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		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21445</id>
		<title>Sorcerous Arts:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21445"/>
		<updated>2006-03-26T01:42:06Z</updated>

		<summary type="html">&lt;p&gt;Jeph: /* Character Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page describes the characters of the [[Sorcerous arts|College of Sorcerous Arts]] campaign, including PC descriptions and statistics. For the most part, NPC stats won&#039;t be found here. Rather, the info on this page will be what the PCs know or can easily find out about their various associates.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Forthcoming! When PCs are posted, they will use the following template. Be sure to use the line break code, br in angle brackets, or things will look ghastly. Also note the double return between sections.&lt;br /&gt;
&lt;br /&gt;
==Character Name==&lt;br /&gt;
Your character write-up should open with a description of the character, touching on history, appearance, and personality. Also be sure to include a great deed or accomplishment other wizards will recognize the character for, their general reputation among the magical community, and short and long term goals; also please list sources of envy, greed, avarice, obsession, jealousy, and fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Information&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Age: &amp;lt;br&amp;gt;&lt;br /&gt;
Gender: &amp;lt;br&amp;gt;&lt;br /&gt;
Alignment: &amp;lt;br&amp;gt;&lt;br /&gt;
Class and Level: &amp;lt;br&amp;gt;&lt;br /&gt;
Experience Points:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength: &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution: &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Info&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hit Points: &amp;lt;br&amp;gt;&lt;br /&gt;
Initiative: (after giving the total modifier, list the source of bonuses in parentheses)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Class: (source of bonuses)&amp;lt;br&amp;gt;&lt;br /&gt;
Speed:&lt;br /&gt;
&lt;br /&gt;
Fortitude: &amp;lt;br&amp;gt;&lt;br /&gt;
Reflex: &amp;lt;br&amp;gt;&lt;br /&gt;
Will:&lt;br /&gt;
&lt;br /&gt;
BAB: &amp;lt;br&amp;gt;&lt;br /&gt;
Melee: &amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: &lt;br /&gt;
&lt;br /&gt;
Weapon Name: Total attack bonus, melee or ranged (damage, critical)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Name: Total attack bonus, melee or ranged (damage, critical)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills, Feats, and Special Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First list the characters skills, in the form of Skill Name: (ranks) bonus, Skill Name: (ranks) bonus, etc. For instance, Concentration (8) +7, Craft (Alchemy) (8) +11, Knowledge (Arcana, The Planes) (8) +11, Knowledge (History, Religion) (4) +7, Spellcraft (8) +11.&lt;br /&gt;
&lt;br /&gt;
Start a new a paragraph, and then list your character&#039;s feats.&lt;br /&gt;
&lt;br /&gt;
Finally, start another paragraph, and then list special abilities that your character has (a familiar, for instance.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specialization: &amp;lt;br&amp;gt;&lt;br /&gt;
Barred Field: &amp;lt;br&amp;gt;&lt;br /&gt;
Caster Level: &amp;lt;br&amp;gt;&lt;br /&gt;
Save DC Modifier: &amp;lt;br&amp;gt;&lt;br /&gt;
Valances: (source of valences)&lt;br /&gt;
&lt;br /&gt;
Spells Known:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 0 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 4 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
and so on and so forth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells Commonly Prepared (valences used / valences free):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 0 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 4 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
and so on and so forth. If a spell is bound multiple times, put the number of times that you have it prepared in parentheses. If you have bound the spell from a written source, and do not actually know the spell, put an w in parentheses. If a spell is only partially bound, put a p in parentheses. For instance, if you have partially bound Fireball from a text three times, you would list it like so: Fireball (x3, w, p)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
IOUN Stones: &amp;lt;br&amp;gt;&lt;br /&gt;
Cash on hand: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List the rest of the character&#039;s important possessions here, in whatever order. For overt displays of wealth and magic items, please put the value in gold pieces in parentheses after the item.&lt;br /&gt;
&lt;br /&gt;
=Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
Information on NPCs can be found below.&lt;br /&gt;
&lt;br /&gt;
==College Personalities==&lt;br /&gt;
&lt;br /&gt;
All characters who are commonly found at the College of Sorcerous Arts go here, including professors, students, groundskeepers, bound demons, and so forth. All in all, less than a hundred persons live, work, and learn at the college, including about two dozen teachers and researchers, an equal number of servants, and about twice as many pupils. Unless noted otherwise, any wizard in this section who has chosen to specialize in a particular school of magic has given up the ability to use necromancy. &lt;br /&gt;
&lt;br /&gt;
===Headmaster Adrian Tolze===&lt;br /&gt;
&lt;br /&gt;
Ever since the previous headmaster, Fidelio the Fearless, was devoured by the Water Wyrm of the Raining River three years ago, Adrian Tolze has served as the leader of the College of Sorcerous Arts. One of the most powerful magicians in the land, Headmaster Tolze is not yet fifty. His skill as a diviner is unparalleled, but he is perhaps best known for recovering the Sword of Xaxamodes from the Demon-Lords of the star Phiroth, and using it to slay the Crawling Nautilus in the southern reaches of the Plain of Shells.&lt;br /&gt;
&lt;br /&gt;
Adrian Tolze has, however, displayed very little skill as an administrator. He spends most of his time away from the campus on private business, leaving most of the work to the professors under his nominal leadership. &lt;br /&gt;
&lt;br /&gt;
===Chana the Seeress===&lt;br /&gt;
&lt;br /&gt;
A recent addition to the College&#039;s staff, Chana is an adept of divination and enchantment. She is beautiful, whimsical, and distant; in terms of raw power, she is among the most potent of the institution&#039;s acolytes, yet has not deigned to master offensive sorceries. Her age and origin are not certain, but it is widely accepted that her home lies somewhere within the Hundred Principalities. Abundant rumors place her age at either well over a hundred or just shy of twenty three years -- the genie Nandao, her one time consort, is said to know the truth of the matter, but none have called upon his manse in the Plain of Shells in many years.&lt;br /&gt;
&lt;br /&gt;
===Vaum the Alchemist===&lt;br /&gt;
&lt;br /&gt;
Vaum is a conjurer, alchemist, and astronomer; a doddering old professor who hides his advancing years under simple illusions. His Theory of Sidereal Metallurgy, which holds that metals are created by the interactions between various types of stone and the light of different constellations, is his chief claim to fame. Vaum believes this to be a meagre and boring accomplishment, and has therefore decided to become the supreme ruler of the universe before he dies. His plan is simple: given that Mother Moon is the center of all things, and that his Thousandfold Magnifying Apparatus reveals its surface to be uninhabited, he must merely travel to the celestial body and plant his flag upon its crust.&lt;br /&gt;
&lt;br /&gt;
To this end, Vaum expends his efforts in the pursuit of two main projects. Firstly, he seeks to design a spell to support life in a thin, cold atmosphere, so that he may survive Mother Moon&#039;s surface conditions. Secondly, he attempts to persuade Headmaster Tolze to set down his Greater Teleport spell upon a magical scroll, so that he may travel to Mother Moon. Tolze fears that the Alchemist will prefer being supreme ruler of the universe to life as a mere professor. Not wishing to lose Vaum&#039;s services, Tolze has thusfar denied the man&#039;s request.&lt;br /&gt;
&lt;br /&gt;
===Fehin Addabar===&lt;br /&gt;
&lt;br /&gt;
The protege of the College&#039;s former Master of Enchantment, Orsino of the Emerald Serpent, Fehin Addabar is a quiet and reserved man. Rather than gathering a circle of friends and allies about him, he keeps his own counsel, stewing in a broth of resentment and bitter memory. Chief among the many who have sleighted him is Khalid Sihkari, the new Master of Enchantment: Fehin feels that &#039;&#039;he&#039;&#039; was more deserving of the position, that Headmaster Tolze denied him his right by appointing the Adaamite to the coveted position.&lt;br /&gt;
&lt;br /&gt;
===Lord Devlin Hetcross===&lt;br /&gt;
&lt;br /&gt;
Son of a Local lord, Devlin had developed a level of skill at potion making. He was the darling of the faculty until Kokada Ab Ekavrka arrived. Devlin has grown jealous of Kokada&#039;s abilities and feels that Kokada is stealing his position in the College.&lt;br /&gt;
&lt;br /&gt;
===Ezzin the Assassin===&lt;br /&gt;
&lt;br /&gt;
Ezzin the Assassin has killed many powerful arcanists, but has only recently taken up the art. A foreigner from the Setting Sun Continent, he has applied for tutelage at not only the College of Sorcerous Arts, but also the Tetrahedral Fortress and Conservatory of Conjury and Invocation. None would have him, and he was forced to turn to the solitary maqe Irro, Master of Green Fire, for tutelage. Ezzin has been residing at the College for some weeks as a guest; Irro had charged him with bringing a message to Headmaster Tolze, and the assassin waits patiently for the man to return from whatever foreign business he currently attends to.&lt;br /&gt;
&lt;br /&gt;
Ezzin is arrogant, quick-witted, and charming, but above all else, cruel. He is slick, talented, and affluent, having taken the IOUN Stones of each of his victims as trophies. The faculty fear him or regard him as an enigma, and many of hinted that his departure would be preferred -- but he insists upon an audience with the Headmaster.&lt;br /&gt;
&lt;br /&gt;
(more to follow)&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21142</id>
		<title>Sorcerous Arts:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21142"/>
		<updated>2006-03-19T16:38:33Z</updated>

		<summary type="html">&lt;p&gt;Jeph: /* Character Name */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page describes the characters of the [[Sorcerous arts|College of Sorcerous Arts]] campaign, including PC descriptions and statistics. For the most part, NPC stats won&#039;t be found here. Rather, the info on this page will be what the PCs know or can easily find out about their various associates.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Forthcoming! When PCs are posted, they will use the following template. Be sure to use the line break code, br in angle brackets, or things will look ghastly. Also note the double return between sections.&lt;br /&gt;
&lt;br /&gt;
==Character Name==&lt;br /&gt;
Your character write-up should open with a description of the character, touching on history, appearance, and personality. Also be sure to include a great deed or accomplishment other wizards will recognize the character for, their general reputation among the magical community, and short and long term goals; also please list sources of envy, greed, avarice, obsession, jealousy, and fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Information&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Age: &amp;lt;br&amp;gt;&lt;br /&gt;
Gender: &amp;lt;br&amp;gt;&lt;br /&gt;
Alignment: &amp;lt;br&amp;gt;&lt;br /&gt;
Class and Level: &amp;lt;br&amp;gt;&lt;br /&gt;
Experience Points: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength: &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution: &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Info&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hit Points: &amp;lt;br&amp;gt;&lt;br /&gt;
Initiative: (after giving the total bonus, list the source of bonuses in parentheses)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Class: (sources of bonuses)&amp;lt;br&amp;gt;&lt;br /&gt;
Speed: &lt;br /&gt;
&lt;br /&gt;
Fortitude: &amp;lt;br&amp;gt;&lt;br /&gt;
Reflex: &amp;lt;br&amp;gt;&lt;br /&gt;
Will: &lt;br /&gt;
&lt;br /&gt;
BAB: &amp;lt;br&amp;gt;&lt;br /&gt;
Melee: &amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: &lt;br /&gt;
&lt;br /&gt;
Weapon: attack bonus, melee or ranged (damage, critical)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon: attack bonus, melee or ranged (damage, critical)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills, Feats, and Special Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First list the characters skills, in the form of Skill Name: (ranks) bonus, Skill Name: (ranks) bonus, etc. For instance, Concentration (8) +7, Craft (Alchemy) (8) +11, Knowledge (Arcana, The Planes) (8) +11, Knowledge (History, Religion) (4) +7, Spellcraft (8) +11.&lt;br /&gt;
&lt;br /&gt;
Start a new a paragraph, and then list your character&#039;s feats.&lt;br /&gt;
&lt;br /&gt;
Finally, start another paragraph, and then list special abilities that your character has (a familiar, for instance.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specialization: &amp;lt;br&amp;gt;&lt;br /&gt;
Barred Field: &amp;lt;br&amp;gt;&lt;br /&gt;
Caster Level: &amp;lt;br&amp;gt;&lt;br /&gt;
Save DC Modifier: &amp;lt;br&amp;gt;&lt;br /&gt;
Valances: (source of valences)&lt;br /&gt;
&lt;br /&gt;
Spells Known:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 0 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 4 --&#039;&#039;&#039; List of spells&lt;br /&gt;
&lt;br /&gt;
and so on and so forth&lt;br /&gt;
&lt;br /&gt;
Spells Commonly Prepared (valences used / valences free):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 0 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 4 --&#039;&#039;&#039; List of spells&lt;br /&gt;
&lt;br /&gt;
and so on and so forth. If a spell is bound multiple times, put the number of times that you have it prepared in parentheses. If you have bound the spell from a written source, and do not actually know the spell, put an w in parentheses. If a spell is only partially bound, put a p in parentheses. For instance, if you have partially bound Fireball from a text three times, you would list it like so: Fireball (x3, w, p)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
IOUN Stones: &amp;lt;br&amp;gt;&lt;br /&gt;
Cash on hand: &lt;br /&gt;
&lt;br /&gt;
List the rest of the character&#039;s important possessions here, in whatever order. For overt displays of wealth and magic items, please put the value in gold pieces in parentheses after the item.&lt;br /&gt;
&lt;br /&gt;
=Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
Information on NPCs can be found below.&lt;br /&gt;
&lt;br /&gt;
==College Personalities==&lt;br /&gt;
&lt;br /&gt;
All characters who are commonly found at the College of Sorcerous Arts go here, including professors, students, groundskeepers, bound demons, and so forth. All in all, less than a hundred persons live, work, and learn at the college, including about two dozen teachers and researchers, an equal number of servants, and about twice as many pupils. Unless noted otherwise, any wizard in this section who has chosen to specialize in a particular school of magic has given up the ability to use necromancy. &lt;br /&gt;
&lt;br /&gt;
===Headmaster Adrian Tolze===&lt;br /&gt;
&lt;br /&gt;
Ever since the previous headmaster, Fidelio the Fearless, was devoured by the Water Wyrm of the Raining River three years ago, Adrian Tolze has served as the leader of the College of Sorcerous Arts. One of the most powerful magicians in the land, Headmaster Tolze is not yet fifty. His skill as a diviner is unparalleled, but he is perhaps best known for recovering the Sword of Xaxamodes from the Demon-Lords of the star Phiroth, and using it to slay the Crawling Nautilus in the southern reaches of the Plain of Shells.&lt;br /&gt;
&lt;br /&gt;
Adrian Tolze has, however, displayed very little skill as an administrator. He spends most of his time away from the campus on private business, leaving most of the work to the professors under his nominal leadership. &lt;br /&gt;
&lt;br /&gt;
===Chana the Seeress===&lt;br /&gt;
&lt;br /&gt;
A recent addition to the College&#039;s staff, Chana is an adept of divination and enchantment. She is beautiful, whimsical, and distant; in terms of raw power, she is among the most potent of the institution&#039;s acolytes, yet has not deigned to master offensive sorceries. Her age and origin are not certain, but it is widely accepted that her home lies somewhere within the Hundred Principalities. Abundant rumors place her age at either well over a hundred or just shy of twenty three years -- the genie Nandao, her one time consort, is said to know the truth of the matter, but none have called upon his manse in the Plain of Shells in many years.&lt;br /&gt;
&lt;br /&gt;
===Vaum the Alchemist===&lt;br /&gt;
&lt;br /&gt;
Vaum is a conjurer, alchemist, and astronomer; a doddering old professor who hides his advancing years under simple illusions. His Theory of Sidereal Metallurgy, which holds that metals are created by the interactions between various types of stone and the light of different constellations, is his chief claim to fame. Vaum believes this to be a meagre and boring accomplishment, and has therefore decided to become the supreme ruler of the universe before he dies. His plan is simple: given that Mother Moon is the center of all things, and that his Thousandfold Magnifying Apparatus reveals its surface to be uninhabited, he must merely travel to the celestial body and plant his flag upon its crust.&lt;br /&gt;
&lt;br /&gt;
To this end, Vaum expends his efforts in the pursuit of two main projects. Firstly, he seeks to design a spell to support life in a thin, cold atmosphere, so that he may survive Mother Moon&#039;s surface conditions. Secondly, he attempts to persuade Headmaster Tolze to set down his Greater Teleport spell upon a magical scroll, so that he may travel to Mother Moon. Tolze fears that the Alchemist will prefer being supreme ruler of the universe to life as a mere professor. Not wishing to lose Vaum&#039;s services, Tolze has thusfar denied the man&#039;s request.&lt;br /&gt;
&lt;br /&gt;
===Fehin Addabar===&lt;br /&gt;
&lt;br /&gt;
The protege of the College&#039;s former Master of Enchantment, Orsino of the Emerald Serpent, Fehin Addabar is a quiet and reserved man. Rather than gathering a circle of friends and allies about him, he keeps his own counsel, stewing in a broth of resentment and bitter memory. Chief among the many who have sleighted him is Khalid Sihkari, the new Master of Enchantment: Fehin feels that &#039;&#039;he&#039;&#039; was more deserving of the position, that Headmaster Tolze denied him his right by appointing the Adaamite to the coveted position.&lt;br /&gt;
&lt;br /&gt;
===Lord Devlin Hetcross===&lt;br /&gt;
&lt;br /&gt;
Son of a Local lord, Devlin had developed a level of skill at potion making. He was the darling of the faculty until Kokada Ab Ekavrka arrived. Devlin has grown jealous of Kokada&#039;s abilities and feels that Kokada is stealing his position in the College.&lt;br /&gt;
&lt;br /&gt;
===Ezzin the Assassin===&lt;br /&gt;
&lt;br /&gt;
Ezzin the Assassin has killed many powerful arcanists, but has only recently taken up the art. A foreigner from the Setting Sun Continent, he has applied for tutelage at not only the College of Sorcerous Arts, but also the Tetrahedral Fortress and Conservatory of Conjury and Invocation. None would have him, and he was forced to turn to the solitary maqe Irro, Master of Green Fire, for tutelage. Ezzin has been residing at the College for some weeks as a guest; Irro had charged him with bringing a message to Headmaster Tolze, and the assassin waits patiently for the man to return from whatever foreign business he currently attends to.&lt;br /&gt;
&lt;br /&gt;
Ezzin is arrogant, quick-witted, and charming, but above all else, cruel. He is slick, talented, and affluent, having taken the IOUN Stones of each of his victims as trophies. The faculty fear him or regard him as an enigma, and many of hinted that his departure would be preferred -- but he insists upon an audience with the Headmaster.&lt;br /&gt;
&lt;br /&gt;
(more to follow)&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21141</id>
		<title>Sorcerous Arts:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21141"/>
		<updated>2006-03-19T16:37:11Z</updated>

		<summary type="html">&lt;p&gt;Jeph: /* Character Name */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page describes the characters of the [[Sorcerous arts|College of Sorcerous Arts]] campaign, including PC descriptions and statistics. For the most part, NPC stats won&#039;t be found here. Rather, the info on this page will be what the PCs know or can easily find out about their various associates.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Forthcoming! When PCs are posted, they will use the following template. Be sure to use the line break code, br in angle brackets, or things will look ghastly. Also note the double return between sections.&lt;br /&gt;
&lt;br /&gt;
==Character Name==&lt;br /&gt;
Your character write-up should open with a description of the character, touching on history, appearance, and personality. Also be sure to include a great deed or accomplishment other wizards will recognize the character for, their general reputation among the magical community, and short and long term goals; also please list sources of envy, greed, avarice, obsession, jealousy, and fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Information&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Age: &amp;lt;br&amp;gt;&lt;br /&gt;
Gender: &amp;lt;br&amp;gt;&lt;br /&gt;
Alignment: &amp;lt;br&amp;gt;&lt;br /&gt;
Class and Level: &amp;lt;br&amp;gt;&lt;br /&gt;
Experience Points: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength: &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution: &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Info&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hit Points: &amp;lt;br&amp;gt;&lt;br /&gt;
Initiative: (after giving the total bonus, list the source of bonuses in parentheses)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Class: (sources of bonuses)&amp;lt;br&amp;gt;&lt;br /&gt;
Speed: (number of squares)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortitude: &amp;lt;br&amp;gt;&lt;br /&gt;
Reflex: &amp;lt;br&amp;gt;&lt;br /&gt;
Will: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BAB: &amp;lt;br&amp;gt;&lt;br /&gt;
Melee: &amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon: attack bonus, melee or ranged (damage, critical)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon: attack bonus, melee or ranged (damage, critical)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills, Feats, and Special Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First list the characters skills, in the form of Skill Name: (ranks) bonus, Skill Name: (ranks) bonus, etc. For instance, Concentration (8) +7, Craft (Alchemy) (8) +11, Knowledge (Arcana, The Planes) (8) +11, Knowledge (History, Religion) (4) +7, Spellcraft (8) +11.&lt;br /&gt;
&lt;br /&gt;
Start a new a paragraph, and then list your character&#039;s feats.&lt;br /&gt;
&lt;br /&gt;
Finally, start another paragraph, and then list special abilities that your character has (a familiar, for instance.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specialization: &amp;lt;br&amp;gt;&lt;br /&gt;
Barred Field: &amp;lt;br&amp;gt;&lt;br /&gt;
Caster Level: &amp;lt;br&amp;gt;&lt;br /&gt;
Save DC Modifier: &amp;lt;br&amp;gt;&lt;br /&gt;
Valances: (source of valences)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells Known:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 0 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 4 --&#039;&#039;&#039; List of spells&lt;br /&gt;
&lt;br /&gt;
and so on and so forth&lt;br /&gt;
&lt;br /&gt;
Spells Commonly Prepared (valences used / valences free):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 0 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 4 --&#039;&#039;&#039; List of spells&lt;br /&gt;
&lt;br /&gt;
and so on and so forth. If a spell is bound multiple times, put the number of times that you have it prepared in parentheses. If you have bound the spell from a written source, and do not actually know the spell, put an w in parentheses. If a spell is only partially bound, put a p in parentheses. For instance, if you have partially bound Fireball from a text three times, you would list it like so: Fireball (x3, w, p)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
IOUN Stones: &amp;lt;br&amp;gt;&lt;br /&gt;
Cash on hand: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List the rest of the character&#039;s important possessions here, in whatever order. For overt displays of wealth and magic items, please put the value in gold pieces in parentheses after the item.&lt;br /&gt;
&lt;br /&gt;
=Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
Information on NPCs can be found below.&lt;br /&gt;
&lt;br /&gt;
==College Personalities==&lt;br /&gt;
&lt;br /&gt;
All characters who are commonly found at the College of Sorcerous Arts go here, including professors, students, groundskeepers, bound demons, and so forth. All in all, less than a hundred persons live, work, and learn at the college, including about two dozen teachers and researchers, an equal number of servants, and about twice as many pupils. Unless noted otherwise, any wizard in this section who has chosen to specialize in a particular school of magic has given up the ability to use necromancy. &lt;br /&gt;
&lt;br /&gt;
===Headmaster Adrian Tolze===&lt;br /&gt;
&lt;br /&gt;
Ever since the previous headmaster, Fidelio the Fearless, was devoured by the Water Wyrm of the Raining River three years ago, Adrian Tolze has served as the leader of the College of Sorcerous Arts. One of the most powerful magicians in the land, Headmaster Tolze is not yet fifty. His skill as a diviner is unparalleled, but he is perhaps best known for recovering the Sword of Xaxamodes from the Demon-Lords of the star Phiroth, and using it to slay the Crawling Nautilus in the southern reaches of the Plain of Shells.&lt;br /&gt;
&lt;br /&gt;
Adrian Tolze has, however, displayed very little skill as an administrator. He spends most of his time away from the campus on private business, leaving most of the work to the professors under his nominal leadership. &lt;br /&gt;
&lt;br /&gt;
===Chana the Seeress===&lt;br /&gt;
&lt;br /&gt;
A recent addition to the College&#039;s staff, Chana is an adept of divination and enchantment. She is beautiful, whimsical, and distant; in terms of raw power, she is among the most potent of the institution&#039;s acolytes, yet has not deigned to master offensive sorceries. Her age and origin are not certain, but it is widely accepted that her home lies somewhere within the Hundred Principalities. Abundant rumors place her age at either well over a hundred or just shy of twenty three years -- the genie Nandao, her one time consort, is said to know the truth of the matter, but none have called upon his manse in the Plain of Shells in many years.&lt;br /&gt;
&lt;br /&gt;
===Vaum the Alchemist===&lt;br /&gt;
&lt;br /&gt;
Vaum is a conjurer, alchemist, and astronomer; a doddering old professor who hides his advancing years under simple illusions. His Theory of Sidereal Metallurgy, which holds that metals are created by the interactions between various types of stone and the light of different constellations, is his chief claim to fame. Vaum believes this to be a meagre and boring accomplishment, and has therefore decided to become the supreme ruler of the universe before he dies. His plan is simple: given that Mother Moon is the center of all things, and that his Thousandfold Magnifying Apparatus reveals its surface to be uninhabited, he must merely travel to the celestial body and plant his flag upon its crust.&lt;br /&gt;
&lt;br /&gt;
To this end, Vaum expends his efforts in the pursuit of two main projects. Firstly, he seeks to design a spell to support life in a thin, cold atmosphere, so that he may survive Mother Moon&#039;s surface conditions. Secondly, he attempts to persuade Headmaster Tolze to set down his Greater Teleport spell upon a magical scroll, so that he may travel to Mother Moon. Tolze fears that the Alchemist will prefer being supreme ruler of the universe to life as a mere professor. Not wishing to lose Vaum&#039;s services, Tolze has thusfar denied the man&#039;s request.&lt;br /&gt;
&lt;br /&gt;
===Fehin Addabar===&lt;br /&gt;
&lt;br /&gt;
The protege of the College&#039;s former Master of Enchantment, Orsino of the Emerald Serpent, Fehin Addabar is a quiet and reserved man. Rather than gathering a circle of friends and allies about him, he keeps his own counsel, stewing in a broth of resentment and bitter memory. Chief among the many who have sleighted him is Khalid Sihkari, the new Master of Enchantment: Fehin feels that &#039;&#039;he&#039;&#039; was more deserving of the position, that Headmaster Tolze denied him his right by appointing the Adaamite to the coveted position.&lt;br /&gt;
&lt;br /&gt;
===Lord Devlin Hetcross===&lt;br /&gt;
&lt;br /&gt;
Son of a Local lord, Devlin had developed a level of skill at potion making. He was the darling of the faculty until Kokada Ab Ekavrka arrived. Devlin has grown jealous of Kokada&#039;s abilities and feels that Kokada is stealing his position in the College.&lt;br /&gt;
&lt;br /&gt;
===Ezzin the Assassin===&lt;br /&gt;
&lt;br /&gt;
Ezzin the Assassin has killed many powerful arcanists, but has only recently taken up the art. A foreigner from the Setting Sun Continent, he has applied for tutelage at not only the College of Sorcerous Arts, but also the Tetrahedral Fortress and Conservatory of Conjury and Invocation. None would have him, and he was forced to turn to the solitary maqe Irro, Master of Green Fire, for tutelage. Ezzin has been residing at the College for some weeks as a guest; Irro had charged him with bringing a message to Headmaster Tolze, and the assassin waits patiently for the man to return from whatever foreign business he currently attends to.&lt;br /&gt;
&lt;br /&gt;
Ezzin is arrogant, quick-witted, and charming, but above all else, cruel. He is slick, talented, and affluent, having taken the IOUN Stones of each of his victims as trophies. The faculty fear him or regard him as an enigma, and many of hinted that his departure would be preferred -- but he insists upon an audience with the Headmaster.&lt;br /&gt;
&lt;br /&gt;
(more to follow)&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21109</id>
		<title>Sorcerous Arts:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21109"/>
		<updated>2006-03-18T22:28:07Z</updated>

		<summary type="html">&lt;p&gt;Jeph: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page describes the characters of the [[Sorcerous arts|College of Sorcerous Arts]] campaign, including PC descriptions and statistics. For the most part, NPC stats won&#039;t be found here. Rather, the info on this page will be what the PCs know or can easily find out about their various associates.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Forthcoming! When PCs are posted, they will use the following template. Be sure to use the line break code, br in angle brackets, or things will look ghastly. Also note the double return between sections.&lt;br /&gt;
&lt;br /&gt;
==Character Name==&lt;br /&gt;
Your character write-up should open with a description of the character, touching on history, appearance, and personality. Also be sure to include a great deed or accomplishment other wizards will recognize the character for, their general reputation among the magical community, and short and long term goals; also please list sources of envy, greed, avarice, obsession, jealousy, and fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Information&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Age: &amp;lt;br&amp;gt;&lt;br /&gt;
Gender: &amp;lt;br&amp;gt;&lt;br /&gt;
Alignment: &amp;lt;br&amp;gt;&lt;br /&gt;
Class and Level: &amp;lt;br&amp;gt;&lt;br /&gt;
Experience Points: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength: &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution: &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Info&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hit Points: &amp;lt;br&amp;gt;&lt;br /&gt;
Initiative: (sources of bonuses)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Class: (sources of bonuses)&amp;lt;br&amp;gt;&lt;br /&gt;
Speed: (number of squares)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortitude: &amp;lt;br&amp;gt;&lt;br /&gt;
Reflex: &amp;lt;br&amp;gt;&lt;br /&gt;
Will: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BAB: &amp;lt;br&amp;gt;&lt;br /&gt;
Melee: &amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon: attack bonus, melee or ranged (damage, critical)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon: attack bonus, melee or ranged (damage, critical)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills, Feats, and Special Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First list the characters skills, in the form of Skill Name: (ranks) bonus, Skill Name: (ranks) bonus, etc. For instance, Concentration (8) +7, Craft (Alchemy) (8) +11, Knowledge (Arcana, The Planes) (8) +11, Knowledge (History, Religion) (4) +7, Spellcraft (8) +11.&lt;br /&gt;
&lt;br /&gt;
Start a new a paragraph, and then list your character&#039;s feats.&lt;br /&gt;
&lt;br /&gt;
Finally, start another paragraph, and then list special abilities that your character has (a familiar, for instance.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specialization: &amp;lt;br&amp;gt;&lt;br /&gt;
Barred Field: &amp;lt;br&amp;gt;&lt;br /&gt;
Caster Level: &amp;lt;br&amp;gt;&lt;br /&gt;
Save DC Modifier: &amp;lt;br&amp;gt;&lt;br /&gt;
Valances: (source of valences)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells Known:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 0 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 4 --&#039;&#039;&#039; List of spells&lt;br /&gt;
&lt;br /&gt;
and so on and so forth&lt;br /&gt;
&lt;br /&gt;
Spells Commonly Prepared (valences used / valences free):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 0 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 --&#039;&#039;&#039; List of spells&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 4 --&#039;&#039;&#039; List of spells&lt;br /&gt;
&lt;br /&gt;
and so on and so forth. If a spell is bound multiple times, put the number of times that you have it prepared in parentheses. If you have bound the spell from a written source, and do not actually know the spell, put an w in parentheses. If a spell is only partially bound, put a p in parentheses. For instance, if you have partially bound Fireball from a text three times, you would list it like so: Fireball (x3, w, p)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
IOUN Stones: &amp;lt;br&amp;gt;&lt;br /&gt;
Cash on hand: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List the rest of the character&#039;s important possessions here, in whatever order. For overt displays of wealth and magic items, please put the value in gold pieces in parentheses after the item.&lt;br /&gt;
&lt;br /&gt;
=Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
Information on NPCs can be found below.&lt;br /&gt;
&lt;br /&gt;
==College Personalities==&lt;br /&gt;
&lt;br /&gt;
All characters who are commonly found at the College of Sorcerous Arts go here, including professors, students, groundskeepers, bound demons, and so forth. All in all, less than a hundred persons live, work, and learn at the college, including about two dozen teachers and researchers, an equal number of servants, and about twice as many pupils. Unless noted otherwise, any wizard in this section who has chosen to specialize in a particular school of magic has given up the ability to use necromancy. &lt;br /&gt;
&lt;br /&gt;
===Headmaster Adrian Tolze===&lt;br /&gt;
&lt;br /&gt;
Ever since the previous headmaster, Fidelio the Fearless, was devoured by the Water Wyrm of the Raining River three years ago, Adrian Tolze has served as the leader of the College of Sorcerous Arts. One of the most powerful magicians in the land, Headmaster Tolze is not yet fifty. His skill as a diviner is unparalleled, but he is perhaps best known for recovering the Sword of Xaxamodes from the Demon-Lords of the star Phiroth, and using it to slay the Crawling Nautilus in the southern reaches of the Plain of Shells.&lt;br /&gt;
&lt;br /&gt;
Adrian Tolze has, however, displayed very little skill as an administrator. He spends most of his time away from the campus on private business, leaving most of the work to the professors under his nominal leadership. &lt;br /&gt;
&lt;br /&gt;
===Chana the Seeress===&lt;br /&gt;
&lt;br /&gt;
A recent addition to the College&#039;s staff, Chana is an adept of divination and enchantment. She is beautiful, whimsical, and distant; in terms of raw power, she is among the most potent of the institution&#039;s acolytes, yet has not deigned to master offensive sorceries. Her age and origin are not certain, but it is widely accepted that her home lies somewhere within the Hundred Principalities. Abundant rumors place her age at either well over a hundred or just shy of twenty three years -- the genie Nandao, her one time consort, is said to know the truth of the matter, but none have called upon his manse in the Plain of Shells in many years.&lt;br /&gt;
&lt;br /&gt;
===Vaum the Alchemist===&lt;br /&gt;
&lt;br /&gt;
Vaum is a conjurer, alchemist, and astronomer; a doddering old professor who hides his advancing years under simple illusions. His Theory of Sidereal Metallurgy, which holds that metals are created by the interactions between various types of stone and the light of different constellations, is his chief claim to fame. Vaum believes this to be a meagre and boring accomplishment, and has therefore decided to become the supreme ruler of the universe before he dies. His plan is simple: given that Mother Moon is the center of all things, and that his Thousandfold Magnifying Apparatus reveals its surface to be uninhabited, he must merely travel to the celestial body and plant his flag upon its crust.&lt;br /&gt;
&lt;br /&gt;
To this end, Vaum expends his efforts in the pursuit of two main projects. Firstly, he seeks to design a spell to support life in a thin, cold atmosphere, so that he may survive Mother Moon&#039;s surface conditions. Secondly, he attempts to persuade Headmaster Tolze to set down his Greater Teleport spell upon a magical scroll, so that he may travel to Mother Moon. Tolze fears that the Alchemist will prefer being supreme ruler of the universe to life as a mere professor. Not wishing to lose Vaum&#039;s services, Tolze has thusfar denied the man&#039;s request.&lt;br /&gt;
&lt;br /&gt;
===Fehin Addabar===&lt;br /&gt;
&lt;br /&gt;
The protege of the College&#039;s former Master of Enchantment, Orsino of the Emerald Serpent, Fehin Addabar is a quiet and reserved man. Rather than gathering a circle of friends and allies about him, he keeps his own counsel, stewing in a broth of resentment and bitter memory. Chief among the many who have sleighted him is Khalid Sihkari, the new Master of Enchantment: Fehin feels that &#039;&#039;he&#039;&#039; was more deserving of the position, that Headmaster Tolze denied him his right by appointing the Adaamite to the coveted position.&lt;br /&gt;
&lt;br /&gt;
===Lord Devlin Hetcross===&lt;br /&gt;
&lt;br /&gt;
Son of a Local lord, Devlin had developed a level of skill at potion making. He was the darling of the faculty until Kokada Ab Ekavrka arrived. Devlin has grown jealous of Kokada&#039;s abilities and feels that Kokada is stealing his position in the College.&lt;br /&gt;
&lt;br /&gt;
===Ezzin the Assassin===&lt;br /&gt;
&lt;br /&gt;
Ezzin the Assassin has killed many powerful arcanists, but has only recently taken up the art. A foreigner from the Setting Sun Continent, he has applied for tutelage at not only the College of Sorcerous Arts, but also the Tetrahedral Fortress and Conservatory of Conjury and Invocation. None would have him, and he was forced to turn to the solitary maqe Irro, Master of Green Fire, for tutelage. Ezzin has been residing at the College for some weeks as a guest; Irro had charged him with bringing a message to Headmaster Tolze, and the assassin waits patiently for the man to return from whatever foreign business he currently attends to.&lt;br /&gt;
&lt;br /&gt;
Ezzin is arrogant, quick-witted, and charming, but above all else, cruel. He is slick, talented, and affluent, having taken the IOUN Stones of each of his victims as trophies. The faculty fear him or regard him as an enigma, and many of hinted that his departure would be preferred -- but he insists upon an audience with the Headmaster.&lt;br /&gt;
&lt;br /&gt;
(more to follow)&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Rules_Modifications&amp;diff=21108</id>
		<title>Sorcerous Arts:Rules Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Rules_Modifications&amp;diff=21108"/>
		<updated>2006-03-18T21:59:28Z</updated>

		<summary type="html">&lt;p&gt;Jeph: /* Starting PCs */ expanded the ability table to give bonus valences for scores higher than 18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains the modifications to the d20 system being used for the [[Sorcerous arts|College of Sorcerous Arts]] play-by-post game. Rules have been altered, added, or limited in the following areas: race, class, hit points, experience points, levels, and magic. If you are playing in the College of Sorcerous Arts campaign, please familiarize yourself with these rules changes! They will be necessary for the creation of player characters.&lt;br /&gt;
&lt;br /&gt;
=Core Assumptions=&lt;br /&gt;
&lt;br /&gt;
A few core assumptions have been altered: first and foremost, what character level &#039;&#039;means&#039;&#039;. Teenaged characters, and characters who have never made anything of their lives, will be 1st level. Most experienced adults will be 2nd level characters. Those with a great degree of talent and experience, who have lead interesting and exciting lives, may be 3rd or 4th level. Extremely capable and skilled experts who have lead heroic lives will be 5th or 6th level. A few might live to reach 7th or 8th, while 9th and 10th are generally reserved for legendary figures.&lt;br /&gt;
&lt;br /&gt;
Secondly, monsters! The game may very well include legendary beasts and monsters, built along the rules present in the Monster Manual -- but they will &#039;&#039;not&#039;&#039; have the same stats as the MM beasties, even if they have the same name! Therefore, please be cautious with your metagame knowledge: it may prove to be inaccurate. Monsters will not be exceedingly common. Humans are the only widespread sapient race. There are no demi-humans, at least none to speak of. If they exist, very few people know about them.&lt;br /&gt;
&lt;br /&gt;
Lastly, magic and magic items will not be exceedingly prevalent. You won&#039;t be able to find Ye Olde Magicke Shoppe in the commercial district. If you want a magic item, you&#039;ve got three choices: loot it from an ancient ruin, dragon&#039;s lair, rival&#039;s collection, or demon prince&#039;s stronghold; trade for it (most likely using IOUN stones and other magic items as currency); or have it made to your specifications, either crafting it yourself or commissioning a colleague to do so.&lt;br /&gt;
&lt;br /&gt;
Also note that the magic system is rather heavily modified. See the Magician class for more details.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
The following sections describe changes to choices available to characters and character statistics.&lt;br /&gt;
&lt;br /&gt;
==Starting PCs==&lt;br /&gt;
&lt;br /&gt;
Player Characters will be made with 10,000 experience points (5th level). There are only five available classes: Barbarian, Expert (see below), Fighter, Magician (see below), and Rogue. As characters will be professors, upper level students, and important associates of the College, every character must take at least three levels of Magician.&lt;br /&gt;
&lt;br /&gt;
Ability scores will be bought with 30 points, according to the standard point buy scheme. Don&#039;t forget to add in an extra point for reaching 4th level! For posterity&#039;s sake, the standard point buy table is given below in the following format: ability score / point cost / ability modifier / bonus Valences (see below).&lt;br /&gt;
&lt;br /&gt;
*8 / 0 / -1 / 0&lt;br /&gt;
*9 / 1 / -1 / 0&lt;br /&gt;
*10 / 2 / +0 / 0&lt;br /&gt;
*11 / 3 / +0 / 0&lt;br /&gt;
*12 / 4 / +1 / 1&lt;br /&gt;
*13 / 5 / +1 / 2&lt;br /&gt;
*14 / 6 / +2 / 3&lt;br /&gt;
*15 / 8 / +2 / 4&lt;br /&gt;
*16 / 10 / +3 / 6&lt;br /&gt;
*17 / 13 / +3 / 8&lt;br /&gt;
*18 / 16 / +4 / 10&lt;br /&gt;
*19 / -- / +4 / 12&lt;br /&gt;
*20 / -- / +5 / 15&lt;br /&gt;
*21 / -- / +5 / 18&lt;br /&gt;
*22 / -- / +6 / 21&lt;br /&gt;
&lt;br /&gt;
All characters must be human.&lt;br /&gt;
&lt;br /&gt;
As far as wealth goes, all characters have apartments (and, for faculty, offices) at the College of Sorcerous Arts. They also may have one or two signature magical items totaling up to about 8,000 gold pieces in worth, and other notable items totaling up to about 3,000 gold pieces in worth. Don&#039;t bother counting the costs of items worth less than 50 gold pieces. Any of your alloted gold not spent goes into spending money and IOUN Stones. &#039;&#039;NOTE: These are more like Jack Vance&#039;s stones than standard D&amp;amp;D Ioun Stones. See below for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points will not be figured in the normal fashion. Instead, medium-sized characters have hp equal to their Constitution score (use &#039;5&#039; instead, if a character has no Con score), plus a fixed number of bonus hit points per level, depending on hit die. Bonus hit points at first level are doubled for heroic characters, including the PCs. d4 grant 1 hp, d6 grant 2 hp, d8 grant 3 hp, d10 grant 4 hp, and d12 grant 5 hp. For instance, a 3rd level heroic Rogue (d6 hit die) with a Constitution score of 13 who took the Toughness feat once would have 24 hit points.&lt;br /&gt;
&lt;br /&gt;
Larger characters gain bonus hit points based on size: +10 for Large, +20 for Huge, +40 for Gargantuan, and +80 for Colossal.&lt;br /&gt;
&lt;br /&gt;
Smaller characters divide their &#039;&#039;total&#039;&#039; hit points by a number based on size: 2 for Small, 4 for Tiny, 8 for Diminutive, and 16 for Fine. Round up.&lt;br /&gt;
&lt;br /&gt;
===Being Disabled===&lt;br /&gt;
&lt;br /&gt;
In standard d20, characters are disabled (can only take a single move or attack action each round, lose one hit point if they do so) only when they hit 0 hp. We will be playing where characters are disabled at either one fifth (for heroic) or one third (for normal) of their hp total, rounding down. Thus, our above example 3rd level Rogue with 24 hit points would be disabled when they reach 4 hp.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Characters do not receive experience points for slaying monsters. Instead, each PC will get 100 experience points for each week in which their player makes a substantive post. Bonus awards of 50 or 100 experience points will be given out on a weekly basis for each of the following: profuse and excellent posting (4 or more quality posts during the week), doing something awesome or entertaining, doing something that moves the plot in an unforeseen direction, and doing neat and helpful metagame stuff such as finding or creating game related artwork.&lt;br /&gt;
&lt;br /&gt;
In order to speed up the rate at which players see their investments in the game rewarded, &#039;&#039;&#039;characters will level up 1/5th of a level at a time&#039;&#039;&#039;. These increments will be spaced evenly for each level. Thus, starting characters at 5th level will gain an increment at 11,000 exp, 12,000 exp, 13,000 exp, 14,000 exp, and 15,000 exp, at which point they will have fully attained 6th level. The five increments are as follows:&lt;br /&gt;
&lt;br /&gt;
*BAB and save increases&lt;br /&gt;
*Hit point increase (NOT the same thing as hit dice)&lt;br /&gt;
*Skill points&lt;br /&gt;
*Special class abilities, magic, and caster level&lt;br /&gt;
*Character level, hit dice, and feats and ability score increases from level&lt;br /&gt;
&lt;br /&gt;
The first four increments may be taken in any order. The final increment (level, hit dice, &amp;amp;c.) &#039;&#039;must&#039;&#039; be taken last.&lt;br /&gt;
&lt;br /&gt;
==Character Class==&lt;br /&gt;
&lt;br /&gt;
Unheroic NPCs may take any of the normal NPC classes, except for the Adept and Expert. Heroic NPCs and PCs may take levels in Barbarian, Expert (newly modified to be up-to-snuff), Fighter, Magician, and Rogue. See below for explication of the new Expert and Magician classes.&lt;br /&gt;
&lt;br /&gt;
===The Expert===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hit Points:&#039;&#039; +3 per level (d8 HD)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BAB:&#039;&#039; Moderate (as Rogue)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves:&#039;&#039; Fortitude poor, Reflex poor, Will good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills:&#039;&#039; 8 + Intelligence modifier per level (4x at first level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proficiencies:&#039;&#039; The Expert is proficient with all simple weapons, a single martial weapon of their choice, and with light armor but not shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class Skills:&#039;&#039; Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and any other ten non-exclusive skills of the player&#039;s choice may be class skills for the Expert.&lt;br /&gt;
&lt;br /&gt;
====Special Class Abilities====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Focus:&#039;&#039;&#039; At 1st level, the Expert gains Skill Focus as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; At every even numbered level (2nd, 4th, 6th, etc.), the Expert gains a bonus feat. This feat may be any General feat, or it may be the Skill Mastery feat (same as the Rogue special ability).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Magician===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hit Points:&#039;&#039; +1 per level (d4 HD)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BAB:&#039;&#039; Poor (as Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves:&#039;&#039; Fortitude poor, Reflex poor, Will good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills:&#039;&#039; 4 + Intelligence modifier per level (4x at first level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proficiencies:&#039;&#039; The Magician is proficient with all simple weapons, no armor, and no shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class Skills:&#039;&#039; Concentration (Con), Craft (Int), Decipher Script (Int), Knoweldge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Magicians are encouraged to take multiple Knowledge skills.&lt;br /&gt;
&lt;br /&gt;
====Special Class Abilities====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar or Feat:&#039;&#039;&#039; At 1st level, a Magician may either gain a Familiar (as the Sorcerer), a bonus Metamagic feat, a bonus Magician special feat (see below), or Scribe Scroll as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Caster Level:&#039;&#039;&#039; For the purposes of determining spell effects, caster level is equal to Magician class level. For the purposes of meeting metamagic and item creation feat requirements, and creating magical items, caster level is equal to two times Magician class level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Casting:&#039;&#039;&#039; A Magician casts Arcane spells from the Sorcerer / Wizard list by binding them in a cocoon of mental energy, and then releasing them with specific words and gestures. With the exception of level 0 magic, only bound spells may be cast, but a magician does not necessarily have to know a spell to bind it. Once a spell has been cast, it becomes unbound. Spells may be bound multiple times. Level 0 spells may be cast spontaneously, an infinite number of times per day, as long as the character knows them.&lt;br /&gt;
&lt;br /&gt;
The DC of resisting a Magician&#039;s spell is 10 plus spell level plus the caster&#039;s Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Binding a known spell takes two minutes per spell level and uses up a number of Valences equal to the spell level. Binding a spell from a written text takes ten minutes per spell level and uses up a number of Valences equal to double the spell level (or 5 minutes and 1 Valence for a level 0 spell). A character may only bind a spell if their Intelligence score is at least equal to ten plus the spell&#039;s level, and their Magician class level is at least equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
The number of Valences available to a character is dependent upon their Magician level and their Wisdom score. The number of Valences provided by level is given below (in the format of Level / Valences), and those provided by Wisdom are described in the ability scores table, above. For instance, a 3rd level Magician with a Wisdom of 17 would have 14 Valences to work with.&lt;br /&gt;
&lt;br /&gt;
*1 / 1&lt;br /&gt;
*2 / 3&lt;br /&gt;
*3 / 6&lt;br /&gt;
*4 / 10&lt;br /&gt;
*5 / 15&lt;br /&gt;
*6 / 21&lt;br /&gt;
*7 / 28&lt;br /&gt;
*8 / 36&lt;br /&gt;
*9 / 45&lt;br /&gt;
*10 / 55&lt;br /&gt;
&lt;br /&gt;
When a spell is cast, the Valences that held it do not become available for re-use until hours equal to the spell&#039;s level have passed. In addition, while a spell is still in effect, the Valences used to power it cannot be used. The exception is for spells that last for more than 24 hours: in these cases, Valences become available again after one day has passed.&lt;br /&gt;
&lt;br /&gt;
When a character needs to pack an especially large arsenal, they can make use of the risky practice of &#039;&#039;partial binding&#039;&#039;. This takes twice as long as normal, but uses up one fewer Valences. When a partially bound spell is cast, the Magician takes damage equal to 1d6 + spell level, and must thus make a Concentration check or lose the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known:&#039;&#039;&#039; At first level, a Magician knows ten level 0 spells, and a number of first level spells equal to 5 plus their Intelligence bonus. At each level thereafter, they may learn a number of spells equal to 2 plus their Intelligence bonus. Learned spells may be of any level that the Magician is capable of binding and casting. All spells must come from the Sorcerer / Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization:&#039;&#039;&#039; At any point, the Magician may choose to specialize in a particular school of magic. They must choose one other school to give up. A specialized Magician gains +2 to Spellcraft checks when dealing with magic of their chosen school, and a number special Valences that may only be used for spells of that school equal to their Magician class level. However, they may not bind or cast spells of their forsaken school at all. Once a Magician has specialized, they may never reverse their decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OPTION: You may choose to specialize with a common descriptor, instead of a school. In this case, you must give up the opposite descriptor, or as close to the opposite as you can find. For instance, if you specialized with [fire], you would have to give up [water]; if you specialized with [good], you would have to give up [evil].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Feats:&#039;&#039;&#039; Magicians have access to the following special feats.&lt;br /&gt;
&lt;br /&gt;
DEPTH OF KNOWLEDGE [SPECIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Magician level 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four spells that you are capable of binding and casting, and learn those spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Each time you take the feat, it applies to four new spells.&lt;br /&gt;
&lt;br /&gt;
EXPANDED MIND [SPECIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Magician level 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain +3 Valences.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Its effects stack.&lt;br /&gt;
&lt;br /&gt;
SIGNATURE SPELL [SPECIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Magician level 1st, know chosen spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose one spell that you know of second level or higher. When casting this spell, your effective caster level is increased by one.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.&lt;br /&gt;
&lt;br /&gt;
=IOUN Stones=&lt;br /&gt;
&lt;br /&gt;
In the setting of the College of Sorcerous Arts, magicians consider the magical IOUN stones to be a sort of eldritch currency. A few hundred or thousand of the stones exist, making them, perhaps, the most common magical item in existence; however, the process for forging them is unknown, and they are thus considered to be minor artifacts. Should a wizard choose to sell a stone, the going rate is about a thousand pieces of gold apiece.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer&#039;s stones are with them, they hang in the air within a yard of their owner, tracing slow orbits around their bodies. They are beautiful to look at: glass beads, spindles, prisms, rhomboids, and ovoids in a myriad of greens, blues, and reds. They are not merely decorative, however: IOUN stones act as both a battery of magical energy and a last-ditch defense against enemy spells.&lt;br /&gt;
&lt;br /&gt;
A Magician gains bonus Valences equal to the square of the number of IOUN stones orbiting them, rounding down.&lt;br /&gt;
&lt;br /&gt;
Also, when a Magician is subject to a spell&#039;s effects, they may choose to use a stone&#039;s energy to protect their person from harm. This decision may be made &#039;&#039;after&#039;&#039; rolling saves and SR. A check of 1d20 + caster level + Charisma bonus is made against the spell&#039;s save DC. If the check is successful, the spell has no effect on the magician. Regardless of success, the stone loses its magic, becoming grey and worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: These IOUN Stones completely replace the Ioun Stones in the DMG. Don&#039;t buy Ioun Stones. Buy IOUN Stones!&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21107</id>
		<title>Sorcerous Arts:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=21107"/>
		<updated>2006-03-18T19:12:36Z</updated>

		<summary type="html">&lt;p&gt;Jeph: /* College Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page describes the characters of the [[Sorcerous arts|College of Sorcerous Arts]] campaign, including PC descriptions and statistics. For the most part, NPC stats won&#039;t be found here. Rather, the info on this page will be what the PCs know or can easily find out about their various associates.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Forthcoming!&lt;br /&gt;
&lt;br /&gt;
=Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
Information on NPCs can be found below.&lt;br /&gt;
&lt;br /&gt;
==College Personalities==&lt;br /&gt;
&lt;br /&gt;
All characters who are commonly found at the College of Sorcerous Arts go here, including professors, students, groundskeepers, bound demons, and so forth. All in all, less than a hundred persons live, work, and learn at the college, including about two dozen teachers and researchers, an equal number of servants, and about twice as many pupils. Unless noted otherwise, any wizard in this section who has chosen to specialize in a particular school of magic has given up the ability to use necromancy. &lt;br /&gt;
&lt;br /&gt;
===Headmaster Adrian Tolze===&lt;br /&gt;
&lt;br /&gt;
Ever since the previous headmaster, Fidelio the Fearless, was devoured by the Water Wyrm of the Raining River three years ago, Adrian Tolze has served as the leader of the College of Sorcerous Arts. One of the most powerful magicians in the land, Headmaster Tolze is not yet fifty. His skill as a diviner is unparalleled, but he is perhaps best known for recovering the Sword of Xaxamodes from the Demon-Lords of the star Phiroth, and using it to slay the Crawling Nautilus in the southern reaches of the Plain of Shells.&lt;br /&gt;
&lt;br /&gt;
Adrian Tolze has, however, displayed very little skill as an administrator. He spends most of his time away from the campus on private business, leaving most of the work to the professors under his nominal leadership. &lt;br /&gt;
&lt;br /&gt;
===Chana the Seeress===&lt;br /&gt;
&lt;br /&gt;
A recent addition to the College&#039;s staff, Chana is an adept of divination and enchantment. She is beautiful, whimsical, and distant; in terms of raw power, she is among the most potent of the institution&#039;s acolytes, yet has not deigned to master offensive sorceries. Her age and origin are not certain, but it is widely accepted that her home lies somewhere within the Hundred Principalities. Abundant rumors place her age at either well over a hundred or just shy of twenty three years -- the genie Nandao, her one time consort, is said to know the truth of the matter, but none have called upon his manse in the Plain of Shells in many years.&lt;br /&gt;
&lt;br /&gt;
===Vaum the Alchemist===&lt;br /&gt;
&lt;br /&gt;
Vaum is a conjurer, alchemist, and astronomer; a doddering old professor who hides his advancing years under simple illusions. His Theory of Sidereal Metallurgy, which holds that metals are created by the interactions between various types of stone and the light of different constellations, is his chief claim to fame. Vaum believes this to be a meagre and boring accomplishment, and has therefore decided to become the supreme ruler of the universe before he dies. His plan is simple: given that Mother Moon is the center of all things, and that his Thousandfold Magnifying Apparatus reveals its surface to be uninhabited, he must merely travel to the celestial body and plant his flag upon its crust.&lt;br /&gt;
&lt;br /&gt;
To this end, Vaum expends his efforts in the pursuit of two main projects. Firstly, he seeks to design a spell to support life in a thin, cold atmosphere, so that he may survive Mother Moon&#039;s surface conditions. Secondly, he attempts to persuade Headmaster Tolze to set down his Greater Teleport spell upon a magical scroll, so that he may travel to Mother Moon. Tolze fears that the Alchemist will prefer being supreme ruler of the universe to life as a mere professor. Not wishing to lose Vaum&#039;s services, Tolze has thusfar denied the man&#039;s request.&lt;br /&gt;
&lt;br /&gt;
===Fehin Addabar===&lt;br /&gt;
&lt;br /&gt;
The protege of the College&#039;s former Master of Enchantment, Orsino of the Emerald Serpent, Fehin Addabar is a quiet and reserved man. Rather than gathering a circle of friends and allies about him, he keeps his own counsel, stewing in a broth of resentment and bitter memory. Chief among the many who have sleighted him is Khalid Sihkari, the new Master of Enchantment: Fehin feels that &#039;&#039;he&#039;&#039; was more deserving of the position, that Headmaster Tolze denied him his right by appointing the Adaamite to the coveted position.&lt;br /&gt;
&lt;br /&gt;
===Lord Devlin Hetcross===&lt;br /&gt;
&lt;br /&gt;
Son of a Local lord, Devlin had developed a level of skill at potion making. He was the darling of the faculty until Kokada Ab Ekavrka arrived. Devlin has grown jealous of Kokada&#039;s abilities and feels that Kokada is stealing his position in the College.&lt;br /&gt;
&lt;br /&gt;
===Ezzin the Assassin===&lt;br /&gt;
&lt;br /&gt;
Ezzin the Assassin has killed many powerful arcanists, but has only recently taken up the art. A foreigner from the Setting Sun Continent, he has applied for tutelage at not only the College of Sorcerous Arts, but also the Tetrahedral Fortress and Conservatory of Conjury and Invocation. None would have him, and he was forced to turn to the solitary maqe Irro, Master of Green Fire, for tutelage. Ezzin has been residing at the College for some weeks as a guest; Irro had charged him with bringing a message to Headmaster Tolze, and the assassin waits patiently for the man to return from whatever foreign business he currently attends to.&lt;br /&gt;
&lt;br /&gt;
Ezzin is arrogant, quick-witted, and charming, but above all else, cruel. He is slick, talented, and affluent, having taken the IOUN Stones of each of his victims as trophies. The faculty fear him or regard him as an enigma, and many of hinted that his departure would be preferred -- but he insists upon an audience with the Headmaster.&lt;br /&gt;
&lt;br /&gt;
(more to follow)&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Setting&amp;diff=21104</id>
		<title>Sorcerous Arts:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Setting&amp;diff=21104"/>
		<updated>2006-03-18T18:34:15Z</updated>

		<summary type="html">&lt;p&gt;Jeph: /* Languages */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=The College and its Environs=&lt;br /&gt;
&lt;br /&gt;
The game is set in the [[Sorcerous arts|College of Sorcerous Arts]], an elegant complex of white marble draped in ivy. Its outer defense is an immaculate stone wall, some ten feet in height; its mote, an elegantly kept and expansive botanical garden. Some six buildings compose the compound: the gatehouse (which lies above the wine cellar), the outhouse, the dormitories for the upper students, those for the more recent pupils, the greenhouse, and, of course, the main building of the college: three stories high, pentagonal, with towers of varying posture placed at each vertex. Here the refectory, lecture hall, classrooms, laboratories, and offices and apartments of the professors may be found. Within is a large courtyard. All elements are roofed in red tile, mostly clay, but a close observer would note the glint of polished copper and bronze here or there.&lt;br /&gt;
&lt;br /&gt;
A craggy hill, almost a small mountain, supports the weight of the College, as well as the combined mass of too many grape vines. In nooks and crannies of similar hills lie the chateaus of White City&#039;s aristocracy. The metropolis itself lies a few miles to the west, its aspect growing progressively rougher as one travels away from the foothills and towards the docks. No fortification wall is present.&lt;br /&gt;
&lt;br /&gt;
The Elector&#039;s Palace is situated in the Statue District, which is separated from the rest of the rabble by virtue of being on an island of the Raining River. The north bank is home to the sprawling Old District; if one searches the area with acuity and diligence, one may, after many hours of sifting through dilapidated tenements and vagabonds, come across the original walled town around which White City grew. On the south bank is Canal District, where the homes of artisans and traders and the offices of the merchant guilds may be found. The Port District is located where the Raining River meets the sea, and the less said of it, the better.&lt;br /&gt;
&lt;br /&gt;
On a broader geographic scale, White City is the capital of the temperate and prosperous nation of Albion. Rolling hills, fertile fields, pleasant shorelines, gentle mountains, and bucolic towns describe the majority of Albion&#039;s features; stratified cities and a pompous aristocracy describe the rest.&lt;br /&gt;
&lt;br /&gt;
=Other Lands=&lt;br /&gt;
&lt;br /&gt;
To the south is the Middle Sea, and beyond that the Black Cities, which hoard gold and export opium. Adaam, the largest of the Black Cities, is home to The Conservatory of Conjury and Invocation -- an institute which may be considered a dark mirror to the College of Sorcerous Arts. The Monolith Road, which once connected the departments of the Dark Empire of Shuul, leads from the Black Cities to the depths of the Plain of Shells, a burning and barren desert that once lied at the bottom of the sea. Foul gods and magicians live there.&lt;br /&gt;
&lt;br /&gt;
To the north are the warring kingdoms of Sanga, Sansri, and Sansalam, which spend all available energy thrusting their fists against each other&#039;s heads. Northward still are the Hundred Principalities of the Gellemite people. Little magic save alchemy and petty witchcraft may be found in these lands; they are not of interest to the College.&lt;br /&gt;
&lt;br /&gt;
In the East lies the Stone Forest, a mountain range so vast and tall that none have ever traversed it by foot. Those few sorcerers who have ventured across by magic report of dense and untamed forests on the other side, thick jungles soaking up the rays of a constant sun, and a kingdom of dark-skinned warriors lead by necromancers of unparalleled power. The sorcerer-kings know nothing of alchemy and transmutation, and scorn Mother Moon. They are astrologers, and they would claim the sun to be the center of the universe.&lt;br /&gt;
&lt;br /&gt;
In the west are many islands of diverse character, and the waters of The Green Ocean. Far, far beyond that is the Setting Sun Continent, from which silks and rich spices flow. Somewhere in this land is the Tetrahedral Fortress, the center of the Cult of Practical Gnosticism, the third great hub of arcane knowledge in the World.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
Although the Common Tongue of the temperate lands is the most widely spoken language of the continent, it is by no means a universal speech. A list of languages (and language groups) and where they are spoken appears below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Common Tongue:&#039;&#039;&#039; Spoken in Albion, Sanga, Sansri, and the southern territories of Sansalam.&lt;br /&gt;
*&#039;&#039;&#039;Omer:&#039;&#039;&#039; Spoken by the Gellemite people in many of the Hundred Principalities, as well as in Sansalam and northern Sansri.&lt;br /&gt;
*&#039;&#039;&#039;Sand Tongue:&#039;&#039;&#039; Spoken in most of the Black Cities and the towns along the Monolith Road, as well as some tribes who dwell in the Plain of Shells.&lt;br /&gt;
*&#039;&#039;&#039;Old Shaldi:&#039;&#039;&#039; Spoken by some Plain of Shells tribes, as well as the nobility of Adaam and some sorcerers in the region. This language is the ancestor of the Sand Tongue, and, in the heyday of the Dark Empire of Shuul, as the conquering nation&#039;s common speech. Its writing is hieroglyphic.&lt;br /&gt;
*&#039;&#039;&#039;Betu:&#039;&#039;&#039; This is purported to be the most common language spoken by the people who live east of the Stone Forest.&lt;br /&gt;
*&#039;&#039;&#039;Panthalassine Languages:&#039;&#039;&#039; Languages of this group are spoken among the islands of The Green Ocean. It has hundreds of dialects, most of which are mutually incomprehensible. The people of neighboring islands -- and often neighboring villages of the same island -- are most commonly unable to understand one another&#039;s speech.&lt;br /&gt;
*&#039;&#039;&#039;Qin, Nweño, Cyrric:&#039;&#039;&#039; Spoken on the Setting Sun Continent.&lt;br /&gt;
&lt;br /&gt;
=Celestial Spheres=&lt;br /&gt;
&lt;br /&gt;
Above are the sun, the stars, and Mother and Daughter Moon. Mother Moon is the center of the universe, and worshipped by many (including most in Albion and its northern neighbors). She is large and fat and golden. Daughter Moon, like the World, orbits around her; Daughter Moon is small and red. The stars are fewer than they used to be, for only twenty constellations remain. The sun is large and warm, but, like all other things, is a slave to the gravity of Mother Moon.&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Setting&amp;diff=20959</id>
		<title>Sorcerous Arts:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Setting&amp;diff=20959"/>
		<updated>2006-03-17T01:08:56Z</updated>

		<summary type="html">&lt;p&gt;Jeph: /* Other Lands */ added languages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=The College and its Environs=&lt;br /&gt;
&lt;br /&gt;
The game is set in the [[Sorcerous arts|College of Sorcerous Arts]], an elegant complex of white marble draped in ivy. Its outer defense is an immaculate stone wall, some ten feet in height; its mote, an elegantly kept and expansive botanical garden. Some six buildings compose the compound: the gatehouse (which lies above the wine cellar), the outhouse, the dormitories for the upper students, those for the more recent pupils, the greenhouse, and, of course, the main building of the college: three stories high, pentagonal, with towers of varying posture placed at each vertex. Here the refectory, lecture hall, classrooms, laboratories, and offices and apartments of the professors may be found. Within is a large courtyard. All elements are roofed in red tile, mostly clay, but a close observer would note the glint of polished copper and bronze here or there.&lt;br /&gt;
&lt;br /&gt;
A craggy hill, almost a small mountain, supports the weight of the College, as well as the combined mass of too many grape vines. In nooks and crannies of similar hills lie the chateaus of White City&#039;s aristocracy. The metropolis itself lies a few miles to the west, its aspect growing progressively rougher as one travels away from the foothills and towards the docks. No fortification wall is present.&lt;br /&gt;
&lt;br /&gt;
The Elector&#039;s Palace is situated in the Statue District, which is separated from the rest of the rabble by virtue of being on an island of the Raining River. The north bank is home to the sprawling Old District; if one searches the area with acuity and diligence, one may, after many hours of sifting through dilapidated tenements and vagabonds, come across the original walled town around which White City grew. On the south bank is Canal District, where the homes of artisans and traders and the offices of the merchant guilds may be found. The Port District is located where the Raining River meets the sea, and the less said of it, the better.&lt;br /&gt;
&lt;br /&gt;
On a broader geographic scale, White City is the capital of the temperate and prosperous nation of Albion. Rolling hills, fertile fields, pleasant shorelines, gentle mountains, and bucolic towns describe the majority of Albion&#039;s features; stratified cities and a pompous aristocracy describe the rest.&lt;br /&gt;
&lt;br /&gt;
=Other Lands=&lt;br /&gt;
&lt;br /&gt;
To the south is the Middle Sea, and beyond that the Black Cities, which hoard gold and export opium. Adaam, the largest of the Black Cities, is home to The Conservatory of Conjury and Invocation -- an institute which may be considered a dark mirror to the College of Sorcerous Arts. The Monolith Road, which once connected the departments of the Dark Empire of Shuul, leads from the Black Cities to the depths of the Plain of Shells, a burning and barren desert that once lied at the bottom of the sea. Foul gods and magicians live there.&lt;br /&gt;
&lt;br /&gt;
To the north are the warring kingdoms of Sanga, Sansri, and Sansalam, which spend all available energy thrusting their fists against each other&#039;s heads. Northward still are the Hundred Principalities of the Gellemite people. Little magic save alchemy and petty witchcraft may be found in these lands; they are not of interest to the College.&lt;br /&gt;
&lt;br /&gt;
In the East lies the Stone Forest, a mountain range so vast and tall that none have ever traversed it by foot. Those few sorcerers who have ventured across by magic report of dense and untamed forests on the other side, thick jungles soaking up the rays of a constant sun, and a kingdom of dark-skinned warriors lead by necromancers of unparalleled power. The sorcerer-kings know nothing of alchemy and transmutation, and scorn Mother Moon. They are astrologers, and they would claim the sun to be the center of the universe.&lt;br /&gt;
&lt;br /&gt;
In the west are many islands of diverse character, and the waters of The Green Ocean. Far, far beyond that is the Setting Sun Continent, from which silks and rich spices flow. Somewhere in this land is the Tetrahedral Fortress, the center of the Cult of Practical Gnosticism, the third great hub of arcane knowledge in the World.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
Although the Common Tongue of the temperate lands is the most widely spoken language of the continent, it is by no means a universal speech. A list of languages (and language groups) and where they are spoken appears below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Common Tongue:&#039;&#039;&#039; Spoken in Albion, Sanga, Sansri, and the southern territories of Sansalam.&lt;br /&gt;
*&#039;&#039;&#039;Omer:&#039;&#039;&#039; Spoken by the Gellemite people in many of the Hundred Principalities, as well as in Sansalam and northern Sansri.&lt;br /&gt;
*&#039;&#039;&#039;Sand Tongue:&#039;&#039;&#039; Spoken in most of the Black Cities and the towns along the Monolith Road, as well as some tribes who dwell in the Plain of Shells.&lt;br /&gt;
*&#039;&#039;&#039;Old Shaldi:&#039;&#039;&#039; Spoken by some Plain of Shells tribes, as well as the nobility of Adaam and some sorcerers in the region. This language is the ancestor of the Sand Tongue, and, in the heyday of the Dark Empire of Shuul, as the conquering nation&#039;s common speech. Its writing is hieroglyphic.&lt;br /&gt;
*&#039;&#039;&#039;Betu:&#039;&#039;&#039; This is purported to be the most common language spoken by the people who live est of the Stone Forest.&lt;br /&gt;
*&#039;&#039;&#039;Panthalassine Languages:&#039;&#039;&#039; Languages of this group are spoken among the islands of The Green Ocean. It has hundreds of dialects, most of which are mutually incomprehensible. The people of neighboring islands -- and often neighboring villages of the same island -- are most commonly unable to understand one another&#039;s speech.&lt;br /&gt;
*&#039;&#039;&#039;Qin, Nweño, Cyrric:&#039;&#039;&#039; Spoken on the Setting Sun Continent.&lt;br /&gt;
&lt;br /&gt;
=Celestial Spheres=&lt;br /&gt;
&lt;br /&gt;
Above are the sun, the stars, and Mother and Daughter Moon. Mother Moon is the center of the universe, and worshipped by many (including most in Albion and its northern neighbors). She is large and fat and golden. Daughter Moon, like the World, orbits around her; Daughter Moon is small and red. The stars are fewer than they used to be, for only twenty constellations remain. The sun is large and warm, but, like all other things, is a slave to the gravity of Mother Moon.&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=20930</id>
		<title>Sorcerous Arts:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=20930"/>
		<updated>2006-03-15T23:40:45Z</updated>

		<summary type="html">&lt;p&gt;Jeph: /* Vaum the Alchemist */ spelling corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page describes the characters of the [[Sorcerous arts|College of Sorcerous Arts]] campaign, including PC descriptions and statistics. For the most part, NPC stats won&#039;t be found here. Rather, the info on this page will be what the PCs know or can easily find out about their various associates.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Forthcoming!&lt;br /&gt;
&lt;br /&gt;
=Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
Information on NPCs can be found below.&lt;br /&gt;
&lt;br /&gt;
==College Staff==&lt;br /&gt;
&lt;br /&gt;
All characters who work at the College of Sorcerous Arts go here, including professors, teachers, and researchers; servants, assistants, groundskeepers, and functionaries; and so on and so forth. Unless noted otherwise, any wizard in this section who has chosen to specialize in a particular school of magic has given up the ability to use necromancy.&lt;br /&gt;
&lt;br /&gt;
===Headmaster Adrian Tolze===&lt;br /&gt;
&lt;br /&gt;
Ever since the previous headmaster, Fidelio the Fearless, was devoured by the Water Wyrm of the Raining River three years ago, Adrian Tolze has served as the leader of the College of Sorcerous Arts. One of the most powerful magicians in the land, Headmaster Tolze is not yet fifty. His skill as a diviner is unparalleled, but he is perhaps best known for recovering the Sword of Xaxamodes from the Demon-Lords of the star Phiroth, and using it to slay the Crawling Nautilus in the southern reaches of the Plain of Shells.&lt;br /&gt;
&lt;br /&gt;
Adrian Tolze has, however, displayed very little skill as an administrator. He spends most of his time away from the campus on private business, leaving most of the work to the professors under his nominal leadership. &lt;br /&gt;
&lt;br /&gt;
===Vaum the Alchemist===&lt;br /&gt;
&lt;br /&gt;
Vaum is a conjurer, alchemist, and astronomer; a doddering old professor who hides his advancing years under simple illusions. His Theory of Sidereal Metallurgy, which holds that metals are created by the interactions between various types of stone and the light of different constellations, is his chief claim to fame. Vaum believes this to be a meagre and boring accomplishment, and has therefore decided to become the supreme ruler of the universe before he dies. His plan is simple: given that Mother Moon is the center of all things, and that his Thousandfold Magnifying Apparatus reveals its surface to be uninhabited, he must merely travel to the celestial body and plant his flag upon its crust.&lt;br /&gt;
&lt;br /&gt;
To this end, Vaum expends his efforts in the pursuit of two main projects. Firstly, he seeks to design a spell to support life in a thin, cold atmosphere, so that he may survive Mother Moon&#039;s surface conditions. Secondly, he attempts to persuade Headmaster Tolze to set down his Greater Teleport spell upon a magical scroll, so that he may travel to Mother Moon. Tolze fears that the Alchemist will prefer being supreme ruler of the universe to life as a mere professor. Not wishing to lose Vaum&#039;s services, Tolze has thusfar denied the man&#039;s request.&lt;br /&gt;
&lt;br /&gt;
(more to follow)&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=20929</id>
		<title>Sorcerous Arts:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Characters&amp;diff=20929"/>
		<updated>2006-03-15T23:40:11Z</updated>

		<summary type="html">&lt;p&gt;Jeph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page describes the characters of the [[Sorcerous arts|College of Sorcerous Arts]] campaign, including PC descriptions and statistics. For the most part, NPC stats won&#039;t be found here. Rather, the info on this page will be what the PCs know or can easily find out about their various associates.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Forthcoming!&lt;br /&gt;
&lt;br /&gt;
=Non-Player Characters=&lt;br /&gt;
&lt;br /&gt;
Information on NPCs can be found below.&lt;br /&gt;
&lt;br /&gt;
==College Staff==&lt;br /&gt;
&lt;br /&gt;
All characters who work at the College of Sorcerous Arts go here, including professors, teachers, and researchers; servants, assistants, groundskeepers, and functionaries; and so on and so forth. Unless noted otherwise, any wizard in this section who has chosen to specialize in a particular school of magic has given up the ability to use necromancy.&lt;br /&gt;
&lt;br /&gt;
===Headmaster Adrian Tolze===&lt;br /&gt;
&lt;br /&gt;
Ever since the previous headmaster, Fidelio the Fearless, was devoured by the Water Wyrm of the Raining River three years ago, Adrian Tolze has served as the leader of the College of Sorcerous Arts. One of the most powerful magicians in the land, Headmaster Tolze is not yet fifty. His skill as a diviner is unparalleled, but he is perhaps best known for recovering the Sword of Xaxamodes from the Demon-Lords of the star Phiroth, and using it to slay the Crawling Nautilus in the southern reaches of the Plain of Shells.&lt;br /&gt;
&lt;br /&gt;
Adrian Tolze has, however, displayed very little skill as an administrator. He spends most of his time away from the campus on private business, leaving most of the work to the professors under his nominal leadership. &lt;br /&gt;
&lt;br /&gt;
===Vaum the Alchemist===&lt;br /&gt;
&lt;br /&gt;
Vaum is a conjurer, alchemist, and astronomer; an doddering old professor who hides his advancing years under simple illusions. His Theory of Sidereal Metallurgy, which holds that metals are created by the interactions between various types of stone and the light of different constellations, is his chief claim to fame. Vaum believes this to be a meagre and boring accomplishment, and has therefore decided to become the supreme ruler of the universe before he dies. His plan is simple: given that Mother Moon is the center of all things, and that his Thousandfold Magnifying Apparatus reveals its surface to be uninhabited, he must merely travel to the celestial body and plant his flag upon its crust.&lt;br /&gt;
&lt;br /&gt;
To this end, Vaum expends his efforts in the pursuit of two main projects. Firstly, he seeks to design a spell to support life in a thin, cold atmosphere, so that he may survive Mother Moon&#039;s surface conditions. Secondly, he attempts to persuade Headmaster Tolze to set down his Greater Teleport spell upon a magical scroll, so that he may travel to Mother Moon. Tolze fears that the Alchemist will prefer being supreme ruler of the universe to life as a mere professor. Not wishing to lose Vaum&#039;s services, Tolze has thusfar denied the man&#039;s request.&lt;br /&gt;
&lt;br /&gt;
(more to follow)&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Rules_Modifications&amp;diff=20913</id>
		<title>Sorcerous Arts:Rules Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Rules_Modifications&amp;diff=20913"/>
		<updated>2006-03-15T01:13:47Z</updated>

		<summary type="html">&lt;p&gt;Jeph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains the modifications to the d20 system being used for the [[Sorcerous arts|College of Sorcerous Arts]] play-by-post game. Rules have been altered, added, or limited in the following areas: race, class, hit points, experience points, levels, and magic. If you are playing in the College of Sorcerous Arts campaign, please familiarize yourself with these rules changes! They will be necessary for the creation of player characters.&lt;br /&gt;
&lt;br /&gt;
=Core Assumptions=&lt;br /&gt;
&lt;br /&gt;
A few core assumptions have been altered: first and foremost, what character level &#039;&#039;means&#039;&#039;. Teenaged characters, and characters who have never made anything of their lives, will be 1st level. Most experienced adults will be 2nd level characters. Those with a great degree of talent and experience, who have lead interesting and exciting lives, may be 3rd or 4th level. Extremely capable and skilled experts who have lead heroic lives will be 5th or 6th level. A few might live to reach 7th or 8th, while 9th and 10th are generally reserved for legendary figures.&lt;br /&gt;
&lt;br /&gt;
Secondly, monsters! The game may very well include legendary beasts and monsters, built along the rules present in the Monster Manual -- but they will &#039;&#039;not&#039;&#039; have the same stats as the MM beasties, even if they have the same name! Therefore, please be cautious with your metagame knowledge: it may prove to be inaccurate. Monsters will not be exceedingly common. Humans are the only widespread sapient race. There are no demi-humans, at least none to speak of. If they exist, very few people know about them.&lt;br /&gt;
&lt;br /&gt;
Lastly, magic and magic items will not be exceedingly prevalent. You won&#039;t be able to find Ye Olde Magicke Shoppe in the commercial district. If you want a magic item, you&#039;ve got three choices: loot it from an ancient ruin, dragon&#039;s lair, rival&#039;s collection, or demon prince&#039;s stronghold; trade for it (most likely using IOUN stones and other magic items as currency); or have it made to your specifications, either crafting it yourself or commissioning a colleague to do so.&lt;br /&gt;
&lt;br /&gt;
Also note that the magic system is rather heavily modified. See the Magician class for more details.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
The following sections describe changes to choices available to characters and character statistics.&lt;br /&gt;
&lt;br /&gt;
==Starting PCs==&lt;br /&gt;
&lt;br /&gt;
Player Characters will be made with 10,000 experience points (5th level). There are only five available classes: Barbarian, Expert (see below), Fighter, Magician (see below), and Rogue. As characters will be professors, upper level students, and important associates of the College, every character must take at least three levels of Magician.&lt;br /&gt;
&lt;br /&gt;
Ability scores will be bought with 30 points, according to the standard point buy scheme. Don&#039;t forget to add in an extra point for reaching 4th level! For posterity&#039;s sake, the standard point buy table is given below in the following format: ability score / point cost / ability modifier / bonus Valences (see below).&lt;br /&gt;
&lt;br /&gt;
*8 / 0 / -1 / 0&lt;br /&gt;
*9 / 1 / -1 / 0&lt;br /&gt;
*10 / 2 / +0 / 0&lt;br /&gt;
*11 / 3 / +0 / 0&lt;br /&gt;
*12 / 4 / +1 / 1&lt;br /&gt;
*13 / 5 / +1 / 2&lt;br /&gt;
*14 / 6 / +2 / 3&lt;br /&gt;
*15 / 8 / +2 / 4&lt;br /&gt;
*16 / 10 / +3 / 6&lt;br /&gt;
*17 / 13 / +3 / 8&lt;br /&gt;
*18 / 16 / +4 / 10&lt;br /&gt;
&lt;br /&gt;
All characters must be human.&lt;br /&gt;
&lt;br /&gt;
As far as wealth goes, all characters have apartments (and, for faculty, offices) at the College of Sorcerous Arts. They also may have one or two signature magical items totaling up to about 8,000 gold pieces in worth, and other notable items totaling up to about 3,000 gold pieces in worth. Don&#039;t bother counting the costs of items worth less than 50 gold pieces. Any of your alloted gold not spent goes into spending money and IOUN Stones. &#039;&#039;NOTE: These are more like Jack Vance&#039;s stones than standard D&amp;amp;D Ioun Stones. See below for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points will not be figured in the normal fashion. Instead, medium-sized characters have hp equal to their Constitution score (use &#039;5&#039; instead, if a character has no Con score), plus a fixed number of bonus hit points per level, depending on hit die. Bonus hit points at first level are doubled for heroic characters, including the PCs. d4 grant 1 hp, d6 grant 2 hp, d8 grant 3 hp, d10 grant 4 hp, and d12 grant 5 hp. For instance, a 3rd level heroic Rogue (d6 hit die) with a Constitution score of 13 who took the Toughness feat once would have 24 hit points.&lt;br /&gt;
&lt;br /&gt;
Larger characters gain bonus hit points based on size: +10 for Large, +20 for Huge, +40 for Gargantuan, and +80 for Colossal.&lt;br /&gt;
&lt;br /&gt;
Smaller characters divide their &#039;&#039;total&#039;&#039; hit points by a number based on size: 2 for Small, 4 for Tiny, 8 for Diminutive, and 16 for Fine. Round up.&lt;br /&gt;
&lt;br /&gt;
===Being Disabled===&lt;br /&gt;
&lt;br /&gt;
In standard d20, characters are disabled (can only take a single move or attack action each round, lose one hit point if they do so) only when they hit 0 hp. We will be playing where characters are disabled at either one fifth (for heroic) or one third (for normal) of their hp total, rounding down. Thus, our above example 3rd level Rogue with 24 hit points would be disabled when they reach 4 hp.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Characters do not receive experience points for slaying monsters. Instead, each PC will get 100 experience points for each week in which their player makes a substantive post. Bonus awards of 50 or 100 experience points will be given out on a weekly basis for each of the following: profuse and excellent posting (4 or more quality posts during the week), doing something awesome or entertaining, doing something that moves the plot in an unforeseen direction, and doing neat and helpful metagame stuff such as finding or creating game related artwork.&lt;br /&gt;
&lt;br /&gt;
In order to speed up the rate at which players see their investments in the game rewarded, &#039;&#039;&#039;characters will level up 1/5th of a level at a time&#039;&#039;&#039;. These increments will be spaced evenly for each level. Thus, starting characters at 5th level will gain an increment at 11,000 exp, 12,000 exp, 13,000 exp, 14,000 exp, and 15,000 exp, at which point they will have fully attained 6th level. The five increments are as follows:&lt;br /&gt;
&lt;br /&gt;
*BAB and save increases&lt;br /&gt;
*Hit point increase (NOT the same thing as hit dice)&lt;br /&gt;
*Skill points&lt;br /&gt;
*Special class abilities, magic, and caster level&lt;br /&gt;
*Character level, hit dice, and feats and ability score increases from level&lt;br /&gt;
&lt;br /&gt;
The first four increments may be taken in any order. The final increment (level, hit dice, &amp;amp;c.) &#039;&#039;must&#039;&#039; be taken last.&lt;br /&gt;
&lt;br /&gt;
==Character Class==&lt;br /&gt;
&lt;br /&gt;
Unheroic NPCs may take any of the normal NPC classes, except for the Adept and Expert. Heroic NPCs and PCs may take levels in Barbarian, Expert (newly modified to be up-to-snuff), Fighter, Magician, and Rogue. See below for explication of the new Expert and Magician classes.&lt;br /&gt;
&lt;br /&gt;
===The Expert===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hit Points:&#039;&#039; +3 per level (d8 HD)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BAB:&#039;&#039; Moderate (as Rogue)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves:&#039;&#039; Fortitude poor, Reflex poor, Will good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills:&#039;&#039; 8 + Intelligence modifier per level (4x at first level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proficiencies:&#039;&#039; The Expert is proficient with all simple weapons, a single martial weapon of their choice, and with light armor but not shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class Skills:&#039;&#039; Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and any other ten non-exclusive skills of the player&#039;s choice may be class skills for the Expert.&lt;br /&gt;
&lt;br /&gt;
====Special Class Abilities====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Focus:&#039;&#039;&#039; At 1st level, the Expert gains Skill Focus as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; At every even numbered level (2nd, 4th, 6th, etc.), the Expert gains a bonus feat. This feat may be any General feat, or it may be the Skill Mastery feat (same as the Rogue special ability).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Magician===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hit Points:&#039;&#039; +1 per level (d4 HD)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BAB:&#039;&#039; Poor (as Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves:&#039;&#039; Fortitude poor, Reflex poor, Will good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills:&#039;&#039; 4 + Intelligence modifier per level (4x at first level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proficiencies:&#039;&#039; The Magician is proficient with all simple weapons, no armor, and no shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class Skills:&#039;&#039; Concentration (Con), Craft (Int), Decipher Script (Int), Knoweldge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Magicians are encouraged to take multiple Knowledge skills.&lt;br /&gt;
&lt;br /&gt;
====Special Class Abilities====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar or Feat:&#039;&#039;&#039; At 1st level, a Magician may either gain a Familiar (as the Sorcerer), a bonus Metamagic feat, a bonus Magician special feat (see below), or Scribe Scroll as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Caster Level:&#039;&#039;&#039; For the purposes of determining spell effects, caster level is equal to Magician class level. For the purposes of meeting metamagic and item creation feat requirements, and creating magical items, caster level is equal to two times Magician class level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Casting:&#039;&#039;&#039; A Magician casts Arcane spells from the Sorcerer / Wizard list by binding them in a cocoon of mental energy, and then releasing them with specific words and gestures. With the exception of level 0 magic, only bound spells may be cast, but a magician does not necessarily have to know a spell to bind it. Once a spell has been cast, it becomes unbound. Spells may be bound multiple times. Level 0 spells may be cast spontaneously, an infinite number of times per day, as long as the character knows them.&lt;br /&gt;
&lt;br /&gt;
The DC of resisting a Magician&#039;s spell is 10 plus spell level plus the caster&#039;s Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Binding a known spell takes two minutes per spell level and uses up a number of Valences equal to the spell level. Binding a spell from a written text takes ten minutes per spell level and uses up a number of Valences equal to double the spell level (or 5 minutes and 1 Valence for a level 0 spell). A character may only bind a spell if their Intelligence score is at least equal to ten plus the spell&#039;s level, and their Magician class level is at least equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
The number of Valences available to a character is dependent upon their Magician level and their Wisdom score. The number of Valences provided by level is given below (in the format of Level / Valences), and those provided by Wisdom are described in the ability scores table, above. For instance, a 3rd level Magician with a Wisdom of 17 would have 14 Valences to work with.&lt;br /&gt;
&lt;br /&gt;
*1 / 1&lt;br /&gt;
*2 / 3&lt;br /&gt;
*3 / 6&lt;br /&gt;
*4 / 10&lt;br /&gt;
*5 / 15&lt;br /&gt;
*6 / 21&lt;br /&gt;
*7 / 28&lt;br /&gt;
*8 / 36&lt;br /&gt;
*9 / 45&lt;br /&gt;
*10 / 55&lt;br /&gt;
&lt;br /&gt;
When a spell is cast, the Valences that held it do not become available for re-use until hours equal to the spell&#039;s level have passed. In addition, while a spell is still in effect, the Valences used to power it cannot be used. The exception is for spells that last for more than 24 hours: in these cases, Valences become available again after one day has passed.&lt;br /&gt;
&lt;br /&gt;
When a character needs to pack an especially large arsenal, they can make use of the risky practice of &#039;&#039;partial binding&#039;&#039;. This takes twice as long as normal, but uses up one fewer Valences. When a partially bound spell is cast, the Magician takes damage equal to 1d6 + spell level, and must thus make a Concentration check or lose the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known:&#039;&#039;&#039; At first level, a Magician knows ten level 0 spells, and a number of first level spells equal to 5 plus their Intelligence bonus. At each level thereafter, they may learn a number of spells equal to 2 plus their Intelligence bonus. Learned spells may be of any level that the Magician is capable of binding and casting. All spells must come from the Sorcerer / Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization:&#039;&#039;&#039; At any point, the Magician may choose to specialize in a particular school of magic. They must choose one other school to give up. A specialized Magician gains +2 to Spellcraft checks when dealing with magic of their chosen school, and a number special Valences that may only be used for spells of that school equal to their Magician class level. However, they may not bind or cast spells of their forsaken school at all. Once a Magician has specialized, they may never reverse their decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OPTION: You may choose to specialize with a common descriptor, instead of a school. In this case, you must give up the opposite descriptor, or as close to the opposite as you can find. For instance, if you specialized with [fire], you would have to give up [water]; if you specialized with [good], you would have to give up [evil].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Feats:&#039;&#039;&#039; Magicians have access to the following special feats.&lt;br /&gt;
&lt;br /&gt;
DEPTH OF KNOWLEDGE [SPECIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Magician level 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four spells that you are capable of binding and casting, and learn those spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Each time you take the feat, it applies to four new spells.&lt;br /&gt;
&lt;br /&gt;
EXPANDED MIND [SPECIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Magician level 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain +3 Valences.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Its effects stack.&lt;br /&gt;
&lt;br /&gt;
SIGNATURE SPELL [SPECIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Magician level 1st, know chosen spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose one spell that you know of second level or higher. When casting this spell, your effective caster level is increased by one.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.&lt;br /&gt;
&lt;br /&gt;
=IOUN Stones=&lt;br /&gt;
&lt;br /&gt;
In the setting of the College of Sorcerous Arts, magicians consider the magical IOUN stones to be a sort of eldritch currency. A few hundred or thousand of the stones exist, making them, perhaps, the most common magical item in existence; however, the process for forging them is unknown, and they are thus considered to be minor artifacts. Should a wizard choose to sell a stone, the going rate is about a thousand pieces of gold apiece.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer&#039;s stones are with them, they hang in the air within a yard of their owner, tracing slow orbits around their bodies. They are beautiful to look at: glass beads, spindles, prisms, rhomboids, and ovoids in a myriad of greens, blues, and reds. They are not merely decorative, however: IOUN stones act as both a battery of magical energy and a last-ditch defense against enemy spells.&lt;br /&gt;
&lt;br /&gt;
A Magician gains bonus Valences equal to the square of the number of IOUN stones orbiting them, rounding down.&lt;br /&gt;
&lt;br /&gt;
Also, when a Magician is subject to a spell&#039;s effects, they may choose to use a stone&#039;s energy to protect their person from harm. This decision may be made &#039;&#039;after&#039;&#039; rolling saves and SR. A check of 1d20 + caster level + Charisma bonus is made against the spell&#039;s save DC. If the check is successful, the spell has no effect on the magician. Regardless of success, the stone loses its magic, becoming grey and worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: These IOUN Stones completely replace the Ioun Stones in the DMG. Don&#039;t buy Ioun Stones. Buy IOUN Stones!&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20912</id>
		<title>Sorcerous arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20912"/>
		<updated>2006-03-15T01:10:07Z</updated>

		<summary type="html">&lt;p&gt;Jeph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D20 Fantasy]]&lt;br /&gt;
[[Category:Alternate Settings]]&lt;br /&gt;
[[Category:D20 System]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Interest Thread: http://forum.rpg.net/showthread.php?t=251398&amp;lt;br&amp;gt;&lt;br /&gt;
Recruitment Thread: http://forum.rpg.net/showthread.php?p=5441962#post5441962&amp;lt;br&amp;gt;&lt;br /&gt;
In-Character Thread: TBA&amp;lt;br&amp;gt;&lt;br /&gt;
Out-Of-Character Thread: TBA&lt;br /&gt;
&lt;br /&gt;
=The College of Sorcerous Arts=&lt;br /&gt;
&lt;br /&gt;
The College of Sorcerous Arts is a play-by-post campaign http://forum.rpg.net, using a modified version of the d20 system. The College is one of only three great consortia of magicians in the known world. Its leaders are erudite and powerful, its students are dedicated and full of talent, and its campus is absolutely idyllic. Were it not for evil necromancers, angry dragons, unbound demons, insane rivals, fervent priests, disgruntled politicians, botched experiments, mischievous pupils, and greedy colleagues, life at the College would be the very picture of tranquility!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Setting|Setting]]==&lt;br /&gt;
&lt;br /&gt;
A description of the College and its environs, in order of greatest to least proximity to the campus. (In other words, the campus itself, then the neighboring metropolis White City, then the surrounding nation of Albion, then nearby sovereignties, then far off lands, and, lastly, various celestial bodies of note.)&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Rules Modifications|Rules Modifications]]==&lt;br /&gt;
&lt;br /&gt;
The version of the d20 system being used for this play-by-post game is based on [http://www.systemreferencedocuments.org/35/sovelior_sage/home.html Dungeons and Dragons 3.5 Edition]; however, many of the specifics have been greatly altered. Variant rules are being used for race, class, hit points, experience points, levels, and magic. If you are playing in the College of Sorcerous Arts campaign, please familiarize yourself with these rules changes!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Characters|Characters]]==&lt;br /&gt;
&lt;br /&gt;
A directory of character descriptions and statistics, organized by the role that each character plays (PC, College faculty, College students, other magicians, important personalities of White City, and so on).&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Summary|Summary]]==&lt;br /&gt;
&lt;br /&gt;
Once the game has been going on for some time, this page will feature a summary of the action so far.&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20908</id>
		<title>Sorcerous arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20908"/>
		<updated>2006-03-15T00:53:10Z</updated>

		<summary type="html">&lt;p&gt;Jeph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D20 Fantasy]]&lt;br /&gt;
[[Category:Alternate Settings]]&lt;br /&gt;
[[Category:D20 System]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Recruitment Thread: http://forum.rpg.net/showthread.php?t=251398&amp;lt;br&amp;gt;&lt;br /&gt;
In-Character Thread: TBA&amp;lt;br&amp;gt;&lt;br /&gt;
Out-Of-Character Thread: TBA&lt;br /&gt;
&lt;br /&gt;
=The College of Sorcerous Arts=&lt;br /&gt;
&lt;br /&gt;
The College of Sorcerous Arts is a play-by-post campaign http://forum.rpg.net, using a modified version of the d20 system. The College is one of only three great consortia of magicians in the known world. Its leaders are erudite and powerful, its students are dedicated and full of talent, and its campus is absolutely idyllic. Were it not for evil necromancers, angry dragons, unbound demons, insane rivals, fervent priests, disgruntled politicians, botched experiments, mischievous pupils, and greedy colleagues, life at the College would be the very picture of tranquility!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Setting|Setting]]==&lt;br /&gt;
&lt;br /&gt;
A description of the College and its environs, in order of greatest to least proximity to the campus. (In other words, the campus itself, then the neighboring metropolis White City, then the surrounding nation of Albion, then nearby sovereignties, then far off lands, and, lastly, various celestial bodies of note.)&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Rules Modifications|Rules Modifications]]==&lt;br /&gt;
&lt;br /&gt;
The version of the d20 system being used for this play-by-post game is based on [http://www.systemreferencedocuments.org/35/sovelior_sage/home.html Dungeons and Dragons 3.5 Edition]; however, many of the specifics have been greatly altered. Variant rules are being used for race, class, hit points, experience points, levels, and magic. If you are playing in the College of Sorcerous Arts campaign, please familiarize yourself with these rules changes!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Characters|Characters]]==&lt;br /&gt;
&lt;br /&gt;
A directory of character descriptions and statistics, organized by the role that each character plays (PC, College faculty, College students, other magicians, important personalities of White City, and so on).&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Summary|Summary]]==&lt;br /&gt;
&lt;br /&gt;
Once the game has been going on for some time, this page will feature a summary of the action so far.&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20907</id>
		<title>Sorcerous arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20907"/>
		<updated>2006-03-15T00:52:40Z</updated>

		<summary type="html">&lt;p&gt;Jeph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D20 Fantasy]]&lt;br /&gt;
[[Category:Alternate Settings]]&lt;br /&gt;
[[Category:D20 System]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Recruitment Thread: http://forum.rpg.net/showthread.php?t=251398&lt;br /&gt;
&lt;br /&gt;
In-Character Thread: TBA&lt;br /&gt;
&lt;br /&gt;
Out-Of-Character Thread: TBA&lt;br /&gt;
&lt;br /&gt;
=The College of Sorcerous Arts=&lt;br /&gt;
&lt;br /&gt;
The College of Sorcerous Arts is a play-by-post campaign http://forum.rpg.net, using a modified version of the d20 system. The College is one of only three great consortia of magicians in the known world. Its leaders are erudite and powerful, its students are dedicated and full of talent, and its campus is absolutely idyllic. Were it not for evil necromancers, angry dragons, unbound demons, insane rivals, fervent priests, disgruntled politicians, botched experiments, mischievous pupils, and greedy colleagues, life at the College would be the very picture of tranquility!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Setting|Setting]]==&lt;br /&gt;
&lt;br /&gt;
A description of the College and its environs, in order of greatest to least proximity to the campus. (In other words, the campus itself, then the neighboring metropolis White City, then the surrounding nation of Albion, then nearby sovereignties, then far off lands, and, lastly, various celestial bodies of note.)&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Rules Modifications|Rules Modifications]]==&lt;br /&gt;
&lt;br /&gt;
The version of the d20 system being used for this play-by-post game is based on [http://www.systemreferencedocuments.org/35/sovelior_sage/home.html Dungeons and Dragons 3.5 Edition]; however, many of the specifics have been greatly altered. Variant rules are being used for race, class, hit points, experience points, levels, and magic. If you are playing in the College of Sorcerous Arts campaign, please familiarize yourself with these rules changes!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Characters|Characters]]==&lt;br /&gt;
&lt;br /&gt;
A directory of character descriptions and statistics, organized by the role that each character plays (PC, College faculty, College students, other magicians, important personalities of White City, and so on).&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Summary|Summary]]==&lt;br /&gt;
&lt;br /&gt;
Once the game has been going on for some time, this page will feature a summary of the action so far.&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20906</id>
		<title>Sorcerous arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20906"/>
		<updated>2006-03-15T00:52:22Z</updated>

		<summary type="html">&lt;p&gt;Jeph: added threads&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D20 Fantasy]]&lt;br /&gt;
[[Category:Alternate Settings]]&lt;br /&gt;
[[Category:D20 System]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Recruitment Thread: http://forum.rpg.net/showthread.php?t=251398&lt;br /&gt;
In-Character Thread: TBA&lt;br /&gt;
Out-Of-Character Thread: TBA&lt;br /&gt;
&lt;br /&gt;
=The College of Sorcerous Arts=&lt;br /&gt;
&lt;br /&gt;
The College of Sorcerous Arts is a play-by-post campaign http://forum.rpg.net, using a modified version of the d20 system. The College is one of only three great consortia of magicians in the known world. Its leaders are erudite and powerful, its students are dedicated and full of talent, and its campus is absolutely idyllic. Were it not for evil necromancers, angry dragons, unbound demons, insane rivals, fervent priests, disgruntled politicians, botched experiments, mischievous pupils, and greedy colleagues, life at the College would be the very picture of tranquility!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Setting|Setting]]==&lt;br /&gt;
&lt;br /&gt;
A description of the College and its environs, in order of greatest to least proximity to the campus. (In other words, the campus itself, then the neighboring metropolis White City, then the surrounding nation of Albion, then nearby sovereignties, then far off lands, and, lastly, various celestial bodies of note.)&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Rules Modifications|Rules Modifications]]==&lt;br /&gt;
&lt;br /&gt;
The version of the d20 system being used for this play-by-post game is based on [http://www.systemreferencedocuments.org/35/sovelior_sage/home.html Dungeons and Dragons 3.5 Edition]; however, many of the specifics have been greatly altered. Variant rules are being used for race, class, hit points, experience points, levels, and magic. If you are playing in the College of Sorcerous Arts campaign, please familiarize yourself with these rules changes!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Characters|Characters]]==&lt;br /&gt;
&lt;br /&gt;
A directory of character descriptions and statistics, organized by the role that each character plays (PC, College faculty, College students, other magicians, important personalities of White City, and so on).&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Summary|Summary]]==&lt;br /&gt;
&lt;br /&gt;
Once the game has been going on for some time, this page will feature a summary of the action so far.&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Rules_Modifications&amp;diff=20905</id>
		<title>Sorcerous Arts:Rules Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Rules_Modifications&amp;diff=20905"/>
		<updated>2006-03-15T00:46:41Z</updated>

		<summary type="html">&lt;p&gt;Jeph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains the modifications to the d20 system being used for the [[Sorcerous arts|College of Sorcerous Arts]] play-by-post game. Rules have been altered, added, or limited in the following areas: race, class, hit points, experience points, levels, and magic. If you are playing in the College of Sorcerous Arts campaign, please familiarize yourself with these rules changes! They will be necessary for the creation of player characters.&lt;br /&gt;
&lt;br /&gt;
=Core Assumptions=&lt;br /&gt;
&lt;br /&gt;
A few core assumptions have been altered: first and foremost, what character level &#039;&#039;means&#039;&#039;. Teenaged characters, and characters who have never made anything of their lives, will be 1st level. Most experienced adults will be 2nd level characters. Those with a great degree of talent and experience, who have lead interesting and exciting lives, may be 3rd or 4th level. Extremely capable and skilled experts who have lead heroic lives will be 5th or 6th level. A few might live to reach 7th or 8th, while 9th and 10th are generally reserved for legendary figures.&lt;br /&gt;
&lt;br /&gt;
Secondly, monsters! The game may very well include legendary beasts and monsters, built along the rules present in the Monster Manual -- but they will &#039;&#039;not&#039;&#039; have the same stats as the MM beasties, even if they have the same name! Therefore, please be cautious with your metagame knowledge: it may prove to be inaccurate. Monsters will not be exceedingly common. Humans are the only widespread sapient race. There are no demi-humans, at least none to speak of. If they exist, very few people know about them.&lt;br /&gt;
&lt;br /&gt;
Lastly, magic and magic items will not be exceedingly prevalent. You won&#039;t be able to find Ye Olde Magicke Shoppe in the commercial district. If you want a magic item, you&#039;ve got three choices: loot it from an ancient ruin, dragon&#039;s lair, rival&#039;s collection, or demon prince&#039;s stronghold; trade for it (most likely using IOUN stones and other magic items as currency); or have it made to your specifications, either crafting it yourself or commissioning a colleague to do so.&lt;br /&gt;
&lt;br /&gt;
Also note that the magic system is rather heavily modified. See the Magician class for more details.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
The following sections describe changes to choices available to characters and character statistics.&lt;br /&gt;
&lt;br /&gt;
==Starting PCs==&lt;br /&gt;
&lt;br /&gt;
Player Characters will be made with 10,000 experience points (5th level). There are only five available classes: Barbarian, Expert (see below), Fighter, Magician (see below), and Rogue. As characters will be professors, upper level students, and important associates of the College, every character must take at least three levels of Magician.&lt;br /&gt;
&lt;br /&gt;
Ability scores will be bought with 30 points, according to the standard point buy scheme. Don&#039;t forget to add in an extra point for reaching 4th level! For posterity&#039;s sake, the standard point buy table is given below in the following format: ability score / point cost / ability modifier / bonus Valences (see below).&lt;br /&gt;
&lt;br /&gt;
*8 / 0 / -1 / 0&lt;br /&gt;
*9 / 1 / -1 / 0&lt;br /&gt;
*10 / 2 / +0 / 0&lt;br /&gt;
*11 / 3 / +0 / 0&lt;br /&gt;
*12 / 4 / +1 / 1&lt;br /&gt;
*13 / 5 / +1 / 2&lt;br /&gt;
*14 / 6 / +2 / 3&lt;br /&gt;
*15 / 8 / +2 / 4&lt;br /&gt;
*16 / 10 / +3 / 6&lt;br /&gt;
*17 / 13 / +3 / 8&lt;br /&gt;
*18 / 16 / +4 / 10&lt;br /&gt;
&lt;br /&gt;
All characters must be human.&lt;br /&gt;
&lt;br /&gt;
As far as wealth goes, all characters have apartments (and, for faculty, offices) at the College of Sorcerous Arts. They also may have one or two signature magical items totaling up to about 8,000 gold pieces in worth, and other notable items totaling up to about 3,000 gold pieces in worth. Don&#039;t bother counting the costs of items worth less than 50 gold pieces. Any of your alloted gold not spent goes into spending money and IOUN Stones. &#039;&#039;NOTE: These are more like Jack Vance&#039;s stones than standard D&amp;amp;D Ioun Stones. See below for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points will not be figured in the normal fashion. Instead, medium-sized characters have hp equal to their Constitution score (use &#039;5&#039; instead, if a character has no Con score), plus a fixed number of bonus hit points per level, depending on hit die. Bonus hit points at first level are doubled for heroic characters, including the PCs. d4 grant 1 hp, d6 grant 2 hp, d8 grant 3 hp, d10 grant 4 hp, and d12 grant 5 hp. For instance, a 3rd level heroic Rogue (d6 hit die) with a Constitution score of 13 who took the Toughness feat once would have 24 hit points.&lt;br /&gt;
&lt;br /&gt;
Larger characters gain bonus hit points based on size: +10 for Large, +20 for Huge, +40 for Gargantuan, and +80 for Colossal.&lt;br /&gt;
&lt;br /&gt;
Smaller characters divide their **total** hit points by a number based on size: 2 for Small, 4 for Tiny, 8 for Diminutive, and 16 for Fine. Round up.&lt;br /&gt;
&lt;br /&gt;
===Being Disabled===&lt;br /&gt;
&lt;br /&gt;
In standard d20, characters are disabled (can only take a single move or attack action each round, lose one hit point if they do so) only when they hit 0 hp. We will be playing where characters are disabled at either one fifth (for heroic) or one third (for normal) of their hp total, rounding down. Thus, our above example 3rd level Rogue with 24 hit points would be disabled when they reach 4 hp.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Characters do not receive experience points for slaying monsters. Instead, each PC will get 100 experience points for each week in which their player makes a substantive post. Bonus awards of 50 or 100 experience points will be given out on a weekly basis for each of the following: profuse and excellent posting (4 or more quality posts during the week), doing something awesome or entertaining, doing something that moves the plot in an unforeseen direction, and doing neat and helpful metagame stuff such as finding or creating game related artwork.&lt;br /&gt;
&lt;br /&gt;
In order to speed up the rate at which players see their investments in the game rewarded, &#039;&#039;&#039;characters will level up 1/5th of a level at a time&#039;&#039;&#039;. These increments will be spaced evenly for each level. Thus, starting characters at 5th level will gain an increment at 11,000 exp, 12,000 exp, 13,000 exp, 14,000 exp, and 15,000 exp, at which point they will have fully attained 6th level. The five increments are as follows:&lt;br /&gt;
&lt;br /&gt;
*BAB and save increases&lt;br /&gt;
*Hit point increase (NOT the same thing as hit dice)&lt;br /&gt;
*Skill points&lt;br /&gt;
*Special class abilities, magic, and caster level&lt;br /&gt;
*Character level, hit dice, and feats and ability score increases from level&lt;br /&gt;
&lt;br /&gt;
The first four increments may be taken in any order. The final increment (level, hit dice, &amp;amp;c.) &#039;&#039;must&#039;&#039; be taken last.&lt;br /&gt;
&lt;br /&gt;
==Character Class==&lt;br /&gt;
&lt;br /&gt;
Unheroic NPCs may take any of the normal NPC classes, except for the Adept and Expert. Heroic NPCs and PCs may take levels in Barbarian, Expert (newly modified to be up-to-snuff), Fighter, Magician, and Rogue. See below for explication of the new Expert and Magician classes.&lt;br /&gt;
&lt;br /&gt;
===The Expert===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hit Points:&#039;&#039; +3 per level (d8 HD)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BAB:&#039;&#039; Moderate (as Rogue)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves:&#039;&#039; Fortitude poor, Reflex poor, Will good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills:&#039;&#039; 8 + Intelligence modifier per level (4x at first level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proficiencies:&#039;&#039; The Expert is proficient with all simple weapons, a single martial weapon of their choice, and with light armor but not shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class Skills:&#039;&#039; Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and any other ten non-exclusive skills of the player&#039;s choice may be class skills for the Expert.&lt;br /&gt;
&lt;br /&gt;
====Special Class Abilities====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Focus:&#039;&#039;&#039; At 1st level, the Expert gains Skill Focus as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; At every even numbered level (2nd, 4th, 6th, etc.), the Expert gains a bonus feat. This feat may be any General feat, or it may be the Skill Mastery feat (same as the Rogue special ability).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Magician===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hit Points:&#039;&#039; +1 per level (d4 HD)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BAB:&#039;&#039; Poor (as Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saves:&#039;&#039; Fortitude poor, Reflex poor, Will good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills:&#039;&#039; 4 + Intelligence modifier per level (4x at first level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proficiencies:&#039;&#039; The Magician is proficient with all simple weapons, no armor, and no shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class Skills:&#039;&#039; Concentration (Con), Craft (Int), Decipher Script (Int), Knoweldge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Magicians are encouraged to take multiple Knowledge skills.&lt;br /&gt;
&lt;br /&gt;
====Special Class Abilities====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar or Feat:&#039;&#039;&#039; At 1st level, a Magician may either gain a Familiar (as the Sorcerer), a bonus Metamagic feat, a bonus Magician special feat (see below), or Scribe Scroll as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Caster Level:&#039;&#039;&#039; For the purposes of determining spell effects, caster level is equal to Magician class level. For the purposes of meeting metamagic and item creation feat requirements, and creating magical items, caster level is equal to two times Magician class level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Casting:&#039;&#039;&#039; A Magician casts Arcane spells from the Sorcerer / Wizard list by binding them in a cocoon of mental energy, and then releasing them with specific words and gestures. With the exception of level 0 magic, only bound spells may be cast, but a magician does not necessarily have to know a spell to bind it. Once a spell has been cast, it becomes unbound. Spells may be bound multiple times. Level 0 spells may be cast spontaneously, an infinite number of times per day, as long as the character knows them.&lt;br /&gt;
&lt;br /&gt;
The DC of resisting a Magician&#039;s spell is 10 plus spell level plus the caster&#039;s Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Binding a known spell takes two minutes per spell level and uses up a number of Valences equal to the spell level. Binding a spell from a written text takes ten minutes per spell level and uses up a number of Valences equal to double the spell level (or 5 minutes and 1 Valence for a level 0 spell). A character may only bind a spell if their Intelligence score is at least equal to ten plus the spell&#039;s level, and their Magician class level is at least equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
The number of Valences available to a character is dependent upon their Magician level and their Wisdom score. The number of Valences provided by level is given below (in the format of Level / Valences), and those provided by Wisdom are described in the ability scores table, above. For instance, a 3rd level Magician with a Wisdom of 17 would have 14 Valences to work with.&lt;br /&gt;
&lt;br /&gt;
*1 / 1&lt;br /&gt;
*2 / 3&lt;br /&gt;
*3 / 6&lt;br /&gt;
*4 / 10&lt;br /&gt;
*5 / 15&lt;br /&gt;
*6 / 21&lt;br /&gt;
*7 / 28&lt;br /&gt;
*8 / 36&lt;br /&gt;
*9 / 45&lt;br /&gt;
*10 / 55&lt;br /&gt;
&lt;br /&gt;
When a spell is cast, the Valences that held it do not become available for re-use until hours equal to the spell&#039;s level have passed. In addition, while a spell is still in effect, the Valences used to power it cannot be used. The exception is for spells that last for more than 24 hours: in these cases, Valences become available again after one day has passed.&lt;br /&gt;
&lt;br /&gt;
When a character needs to pack an especially large arsenal, they can make use of the risky practice of &#039;&#039;partial binding&#039;&#039;. This takes twice as long as normal, but uses up one fewer Valences. When a partially bound spell is cast, the Magician takes damage equal to 1d6 + spell level, and must thus make a Concentration check or lose the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known:&#039;&#039;&#039; At first level, a Magician knows ten level 0 spells, and a number of first level spells equal to 5 plus their Intelligence bonus. At each level thereafter, they may learn a number of spells equal to 2 plus their Intelligence bonus. Learned spells may be of any level that the Magician is capable of binding and casting. All spells must come from the Sorcerer / Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization:&#039;&#039;&#039; At any point, the Magician may choose to specialize in a particular school of magic. They must choose one other school to give up. A specialized Magician gains +2 to Spellcraft checks when dealing with magic of their chosen school, and a number special Valences that may only be used for spells of that school equal to their Magician class level. However, they may not bind or cast spells of their forsaken school at all. Once a Magician has specialized, they may never reverse their decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OPTION: You may choose to specialize with a common descriptor, instead of a school. In this case, you must give up the opposite descriptor, or as close to the opposite as you can find. For instance, if you specialized with [fire], you would have to give up [water]; if you specialized with [good], you would have to give up [evil].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Feats:&#039;&#039;&#039; Magicians have access to the following special feats.&lt;br /&gt;
&lt;br /&gt;
DEPTH OF KNOWLEDGE [SPECIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Magician level 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four spells that you are capable of binding and casting, and learn those spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Each time you take the feat, it applies to four new spells.&lt;br /&gt;
&lt;br /&gt;
EXPANDED MIND [SPECIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Magician level 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain +3 Valences.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Its effects stack.&lt;br /&gt;
&lt;br /&gt;
SIGNATURE SPELL [SPECIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Magician level 1st, know chosen spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose one spell that you know of second level or higher. When casting this spell, your effective caster level is increased by one.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.&lt;br /&gt;
&lt;br /&gt;
=IOUN Stones=&lt;br /&gt;
&lt;br /&gt;
In the setting of the College of Sorcerous Arts, magicians consider the magical IOUN stones to be a sort of eldritch currency. A few hundred or thousand of the stones exist, making them, perhaps, the most common magical item in existence; however, the process for forging them is unknown, and they are thus considered to be minor artifacts. Should a wizard choose to sell a stone, the going rate is about a thousand pieces of gold apiece.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer&#039;s stones are with them, they hang in the air within a yard of their owner, tracing slow orbits around their bodies. They are beautiful to look at: glass beads, spindles, prisms, rhomboids, and ovoids in a myriad of greens, blues, and reds. They are not merely decorative, however: IOUN stones act as both a battery of magical energy and a last-ditch defense against enemy spells.&lt;br /&gt;
&lt;br /&gt;
A Magician gains bonus Valences equal to the square of the number of IOUN stones orbiting them, rounding down.&lt;br /&gt;
&lt;br /&gt;
Also, when a Magician is subject to a spell&#039;s effects, they may choose to use a stone&#039;s energy to protect their person from harm. This decision may be made &#039;&#039;after&#039;&#039; rolling saves and SR. A check of 1d20 + caster level + Charisma bonus is made against the spell&#039;s save DC. If the check is successful, the spell has no effect on the magician. Regardless of success, the stone loses its magic, becoming grey and worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: These IOUN Stones completely replace the Ioun Stones in the DMG. Don&#039;t buy Ioun Stones. Buy IOUN Stones!&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Setting&amp;diff=20902</id>
		<title>Sorcerous Arts:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_Arts:Setting&amp;diff=20902"/>
		<updated>2006-03-14T23:03:12Z</updated>

		<summary type="html">&lt;p&gt;Jeph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=The College and its Environs=&lt;br /&gt;
&lt;br /&gt;
The game is set in the [[Sorcerous arts|College of Sorcerous Arts]], an elegant complex of white marble draped in ivy. Its outer defense is an immaculate stone wall, some ten feet in height; its mote, an elegantly kept and expansive botanical garden. Some six buildings compose the compound: the gatehouse (which lies above the wine cellar), the outhouse, the dormitories for the upper students, those for the more recent pupils, the greenhouse, and, of course, the main building of the college: three stories high, pentagonal, with towers of varying posture placed at each vertex. Here the refectory, lecture hall, classrooms, laboratories, and offices and apartments of the professors may be found. Within is a large courtyard. All elements are roofed in red tile, mostly clay, but a close observer would note the glint of polished copper and bronze here or there.&lt;br /&gt;
&lt;br /&gt;
A craggy hill, almost a small mountain, supports the weight of the College, as well as the combined mass of too many grape vines. In nooks and crannies of similar hills lie the chateaus of White City&#039;s aristocracy. The metropolis itself lies a few miles to the west, its aspect growing progressively rougher as one travels away from the foothills and towards the docks. No fortification wall is present.&lt;br /&gt;
&lt;br /&gt;
The Elector&#039;s Palace is situated in the Statue District, which is separated from the rest of the rabble by virtue of being on an island of the Raining River. The north bank is home to the sprawling Old District; if one searches the area with acuity and diligence, one may, after many hours of sifting through dilapidated tenements and vagabonds, come across the original walled town around which White City grew. On the south bank is Canal District, where the homes of artisans and traders and the offices of the merchant guilds may be found. The Port District is located where the Raining River meets the sea, and the less said of it, the better.&lt;br /&gt;
&lt;br /&gt;
On a broader geographic scale, White City is the capital of the temperate and prosperous nation of Albion. Rolling hills, fertile fields, pleasant shorelines, gentle mountains, and bucolic towns describe the majority of Albion&#039;s features; stratified cities and a pompous aristocracy describe the rest.&lt;br /&gt;
&lt;br /&gt;
=Other Lands=&lt;br /&gt;
&lt;br /&gt;
To the south is the Middle Sea, and beyond that the Black Cities, which hoard gold and export opium. Adaam, the largest of the Black Cities, is home to The Conservatory of Conjury and Invocation -- an institute which may be considered a dark mirror to the College of Sorcerous Arts. The Monolith Road, which once connected the departments of the Dark Empire of Shuul, leads from the Black Cities to the depths of the Plain of Shells, a burning and barren desert that once lied at the bottom of the sea. Foul gods and magicians live there.&lt;br /&gt;
&lt;br /&gt;
To the north are the warring kingdoms of Sanga, Sansri, and Sansalam, which spend all available energy thrusting their fists against each other&#039;s heads. Northward still are the Hundred Principalities of the Gellemite people. Little magic save alchemy and petty witchcraft may be found in these lands; they are not of interest to the College.&lt;br /&gt;
&lt;br /&gt;
In the East lies the Stone Forest, a mountain range so vast and tall that none have ever traversed it by foot. Those few sorcerers who have ventured across by magic report of dense and untamed forests on the other side, thick jungles soaking up the rays of a constant sun, and a kingdom of dark-skinned warriors lead by necromancers of unparalleled power. The sorcerer-kings know nothing of alchemy and transmutation, and scorn Mother Moon. They are astrologers, and they would claim the sun to be the center of the universe.&lt;br /&gt;
&lt;br /&gt;
In the west are many islands of diverse character, and the waters of The Green Ocean. Far, far beyond that is the Setting Sun Continent, from which silks and rich spices flow. Somewhere in this land is the Tetrahedral Fortress, the center of the Cult of Practical Gnosticism, the third great hub of arcane knowledge in the World.&lt;br /&gt;
&lt;br /&gt;
=Celestial Spheres=&lt;br /&gt;
&lt;br /&gt;
Above are the sun, the stars, and Mother and Daughter Moon. Mother Moon is the center of the universe, and worshipped by many (including most in Albion and its northern neighbors). She is large and fat and golden. Daughter Moon, like the World, orbits around her; Daughter Moon is small and red. The stars are fewer than they used to be, for only twenty constellations remain. The sun is large and warm, but, like all other things, is a slave to the gravity of Mother Moon.&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20896</id>
		<title>Sorcerous arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sorcerous_arts&amp;diff=20896"/>
		<updated>2006-03-14T22:45:26Z</updated>

		<summary type="html">&lt;p&gt;Jeph: Created the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D20 Fantasy]]&lt;br /&gt;
[[Category:Alternate Settings]]&lt;br /&gt;
[[Category:D20 System]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=The College of Sorcerous Arts=&lt;br /&gt;
&lt;br /&gt;
The College of Sorcerous Arts is a play-by-post campaign http://forum.rpg.net, using a modified version of the d20 system. The College is one of only three great consortia of magicians in the known world. Its leaders are erudite and powerful, its students are dedicated and full of talent, and its campus is absolutely idyllic. Were it not for evil necromancers, angry dragons, unbound demons, insane rivals, fervent priests, disgruntled politicians, botched experiments, mischievous pupils, and greedy colleagues, life at the College would be the very picture of tranquility!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Setting|Setting]]==&lt;br /&gt;
&lt;br /&gt;
A description of the College and its environs, in order of greatest to least proximity to the campus. (In other words, the campus itself, then the neighboring metropolis White City, then the surrounding nation of Albion, then nearby sovereignties, then far off lands, and, lastly, various celestial bodies of note.)&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Rules Modifications|Rules Modifications]]==&lt;br /&gt;
&lt;br /&gt;
The version of the d20 system being used for this play-by-post game is based on [http://www.systemreferencedocuments.org/35/sovelior_sage/home.html Dungeons and Dragons 3.5 Edition]; however, many of the specifics have been greatly altered. Variant rules are being used for race, class, hit points, experience points, levels, and magic. If you are playing in the College of Sorcerous Arts campaign, please familiarize yourself with these rules changes!&lt;br /&gt;
&lt;br /&gt;
==[[Sorcerous Arts:Characters|Characters]]==&lt;br /&gt;
&lt;br /&gt;
A directory of character descriptions and statistics, organized by the role that each character plays (PC, College faculty, College students, other magicians, important personalities of White City, and so on).&lt;br /&gt;
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==[[Sorcerous Arts:Summary|Summary]]==&lt;br /&gt;
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Once the game has been going on for some time, this page will feature a summary of the action so far.&lt;/div&gt;</summary>
		<author><name>Jeph</name></author>
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