Magic Schools

Inner Sea Magic
The Inner Sea and the lands beyond it are home to numerous schools, organizations, and societies devoted to the study of magic. For the purposes of this chapter, the phrase 'magic school' is used as a catch-all to cover four broad categories of institutions.

Academy

Academies are schools that focus on various forms of arcane magic, particularly on history, theory, research, warfare, exploration, and the like.

Guild

Guilds are generally focused on the application of magic rather than the theories behind it. A guild teaches practical methods of using magic.

Monastery

A monastery is a religious institution where worshipers of a specific deity (or number of deities) can go to study magic as it pertains to matters of faith and philosophy.

Secret Society

This final category includes groups that use magic to aid in achieving hidden goals.

Joining a School

In order to join a school, a character must pay an entrance fee and pass an entrance exam by successfully making a skill check, as determined by the school. One attempt to enter a school can be made per two semesters (a length of time that varies according to each school). Once a character is enrolled, he must pay a monthly tuition or tithe to remain in school until his Fame score reaches a high enough point that he gains the option to join the school's staff. These costs, skills, and Fame score requirements vary per school (see the following pages).

The benefits of belonging to a magic school are similar to those granted by a faction, save that a character doesn't increase his standing in a school by succeeding on missions related to the school's goals. Instead, he makes periodic skill checks or complete other tasks to advance his standing in the school. Schools periodically reward 'extracurricular' activities such as research, travelling, and adventuring—these are noted on the following pages as appropriate, but are typically left to the GM to develop as adventures.

Schools conduct regular testing and offer tasks that grant their students opportunities to increase their fame and education in the school. A character's Fame score tracks how successful he is in his schooling. A low Fame score indicates he's a new or a struggling student, while a particularly high one could mean he actually becomes a teacher for the school or are a favored alumnus. To increase his Fame score in a school, he must either make Education checks (a skill check with a DC of 15 + his current ranks in that skill) at points during a semester, or perform a specific task or other extracurricular activity for the school. A character's Fame score increases by +1 every time he successfully makes a Education check or performs a task for his school. Every time a character's Fame score increases, he earns an equal number of Prestige Points. The methods by which he earns opportunities to make Education checks vary by school.

Benefits of Education

A student's Fame score represents her status within her school. For every 10 points of Fame, a student gains a cumulative +1 bonus on Diplomacy checks made against members of that school. A student's Prestige Points (PP) reflect the goodwill, research grants, and personal favors built up during her education. These points, when spent, are spent permanently. The sidebar lists several generic awards that any member of any school may purchase with her Prestige Points. Each specific school detailed on the following pages lists a few more specific awards that are available only for members. Fame is not expended—when a reward lists only a required Fame score, a student receives the reward upon reaching that level of Fame.

Students may not spend Prestige Points during combat, and must spend them while at school or otherwise able to contact school representatives. Students may not pool Prestige Points to obtain more expensive rewards, but they may spend Prestige Points even if they are dead, petrified, or otherwise out of commission. This represents the student having made prior arrangements with her school to perform certain actions on her behalf, such as recovering her dead body and returning it to a specific location or having it raised from the dead. In this event, the student's actual location does not impact the Prestige Point cost at all.

Generic Awards

Beyond the specific awards that each magic school grants, students can spend their Prestige Points on the following generic awards as well.

Skill Specialization

Many of the prestige awards and recognitions that magic school members purchase allow a character to become specialized in a skill. When a PC becomes specialized in a skill, that skill immediately becomes a class skill for him. If the student gains that skill as a class skill from any other source (before or after purchasing the prestige resource), he gains a +1 competence bonus on those skill checks.

About Semesters

Every school functions on what are known as 'semesters.' You can make one Education check (using a skill chosen from your school's Education check options) per semester. A semester's actual in-game duration varies from school to school, and you shouldn't hesitate to further adjust a school's semester length to match the speed at which time passes in your campaign. As a general rule, a student should be able to attempt 4 to 6 Education checks per character level, so if in your game characters gain levels at a much accelerated or much slowed rate, you should adjust the length of a semester accordingly. One relatively simple way to hand-wave semesters is to simply treat each game session, no matter how much time passes during that session, as a 'semester,' and allow characters in schools an Education check at the end of each game session. You can also simply tie these checks to character level, and allow characters to make 5 Education checks all at once every time they level up.

Leaving School

A student can leave his school at any time by simply alerting his superiors at the school. If a student fails to pay tuition or tithes when they are due, or performs some act that scandalizes or otherwise harms the school's reputation (based on the GM's interpretation of the act), he is expelled from school and his Fame score and Prestige Points are both reduced by 2d6. Flunking out (failing a number consecutive Education checks as set by the school) also results in expulsion.

Once a student leaves a school, he can no longer spend Prestige Points on that school's benefits. If he was expelled, he might even lose access to some of the advantages and boons he had already acquired from the school, at the GM's discretion. A student can return to a school he left voluntarily by paying the entrance fee again. A student who was expelled must also make a Diplomacy check (DC = 20 + the student's current Fame score) to get back into the school. This Diplomacy check can be attempted once per year.

Academies

Magic academies tend to focus primarily on research, theory, history, and debate. Many spellcasters attend academies in order to bolster their powers and become better adventurers, while others do so in order to prepare for a guild or even a secret society membership. Some attend academies simply from a joy of learning, and may desire nothing more than to become part of the academy's staff and tradition.

Academies appeal primarily to arcane spellcasters, particularly those who must prepare their spells (like magi, wizards, and witches), although these schools are open to any who can pass the entrance exam and pay the fees.

As the Fame scores of students of an academy increase, they gain the following rewards.

Specific Academies

The following academies represent three of the most prestigious institutions of magical learning found in the Inner Sea region.

Acadamae

This dangerous school promotes study of the various schools of magic, with a particular focus on conjuration.

Location: Korvosa (Varisia)

REQUIREMENTS

Entrance Fee: none
Entrance Exam: DC 20 Knowledge (arcana) check
Tuition: 100 gp/semester

EDUCATION

Education: Checks Knowledge (arcana), Knowledge (planes), Spellcraft (see special)
Semester: 3 months
Flunk: none (see special)
Special: Every time you fail an Education check at this dangerous school, you take some form of damage from a failed experiment or an uncontrolled summons run amok. Typically, this damage manifests as 1d6 points of damage per character level, but it could manifest in other ways as the GM sees fit (such as a one-on-one combat against a summoned monster, 1d6 points of ability score drain, a curse, and so on). Students can never flunk out of the Acadamae—but those who fail too many Education checks eventually vanish, die, or suffer worse fates.

EXTRACURRICULAR TASKS

Breaching Festival Assistant (+2 Fame) Once per year, you may aid in preparing for that year's Breaching Festival (an Acadamae tradition in which brave contestants attempt to break into the school's infamous Hall of Wards). Breaching Festival Survivor (+5 or +20 Fame) If you survive the Breaching Festival, your Fame score increases by +5. If you actually win the Breaching Festival, your Fame score increases by +20. (The Breaching Festival itself is fully detailed in Pathfinder Module: Academy of Secrets.)

Donate Conjuration Item (+1 Fame) Once per semester, if you donate a magic item that radiates conjuration magic to the Acadamae, your Fame score increases by+1. The item donated must be worth at least 1,000 gp per point of Fame you currently possess.

AWARDS

Favorite Summons (5 PP) Pick a creature you can summon with a summon monster spell you can cast. You have learned how to summon a more powerful version of that creature. By adding powdered gemstones worth 100 gp per spell level as an additional material component when you cast this spell and summon this monster, you grant the summoned monster the advanced creature simple template.

Imp Minion (20 Fame, 5 PP) You gain an imp minion that will serve you for 10 minutes per level per day. You must cast a summon monster spell to summon your imp minion—this special casting of summon monster does not summon any other monsters when you cast it in this way, but you can choose your imp minion as a favorite summons.

Summoning Specialization (3 PP) Add a new creature to the list of options available to any summon monster spell you know. The new creature must be of a comparable CR to the other creatures available for that spell to summon, and you must have GM approval for the creature you add to your list.

Arcanamirium

The largest and most respected school of arcane magic in the Inner Sea region, established by exiled arclords of Nex, focuses on the study of 'practical magic.'

Location: Absalom

REQUIREMENTS

Entrance Fee: 50 gp
Entrance Exam: DC 17 Knowledge (arcana) check
Tuition: 200 gp/semester

EDUCATION

Education: Check Knowledge (any), Linguistics, Spellcraft
Semester: 6 months
Flunk: 4 consecutive failed Education checks

EXTRACURRICULAR TASKS

Sponsor (+1 Fame) Once per semester, you can sponsor a student's tuition by paying her tuition for that semester (200 gp). You can only sponsor a student once per year, and even then only if your Fame score is lower than 30.

AWARDS

Commission Magic Item (2 PP) You can commission the crafting of a magic item using Arcanamirium contacts and allies. Doing so reduces the time needed for the item to be crafted by 1d3 days (minimum of 1 day to craft an item) and reduces the total cost of the item by 10%.

Research Grant (20 Fame, 5 PP) The Arcanamirium helps pay for a magic spell or magic item you wish to create. The total cost of the research or item creation is reduced by 25%.

Scholar (2 PP) Your studies have paid off. You become specialized in one of the following skills: Knowledge (arcana), Knowledge (planes), Linguistics, Spellcraft, or Use Magic Device.

NOTE

If you're using these rules for magic schools in your game, you should use this version of the Arcanamirium in place of the version presented in the Faction Guide.

Magaambya

Founded by legendary wizard Old-Mage Jatembe, this is the oldest surviving and still operating academy in the Inner Sea region.

Location: Nantambu (Mwangi Expanse)

REQUIREMENTS

Entrance Fee: 50 gp
Entrance Exam: DC 14 Knowledge (arcana) check
Tuition: 20 gp/semester

EDUCATION

Education: Check Knowledge (arcana), Knowledge (history), Knowledge (nature), Spellcraft
Semester: 4 months
Flunk: 6 consecutive failed Education checks

EXTRACURRICULAR TASKS

Oral Tradition (+1 Fame) Once per year, you can spend a month teaching and reciting the school's history and discoveries to keep important and relevant information in the memories of its current students.

AWARDS

Ancient Mwangi Magic (4 PP) You gain access to an arcane version of a druid spell. This spell is two levels higher than its druid version. You must be able to cast spells of that level in order to learn the spell. If you prepare arcane spells, this new spell is recorded in your spellbook or learned by your familiar as is appropriate. If you cast arcane spells spontaneously, this new spell replaces a spell you already know of the appropriate spell slot.

Diplomatic Student (1 PP) Your skills are part of the reason why the city of Nantambu has remained safe, even in the violent shadow of the Gorilla King. You become specialized in Diplomacy.

Guild

Spellcaster guilds are superficially similar to academies in that their members work together and trade knowledge to better the group overall. Alchemists, bards, multiclassed spellcasters, and spellcasters who specialize in item creation are the primary members of guilds.

As guild students increase in fame, they gain the following rewards.

Specific Guilds

The following represent several of the most successful and well-known guilds operating in the Inner Sea region.

Kintargo Opera House

Growing swiftly and welcoming non-Chelish students, this Chelish opera house is building a dangerous reputation for fostering 'free thinkers.'

Location: Kintargo (Cheliax)

REQUIREMENTS

Entrance Fee: 500 gp
Entrance Exam: DC 17 Perform (sing) check
Tuition: 200 gp/semester

EDUCATION

Education: Check Bluff, Diplomacy, Linguistics, Knowledge (nobility), Perform (any)
Semester: 6 months
Flunk: 3 consecutive failed Education checks

EXTRACURRICULAR TASKS

Troublemaker (+1 Fame) By taking a risky mission to gather blackmail material on a noble, learn a secret guarded by the government, or otherwise perform some minor act of resistance against either the House of Thrune or the church of Asmodeus, your Fame score increases by +1.

AWARDS

Idolized (5 PP) You've built your glamour, fashion, confidence, and sex appeal to a point where it's not only unmistakable, it can almost be thought of as a weapon. You gain a +2 bonus on Bluff and Diplomacy checks. Treat your caster level as 1 higher for the purposes of determining the duration of any enchantment spell you cast.

Projection (5 PP) You've learned how to project your voice with authority, which even strengthens certain spells that you cast. For any language-dependant or sonic spell that has a range greater than personal or touch, treat your caster level as 2 higher for the purposes of determining your maximum range.

Virtuoso (50 Fame, 10 PP) You have become a diva, idol, or star performer, or otherwise achieved a level of fame that even your fellow performers are jealous of. Your self confidence gives you a permanent +2 morale bonus on all Will saving throws against mind-affecting effects.

Oenopion Fleshforges

Strange new soldiers are alchemically and magically constructed in the experimental laboratories of the Oenopion Fleshforges.

Location: Oenopion (Nex)

REQUIREMENTS

Entrance Fee: 200 gp
Entrance Exam: DC 15 Craft (alchemy) check
Tuition: 100 gp/semester

EDUCATION

Education: Check Craft (alchemy), Heal, Knowledge (arcana), Spellcraft
Semester: 6 months
Flunk: 3 consecutive failed Education checks

EXTRACURRICULAR TASKS

Volunteer (+1 Fame) You may volunteer once per semester to serve as the subject of a fleshforge experiment, so long as your Fame score is lower than 15 (the fleshforges aren't interested in risking the life of someone more important). The experiment takes 1d6 days, and deals 1d6 points of ability damage (determined randomly) each day.

AWARDS

Enhancement (30 Fame, 20 PP) Once your Fame score reaches 30, you earn the right to undergo a special ritual made available to members of the fleshforges in good standing. It allows you to permanently reduce any ability score of your choice by 2 points in order to gain a +2 inherent bonus to any other ability score of your choice. You can only gain the benefits of this ritual once.

Surgeon (1 PP) You excel at keeping subjects alive even during the most difficult of fleshforgings. You become specialized in Heal.

Poisoner's Guild

One of Daggermark's most powerful and notorious guilds, the Poisoner's Guild is led by Tragshi the Herbalist.

Location: Daggermark (River Kingdoms)

REQUIREMENTS

Entrance Fee: 500 gp
Entrance Exam: DC 20 Craft (alchemy) check
Tuition: 100 gp/semester

EDUCATION

Education: Check Craft (alchemy), Knowledge (local), Knowledge (nature), Stealth, Survival
Semester: 4 months
Flunk: 4 consecutive failed Education checks

EXTRACURRICULAR TASKS

Poisoning Mission (+1 Fame) Once per semester, you can undertake a mission to assassinate a target with poison. This can either be a target that the guild assigns to you, or a target of opportunity the guild asks you to take out based on their knowledge of your current adventuring goals.

AWARDS

Discounted Poisons (10 Fame, 2 PP) Once this award is purchased, you gain a 10% discount on all poisons purchased in the River Kingdoms.

Poison Immunity (5 PP) Pick a type of poison. You are now immune to that specific kind of poison.

White Grotto

The White Grotto is the premier bardic college in Absalom, a guild where one can learn the arts of using magic to enhance all forms of entertainment.

Location: Absalom

REQUIREMENTS

Entrance Fee: 50 gp
Entrance Exam: DC 15 Perform (any) check
Tuition: 50 gp/semester

EDUCATION

Education: Check Acrobatics, Bluff, Knowledge (local), Perform (any), Sleight of Hand
Semester: 4 months
Flunk: 4 consecutive failed Education checks

EXTRACURRICULAR TASKS

Grotto Performance (+1 Fame) Up to once per semester, you may put on a performance of your choice to benefit the White Grotto and spread its fame. If you successfully make a Perform check (DC = 10 + your current Fame score), you successfully impress the audience, and your Fame score increases by +1.

AWARDS

Lingering Illusions (2 PP) You've mastered a method that allows some of your illusions to persist for longer than normal. Any illusion spell you cast that has a duration that requires concentration lasts for 1 additional round after you cease concentrating on the illusion.

Hidden Wand (30 Fame, 2 PP) You've trained under the philosophy that performances enhanced by magic are best when the magical enhancement itself is not obvious. When you activate a wand (or any similar spell trigger item that's relatively easy to conceal), you may make a Bluff check (opposed by the Perception check of any creature able to see you) to conceal the use of the item.

Monastery

Though divine instruction is often handled in churches and chapels, it is within the walls of the Inner Sea's monasteries that many of the truest secrets of divine magic are taught to those who seek something more in their faith.

As students of a monastery increase their fame, they gain the following rewards. Note that the actual titles granted to friars and elders varies according to church—these titles are used here primarily as generic terms to denote lower- and higher-ranking positions in a monastery.

Monasteries

Every religion maintains monasteries throughout the Inner Sea region, and while some of these monasteries can be quite effective, they tend to avoid the posturing and glory-seeking that other magic schools pursue. For the purposes of determining what regions have monasteries to which deities, you can assume that any region in the Inner Sea World Guide features monasteries dedicated to the deities listed in that region's religion entry. Monasteries to deities other than the 20 core deities exist but are not detailed here. You can use the examples below as guidelines for developing special awards for other religions.

Monastery

Sacred place of learning for the faithful of the church.

Location: varies

REQUIREMENTS

Entrance Fee: 50 gp
Entrance Exam: DC 14 Knowledge (religion) check
Tuition: 50 gp/semester

EDUCATION


Education: Check Heal, Knowledge (any), Linguistics, Spellcraft
Semester: 6 months
Flunk: 4 consecutive failed Education checks

EXTRACURRICULAR TASKS

Crusade (+1 Fame) Once per semester, if you successfully undertake a holy mission in the church's name (as determined by the GM), your Fame score increases by +1.

AWARDS

Divine Boon In addition to the standard awards available for all students, each monastery offers a specific award closely tied to its specific religion. Awards for each of the core deities of the Inner Sea region are listed below.

Secret Society

Secret societies are groups that hide their goals—and even their existence—from non-members. Many such groups exist specifically for the empowerment of their members (or at least their senior members), while others exist to realize some hidden goal.

Citadel Enferac

The stronghold of the Hellknights of the Order of the Gate, Citadel Enferac is one of the primary locations at which Hellknight spellcasters (known as signifers) of all orders train.

Location: Menador Mountains (Cheliax)

REQUIREMENTS

Entrance Fee: 300 gp
Entrance Exam: DC 16 Intimidate check
Tuition: 150 gp/semester

EDUCATION

Education: Check Intimidate, Knowledge (arcana), Knowledge (religion), Spellcraft
Semester: 6 months
Flunk: 3 consecutive failed Education checks

EXTRACURRICULAR TASKS

Imprison Criminal (+1 Fame) As a reward for bringing a living criminal to be imprisoned in the citadel's dungeons, your Fame score increases by +1, provided the prisoner is of a CR of no lower than your level. You can gain this boost to your Fame score once per semester.

AWARDS

Signifer (20 Fame) When your Fame score reaches 20, you gain the title of signifer and receive a 10% discount when purchasing potions, scrolls, and wands in any city in which Hellknights are known and respected.

Paravicar (50 Fame) When your Fame score reaches 50, you become a paravicar, and no longer need to pay tuition—every time you would normally pay tuition, you instead earn that amount of gold as your salary.

Blessing of Enferac (40 Fame, 5 PP) You can submit your weapon to Order of the Gate arcanists to receive a temporary magical enhancement in the form of a weapon special ability. Choose from axiomatic, flaming burst, or unholy. Your weapon retains this enhancement for the duration of one mission (or a maximum duration of 1 week).

The Harrowed Society

Based in the town of Galduria, the Harrowed Society uses the Twilight Academy as a sort of 'front' for their true purpose: to decipher the mysteries held in harrow cards, the traditional Varisian fortune-teller's tools. The Harrowed Society believes that if these mysteries can be deciphered, the true secrets of reality can be learned.

Location: Galduria (Varisia)

REQUIREMENTS

Entrance Fee: 100 gp, must own a harrow deck
Entrance Exam: DC 20 Use Magic Device check
Tuition: 100 gp/semester

EDUCATION

Education: Check Bluff, Disguise, Knowledge (arcana), Knowledge (religion), Spellcraft, Use Magic Device
Semester: 4 months
Flunk: 3 consecutive failed Education checks

EXTRACURRICULAR TASKS

Investigate Portent (+1 Fame) Certain missions are of great import to the Society, as indicated to them through their regular harrowings. Successfully accomplishing such quests can increase your Fame score by +1, up to once per semester.

AWARDS

Augur (20 Fame) When your Fame score reaches 20, you are given your own uniquely crafted harrow deck. As long as you carry this deck, you receive a +1 morale bonus on all mind-affecting saving throws. If you lose this deck, you can purchase a replacement for 2 PP.

Seer (50 Fame) When your Fame score reaches 50, you become a seer, and no longer need to pay tuition. Every time you would normally pay tuition, you instead earn that amount of gold as your salary.

Trumps (20 Fame, 5 PP) You learn to manipulate fate simply by drawing a card from the uniquely crafted harrow deck you gained when you became an augur. You may take this reward six times. Each time you take it, select one of the following trumps to learn. To use this ability, draw a card from a harrow deck as a standard action. You can draw a card from a harrow deck in this manner a number of times per day equal to the number of trumps you know, but you can only have one trump active at any one time. If you draw a card to which you do not know the trump, you gain no bonus.

Crimson Citadel

The Crimson Citadel is the headquarters of the Red Mantis assassins, deadly and mysterious killers who worship Achaekek the Mantis God.

Location: Mediogalti Island

REQUIREMENTS

Entrance Fee: 500 gp
Entrance Exam: DC 20 Knowledge (religion) check
Tuition: 500 gp/semester

EDUCATION

Education: Check Acrobatics, Bluff, Intimidate, Knowledge (any), Spellcraft, Stealth
Semester: 6 months
Flunk: 2 consecutive failed Education checks

EXTRACURRICULAR TASKS

Assassination (+1 Fame) Successfully completing an assassination mission increases your Fame score by +1. This bonus can be earned once per semester.

AWARDS

Crimson Agent (20 Fame) You are granted access to the outer holdings of the Sarzari Library (its inner holdings are available only to the Blood Mistress, or those she grants temporary access). You can spend 1 PP to gain a +10 circumstance bonus on a Knowledge check by spending a day in research here.

Crimson Scion (50 Fame) You are a highly ranked and well-respected member of the Crimson Citadel. You no longer need to pay tuition to the Citadel—every time you would normally pay tuition, you instead earn that amount of gold as your salary.

Assassin Prodigy (1 PP) Levels in the Red Mantis assassin prestige class count as favored class levels for you.

Mantis Magic (2 PP) Add one of the following spells that is not already on one of your classes' spell list to one of your classes' spell list: blood mist**, bloody claws*, creeping doom, giant vermin, insect plague, spider climb, summon swarm, swarm skin*, vermin shape I**, vermin shape II**, vomit swarm*. If you pay double the Prestige Point cost, you can automatically scribe this spell into your spellbook, teach the spell to your familiar (if you are a witch), or learn the spell in place of a spell of an equal level that you already know (if you are a spontaneous spellcaster).

* See the Pathfinder RPG Advanced Player's Guide.

** See Pathfinder RPG Ultimate Magic.