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Author Topic: Magic Academy of Magnus (3.5 DnD homebrew)  (Read 1486 times)

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Offline Zaer DarkwailTopic starter

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #25 on: June 26, 2016, 03:31:04 AM »
Offhand I remember PHB II had a tactics style feat and grenadier feats which do not focus on alchemy itself but rather how employ said alchemy. Also Mystic Wanderer PrC from forgotten realms specializes on alchemy (creating higher level potions and applying Cha bonus to AC amongst other things). Also magic of faerun (or dragonmarked) or Sharn, city of towers had five (or six) level PrC focusing on alchemy as well (albeit it would need dragonmark feat but in this world Cannith house does not excist so dragonmarks are merely magical brands which appear randomly on people).

Offline A Person On A Computer

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #26 on: June 29, 2016, 08:54:40 PM »
Hey there, everyone.  Been in discussions with Zaer for a while about how to create this character.  Now that he's pretty much finalized, I thought it was time to share him all with you.  I give you the most unlikely student ever to grace the halls of the Magic Academy of Magnus!  xD

I can't wait to write with you all! 

Name: Zugg
Race: Half-Orc (Ashnir)

Background: Despite the previous wars with the human being mostly successful until the advent of the magi, the Orc tribes were under no illusions that they were the strongest of the monsters.  In fact, compared to some of the true horrors that humans had faced, the tribes were probably among the weaker species.  Under constant pressure from both sides of the conflict, the Orcs knew they needed leverage in order to ensure their tribe's survival.  So, they took the only gamble their collective minds could come up with. 

They gangbeat a magi and captured him for breeding. 

Of course, this was no mean feat.  Magi were powerful beings that could destroy many lives.  In fact, it was an action that caused the loss of almost an entire tribe.  However, even the Orcs' lesser intellect could tell that they were at risk of falling behind in the arms race with the increasing power of the humans with the magi and the strength amassing with the monsters.  And in their culture falling behind in strength lead directly to a very messy end.  There was no mercy in the tribes.  So, throwing bodies repeatedly against the magi until he had nothing left to give, they wore him out and captured him, making him the breeding slave of the orcish women.  The clan leader offered such lucrative rewards to the female who managed to become pregnant with a magic-user that the magi they had captured eventually died from the repeated attempts to breed with him.  Luckily for the Orcs, one of their females not only became pregnant with a magic-user, but had struck the motherlode. 

Thus Zugg was born.  Some of their race found the young half-orc disgusting.  After all, he was significantly lacking in tusks around his mouth, and though his body was well-muscled and skin green like theirs, he was significantly smaller than the rest of them in both height and size.  Though, his mother had done well indeed because the blue, glowing scars along his skin signified that not only had she birthed a magic-user, but had birthed one that was formed of magic itself: an Ashnir.  Thus, he became the hope of the Orcish tribes.  A magi with Orc blood of the most powerful magic lineages. 

However, just because Zugg was to use magic did not mean that the clan chief was going to permit the half-orc to lack in the things that made an Orc what it was.  Thus, Zugg was pitted against other Orcs in combat from the time he could walk, often bleeding until he could not stand anymore in the way of his people.  Usually, this was a method maintained by the Orcs in order to allow their warriors to tap into their primal fury that made them such deadly melee combatants.  However, as if guided by his blood, Zugg often bested his opponents with weapon abilities unheard of by the Orcish people.  He did not tap into his fury, but instead learned how to feel the precise moment in combat when it could turn in his favor and accurately pushed that point.  Leverage, combat positions, and precise movements became his weapons of choice against the other Orcs who were at least a head taller than him or more. 

Eventually, it became apparent that the Orcs needed help in training the young half-orc as he had still not manifested the skill with magic they had hoped.  Not one of them knew what was required to train a magi, after all.  They thought they were simply born with magical words on their lips calling down thunder from the heavens.  So, they sent him on a journey alone to the Magical Academy of Magnus in order to enter into whatever harsh training was required.  To Magus Reimon Woghaul, Zugg was not only an ideal candidate, he was precisely what he was looking for.  An Ashir with Orcish blood meant that he was more fertile than many other candidates to walk into the door.  Not to mention that he could likely pass on the traits of an Ashir to potential offspring.  It was as if a prized stud had walked through the doors of the Academy and requested to enroll.  Even if the Orc wasn't smart enough to become a brilliant magus, his seed would be enough to propel the Academy into a new era. 
« Last Edit: July 03, 2016, 03:32:12 PM by A Person On A Computer »

Offline kongming

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #27 on: July 02, 2016, 06:28:27 AM »
Name: Aletta Primrose
Age: 30
Position: Professor of Illusion and of Alchemy/Potions
Alignment: Lawful Neutral (with Lawful Evil tendencies)
Race: Human
Classes: Wizard 5/Master Specialist 10
Deity: Wee Jas

Background:
Aletta was always supposed to succeed - born into a wealthy family, when she showed signs of having the gift of magic she was enrolled into academies herself. The first used a very firm approach, sending young casters into the wild to fend for themselves and to develop their gifts in the face of adversity. She may have been born with more opportunities, but there were years where she faced death regularly and learned to fight. It was not an easy life. Certainly, they provided components and research material and allowed greater spell access, but nonetheless, it was dangerous and there were times filled more with danger and action than actual learning.

Transferring to the Academy of Magnus, on the other hand... it perhaps brought out the best of her talents. Given time to properly study the craft and learn the theory behind magic, she was able to blossom into an incredible caster. Showing from the start that she was a specialist, an Illusionist, she was saved from the distrust that she would face in the outside world, and allowed to excel. It was in the Academy that Aletta found her place, and she soon realised it was more a home to her than anywhere else. Upon her graduation, she applied to remain on as a professor. The request was surprisingly granted, meaning she needn't go into military service. Of course, she knew that she was always on-hand for defence: if the Academy was under attack, she would be amongst those protecting the students and fighting the threat off. If a large threat emerged elsewhere in the world, it was possible the Academy would mobilise against it. She was well aware she was not escaping to a safe job.

But on the other hand, it left her with every opportunity in the world. Time to spend focused on her craft, and to repay favours to Magnus and his inner circle, by working for the Academy and putting its interests at the top. Now, this didn't mean she couldn't enjoy herself while she was at it - when looking at the rights and responsibilities available to her, she was only too happy to make her skills as a disciplinarian known: to strike fear into the hearts of newcomers so they would not be too confident, but for more than a few to learn to enjoy their time with her.

Character Sheet:
Spoiler: Click to Show/Hide
Strength10+0(14 +2)
Dexterity16+3(20 +5)
Constitution14+2(18 +4)
Intelligence21+5(27 +8)
Wisdom8-1(10 +0)
Charisma12+1(14 +2)

Hit Points: 99/99 (0 Temporary, 0 Vile)
DR/Resistances: None
Initiative: +13
Speed: 30'

BAB/Grapple: +7/+9
-Runestaff +11/+6 Melee (1d6+5)
-Melee Touch Attack +9
-Ranged Touch Attack +12

Armour Class: 26 (+5 Dex +3 Deflection +6 Greater Mage Armour +2 Luck)
-Flat Footed 21
-Touch AC 20

Fort Save+10
Ref Save+11
Will Save+13

Feats:
Spell Focus (Illusion)
Bonus: Scribe Scroll
Bonus: Collegiate Wizard (Complete Arcane: Extra free spells known)
Extend Spell
Bonus: Brew Potion
Alacritous Cogitation (Complete Mage: 1/day prepare 1 spell in empty slot with Full Round Action)
Bonus: Skill Focus (Spellcraft)
Bonus: Greater Spell Focus (Illusion)
Magical Artisan (Potions) (Player's Guide to Faerun: pay only 3/8 of market price to create potions)
Skill Focus (Craft (Alchemy))
Improved Initiative

Skills:
Craft (Alchemy)+29(+31 with lab)
Knowledge (Arcana)+28-
Spellcraft+31-
Concentration+22-
Knowledge (Local)+26-
Knowledge (History)+26-
X Intimidate+13-
X Bluff+11-

Class Features:
Familiar (Hummingbird: +4 Initiative)
School Specialisation (Illusion)
Banned Schools (Necromancy and Enchantment)
Expanded Spellbook (Bonus Illusion Spells Known: 4th level, 5th level, 7th level)
Minor School Esoterica (Ex): Illusion spells with "Save: Will Disbelief" are +2 Save DC
Caster Level Increase: +2 to CL of all Illusions
Moderate School Esoterica (Ex): when casting Illusions, gain Concealment (20% Miss Chance) for rounds = Spell Level
Major School Esoterica (Ex): 3/day Still+Silent+Eschew an Illusion without increasing Casting Time, Spell Level etc.

Spellbook: * denotes Illusion spell, ** denotes Will Disbelief
Cantrips:
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic,
Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound**, Mage Hand
Mending, Message, Open/Close, Arcane Mark, Prestidigitation
Repair Minor Damage (C.Arc), Caltrops (SC), Electric Jolt (SC), Sonic Snap (SC), Silent Portal* (SC)
Amanuensis, Launch Bolt, Launch Item, Stick
1st Level:
Shield, Protection From Evil, Grease, Mage Armour, Obscuring Mist
Comprehend Languages, Magic Missile, Colour Spray*, Ventriloquism**, Disguise Self*
Enlarge Person, Reduce Person, Erase, Expeditious Retreat, Animate Rope
Karmic Aura (CM), True Casting (CM), Path of Frost (CM), Burning Rage (PHB2), Sunstroke (IHO)
Nightshield (SC), Wall of Smoke (SC), Babau Slime (SC)
2nd Level:
Resist Energy, Glitterdust, Summon Swarm, See Invisibility, Scorching Ray
Blur*, Mirror Image*, Misdirection*, Bladeweave* (SC), Bear's Endurance
Incendiary Slime (CM), Luminous Swarm (CM), Vision of Entropy* (FC1), Electric Vengeance (PHB2)
Urchin's Spines (IWO)
3rd Level:
Nondetection, Stinking Cloud, Tongues, Fireball, Clairaudience/Clairvoyance
Displacement*, Major Image**, Shadow Binding* (C.Arc), Fly, Haste, Greater Mage Armour (C.Arc)
Caustic Smoke (CM), Hood of the Cobra** (CM), Vertigo Field* (PHB2), Prismatic Mist (PHB2)
Greater Mighty Wallop (RotD)
4th Level:
Remove Curse, Black Tentacles, Scrying, Fire Shield, Resilient Sphere
Greater Invisibility*, Phantasmal Killer**, Polymorph, Stone Shape, Orb of Sound (C.Arc)
Assay Resistance (C.Arc), Caustic Mire (CM), Nightmare Terrain** (CM), Greater Mirror Image* (PHB2)
Phantom Battle* (PHB2), Parboil (IHO), Wall of Water (IHO), Shadow Well* (SC), Sensory Deprivation** (SC)
5th Level:
Break Enchantment, Dismissal, Mage's Private Sanctum, Teleport, Interposing Hand
Mirage Arcana**, Persistent Image**, Telekinesis, Permanency, Reciprocal Gyre (C.Arc)
Fever Dream** (CM), Retributive Image** (CM), Sonic Shield (PHB2), Acid Sheath (SC), Draconic Might (SC)
6th Level:
Greater Dispel Magic, Acid Fog, True Seeing, Contingency, Mislead**
Permanent Image**, Disintegrate, Move Earth, Karmic Retribution (CM)
Smoky Confinement (CM), Rary's Arcane Conversion (CM), Scalding Mud (IHO)
7th Level:
Banishment, Magnificent Mansion, Greater Teleport, Forcecage, Grasping Hand
Greater Shadow Conjuration**, Project Image**, Control Weather, Ethereal Jaunt
Energy Immunity (C.Arc), Ice Castle (ICO), Vitrify (IHO), Stun Ray (SC), Radiant Assault (SC)
Solipsism* (SC), Bite of the Wearbear (SC)
8th Level:
Mind Blank, Greater Shadow Evocation**, Maze, Polymorph Any Object
Field of Icy Razors (SC), Lightning Ring (SC), Superior Invisibility* (SC)

Spells Prepared:
Spoiler: Click to Show/Hide
Caster Level 15 (17 for Illusions), * denotes Illusion, ** denotes Will Disbelief, + denotes Bonus Illusion Spell Slot
Cantrips DC 18 (20): 4+1
Mending, Mage Hand, Acid Splash, Prestidigitation, +Silent Portal*
1st Level DC 19 (21): 6+1
Nightshield, Grease, Karmic Aura, True Casting
Wall of Smoke, Ventriloquism**, +Colour Spray*
2nd Level DC 20 (22): 10+1
See Invisibility, Glitterdust, Summon Swarm, Scorching Ray
Incendiary Slime, Luminous Swarm, Extended Shield, Urchin's Spines
Electric Vengeance, Bladeweave*, +Misdirection*
3rd Level DC 21 (23): 6+1
Stinking Cloud, Greater Mighty Wallop, Displacement*
Greater Mage Armour (cast at start of day), Caustic Smoke, Fly, +Shadow Binding*
4th Level DC 22 (24): 6+1
Black Tentacles, Extended Displacement*, Caustic Mire
Polymorph, Nightmare Terrain**, Assay Resistance, +Greater Mirror Image*
5th Level DC 23 (25): 5+1
Extended Greater Invisibility*, Interposing Hand, Mirage Arcana**
Fever Dream**, Telekinesis, +Persistent Image**
6th Level DC 24 (26): 4+1
Acid Fog, Greater Dispel Magic, Scalding Mud
<Empty Slot>, +Mislead**
7th Level DC 25 (27): 3+1
Forcecage, Greater Teleport, Bite of the Werebear, +Greater Shadow Conjuration**
8th Level DC 26 (28): 2+1
Mind Blank, Maze, +Superior Invisibility*

Equipment:
Spoiler: Click to Show/Hide
Circlet of Rapid Casting and Intellect +6 (51,000)
Gloves of Dexterity +4 (16,000)
Amulet of Health +4 and Wisdom +2 (20,000)
Rod of Empowering (32,500) charges remaining: 3/3
Belt of Strength +4 (16,000)
Ring of Sustenance and Protection +3 (20,500)
Ring of Wizardry II (40,000)
Cloak of Charisma +2 (4,000)
3x Armband of Elusive Action (2,400) 1 worn currently, charges remaining: 1/1 and 1/1 and 1/1
Runestaff of Power (38,300)
Handy Haversack (2,000)
Thorn Pouch (4,400) charges remaining: 3/3
Anklet of Translocation (1,400) charges remaining: 1/1
Alchemist Lab (500)
Courtier's Outfit + Jewels (80)
Spell Component Pouch (5)
Alchemical Creations: 5x Acid Flask, 5x Fire Flask, 5x Sunrod, 5x Thunderstone, 5x Tanglefoot, 2x Antitoxin (330)
Pearls of Power set into a string, used as necklace:
-3x Pearl of Power I (3,000) 3/3
-1x Pearl of Power II (4,000) 1/1
-1x Pearl of Power III (9,000) 1/1
-1x Pearl of Power IV (16,000) 1/1
-1x Pearl of Power V (25,000) 1/1
-1x Pearl of Power VI (36,000) 1/1
-8x 1st level spell scrolls (200)
-14x 2nd level spell scrolls (2,100)
-8x 3rd level spell scrolls (3,000)
-10x 4th level spell scrolls (7,000)
-6x 5th level spell scrolls (6,750)
-4x 6th level spell scrolls (6,600)
-7x 7th level spell scrolls (16,975)
-3x 8th level spell scrolls (9,000)
17,560GP remaining

Offline Zaer DarkwailTopic starter

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #28 on: July 02, 2016, 06:36:25 AM »
Looks good kongming :). I hope others get finished as I can start early as next week friday the actual OOC/Charsheet sections and first IC post opening. I send PM pokes also.

Offline Arklytte

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #29 on: July 02, 2016, 11:20:36 PM »
Hiya!  :D  I'm wondering if you're still accepting players?  I'm a friend of Sinestra's who she just seduced over to E, and while poking around the boards I found this game.  It looked interesting and she suggested I check it out.  I'm brand new to E, but I've been roleplaying since I was a kid...over 35 years now.  I'm fully familiar with 3.5, so putting a character together is a snap.  :-)  I was thinking of playing a teacher most likely.  I have several different ideas rolling around in my head...I can put up a short synopsis of a few if you like, so you can get an idea if any one of them might fit in.

Anyway, if you're interested in me going further with this, please let me know.  :D

Offline Zaer DarkwailTopic starter

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #30 on: July 03, 2016, 03:33:50 AM »
We are still accepting players :). Feel free post questions here or PM me and via PM's we can work out details of your char. As teacher you can choose between a 15th level one (basically regular staff member) or a 18th level one (which is part of inner circle of principal and also veteran from the war). Besides the level there is sort potential plot spoilers in taking later one. Anyways welcome to the E :)

Offline Arklytte

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #31 on: July 03, 2016, 10:25:08 PM »
Thanks!  :-)  I definitely think I'm going to like it here.  The community seems very cool.

I'll brainstorm some character ideas and shoot you a message.  I might not get the opportunity to do much about it for another day or so.  Since tomorrow is July 4th I'll be spending much of the day chilling with my family and BBQing, but I'll be online more for the rest of the week.  At the very least I can put together some ideas.  :)

Offline Zaer DarkwailTopic starter

Re: Magic Academy of Magnus (3.5 DnD homebrew) (Still recruiting!)
« Reply #32 on: July 07, 2016, 06:16:39 AM »
Just reminder that I will be opening OOC thread and charsheet threads in tomorrow and make opening post also. As note for those who are pondering can you join this game; yes, you can join this game!

Offline Muse

  • Bibliopheliac -- Luna's Arcangel -- PiP's Sidhe Lord -- Karasu's Heartthrob -- Tyloka's Dragon -- Mistress Voluptuouss's Hand Bra -- Making Allanger Welcome at her Destination
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  • Join Date: Apr 2005
  • Location: Chasing unicorns in the Moonwood.
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Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #33 on: July 07, 2016, 09:02:31 AM »
Offhand I remember PHB II had a tactics style feat and grenadier feats which do not focus on alchemy itself but rather how employ said alchemy. Also Mystic Wanderer PrC from forgotten realms specializes on alchemy (creating higher level potions and applying Cha bonus to AC amongst other things). Also magic of faerun (or dragonmarked) or Sharn, city of towers had five (or six) level PrC focusing on alchemy as well (albeit it would need dragonmark feat but in this world Cannith house does not excist so dragonmarks are merely magical brands which appear randomly on people).

Mystic wanderer needs a good 3.5 boost, but I really love that class. 

And I've had fun in the past with a gnomish rogue who used Grenadeir and the combat alchemy techniques. 

how are you everyone?  HAve you got a good sized group shaping up? 

Offline Zaer DarkwailTopic starter

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #34 on: July 07, 2016, 09:31:37 AM »
I have got solid interest both in here and from PM's but actual posting sheets has been problem :P

Offline Muse

  • Bibliopheliac -- Luna's Arcangel -- PiP's Sidhe Lord -- Karasu's Heartthrob -- Tyloka's Dragon -- Mistress Voluptuouss's Hand Bra -- Making Allanger Welcome at her Destination
  • Knight
  • Addict
  • *
  • Join Date: Apr 2005
  • Location: Chasing unicorns in the Moonwood.
  • Gender: Male
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 6
Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #35 on: July 07, 2016, 09:59:37 AM »
Getting an aspiring abjurant champion girl started for you.  :) 

Offline Zaer DarkwailTopic starter

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #36 on: July 07, 2016, 10:15:09 AM »
Nice, hope other folks get encouraged to join in as well :)

Offline kongming

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #37 on: July 08, 2016, 05:29:36 AM »
Actually... if it would help, I could make a female student to play, too. That might help me have something to do when a different professor is teaching, and also just to help there be more students in general. As a more secondary character, I wouldn't mind so much if she gets pregnant (and thus becomes unplayable) or killed or whatever. Would that be appreciated?

Offline Zaer DarkwailTopic starter

Re: Magic Academy of Magnus (3.5 DnD homebrew)
« Reply #38 on: July 08, 2016, 08:08:18 AM »
It would help kongming. Anyways here are OOC and charsheet threads. I post later today IC thread. Reason for NC: Exotic forum area is for freedom to write things than any indication for all students getting involved with tentacles or non-humanoid beings in sexual manner :P. Overall players should have common sense respect ons/off the player has.