 02:14 PM | Where might I find these spells? No repair spells seem to be in the Player's Handbook, except Mending, but that does not affect constructs. Eberron campagn setting. Scor/Wiz spell list on pg 108. They should be easy to find after that. |
| Orcy The Green Wonder10-08-05, 02:15 PM | Where might I find these spells? No repair spells seem to be in the Player's Handbook, except Mending, but that does not affect constructs. Complete arcane has them. They're basically cure spell for wizards, gained at the same level as the cleric's actual cure spells, but they only effect constructs. They have the exact same effect as a cure spell of the appropriate level... on constructs. |
| Abicus Acton10-08-05, 02:17 PM | Complete arcane has them. They're basically cure spell for wizards, gained at the same level as the cleric's actual cure spells, but they only effect constructs. They have the exact same effect as a cure spell of the appropriate level... on constructs. All right, thank you. I ordered Complete Arcane the other day, so I should have it soon. @Sssargoth: Unfortunately, I do not own the Eberron Campaign Setting (yet). I want to get it, though. <<Edit:>> Heads of Houses (Thasis and Aramar): I still need that info for your Houses. Also, you need to decide where you want your House to reside, where they will sleep and their common room, etc. Also, Orcy, Glenn needs to be put in one of the Houses, but I will let that go until the Heads of Houses get their House info up. |
| Zombomaniac10-08-05, 02:33 PM | I probly make someone for this Guild and the CoA sooner or later, but not right now. |
| Abicus Acton10-08-05, 02:34 PM | I probly make someone for this Guild and the CoA sooner or later, but not right now. You would be very welcome, we are in need of new members. |
| Abicus Acton10-09-05, 12:16 AM | I was looking through some things at the Wizards site, and I came across this. It is basically a scholarly form of the Cleric, so I thought it would be perfect here. Archivist (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3) |
| Aramar the Black10-10-05, 06:20 PM | Ooh, Archivest..Me likey. :dancin: :drool: :) House Strigiad Favored Class: Wizard Favored Qualities: Intelligence, Curosity, a colorful imagination. A unbiased view toward magic. Little or no desire for glory, wealth, domination, or violence. Traditions: Unknown, as of yet. Bedrooms and Common Rooms: Topmost Floor (whatever it happens to be) of the North-East Tower. No need for them to be very fancy. Also, a couple of things I'd like you to look into, Abicus. For classes, should some of the classes that I teach, namely, evocation and divination, have a larger spell list? They're pretty meager right now. Second, I would like my name to be added as an instructor of the Magical Experimentation and Thoery classes. Also, looking back at my spellbook, the contents of which I have submitted to the Grand Spellbook, includes a minor repair spell. |
| Abicus Acton10-10-05, 07:06 PM | House Strigiad will probably occupy the entire North-East tower. The bottom floor will have the common room and a few others, while the bedrooms (of basic quality) shall be on the upper floors. For classes, I am going to add every spell in the Master Book to the classes, if you don't mind. We should also consider charging some sort of tuition (probably based on the vastness of knowledge in each class) to cover our costs. I shall add you as an instructor of Magical Theory and Experimental Magic. Excellent, if the need ever arises, we will be able to repair our constructs. On the subject of Houses, I was wondering how different we want to make ourselves from one another. I would somewhat prefer for us to be as different as possible, so that we can better cover and represent every aspect of magic. Since my own House Eruditium is made up entirely of Wizards, would you like for your own to be Wizards as well, or would you like for them to be Mystic Theurges? Or perhaps something else similar? They should probably be different enough that they don't overlap, but they need to be general enough that we all get a significant number of members (I realize that we will likely get more Wizard characters than Mystic Theurges). Or, perhaps instead, we could expand upon the specifics of our Houses. Perhaps Eruditium specializes in training Loremasters, but Strigiad is more appropriate for Mystic Theurges. Perhaps Eruditium focuses on researching the secrets that have already been discovered by past scholars, but Strigiad focuses on creating newer ways of using magic. |
| Aramar the Black10-10-05, 07:33 PM | For classes, I am going to add every spell in the Master Book to the classes, if you don't mind. We should also consider charging some sort of tuition (probably based on the vastness of knowledge in each class) to cover our costs. That was what I was thinking all along. What would you think for the fee; and what kind of income are we shooting for? Perhaps, Spell Level x (Spell Level x 5) x number of aproppriate leveled spells in the class Thus, to take a level 5 class, and to learn 10 spells, would cost 250 GP To take an entire course would be a significanct amount more. Assuming an entire course offered at least 5 spells for each level up to 6th, that would be a tution of somewhere between 1000-2000 gp, I think. I shall add you as an instructor of Magical Theory and Experimental Magic. Thank you. Excellent, if the need ever arises, we will be able to repair our constructs. Mind you, I only know the most minor repair spells right now, so I could spend all day fixing a single construct. I would somewhat prefer for us to be as different as possible, so that we can better cover and represent every aspect of magic. Since my own House Eruditium is made up entirely of Wizards, would you like for your own to be Wizards as well, or would you like for them to be Mystic Theurges? Or perhaps something else similar? They should probably be different enough that they don't overlap, but they need to be general enough that we all get a significant number of members (I realize that we will likely get more Wizard characters than Mystic Theurges). Well, I was thinking that Wizards was the most common and probably favored class of House Strigiad, but by no means is it the only class the House if to be made of. Mystic Theurges, Archivists (which, if it hadn't just been released and were more common, would probably be the favored class of this House), Wu Jen, and even perhaps Bards, Soulcasters, and Cerebremancers, to list some generic, rarer types. Or, perhaps instead, we could expand upon the specifics of our Houses. Perhaps Eruditium specializes in training Loremasters, but Strigiad is more appropriate for Mystic Theurges. Perhaps Eruditium focuses on researching the secrets that have already been discovered by past scholars, but Strigiad focuses on creating newer ways of using magic. This sounds like a beautiful idea. |
| Abicus Acton10-10-05, 08:02 PM | That was what I was thinking all along. What would you think for the fee; and what kind of income are we shooting for? Perhaps, Spell Level x (Spell Level x 5) x number of aproppriate leveled spells in the class Thus, to take a level 5 class, and to learn 10 spells, would cost 250 GP To take an entire course would be a significanct amount more. Assuming an entire course offered at least 5 spells for each level up to 6th, that would be a tution of somewhere between 1000-2000 gp, I think. Here's my idea: Cost for each spell: Spell Level x Minimum Caster Level to Cast Spell x 10 gp So, fireball would cost 150 gp. The tuition of a class would be the costs of all spells added together. This cost is the same as the cost to have the spell cast. To teach the spell, we could have multiple spellbooks for each school of magic, and the spellbooks would be lent to students. The spellbooks would cost 15 gp each (plus the costs to scribe the spells into them), but the magic contained within them would probably be far more valuable than their costs. Of course, if students made off with the spellbooks, it could cause some problems, but I believe we can come up with some ways of securing them. Well, I was thinking that Wizards was the most common and probably favored class of House Strigiad, but by no means is it the only class the House if to be made of. Mystic Theurges, Archivists (which, if it hadn't just been released and were more common, would probably be the favored class of this House), Wu Jen, and even perhaps Bards, Soulcasters, and Cerebremancers, to list some generic, rarer types. I can add the other classes as well. This sounds like a beautiful idea. Well, I myself am a Loremaster, so perhaps that would be an appropriate Prestige Class to be placed under House Eruditium. There are perhaps some others, such as Archmage, and if I ever get the book, the casters of Magic of Incarnum. I am uncertain of others, but I am expecting to receive Complete Arcane this week, so perhaps I can get some ideas from it. |
| Aramar the Black10-10-05, 09:36 PM | Cool. Magic of incarnum is interesting, and I'm already thinking of ways to closely link it too arcane magics; the soulcaster is a neat concept, but like the mystic theurge, I want to find more unique capabilities for it. Complete Arcane has all kinds of cool stuff; effigies master, elemental mages, Far Realm disciples, and more. Along with all kinds of fluff, variant magic items, and spellbook creation. |
| Demonfey10-12-05, 12:43 AM | Anyone have any objections on me posting these grafts on the material and approval thread? |
| Abicus Acton10-12-05, 01:00 AM | Anyone have any objections on me posting these grafts on the material and approval thread? I have none. They are very interesting and well-thought out creations. If you do not mind, Orcy, I would like to place a link to them under Inventions of this Academy. Aramar: For the House Posts, I added an entry for Approach to Magic. For your own House Strigiad, I entered "House Strigiad specializes in magical experimentation and discovering new ways of using magic." I hope that accurately describes your own view of your House, but you are free to have it edited and changed. Additionally, I input Primary Class and Favored Classes to the mix, adding each one that you described. If you wish to add to these, you may at any time. |
| Abicus Acton11-03-05, 05:20 PM | I deeply apologize for my incredibly long hiatus. In the inactivity of the guild, I kindof "drifted" away back into reality. Unfortunately, this group still seems to be very inactive, and I have even less time to devote. If there are those out there that are interested in a Hogwarts-like Academy of Magic, I would be happy to engage with them, but I am afraid I would make a poor leader with my limited involvement. If there are any among you that would like to take over the "mantle of leadership," I would be glad to bestow it upon you. However, if this inactivity persists, something must be done with the immense resources of the Academy while it rests in peace, waiting for that time when it shall be revitalized into an atmosphere more suitable to it. We have a host of Effigy guardians that would only rust and gather dust while slumbering in a failing organization. The Council of Archmages has been our close ally and "mother guild." So, I would motion for our resources to be reallocated to that guild in the case of our absence from the game. If any of you have any comments or concerns on this topic, speak freely your thoughts. Good luck and God bless. |
| Aramar the Black11-07-05, 07:08 PM | As a devoted member of this guild, and a patron of magical education, I do not wish to see this establishment fail. Given the circumstances, and my particular memberships; unless any should say nay, then I will gradly persent myself as a keeper of this academy, despite my small bouts of inactivity. Also, if the involved parties shall agree to it, and none say nay, then I see this academy joining the Council of the Archmages, becoming an educational branch, even should it fall into decline and become but a potental of power laying in the dusty shadows, even yet giving the power of it's strong youth into the Council's hands, and given the chance for great life. Mayhaps we will have a swelling of numbers in teahcers and students, or mayhaps we amy not. Sleep on this I must, but, while my offer stands, may the Gods of Magic smile upon us. |
| Abicus Acton11-09-05, 05:25 PM | The aged but energetic man known as Professor Abicus Acton emerges from the halls, and he is carrying a very ornate mantle and staff. Draping the mantle about Aramar's shoulders, he says, "I bestow upon you, Aramar, the office of Headmaster, and grant you all the powers, privileges, and responsibilities thereof." Handing him the staff, he continues, "The leadership and resources of the Academy are at your command. I trust you will do all you are capable of to make this establishment a successful and glorious institution upon the face of this land. Good luck in this calling, and may you find contenment in serving it." |