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Strixhaven: A Syllabus of Sorcery Contents

About this Book .............................................................. 3 How to use this book ..........................................................3

Group Points and Rivals ......................................4 Group Points ..............................................................................4 Rivals ................................................................................................8

Class Performance ....................................................13 Weekly Class Performance Checks ......................13

Class Events .......................................................................15

About this Book This module expands upon the information in Strixhaven: A Curriculum of Chaos and provides easy-to-use systems to enhance Strixhaven campaigns.

Credits Written by Mike Bernier at Arcane Eye

Edited by Roland Drews at Arcane Eye

Art by Mike Bernier at Arcane Eye

Thanks to all of our playtesters!

What is this book?

How to use this book

Strixhaven: A Syllabus of Sorcery is a companion book to Strixhaven: A Curriculum of Chaos. This book expands upon the content provided in A Curriculum of Chaos in order to provide DMs with more ways to customize their Strixhaven campaign. The information contained in this book is completely modularized and can be added wherever you see fit to enhance your game.

As this is a companion book, it will reference both this book and Strixhaven: A Curriculum of Chaos. References contained in this book will be noted with bold text, a hyperlink (for PDFs), and a page number (example: Group Points and Rivals (3)). References from Strixhaven: A Curriculum of Chaos will be noted with bold text, a page number, and the acronym SCoC (example: Detention Bog (SCoC 160)).

This book contains: 144 Class Encounters. Make the classes at Strixhaven dynamic and interesting with four encounters for each class offered at Strixhaven. Expanded Class Mechanics. Make the classes chosen by players provide meaningful, mechanical value through an expanded class system. Group Points System. Provide a reason for players to work together as a group, plus make successes and failures more meaningful throughout the adventures found in Strixhaven: A Curriculum of Chaos. Rival System. Create a rival party for your group that competes with them at every turn and encourages them to become exemplary students.

3

Group Points and Rivals In Strixhaven: A Curriculum of Chaos, players are brought together during First Day on Campus (SCoC 61). From this point forward, players are assumed to cooperate as a party for no other reason than to progress the story together. With the Group Points and Rivals optional rule, players are encouraged to work together in order to win the “Class Prize'' and to thwart the attempts of their rival group.

Group Points When students first arrive at Strixhaven, they are randomly placed into groups that they will work with to excel during their time at the university. When students succeed in academic and extracurricular activities, they are awarded group points by a member of the faculty.

Groups are formed on the first day of school when first year students arrive for orientation. Although Strixhaven students don’t choose their college until their second year, many students know which college they will be joining. This is usually determined by the Strixhaven Student background (SCoC 31-36). Groups are made at random and can encompass multiple colleges or just one of the colleges, depending on your party’s composition. The number of students in each group is equal to the number of students in the party. Groups stay the same throughout each school year and all groups begin each year with 0 points.

When students step out of line, points can be subtracted by faculty members. At the end of the year, the group with the most points wins a prize, noted in the section Group Point Winner Prizes (7). The group with the fewest points is reprimanded, consequences can be found in the section Group Point Loser Consequences (7). A quick overview of how the group points system works is as follows:

Awarding Points

Forming groups. The players form a group together and compete against other groups in their year.

Keep in mind that group points aren’t the only way that players are rewarded or punished. If a particular student were to be caught breaking school rules, they would likely also be sent to the Detention Bog (SCoC 160), whereas a student who helps a faculty member might get extra credit on their next exam.

Starting each year. Each new school year, each group’s points reset to 0. How points are gained and lost. The party is awarded points for success and lose points for failures. Winning and losing. The group with the highest points wins a prize, the group with the lowest points loses. The following sections provide more detailed rules on the group points system.

4

Forming Groups

When students succeed, they earn group points. There is no individual component of this competition; points are only counted for the group as a whole. Faculty usually award students points for things like excelling at a lesson, going above and beyond to help a fellow student, and doing deeds that provide a net benefit to Strixhaven.

Although unlikely, a group’s points may go into the negatives.

T1. Group Point Tier Examples The following table provides tiers of rewardable and reprimandable actions and the points they will earn or deduct. Action

Points

Seriously hurting a student or destroying a valuable artifact

-50

Being caught stealing or in a restricted area

-25

Group points by event in Strixhaven: A Curriculum of Chaos The following tables show how many group points to award the party based on their actions in the adventures provided in Chapters 3, 4, 5, and 6 of Strixhaven: A Curriculum of Chaos. T2. 1st Year Event

Points

Defeating the trunk mimic at the Biblioplex

10

Defeating the giant frogs at Fire Jolt Cafe

10

Passing both portions of the Slaadi Magical Physiologies exam

5

Getting caught out of dorms after curfew or breaking similar school rules

-10

Disrupting a class

-5

Excelling at a class

5

Going out of their way to help a student or faculty member

10

Defeating the steam mephits at the Bow’s End Tavern

10

Providing exemplary service to the school

25

Passing both portions of the Owlbear Magical Physiologies exam

5

Saving the life of a student or faculty member

50

Getting caught stealing Sassy Sally Jane

-25

Passing both portions of the Otyughs Magical Physiologies exam

5

Defeating the owlbear at the Rose Stage

10

Clearing the waters or the underwater spring in Sedgemore

25

5

T3. 2nd Year Event

Points

Event

Points

Rounding up the mascots for Professor Sharpbeak

10

If faculty have to step in during the events at Furygale

-50

Passing both portions of the Glyph of Warding Scrivening and Symbology exam

5

Passing both portions of the Relics Advanced Arcane History exam

10

Defeating the pest mascots at the Rose Stage

0 (no faculty present)

Passing both portions of the Devices Advanced Arcane History exam

10 5

Defeating the slaad at the Aerojaunt Field

0 (no faculty present)

Each resolution of Kollema Hall Accidents Passing both portions of the Unearthed Arcana Advanced Arcane History exam

10

Passing both portions of the Symbol Glyphs Scrivening and Symbology exam

5

Saving Dean Tullus from Murgaxor

25

Defeating Murgaxor

25

Defeating the galeb duhr behind the Bow’s End Tavern

0 (no faculty present)

Finding the tome that Professor Blackstone needs

6

T4. 3rd Year

10

T5. 4th Year Event

Points 10

Passing both portions of the Augury Scrivening and Symbology exam

5

Passing both portions of the Vegetation Identification Arcane Herbology exam

Winning the game of Mage Tower

25

Resolving the events in the Detention Bog

50

Defeating the mage hunters after the game of Mage Tower

25

Learning Murgaxor’s plan and location

50

Defeating Murgaxor

100

Tracking Points Based on the events that occur in the adventures provided in Strixhaven: A Curriculum of Chaos, it is reasonable to suggest that the party is a group of exceptional students and therefore will likely win the group point competition each year. Extenuating circumstances may arise in which the party fails at a significant amount of tasks, the party’s rivals succeed at a significant amount of tasks, or the party gets in trouble for breaking school rules that may result in a different outcome. There are two ways to track points:

T6. Leaderboard Style Group Points Result

Group Points Gained

1-5

1d6

6-10

2d6

11-15

3d6

16-20

4d6

T7. Group Points Winner Prizes Year

Prize

Party and Rivals only

1st

Treasure Hoard: Challenge 0–4

This assumes that the party and their rivals will be the most exemplary groups in their year. At the beginning of each session, roll 3d6 to determine how many points the party’s rivals got while the party was going about their business from the previous session.

2nd

Treasure Hoard: Challenge 5–10

3rd

Treasure Hoard: Challenge 5–10

4th

Treasure Hoard: Challenge 5–10

Seeing as the rivals will be the ones that gain points if the party members fail during encounters or in their classes, this is the recommended option. Leaderboard

T8. Group Points Loser Consequences Year

Consequence

1st 4th

Campus service resulting in no possible time for extracurriculars or jobs in their next year.

If you want the group point system to be a large part of your campaign, you can consider fleshing out the other groups further and creating a leaderboard of the top five or ten groups. At the beginning of each session, roll a d20 for each group (except the PC’s group) and consult the table T6. Based on the result, the group gains the group points listed under the Group Points Gained column.

7

Rivals

Agents of Murgaxor

In Strixhaven: A Curriculum of Chaos, students are free to form friendships and rivalries as they see fit. The module doesn’t require the party to have rivals until the third adventure, at which time they are challenged to a wizard’s duel. Establishing a rival party to the group during their first year will encourage them to overcome obstacles and seek to outperform their rivals well before their third year.

If the rival group has been enlisted by Murgaxor, they may be more involved in the plot points of the story. Perhaps they are the ones that have painted the objects with eldritch balm in the first adventure or are helping Dean Tullus in the third adventure.

Creating the Rival Group Chapter 3 of Strixhaven: A Curriculum of Chaos provides a number of fellow students for players to interact with. This module has compiled the first year students into a table. You can determine the rival group’s composition by rolling on Table T9 (9) a number of times equal to the group size you decide on. The first roll determines who will be the rival group’s leader. In order to make the rivals fit the role better, change their alignment to evil.

Rival group’s motivation Once the rival group has been created, it’s important to find out what their motivation is. Are they simply competing with the party to be the best students at Strixhaven? Or is there a more nefarious force driving them? Competing to be Star Students

The rivals are simply hyper-motivated students that don’t like the party’s competition. In this scenario, the rivals don’t necessarily have to have their alignment changed to evil to fit into the story. If this is the rival group’s motivation, they will likely be very involved in school extracurriculars and happy to help out any professor that seeks their aid.

8

How much they know about Murgaxor’s plan is up to you. Maybe they are even being blackmailed by Murgaxor and will turn on him at the last moment if the characters try to redeem their rivals? Member of the Oriq

Not a lot of information is provided about the Oriq in Strixhaven: A Curriculum of Chaos. We are told that they oppose Strixhaven and work to steal the university’s secrets in order to summon the Blood Avatar and destroy Strixhaven. If the rival members are infiltrating Strixhaven on behalf of the Oriq, they may have a more suspicious air to them. They also might be competing with the party in order to gain the Strixhaven faculty’s trust so that they can steal their secrets. This option is best used if you plan to stray from the adventures found in Strixhaven: A Curriculum of Chaos because the Oriq and their plans are not relevant to the plot.

T9. Rival Group Members Roll

Rival Student

1

Aurora Luna Wynterstarr

2

Bhedum “Rampart” Sooviij

3

Cadoras Damellawar

4

Grayson Wildemere

5

Greta Gorunn

6

Larine Arneza

7

Melwythorne

8

Quentillius Antiphiun Melentor III

9

Rosimyffenbip “Rosie” Wuzfeddlims

10

Rubina Larkingdale

11

Shuvadri Glintmantle

12

Tilana Kapule

13

Zanther Bowen

Incorporating Rivals in the Events of Strixhaven: A Curriculum of Chaos In order to provide the maximum amount of conflict between the groups, rivals can be incorporated into the events of Strixhaven: A Curriculum of Chaos. The following table provides examples of what the rival party will be doing during each event. This is kept as general as possible to accommodate any rival motivation. Rivals and Competition Events

During any event that requires the party to compete (for example, the frog race in Chapter 3), assume that at least one of the rival group members is competing against the party members.

9

T10. 1st Year

10

Event

Rival Group Actions

Trunk mimic at the Biblioplex

If all the characters fall unconscious, the rival group will rush onto the scene and subdue the threat.

Defeating the giant frogs at Fire Jolt Cafe

If all the characters fall unconscious, the rival group will rush onto the scene and subdue the threat.

Defeating the steam mephits at the Bow’s End Tavern

If all the characters fall unconscious, the rival group will rush onto the scene and subdue the threat.

Stealing Sassy Sally Jane

Rival party will attempt to get the party caught. This can be done by running off to alert a faculty member or by attempting to trap the party until morning, when they will be caught by a faculty member.

Defeating the owlbear at the Rose Stage

If all the characters fall unconscious, the rival group will rush onto the scene and subdue the threat.

Clearing the waters or the underwater spring in Sedgemore

Following the party into Sedgemore, the rival group attempts to foil the party’s mission. At a key turning point, the rival group will attempt to make the characters fail and retreat from the swamp. If the rival group is successful, they will discover the flask of holy water and clear the spring, stealing the spotlight from the party.

T11. 2nd Year Event

Rival Group Actions

Rounding up the mascots for Professor Sharpbeak

Overhearing the conversation between the party and Professor Sharpbeak, the rival group attempts to collect the mascots before the party in hopes of being chosen for the Mage Tower competition. Whoever is able to collect more mascots is awarded 10 group points. Either way, the rival group is selected to be the party’s opponents in the Mage Tower game later in the chapter.

Defeating the pest mascots at the Rose Stage

If all the characters fall unconscious, the rival group will rush onto the scene and subdue the threat.

Defeating the slaad at the Aerojaunt Field

The rival group are the ones that released the slaad on the field.

Defeating the galeb duhr behind the Bow’s End Tavern

If all the characters fall unconscious, the rival group will rush onto the scene and subdue the threat.

Finding the tome that Professor Blackstone needs

Attempting to hamper the party while they help Professor Blackstone, the rival group locks the door leading to the main floor when the party enters the Scriptoria. If the party is defeated by the astrolab, the rival group will defeat the monster and retrieve the book for Professor Blackstone.

Game of Mage Tower

As determined earlier in the chapter, the rival group will be chosen to compete against the party.

Defeating the mage hunters after the game of Mage Tower

If the party is knocked unconscious by the mage hunters, the rival group will hear a commotion and come to investigate. The rival group will defeat the mage hunters and be awarded 25 group points.

11

T12. 3rd Year Event

Rival Group Actions

Duel at Furygale

As determined in the adventure, the rival group is the one that challenges the characters to the duel.

Kollema Hall Accidents

The rival group will also attempt to resolve the issues that crop up when preparing Kollema Hall. If a character fails on their check, allow a rival group member to make the check as well. On a success, the rival group member is awarded 5 group points.

Preparing for the Masquerade

If a character rolls a preparation accident, it is the result of something a rival group member has done.

Saving Dean Tullus from Murgaxor

Not knowing that Dean Tullus is under the influence of Murgaxor, the rival group will attempt to get the party caught by Dean Tullus as they infiltrate the Lorehold Deans’ Wing.

Defeating Murgaxor

If the rival group members are around and the encounter has swung in favor of the party, consider having Murgaxor possess one or all of their rivals.

T13. 4th Year

12

Event

Rival Group Actions

Detention Bog

Hoping to be chosen as the school’s champions, the rival group attempts to foil the party’s mission into the swamp. This can be done in the form of releasing dangerous monsters along their path or making the environment unsafe for travel. After each attempt to foil their plans, the rival party member has to make a Dexterity (Stealth) check against the party member’s Wisdom (Perception) to remain hidden.

Into the Badlands

The rival group will overhear the party’s intention of investigating the Badlands. They attempt to get a head start and figure out what is going on before the party does. While investigating the ruins, the party may see certain signs that someone has been there recently. The rival group members have been captured by Y’demi and brought to the Ritual Area of the Underground Cave (U2).

This Is Surreal, Isn’t It?

If the party manages to rescue their rivals from the Badlands, the rivals will approach the party during their final trip to Bow’s End Tavern and attempt to make amends.

Class Performance Classes at Strixhaven deserve more than being an afterthought that is glazed over for the entirety of the campaign. These expanded rules provide opportunities for players to excel at certain subjects while gaining mechanical benefits along the way. Seeing as Strixhaven is a school of magic where unexpected events happen with outstanding frequency, this section also provides a number of short encounters for when things go awry in classes.

Weekly Class Performance Checks Each week that passes, players roll a class performance check. This can be difficult during certain points of your campaign as the adventures provided in Strixhaven: A Curriculum of Chaos are quite vague about how many weeks pass between events. When in doubt, players should perform class performance checks between each event listed in the adventure. If you aren’t playing with the adventures provided in the campaign setting, another option is to have the party make class performance checks after each long rest or whenever they are given downtime. Based on the guidelines provided at the beginning of each adventure, players must choose at minimum three classes plus the mandatory class each term. If a player decides to take more classes, adjust the rules as needed.

How to Make Class Performance Checks 1. Determine the Class. Each player rolls 1d4 (adjust based on the number of classes taken) and consults their class schedule. The number on the rolled dice indicates which class the performance check will be made in.

2. Determine the Skill. Class performance checks are then made based on the college that offers the course. Table 14 (14) provides options of which skills apply to which college offered courses. Players can choose which skill they would like to make the class performance check with out of the provided options. Class performance checks are made like any other skill check: by rolling a d20 and adding the relevant proficiencies and modifiers. 3. Check for Event. If the number denoted in the Event column on Table 14 (14) column is rolled on the dice (not including modifiers or proficiencies) an event occurs instead of the check. See the Class Events (15) section for events. 4. Resolve Class Performance Checks. If an event does not occur, compare the result of the class performance check with the DC listed in Table 15 (14). If the check is successful, the player gains the group points (if you are including them in your campaign) noted in Group Points for Success column, as well as 1d4 to spend on any skill check made using the skill in the class performance check. The die increases to 1d6 for second years, 1d8 for third years, and 1d10 for fourth years. This die is saved until the player wishes to use it, similar to Inspiration. 5. Rivals (Optional). If you are using the Rivals optional rule and the Group Points optional rule, give the party’s rivals the points that would have been gained from the check if the party member fails their check. 6. Tracking Class Performance Checks. Once the results have been determined, have the player mark the results of their class performance check on their Strixhaven Tracking Sheet (SCoC 43).

13

T14. Class Skill Checks Based on College

14

T15. Class DCs Based on Year

College

Skill Check

Event

Lorehold

Arcana, History, Insight, Investigation, Religion

1, 6, 11, 16

Prismari

Athletics, Acrobatics, Performance, Persuasion, Sleight of Hand

2, 7, 12, 17

Quandrix

Arcana, History, Insight, Investigation, Nature

3, 8, 13, 18

Silverquill

Deception, Insight, Intimidation, Perception, Persuasion

4, 9, 14, 19

Witherbloom

Animal Handling, Nature, Medicine, Survival

5, 10, 15, 20

Year

DC

Group Points for Success

1st

12

5

2nd

14

5

3rd

16

10

4th

18

10

2nd Year

Class Events The tables in this section have four potential events that can occur in each class offered in Strixhaven: A Curriculum of Chaos. Whenever a character suffers an effect that lasts until the end of the next long rest, consider having it last until the next long rest during actual play, not downtime between significant occurrences in your campaign. When damage is assigned, it remains until the characters heal themselves or take a long rest.

Using Rivals in Events Whenever a rival group member is referenced, it is up to the DM to choose which rival is involved. If you aren’t using the Rivals optional rule, you can use the stat block of any Strixhaven student from Chapter 7 of Strixhaven: A Curriculum of Chaos. As a rule of thumb, apprentice stat blocks are used for 1st and 2nd year events, and pledgemage stat blocks are used for 3rd and 4th year events.

1st Year  

Course Title

College

Page

1

Arcano-botany for Beginners

Witherbloom

17

2

Basic Magical Auras

General Studies

18 

3

Beginning Computational Magic

Quandrix

19 

4

Beginning Inkomancy

Silverquill

20 

5

History of Magic and Art

Prismari

21 

6

Introduction to Archaeomancy

Lorehold

22

7

Magical Physiologies

Required

23

 

Course Title

College

Page

1

Applied Computational magic

Quandrix

24

2

Basic Arcane Artifacts

Lorehold

25

3

Electro-choreography

Prismari

26

4

Historical Figures in Magic

Lorehold

27

5

Introduction to Reanimation

Witherbloom

28

6

Life Auras and Necrosis

Witherbloom

29

7

Linguistics in Spellcasting

Silverquill

30

8

Pyromancy and the Arts

Prismari

31

9

Quantitative Arcanophysics

Quandrix

32

10

Verbal Components and the Law

Silverquill

33

11

Scrivening and Symbology

Required

34

15

3rd Year

16

4th Year

 

Course Title

College

Page

1

Advanced Abstraction

Quandrix

35

2

Aquatic Cryptozoology

Witherbloom

36

3

Ethics in Enchantment

Silverquill

37

4

Extradimensional Architecture

5

History of Magic Rings

6

Introductory Aesthemancy

Prismari

7

Overview of Magical Notation

Silverquill

41

8

Advanced Arcanomycology

Witherbloom

42

9

Principles of Warsinging

Lorehold

43

10

Turning Inner Fire into Outer Flames

Prismari

44

11

Advanced Arcane History

Required

45

Quandrix

Lorehold

38 39 40

Course Title

College

Page

1

Advanced Applied Magic

General Studies

46

2

Advanced Lumimancy

Silverquill

47

3

Applied Illusory Arts

Quandrix

48

4

Arcane Macroeconomics

Lorehold

49

5

Eldritch and Arcane Performances

Prismari

50

6

Extraplanar Cryptozoology

Witherbloom

51

7

Arcane Herbology

Required

52 

1st year Arcano-botany for Beginners (Witherbloom) Roll

Event

1

The character is working with fungus that produces potent magical effects. They must make a DC 12 Dexterity (Sleight of Hand) check or mishandle the fungus and inhale it’s debilitating spores. If they fail the check, they must subtract 1d4 from all skill checks until their next long rest. If they succeed, the character is awarded 5 group points.

2

A fellow student slips on the banks of Sedgemore while searching the bog for a rare plant. Characters who wish to prevent their classmate from falling in can make a DC 14 Strength (Athletics) check. If they succeed, the classmate is saved and characters are awarded 10 group points. On a failure, characters fall into the water with their classmate and emanate a strong odor smelling like rotting garbage until the end of their next long rest.

3

A plant the character is working on sprouts a hostile, sentient vine using the constrictor snake stat block. The vine attacks the character and has a surprise round in the first round of initiative. If the character defeats the vine, they are awarded 10 group points. If the character is knocked out by this vine, a rival group member manages to subdue the vine and is awarded 10 group points.

4

A mushroom that the character is trying to enchant becomes sentient and is friendly to the character. It uses the rat stat block.

17

Basic Magical Auras (General Studies)

18

Roll

Event

1

The character is accidentally targeted with an aura that increases their magnetic field. They must make a DC 12 Dexterity saving throw or take 3d6 bludgeoning damage as metal objects are flung towards them from all over the classroom.

2

The character over-does a spell meant to provide a refreshingly cool feeling on a hot day. They are surrounded by a chilling aura that puts out any unprotected flames within 10 feet of them until the end of their next long rest. The aura is uncomfortably cold for everyone except themselves.

3

In class the character is taught how to create a cheering aura, but some fine tuning is required. Until the end of the character's next long rest, creatures within 10 feet of them can’t stop smiling.

4

While experimenting with different auras, the character tapped into the foundational forces of luck. When another creature is within 10 feet of the character and misses an attack or fails an ability check or saving throw, the character can spend their reaction to let the creature roll again. This aura can be used 1d4 times but wears off at the end of their next long rest.

Beginning Computational Magic (Quandrix) Roll

Event

1

While creating a spell that will display a magical, floating shopping list, the character accidently projects their thoughts instead. Creatures can now see whatever the character is thinking in floating, magical script above their head until the end of their next long rest.

2

While trying to debug a magical calculator, the character must make a DC 12 Intelligence (Investigation) check. On a success, the character solves the bugs and is awarded 10 group points for their ingenuity. On a failure, something goes wrong and causes actual bugs to appear. The character is attacked by a swarm of insects. If they manage to defeat the insects in two rounds or less, no one notices them. If they take more than three rounds to defeat the insects, the teacher notices and subtracts 10 group points for disrupting the class. If they are knocked unconscious, a rival group member will deal with the insects and be awarded 10 group points.

3

The character is trying to create an item that can detect when it is exposed to light. They must make a DC 12 Intelligence (Arcana) check. On a success, the item is successfully created. When the item is exposed to light, a loud magical voice says “GOOD MORNING”.

4

The character is able to program a repeating, programmatic illusion to ensnare the mind. They may cast Hypnotic Pattern once without spell components before the end of their next long rest.

19

Beginning Inkomancy (Silverquill)

20

Roll

Event

1

The character dips their quill into the inkpot to begin making notes, upsetting an inkling mascot (SCoC 195) that was napping in the inkpot. The inkling mascot uses its Ink Spray attack. If successful, the character has disadvantage on all Wisdom (Perception) checks that require sight until the end of their next long rest instead of the typical effects. The inkling then zips out of the classroom.

2

The professor gives a pop calligraphy quiz to the class. The character must succeed in a DC 12 Dexterity (Sleight of Hand) to pass. If the character succeeds by 5 or more, they are awarded 5 group points. If they fail by 5 or more, they are given extra homework that they have to stay up late finishing, gaining 1 level of exhaustion.

3

A lesson on enchanting quills goes awry when a classmate accidentally enchants a quill to become a hostile, sentient creature. The character may attempt to help the student by engaging the quill, which uses the animated knife stat block. If the character successfully defeats the quill, they are awarded 10 group points. If they are knocked out, a rival group member will defeat the quill and be awarded 10 group points.

4

The character is learning to enchant ink so that it can be used to write in the air. They must make a DC 12 Intelligence (Arcana) check. On a success, they learn the skywrite spell, except it has a range of 5 feet. This can be used once per long rest without expending a spell slot. The spell can be cast more than once a day by expending a spell slot of 2nd level or higher.

History of Magic and Art (Prismari) Roll

Event

1

During a field trip to Opus Walk, a rival group member attempts to trip the character into a piece of art on display. The character must succeed on a DC 12 Dexterity saving throw or knock over the art and lose 10 group points. If the character succeeds on the check by 5 or more, the group rival member falls into the art and loses 10 group points instead.

2

When studying a chapter about fire dances, the character's book begins to smoulder. They can extinguish the flames before the pages are damaged with a successful DC 12 Dexterity (Sleight of Hand) check. On failure, they must pay 25 gp for a new copy.

3

The character is making a presentation on fire dances. They must make a DC 12 Charisma (Performance) check. On a success, the character can add 1d6 to the next attack they make before the end of their next long rest. If they succeed by 5 or more, they are awarded 5 group points for making an exceptional presentation. If they fail by 5 or more, they lose control of their flames and singe a fellow student, losing 10 group points.

4

The class attends a seminar put on by Arkin Minexes, Peppy Instructor (SCoC 18). Arkin chooses the character to help in an example and enchants their appearance, making them glow in a pleasant, radiant light. Until the end of the character’s next long rest, they emit dim light for 60 feet and bright light for 30 feet.

21

Introduction to Archaeomancy (Lorehold)

22

Roll

Event

1

When studying in the library, the character comes across an old book containing ancient glyphs that looks like it should be in the restricted section. A character that reads the book must make a DC 12 Intelligence saving throw or develop a splitting headache, preventing them from concentrating on spells until the end of their next long rest. If the book is turned over to an instructor, the character receives 10 group points.

2

The professor presents the class with a mysterious relic with illegible glyphs. The character may make a DC 12 Intelligence (Investigation) check to try to understand its meaning. On a success, they are able to decipher that the glyphs are a code and need a cypher to understand. The instructor, impressed with the character’s aptitude, awards them 10 group points.

3

During a field trip to an excavation site at nearby ancient ruins, the character sees a glint of gold on the ground. Bending down to investigate, the character can determine it is a dusty, yet pristine golden brooch. If the character tries to pocket it for themselves, they must make a DC 15 Dexterity (Sleight of Hand) check. On a success, no one sees them slip the brooch into their pocket. On a failure, they are caught by the professor who docks them 25 group points. The brooch is a brooch of shielding. If they turn it over to their instructor, they are awarded 10 group points for their find.

4

While studying late one night in the Lorehold campus, the character is approached by a friendly ghost who helps them with their essay. The character can roll all Intelligence (History) checks with advantage until the end of their next long rest.

Magical Physiologies (Required) Roll

Event

1

While dissecting a cockatrice, the character nicks the small intestine. The character must make a DC 12 Constitution saving throw to keep themselves from vomiting due to the smell . On a failure, the character vomits and is docked 10 group points for disrupting the class.

2

The professor Verelda Lang brings a hippogriff into the lecture hall and teaches students how to approach it without offending. The character is called down to demonstrate and must succeed in a DC 12 Charisma (Persuasion) check. On a success, the hippogriff allows the character to pet it. On a failure, the hippogriff makes an attack against the creature with its claw attack. If the attack hits, Verelda is mortified and pleads with the character not to tell anyone or the dean will kill their hippogriff friend.

3

The class is learning how to incubate owlbear eggs. A rival group member attempts to jostle the character and make them drop their egg on the way back to their desk. The character must succeed on a DC 12 Strength (Athletics) check to maintain control of their egg. On a success, the egg is undamaged. On a failure, the egg is dropped and the character is docked 10 group points.

4

While examining the hide of a slaad during class, the character is able to pocket a single scale. This scale can be used to deflect spells or other magical effects. When targeted by a spell or magical effect, the character can activate the scale as a reaction. When the scale is activated, the character makes all saving throws against magical effects with advantage and all spell attacks against the character have disadvantage until the beginning of their next turn. The scale loses its magical properties after it is successfully used.

23

2nd year Applied Computational Magic (Quandrix)

24

Roll

Event

1

While being taught about pi, the character tries to cast a spell to view all of the decimal points. The character must make a DC 14 Wisdom saving throw. On a success, the character manages to glimpse what lies beyond the infinite digits but is unable to comprehend what they are seeing. On a failure, they take 4d6 psychic damage, gain 1 level of exhaustion, and have a splitting headache until the end of their next long rest.

2

The professor calls upon the character to solve a particularly difficult equation. The character must make a DC 14 Intelligence (Investigation) check. On a success, they are able to find the correct answer and gain 5 group points. On a failure, they are unable to solve the equation and a rival group member solves it instead, gaining them 5 group points.

3

The character notices a fellow student’s programmed illusion start to break free of its quadratic constraints. The character may make a DC 14 Strength (Athletics) check in order to shove their classmate to safety before the illusion erupts in a burst of energy. On a success, both the character and classmate take no damage and the professor awards the character 10 group points. On a failure, the character takes 4d6 fire damage.

4

When attempting to program a small clockwork automaton, a mistake in the magical formula instills a hostile intent. The hostile automaton uses the animated armor stat block and attacks the character, deanimating when it reaches 0 hit points. If the character is knocked unconscious, a rival group member steps in and defeats the automaton, gaining 10 group points.

Basic Arcane Artifacts (Lorehold) Roll

Event

1

During a trip to a Lorehold museum, the character touches an artifact that they shouldn’t have. The character must succeed on a DC 14 Charisma saving throw or be polymorphed into a chicken. The item’s effects are soon reversed by the professor but the nickname “Chicken Little” remains.

2

The professor has to hurry away after a class about magic wands and asks the character to clean uThe character may pocket a wand of webs with 1d4 charges that does not recharge after using. Once all of the charges have been used, the wand loses its magical effects.

3

In a class about enchanting items, the character is tasked to make a magical handkerchief. The character must make a DC 14 Intelligence (Arcana) check. On a success, the handkerchief will say “bless you” whenever a creature it can hear sneezes. On a failure, the handkerchief remains unmagical.

4

The professor challenges the students to determine the type of enchantment on a magical ring. The character may make a DC 14 Intelligence (Arcana) check. On a success, they successfully determine that the ring will shield its wearer from psychic attacks and are awarded 5 group points. On a failure, they are unable to determine what enchantment it has and a rival group member comes up with the answer, gaining them 5 group points.

25

Electro-choreography (Prismari)

26

Roll

Event

1

During a dance recital, an air elemental accidentally unleashes a gust of wind at the character. The character is targeted with the air elemental’s Whirlwind attack. Hit or miss, the air elemental appears to be very apologetic.

2

While practicing movements to draw electrical currents from the air, the character notices dark clouds forming overhead. They must succeed on a DC 14 Strength (Athletics) check to run indoors before a lightning storm begins or take 4d6 lightning damage.

3

While performing warm up exercises, a rival group member attempts to positively charge the character’s leotard so that it will attract electrical current. The character must make a DC 14 Wisdom (Perception) check to notice and remedy the situation. On a success, they can ground out the charge with no further issues. On a failure, they are zapped with an electrical current during the class’ exercises and take 4d6 lightning damage.

4

The character sees a classmate reaching towards an improperly grounded lightning rod after class. They can either get the classmate's attention with a DC 14 Charisma (Persuasion) check or knock their classmate’s hand away with a DC 14 Dexterity (Sleight of Hand) check. If they attempt a Persuasion check and fail, the student is shocked for 4d6 lightning damage. If they attempt a Sleight of Hand check and fail, both the character and their classmate will be shocked for 4d6 lightning damage as the electricity chains through their contact.

Historical Figures in Magic (Lorehold) Roll

Event

1

The character attempts to fight off sleep during a dull lecture. They must succeed on a DC 14 Constitution saving throw in order to remain awake. On a failure, they are caught sleeping in class and are docked 5 group points.

2

While studying late at night, a mysterious cold gust of wind puts out the candlelight and a hidden glow-in-the-dark message appears in the biography the character is reading. This message could be something related to what is happening in the campaign at the moment. If this doesn’t fit the campaign, the message provides them answers to an upcoming test, gaining them 5 group points.

3

The professor announces that there will be a pop quiz on the previous lesson’s assigned reading, which the character failed to complete. A friendly classmate catches the character’s eye and offers the answers on a small sheet of parchment. If the character accepts, they must make a DC 14 Dexterity (Sleight of Hand) check. On a success, the character completes the assignment. On a failure, the character is docked 10 group points and is given detention for cheating. If the character does not accept help, they are given extra homework that they must stay up late completing, causing them to gain 1 level of exhaustion.

4

The character notices a rival group member’s cue-cards have fallen onto the ground minutes before a presentation on historical figures. The character can make a Dexterity (Sleight of Hand) check contested by the rival group member’s Wisdom (Perception) to secretly pocket the cards. On a success, the rival group member is docked 10 group points as they flub their presentation. On a failure, the rival group member will attempt to foil the character’s next study session. During the next study session (Studying Phase (SCoC 47)), the character is interrupted in some way, causing them to roll their study checks with disadvantage.

27

Introduction to Reanimation (Witherbloom)

28

Roll

Event

1

The character attempts to revive a crushed snail found during a trip to Sedgemore using a spell they’ve never tried before. They accidentally reanimate and mutate the snail into a hostile creature. The zombie snail uses the ghoul stat block but its speed is 15ft.

2

While performing a reanimating spell on a spider, the character is shocked to realize that the deceased spider was pregnant at time of death. Hundreds of tiny venomous spiders scurry out of the mother’s abdomen. The character must make a DC 14 Dexterity saving throw. On a success, they are able to climb up on a fellow student’s desk and avoid the spiders. On a failure, they take 2d6 poison damage and must succeed on a DC 14 Constitution saving throw or become poisoned until the end of their next long rest.

3

During an exercise in reanimating rats, a rival group member successfully reanimates their specimen while the professor’s back is turned. When the rival group member runs up to the professor to get their attention, the character can attempt to secretly re-kill the rival's specimen. The character makes a DC 12 Dexterity (Stealth) check and an attack roll against the rat’s AC. If the character succeeds in the Stealth check and is successful on their attack, the rat is killed and the rival group member is scolded for interrupting class, docking them 5 group points. If the stealth check is successful but the attack is not, the rat is not killed but the character is not seen. If the character fails the stealth check, they are seen trying to kill the rat by the professor and are docked 10 group points.

4

During class, the character attempts a reanimation spell that is beyond their current skill level. They must make a DC 14 Intelligence (Arcana) check. On a success, they impress the professor and are awarded 5 group points. On a failure, the incantation was uttered incorrectly and backfires directly at the character, doing 3d6 necrotic damage.

Life Auras and Necrosis (Witherbloom) Roll

Event

1

While learning about healing diseases from studying plague rats, the character gets too close and accidentally touches one. They must succeed on a DC 14 Constitution saving throw or become poisoned until the effect is cured by a greater restoration spell or a similar effect.

2

The character stays after class one day to help the professor clean up after a lesson on brewing healing potions. To show their appreciation, the professor gives them one potion of healing (greater).

3

As part of their class, the character spends a day following a healer around the infirmary. A crash and gurgling cry attracts the character and healer’s attention. They rush over to see that a patient who has come in with a strange disease has mutated into a gibbering mouther which attacks the character and the healer. The healer helps the character and uses the priest stat block. If the character is knocked unconscious, the healer will ensure they don’t die. Once the monster is defeated, it transforms back into the patient who has no recollection of what happened.

4

While studying cadavers, a rival group member animates the body that the character is studying in an attempt to scare them. The character must succeed on a DC 14 Wisdom saving throw or let out a loud shriek. On a success by 5 or more, the character is able to redirect the magic into the cadaver that their rival is studying, scaring them in turn. Whoever is scared is docked 5 group points for disturbing the class and is assigned the late shift at the university’s graveyard, causing them to gain 1 level of exhaustion.

29

Linguistics in Spellcasting (Silverquill)

30

Roll

Event

1

The class holds a magical spelling bee. The spelling bee consists of 3 rounds. Characters must succeed on a DC 12 Intelligence (Arcana) check to pass into the next round. The subsequent rounds have a DC of 14 and 16, respectively. Make rolls for a rival group member in each round. If both students succeed past the third round, they go into overtime where the first to succeed on a DC 18 check while their opponent fails is the winner. The winner of the competition gets 250gp.

2

The professor surprises the class with a pop quiz. The character must succeed on a DC 14 Intelligence (Arcana) check to pass the quiz. On a failure, they are given homework that takes them all night to finish, causing them to gain 1 level of exhaustion. If they pass by more than 5, they gain 5 group points. While taking the test, the character notices that the professor’s spectacles reflect the answer key. Then can make a DC 14 Dexterity (Stealth) check to attempt to automatically pass the test. If they fail, they become flustered and have disadvantage on the test check.

3

During an oral examination, the character accidentally inhales some dust. They must succeed on a DC 14 Constitution saving throw to maintain their composure. On a failure, they cough and mispronounce their incantation, accidentally casting the grease spell centered on themselves. Then they must succeed on a Dexterity saving throw against their own spell save DC or fall prone, getting covered in grease. The nickname “Grease Lightning” sticks around until they can somehow convince their classmates to call them something different.

4

While practicing pronunciation, the character gets distracted and misspeaks their incantation, unintentionally uttering a hex. Their classmate, who uses the stat block of a silverquill apprentice (SCoC 214), must succeed on a Dexterity saving throw (+4 )against the character’s spell save DC or take 2d6 force damage. If the classmate is hit, the character is docked 10 group points.

Pyromancy and the Arts (Prismari) Roll

Event

1

While finishing up a project, the character loses control of what was meant to be a small flame surrounding an art-piece. They must succeed on a DC 18 Intelligence (Arcana) check to regain control of the flame, or they can attempt to put it out with their robes with a successful DC 14 Dexterity (Sleight of Hand) check. If they decide to put it out with their robes, they take 2d6 fire damage and have to pay 25gp for a new set of robes.

2

In a class run by a fire genasi professor using the prismari pledgemage (SCoC 205) stat block, the character is attempting to learn how to manipulate the colors of flames. While focusing on the flames in front of them, the character notices that they have accidently turned the professor’s red hair to an array of blue, green, and yellow flames. In order to reverse the effects without the professor noticing, they must succeed on a Dexterity (Sleight of Hand) check contested by the professor’s Wisdom (Perception) (+2). If the teacher notices, they dock the character 5 group points.

3

During a workshop in which the class is molding flames into basic sculptures, the character notices that a rival group member’s flames have ignited their robes. The character can choose to help put out the flames or ignore the incident so the rival is singed and punished for negligence. If the character decides to help out, the rival group member will be inclined to pay the favor back at some point. If they do not help out, the rival group member yelps in pain and is docked 5 group points.

4

While attempting a spell that will conjure fireflies, the character instead unleashes a massive firework straight at a crystal chandelier. They can try to steady the chandelier with a DC 14 Intelligence (Arcana) check or dive out of the way with a DC 12 Dexterity saving throw. If they decide to steady the chandelier and succeed, the chandelier stays attached to the ceiling and no further damage comes from it. If they fail in their attempt to steady the chandelier or their Dexterity saving throw, they take 3d6 piercing damage as the chandelier falls on them. If they decide to dive out the way and succeed, the chandelier comes crashing down but the character takes no damage. In any situation that the chandelier falls, the character is docked 25 group points.

31

Quantitative Arcano-physics (Quandrix)

32

Roll

Event

1

While attempting to reverse the gravitational field around a small ball bearing for class, the character accidently reverses the gravitational field of everything in a 10 foot radius except the ball bearing. They must make a DC 14 Strength saving throw. On a success, they are able to grab a hold of their desk to avoid falling up to the ceiling. On a failure, they fall to the ceiling and take 2d6 bludgeoning damage. This reversed gravitational pull lasts 6 seconds. They must repeat the saving throw while on the ceiling to grab hold and prevent falling when the effect wears off.

2

In class, the character is learning how to charge arcane batteries. They have just managed to successfully complete the circuit when a rival attempts to yank a cord out of one end as they walk by. The character must make a contested Dexterity (Sleight of Hand) against the rival. On a success, the rival’s attempt is thwarted. On a failure, the rival manages to unleash a burst of electrical energy that does 3d6 lightning damage to the character. If the character succeeds by 5 or more, the rival trips over the cord and knocks over a classmate’s arcane battery, docking them 10 group points.

3

The character is learning about time manipulation. The professor calls them up to the front of class to demonstrate an example of time slowing magic. The character must succeed on a DC 14 Wisdom saving throw or have a delayed reaction time until the end of their next long rest. While the character has a delayed reaction time, they have disadvantage on Wisdom (Perception) checks and initiative rolls. If the character succeeds, the professor will be impressed and give them an Orb of Time as a reward.

4

The character forgets about a test that was scheduled. After failing the test, the character decides to send the answers back in time to their past self in order to pass the test. The character must make a DC 18 Intelligence (Arcana) check. On a success, they successfully send the answers back in time, ace the test, and gain 10 group points. On a failure, they are stuck in a time loop all night, getting no sleep and gaining 1 level of exhaustion before their spell wears off.

Verbal Components and the Law (Silverquill) Roll

Event

1

The character has a big test coming up that they are cramming for. They are studying late into the night at the Fire Jolt Cafe when a sympathetic barista enquires about what they’re working on. The character can make a DC 14 Charisma (Persuasion) check. On a success, the barista gives them a bottle of boundless coffee which helps stave off exhaustion during their all nighter. On a failure, the barista gives them a smile and their bill for 25gp worth of coffee.

2

As part of the class, students must debate about the efficacy of using made-up words for incantations over existing words. The character may choose their side of the debate, and a rival group member will join the opposing side. In order to win the debate, the character must succeed in a contested skill competition against their rival. Each contestant makes a Charisma (Persuasion) check in order to sway the crowd to their side. Whoever has the higher check wins the round. The first to three successful rounds wins the debate. If the player actually provides a solid argument for their side, they get advantage on their Persuasion check for the round.

3

The character manages to devise an acronym that will help them remember the 236 properties of somatic spell casting. Unfortunately, the acronym is 236 letters long. The character must succeed on a DC 14 Intelligence (Arcana) check to commit it to memory and pass their test. On a failure, they do poorly on the test and are given homework that takes them all night to complete, gaining 1 level of exhaustion.

4

In order to complete a research paper, the character must check out a book from the Biblioplex. With a smirk, the reference librarian at the information desk tells the character where to find it. To the character’s dismay, they see that it is 5 feet tall, 3 feet wide, and 2 feet thick. They must make a DC 14 Strength (Athletics) check to attempt to bring it back to their cubicle. On a success, they ace their paper and gain 5 group points. On a failure, they throw out their back carrying the book, making all Strength and Dexterity checks and saving throws (including initiative rolls) with disadvantage until the end of their next long rest.

33

Scrivening and Symbology (Required)

34

Roll

Event

1

While the character is copying runes to a magical formula onto some parchment, a rival group member attempts to knock their elbow. The character must make a DC 14 Dexterity (Sleight of Hand) check. On a success, they are able to maintain control over their calligraphy and receive 5 group points for outstanding work. On a failure, the character takes 2d6 fire damage and has their eyebrows singed off as their parchment explodes in their face. Their eyebrows grow back after 1d4 weeks.

2

The class’ professor, Brenneth Blackstone, instructs the class to devise the most intricate and beautiful sigil they can imagine. The character can choose easy (DC 12), medium (DC 14), or hard (DC 16). They must make an Intelligence (Arcana) check against the DC for their chosen skill level. A rival group member will also choose a skill level and make the required check. Whoever successfully completes the highest level of check is rewarded with a quill that is imbued with one casting of feather fall.

3

While mesmerized by the swirling inks and symbols used in professor Blackstone’s lectures, the character accidentally nudges their inkpot off the table. They must make a successful DC 14 Dexterity (Sleight of Hand) check to catch their falling inkpot or pay 25gp to replace the enchanted ink.

4

Part of professor Blackstone’s lecture is to distinguish which symbol out of two dozen is a Glyph of Warding. They character must make a DC 14 Intelligence (Investigation) check. On a success, they successfully identify the symbol and are awarded 5 group points. On a failure, a rival group member identifies the symbol and is awarded 5 group points.

3rd year Advanced Abstraction (Quandrix) Roll

Event

1

The character is designing a magical item that will allow users, even if they are non-magical, to channel the divine arts. The project has gained the attention of the Imbraham, Dean of Theory, who has offered the character 500gp if they can produce a prototype. The character must make a series of checks in order to complete the prototype: First, they must succeed on a DC 14 Dexterity (Sleight of Hand) to assemble the containing structure. Next, they must succeed on a DC 16 Intelligence (Arcana) check to copy over their formula and initiate the magical sequences. Finally, while inspecting the device they must succeed on a DC 18 Wisdom (Perception) check to catch an incorrectly copied formula. If these checks are passed successfully, Imbraham will give the character the reward and take them under his wing as a star pupil. If a check is failed, it can be retried every 1d4 weeks, after necessary preparations have been made.

2

The professor tasks the class with simplifying a complex transmutation spell while also producing the same effects. One of the character’s classmates accidently scribes the wrong formula and causes his flesh to begin to turn to stone. The character must act fast if they wish to save the student. They must succeed on a DC 18 Intelligence (Investigation) check to find the mistake in the formula and a DC 18 Intelligence (Arcana) check to reverse the effects. If the character succeeds on both checks, they are awarded 25 group points. If they fail in either of the checks, a rival group member will succeed on the checks and be awarded the group points.

3

The character notices a page from a rival group member’s workbook showing that they have a mistake in the formula they will be demonstrating for the class tomorrow. The character has a chance to help their rival fix the issue before class. If the character decides to help fix the issue, the rival will be grateful and will owe the character a favor. If they do not help, the rival group member is docked 10 group points for sloppy work.

4

The class is surprised by a pop quiz from a particularly hard-marking professor. The professor tells the class that only the top three scores will receive a passing grade. Roll ten d20s, add +4 to each, and write down the results. The character then makes an Intelligence (Arcana) check and must rank in the top three results to pass. If the character has had three or more successful checks in Quandrix classes, they get advantage on the roll. If the character fails, they are assigned an extremely hard project that will take them 1d4 all-nighters to finish. After each all-nighter, the character must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.

35

Aquatic Cryptozoology (Witherbloom)

36

Roll

Event

1

In order to study a particular marine animal, the class’ professor hands out scrolls of water breathing to the class. Because of a couple absences in the class, the character is able to pocket 1d4 scrolls to use later.

2

The professor brings in kraken spawn for the class to study. The character’s clumsy lab partner tips over one of the tanks containing four kraken spawn that use the giant octopus stat block, except that they are Small instead of Large. Half of the kraken spawn attack the lab partner, who uses the witherbloom apprentice (SCoC 221) stat block, and the other half attack the character.

3

The class takes an overnight field trip to a nearby lake where it is said that ghostly, iridescent manta rays flow across the waters when certain stars align. While the character is sleeping, a rival group member attempts to levitate them into the lake, sleeping bag and all. The character must succeed on a DC 15 Wisdom (Perception) check to wake up in time and then must succeed on a DC 16 Constitution saving throw to end the effect. If either of the checks are failed, they are dumped into the water and spend the remainder of the night freezing cold, gaining 1 level of exhaustion.

4

The class is treated to a special guest lecture where Lisette, Dean of the Root brings in an artifact that allows the student to communicate with a dragon turtle. Lisette is personal friends with this dragon turtle and has made a bargain which will allow each of the students the chance to ask the dragon turtle a question and get an honest answer. The dragon turtle can answer most questions about the inner workings of the universe, magic, and knows a surprising amount about the current goings-on at Strixhaven. The dragon turtle is extremely knowledgeable, but speaks in vague, honest riddles. All communication is done telepathically so classmates don’t know what their peers have asked.

Ethics in Enchantment (Silverquill) Roll

Event

1

The professor of this class, a moody old man with a metal leg and an overly large right eyeball, instructs the class that they will be subjected to the dominate person spell. Each of the character’s classmates were unable to resist the effects and were made to do embarrassing things, such as acting like a chicken. When it is the character’s turn, they must succeed on a DC 18 Wisdom saving throw or be subject to the same fate as the rest of their classmates. On a success, they are awarded 10 group points. On a failure, they develop a strange twitch as a result of the spell’s effect and have disadvantage on Dexterity checks until the end of their next long rest.

2

In class, the character is studying how to determine when a creature has been subjected to the effects of enchantment magic. They must make a DC 16 Intelligence (Arcana) check to successfully understand the lesson. On a success, the character now has advantage on Intelligence (Arcana) checks to determine if a creature is under the effects of enchantment magic.

3

As part of the class, students must debate the ethics of enchanting creatures in order to make them more amiable. The character may choose their side of the debate, and a rival group member will join the opposing side. In order to win the debate, the character must succeed in a contested skill competition against their rival. Each contestant makes a Charisma (Persuasion) check in order to sway the crowd to their side. Whoever has the higher check wins the round. The first to three successful rounds wins the debate. If the player actually provides a solid argument for their side, they get advantage on their Persuasion check for the round.

4

Before a test, a rival approaches the characters and asks them to share their notes while casting charm person. The character must succeed on a DC 15 Wisdom saving throw or gladly hand over their notes. On a failure, the character fails the test due to having no notes and is assigned homework that will take all night to complete, gaining them 1 level of exhaustion. Seeing as the effects from charm person only last 1 minute, the character has a chance to get the notes back before the test begins.

37

Extradimensional Architecture (Quandrix)

38

Roll

Event

1

The professor is giving a lecture about how to substantially increase the interior of a space while keeping the exterior dimensions the same. As a demonstration, she leads the students into her private, closet-sized study. The closet’s interior is expanded using the magnificent mansion spell and follows the guidelines set out in the spell. The closet’s interior is one room that is 250 feet long, 250 feet wide, and 20 feet tall. It is a maze of floor to ceiling bookshelves and clutter. During the tour, the character gets distracted by an item. When they look up, they notice that the rest of the class is nowhere in sight. They must make a DC 16 Wisdom (Survival) check to find their group before they leave the professor’s study. On a failure, the character’s absence is noted and they are docked 10 group points.

2

The character is tasked with creating miniature replicas of enchanted staircases that teleport whoever walks to the top step to another area in the house. The character must make a DC 15 Intelligence (Arcana) check. On a success, the model they place on the top step is teleported to the correct room of their model house. On a failure, the model is teleported to a space 1 foot above the professor’s coffee cup and falls into it with a plunk. Not impressed, the professor docks the character 10 group points.

3

While listening to the final lecture regarding harnessing another dimension’s weather systems and containing it inside a room, the character quietly attempts to have a drop of water fall from the ceiling of the classroom. Skeptical that their charm will work, the character overdoes it and golf ball-sized hail begins to rain down from the ceiling. The character must succeed on a DC 16 Dexterity saving throw to get underneath their desk in time or take 2d6 bludgeoning damage. The professor, irate at whoever was so clumsy to cast the spell, threatens to have the entire class serve detention if the character doesn’t come forward. If the character comes clean, they must help the professor weed the The Cultivarium throughout the semester, causing them to have to drop out of extracurriculars and jobs.

4

The professor gives a lecture about the use of enchanted doorknobs which can be used on any door to alter the dimensional effects in that room. While the professor passes around some examples of the enchanted doorknobs, the character can attempt to pocket a doorknob. When attached to a door, it will make any room comfortably warm. When not attached to a door, the doorknob functions the same way as a ring of warmth. If they attempt to steal it, they must make a DC 16 Dexterity (Stealth) check in order to pocket the doorknob without anyone seeing. On a failure, a rival group member sees them and goes to the professor after class. The character is confronted and, if they cannot come up with a good excuse, are docked 25 group points and fined 250gp.

History of Magic Rings (Lorehold) Roll

Event

1

While studying ancient rings of power, the professor tells the class not to touch the rings as it may cause unwanted effects. While the character is bent over, studying one of the rings, a rival group member jostles them from behind. They must succeed on a DC 16 Dexterity saving throw or accidentally touch the ring when they go to steady themselves. On a failure, the ring gains a mind of its own and slips itself onto their finger, resulting in the character becoming completely invisible. If the character decides to take off the ring in class, they must succeed on a DC 16 Dexterity (Stealth) check or be seen removing the ring by the professor, who docks them 10 group points. If they decide to keep the ring, the ring functions the same way as a ring of invisibility but is cursed. It has a 50% chance of summoning 1d4+1 specters that are hostile to the character every time it is activated. If a character is killed by the specters, their soul is trapped in the ring until it is destroyed. The ring is an evil item and wants to be taken, therefore it erases itself from the mind of the professor and class if it is kept, unless it is willingly returned.

2

When they arrive in class, the character sees a small package wrapped in colorful paper with a bow on their desk. Inside the package is a small, silver ring and a note that says “From your secret admirer”. This ring is actually a prank ring that has been planted by a rival group member. If the character decides to put the ring on, they must make a DC 16 Dexterity (Sleight of Hand) check as they feel the ring begin to tighten. On a success, the ring is pulled off in the nick of time. On a failure, the ring is stuck and begins to cut off circulation to the finger. The character has 24 hours to get the ring off or the finger will fall off. If asked, the class’ professor can remove the ring but gives the character a disappointed shake of their head.

3

In class, the character is taking a test in which they have to correctly label a timeline of history's most famous enchanted rings. They must succeed on a DC 16 Intelligence (History) check to pass the test. On a failure, they are assigned homework that will take all night to complete, gaining them 1 level of exhaustion. If they succeed by more than 5, they are awarded 10 group points by the professor.

4

For their midterm assessment, students are tasked with performing re-enactments of infamous historical events related to wars over magical rings. Seconds before their presentation, the character must succeed on a DC 16 Wisdom saving throw or suddenly develop a nervous stutter that causes them to perform poorly on their presentation. During the presentation, the character notices a rival group member’s uncontrollable snickers at the character’s expense. The character can come to the conclusion that they were hexed by the rival group member and can retaliate during the rival’s presentation.

39

Introductory Aesthemancy (Prismari)

40

Roll

Event

1

While learning surface-level appearance enchantments, the character incorrectly casts an eyebrow thickening spell, causing their eyeballs to become covered in hair and temporarily blinding them. The effects can be reversed by succeeding on a DC 16 Intelligence (Arcana) check. On a failure, the character has disadvantage on Perception checks until the end of their next long rest.

2

The character forgot to study for today’s hair styling practical test. Noticing that a rival group member is absent before the professor has taken attendance, the character can cast a disguise self spell to take on the guise of the rival. This spell can be cast using the Masque Charm (SCoC 127) or another method provided by the class, even if the character doesn’t know the spell or have it prepared. The character must succeed on a DC 16 Charisma (Deception) check in order to act like their rival throughout the class. Seeing as they didn’t study, the character will inevitably fail the test, and can later claim their own absence that day to retake it. On a success, the rival is docked 10 group points. On a failure, they are scolded by the teacher, removed from any Extracurriculars for the rest of the academic year, and are docked 10 group points.

3

Near the end of a lesson on epidermis enhancement charms, the character is paired with a rival in order to practice what they learned in class. Instead of adding freckles to their rival’s face, the character can instead choose to grow a large, pus-filled pimple on the end of the rival's nose. If they decide to prank the rival, they must make a DC 16 Charisma (Deception) check. On a success, they are able to grow the pimple larger and larger until the class ends and they can escape without the rival noticing. On a failure, the opponent will notice and tell the professor who will dock the character 10 group points. Either way, if the character decides to prank their rival, the rival will attempt to get them back at some point.

4

Students are tasked with removing all potential cavities and fillings from their teeth in their final dental lesson. Having only skimmed the dental spells chapter, the character mistakenly uses a complete removal spell instead of the imperfection fixing spell. This results in their teeth falling out. The character must succeed on a DC 16 Intelligence (Arcana) check to reverse the effects with a quick remedy spell. On a failure, the character will temporarily lose 10 of their max hit points because they will have to eat an all liquid diet for a week to help them grow new teeth.

Overview of Magical Notation (Silverquill) Roll

Event

1

The character has enchanted their quill so it can automatically self-write the notation for today’s quiz but hasn’t had time to test it. If they decide to use the quill during their quiz, they must make a DC 16 Intelligence (Arcana) to see if the enchantment was done correctly. On a success, the quill works perfectly. The test is aced and the character earns 10 group points. On a failure, the character mistakenly enchanted the quill to yell out answers, resulting in detention and 10 group points being docked for cheating. If they decide not to use the quill, they must succeed on a DC 18 Intelligence (Arcana) check to pass the quiz. On a failure, they are assigned homework that will take all night to complete, gaining 1 level of exhaustion. If the check passes by more than 5, the character earns 10 group points for acing the quiz.

2

While leading the class in a lesson on wand-movement notation, the professor tasks students with transcribing a basic spell on paper, and passing it to a partner to test if their notation was successful. Unbeknownst to the character, their partner incorrectly marked a downwards flick instead of an upwards swish, turning their levitation spell into a sinking charm. The character can make a DC 16 Wisdom (Perception) check to attempt to catch the error. If the error is not caught, the character must make a DC 16 Dexterity saving throw. On a failure, the character’s feet sink into the floor, requiring the purchase of new shoes for 25gp.

3

Rushing to get to class, the character remembers that their inkpot is almost empty. They quickly grab a spare from their dorm and toss it in their bag. They don’t notice until they get to class that the inkpot cracked and has leaked all over the bag. They must roll a d20. On a result of 9 or less, the ink has destroyed their essay due that day. The character can make a DC 16 Charisma (Persuasion) check to get an extension on the essay. On a failure, the character is docked 10 group points and has to stay up all night rewriting the essay, resulting in 1 level of exhaustion.

4

While studying several stone artifacts depicting some of the earliest recorded magical notation, the character inhales a bit of dust from a tablet. They must succeed on a DC 16 Constitution saving throw or crack the edge of the stone tablet during a fit of coughing. If the tablet is broken, the character must succeed on a DC 16 Dexterity (Sleight of Hand) to slip the broken edge safely into their pocket. On a failure, the professor sees the mishap and docks the character 10 group points. On a success, the character learns later that the edge of the tablet can be used as dust of sneezing and choking.

41

Advanced Arcano-mycology (Witherbloom)

42

Roll

Event

1

The class is tasked with growing potent hallucinogenic mushrooms. The character must make an Intelligence (Nature) check to determine how potent the mushrooms are. If a 9 or below is rolled, the mushrooms cause minor hallucinogenic effects for 1d4 hours and cause whoever consumed them to vomit once the effects have worn off. If the character rolled between 10 and 15, the mushrooms cause minor hallucinogenic effects for 1d4 hours. If the character rolled between 16 and 20, the mushrooms cause major hallucinogenic effects for 1d6 hours. If the character got over 20, the mushrooms cause extraordinarily powerful hallucinogenic effects for 1d8 + 2 hours and, when consumed, allow the creature that consumed them to cast commune with nature with no components. After handing in what is needed for the class, the character may keep 1d4 mushrooms.

2

The class takes a field trip to a cave full of magical, iridescent blue moss. While in the caves, the class is tasked with collecting a one pound bag of moss each. The character must make a DC 16 Wisdom (Survival) check. On a success, the character collects the necessary moss and returns promptly, earning 10 group points. On a failure, the character encounters a gelatinous cube that glows blue from the moss it has consumed. The gelatinous cube blocks the path that the character needs to take to return to their class. Because of the interruption, the character isn’t able to collect the necessary moss but they can try to harvest the gelatinous cube’s remains. Once the gelatinous cube is defeated, they can make a DC 16 Intelligence (Nature) check. On a success, they harvest enough blue iridescent ooze to satisfy their professor.

3

The class is tasked with finding an extremely rare type of mushroom that only grows under certain conditions in the swamps of Sedgemore. The character can make either a DC 16 Intelligence (Nature) check or a DC 16 Wisdom (Survival) check. On a success, the character finds the mushroom and returns it to the professor, earning 10 group points. On a failure, a rival group member is able to make the Nature or Survival check to find the mushroom. If they are successful, they are the ones to return the mushroom and gain 10 group points. The checks continue in this way until either the character or the rival passes the check.

4

While studying different mushrooms and fungi in class, a rival group member throws a warted toadstool at the character. Make a ranged attack roll (+4 for the rival’s attack bonus) against the character. If the attack hits, the character must make a DC 16 Constitution saving throw. On a failure, the character sprouts thumb sized warts all over their body. This effect lasts until the end of the character's next long rest.

Principles of Warsinging (Lorehold) Roll

Event

1

For a class project, the character is tasked with coming up with their very own warsong and presenting it to the class. To pass, the character must succeed on a DC 16 Charisma (Performance) check. On a failure, the character must complete an additional homework assignment that will take them all night, incurring 1 level of exhaustion. If the character succeeds by 5 or more, they earn 10 group points for their wonderful performance.

2

The professor decides to summon the ghost of a warsinger cleric to sing a song for the class. Unfortunately, the cleric’s song is too powerful and causes the class to go into a frenzy and attack one another. The character immediately gets into a fight with a rival group member who uses the lorehold apprentice (SCoC 197) stat block if they don’t already have a stat block. The fight lasts two rounds before the professor manages to silence the singing of the cleric’s spirit. Any damage that is caused is healed by the cleric’s spirit before it departs.

3

The class goes on a field trip to some ruins by the Lorehold campus in order to look for warsinging relics from a time long past. Each student is tasked with searching the ruins for carvings or symbols that could represent a song. The character must make a DC 16 Wisdom (Survival) check. On a success, they manage to find a small stone tablet with a warsong engraved upon it. On a failure, they are trapped in a tomb while investigating the area and encounter a hostile mummy. Once the mummy is defeated, the doors of the tomb open. If the character searches the mummy’s body, they will find a case with a rolled up sheet of papyrus containing a warsong.

4

The character is assigned a project in which they must interview the spirit of a long-dead historian who studied warsinging. Unfortunately for the character, the spirit they are assigned to interview is haughty and uncooperative. The character must succeed on three checks to convince the spirit to discuss the details of their life and lessons they learned. These checks and the DCs are determined by how the character approaches the situation. For example, being rude to the spirit could raise the DC for a Charisma (Persuasion) check. If the character is not able to complete the checks, they can make a DC 16 Charisma (Deception) check to fake the interview in the report they hand in. On a failure, the teacher catches on and docks the character 10 group points and sends them to detention. If the checks were unsuccessful and the interview is not faked, the character is docked 10 group points for not completing the assignment.

43

Turning Inner Fire into Outer Flames (Prismari)

44

Roll

Event

1

The character is tasked with lighting a match, without uttering any spells, by reaching a deep level of focused meditation. They must succeed on a DC 18 Wisdom (Arcana) check to successfully light the match with meditation, or a DC 16 Dexterity (Stealth) check to light the match by other means without anybody seeing. If the character fails the Arcana check, a rival group member will be able to make a check using the DCs and skills listed previously to light the match. The checks continue in this way until one of the contestants passes the check. Whoever passes first is given 10 group points by the professor. If the character or their rival fails the Stealth check, they are caught cheating, are docked 10 group points, and given detention.

2

Each student is required to perform a skill test in front of the class where they levitate a quill for 1 minute with their back turned. A rival group member silently attempts to distract the character during their turn by using an itch hex. The character must succeed on a DC 16 Constitution saving throw to maintain concentration over the course of the minute. On a failure, the character is docked 10 group points for dropping the quill. If the saving throw succeeds by 5 or more, the rival group member gets frustrated by the character's reaction and loses control of their spell. This causes them to fall under the effects of hideous laughter and they are docked 10 group points for distracting the class.

3

The professor challenges the class to a meditation competition. During the competition, the professor casts a weather controlling spell to drop the temperature of the classroom every 5 minutes. The character and rival must make progressively harder Wisdom saving throws to resist the cold. The check starts at DC 10, increasing by 2 every 5 minutes. When the Wisdom saving throw is failed, the contestant can last a number of minutes equal to their Constitution modifier before they tap out of the competition. The winner is provided a bag of holding.

4

Students are tasked with strengthening their minds against their fears. Each student is targeted by the phantasmal killer spell and are graded on how long it takes them to break out of the illusion. While targeted by the spell, students experience the nightmarish effects of the spell but don’t take the psychic damage. Each attempt takes 6 seconds (or one round of combat). On the character’s turn, they must succeed on a Wisdom saving throw against a spell save DC of 16 to end the illusion. Have the player narrate what the character experiences during this time. After the character is finished, a rival group member will attempt to beat their time. Whoever has the best time out of the character and their rival will receive 10 group points.

Advanced Arcane History (Required) Roll

Event

1

When studying relics found in an ancient tomb that date back thousands of years, the character hears a shriek ring out from one of their classmates. Looking over, they see a swarm of poisonous snakes pour out of an urn. As their classmates scatter, the character can decide to jump in to deal with the snakes. Otherwise, a rival group member will step up and handle the situation. Whoever successfully handles the situation will receive 25 group points for saving their classmate.

2

The class is tasked with identifying the purpose of five different magical relics based on the glyphs inscribed on them. The character must succeed on a DC 16 Intelligence (History) check in order to properly decipher the glyphs. A character that speaks Draconic automatically passes this check. On a success, the character will learn that these items are somehow tied to the Founder Dragons (SCoC 6), but the exact purpose is still unknown. On a failure, the character is assigned additional work in which they have to research and write a report on each of the five Founder Dragons. You can choose to give the player’s “real life” homework by making them read the paragraphs associated with the Founder Dragons in Chapter 7.

3

The class is tasked with writing a report on a famous Lorehold historian. Unfortunately for the character, when they go to the Biblioplex to retrieve her autobiography, all copies have already been checked out. The character remembers seeing the statue of this historian somewhere on the Lorehold campus. If they succeed on a DC 12 Wisdom (Survival) check, they can find their way back to the statue in a rundown hallway in PillardroIf the statue is found, the character will be approached by the ghost of the historian as they read the plaque attached to the statue’s base. As long as the character seems interested in the spirit’s story, they will happily help them write their report. If the historian’s spirit helps them write their essay, they will be awarded 10 group points for their thorough account of the historian’s life. If the character can’t find the statue, they have to wait in the Biblioplex until a copy is returned late at night, causing them to have to stay up all night to finish the assignment, gaining 1 level of exhaustion in the process.

4

During class, a student the character is sitting beside begins to show signs that they are unwell. They shift around uncomfortably, breathe heavily, and look pale. If the character succeeds on a DC 16 Intelligence (History) check, they will recall seeing this student talking with Dean Augusta Tullus (SCoC Chapter 5) when they first got to class. Their classmate, obviously not feeling well, asks the character to take notes for them while they go to the infirmary. As they go to get up, their eyes roll back in their head and they collapse. Ask the character how they react to this situation, and roleplay accordingly.

45

4th Year Advanced Applied Magic (General Studies)

46

Roll

Event

1

Students are learning how to harness fire and electricity to provide lighting and heating to an entire home using miniature home models. The character notices that a rival group member’s model has gone up in flames due to an overzealous attempt to heat the entire two-story model home from one fireplace. The character can choose to alert their rival and help put out fire, or silently snicker as their rival’s hard work turns to ashes. If they decide to help, the rival will owe them a favor.

2

Students take a field trip to visit a farm where fruits and vegetables are magically grown without the use of sunlight or water. The magical foods produced here function the same way as the berries from the goodberry spell, except they never lose their potency. The rare seeds needed for this type of magical growth are on display to the students. If the character would like to try to pocket a couple, they need to make Dexterity (Sleight of Hand) checks based on how many they intend to steal. Taking 1d4 seeds requires a successful DC 16 check, 1d6 seeds requires a DC 18 check, 1d8 seeds requires a DC 20 check, and 1d12 seeds requires a DC 22 check. If the character is caught stealing, they are docked 25 group points and sent to help the Witherbloom fertilizer harvesters as detention. Growing the fruit from seeds requires a successful DC 16 Intelligence (Nature) check and 1d4 weeks. Each seed produces one piece of magical fruit.

3

The professor is having students practice the fastest form of magical transportation: teleportation. Students are given minor teleportation trinkets that allow them to teleport short distances so they can practice moving from one outlined square on the floor to another square on the other side of the room. When it is their turn, the character’s trinket glitches and ends up teleporting them to a classroom on the other side of campus. The character needs to make a DC 16 Intelligence (Arcana) check to see if they can successfully teleport back. On a failure, they have to walk back and miss half the class. If the character manages to keep the trinket (by telling the professor it was destroyed in the glitch, for example), it has 1d4 charges left. When activated as an action, it teleports the creature holding it to a random location on the Strixhaven campus.

4

The class takes a field trip to an exemplary self-sufficient magical home. Meals make themselves when recipes are left on the table, dishes wash themselves, brooms travel through the house unguided, and fireplaces maintain a given temperature in the house at all times. Lagging behind while touring the house, the character decides to test the cleaning powers of the house by dropping a crumbled up sheet of paper wrapper on the ground. Suddenly, the rug beneath them begins to roll itself uThe character must succeed on a DC 16 Dexterity saving throw or be rolled up with the garbage. On a failure, the character must succeed on a DC 16 Strength (Athletics) check to wriggle out. If this check fails as well, the character is stuck until the professor comes back into the room to see where the character got off to. If the character is found rolled up in the carpet, they will be docked 10 group points.

Advanced Lumimancy (Silverquill) Roll

Event

1

The class is learning how to harness and enhance the power of starlight to help with visibility on dark nights. The character must succeed on a DC 18 Intelligence (Arcana) check to subtly enhance their vision with starlight. On a failure, they overdo the spell and end up searing their corneas with an intensely bright light. This causes them to lose any darkvision they currently have and are unable to see their surroundings in dim light. This effect lasts until the end of their next long rest.

2

As part of the class, the character is tasked with helping out the crews who run lights during performances at the Rose Stage. The character must succeed on a DC 16 Charisma (Performance) check to help the crew run the lights successfully. On a success, they are given a wand that can cast the light spell 1d4 times before its magic runs out.

3

The class is learning how to change the hue and brightness of arcane lamps with a command word. In order to get theirs to work, the character needs to succeed on a DC 16 Dexterity (Sleight of Hand) check to ensure it is put together properly. Then, they must properly infuse the lamp with magical light by succeeding on a DC 18 Intelligence (Arcana) check. Before turning it on, they inspect the device to see if any mistakes have been made. Catching and fixing a fatal flaw in their device requires a successful DC 16 Intelligence (Investigation) check. If all of the checks succeed, their device powers on and works the same way as the light spell, except that the color and brightness of the light can be changed with a bonus action. The amount of light produced by the device cannot exceed that of the light spell. If any of the steps fail, the device doesn’t work. The character can retry this roll every 1d4 weeks, after any necessary preparations have been made.

4

Students are tasked with preparing a performance that tells a story using only light. Before the character’s performance, they can decide on how advanced their presentation will be. A below average performance requires a DC 16 Charisma (Performance) check, an average performance requires a DC 18 Charisma (Performance) check, and an exceptional performance requires a DC 20 Charisma (Performance) check. On a success for a below average performance, the character gets a passing grade. On a success for an average performance, the character is awarded 10 group points. On a success for an exceptional performance, the character is awarded 10 group points and is approached by the professor after class to see if they would like to perform their presentation on the Rose Stage this weekend.

47

Applied Illusory Arts Quandrix

48

Roll

Event

1

The professor is teaching a lesson on how to conceal magical entryways and detect said illusions. The professor has students close their eyes while they construct an illusion around the classroom, concealing all recognizable entryways. The class is then tasked with finding their way out of the room. The character can make a DC 18 Wisdom (Perception) check to find the exit. On a failure, a rival group member is able to make the same check with the same DC. Continue checks in this way until one of the participants is successful. Whoever finds the door first is awarded 10 group points.

2

Students are learning how to create and animate illusions for security purposes. While creating an illusory guard dog, the character loses control of the animation and the dog begins to tear around the classroom. The character must succeed on a DC 18 Intelligence (Arcana) check to control their illusion before it causes chaos. On a failure, the character is docked 10 group points for losing control of their illusion and disrupting class.

3

The class is tasked with creating a heavily regulated potion that, when a piece of a humanoid is added to the potion, will allow whoever drinks it to cast alter self and take on the shape of the humanoid whose piece was added. The character must succeed on a DC 16 Intelligence (Medicine) to combine the correct ingredients and a DC 18 Intelligence (Arcana) check to infuse the potion with the correct magic. If either of the checks are failed, the potion does not produce any effects. If both of the checks are successful, the character manages to make two doses of the potion. They only need to hand in one dose, so they can pocket the other dose with a successful DC 16 Dexterity (Sleight of Hand) check. If the check to pocket the potion succeeds, the character can use an action to add the piece of the humanoid they would like to transform into to the potion and consume it. The effects of the potion last 1d4 hours. If the check to pocket the potion is failed, the character is docked 25 group points and sent to a seminar about malpractice at Strixhaven and told that any more slip ups could result in a suspension from campus.

4

The professor lets the class play a fun game after a week of stressful studying for a test. Half of the class uses the disguise self spell to make themselves look like the professor and the other half of the class has to figure out which ones are fake without touching the disguised classmates. The character is one of the students disguised as the professor. They must make five consecutive Charisma (Deception) checks in order to remain undetected until the end of the game. The DCs for the checks start at 10 and increase by 2 each round. If the character manages to successfully pass all of the Deception checks, they are awarded 10 group points. If a character is found out, they can make Wisdom (Insight) checks against the DC of the Deception check for each round remaining. If they succeed, they are able to spot all the remaining disguised classmates and are awarded 10 group points.

Arcane Macroeconomics (Lorehold) Roll

Event

1

The class is tasked with analyzing how quality of life improves for civilizations when exposed to affordable common magic items. They must succeed on a DC 18 Intelligence (History) check to research, analyze, and document their findings. On a failure, the character is required to help the professor grade first year Archaeomancy reports.

2

As part of the class, a debate is held regarding whether or not healing potions and magic should be made free to the public and covered through ministry taxation. The character may choose their side of the debate, and a rival group member will join the opposing side. In order to win the debate, the character must succeed in a contested skill competition against their rival. Each contestant makes a Charisma (Persuasion) check in order to sway the crowd to their side. Whoever has the higher check wins the round. Whoever is the first to win three rounds wins the debate. If the player actually provides a solid argument for their side, they get advantage on their Persuasion check for the round.

3

The class simulates the economics of a magic item trading market. During this exercise, the character is able to make five checks to determine how well they perform. Intelligence (Arcana) checks are used to predict the price of a magic item so they can buy low and sell high, Charisma (Persuasion) checks can be used to persuade classmates to make deals beneficial to the character, and Wisdom (Insight) checks can be used to hold on to an investment when prices are falling knowing that they will rise again. At the end of the exercise, the total score of the five checks reflects how well the character did. They pass if their score exceeds 50, they gain 10 group points if their scores exceed 75, and they are awarded 1,000gp if their score exceeds 100.

4

As part of a project, the character attempts to create an algorithm that can guarantee investors positive return on investment in the magical item industry. The character must succeed on a DC 22 Intelligence (Arcana) check to successfully create the algorithm. On a success, the character is approached by Losheel, Clockwork Scholar (SCoC 15), a Lorehold professor who loves their hands-off approach to investing. Losheel agrees to help the character’s project funded so that it can be brought to market, as long as she can share in the profits.

49

Eldritch and Arcane Performances (Prismari)

50

Roll

Event

1

The class is tasked with creating a dance with a partner, where each partner represents an opposite element. The character is paired with a rival group member and they are assigned fire and ice as their elements. Because of their mutual distaste, the character and their rival practice separately, only collaborating enough to put their performance together. During the performance, the rival attempts to make the character slip by placing a patch of ice right under their foot. This causes tensions to boil over and the character and rival battle using their respective elements in front of the whole class. During the fight, the character and rival must make a combined Charisma (Performance) check. If the result from both the character and the rival combined is higher than 30, they manage to sell the idea that the “fight” was part of their dance and are both awarded 10 group points for a spectacular performance. If they fail, they are both docked 10 group points for failing to remain level-headed enough to work together.

2

The class is learning how to summon different spirits by using certain body movements. The professor announces that a test is scheduled for tomorrow during class and the character is completely unprepared. While practicing late at night for tomorrow’s test, the character accidentally summons a shadow demon instead of a fey spirit. The shadow demon says it will help the character pass their test the next day if they do them a small favor. This small favor could be stealing a seemingly unimportant book from the Biblioplex, or another task that you come up with. The task does not have to be done before the shadow demon helps the character, but the shadow demon will visit the dreams of the character every 1d4 night until it is done. If the character turns down the shadow demon's help, they must succeed on a DC 22 Charisma (Performance) check to pass their test. On a failure, they are docked 10 group points and are given detention every evening for a week, causing them to have to stay up all night to complete their homework. The character must make five DC 12 Constitution saving throws. On a failure, the character gains 1 level of exhaustion.

3

The character is performing in a production at the Rose Stage as part of their class. During the performance, they must make a Strength (Athletics) check, a Dexterity (Acrobatics) check, and a Charisma (Performance) check. If the combined results are higher than 40, the character is noticed by Uvilda Mistcoiler, Dean of Perfection (SCoC 17). The Dean of Perfection approaches the character after the recital and offers to privately tutor them as they feel that they have real potential.

4

The professor tells the class that true expression comes from the heart. They are tasked with turning in a project that is truly from their heart This can be anything from a dance, a poem, or a drawing. Ask the player what their character turns in. The character must then succeed in a DC 18 Charisma (Performance) check to pass the assignment. If the player does a good job roleplaying the scenario, they can make the check with advantage. If the check succeeds by 5 or more, the character is awarded 10 group points. On a failure, they are docked 10 group points.

Extraplanar Cryptozoology (Witherbloom) Roll

Event

1

The class is shown how to peer into other dimensions in order to glimpse extraplanar beings. When the character attempts this, they get a glimpse of an eldritch being that threatens to shatter the character's mind. They must succeed on a DC 18 Wisdom saving throw or be subjected to the feeblemind spell until the end of their next long rest.

2

The character is tasked with researching the Feywild and attempting to communicate with one archfey. The character must perform a 1d4 hour ritual to summon the archfey. At the end of the ritual, they must succeed on a DC 20 Charisma (Persuasion) check to summon the archfey. On a failure, the archfey is offended by the character’s attempt to summon them and curses the character. Until the end of their next long rest, every time they attempt to speak they ribbit like a frog instead.

3

As part of a presentation to the class, the character is tasked with summoning an extraplanar being and binding it to their will. The character has practiced summoning two different types of creatures: a barlgura and the fey spirit of a bear. Before their presentation, they must choose which one they will attempt to summon and bind. Once the creature is summoned, the character must succeed on a Charisma (Persuasion) check contested by the creature's Wisdom (Insight). If the character wins, the creature is bound to their will. If the creature wins, it will immediately attack the character. If the character successfully summons and binds the barlgura, they will be awarded 10 group points. If they fail either attempt, they will be docked 10 group points for sloppy work.

4

As part of the subject of studying the ethereal plane, the class is provided with eyepieces that can help those without the means to view ethereal beings. The class is sent out to find the most rare and interesting ethereal beings on campus. Whoever brings back an account of the most interesting being will get to keep an eyepiece. The character must make an Intelligence (History) check to remember rumors about different ethereal beings on campus and make a Wisdom (Survival) check to find the being. If the combined result of both checks is higher than 30 (the result of a rival group member’s check) then the character wins and receives the eyepiece as a prize. The eyepiece has 1d4 charges and regains 1d4 charges when it is exposed to moonlight. With an action, a creature wearing the eyepiece can see into the ethereal plane for the next hour, or until they end the effect with a bonus action.

51

Arcane Herbology (Required)

52

Roll

Event

1

The class is learning about which plants have medicinal properties, as well as the correct dose needed to treat an illness. While copying down the formula, the character makes a mistake. They must succeed on a DC 18 Intelligence (Investigation) check to catch the mistake. On a failure, the medical concoction they prepare the next day exceeds the recommended dose for bitter root. When they consume some of their medicine, they must succeed on a DC 18 Constitution saving throw or become poisoned until the end of their next long rest. If they successfully pass the Investigation check to find their mistake, they are able to craft one dose of potion of resistance that they can keep.

2

The professor is teaching the class how to extract beneficial crafting components from rare, dangerous plants. The professor has brought in a number of man-eating vines that use the giant constrictor snake stat block and instructs the class on how to harvest the pods located at the base of the plant. The professor tells the class that they each need to harvest four pods to get a passing grade. In order to harvest the pods, the character must make a Dexterity (Sleight of Hand) check contested by the vine’s Wisdom (Perception). If the character succeeds, they will be able to harvest 1d4 pods. If the man-eating vine wins the contested check, it will enter into initiative with the character. In order to harvest the pods once initiative has started, the character must use its action to redo the contested skill check. On a success, they harvest 1d4 pods. The assassin vine uses its turn to try to strangle the character. If the character is knocked unconscious by the vine or otherwise is unable to harvest the necessary pods, they will be docked 10 group points. The pods must be harvested while the vine is alive.

3

The class is sent on a scavenger hunt in Sedgemore to find all of the necessary ingredients to make a potion of healing. The character must make five DC 18 Intelligence (Nature) checks. If the character passes at least three of the five checks, they are able to find the necessary ingredients and get a passing grade. If they pass all five checks, they are the first to complete the task and are awarded with 10 group points and a potion of healing (superior). If the character does not pass at least three checks, they are docked 10 group points for failing to complete the assignment.

4

As part of a project for class, students are tasked with taking care of a rare form of cactus that can be killed by a single drop of water. While stopping in one evening to check on their cactus, the character sees a rival group member standing over their cactus with a dropper full of water. The rival hasn’t noticed the character and they can choose how to handle the situation. The rival uses the witherbloom pledgemage (SCoC 222) stat block if they do not already have a stat block.

 

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