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Downtime Dungeons & Dragons Roleplaying

DnD Downtime Wizards School

Dungeons and Dragons – Mystara

Downtime – Wizards School

In my D&D game, I have a wizards school as part of downtime activities including a graduation test adventure in the theme of the test of high sorcery in Dragonlance. These are designed to be part of the Great School of Magic in Glantri.

Note: Downtime between sessions is handled slightly differently than in session.

  • In Game – During a game session it takes up time and a roll is involved.
  • Between Sessions – When done as off screen time, no roll is done, and a flat 10 is added to the bonus. If you can’t succeed at the check with a flat 10 then you can’t do this downtime off screen. The type of check shows if you can do any extra time to modify the check and any limitations.
  • Number of Downtime Activities – A character can attempt as many downtime activities in a week as their character tier.

Wizards School Overview

These downtime activities are only available to characters at the Great School of Magic in Glantri.

Enrollment in the school requires the enrollee to pass a Renown Check – see Downtime – Renown DC 15 + school year.

Course Structure

There were six planned semesters for each character to be able to participate in. Each course takes two weeks to complete (unless noted otherwise) and you need to successfully complete the course to be able to take an advanced version of it.

  • Student or Apprentice – Courses of up to rank 3 available.
    • Completing 15 courses earns you the right to take the first test of sorcery (citizenship), and once passed you have access to the school for further study as a Graduate. You also have voting rights in the nation.
    • Two courses need to be completed to rank 3 for each attempt at the test.
  • Graduate or Apprentice (citizenship) – Courses of rank 4 to 5.
    • Completion of at least 10 more courses earns you the right to take the second test of sorcery (rights of nobility) and once passes you have access to the school for further study as a Master. You have authority and the right to hold public office in the nation.
    • Two courses need to be complete to rank 5 for each attempt at the test.
  • Master or Wizard (rights of nobility) – Courses of rank 6 to 7.
    • Completion of at least 10 more courses earns you the right to take the third test of sorcery (title of nobility) and if you pass with enough estime (and one is available) you are granted a title, domain and a population to manage in the name of the nation.
    • Two courses need to be completed to rank 7 for each attempt at the test.
  • Grand Master or Magus (title of nobility) – Courses of rank 8 to 9.
    • Completion of at least 10 more courses earns you the right to take the final test of high sorcery (title promotion) as a chance to compete for an upgraded title when one comes available. Once you gain an upgraded tile you are able to return as a Fellow or Arch Mage and compete again for the right for a title promotion once per two years.
    • Two course need to be completed to rank 9 for each attempt at the test.
  • Fellow or Arch Mage – Courses above 9.
    • Right and obligation to teach at the school including access to all the school resources, courses and ability to task students with tasks for cheap labour.

Courses has a DC of 10 with +1 per course rank, with every 5 points over being a higher grade. A character had to pass a cource to be able to attempt the next level of the cource. Other than bragging rights, gaining a grade over a pass does not matter much past gradation but may flavour your roleplaying style such as he is a amazing at necromancy, but terrible at divination.

  • Requirement
    • Stay in location for duration
    • Pass a Renown Check – see Downtime – Renown DC 15 + school year.
  • Time:
    • As per the class
  • Cost
    • As per the class
  • Check:
    • Class Completion – Intelligence (Arcana) modified by lifestyle and settlement type with roll vs DC 14 + course rank.
      • Critical Failure – Wash out of class – cannot re-inroll in that class again.
      • Failed check – Leans nothing from class
      • Success – Completed class with expected results
      • Critical Success – Completed class and next level of class, gainig benefits of both.
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)
Character Levelling

As part of gaining a character level, they also gain the following options as part of gaining a level at the great school of magic (optop of the class features gained).

  • Class Training (under base downtime also gets a free complementary course as part of the level)
  • Secret Craft Training (you can learn the secret craft for half the cost and time if done at the great school of magic and you have passed the first gradation test.

Core Courses

All core courses cost 100 gp per week to participate in and takes variable times. A character can take as many of these as they wish

Learn a Ritual
Uses one of the downtime activities for the duration

Each semester they learn a new ritual. You can take the same level multiple times to learn different rituals.

  • Rank 1 – Learn a 1st level spells. (Takes 1 week and learn 2 rituals)
  • Rank 2 – Learn a 2nd level spells. (Takes 1 week)
  • Rank 3 – Learn a 3rd level spells. (Takes 1 week)
  • Rank 4 – Learn a 4th level spells. (Takes 2 weeks)
  • Rank 5 – Learn a 5th level spells. (Takes 2 weeks)
  • Rank 6 – Learn a 6th level spells. (Takes 3 weeks)
  • Rank 7 – Learn a 7th level spells. (Takes 3 weeks)
  • Rank 8 – Learn a 8th level spells. (Takes 4 weeks)
  • Rank 9 – Learn a 9th level spells. (Takes 4 weeks)

.

Learn a Spell
Uses one of the downtime activities for the duration

Requirements: You can’t take a course unless you can cast spells at that level. This is different from the normal downtime activity. You need to have completed the course on spell identification for that level before you can take this course.

Each semester they learn a new spell. You can take the same level multiple times to learn different spells.

  • Rank 1 – Learn a cantrips. (Takes 1 week and learn 4 cantrips)
  • Rank 2 – Learn a 1st level spells. (Takes 1 week and learn 2 spells)
  • Rank 3 – Learn a 2nd level spells. (Takes 1 week)
  • Rank 4 – Learn a 3rd level spells. (Takes 1 week)
  • Rank 5 – Learn a 4th level spells. (Takes 2 weeks)
  • Rank 6 – Learn a 5th level spells. (Takes 2 weeks)
  • Rank 7 – Learn a 6th level spells. (Takes 3 weeks)
  • Rank 8 – Learn a 7th level spells. (Takes 3 weeks)
  • Rank 9 – Learn a 8th level spells. (Takes 4 weeks)
  • Rank 10 – Learn a 9th level spells. (Takes 4 weeks)
Library Acquisition
Uses one of the downtime activities for the duration

Each time they take this course they gain books for their personal library that will assist in knowledge rolls of a subject of their choice. Each semester they can add a new subject at rank 1 or increase their rank in an existing subject. Valid subjects were schools of magic, creature types, countries and anything else they could imagine. The rank is added as a bonus they get when researching a topic based on their library. This takes one week per rank of the topic to be collected. You can get at most a +5 to a topic. Starting topics need to be specific. Examples include: (If your topic if too general then the GM will make it more specific)

  • Blue Dragonkin
  • Plant life of Alfheim
  • History of Necromancy

For having multiple topics at +5 to a given topic, you may be able to gain a bonus to a general topic that they are all related to. So if you have two topics on dragons, you might then get a +1 bonus on researching dragons.

Magical Item Creation
Uses one of the downtime activities for the duration

Requirements: You can’t take a course unless you have passed the identification course to be able to take the appropriate ranked course.

At the end of each semester they may have crafted (and have a formula for) a magical item as part of their studies.

  • Rank 1 – Common Expendable Items (1 week for two items)
  • Rank 2 – Common Items (1 week)
  • Rank 3 – Uncommon Expendable items (1 weeks)
  • Rank 4 – Uncommon Items (3 weeks)
  • Rank 5 – Rare Expendable Items (3 weeks)
  • Rank 6 – Rare Items (6 weeks)
  • Rank 7 – Very Rare Expendable Items (6 weeks)
  • Rank 8 – Very Rare Items (12 weeks)
  • Rank 9 – Legendary Expendable Items (12 weeks)
  • Rank 10 – Legendary Items (24 weeks)
  • Rank 11 – Artefacts (48 weeks)
Magical Item Identification
Uses one of the downtime activities for the duration

Each semester they learn to identify magical items. The student gains advantage in their attempt to identify items of the rarity associated with their course.

  • Rank 1 – Common Items
  • Rank 2 – Uncommon Items
  • Rank 3 – Rare items
  • Rank 4 – Very Rare Items
  • Rank 5 – Legendary Items
  • Rank 6 – Artefacts
School Specialisation
Uses one of the downtime activities for the duration

Requirements: Ability to cast spells at the level indicated.

Each semester you learn how to specialise your magic to a particular school of magic. For each Rank you gain, you can use this ability with higher level spells. When using this ability with your daily preparation you have the following effects as long as you only prepare the one school of magic and no higher level than indicated by the rank you achieved.

  • Spell attack and DC’s are treated as having expertise.
  • Effects of spells that use your Int modifier treat it as being double.

You can take this course for each school of magic allowing you to change your specialisation effect with each long rest.

  • Rank 1 – Cantrips and 1st level spells.
  • Rank 2 – 2nd level spells.
  • Rank 3 – 3rd level spells.
  • Rank 4 – 4th level spells.
  • Rank 5 – 5th level spells.
  • Rank 6 – 6th level spells.
  • Rank 7 – 7th level spells.
  • Rank 8 – 8th level spells.
  • Rank 9 – 9th level spells.
Spell Identification
Uses one of the downtime activities for the duration

Each semester they learn to identify spells. You gain advantage identifying spells of the appropriate level.

  • Rank 1 – Identifying cantrips. (1 week)
  • Rank 2 – Identifying 1st level spells. (2 weeks)
  • Rank 3 – Identifying 2nd level spells. (2 weeks)
  • Rank 4 – Identifying 3rd level spells. (2 weeks)
  • Rank 5 – Identifying 4th level spells. (2 weeks)
  • Rank 6 – Identifying 5th level spells. (2 weeks)
  • Rank 7 – Identifying 6th level spells. (2 weeks)
  • Rank 8 – Identifying 7th level spells. (2 weeks)
  • Rank 9 – Identifying 8th level spells. (2 weeks)
  • Rank 10 – Identifying 9th level spells. (2 weeks)
Threat Identification
Uses one of the downtime activities for the duration

Each semester they learn to identify different treats. The character learns to get advantage when trying to identify creatures in the field. A character learns to identify a specific type of creature: Aberration, Beast, Celestial, Dragons, Elemental, Fiend, Humanoid, Monstrous, Plant, Ooze, Undead.

  • Rank 1 – Up to CR 5
  • Rank 2 – Up to CR 10
  • Rank 3 – Up to CR 15
  • Rank 4 – Over CR 15

Complementary Courses

All complementary courses cost 250 gp to participate in and takes two weeks. A character can take as many of these as they wish, but they do not add to the courses required to take the tests of wizardry.

Agility Training
Uses one of the downtime activities for the duration

Ability to incorporate a movement into casting of a spell containing a somatic component with a concentration check.

  • Rank 1 – Gain the ability to incorporate a 5 ft step as part of the casting.
  • Rank 2 – Gain the ability to move 1/4 your speed as part of the casting.
  • Rank 3 – Gain the ability to move 1/2 your speed as part of the casting.
  • Rank 4 – Gain the ability to move 3/4 of your speed as part of the casting.
  • Rank 5 – Gain the ability to move your speed as part of the casting.
  • Rank 6 – Gain the ability to move between targeting multiple targets with the same spell if its able to normally.
Conjure Companion
Uses one of the downtime activities for the duration

Gain a familiar or animal companion, or upgrade it with further learning.

  • Rank 1 – Gain a basic companion on the Beast, Construct or Undead type.
  • Rank 2 – Gain a familiar or companion of the Dragon or Elemental type.
  • Rank 3 – Gain a familiar or companions of the Monstrous, Fey or Plant type.
  • Rank 4 – Gain a familiar or companion of the Humanoid or Ooze type.
  • Rank 5 – Gain a familiar or companion of the Giant or Fiendish type.
  • Rank 6 – Gain a familiar or companion of the Aberration or Celestial type.
Learning new Languages or Dialect
Uses one of the downtime activities for the duration

Gain a language you did not already know, or master a new dialect of a known language.

Mandragora
Uses one of the downtime activities for the duration

Learn about how this root can be identified and uses.

Meditation
Uses one of the downtime activities for the duration

Learn to meditate and focus on your tasks to gain a +1 for every 4 levels to a intelligence based ability check after an hours meditation. Can be used on courses, learning spells, magic item creation or gaining a companion.

Quick Casting
Uses one of the downtime activities for the duration

Learn to get more spells off in a round.

  • Rank 1 – As an action, you can prepare a spell to cast next round as an bonus action.
  • Rank 2 – As a reaction, you can cast any spell you could normally cast as a bonus action.
  • Rank 3 – As an bonus action, you can cast a cantrip that normally takes an action to cast.
  • Rank 4 – As a bonus action, you can cast a 1st Level spell that normally takes an action to cast.
  • Rank 5 – As a bonus action, you can cast a 2nd Level spell that normally takes an action to cast.
  • Rank 6 – As a bonus action, you can cast a 3rd Level spell that normally takes an action to cast.
Spell Combination
Uses one of the downtime activities for the duration

The spell caster can changing their prepared list into spell points and cast spells in any combination. Each spell slot is worth as many points as its level. Must be able to cast spells at the appropriate level to be able to take the course.

  • Rank 1 – At the end of your long rest, you can convert any number of 1st level spell slots into 1 spell point per slot. The maximum level you can cast a spell using spell points is 1st level.
  • Rank 2 – At the end of your long rest, you can convert any number of 2nd level spell slots into 2 spell points per slot. The maximum level you can cast a spell using spell points is 2nd level.
  • Rank 3 – At the end of your long rest, you can convert any number of 3rd level spell slots into 3 spell points per slot. The maximum level you can cast a spell using spell points is 3rd level.
  • Rank 4 – At the end of your long rest, you can convert any number of 4th level spell slots into 4 spell points per slot. The maximum level you can cast a spell using spell points is 4th level.
  • Rank 5 – At the end of your long rest, you can convert any number of 5th level spell slots into 5 spell points per slot. The maximum level you can cast a spell using spell points is 5th level.
  • Rank 6 – At the end of your long rest, you can convert any number of 6th level spell slots into 6 spell points per slot. The maximum level you can cast a spell using spell points is 6th level.
  • Rank 7 – At the end of your long rest, you can convert any number of 7th level spell slots into 7 spell points per slot. The maximum level you can cast a spell using spell points is 7th level.
  • Rank 8 – At the end of your long rest, you can convert any number of 8th level spell slots into 8 spell point per slot. The maximum level you can cast a spell using spell points is 8th level.
  • Rank 9 – At the end of your long rest, you can convert any number of 9th level spell slots into 9 spell point per slot. The maximum level you can cast a spell using spell points is 9th level.

Content Updates

  • 2021-08-27 – Update to the menu.
  • 2021-03-11 – Added in session and between session downtime notes as well as lifestyle options.
  • 2020-10-15 – Linking of content.
  • 2020-09-18 – Changed wording of Classes to Courses to simplify the keyword Class to represent character specialisation only.
  • 2020-09-15 – Moved from Gazetteer 3 Glantri to its own post with a lot of content cleanup along the way.
Downtime for Mystara

Overview, Downtime Uses

Appease (Immortal, Secret Craft), Arduous Rally, Building Stronghold, Buying and Selling (Finding, New Spell, Selling Magical Item, Selling Other Item, Sharing Spells), Carousing, Crafting (Item Formula, Magical Item, Other Item, Spell Scroll), Crime, Druidic Wild Shape, Gambling, Performing Sacred Rites or Religious Services, Pit Fighting, Practicing Profession, Recuperating & Relaxing, Renown, Research, Research Assistance, Rivals, Running Business, Sowing Rumours, Spellcasters, Wizards School

Teaching: Class, Language or Tool, Secret Craft, Spell, Weapons Mastery, Wild Shape

Training: Class Levels, Extra Wild Shapes, Language or Tool, New or Replacement Spell, Secret Craft, Weapons Mastery

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Bombardier (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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