1. Sponsorship
All applicants to the academy must be recommended
by a sponsor known by one or more of the faculty members. Exceptions
are made if an applicant is an orphan or demonstrates extraordinary
aptitude, but in these cases, a faculty member must agree to sponsor
the applicant; the faculty sponsor is then personally held responsible
for the aplicant´s failure or success.
2. Personal Interwiew
Because trainig a wizard requires a major investment
of time and effort, the academy screen their applicants carefully
to make certain that a prospective student is sufficiently dedicated
to persevere through years of rigorous education. Typically, a
panel of faculty members interwiews each applicant individually,
quizzing him at length about his background, his interests, and
his reasons for wanting to become a wizard. The panel then votes
in secret; a single negative vote results in the rejection of
the applicant.
3. Entrance Examination
Following a prospective student`s successful interview,
he is given a battery of examinations to measure his aptitude
in a variety of academic areas. The student must demonstrate a
basic competence in philosphy, litterature, and history, and exceptional
skills in writing, science, and mathematics. He must also pass
a physical examination to make sure he is in good health.
4. Tuition Fees
If a prospective student passes his entrance examinations,
he must then make arrangements with the academy administration
to pay tuition fees. The tuition fee ranges from 5-20 GP per day,
depending on the academy´s reputation. The tuition can be
paid daily, weekly, or monthly, but it must be paid in advance.
Failure to pay tuition results in immediate suspension, unless
the student has made previous arrangements with the administration.
The tuition covers cost of books, laboratory fees, faculty salaries,
and room and board, but it does not include expenses for spell
components, research materials, or damage caused by the student
in his research. Occasionally, scolarships are available for unusually
promising students. After a student is admitted to an academy,
he must undergo a probationary period lasting a minimum of six
months. During this time, the student´s classroom performance
is evaluated on a weekly basis and his behavior both on and off
campus is closely monitored. If the student is not performing
adequately in the opinion of any faculty member or administrator,
he may be dismissed from the academy. Except in the most extreme
circumstances, he is not eligble to apply for readmission. No
amount of the tuition paid prior to his dismissal is refundable.
The course of study varies from academy to academy,
but most include the classes described below. Usually, all of
these classes are required to graduate, but the DM might decide
to vary them according to the needs of a specific student or the
educational philosophy of a particular faculty. The length of
time necessary to graduate also varies from school to school,
depending on the student´s aptitude, the intensity of the
training, and the quality of the faculty, but generally, four
to six years of full-time study are required to graduate from
an accredited academy. This period can be lengthened by as much
as two to four additional years if the student specializes in
a particular school. A student usually takes four to six courses
per quarter, with each quarter lasting three months. A minor course,
such as Survey of Litterature, might last only a single quarter,
while a major course, such as Spell Tutorial, might be taken every
quarter until the student graduates. An average course lasts one
to two hours per day, four to six days per week. The curriculum
of a typical academy of magic includes the following courses.
1. Physical Training:
Various exercises and activities to improve physical
fitness, with an amphasis on dexterity training for manipulation
of spell components.
2. Philosophy of Magic:
The study of logical methods of thinking with applications
to practical problems of spell use. Exploration of metaphysics,
theory of knowledge, and ethics.
3. Basic Astrology:
The relationship of the stars, planets, and other
heavenly bodies to magical processes. Topics include lunar phases,
astral movement, and the influence of deities.
4. Spell Theory:
How well spells function; spell interaction with
physical laws.
5. Fundamentals of Meditation:
Basic techniques for reaching higher levels of intellectual
perception. Topics include transcendence, self-actualization,
and dream analysis.
6. Language Instruction:
Grammar, phonetics, and conversational idioms of
human, humanoid, and demihuman languages.
7. History of Magic:
Overview of wizards and magic throughout the ages
with an emphasis on historical breakthroughs in spell research.
8. Magic and Society:
The wizard as viewed from a cultural perspective.
A survey of societal relationships and cross- cultural comparisons
of wizards around the world(s).
9. Power Thinking:
Emphasis on increasing the student's understanding
of thinking as a process to increase the strength of his cognitive
skills. Topics include creativity, memory, concentration, and
problem solving.
10. Survey of Literature:
An introduction to the study of magic literature,
with an emphasis on analysis. Abroad range of authors from a vareity
of cultures and historical periods are examined in detail.
11. Library Instruction:
A survey of research techniques, including classification
systems, spell indexing, basic reference books, and assembling
a personal library.
12. Fundamentals of spell Transcription:
Topics include penmanship techniques, paper and ink
selection, proper structure, revision, basic calligraphy, and
proofreading.
13. Principles of Casting:
An introduction to basic casting techniques of lowlevel
spells. Includes component theory, spell design, and safety procedures.
Instruction for specific schools of magic are available for prospective
specialists.
14. Spell Tutorial:
An individualized course tailored to meet the needs
of individual students. Students can concentrate on improving
skills in specific schools of magic or explore techniques from
all schools.
15. Spell Seminar:
A discussion group adressing topics of special interest
to students, with an emphasis on problem areas. Students are expected
to conduct demonstrations for the group, with criticism periods
to follow.
16. Spell Practicum:
Addressing lowlevel spells, the practicum provides
students with the opportunity to practice their skills in both
a laboratory setting and in the field. Emphasis is on creative
application.
17. Formula Analysis:
Theory of spell formulas, emphazing techniques applicable
to original research. Topics include elementary spell functions,
tabular and graphical presentation, variability, and metaphysical
equations. Basic alchemical principles are covered in subsequent
sessions of this course.
18. Laboratory Techniques:
Practical application of the principles covered in
Formula Analysis. Topics include herbalism, alchemical reactions,
natural and unnatural metabolism, and basic scientific procedures
(all alchemical processes described earlier in this chapter).
19. Introduction to 1st-Level Magic:
1st-level spell instruction. Includes casting techniques,
practical applications, and general theory. Individualized instruction
available.
Complementary Courses
A student goes to school to have a master teach him
magic. The master's training is necessary for level advancement,
and the master will teach his student at least one spell at the
time of the level advancement. Aside from the training, the student
may choose to take one course at a time while he studies. The
student is assumed to aquire the full knowledge of the course
when he reaches his next experience level (and has paid for his
tuition). He may then start another course. The tuition fee also
covers these cources. The student may learn from the following,
one at the time (nonweapon professioncy slot required):
1. Agility Training:
This allows the wizard to roll (d20) under his Dex
to be able to cast spells while moving. This can only be done
at a normal walking pace; riding a mount or dodging attacks imposes
a severe penalty on the ability check. If the attempt fails, the
spell is lost.
2. Learning Languages
The student may learn extra languages (up to the
maximum allowed by his Int). Only one language can be learned
at a time. The student must reach the next experience level before
taking this course again and learning another language. Virtually
any language is available at the school.
3. Mandragora
This allows a wizard to reqognize mandragora plants
and safely harvest them. The roots may be used to make soporific
or hallucinogenic drugs. A victim of the drug must make a Con
Check (d20); if he fails, he will fall asleep for 1d6 days, or
answer the truth to 1d6 questions the wizard. At ninth level,
a wizard can animate the plant's root to create a manikin.
4. Meditation
This helps the character reach a higher level of
intellectual perception. After an hour of preparation (absolute
quiet) the wizard gains a modifier to an Int Check (+1 up to level
5, +2 up to level 10, etc; and +8 at level 36). He must tell the
DM which problem he wishes to solve before meditating. The effect
lasts until the ability check is attempted. Meditation improves
chances of discovering new spells or enchanting items.
5. Quick Casting
This allows a wizard to cast spells more quickly.
If at the beginning of a round, the wizard states he has the components
ready for a specific spell, that spell goes off first thing in
the next round, before initiative is rolled. If he changes his
mind in between, he must shuffle his components and do nothing
else that round.
6. Spell Combination:
This technique allows the student to mix his spell
levels in any combination, so long as the total spell levels memorized
do not exeed his capacity. For example: a level 4 wizard normally
casts two 1st level spells, and two 2nd levels (for a total of
6 spell levels). With this technique, he can choose to memorize
six 1st level spells, or three 2nd levels, or any other appropriate
combination.
Nine Principles of Conduct For Academy Graduates.
As a condition of graduation in the magical academy,
a new wizard is obligated to promise to uphold the academy's principles
of conduct. A number of these principles are listed below.
1. The wizard will operate discreetly. He will reveal
the secrets of this teaching to no one.
2. The wizard will operate within the laws of his
country.
3. The wizard will meet all of his expenses from
his own funds. He will not accept charity.
4. The wizard will live in seclusion. He will strive
to minimize his social contact with non-wizards.
5. The wizard will not fight with any other student
or resident at the academy, or suffer severe punishment.
6. The wizard's home will include at least one room
reserved exclusively for research and study.
7. The wizard will be patient. He will persevere
in the face of adversity.
8. The wizard will not attempt to circumvent accepted
magical procedures.
9. The wizard will strive to add to the existing
body of magical knowledge through original research.
Duel Events
Duells regularly take place at the school because it is the only way to express differences in the academy. For 500 GP, visitors are allowed in to watch the duel. While the opponents prepare their spell components and magical items in separate rooms in the main building, the school sets wooden seats up to ten tiers high around the middle garden. Then the duel grounds are prepared with areas of hallucinatory terrain , concealed pits, invisible monsters restrained to an area by a chain, and so forth. The duelling grounds are enclosed within a 50´ diameter white circle out of which the two opponents are not allowed until the end of the duel. The circle is anti-magical and protects the people outside. When the two opponents are ready, they are blindfolded and brought to the duel grounds, facing outward. At a signal, they remove their blindfold and the duel begins
The two must fight each other using their magic.
The duel can be swift ortake some time, depending on the magic
used. The duel ends when one of the two wizards surrenders, or
when one is neutralized and obviously at the mercy of the other,
or when one of them dies. In case of a tie, a jury of ten academy
masters, including the chancellor, decides who wins. No physical
contact is allowed between the two opponents and they must remain
in the circle. Teleporting out and coming back later is
not allowed, nor is outside help. Once a wizard surrenders, the
other must immediately dispel his attacks against him.
A wizard cannot pretend to surrender to surprise his opponent.
Fleeing or breaking any of these rules automatically forfeits
the duel.
Licenses and the laws on the Academy grounds , in Hultail and the neighbouring area
Every wizard wanting to perform magic outside the
courses, need a license for it. Here are they:
1. Private Spell-Casting:
10 GP per year and level of spell, cumulative (one
for 1st level spells in general, three for 2nd level, six for
third level etc..). One license is sufficient for all of the wizard's
spells, but a list of his spells must appear on the license.
2. Arcane Business:
20 GP per year and spell level or spell effect. Each spell intended to be used on regular basis in exchange for services or money must be licensed separately. A license for Detect Magic cost 20 GP, professional Fireball casting comes to 120 GP per year, etc.