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The Arcane

Institutional presence of learning and magic. The wizards, academies, and towers that keep the craft alive.

Theme: Wizard's Tower

A single wizard in isolated residence with apprentices.

Scale Creatures Features Locations
Small Installation 1 Wizard, 1-3 Apprentices Trait: Personality, Focus, Wards, Trouble, Quests, Magic Items Arcane: Tower

Theme: Academy

An institution of higher magical learning.

Scale Creatures Features Locations
Town 1 Headmaster, 2-3 Masters, 3-5 Scholars, 6-10 Apprentices Trait: Personality, Focus, Wards, Trouble, Quests, Magic Items Arcane: Academy
City 1 Headmaster, 3-5 Masters, 6-10 Scholars, 15-25 Apprentices Trait: Personality, Focus, Wards, Trouble, Quests, Magic Items Arcane: Academy

Theme: Great Academy

A grand institution of magical research and learning with a Grand Headmaster and rival houses.

Scale Creatures Features Locations
City 1 Grand Headmaster, 10-15 Masters, 30-50 Scholars, 60-100 Apprentices Trait: Personality, Focus, Wards, Relic, Trouble, Quests, Magic Items Arcane: Great Academy

Details

Creatures

Apprentice. Student at an academy or apprentice to a wizard. Uses the Apprentice Wizard stat block. Loot: simple robes, a slate or wax tablet.

Grand Headmaster. Head of a Great Academy or city university. Uses the Archmage stat block. Loot: spellbook, 2d10 gp.

Headmaster. Head of an academy. Uses the Mage stat block, or Archmage for an especially famous academy. Loot: spellbook, 2d10 gp.

Master. Senior faculty at an academy. Uses the Mage stat block. Loot: spellbook, 1d10 gp.

Scholar. Junior faculty or advanced student. Uses the Apprentice Wizard stat block.

Servant. Academy staff: cooks, groundskeepers, etc. Uses the Commoner stat block.

Wizard. A mage in isolated residence. Uses the Mage or Archmage stat block. Loot: spellbook, a wand or staff, 2d10 gp.

Features

Personality. Persistent trait. Roll d6 by theme.

Wizard's Tower:

1. Reclusive (rarely leaves the tower; hates visitors). 2. Ambitious (seeking a discovery or a patron; open to guests who might help). 3. Paranoid (convinced someone wants his research or his life).
4. Eccentric (unusual habits, unusual pets, unusual demands). 5. Mentoring (takes on apprentices freely; teaches openly). 6. Declining (health failing; struggling with his own wards).

Academy:

1. Rigorous (traditional curriculum, hard on apprentices). 2. Political (Headmaster angles for higher office; Council votes cost him time). 3. Innovating (a Master has published a controversial theory; rival Masters oppose).
4. Impoverished (endowment shrinking; the academy is quietly selling books). 5. Fractious (schism between Masters; two research programs are at war). 6. Rising (a discovery or graduation drew attention; enrollments swell).

Great Academy:

1. Grand (the city's pride; graduates seed royal courts and rival cities). 2. Stern (rigorous, moralizing; expels students for minor infractions). 3. Political (the Grand Headmaster holds real power beyond his academic seat; sits on the crown's councils).
4. Corrupt (chairs bought and sold; degrees issued for coin). 5. Troubled (a scandal, a schism, a rival school siphoning donors). 6. Legendary (a name that travels; students come from three kingdoms).

Focus. What the academy or wizard studies. Roll d10.

1. Elemental theory. 2. Astronomy and celestial magic. 3. Alchemy and transmutation. 4. Divination and prophecy. 5. Abjuration and warding.
6. Necromancy. 7. Healing and biomagic. 8. Illusion and mind-work. 9. Planar theory and summoning. 10. Ancient languages and forgotten lore.

Wards. Magical protections active on the tower or academy. Roll d6 by theme.

Wizard's Tower:

1. Alarm (any breach triggers a chime the wizard hears; DC 15 Intelligence (Arcana) to detect). 2. Aversion (a subtle unease pushes intruders to turn back; DC 13 Wisdom save to resist). 3. Illusory door (the front door isn't real; the real one is hidden; DC 15 Wisdom (Perception) to spot).
4. Warded threshold (crossing without a token deals 2d6 force; DC 12 Dexterity save for half). 5. Servant familiar (an animal or minor spirit watches the entrance and reports). 6. No wards active (the wizard trusts distance and reputation).

Academy / Great Academy:

1. Alarm (rings in the Headmaster's suite when the treasury or Reliquary is entered). 2. Shielded library (the rare books cannot leave the reading room; DC 15 Intelligence (Arcana) to bypass). 3. Sealed laboratory (a Master's working room admits only the bearer of a key or a token).
4. Aversion at the perimeter (unauthorized visitors feel unwelcome; DC 13 Wisdom save to resist). 5. Warded vault (breach deals 4d6 force; DC 14 Dexterity save for half). 6. Minimal wards (relies on Guards and locks instead).

Relic. The centerpiece of the Great Academy's Reliquary. Roll d6.

1. The founder's spellbook (bound in strange leather, still active for those who can read it). 2. The mummified hand of a great sage (rumored to move on the anniversary of his death). 3. An artifact from a defeated extraplanar being (planar theorists study it; sometimes it seems to study them back).
4. The crystallized breath of a legendary dragon (the alchemists guard it jealously). 5. An ancient tome of lost magic (partially decoded; each generation reads a little more). 6. An empty case.

Trouble. Roll d6 or choose by theme.

Wizard's Tower:

1. A ward on the tower has begun failing intermittently and the wizard cannot pinpoint why. 2. An apprentice has been secretly copying pages from the wizard's spellbook. 3. Something the wizard summoned last month has not gone home.
4. A rival mage has begun sending polite inquiries about the tower's contents. 5. A courier from the crown has arrived with a summons the wizard cannot easily refuse. 6. Someone or something is trying to reach the wizard through his dreams.

Academy:

1. A visiting inspector is demanding to review the endowment. 2. A Master's experiment has escaped a warded laboratory and the halls are being evacuated quietly. 3. A senior Master is publicly claiming another has plagiarized his work.
4. An Apprentice has vanished from his dormitory; the last person to see him was a Master. 5. A rival academy is trying to poach a signature Master. 6. A prized text or reagent has been stolen from the library or the reagent store.

Great Academy:

1. The Grand Headmaster is ill and the succession is contested between rival houses within the school. 2. A section of the great library has been sealed; something inside is answering back. 3. A Master's political maneuvering at court is exposing the school to the crown's displeasure.
4. A relic from the Reliquary has been switched with a decoy and only one Master knows. 5. A great convocation of scholars from three kingdoms is due and the endowment is short. 6. An expelled student has returned changed, and refuses to leave the gate.

Quests. typically offered. Roll a d8 or pick.

d8 Quest
1 Retrieve a rare book, reagent, or artifact from a specific site: a distant collector, a sealed vault in a ruined tower, an item taken from the Reliquary that must be recovered quietly.
2 Investigate a magical incident: a whispering artifact, a Master vanished during a lecture, or a haunting the wizard cannot dismiss remotely.
3 Search a specific site for a lost text or working: a ruin, a crypt, or a sealed wing.
4 Explore a place mentioned only in old sources: an abandoned observatory, a buried temple to a forgotten patron, a tower gone silent. Return with a map or an artifact.
5 Rescue an apprentice, Master, or expedition gone silent inside a known site.
6 Escort a rare specimen, visiting Master, or unstable artifact in transit.
7 Deliver a warded artifact, sealed spellbook, or message between institutions where magical interception is a threat.
8 Clear a wing gone wrong: a warded laboratory sealed after an experiment escaped, an abandoned tower whose apprentice was left to fend for himself, a deep vault no one has entered in generations.

Magic Items. 2-5 items (d4+1), each rolled on Magic Item Table A (d6 1-3), B (4-5), or C (6).

Locations

Academy. A compound of magical learning:

  • Grand hall: where lectures, ceremonies, and moots are held. Rows of benches, a raised dais, and a lectern.
  • Library wing: stacks and reading tables. Rare books in locked chests or a barred reading room.
  • Laboratories: rooms where Masters conduct research. Alchemical benches, warded workspaces, notebooks. One per senior Master.
  • Dormitories: shared sleeping quarters for younger Scholars and Apprentices. Rows of pallets and footlockers.
  • Studies: private rooms for senior Masters. Books, writing desk, and a locking chest.
  • Headmaster's suite: the Headmaster's residence and private study, adjacent to the Grand Hall. Reception rooms, private quarters, treasury behind a strong lock.
  • Refectory: dining hall for the household. Long tables and benches.
  • Gatehouse: the walled entry with guarded gates.
  • Loot: books and manuscripts; laboratory equipment; the Headmaster's records.

Great Academy. As Academy, plus:

  • Cloistered gardens: herb and rare plant gardens around a central patio.
  • Reliquary: houses the school's central relic (see the Relic feature) and its wider collection: spellbooks, historical artifacts, and other curios.
  • Vaults: sealed undercroft beneath the Reliquary. Old labs walled off, older archives below those, and levels no living Master has entered.

Tower. The wizard's isolated tower. Multi-story stone with a spiral staircase; laboratory at the top, library below, apprentices' quarters and household beneath. Heavy door at the base with a standard lock and at least one active ward from the Wards subtable. Loot: the wizard's spellbook (100-500 gp), laboratory equipment (100 gp), library (2d100 gp), the wizard's cashbox (5d20 gp) behind a strong lock.