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| Aramar the Black05-23-07, 01:15 PM | Before you stands a great castle of cliche appearence, with a large middle tower, and a circular tower at each corner. Waters of a great lake lap the shore nearby, while the landscape goes dark behind the Academy for the imposing tangle of forest. Beings of various age and species can be glimpsed and heard from the courtyard and on the beach. The front gates, a stone pentagram split in two, are etched with the signature of the Academy, and surrounded with repeated inscriptions Vivus, Aprendus, Sabus Welcome to to Conscientia 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). Please note that, in time, a tution may be put in place. Table of Contents: Notice Board/Important Information Statistical Workings Houses Courses/Classes: Abjuration Alchemy Arcane Creation Biology Conjuration Cosmology Daemonology Divination Enchantment Evocation Herbology Illusion Linguistics Necrology Psuedothaumaturgy Quantum Thaumaturgy Transmutation Unified & Divine Magics Universal MAgics Unorthodox/Unique Magics Other |
| Aramar the Black05-23-07, 01:21 PM | -Conscientia is an educational branch of the Council of the Archmages. Members: (Active and "retired") Aramar the Black, Headmaster, Head of House Strigiad Abicus Acton, Head of House Eruditum Frostbite Ravenhart, Head of House Lunella Thasis the Good, Head of the House of Prophets Xen, Instructor Gerald, Instructor Varesh Caldrynn If you name is on here, and you wish it be removed or changed, notify me. Also, if you would like to be an instructor or Head of House at this Academy, notify me The Difficulty level of the classes are being hammered out,as well as the extra benefits that a given class may provide. Old Stuff: 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/Game Material: Archivist (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3) (excerpt from Heroes of Horror) |
| Aramar the Black05-23-07, 01:23 PM | Staff 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: 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. Salary - To be determined 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 people who run the 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. Salary - To be determined Preferably, instructors should be at least caster level 10th. But, for now, there are no strict requirements. Students How to become a student: By merely expressign an interest in arcane or divine study, any person can become a student of the Academy. To be considered as a full-time student, a character must be involved in at least four classes per semester. Taking more than six classes per semester is not recommended. Tutition: (Pending Finalization) The tutition for a full-time student is 6000gp per semester, including base costs plus room & board, payable either monthly or all at once when the semester beings. Students taking advanced and/or lab heavy courses may be requiered to pay an additional fee, to be determined by the staff. Classes How the classes work: (pending finalization) Course Title: The name of the course. Course Description: A general description of what will be learned in the course. CR (x): This is the Challenge Rating of the course. A student can gain experience by taking these courses. In order to gain this experience, the student must succeed at a Knowledge (Arcana) check with a DC of 15+the CR of the course. A student may Take 10 on this roll. The skill used for a specific class is shown below the CR. The student is awarded XP as if he had defeated a monster of the same CR. Prerequisites: Advanced level courses often have prerequisite classes. A student must meet all prerequisites or be given a special exemption by the teacher. It should be noted that all of the classes presented here have a (unsaid) base prerequisite of being a 1st-level spellcaster. Skills: A student who has at least 5 ranks in any of the listed skills or feats may add +1 to his/her Knowledge check. Feats: A student who possesses any of the listed feats may add a +1 bonus to his/her Knowledge check for each (listed) feat that he/she possesses. Advanced Classes: There are some classes that grant a feat rather than experience. These classes are not to be taken lightly, and often the hopeful student must have a number of other classes under his/her belt, or acceptance from said class's instructor. Rather than a CR, these classes have a straitforward DC that must be bested with the appropriate roll(s). With success, the student reaps that benefits of the class's reward at the end of the semester. Class Lore: When making the check to pass the class, should the student succeed, a note should be made of the degree of success (how many pints past the DC). For every two points past the required mark, the student gains "learning points" which are used to learn spells from the class lore. 1 point equals one spell level. So, for example, a check of 26 on a DC of 20 would allow the student to learn one 3rd level spell, one 2nd and one 1st, or three 1st level spells. If the student is taking a class "tree", they may reserve thier points in that particular tree in order to learn higher-level spell. However, they cannot learn spells of a level higher than thier maximum casting ability. |
| Aramar the Black05-23-07, 01:30 PM | House Eruditium: Members: Abicus Acton, Head of House 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. House Traditions Location: Central Tower, above entrance hall and dining hall. ----------------------------------------------------------------- [B]House Lunella Members: Frosbite Ravenheart, Head of House Primary Class: Wizard (maybe change b/c other two are wizards too) Favored Classes: Bards, Sorcerers, Harper Scout, Harper Mage, Favored Qualities: Cunning and street-smarts. Being charming and with a penchant for stealth and deception. Kindness, bravery but a willingness to bend the rules is common as is a love of knowing secrets. Approach to Magic: House Lunella specializes in quick, adaptive, innovative, thinking-outside-the-box approach to developing magic. House Symbol: Blink Dog (Or A Phoenix…haven’t decided) Location: ? (unknown to me, but maybe being hidden would be a cool, fitting idea…) House Background: Founded and raised by a Harper, House Lunella has become a haven for the children of other Harpers and other idealistic students who believe in trying to better the world. While Many Lunella have obtained the harpers appreciation for information gathering and secrecy; Some Lunella have inherited the Harpers hatred of tyranny and may become overly, crusader-like, rebellious, rash or pro-active. At best, a Lunella is quick, discrete, down-to-earth realistic, and loyal. At worst a Lunella can become reckless, paranoid, deceptive, noisy or over-the-top. ----------------------------------------------------------------- House Strigiad: Members: Aramar the Black, Head of House 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. House Traditions Location: North-East Tower ----------------------------------------------------------------- The House of Prophets Members Thasis the Good, Head of House Primary Class: Favored Classes: Favored Qualities: Approach to Magic: House Traditions Location: North-West Tower |
| Aramar the Black05-23-07, 01:31 PM | Reserved for whatever purpose. |
| Aramar the Black05-23-07, 01:32 PM | Instructor: Gerald Courses: Counterspelling and Spell Reversal Mana Field Interaction II Further study into the nature of ambient magical fields, Weave theory, interactions between abjuration spells, as well as abjuration spells and other magical incarnations. CR: 5 Prerequisites: Mana Field Interaction SKill: Spellcraft Class Lore (1) Alarm (1) Endure Elements (1) Eptoplasmic Armor (1) Shield (2) Arcane Lock (2) Protection from Arrows (2) Resist Energy (3) Dispel Magic (4) Globe of Invulnerability, Lesser (4) Lower Spell Resistance (4) Otiluke's Dispelling Screen (4) Remove Curse (4) Stoneskin (5) Duelward (5) Mordenkainen's Private Sanctum (6) Antimagic Field (6) Greater Dispel Magic (6) Guards and Wards (6) Repulsion (7) Spell Turning (8) Mind Blank (8) Prismatic Wall |
| Aramar the Black05-23-07, 01:33 PM | Classes: Basics of Alchemy Mundane Alchemy Advanced Alchemy CR: 3 Skill: Craft (Alchemy) Magical Alchemy DC: 20 Skill: Craft (Alchemy) Reward: Gain Brew Potion as a bonus feat |
| Aramar the Black05-23-07, 01:38 PM | Instructor: Abicus Acton Classes: Note: Every class beginning with "Arcane Creation:" uses the appropriate Craft Skill as the base skill, and Knowledge (Arcana) as the secondary skill, unless other wise noted. Also, these same classes have an additional lab fee of Advanced Infusion Theory CR: 8 Skill: Knowledge (Arcana) Arcane Creation: Arms & Armor* DC: 23 Skill: Knowledge (Arcana) Reward: Gain Craft Magical Arms and Armor as a bonus feat *This course is two semesters long, consisting of two classes Arcane Creation: Attunement Arcane Creation: Biological Life Arcane Creation: Chimurgy Arcane Creation: Complex Machines Arcane Creation: Gemstones Arcane Creation: Golems Arcane Creation: Grafts Arcane Creation: Planeforging Arcane Creation: Schemas Arcane Creation: Sentience Arcane Creation: Structures Arcane Creation: Rings DC: 30 Skill: Knowledge (Arcana) Reward: Gain Forge Ring as a bonus feat Arcane Creation: Rods DC: 27 Skill: Knowledge (Arcana) Reward: Gain Craft Rod as a bonus feat Arcane Creation: Staves DC: 30 Skill: Knowledge (Arcana) Reward: Gain Craft Staff as a bonus feat Arcane Creation: Wands DC: 23 Skill: Knowledge (Arcana) Reward: Gain Craft Wand as a bonus feat Arcane Creation: Wondrous Items* DC: 20 [b]Skill:[b] Knowledge (Arcana) Reward: Gain Craft Wondrous Item as a bonus feat *This course consists of three semester-long classes |
| Aramar the Black05-23-07, 01:41 PM | Classes: Thaumaturigcal Pathology Introductory Biomechanics Biomechanical Applications Innate Magic: (Lesser Hominids and Animals) Observance of magical manifestions and inherent capabilties of humans, dwarves, goblins, etc.., as well as dogs, whales, birds, etc.. CR: 3 Innate Magic: (Elder children of Gaia) Observances of magical manifestions and inherent capabilties of dragons, fey, giants, meadusa, etc.. CR: 4 Innate Magic: Outsiders Observances of magical manifestations and inherant capabilities in fiends, angels, slaadi, modrons, etc.. CR: 5 |
| Aramar the Black05-23-07, 01:43 PM | Classes: Planar Passageways Intermediate Summoning CR: 5 Skill: Knowledge (Arcana) Advanced Conjuration: Creation CR: 6 Skill: Knowledge (Arcana) Advanced Conjuration: Binding CR: 8 Prerequisites: Intermediate Summoning Skill: Knowledge (Arcana) Bonus: Knowledge (The Planes) Transplantropic Travel CR: 12 Prerequisites: Skill: Knowledge (Arcana) Bonus: Knowledge (The Planes) Advanced Summoning Prerequisites: Advanced Conjuration: Binding Skill: Knowledge (Arcana) Bonus: Knowledge (The Planes) Reward: Summoned creatures gain +1 HD and a +2 bonus to a physical ability score of your choice. Class Lore (1) Grease (1) Lesser Orb of Cold (1) Mage Armor (1) Obscuring Mist (1) Unseen Servant (3) Bands of Steel (3) Sleet Storm (4) Minor Creation (4) Orb of Cold (6) Freezing Fog (6) Aramar's Mental Arena (7) Instant Summons Spell (7) Mordenkainen's Magnificent Mansion (7) Plane Shift (7) Greater Teleport |
| Aramar the Black05-23-07, 01:46 PM | Classes: Cosmological Diagrams Planar Interaction Xenoplanar Studies |
| Aramar the Black05-23-07, 01:50 PM | Classes: Basic Daemonology Historical Daemonology Diabology I Diabology II Caelology I Caelology II Caelology III Demonology I Demonolgy II |
| Aramar the Black05-23-07, 01:52 PM | Instructor: Aramar the Black Courses: Psychoemission Advanced Psychology Esophyschomanipulation CR: 5 Skill: Autohypnosis Extrasensory Development CR: 6 Advanced Psychoemissions CR: 10 Applied Cronology CR: 12 Class Lore (1) Comprehend Languages (1) Identify (1) True Strike (2) Detect Thoughts (2) See Invisibility (3) Arcane Sight (3) Tongues (4) Arcane Eye (4) Detect Scrying (6) Analyze Dweomer (6) Probe Thoughts (6) True Seeing |
| Aramar the Black05-23-07, 01:53 PM | Instructor: Frostbite Ravenheart Courses: (Similar to Divination Classes) Basic Exopsychomanipulation Advanced Exopsychomanipulation CR: 6 Class Lore (1) Sleep (5) Feeblemind (5) Hold Monster (5) Symbol of Sleep (8) Power Word Stun |
| Aramar the Black05-23-07, 01:55 PM | Instructor: Aramar the Black Courses: Elemental Thermodynamics Psuedoelement Studies Elemental Interaction Evocational Geometry Physiologies of Elemental Manifestations CR: 5 Skill: Knowledge (The Planes) Class Lore (1) Burning Hands (1) Magic Missile (1) Tenser's Floating Disk (2) Continual Flame (2) Emerald Planes (3) Daylight (3) Fireball (4) Ice Storm (5) Cone of Cold (6) Contingency |
| Aramar the Black05-23-07, 01:56 PM | Classes Basic Herbology Advanced Herbology Magical Herbology Sentient Herbology |
| Aramar the Black05-23-07, 01:58 PM | Instructor: Varesh Caldrynn Courses: Light Manipulation Sound Manipulation Nerve Manipulation Taste Manipulation Olfactory Manipulation Spell Thematics Light, Shadow, and Darkness CR: 8 Skill: Knowledge (The Planes) Class Lore (1) Disguise Self (1) Nystul's Magic Aura (3) Shadow Binding (4) Greater Invisibility (4) Illusory Wall (5) False vision (6) Shadow Walk (7) Project Image |
| Aramar the Black05-23-07, 02:00 PM | Courses: Advanced Runology CR: 10 Advanced Thaumaturgical Linguistics CR: 12 Truename Theory DC: Skill: Truespeak Reward: Gain the Truename Training feat, and 1 rank in Truespeak Draconic* DC: Reward: Gain Draconic as a bonus Language *This course is actually a series of classes in four semesters. |
| Aramar the Black05-23-07, 02:01 PM | Classes Necrological Applications Karrnithian Necrology Cultural Thanatology Transmigration of Animation Energies Applied Thanatology CR: 12 Skill: Knowledge (Arcana) Bonus: Knowledge (Religion) Intermediate Necrology CR: 6 Skill Knowledge (Arcana) Bonus: Knowledge (Religion) Class Lore (1) Ray of Enfeeblement (4) Fear (6) Undeath to Death (8) Clone |
| Aramar the Black05-23-07, 02:02 PM | Classes Ley Line Theory Onierology Ritual Theory |
| Aramar the Black05-23-07, 02:03 PM | Classes Atomic Thaumaturgy Thaumaturgon Interaction Quantum Thaumaturgy |
| Aramar the Black05-23-07, 02:05 PM | Instructor: Abicus Acton Courses: Elemental Mutability Physiological Transmigration Applied Transmuation Countegeotropics CR: 5 Sentience Transmutation CR: 12 Abstract Transmutation CR: 10 Class Lore (.5) Repair Minor Damage (1) Enlarge Person (1) Erase (1) Expeditious Retreat (1) Feather Fall (1) Jump (1) Reduce Person (2) Alter Self (2) Bear's Endurance (2) Bull's Strength (2) Cat's Grace (2) Darkvision (2) Eagle's Splendor (2) Fox's Cunning (2) Knock Spell (2) Owl's Wisdom (2) Scale Weakening (3) Augment Object (3) Blink (3) Fly (3) Secret page (3) Shrink Item (3) Water Breathing (4) Polymorph spell (4) Mass Reduce Person (5) Baleful polymorph (5) Dragonic Might (5) Fabricate (5) Overland Flight (5) Telekinesis (6) Disintegrate (6) Mental Pinnacle (6) Move Earth (7) Statue |
| Aramar the Black05-23-07, 02:06 PM | Classes Psionic-Magic Interaction Ki-Magic Interaction Theurgistic Theory |
| Aramar the Black05-23-07, 02:07 PM | Classes Familiar Theory Magic Thoery Integrated Psychomatrices CR: 6 Skill: Knowledge (Arcana) Class Lore (5) Permanency (7) Limited Wish |
| Aramar the Black05-23-07, 02:08 PM | Classes Eschewing Thoery: Light Restrictions DC: 18 Prerequisite: Light Armor Proficiency Base Skill: Dexterity Reward: Ignore 5% of arcane spell failure Eschewing Thoery: Medium Restrictions DC: 20 Prerequisite: Medium Armor Proficiency; Eschewing Theory: Light Restrictions Base Skill: Dexterity Reward: Ignore additional 5% of arcane spell failure Hemology Song Magic |
| Aramar the Black05-23-07, 02:08 PM | Seminars Cantrip Utility and Applications Ethics of Necrology Unbound Theory |
| Aramar the Black05-23-07, 02:18 PM | Reserved |
| Aramar the Black05-23-07, 02:18 PM | Reserved |
| Aramar the Black05-23-07, 02:19 PM | REserved |
| Aramar the Black05-23-07, 02:19 PM | Reserved. |
| Aramar the Black05-23-07, 02:21 PM | After an hour's worth of work, I declare this thread open for posting. I wanted to get the basic outline down; the classes will be fleshed out, and all those blank spaces filled in. |
| Dyne05-23-07, 02:25 PM | I'll be creating an Abicus Acton character to take his place as head of House Eruditium. I'm considering making him a Magician, to test out my new class, and he'll probably be pretty good at making magic items. |
| Aramar the Black05-23-07, 02:46 PM | Sounds fine. However, I think Abicus was more of the Loremaster than a crafter. (that's why we found Glenn) But, I won't object. |
| Dyne05-23-07, 03:22 PM | Sounds fine. However, I think Abicus was more of the Loremaster than a crafter. (that's why we found Glenn) But, I won't object. Kindof. He was basically a general wizard of many talents. And for those that don't yet know, Abicus Acton was one of my MuP's. |
| Dyne05-23-07, 03:38 PM | Well, I had foreseen classes being "semester-long", and semester consisting of many days, the single check was to ease the tediuosness and repitition of making the check every day. Kind of like the option given with the craft or profession skill. But, I could probably find a way to stick ina few more, if needed. Not everyday would consist of an encounter; some are dedicated fully to good ol' full bookwork. Plus, how do you calcuate CR for something like that? Well, the SWRPG has a chart for calculating challenge ratings for skill checks. Converting it over, it's roughly DC 14 + CR. So a CR 1 challenge would require a DC 15 check to beat, and so on. However, since D&D characters can get way higher skill bonuses than in SW, you might want to adjust it upward a bit. It's a judgment call, really. As for the length of classes, I was thinking them being summarized to the relative length of an adventure. Instead of going through each and every tedious day, there would be several challenges, like one for each test or something, ending with a sort of "final exam". Students would get XP for overcoming each "test" (along with learning spells and techniques along the way), and then gain some special unique benefit upon completing the "final exam". The plan was (and is) to offer the alternate bonus for the exotic classes only after the entire class (or collection of classe, even) had been passed. Agreed. |
| Aramar the Black05-23-07, 04:07 PM | Kindof. He was basically a general wizard of many talents. And for those that don't yet know, Abicus Acton was one of my MuP's. Ah, yes, it all comes rushing back. The formula I based the classes off of used a DC of (15 + CR). I think it will end up somewhere between 15-20. As for gaining extra benefits, like I wrote in the class description on page one, the DC's can get higher (in 5-point increments) depending on the level of benefit your trying to achieve. I understand the summerization part; But when a class is done and passed (regardless of checks requiered), how many days/hours did the character spend in game time? I had been thinking perhaps 4 hours per week for 9 weeks, at the least. But maybe that's better for a home campaign than a guild house "adventure". |
| Dyne05-23-07, 04:23 PM | The formula I based the classes off of used a DC of (15 + CR). I think it will end up somewhere between 15-20. 15-20 DC or CR? If it's DC, that might be quite a bit too low. If CR, it's rather high. Since the IFWG has characters of varying spellcasting ability, I think classes should focus on a CR between 5-15. As for gaining extra benefits, like I wrote in the class description on page one, the DC's can get higher (in 5-point increments) depending on the level of benefit your trying to achieve. Hmm, not sure I like that "Roll high, get better benefit" part. IMHO, the DC and reward should be set. Otherwise, characters are gaining a permanent benefit based on a single lucky roll. I understand the summerization part; But when a class is done and passed (regardless of checks requiered), how many days/hours did the character spend in game time? I had been thinking perhaps 4 hours per week for 9 weeks, at the least. But maybe that's better for a home campaign than a guild house "adventure". That sounds about right. Then again, the flow of time in the Guild House makes no sense anyway, so I don't think there has to be a set IG time frame for the classes. I think we could have something like one "test" every week, so that'd be 8 or 9 of them and then the "final exam". Tests would basically be: -Roleplaying fluff of the characters discussing new spells/techniques and such. -A Spellcraft/Knowledge (arcana)/whatever skill check to learn the technique. -Some challenge(s) that involve the new spell/technique. |
| Aramar the Black05-24-07, 05:32 PM | 15-20 DC or CR? If it's DC, that might be quite a bit too low. If CR, it's rather high. Since the IFWG has characters of varying spellcasting ability, I think classes should focus on a CR between 5-15. Sorry for the lack of clarity. The base DCs would between 15-20, to which the CR of the class would be added on. I'm thinking that maybe some of the really unusual classes (that that generally grant non-CR benefits) would have a higher DC. Hmm, not sure I like that "Roll high, get better benefit" part. IMHO, the DC and reward should be set. Otherwise, characters are gaining a permanent benefit based on a single lucky roll. I can see what you're saying. I think I can fix this problem while remaining true to the original idea. |
| CaptainShar05-24-07, 09:53 PM | Twinkle wanders into the room where Aramar and Abicus are having their debate. Whoa, these really are smart guys! To the two of them: This must be the school! Can I take a class? Maybe about making things into different shapes? I like all the shapes you can make snow and ice in. |
| Dyne05-24-07, 11:35 PM | Professor Acton nods to Aramar. "I believe we have reached an agreement, old friend. Now, we must plan out course curriculums, and to settle upon a reasonable cost of tuition to cover our expenses." When Twinkle approaches, he smiles at her apparent enthusiasm. "From what you described, you sound like you would do well in Transmutation. An interesting field, to be sure." |
| CaptainShar05-25-07, 11:14 PM | Would it help me figure out how to do more things like this? She makes a hollow ball of ice around herself, and sets off a rolling snowball inside with her, which chases her around as the ice ball rolls. Then she makes the whole thing explode like a hurricane in all directions at once. |
| Aramar the Black05-26-07, 02:02 AM | Not quite, at least as far as I know. I'd say that an Evocational Geometry class is more what your looking for, for that kind of effect, anyway. |
| CaptainShar05-26-07, 08:56 PM | Okay! So, I guess I should leave your office now, huh. Will someone ring a bell or something when classes start? I'm gonna go freeze up a little part of that lake to make a nice little house to live in. |
| Aramar the Black05-27-07, 07:27 PM | The beginning of classtime shall be announced, yes. As far as tution goes, I was thinking somewhere along the lines of 500-1000 gp per semester. |
| Dyne05-28-07, 04:02 AM | As far as tution goes, I was thinking somewhere along the lines of 500-1000 gp per semester. I'd think it'd need to be a bit higher than that, considering the benefits gained from completing a class (not to mention the costs of running it). I'd guesstimate a couple thousand, at least (for 9 exams, including 1 final exam, and all the benefits gained from them). But it's hard to determine without an actual course writeup, so I'll see what I can work out and PM it to you. |
| Aramar the Black05-28-07, 09:33 PM | True, I had had some second thoughts. What are we missing course write-up-wise? |
| Niek06-12-07, 08:33 AM | Gerald walks into the academy and adresses Aramar, "I would like to be an instructor, as the academy as of yet does not have support for sorcerors. Is this acceptable?" |
| Aramar the Black06-12-07, 12:14 PM | Aramar turns to the newcomer. "It is not often one finds sorcerers wanting to join a formal institution for instruction. Though, "not often" is apparently starting to mean "common" But anyway. What are your abilities? What can you offer to prospective pupils?" |
| Niek06-13-07, 12:56 PM | "My abilities are mainly in the art of abjuration, as that is my domain, but I am also fairly adept with conjurations. As for what I can offer the pupils, I can help them harness their inate talents, achieve their potential as great mages." |
| Aramar the Black06-14-07, 11:47 PM | "Well, it seems our students shall never fail to learn abjuration magic. But, none-the-less, it would be quite helpful to have someone around who understand magic as sorceres understand it. I have found myself with a sorcerous apprentice, and I think that's all I may be able to handle. This should be interesting. Welcome to the staff. Snowball?" Aramar holds out a small wine glass with an oversized, bluish snowball perched on top. |
| CaptainShar06-15-07, 10:21 PM | Snowballs? Twinkle, an ice mephit child, skips in, clutching her white kitten. I finished my house and I got bored outside. Can I play in here? She turns to Gerald. Want to meet Snowball? |
| Niek06-16-07, 12:17 PM | "Very well." Gerald reaches to pet the kitten |
| CaptainShar06-16-07, 03:15 PM | The kitten purrs and gently nibbles his fingers. What magics can you do? |
| Niek06-18-07, 09:28 AM | "I can do defensive magic and conjurations, mostly." |
| CaptainShar06-18-07, 06:37 PM | Like this? Twinkle sets off a cold-fireball, centered on herself. Ar'mar, where'd the nice snow lady go? |
| Aramar the Black06-18-07, 06:41 PM | "North, as far as I know." |
| CaptainShar06-18-07, 06:43 PM | Can I go visit her? Nothing's happening here. And it's kinda hot outside. Want to come with me? |
| Aramar the Black06-18-07, 06:53 PM | I don't see why not. Getting some fresh air could do me some good. |
| CaptainShar06-18-07, 06:56 PM | Yay! Want to fly, or ride in my lobster, or are you one of those wizards that can just jump through space? |
| Aramar the Black06-18-07, 07:11 PM | "How about we ride in your lobster?" says Aramar with a chuckling smile. |
| CaptainShar06-18-07, 07:29 PM | 'kay! Twinkle drags Aramar out of the academy, opens the top of the Apparatus of Kwalish, and jumps inside, still holding Snowball. Now just don't mess with the bottle, and we're good to go! Twinkle starts up the lobster, and it and she go tirelessly north, climbing mountains and swimming rivers and seas. |
| Frostbite_Ravenheart07-19-07, 07:05 PM | Hey Aramar, I was thinking about making a single character and having him be a teacher here. I probably will never RP here too much but if I have my character be a teacher here, I'll never have to worry about comming and going beacuse it seems like a really lax job so I can jump into any game Conscientia is apart of. I was also interested in maybe having a house but I'm not sure I fully understand a house purpose. Is it more like a fraternity inside the school or a more harry potter sort of thing? Anyways if I knew more and was allowed to make one it would probably look something like this: House Lunella Primary Class: Wizard (maybe change b/c other two are wizards too) Favored Classes: Bards, Sorcerers, Harper Scout, Harper Mage, Favored Qualities: Cunning and street-smarts. Being charming and with a penchant for stealth and deception. Kindness, bravery but a willingness to bend the rules is common as is a love of knowing secrets. Approach to Magic: House Lunella specializes in quick, adaptive, innovative, thinking-outside-the-box approach to developing magic. House Symbol: Blink Dog (Or A Phoenix…haven’t decided) Location: ? (unknown to me, but maybe being hidden would be a cool, fitting idea…) House Background: Founded and raised by a Harper, House Lunella has become a haven for the children of other Harpers and other idealistic students who believe in trying to better the world. While Many Lunella have obtained the harpers appreciation for information gathering and secrecy; Some Lunella have inherited the Harpers hatred of tyranny and may become overly, crusader-like, rebellious, rash or pro-active. At best, a Lunella is quick, discrete, down-to-earth realistic, and loyal. At worst a Lunella can become reckless, paranoid, deceptive, noisy or over-the-top. Anyways, I'm not sure what I have to do to get my house accepted so If you guy's allow it I may change a few things to fit the flavor of Conscientia better at you're guy's request. -Frost |
| Dyne07-20-07, 09:17 AM | Is it more like a fraternity inside the school or a more harry potter sort of thing? It was inspired by Harry Potter. I was gonna come up with more in-depth guidelines for what a House should be like, but I never got around to it. We'll see what happens, I guess. |
| Aramar the Black07-20-07, 01:41 PM | Cool. Having a house means that your character is (or will be) counted as a Founder, as well as an instructor. More information on such is found on the first page. |
| Frostbite_Ravenheart07-20-07, 05:26 PM | Well, I guess I'll "submit" what I posted earlier as my request, although, I haven't made a character yet so I may want to change it around a bit if I can't make it match up with my character. If I'm supposed to be a teacher too, I might go with Enchantments cause that's what I've always been pretty much Archmage of in the CoA but like I said I have to make a character first. -Frosty |
| Dyne07-20-07, 08:50 PM | All right, about Houses. It occurred to me awhile back that, without sufficient guidelines on what a House should be like, we might end up with a bunch of Houses that are either too similar to each other or that are simply implausible. Ideally, each of the Houses would cover a specific area so as to complement each other and to make sure all types of students can fit in somewhere. There are a few ways we could do this. At Hogwarts, each of the four Houses roughly corresponds to one of the four elements (Gryffindor = Fire, Ravenclaw = Air, Hufflepuff = Earth, Slytherin = Water), and each House is represented by different qualities and values. Alternatively, Houses could be grouped based on the eight schools of magic; the problem with this, though, is that the schools of magic might be better left to just the classes, and that having one House for each school might be too numerous. Finally, another possibility would be for different Houses to represent different ways of using magic; for example, we could have one House for Sorcerers, one for True-namers, one for Binders, etc.; however, Conscientia is mostly targeted at wizards, so other types of spellcasters might be few and far between. We could sortof combine these different ideas: have one House for each element, have each House specialize in one or two schools of magic, and then allow additional Houses to be formed if we end up with a bunch of non-core spellcasters. Since we'd have four Houses but only three Founders (Aramar, Dyne, Frostbite), the Headmaster would have control of any additional Houses until another Founder comes along. For my House, I was gonna have it specialize in Necromancy and the "Dark Arts," and it could work as either Air, Water, or Earth. For a second school of magic, it would probably be either Conjuration or Illusion. |
| Frostbite_Ravenheart07-20-07, 11:53 PM | All right, about Houses. Just remember, seeing as this is based off of Harry Potter; Beware of making the houses to specific. Take Hermione, she almost perfectly fits into the Ravenclaw house seeing as she's intelligent and being considered the cleverest witch of her age. But she's in Gryffindor. Why? Well I personally don't believe the sorting hat puts you where you "fit" best but rather where you'll grow the most. Hermione was already smart but what she gained from Gryffindor was the courage to have acompanioned Harry on all his crazy adventures. Basically the point I'm trying to make is Dyne, I don't really care how you set up the rules for making Houses beacuse I will adjust my entry based on your rules, just remember not to make anything too inflexible so that almost any character concept could fit into any house. -Frosty |
| Aramar the Black07-21-07, 01:57 AM | Another thing to think about, aside from the basic mechanics of Schools and elements, are how the members of the House percieve magic; what they want out of it and out of life; etc.. With your suggested school, Dyne, which focuses on the "Dark Arts" (enchantment, evocation, necromancy), are your members into these subjects for personal gain, academic interest, or on a quest to find good in such studies? |
| Dyne07-21-07, 06:54 AM | Just remember, seeing as this is based off of Harry Potter; Beware of making the houses to specific. Oh, certainly. People choose what House they want to be part of anyway, so the trick is making them varied enough that everyone can find someplace they fit in and that interests them. Oh, and about Hermione, I disagree. While she values intellect and following the rules, she values courage and friendship much more. That is why she has helped Harry out against Voldemort so many times (usually breaking quite a few rules in the process), and that's why she was put in Gryffindor (which is essentially the House that opposes Voldemort and the Slytherins). Also, the Sorting Hat seems to put you in whatever House you would like best; on the train to the school, Hermione said "I've been asking around, and I hope I'm in Gryffindor, it sounds by far the best." With your suggested school, Dyne, which focuses on the "Dark Arts" (enchantment, evocation, necromancy), are your members into these subjects for personal gain, academic interest, or on a quest to find good in such studies? Whichever one sounds best to them. I suppose most of them would study the "Dark Arts" in a search for personal power, since that seems the most common reason among any sort of spellcaster. However, no particular viewpoint on the "Dark Arts" would be excluded: if you study it, you're welcome here. |
| Frostbite_Ravenheart07-21-07, 05:17 PM | Oh, and about Hermione, I disagree. While she values intellect and following the rules, she values courage and friendship much more. That is why she has helped Harry out against Voldemort so many times (usually breaking quite a few rules in the process), and that's why she was put in Gryffindor (which is essentially the House that opposes Voldemort and the Slytherins). Also, the Sorting Hat seems to put you in whatever House you would like best; on the train to the school, Hermione said "I've been asking around, and I hope I'm in Gryffindor, it sounds by far the best." Actually, I agree. My point is that if Hermione had been put in Ravenclaw that she wouldn't have had the chance to go on those adventures and show her appreciation of courage and friendship. I'll use a better example. If Harry HAD been put in slytherin then he'd probably have become far more interested in using his reputation to his advantage. It was just that Harry had not wanted to go down that path despite his potential. On another note; I think that once a fourth founder has been...found...the four of us should come together to come up with some interesting "ancient defenses" or "secrets of the castle" that could lead to interesting role-playing later. This way at least we have a spring-board to have like an "Academy-Only RP" and than use parts of that in any other RP our Academy wishes to become a part of. -Frosty |
| Niek07-21-07, 11:13 PM | I could run a House focused or sorcerors, defensive magic, and one-on-one magical combat. Lord Deaus already has plenty of experiance with leadership from his time as Governor in his home world. |
| Aramar the Black07-22-07, 01:02 AM | I simply find myself favoring houses based more on abstract concepts rather than magical methodologies. On another note; I think that once a fourth founder has been...found...the four of us should come together to come up with some interesting "ancient defenses" or "secrets of the castle" that could lead to interesting role-playing later. This way at least we have a spring-board to have like an "Academy-Only RP" and than use parts of that in any other RP our Academy wishes to become a part of. Sound like a plan. |
| Dyne07-23-07, 08:00 PM | On another note; I think that once a fourth founder has been...found...the four of us should come together to come up with some interesting "ancient defenses" or "secrets of the castle" that could lead to interesting role-playing later. This way at least we have a spring-board to have like an "Academy-Only RP" and than use parts of that in any other RP our Academy wishes to become a part of. Absolutely, I was planning on putting all sorts of secrets and things in the castle when I got around to designing it. I simply find myself favoring houses based more on abstract concepts rather than magical methodologies. I agree. A House based on a particular class should not be necessary, unless we somehow became overwhelmed with characters all belonging to a non-core spellcasting class. |
| ____07-23-07, 11:16 PM | 1,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 1,2,3,3,2,2,1,0,0,0,0,0,0,0,0,0 1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0 1,2,3,4,3,3,2,1,0,0,0,0,0,0,0,0 1,2,3,3,3,2,1,0,0,0,0,0,0,0,0,0 1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0 1,2,3,4,4,3,2,1,0,0,0,0,0,0,0,0 1,3,5,6,6,7,6,4,3,2,1,0,0,0,0,0 1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 1,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0 1,3,4,5,6,7,5,4,3,2,1,0,0,0,0,0 1,3,6,8,10,12,12,9,7,5,3,1,0,0,0,0 1,2,3,3,3,3,1,0,0,0,0,0,0,0,0,0 1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 1,2,3,3,3,3,2,1,0,0,0,0,0,0,0,0 "1,3,5,7,8,8,7,5,3,2,1,0,0,0,0,0 1,3,5,7,8,9,7,5,3,2,1,0,0,0,0,0 1,3,5,6,7,8,7,4,3,2,1,0,0,0,0,0 1,3,6,9,12,14,13,11,8,5,3,1,0,0,0,0 1,3,6,9,12,14,14,11,8,5,3,1,0,0,0,0 1,2,3,4,4,4,3,2,0,0,0,0,0,0,0,0 1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0 1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 1,3,4,5,6,6,5,4,3,2,1,0,0,0,0,0 1,2,1,1,1,1,0,0,0,0,0,0,0,0,0,0 1,3,4,5,6,7,5,4,3,2,1,0,0,0,0,0 1,2,2,2,1,1,0,0,0,0,0,0,0,0,0,0 1,2,3,4,3,3,2,1,0,0,0,0,0,0,0,0 1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0 1,3,6,8,10,12,12,9,7,5,3,1,0,0,0,0 1,3,5,7,9,9,8,6,4,2,1,0,0,0,0,0 1,3,5,7,9,10,8,6,4,2,1,0,0,0,0,0 1,2,3,4,4,4,2,1,0,0,0,0,0,0,0,0 1,2,3,3,2,2,1,0,0,0,0,0,0,0,0,0 1,3,6,9,11,13,13,11,7,5,3,1,0,0,0,0 1,3,5,7,8,8,7,5,3,2,1,0,0,0,0,0 1,2,3,3,3,2,1,0,0,0,0,0,0,0,0,0 1,3,5,7,9,10,9,7,5,2,1,0,0,0,0,0 1,3,6,9,12,14,13,11,8,5,3,1,0,0,0,0" What is this you ask? What is our true nature? It is a well kept secret, but the key is out there, closer than you think. Think you know? Meet in shadow, to illuminate the hidden. Our member list is secret, as are our motives. Only those who solve the puzzle may enter, to weed out the unworthy A house in hiding, knowledge great, secrets greater |
| Frostbite_Ravenheart07-26-07, 09:28 PM | What is this you ask? What is our true nature? It is a well kept secret, but the key is out there, closer than you think. Think you know? Meet in shadow, to illuminate the hidden. Our member list is secret, as are our motives. Only those who solve the puzzle may enter, to weed out the unworthy A house in hiding, knowledge great, secrets greater[/COLOR][/SIZE] I believe I have the answer Mr.___, I don't know if you want me to PM you or type it here. I got a little confused on some of the lines that were higher than a certain number so I had to get a bit creative and do a bit of guess and check in order to make a sentence that made sense however; I do believe the answer to that code matches the "feeling" of your post. -Frosty |
| Aramar the Black08-02-07, 02:38 PM | Alright, while the staff is busy deciding upon houses and such, why don't our hopeful students (Twinkle) tell us what courses they'd like to take? |
| CaptainShar08-02-07, 09:56 PM | What you said before! E-vo-cayshonal Geometry. And maybe something to fix all the people who try to make things warmer all the time. It isn't good for them. |
| Dyne08-03-07, 01:01 PM | I still need a bit more information about each of your Houses. Specifically, if we do go with the "four elements" idea, which element do you think would most closely match the concept of your House? I'm working on drafting up a rough map of the castle, and each of the Houses will probably reside in one of the four main towers. Once I have a rough outline, you guys can put in your secret passages and whatnot. Should we take this to PM's? |
| Frostbite_Ravenheart08-04-07, 12:45 AM | I still need a bit more information about each of your Houses. Specifically, if we do go with the "four elements" idea, which element do you think would most closely match the concept of your House? I'm working on drafting up a rough map of the castle, and each of the Houses will probably reside in one of the four main towers. Once I have a rough outline, you guys can put in your secret passages and whatnot. Should we take this to PM's? Ack, I'm sick of the standard four elementals but whatever, I can justify my house being Air, Fire or Water but not Earth so If we go for that route I'll let you guy's pick out what you want as long as I don't get earth. Also, PM's work fine, I like them better than using AIM. -Frost |
| Aramar the Black08-04-07, 01:54 AM | PMs are fine. Under the elemental classifications, I think my House would work as earth or water. |
| Aramar the Black08-12-07, 12:33 PM | Alrighty: - Syllabus for evocationl geometry written up; enchantment and transmutation classes next on the list. - Classes to start (when? end of august sound good?) at (where? LotG subforums? or here?) - Houses and floorplan undergoing completion, though a question remains: Are students allowed to choose the House they want in, or is it chosen for them? Given that we are considering 15th level characters instead of apprentices. |
| The_parrot_man08-13-07, 07:00 PM | Hello there. I would say that the Nameless House fits either air or water, but I would rather not have it be the elements. Why not insert a bit of MTG and have 5 houses, one set to each color? In that case, the Nameless House is blue most certainly. Yes, this is a MUP of ____ |
| Dyne08-18-07, 07:23 PM | Are students allowed to choose the House they want in, or is it chosen for them? Given that we are considering 15th level characters instead of apprentices. My intention was always that the students would choose. As for the Houses/Elemental classification thing, I think this is where I leave it in the hands of you and Frosty. For reference, my own setting has 6 elements (fire, earth, metal, water, wood, and with air added in), along with the energies of Life and Death (or positive and negative, if you will). Of course, that once again might get into the realm of too many. Or you could just have the Houses based on no classification at all, their specifics decided only by the creator of the House. It's up to you guys to go with whatever suits you best, since you're the ones that will be sticking around anyway. |
| Pac008-23-07, 11:52 AM | A mysteriously cloaked figure enters the headmaster's office OOC: I suppose Aramar is headmaster? He steps up to the headmaster and says: "I am Varesh Caldrynn and i would like to apply for a tutor position. My specialty domain is Illusion, and i am also very adept at Enchantment, so i could teach Illusion classes and also Enchantment, if required. OOC:If you'd like i'll contact some more people around the board to see if they're interested in joining, especially for pupils (what's a school without 'em?) ;) And interesting guild-idea by the way, this could play out nicely. :) |
| Aramar the Black08-23-07, 10:29 PM | Aramar looks up from his paper-cluttered desk, steeples his hands, and gives an acknowledging nod. "Well met, Varesh. I do believe that we have room for you on our staff." He looks down at some of his papers 'Illusion is your specialty, you say....well, what luck. We happen to have a vacancy in that position. Enchantment you need not worry about right now, as we have that particlular position filled." He looks up again, with a small smile, and flutters his hands. Small wine glasses with bluish snowballs atop them appear in his hand as well as the hand of Varesh. Aramar takes a bite, and asks "Perhaps you mgiht show me a quick display of your talents?" Aye, if you'd like to spread the word, do so with our blessings. Kudos go to Dyne for inventing this place. And a note to all teachers: On the first page I've written out classes and such for the various fields; I'd like you all to go and review the area you'll be teaching over, and offer any suggestions, complaints, or questions that you may have. |
| Frostbite_Ravenheart08-25-07, 11:01 PM | And a note to all teachers: On the first page I've written out classes and such for the various fields; I'd like you all to go and review the area you'll be teaching over, and offer any suggestions, complaints, or questions that you may have. My house isn't up there nor am I on the guild list? Did I miss something or did you simply forget to add it? -Frosty |
| Aramar the Black08-26-07, 09:58 AM | Yeah, sorry. I'll get right on that. |
| Pac009-01-07, 04:10 AM | "A quick demonstration then?" Varesh takes some unidentifiable spell components, utters some magic words and he and Aramar find themselves no longer sitting in the headmaster's office but in a magnificent tropical garden, including the smell of flowers and all kinds of animals moving about! Vares then says: "Mind you then, this is all an illusion, if a very complex one. Illusions can be used for pleasure, such as ehre, but also to very nasty effects the likes of which i shall not demonstrate although you might've heard of the 'Phantasmal Killer' spell..." After that brief explanation they find themselves in the study again. Having finished his drink, Varesh has one other thing to say before he leaves... "As of now you might've wondered why i appear cloaked before you. I shall explain: I once belonged to a race of magnificent beings, but i was cast out and marked....because i didn't adhere to their very strict codes of society. My markings are of a magical kind and so i couldn't conceal them with Illusion magic." After that Varesh mutters requests to take his leave and occupy his quarters. Just before he leaves, Aramar manages to catch a glimpse of his face; he has elven-like features obscured by what looked like some sort of magical tattoos of a silver-like color, written in the very language of magic itself. OOC: So far for the introduction, meanwhile i have another question to ask, namely: are the teachers bound to a certain house of preference? (this could be the sort of house where they graduated, or a hosue they have preference for...) I don't mean they just teach for these pupils, but i mean it as if they prefer students of a certain house (judging from house characteristics...) ? |
| Aramar the Black09-01-07, 12:22 PM | Not bound, but it wouldn't be entirely unexpected if certain teachers had biases against or for certain Houses and the members thereof. Of course, if these preferences get in the way of teaching, then we have a problem. "Hmm..he will be just fine." says Aramar to himself. "Full of assumptions, but well-learned." He gazes out his window, and gets up from his chair with a small sigh. "Well then, looks like it's time to double check everything for opening day.' And with another snowball in hand, he ventures off into the school. |