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 The City of Peril (Magic Schools)

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T O P I C    R E V I E W
Thraskir Skimper Posted - 01 Sep 2018 : 03:38:47
The City of Peril is a Small flying City with a Major temple of Beshaba and Minor Kossuth and Bane Shrines. It has 9 alternative magic schools and functions outside of the Weave, sort of.

The Schools are

Apportment (Types of Movement)
Demonology (Summoning and communing with Lower Plane Denizens)
Scryology (Scrying, Prying and detection)
Manipulation(Building, Golem, items, or )
Chronomancy (Time manipulation, prediction, Time stop, travel)
Phantasm (Illusions, Alteration of personal nature)
Mentalism (Domination, charm, Mind affecting)
Thaumaturgy (Massive movements of things, Weather, Water)
Cantripian (Basic Spells, Early magic theory, and potions)

Most everyone starts off in the Cantripian school before graduating to one of the other schools.

Cantripian starts as a young age of 8 and proceeds at a structured, generally, study of magic that progresses a level every 2 years. The first 4 levels bring you up to the 5th level in one more year which is similar to a 1st level Mage at age 17 and

One then chooses to be a Generalist or apply to a Specialist School and proceed as a Cantripian for four more years till age 21 when one is prepped for Specialisation in one of these schools as a Red Wizard of Peril.

Alternatively one can remain a Cantripian Specialist, these Mages generally become city administrators and teachers of the apprentice mages. They are full Red Wizards of Peril but they have more lower level spells and a singular higher level spell for each higher level. In place of additional higher level Spells the Cantripian gains additional lower level spells memorised per day. An 11th level Cantripian Red Wizard of Peril would have many cantrips 1st, 2nd and 3rd level spells but only 1 4th level spells, 1 5th level spells and 1 6th level spell from any School or Arcane list. At 8th level a Cantripian gains 1 3rd 2 2nd and 3 1st level spells plus 4 Cantrips. At 10th it is 2 3rd 3 2nd and 4 1St and cantrips. At 12th it is 3 3rd and 4 2nd, 1st, and Cantrips. At 14th, 16th,... 4 spells of each Cantrip to 3rd level spells memorised per day. At odd levels it is one spell at the highest level for that level. Above 17th the Cantripian gets 1 for each level but 4 for C to 4th level spells. Above 25th level the Cantripian gets 1 for each level above 6 to 9 and 4 C to 5th. A 25th Level Cantripian can cast so many spells from memory that one would swear they are casting spells from multiple wands or items.
14   L A T E S T    R E P L I E S    (Newest First)
LordofBones Posted - 23 Sep 2018 : 18:52:26
A lot of the second were folded up into prestige classes and feats, like the Initiate of the Sevenfold Veil, Elemental Savant, Force Missile Mage and so on. This makes sense to an extent; you'd be expected to know the basics of spellcasting before going on to specialize in a particular subset of spells. To an extent, the "specialized" base classes, such as Dread Necromancers, warmages and so on, fall here.

The third, in 3.5e, became a mix of base classes and prestige classes. Warlocks, shadowcasters, artificers, truenamers, binders, wild mages, geometers and so on fall into this category.
The Masked Mage Posted - 23 Sep 2018 : 18:46:55
Apportation and Chronomancy were schools of effect. One had a article in a magazine. The other had its own Supplement.
The Masked Mage Posted - 23 Sep 2018 : 18:39:37
For the uninitiated, There are three schemes of school organization used in the AD&D game: philosophy, effect, and thaumaturgy.

The eight standard schools of spells presented in the Player's Handbook - abjuration, alteration, conjuration/summoning, enchantment/charm, greater divination, illusion/phantasm, invocation/evocation, and necromancy are schools of philosophy.

A second scheme for organizing wizard magic is by effect. The Tome of Magic presented (long ago) a new type of wizard who could specialize in schools of effect. The elementalist wizard. Later other examples followed: shadow mage, force mage and dimensionalist. These studied school of effect.

A school of thaumaturgy defines a specific method or procedure of spellcasting that varies from the standard execution of a spells V / S / M components. Several such schools existed: Song, Alchemy, Artifice, Geometry, Wild Magic, in addition to Defilers and Sha'irs, who also specialized in unique schools of thaumaturgy.

These are the basic, long-existing, terms of specialization that are canon and have built several editions of magic systems now. Mixing up the words will only confuse any conversation.
LordofBones Posted - 23 Sep 2018 : 15:53:10
quote:
Originally posted by Thraskir Skimper

Demonologist is more than conjuration. It is Divination to Lower Denizens and Summoning, binding, questioning and communing with them, lower plane sage craft and pacts, items and liaisons. Tourism and dedications, plus darker desires. Focus is more Demonic Chaotic than Devilish or Lawful. Willn't preclude Devilish communion or Dragon cult, Tiamat contact and buying the services of a Dragon for a period of time. etc... Not just conjuration and not conjuring Bunny Rabbits or Planetars or Elementals.


So, conjuration then? Because those are all conjuration spells, unless planar binding, planar ally and gate have somehow gone into divination.

quote:
Originally posted by Thraskir Skimper
Thaumaturgist is a known specialty, not so much in these realms but if you expand your reading you can pick up several key ideas. DnD is basically local short ranged spells, Thaumaturgy is of a larger focus. Controlling weather, moving lots of water, changing a battlefield, or miracles. Literally means miracle worker.



Have you actually played a wizard? There's a reason that GOD-wizards, Tippyverse and CoDzilla are actual concepts that can be pulled off in 3.5e.
The Masked Mage Posted - 23 Sep 2018 : 08:16:56
quote:
Originally posted by Wooly Rupert

Cantripian? Please, for the love of Lurue, come up with a better word. Scryology is only marginally better.

And the "City of Peril" sounds like something from a video game, or out of a YA fantasy novel. If I was in the Realms and someone told me there was a place named the City of Peril, I'd likely fall over laughing.



What about "City Of Disturbing Appellations"
Wooly Rupert Posted - 23 Sep 2018 : 04:50:33
The problem isn't expanding your reading. The problem is that you're entirely rewriting the definitions in a published setting where these things have a clearly established definition.
Thraskir Skimper Posted - 23 Sep 2018 : 03:51:36
Demonologist is more than conjuration. It is Divination to Lower Denizens and Summoning, binding, questioning and communing with them, lower plane sage craft and pacts, items and liaisons. Tourism and dedications, plus darker desires. Focus is more Demonic Chaotic than Devilish or Lawful. Willn't preclude Devilish communion or Dragon cult, Tiamat contact and buying the services of a Dragon for a period of time. etc... Not just conjuration and not conjuring Bunny Rabbits or Planetars or Elementals.

Thaumaturgist is a known specialty, not so much in these realms but if you expand your reading you can pick up several key ideas. DnD is basically local short ranged spells, Thaumaturgy is of a larger focus. Controlling weather, moving lots of water, changing a battlefield, or miracles. Literally means miracle worker.

Look up Lyndon Hardy's Books.
Thraskir Skimper Posted - 23 Sep 2018 : 03:24:03
Technically we call it Peril, the name comes from the Dragon Magazine Module "Barnacus City in Peril"

This is a work in progress

Mentalism and Scryology the weakest names are more and less than Enchantment and Divination. Divination suggests contacting a higher power but since Red Wizards atleast in Peril don't consider others to be higher powers equals perhaps but not higher. Part of my Problem with Zulkir Tam calling up Bane is that he wouldn't recognise Bane as a God almighty but rather as just another guy like him. I don't buy the surrender in a 1000 years thing. Anyhow.

Peril or City of... Noted as such because it is a major temple of Beshaba, casino, Magic store, Slave transportation buying and sell market, Demon conversation binding summoning, Investigations, Magic Schools with a twist, Lip service shrines to Bane and Kossuth, place to live as Thay away from Thay and a Golem Design and purchase market.

Peril's Temple of Beshaba is more to keep her away than to attract her. It is a quirk of Beshaba in that you send her things, money, sacrifices, items, or perform a service for her and she ignores you and leaves you alone. Works great for Red Wizards. Great for the Casino and Slaves as well. Being an 'earthmote' or the like keeps the slaves in line to. Where are they going to go? As Peril can land some may not even know they are flying around.

Not much in the way of Undead in Peril. Any dead that get raised are sold to Necromancers or given to Thay Proper. We try not to keep them around, they smell the place up. Beshaba Beer creates a fair number of Zombies and the like.

sleyvas Posted - 01 Sep 2018 : 18:00:22
quote:
Originally posted by LordofBones

I figure demonology would have to do with planar lore, the true names of fiends, the necessary reagents and the necessity of specific shapes and patterns within the summoning circle.

"Now, if the leftmost rune on your pentagram is drawn in slaad blood, you won't get a barbazu but instead a rather tasty barbeque."

"Remember, never ever tell an erinyes that succubi do it better."

"Students, please refrain from using summoning circles to prank-call Orcus. We already had to clean poor Amon off the ceiling."



lol, exactly.... especially on that part about an Erinyes... unless of course you're almost done as they'll buck harder in anger trying to get away. Its kind of like telling your girlfriend that you're about to break up with that her sister is cuter.
LordofBones Posted - 01 Sep 2018 : 17:20:48
I figure demonology would have to do with planar lore, the true names of fiends, the necessary reagents and the necessity of specific shapes and patterns within the summoning circle.

"Now, if the leftmost rune on your pentagram is drawn in slaad blood, you won't get a barbazu but instead a rather tasty barbeque."

"Remember, never ever tell an erinyes that succubi do it better."

"Students, please refrain from using summoning circles to prank-call Orcus. We already had to clean poor Amon off the ceiling."
Wooly Rupert Posted - 01 Sep 2018 : 16:53:27
A school of magic on an earthmote is a nifty idea. It doesn't need to be an entire city, though.
sleyvas Posted - 01 Sep 2018 : 16:33:57
What's sad is the base concept is one I'm working from, but this is so horridly done without thought that I can't see anyone using it. For instance, I can see a school of magic on an earthmote, as it is one of the things I had been proposing before the sundering filled in the Shaar. Having a school of magic there makes it a great place to train young apprentices and relatively easily defend them (for the most part).

However, this idea of just giving new names for established schools of magic that Thayans are aware of seems foolish. Their culture already has accepted Divination... why would they feel the need to call it Scryology. They already understand conjuration/summoning, so why would they switch to calling it demonology, especially given that a "demonologist" might summon a "devil" or a "yugoloth" or something else. When the Narfellians were demonbinders, that's pretty much because their culture was sticking to demons and not necessarily devils. The same can't be said of Thay. Now, I could see within the training lessons OF the school of conjuration, there being a class possibly taught by a specific teacher/teachers that focuses specifically on demon summoning and that class be known as "demonology", and said class might discuss the differences in handling demons versus devils, yugoloths, and other planar denizens. Similarly for Phantasm (i.e. illusion) and Mentalism (i.e. enchantment). While I could see OTHER cultures possibly using these names (i.e. they never heard the term enchantment and decided to call it Mentalism)... it makes absolutely no sense for Thayans to do so.


LordofBones Posted - 01 Sep 2018 : 06:50:59
How does it function outside the Weave while still in Realmspace? Is it a Shadow Weave creation?

A lot of these schools overlap with the larger traditional schools or are heavily limited. The planar binding line of spells and gate can be used to call lower planar denizens in addition to upper planar denizens, so that rules out demonology. Then you have the investiture line of spells, which don't deal with summoning but are blatantly fiendish.

Apportment, as mentioned, is a tiny subset of Transmutation and Conjuration magic.

Thaumaturgy looks random. What possibly links weather, water and moving things? Does it have to do with magical boating?

Mentalism is enchantment.

Phantasm is a spell descriptor. What does alteration of the body have to do with illusion?

Chronomancy works, I guess, but 90% of this is Transmutation. It would work better as a wizard alternate class feature or archetype, as Paizo did: https://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo-wizard-archetypes/chronomancer-wizard-archetype/

Manipulation? What does manipulation have to do with crafting magical equipment?

Cantripians are going to be a nightmare to balance.

And I have to second Wooly. I half-expect the City of Peril to reside in the Isle of Troubles in the nation of Bedlam.
Wooly Rupert Posted - 01 Sep 2018 : 04:10:39
Cantripian? Please, for the love of Lurue, come up with a better word. Scryology is only marginally better.

And the "City of Peril" sounds like something from a video game, or out of a YA fantasy novel. If I was in the Realms and someone told me there was a place named the City of Peril, I'd likely fall over laughing.

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