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Table of Contents
Welcome to School …………………………………………2
Character Creation….………………………………………6
Class: Academic Wizard………………………………….10
Class: Soul Mage…………………………………………..14
Class: Spell Thief…………………………………………..22
Charms………………………………………………… …..26
Luck & Death ………………………………………… …..30
School Schedules……………………….…..….….………32
Studying and Exams ………………….…………………..36
Make Minor Potion ………………………………………36
Stupid, Teenage Fun & Carousing….……………………48
Schools Grounds ………………………………………….52
Professors and Peers………………………………………62
Adventure: Academic Ascension………. ..…….….……70
This product is an “ashcan” or “beta rules” product. Please
provide any feedback to DragonPeakPublishing@gmail.com.
Writing and Layout: Stefan Surratt
Art: Artwork used with permission by Emiel Boven, artwork used with permission by
Amanda Lee Franck, artwork used with permission by Hairic Lilred, artwork used
with permission by JE Shields, and artwork used with permission by Charles
Ferguson-Avery of Feral Indie Studio
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. This product is published under license. Dungeon Crawl Classics and DCC-
RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit
www.goodman-games.com or contact info@goodman-games.com.
1
Academia Arcana RPG: Ashcan Edition
©2023 Dragon Peak Publishing, all rights
reserved, contact
DragonPeakPublishing@gmail.com
Welcome to School!
The Eternal Academy is more than a university. It’s your
wizard tower away from home. Here, you are
surrounded by prestigious faculty and staff who inspire
you, support you and help you succeed in your arcane
studies and in your wizarding career. From the current
students we know and love, to the future students we
can’t wait to meet! We Are All One Coven.
Important Things to Remember
About Academia Arcana RPG
The Eternal Academy is a school
• Students are subject to the authority of the staff, who
are subject to the authority of the headmaster. He (or
his secretary) gives morning announcements in the
form of a blood cloud. Careful about the splash zone.
• Students are admitted based on their abilities and
potential, not their wealth. However, they are not
given everything their heart desires. Those who want
more must find their own way.
• Adults are often wise, disbelieving, and useless or
they are villainous.
It’s full of weird, dangerous magics and a bit of whimsy
too.
• There will always be egos in conflict. Ghosts may hold
grudges against gargoyles, and staff may hold hatred
for overzealous cleaning sprites.
• Phlogistonic disturbances abound. With so much
magic being practiced on school grounds, strange and
unexpected situations are always arising.
2
The staff and student body are eclectic.
• While humanocentric, the school and staff are diverse.
However, rules are often selectively enforced and
special exceptions made for favored students.
Struggling students may find themselves ignored and
forgotten in this scholastic trial of the best and
brightest. The primal forces of magic care naught for
mortal life and that principle is enforced.
The time period is undefined and the school is hidden.
• The world outside the university may be a fantasy
setting, a modern world, temporally transient, or
whatever else the group wishes.
• The school sits within a demi-plane that keeps it
hidden from the outside world. However, things from
other realms have been known to wriggle their way
inside, and not always by accident.
• People say that the school and the Headmaster
sprung into existence, fully formed, when magic was
first born.
What kind of game everyone wants to play.
• Players and the judge should all discuss the type of
campaign they want. The common factors in this
discussion should include the following: campaign
length, whether all students are in the same year
and/or the same coven, and where the story starts
(freshmen mixer, regular class, etc).
• Adventures usually begin as investigative mysteries
that lead to a culminating conflict.
3
Play Safe and Be Kind
• In this game, teenagers get up to all kinds of trouble,
but not all topics need to make an appearance at the
game table. Discuss what is allowed at the game table
before a “one-shot session” or campaign. Some
subjects may be acceptable when certain details occur
“off screen”, as something that is a bad thing, and
never “glorified.”
• If a subject is wholly unacceptable then it needs to be
entirely removed from the game. Allow and
encourage players to speak up or use an “X card” in
case that subject is accidentally broached. If players
express discomfort at how it is handled then take a
break so you can have an open and honest
conversation about how to better handle the issue in
the future.
4
Life at the Eternal Academy
Life is always exciting at the Eternal Academy! There’s no
other place quite like it in all the multiverse! While the
Headmaster rarely personally meets anyone, who
appears as a sentient cloud of whatever fine particles are
nearby, often during breakfast to give morning
announcements. Our mascot, Sue the Pseudodragon, can
be seen in many paintings, banners, carvings, and backs
the team at every SkyDunking game!
The Eternal Academy boasts a 91.7% graduation rate
with its posthumous graduation policy. It is one of the
safest, and only, universities to attend. Students who
suffer corruption are able to safely shunt off such
phlogistonic modifications to our topiary collection
within 1d7 days. No worse than a simple acne outbreak!
New students are taught the basics and given free range
to delve into whatever schools of magic interest and
inspire them. Students are also included in covens, which
have between three and thirteen members. If you can’t
find the coven for you then we have a solution for you
too! Those who need help finding a coven just need to
give the Blarnan Sorting Stone a kiss with a little tongue
and you be sorted into a coven filled with your new
friends.
Each coven has their own dorm area, having living spaces
for students and a shared communal area that connects to
the rest of the school. Most covens have their own
initiation ritual that must be completed before the end of
the students first year. Initiation rituals differ wildly from
coven to coven. Cyclops Coven members exchange an
eye with that of a living animal, which often becomes the
student’s familiar. Raven Coven requires new members
to build a new bird nest and place it atop the school’s
tallest tower.
5
Character Creation Steps
1. 1. Roll Ability Scores (3d6 down the line). If desired,
swap two ability scores.
2. Roll for 2d16 to determine archetypes
3. Roll 1d24 to determine your first magical mishap.
4. Choose your class, fill in derived stats, roll for Hit
Points, and relevant class abilities
5. Choose Alignment (DCC standards: Lawful, Neutral,
Chaotic)
Character Creation
To create a new student, players must roll their six ability
scores using the standard method of 3d6 down-the-line,
but may swap any two ability scores as they wish.
Afterwards, they must roll 2d16 to determine both who
they were before they received their invitation and who
they are now. Alternatively, they may select one of these
archetypal qualities or create their own using the
following table for inspiration. Characters are considered
trained for the purposes of skill rolls if it relates to either
of these archetypal qualities. Lastly, 1d24 to see how they
became involved in their first magical mishap and choose
their alignment.
6
Student Archetype
7
2d
16
Before
school
I was…
Starting
Charm
Now I’m a…
Equipment &
Bonus
1 Anarchist
urchin
Book of
propaganda Academic 1d5 uncommon books (+1
on exam checks)
2 Aspiring
artist
Old
sketchbook
Amateur
Alchemist
Personal alchemy set (+1
on alchemy-related
checks)
3 Chimney
sweep
Your trusty
broom Band Bard Silver instrument (+1 on
music related checks)
4 Child
miner
Shattered
lantern
Black Magic
Goth
Demonic book (+1leaving a coven house
unguarded…
6. Dark Forest: Prismatic lights stream upwards from
the dense forest every blue moon. What is the origin
of the nocturnal lights?
59
Mixers
The following events can be used any time there is a
mixer party at the beginning of the semester, or whenever
the judge needs a little extra flavor for a party.
1. An older student (roll 1d3:) (1) is selling (very
forbidden) love potions in the corner. Just add a drop
of your own blood and get your crush to drink it!, (2)
bursts in only to die with a shiv-wand in their back, or
(3) is making a scene along with their snobby parents.
2. Security gargoyles forcibly removing a (roll 1d3:) (1)
student, (2) professor, or (3) parent.
3. Two professors begin a loud argument about (roll
1d3:) (1) a wager involving last year’s top student, (2)
a creature seen in the forest, or (3) a coven that entirely
disappeared.
4. Has an ominous theme for the party. Roll 1d3: (1) the
destruction of the demi-plane which the school
resides in, (2) the sinking of the school into the lake
below, or (3) the fulfillment of the founder’s curse.
Morning Tests
Tests to leave your coven in the morning. Judges should
generally leave answers open to interpretation and
creative solutions. Improper solutions may cause a small
amount of subdual damage, make students wait until
after breakfast has been missed, or summon a creature to
fight. If a creature is summoned for a fight, the door will
open when either the creature is slain or the riddle is
solved.
60
Riddles
1. Oz had good ones from the north and south. And
wicked ones from the east and west. But flying
around on a broomstick is probably how they are
known best. What are they? Answer: Witches
2. Every witch needs one of these if she is to cast a
magical spell. It's what she makes her brew in and
what gives off an awful smell. What is it? Answer:
Cauldron
Runes
1. Must touch runes in the correct order to spell a word
(such as EXIT) that opens the door. Countless animals
are painted on the wall and the first letter of their
name determines if they are a part of the solution.
2. Requires them to remember a class lesson from the
prior day. Time for an Exam check!
Venn diagrams
1. Sort the following into groups by their common
alignment: demons, elementals, hollow ones, goblins,
harpies, and cave octopus.
2. Sort the following into two groups: dragon, giant,
ghoul, kobold, man-bat, and troll.
61
Professors and Peers
Like any school, there are people that everybody knows,
even if they don’t have any classes with that person.
There are no expressly written mechanical rules for
gaining friends or enemies as relationships are developed
organically and not by any point system.
Professor Possica
Professor Possica is a literal work of art, awakened by
magic. Her asymmetrical features float slightly apart
from each other, giving an eerie appearance that offsets
her cheery demeanor and love of teaching transmutation
magics. In her private quarters, she has a small collection
of taxidermied nobility.
Professor Possica: Init +1; Atk +1 dagger (1d4); AC 13;
HD 4d4+4; hp 16; MV 30’; Act 1d20; SP spells +6 spell
checks (see below); SV Fort +4, Ref +3, Will+3; AL N.
Spells: color spray (St Gygakk’s fire), enlarge (temporal
echo), magic missile (spell killer), spider climb (nocturnal
magic), ventriloquism (siphon magic), locate object (rush of
wind), scare
Nurse Roachel
The school nurse is a hivemind swarm of roaches named
Nurse Roachel. Their sentience created by the
overwhelming magical energy that pervades the school
grounds. The roaches watched and studied from the
cracks in the classroom walls and made themselves
known when it was right. Now Roachel lives in the
nurse’s office, healing unfortunate students and staff
while guarding many alchemical ingredients.
Nurse Roachel: Init +5; Atk swarming bite +1 melee (1
plus sting); AC 11; HD 5d8; MV fly 40’; Act special; SP
spells (+4 spell checks), bite all targets within 20’ x 20’
space, half damage from non-area attacks, sting (DC 5
Fort save or additional 1d4 damage); SV Fort +0, Ref +10,
Will -2; AL N.
62
Spells: animal summoning, magic shield (natural-born
talent: cast with d30), mending (loud enough for you?),
make potion (fine control)
Mr. Mamuwalde
Mr. Mamuwalde is generally well-respected by students
despite being the simple groundskeeper. He was once a
mage-hunter and bears a powerful anti-magic tattoo. No
one seems to know why he took employment at the
school, but most surmise that he was in dire straights.
Mr. Mamuwalde: Init +3; Atk gardening tool +1d4+2
melee (1d4+deed die+2) or sling (1d4+deed die+2); AC
15; HD 3d12+4; hp 32; MV 30’; Act 1d20; SP d4 deed die,
counterspelling tattoo (back piece causes spells targeted
at coach to be at 1 result category lower); SV Fort +3, Ref
+2, Will +0; AL L.
Has an alphabet soup snow globe that allows second
sight to be cast twice per day with a d10+10.
Salavor the Mentat
Salavor is a four-armed apeman with an aptitude for
mental powers. He claims to have once been a warlord
and ruler of nations, but now is working to save up for a
new wizard tower.
Salavor the Mentat: Init +3; Atk slam +8 melee (dmg
1d8+5); AC 15; HD 4d6; MV 40’ or climb 20’; Act 2d20; SP
spells (see below), rend for additional 1d8 damage if
more than 2 slam attacks hit same target in one round; SV
Fort +8, Ref +6, Will +5; AL C.
Spells (+6 spell check): charm person, force manipulation
(corrosive touch), invoke patron (Nhool), patron bond
(casting circle), plunder of ruin’s power, ward portal
(difficult to cast), ESP (Mystic twin), fist of Nhool, levitate
(planar blink)
63
Rosalie Forsythe
Rosalie is the democratically elected student council
president and de-facto leader of Emerald Coven. It is best
for her to not hear any rumors of a relationship with her
treasury secretary or any illicit side-hustles that may or
may not help her stay in power.
Perrigrin Forsythe: Init +0; Atk fist +0 melee (1d3); AC
10; HD 1d4; MV 30’; Act 1d20; SP spells (see below),
charm (silver cufflinks, grants charm person (d14), does
not work if wearer is in a romantic relationship); SV Fort
+1, Ref +0, Will +3; AL C.
Spells (+3 spell check): cantrip (d16), comprehend languages
(d14), force manipulation (d16), magic shield (d14)
Isaac Skye
Isaac blames his chitinous skin, glowing eyes on magical
corruption, but he is a level 1 mutant from Terra AD.
After escaping his world through a strange portal, he
found himself on school grounds and discovered an
aptitude for magic. He usually wears of colored glasses to
help cover his glowing eyes. If it weren’t for his complete
lack of confidence, he might come off as cool.
Isaac Skye: Init +1d3; Atk fist +1 melee (1d3); AC 10; HD
1d5+1d4; MV 30’; Act 1d20; SP mutations (check +5: gas
generation and mental reflection), defect ( mental block
(never initiate combat, lose first rounds actions)), spells
(see below); SV Fort +2, Ref +0, Will +2; AL N.
Spells (+1 spell check): animal summoning (d14), cantrip
(d16), enlarge (d14), read magic (d14)
64
Stelio Ludens
Stelio gives ominous hints to a dark lineage and loves
playing the role of the “bad kid”. His demonic familiar
has become the “mascot” of Star Coven. Such familiars
are rarely, if ever, allowed in school so everyone knows
he has some kind of influence with the administration.
Stelio Ludens: Init +1; Atk fist +0 melee (1d3); AC 11; HD
1d4+1; MV 30’; Act 1d20; SP spells (see below); SV Fort
+1, Ref +1, Will +1; AL C.
Spells (+2 spell check): cantrip (d16), find familiar (d14),
flaming hands (d14), runic alphabet mortal (d14)
Doug (demonic familiar): Tiny demon (lazy imp; +2
Luck that, if used, restores naturally each night, similar to
how a thief or halfling recovers Luck), gives wizard +4 to
Fort saves against infection, poison, disease, and other
debilitating effects. Any effect that bypasses this
improved protection is split equally between the wizard
and familiar
Init: +1; Atk claws +2 melee (1d4); AC 14; HD; hp 4; MV;Act 1d20; SP (absorbs half corruption from spellcaster), if
caster dies they cohabitat familiar’s body until soul can be
transferred; SV Fort +1, Ref +1, Will +1; AL C.
65
Random Classmate Table
Coven: (1) Ghoul, (2) Hydra, (3) Phoenix, (4) Raven, (5)
Skrag, (6) Wyrm, (7) Cyclops
Complication: (1) love life, (2) family life, (3) anxiety
issues, (4) awfully awkward, (5) inept at their interest, (6)
drugs, (7) illegal arcanery
Main Interest: (1) studies, (2) cute classmates, (3) their
hustle, (4) fashion, (5) partying, (6) sports, (7) counter
culture
Disposition towards PCs: (1) adores them, (2) intense
rivalry, (3) tenuous truce, (4) “forgets” they exist, (5)
neutral towards them, (6) views as pawns, (7) super
jealous
Random Teacher Table
Appearance: (1) Animal, (2) Human of Abnormal Size or
Age, (3) Undead, (4) Demon, (5) Angel, (6) Reptilian, (7)
Plant Person
Specialty: (1) Illusions, (2) Summoning, (3) Restoration,
(4) Necromancy, (5) Divination, (6) Elementalism, (7)
Psionics
What they did before this: (1) private research, (2)
demonic consultant, (3) hedge wizard, (4) corporate
wizardry, (5) supervillainy, (6) indentured servitude, (7)
witness protection
What they want: (1) tenure, (2) to get out of their contract,
(3) to “collect”, (4) to feel happiness again, (5) to make a
difference, (6) administrative change, (7) scholastic esp
66
67
Adventure Structure
The genre of “magic school adventure” stories is
generally a mixture of mystery and dangerous adventure.
Depending on the nature of the investigation, the
mystery may offer little danger until the confrontation.
Other mysteries may have danger lurking around every
corner before a culminating confrontation at the end. The
exact structure of such stories is loosely defined and
should change so that game sessions feel unique from one
another. Some groups may be much more interested in
the investigative aspect of these stories than any violent
confrontation or “dungeon crawling.” Similarly, some
mysteries may be resolvable in a single session or
continue on for multiple sessions. In some cases, smaller
mysteries could connect to greater mysteries that build as
the campaign continues.
Judges will be asked to describe Complications and
Threats, and Paint the Scene. Complications delay the PCs
and generally ask them to solve a puzzle of some kind.
Threats are typically encounters that can be deadly. When
Painting the Scene, a posed question asks the judge or the
players that helps explore a theme or idea associated to
that location or the ongoing narrative.
Investigation
Neither clues or the personae dramatis are tied to specific
locations. They can be found wherever the PCs are
looking. Students and faculty move around the school
throughout the day and the location of clues should be
changed to serve the story. Clues may be a piece of
physical evidence or new information gleaned from a
NPC. Each change of scenery is an opportunity for the
judge to present the mystery (and new evidence) in a new
light. Additionally, judges should not allow one player to
continually be the only person who finds clues.
68
Ask each player what their character is investigating
before allowing a single player to investigate multiple
avenues.
PCs commonly split the party, as they are drawn to their
respective classes and extracurriculars. It is advisable to
have one “scene” per player where they find out
something important. Judges may wish to “cut the scene”
when the PC finds themself in danger. If done correctly,
the suspense can build and another PC can enter the
scene just in time to assist the threatened PC. Pacing
adventures is a skill that is honed with practice.
After the players feel as though they’ve adequately
investigated the mystery, they eventually create a
hypothesis as to the culprits, their location, and/or their
sinister goals. If the player’s have devised a plausible
theory about the culprits, accept that conclusion and
adapt the “Confrontation” portion of mystery to this
theory. If the players’ theory does not feel satisfactory or
quite plausible, allow the mishap to occur! Then give the
PCs one “perfect hint” that allows them to view all their
existing clues in a new context and find their way to the
story’s conclusion. However, judge’s should endeavor to
give the antagonist some new advantage for situations
like this.
Confrontation
The stories told in this game usually end in some kind of
violent confrontation, though not always. Clever players
might create a trap, either social or more literal, from
which a culprit cannot escape. In a typical four-hour
session, it is not possible to include both a lengthy
investigation and an expansive “dungeon”. When a
judge is creating a mystery that is ideally resolved in a
single session, they should remember that these
dungeons should be short and that the PCs are likely to
have a low total hp and few ways to quickly heal.
69
Academic Ascension
By Stefan Surratt
Introduction
Academic Ascension is an introductory adventure
designed for 3-4 level 1 characters and can be played in 2-
3 hours. Set at the beginning of the school year, it is meant
to introduce the players and PCs to the Eternal Academy
and a number of its residents. The PCs find themself in a
conspiracy that has both students and faculty
disappearing one by one.
Background
The Phlogistonic Continuum is a collection of magical
energies that exist outside of linear time. Like any
lifeform, it seeks to grow and utters out the phlogistonic
forces that allows mortals to tap into magic. When a new
magical creation is born into existence, the Continuum
grows by absorbing that creation into the Continuum at
the time of its “death”. On occasion however, a repulsive
and imperfect creation is rejected. Given a taste of non-
linear eternity, but thrust back into linear existence, these
rejected creations strive to rejoin the Continuum with
more vigor than any mortal sorcerer.
One such reject is Que. Seemingly a young and aspiring
wizard, Que has weaseled their way into the Eternal
Academy in an effort of creating a new ritual that will
allow themself to rejoin the Continuum. Meanwhile,
Professor Merneith Ghoulsworth, a mummy and head of
the necromantic studies, suspects the true identity of Que
and seeks to accomplish the same task for themself. Now
both vy against each other in secret, racing towards the
same ritual. However, fate is undecided and both the
judge and the players will decide who this story’s villain
is!
70
One, or both, of these individuals will capture other
students and faculty in order to work their ritual. First
The Brittanys will disappear, valuable as a “ritual
component” for their unique siamese traits. Then Valor
the Gargoyle, for their innately magical quality as a
wizardly creation. Then the judge should decide who
else disappears. Hopefully the PCs find the trail before it
is too late…
Beginning the Adventure
Whilst the PCs attend a “beginning of the school year
mixer” complete with beverages and snacks. Students are
expected to socialize and find other students with whom
to form a coven. To form a coven, students are expected
to take a piece of paper, write their greatest shame or
regret on one side, and their loftiest dream on the other
side. This information may be kept hidden or shared
freely, but the students form their new coven when they
burn their papers at once. If the judge wishes to have an
NPC join the PC's coven, feel free to use Que, The
Brittanys or another NPC of their own creation. After this
takes place, Merneith Ghoulsworth gives the following
speech:
“Quiet down, students! Yes, welcome to the Eternal Academy!
My name is Merneith Ghoulsworth and will be teaching many
of you. Here you’ll learn potent magics from accomplished
warlocks and wizards. Tonight, you have taken the first steps
by creating a coven. The fellow members of your coven will be
supporting peers and quite possibly friendly rivals with which
you... Excuse me, I must take my leave! Be wary students!Keep your true names safe!”
71
Merneith suddenly pulls out a wand and disappears in a
cloud of smoke. Rosalie Forsythe steps up, introduces
herself as student council president. Quickly concluding
that either herself or Valor will help advise students over
the next week if any have questions, but otherwise to
enjoy themselves.
After the scene comes to a natural conclusion, have Valor
usher the PCs to their coven house. The next morning,
they will experience their first Morning Test before
beginning classes with Tybalt Cromulus and Merneith
Ghoulsworth. Invariably, Que and the Brittanys attend
these same classes before the disappearances begin…
Personae Dramatis
Rosalie Forsythe, student council president and legacy
admission student
De-facto leader of Emerald Coven. From a proud, but
dysfunctional family. Responsible for advising new
students in the first week of school, but may require
payment or favors.
Quote: What is it now? I’m busy planning for Promcoming!
72
The Brittanys, siamese triplets
These siamese triplets can break off a single member at a
time, though the "new" individual has a lonesome
longing for her sisters. They were once nearly sacrificed
by a cult, but are excited to meet many magical creatures.
Quote: Hey y'all! Isn’t it so much fun around here? There’s so
much to learn and explore!
Que, a formerly omnipotent but not omniscient being
Cast out and stripped of omnipotence by the Phlogistonic
Continuum for irresponsible usage of their powers. They
have a poor understanding of mortal social etiquettes.
Now they must learn how to harness new powers, but
hope to rejoin the Continuum by any means possible.
Quote: Surely, you’re not talking to me. I suppose my torment
is your delight…
73
Tybaldt Cromulus, skydunking coach
An Eternal Academy graduate who never truly matured.
Skydunking is life. When not overseeing Skydunking
lessons, teaches Wizard Tower 101: Architecture &
Defenses, but always makes it as SkyDunking related as
possible.
Quote: Hey there, champ! Ready to get dunking? This game
trains your body and your mind! Keeps you buff for
spellburning and quick-witted for dueling!
Merneith Ghoulsworth, head of necromantic studies
A well-preserved (but smelly) mummy. Very serious and
fair, but gets overly excited at the prospect of innately
magical individuals meeting their doom. Aside from
advanced necromantic classes, she is currently filling in
for the faculty member who disappeared recently and
teaches Parchments & Inks classes to new students.
Quote: Hello students. Did you read the assigned chapter on
the relationship between rigor mortis and how long the soul
stays in the body? Very fascinating material.
Valor the Gargoyle, a talkative gargoyle
Forgotten more about the school than most people will
ever learn. Generally jovial until he senses danger. Values
obedience to school rules.
Quote: Children! Tell me. How have you been adjusting to
school life? We gargoyles are very good listeners.
74
Clues
1. A forgotten secret rendezvous letter mentioning a the
highest tower on school grounds (while not
specifically mentioned, it is well-known to be above
the Admin Wing)
2. An empty potion bottle that can be identified as a
sleeping potion
3. A heated argument about those who've gone missing
4. A teacher's rambling speech on binding extra
dimensional creatures
5. Loose-leaf papers with scratched out drafts of a
summoning circle made from living creatures
6. A flier requesting the return of expensive magical
chalks and paints taken from the store room
7. A scream on the wind, originating from a tower above
the Admin Wing
8. Two students babbling about famous wizards who
ascended to the Phlogistonic Continuum
9. A gargoyle requests the PCs to return a found book,
titled Powers of the Phlogistonic Continuum, to the
library
10. Vague rumors about Merneith Ghoulsworth’s prior
life as a death priestess
75
Locations
Mixer Hall
A few dozen new students establish small groups.
Platters of finger foods and bowls of fruit punch.
Teachers keep student contact minimal.
Paint the scene: Who among the Personae Dramatis draw
attention to themselves?
Skydunking Field/ Wizard Tower 101: Architecture &
Defenses class
A raised platform rises from a pond. Multi-colored hoop
rings and jiggling pads float high in the air. Students
jump through rings and fly across the sky.
Paint the scene: Who excels in class and who does poorly?
Parchments & Inks class
Stone cellar lit by human fat candles. Reconstruct
destroyed scrolls. Produce white ink from bone powder.
Paint the scene: Who is first to produce a working scroll and
what magic does the scroll contain?
The Halls
Students struggle to find and enter classrooms. Corridors
adjust to meet varied purposes.
Paint the scene: What strange conversation is heard?
PC's Coven
Clearly “lived in” but no one has been here for some time.
Potential for coziness, but certainty of a storied and
sordid past.
Paint the scene:What makes the coven cozy?What hints at its
storied past?
76
Confrontation
Area 1 - Admin Wing
A statuary bust stands as secretary and will tattle on
students who ignore orders to not proceed further. Two
large "cat" beds and a scratching post. Domestic
manticores roam the corridors, catching stray owls and
other intruders. Stern paintings of past teachers adorn the
walls. A "gate" portal is warded with numerous arcane
runes, but can be used to access the Tower Above or, with
use of "arcane keys", to other locked areas such as a
professor's quarters. A closed door leads to an exterior
staircase ascending to the Tower Above.
Paint the scene: What signs warn the PCs of the patrolling
manticores? Do any final clues point towards a particular
villain?
Threat: The domestic manticores patrol the admin wing,
but play with their prey similar to a house cat and can be
distracted in the same manner. The "gate" portal requires
a DC 15 Int check to travel to unwarded areas (such as the
Tower Above). On a failure, the protective runes cause all
nearby creatures to forget what they were doing (DC 15
Will save to resist) while also making owl noises to call
the manticores. The slick steps of the exterior staircase
require a DC 5 Agility check to climb. On a failure, the PC
slips, causing a charm or other important item to fall far
below.
Domestic manticore (2): Init +3; Atk claws +3 melee (2d3)
or barbed tail +5 melee (1d5 plus poison); AC 12; HD 2d8;
hp 11; MV 30’, fly 40’; Act 1d20; SP poison (DC 12 Fort
save or 1d4 Stamina damage), domesticated (upon taking
damage, must attempt a Morale check); SV Fort +2, Ref
+5, Will +2; AL C; Crit M/d8.
77
Area 2 - The Tower Above
A full moon over a crenulated tower platform.
Kidnapped victims are bound with rune-covered chains
at the edge of a wide scrying pool. The victims stare
vacantly and chant magic words. The scrying pool
reflects the moon but begins to bend in on itself. A
creature of writhing gasses and glittering starlight
emerges from a tunnel beyond space.
Paint the scene: Is the villain Que, Merneith, or them both?
Do they have a villainous monologue?
Threat: The Villain's first action is to throw themself into
the portal beast's mouth to hide. If the Portal Beast then
slays at least three creatures (targeting aggressive
creatures first), it returns to its native plane with the
stowaway Villain. Only one whose body and mind is
prepared for such an ascension may join the Continuum.
All others are disassembled into the most basic elements
and expunged across the multiverse.
If the judge wishes for both Que and Merneith to be
villains, they will turn on each other when the portal
beast appears. A spell duel is very likely in such
instances. Judges may wish for either a non-villainous
Que or Merneith to appear and give aid, but details on
this are left to the judge. If this path is chosen, they must
not steal the spotlight from the PCs.
Portal beast: Init -1; Atk mystic diablerie +7 melee (1d3
plus 1d3 random “spellburn” damage); AC 15; HD6d10;
hp 58; MV fly 45’; Act 1d20; SP phlogistonic aura (see
below); SV Fort +3, Ref -1, Will +7; AL C.
Phlogistonic Aura: When spellburn or Luckburn occurs
near the portal beast, its latent energies accumulate for
the next few hours. Consult the table below to see the
effects:
78
Que: Init +2; Atk jambiya dagger +2 melee (1d5) or
spellcasting (see below); AC 11; HD 5d4; hp 17; MV 30’;
Act 1d20+1d14; SP may spellburn up to 6 points total; SV
Fort +2, Ref +1, Will +3; AL C.
Known spells (+5 spell check): (1) flaming hands, sleep, runic
alphabet (mortal), (2) invisible companion, locate object, (3)
make potion
Spellburn &
Luckburn
Total
Effect
0-3
Sky grows cloudy, lightning flickers,
thunder cracks. Lightning strikes the
portal beast for 1d6 damage.
4-6
Thunder continuously roars and rain
pours from heavy clouds. Lightning
strikes the portal beast for 1d12 damage.
7-9
Anyone who's contributed to this total
must make a DC 15 Fort save or suffer
corruption relating to the most recent
spell they cast. Lightning strikes the
portal beast for 2d12 damage.
10-12
The caster who causes this total to be
achieved suffers corruption and misfire
relating to the spell cast. Lightning
strikes the portal beast for 3d12 damage.
12+
The mystic portal is disrupted, causing
the portal beast to be pulled back into the
Phlogistonic Continuum. Unless strongly
secured, all within 60’ must make a DC 5
Strength check or be pulled in along with
it.
Merneith Ghoulsworth: Init +0; Atk choke +3 melee
(1d3/2d3/3d3/etc.) or spellcasting (see below); AC 11;
HD 8d8; hp 12 (max 36); MV 20’; Act 1d20+1d14; SP
damage reduction 3 (min 1 damage per damage die),
mummy rot (see below), has already spellburned most
physical attributes, vulnerable to fire, un-dead traits; SV
Fort +0, Ref +0, Will +6; AL C.
Known spells (+6 spell check): (1) cantrip, chill touch, feather
fall, read magic, runic alphabet (mortal), (2) mirror image, ray
of enfeeblement, (3) write magic
Mummy Rot: Targets struck by a melee attack must make
DC 10 Fort save or suffer 1 Stamina damage each day
plus a constant thirst.
Mummies are un-dead, and thus can be affected by turn
unholy. They do not eat, drink, or breathe, and are
immune to critical hits, disease, and poison. As un-dead,
they are immune to sleep, charm, and hold spells, as well
as other mental effects and cold damage.
Conclusion
Any faculty members aware of this conflict will attempt
to bribe the PCs with promises of favoritism in class
(possibly a lead spot on the Skydunking team!), though
there is also the underlying threat of giving the PCs a
hard time if they don’t go along with this. The Brittanys
are each immensely grateful, giving them a charm the
following day and possibly developing a crush on one of
the PCs. Valor repays the PCs by making sure that all the
gargoyles keep a protective eye over the PCs in regards to
bullies, being late to class, and other small favors.
If either Merneith or Que was successful in joining the
Continuum, they are likely to never be seen again.
However, any villain who fails in this plan is taken into
custody by the school administration. Their fate is sure to
be a gruesome one…
80
	Cover
	Table of Contents 
	Welcome to School! 
	Life at the Eternal Academy 
	Character Creation Steps
	Academic Wizard
	Soul Mage 
	Spell Thief 
	Charms
	Youthful Luck
	Death and Dying
	Class Schedules
	Semesters
	Studying and Exams
	Make Minor Potion
	Stupid, Teenage Fun
	Carousing at School
	Keeping Your Head Down
	School Grounds
	Professors and Peers
	Adventure Structure
	Night of the Were-Wizard
	Academic Ascensionon
demonic lore checks)
5 Farm
hand
Good work
gloves Chess Duelist Custom chess set (+1 on
wizard’s chess checks)
6
Merchant
’s
apprentic
e
An ancient
gold coin
Covenless
Student
Secret personal quarters
(+1 on find secret door
checks)
7
Messeng
er
servant
An
undelivered
letter
Sky Dunk Jock Athletic robes (+1 on
athletic checks)
8 Musical
prodigy
Beat-up
instrument
Legacy
Admission
Vintage robes (+1 on
school lore checks)
9 Noble’s
heir
Gold signet
ring Magizoologist
Bestiary of magical
animals (+1 on magical
beasts lore checks)
10 Noble’s
love child
Family
birthmark Mega Nerd Study skills workbook
(+1 on cram checks)
11
In a nice,
loving
family
Family photo Planar Exchange
Student
Otherworldly artifact (+1
chosen language)
12
Revered
reincarna
tion
A cherished
item from a
previous life
Secret Zealot Pamphlet literature (+1
on religious lore checks)
13 Student
scribe Lucky quill Student
Celebrity
Stylish robes(+1 on social
checks with students)
14 Unloved
orphan
Picture of a
loved one
Student
Government
Member
Academic stole (+1 on
Demerit checks)
15 Witch’s
servant
A Personal
cauldron Teacher’s Pet Key to a classroom (+1 on
social checks with faculty)
16 Young
acolyte
A holy
symbol Underachiever (+1 starting Youthful
Luck/ session)
Starting equipment: All characters begin the game with
the equipment listed above, the basic tools of magical
academia (quills, ink, grimoire, etc), a book bag, a few
basic outfits, a place to live, and a starting charm. PCs
generally should all be members of the same coven and
agree on their coven’s living space (“Our coven quarters
are in the clocktower”), with the judge having final say on
what is permissible. The starting charm should have a
unique bonus that the player and the judge both agree on.
The powers of the starting charm do not need to be
determined before the first game session and any time
during gameplay; refer to the Charm section for creation
guidelines.
Magical Mishap Benisons
Roll 1d24 to determine each character’s first magical
mishap and what kind of special benison that they
receive.
8
1d24
First Magical Mishaps
Involved
Benison Bonus
1 Zombies at the cemetery +1 to attacks, spells, and saves
against corporeal un-dead
2 Ancestral spirits +1 to lore rolls
3 A dragon awakening +1 to attacks, spell, and saves
against dragons and wyrms
4 Body swapping +1 to disguise self and lying
5 Polymorphed into an
animal +1 to your familiar’s checks
6 Spiritual possession +1 to attacks , spells, and saves
against incorporeal un-dead
7 An extraterrestrial artifact
Proficiency with two exotic
weapons or devices (need not be
chosen at start)
8 A magical sword +1 to attack rolls
9 A cursed curio +1 to damage rolls
9
10 A deal with a demon +1 to attacks, spells, and saves
agaisnt devils and demons
11 A mission from god
+1 to spell checks against unholy
creatures (choose a different
alignment)
12 A fortune teller’s curse +1 to saves vs other wizards and
witches
13 A secret bloodline curse +1 to Fort saves
14 A journey to Elfland +1 to attacks, spells, an saves
against fey creatures
15 Almost killed as a witch +1 to Ref saves
16 Was a cult’s chosen
sacrifice
+1 to attacks, spells, and saves
against cultists
17 Targeted by an irritated
warlock Recover 2 spellburn per day
18 Revelation of true
parentage
Infravision (30’) and 1 bonus
language
19 Finding forgotten ruins +1 to finding secret doors and find/
disable trap checks
20 Reading aloud from a
forbidden tome
+1 to read language, forge
document, and cast spell from scroll
21 Shipwrecked on an
unmarked isle
+1 to handle poison and wilderness
checks
22 An insane and murderous
mentor
+1 to backstab, sneak silently, and
hide in shadow checks
23 The thing from the stars +1 to Will saves
24 The secret to my family’s
success +1 to pick pockets and pick locks
Academic Wizard
You are an impoverished, unrespectable, and naive
creature oft known as a student. As an academic wizard,
you even lack the courage typical of the typical
adventuring wizard. You are a mere member of the
student body, ruled over by the staff and administration
of The Eternal Academy.
Academic wizards are typically thrust into student
orientation at a young age, though older prospective
masters of arcana are not altogether uncommon. They
also originate from a variety of worlds, dimensions, and
timelines, making for an eclectic student body.
Hit points: An academic wizard model gains 1d8 hit
points at first level, but the corrupting nature of the
phlogiston slowly corrupts the body. The HD size will
gradually decrease until it becomes a mere 1d3 HD.
Weapon training: An academic wizard is only
considered fully trained with daggers, clubs, and staff,
though they may use longbows, shortbows, longswords,
and short swords at a d16. While they could wear armor,
it greatly impacts their spellcasting ability and is
considered incredibly gauche.
Alignment: Most academic wizards come from troubled
backgrounds, making lawful tendencies uncommon.
Further forays into the cutthroat school, even more
enforces this tendency. However, the majority of students
find themselves self-serving in nature and tending to
neutrality, though chaotically aligned students are nearly
as common.
Caster level: Caster level is a measurement of arcane
power. An academic wizard’s caster level is usually the
same as their level.
10
Magic: Academic wizards attempt to tackle the powerful,
phlogistonic forces of chaos through rigorous study. At
1st level, academic wizards go through basic coursework
that teaches them four spells (+1 for each additional point
of Int mod), though two of these spells are always cantrip
and read magic. Thanks to this tutelage, academic wizards
may utilize read magic to understand magical item
properties, at the judge’s discretion. Any other spells are
determined by coursework chosen by the academic
wizard and thus chosen by the player. At first level, they
are restricted to learning level one wizards spells that are
taught in the initial coursework, but they may learn spells
of any level if given the correct tutelage or research
material.
Unfortunately, academic wizards master their spells
more slowly than more adventurous wizards. Despite
having a 1d20 action die, newly learned spells can only be
cast at a d14 spell die. The academic wizard begins first
level with all their spells castable with this d14 casting
die, which is increased through study (see Studying and
Exams) or through rolling the maximum result of that
spell’s casting die. For example, Arlane the conjurer casts
animal summoning on a d14 and rolls a natural 14.
Having met her current potential, she may immediately
begin casting that spell using a d16.
Academic wizards cast spells by making a spell check. An
academic wizard’s spell check is their relevant spell die +
Intelligence modifier + caster level. If additional
spellcasters perform a cast ritual spell in a casting circle,
they may channel their power into the primary caster’s
spell, granting 1+Int mod to the spell check per each
assistant mage. These assistants need not know the same
spell, but cannot perform any other actions until the spell
is cast.
11
Supernatural patrons: Young and talented minds are
swept up, kidnapped, and cordially invited to train at the
Eternal Academy by the Headmaster’s many apprentices.
Many supernatural beings have maintained an influence
over the school and vy for domination. Students and staff
are exposed to a bevy of options for patronage.
Action dice: An academic wizard's first action die can be
used for attacks, spell checks, and various other actions,
but their second action die can only be used for spell
checks. However, just as the second action die may limit
the die size, so too does the wizard’s spell die for
unmastered spells. In such cases, defer to the lower die.
12
Level HD Attack Crit Die/ Table
1 1d8 +0 1d5/I
2 +1d7 +1 1d6/I
3 +1d6 +1 1d7/I
4 +1d5 +1 1d7/I
5 +1d4 +2 1d8/I
13
Action Die
SpellsMemorizable
Per Day
Ref Fort Will
1d20 4 +1 +0 +1
1d20 5 +1 +0 +1
1d20 6 +1 +1 +2
1d20 7 +2 +1 +2
1d20+1d12 8 +2 +1 +3
Soul Mage
Soul mages innately cast through feelings, not thoughts.
They tend towards extremes of emotions and opinions,
are deeply empathetic, and loyal friends.
Hit points: A soul mage gains 1d8 hit points at each level.
Weapon training: A soul mage is considered trained in
daggers, longbows, shortbows, slings, staffs, swords, and
warhammers. If a soul mage finds a magic weapon that
they are untrained in, they are considered trained if they
succeed on a Luck check.
Alignment: Soul mages derive their powers from a
purity of heart, and such purity is most often an aspect of
lawful tendencies. In rare circumstances, their powers
instead come from the chaos of manipulating hearts.
Caster level: Caster level is a measurement of arcane
power. A soul mage’s caster level is usually the same as
their level.
Magic: Soul mages cast with their heart, not their wand.
At 1st level, they learn two random spells and
Transformation Sequence, plus their other class abilities.
When casting a spell, they roll 1d20 + CL + Personality
modifier. However, they may only spellburn during
rituals. They may only learn one additional spell at each
level, but do have the opportunity to gain bonus spells
through study (see Studying and Exams).
Transformation Sequence: By spellburning a point of
Personality, a soul mage may transform into an “alternate
persona” that may become widely known. Sometimes
these personas are often complete secrets even from the
soul mage’s closest friends and family. Other times, they
proudly identify with this persona, thinking of it as their
“true identity”.
14
Power of Heart: Once per adventure, a soul mage may
call upon the forces of friendship eternal by making a
spell check and spending a point of Luck. Before rolling,
the player describes a desired outcome that is
thematically in line with their abilities and the judge will
assign a DC. The result is either fully granted or it is not;
however, even on a failure the judge may give the soul
mage some minor encouragement or hint towards an
advantageous path. Based on the spell check result, the
judge will describe the result. Whether or not the request
succeeds, the soul mage must also quest to complete an
Act of Friendship.
Healing Heart: Either by dulcet voice, a proud glance, or
a calming touch, a soul mage may heal a nearby ally. At
the beginning of each day, a soul mage rolls their Crit Die
+ CL to determine the size of their healing magic pool.
Supernatural patrons: Many patrons will take advantage
of a pure heart who believes in their cause, but soul
mages are just as likely to take part in deific worship as
they are to find a supernatural patron.
Action dice: A soul mage can use their attack dice for
attacks or spells checks.
15
Transformation Sequence
Level: 1 Range: Self Duration: Varies Cas t ing
Time: 1 round Save: None
16
Level Attack
Crit Die/
Table
Action Die
1 +1 1d6/III 1d20
2 +1 1d8/III 1d20
3 +2 1d10/III 1d20
4 +2 1d10/III 1d20
5 +3 1d12/III 1d20+1d12
General
Light envelopes the caster and reveals them in
an immaculate and unrecognizable form. The
caster must spellburn 1 point of Personality to
cast this spell.
Manifest
ation
Roll 1d4: (1) an angelic form, complete with
wings and halo, (2) a demonic form with
brimstone hooves and infernal eyes, (3) a
draconic visage with wings and claws, or (4)
the glowing form of a past life or ancestor.
Corrupti
on
Roll 1d4: (1) a physical aspect of the
manifestation becomes permanent (i.e.: horn
nubs, claw-like fingernails, etc), (2)
permanently accompanied by ambient sounds
related to manifestation (i.e.: flickering of
flame, angelic singing, etc), (3) caster’s
shadow becomes that of their transformed
self, or (4) -1 Luck.
17
Ref Fort Will Spells Known
+0 +1 +1 2
+0 +1 +1 3
+1 +2 +2 3
+1 +2 +2 4
+1 +3 +2 4
Misfire
Roll 1d4: (1) the failed transformation leaves
the caster wearing only their underwear, (2)
empower the fiercest enemy within sight with
the 18-19 result, (3) (3) transform all enemies
within sight as per the 12-13 result, or (4) the
caster loses fail in themself and must succeed
a DC 12 Will save to cast the spell until they
regain their purpose and confidence (judge’s
discretion).
1
Lost, failure, and worse! Roll 1d6 modified by
Luck: (0 or less) corruption + patron taint +
misfire; (1-2) corruption; (3) patron taint (or
corruption if no patron); (4+) misfire
2-11 Failure.
18
12-13 Gain a +1 bonus to attacks and the ability to
hover 3’ off the ground for 1d3+CL rounds.
14-17
Gain a +1 bonus to attack and damage rolls,
the ability to hover 3’ off the ground, and a 10’
bonus to movement speed for 1d3+CL
rounds.
18-19
Grow 2’, gain a +2 bonus to attack and
damage rolls, the ability to hover 3’ off the
ground, and a 10’ bonus to movement speed.
Additionally, as a d20 action, the caster can
breath a 20’ cone of white flames that burn all
targets for 1d6 damage (Ref save vs. spell
check for half damage). The transformation
lasts for 1d6+CL rounds.
20-23
Grow 4’, gain a +3 bonus to attack and
damage rolls, a 20’ fly speed, and a 10’ bonus
to normal movement speed. Additionally, as a
d20 action, the caster can breath a 30’ cone of
white flames that burn all targets for 2d6
damage (Ref save vs. spell check for half
damage). The transformation lasts for 1d6+CL
rounds.
24-27
Grow 6’, gain a +4 bonus to attack and
damage rolls, a 30’ fly speed, and double
normal movement speed. Additionally, as a
d20 action, the caster can breath a 40’ cone of
white flames that burn all targets for 3d6
damage (Ref save vs. spell check for half
damage). The transformation lasts for 1d8+CL
rounds.
19
28-29
Grow 8’, gain a +5 bonus to attack and
damage rolls, a 40’ fly speed, and double
normal movement speed. Additionally, as a
d20 action, the caster can breath a 50’ cone of
white flames that burn all targets for 4d6
damage (Ref save vs. spell check for half
damage). The transformation lasts for
1d10+CL rounds.
30-31
Grow 10’, gain a +5 bonus to attack and
damage rolls, a 40’ fly speed, and double
normal movement speed. Additionally, as a
d20 action, the caster can breath a 50’ cone of
white flames that burn all targets for 4d6
damage (Ref save vs. spell check for half
damage). A weapon of pure energy appears in
the caster’s hand. The weapon does 3d6
damage and struck targets must make a DC 15
Will save or flee. The transformation lasts for
2d6+CL rounds.
32+
Grow 14’, gain a +5 bonus to attack and
damage rolls, a 40’ fly speed, and double
normal movement speed. Additionally, as a
d20 action, the caster can breath a 50’ cone of
white flames that burn all targets for 4d6
damage (Ref save vs. spell check for half
damage). A weapon of pure energy appears in
the caster’s hand. The weapon does 3d6
damage, a crit range of 18-20, and struck
targets must make a DC 20 Will save or flee.
The transformation lasts for one turn.
Power of Heart
20
DC 10 Simple cantrips: breeze billows a cape, make
an animal call, light a small fire.
DC 12
Minor physical or sensory effects (move an
ally out of harm’s way, make a noise or image
at a distance) blessings (+1-2 to rolls for a short
duration); persuasion (cause a creature to
become friendly or unfriendly).
DC 14
Complex physical or sensory effects (create a
convincing illusion, restrain a creature with
earthen manacles); powerful blessings (+4 to
some rolls or affect more creatures); simple
summoning (small animal or an object such as
a weapon).
DC 16
Incredible physical action (leap to the top of a
wizard’s tower, break iron bars); impressive
persuasion (motivate or terrify an army);
summon aid (summon ancestor spirits or a
herd of unicorns into battle); smite an enemy
(Will save or enemy suffers penalty to action
die or ability score loss).
DC 18
Acts of unquestionable spirit: affect nature
(summon a riding nimbus cloud, cause a local
eclipse, control a mass of vines);amazing acts
(lift a collapsing building, shatter a magic
rune); displays of mystic might (turn a lake
into ice, change the moon’s phase).
DC 20+ At the discretion of the judge.
Acts of Friendship
The caster suffers a cumulative -1 Luck penalty each day
until the task has been completed. The judge should
either select an appropriate Act of Friendship or
determine it by rolling 2d3:
1. You must perform a selfless act of friendship that
requires much effort and time (roll 1d3): (1) create a
“friendship scrapbook”, (2) craft a bespoke gift in
which no expense is spared, or (3) give away your
most cherished charm.
2. The soul mage must resolve an interpersonal conflict
they do not have a stake in roll 1d3): (1) a contentious
love triangle, (2) a friendship-ending argument
between two besties, or (3) claimants to a beloved pet.
3. The soul mage must make a number of new friends
(roll 1d3): (1) 100 friendship bracelets for 100 new
friends, (2) one, but they must have been a rival, (3)
seven, but you must start a group activity such as a
book club.
21
Spell Thief
Spell thieves are living conduits for magic, but never the
origin. They influence phlogistonic forces that permeate
the universe, altering the current's flow to their benefit.
Hit points: A spell thief gains 1d7 hit points at each level.
Weapon training: A spell thief is fully trained in the
following weapons: blackjack, blowgun, crossbow,
dagger, dart, garrote, longsword, short sword, sling, and
staff. However, they are considered partially trained with
all magical weapons and may use “untrained” magical
weapons with a d16. Spell thieves are careful in their
choice of armor, as it affects the use of their skills.
Alignment: Spell thieves lack or disregard typical
tutelage and are rarely lawful. While their innate grasp of
the forces of magic often means they begin their lives on
the balanced path. They are often given to take freely and
become willful agents of chaos.
Channel Die: Spell thieves live life on the edge of the
phlogiston. They may spend Luck as per normal, but may
roll their Channel Die to steal spells, redirect spells, or
empower spell checks. At the judge's discretion, they
may also use their Channel Die to modify other
phlogistonically related actions, such as flying on a
broom, making an arcane lore check, or convincing a
gargoyle to let the PCs go. They may spend up to their
Intelligence or Personality modifier (which is higher, min
1) of Luck to roll multiple Channel Dice at once.
Second, unlike other classes, the spell thief recovers lost
Luck at the rate of 2 points per day, up to their maximum
score. In situations where the spell thief would receive a
permanent point of Luck, they may make a Luck check
against their current maximum. If they succeed on the
Luck check, the spell thief was lucky enough already and
it does not increase their maximum Luck score.
22
Steal spell: The spell thief can steal spells by touching
another creature and spending Luck to roll their Channel
Die. If the target is unaware of the spell thief's presence,
they receive no saving throw and are unaware of the
purloining. However, if they are suspicious of the spell
thief's ill intent, they receive a Willpower saving throw
equal to DC 10 + Channel Die result. Spells stolen are
randomly determined unless the spell thief attempts to
steal a specific spell that they are certain that the target
knows.
The spell thief may keep a number of stolen spell levels
worth of spells equal to their highest possible single
Channel Die result. For example, a 3rd-level spell thief
has a d5 Channel Die and could store five spell levels of
spells, such as a single 3rd-level spell and a single 2nd-
level spell or five 1st-level spells. Stolen spells are recalled
for 24 hours or until they are cast three times.
When attempting to steal a spell, a Channel Die result of
1 would be equivalent to rolling a natural 1 on a
spellcheck (originating from the spell thief). A result of 2
would cause the spell to be completely lost as with the
typical 2-11 spell check result. A result of 3 would steal a
single spell at the next spell check result level (12-13
result for a first level spell), and so forth. The spell thief
knows these spells rotely at that spell result level. If the
spell thief wants to increase the spell result potency, they
must empower the spells by once again using their
Channel Die (see below).
The stolen spell can be used a number of times equal to
the spell thief's Personality or Intelligence modifier
(whichever is higher, min 1).If targeting a special power
from a creature's stat block, it must be a spell-like ability
(judge's discretion) such as a dragon's breath weapon, a
cyclops' true sight, or a demon's immunity. A Channel
Die result of 3 may steal a single ability from a creature of
3 HD or less, a result of 5 could steal from a creature of 5
23
HD or less, etc. The spell thief will retain the special
power for 24 hours and may use the special power as per
the creature's stat block.
Empower Spell: Stolen spells result may be empowered,
but the spell thief must spend a point of Luck per usage
of the to roll their Channel Die once. The die result adds
a bonus to the spellcheck result, assuming the lowest
number within that spell check result range. For example,
a 1st-level spell was stolen with the Channel Die result of
a 3, so the spell thief has the spell at a result of 12. The
spell thief wants to cast an empowered version of the
spell so they roll their Channel Die again. The Channel
Die comes up a 4, so the spell check result becomes a 16
for this casting.
Redirect spell: Whenever the spell thief uses their
Channel Die to help them succeed on saving throw
versus spell, or similarly magical special power, they may
redirect the spell towards another target within the spell's
range if their Channel Die result was a 3 or higher. If the
saving throw fails and Channel Die results in a 1, the spell
thief suffers the effects of rolling a natural 1 when casting
the spell, originating from the spell thief.
24
Level Attack
Crit Die/
Table
Action Die
1 +0 1d8/II 1d20
2 +1 1d10/II 1d20
3 +2 1d12/II 1d20
4 +2 1d14/II 1d20
5 +3 1d16/II 1d20
Multiple Mishaps: Spell thieves may either roll on the
Magical Mishaps table at each level to receive additional
bonuses or choose to add +1 to the bonus from a
previously acquired Magical Mishaps result.
Supernatural patrons: It is uncommon for spell thieves to
wholly submit themselves to the service of any master,
but not without precedent. Patrons are loath to be
deceived or taken advantage of by such mortals and will
never gift a spell with a spell level higher than level 1.
Action dice: A spell thief’s action die may be used for any
normal activity, whether that be attacks, skill checks, or
spellcasting.
25
Ref Fort Will Channel Die
+1 +0 +1 d3
+1 +0 +1 d4
+2 +1 +2 d5
+2 +1 +2 d6
+3 +1 +3 d7
Charms
Charms offer minor boons and most can be described as
“finicky”, only functioning under certain circumstances
and never keeping their power longer than a year and a
day . Charms seem to be tied to their creator’s
personalities and sometimes even the places of their
creation. Each student generally starts with a single
charm, something created by their innate and
unrecognized magical abilities. Charms can be
organically created through gameplay, used as treasure
or rewards for quests, or stolen from other students. The
following tables are to serve as inspiration for creating
unique charms.
Note: For “one-shots”, grant each character 1+1d3
charms.
Appearance (roll 1d10)
1. Merit Badge
2. Lip Gloss
3. Jewelry
4. Hat
5. Lucky Socks/ Underwear
6. Fake Mustache
7. Bauble
8. Statuette
9. Dice
10. Macabre Nick-nack
Function (roll 1d12)
1. +1 to a certain spell, save or AC
2. Ability to cast a specific spell at a d12, d14, or d16
26
3. Gain an actual mercurial effect
4. Heal 1d3 hp 1d3 times per day
5. Once per day, prevents people from talking about you
for 10minutes
6. Once per day, a target forgets what they’re doing for
one minute
7. Reroll a Personality- or Intelligence-based check once
per day
8. Gain animalistic ability for 1 minute, roll 1d3: (1) 30’
climb speed, (2) waterbreathing, or (3) infravision 60’
9. Reroll a spellcheck if the natural die result is a 7, but
every 3 times this occurs the caster experiences a
corruption outbreak.
10. Roll a Luck check with a d16 once per day
11. Grant reverse casting of a known spell at +1d
12. Once per day, random nearby mundane animal will
attempt to performs a requested single task
Restriction (roll 1d4)
1. Only works while… Roll 1d3: (1) on school grounds,
(2 at night, (3) during the day
2. Charge by spending 1 minute wiping down with....
Roll 1d3: (1) sea water, (2) alcohol, (3) blood
3. Caster must… Roll 1d3: (1) spend an hour each
morning communing with the charm, (2) smoke the
charm in 10 gp worth of incense each night, (3) write
a haiku about the object before each use
4. Each night must be buried in (1) fungal garden, (2)
bone dust, (3) excrement
27
Sample Charms
Puzzle Box: Solution changes each time, requiring a new
DC 15 Int check to open. Contains (1) cigarillo, (2) liquor
shooter, (3) pack of gum, or (4) temporary tattoo sticker
Camera Obscura: Stuns ghosts. DC 14 or stuns for 1d6
rounds. Single shot camera. Takes 1 round to reload and
replacement film is expensive.
Vampiric Dentures: Made from real vampire teeth.
Grants 1d4 bite attack, from which the wearer absorbs ½
dmg as hp as long as the target is red-blooded.
Spector Specs: Allows the wearer to discern certain
magical facts. Roll 1d3 to determine what type of glasses:
(1) cast comprehend languages with a d16, (2) cast read
magic with a d16, or (3) cast detect magic with a d16. Fog
up after each usage and refuse to defog for 1 turn.
Sundial Wristwatch: Each day, the first action die roll
made while the wearer is in sunlight is made at +1d, but
the first roll after dusk is at -1d.
Witch’s Broom: Allows the user to fly 40’ a round,
though quick turns, sudden stops, and being struck by
any attack or spell can easily cause the driver to fall or
simply lose control of their broom. Reflex checks must be
made to quickly act while flying. Examples of flight
maneuver include the following: DC 8 for simple things
like keeping control on quick turns and sudden stops and
DC 13 for moderately difficult tasks like maintaining
control after being struck by an attack or maintaining
control in poor weather. More complicated tasks go up
from there and the risk of falling to one’s death before
regaining control is always present.
Magic Lantern: If shone onto nocturnal creatures or
sunlight-fearing creatures, they must make a Will save or
suffer -1d to all actions while in the light.
28
Auto Quill: This animated quill will take notes as long as
parchment and an inkpot is nearby. However, its owner
must make a DC 12 spell check to activate it for 1 hour.
On a 20+ it takes excellent notes that allow the next Study
check to be rolled at +1d.
Disposable wands: Limited usage wands that work for a
short period of time. Roll 1d3 to determine type: (1) crack
to wand to activate and receive +1 to known spells for the
next turn, (2) strike the tip like a match and cast a known
spell at +2d once, or (3) girthy wand allows +1d on cast
spell duration and damage rolls, but breaks the first time
a natural 1 is rolled on affected rolls.
29
Youthful Luck
Youthful Luck is a form of Luck that accrues in addition
to the PCs’ permanent Luck stat, but that can also vanish
under the strain of bad fortune and responsibility.
Youthful Luck can be spent just as the normal Luck stat,
used to regain a lost spell, or heal 1 HD. It can also be
normally spent on oneself or given to an ally within
eyesight.
All PCs begin each session with 1 point of Youthful Luck,
but it never carries over to any new sessions. PCs can gain
Fleeting Luck in any of the following ways, with the
judge’s approval:
• Rolling a natural 20 on any attack roll, saving throw,
ability check, or skill check.
• Act as an awkward, irrational teenager in the name of
all things adolescent.
• Pull off an amazing and crazy plan, possibly a
reenactment from a classic teen comedy.
Unfortunately, Youthful Luck can just be easily lost in
numerous ways:
• Rolling a natural 1 on any attack roll, saving throw,
ability check, skill check, or spell check.
• Act like a totally lame, grown-up.
• Asking an adult for help without also being deceitful
about the situation.
• Doing the same amazing and crazy plan so often that
it gets stale. Try something new!
30
Death and Dying
The graduation rate is only high as it is because of the
policy to grant posthumous degrees to students who
perish while attending school. As default, when a PC
reaches zero hp, they go unconscious and bleed for a
number of rounds equal to their level. If not healed
during this time, they may roll a Luck check to attempt to
recover the body from true death. In either case, the PC
suffers the permanent loss of 1 point from a randomly
determined physical ability score and gains a horrific
scar. For groups that desires a less lethal playstyle, here
are several other options to consider when a PC would
reach 0 hp:
• Sacrifice the PC’s most valuable charm to stay at 1 hp
or to automatically succeed on a recover the body
check.
• Sacrifice the PC’s most valuable charm and 1 Luck to
stay at 1 hp or to automatically succeed on a recover
the body check.
• In the event of a TPK, all the PCs lose their most
valuable charm and 1 Luck, but awaken in the nurse’s
office.
31
Class Schedules
Roleplaying the entirety of the daily routine is rarely as
entertaining as the misadventures of student life.
However, an example of that routine is important for
judges to have for reference. Students are beheld to their
class schedules, as attendance is mandatory and those
who play hooky are rarely successful for long. Some
students need accommodations and may have
customized schedules, but a common schedule looks like
the following:
6 AM - 6:50 AM Awaken and Prepare
7 AM - 7:50 AM Breakfast
8 AM - 9:20 AM Class 1
9:30 - 10:50 AM Class 2
11 AM - 11:50 AM Lunch
12 PM - 1:20 PM Class 3
1:30 PM - 2:50 PM Class 4
3 PM - 8:59 PM Freetime
9 PM - 6 AM Night Curfew
Awaken and Prepare: On a random day each week,
students awaken and exit their communal area into a new
magical “test chamber”, where they must complete a
task, riddle, or other challenge intended to educate. This
chamber always has a door that directly leads to the
breakfast hall, though the door does not always look like
a “door.” Failure to do so means missing breakfast and
morning classes.
32
Breakfast & Lunch: Each day hungry students fill a
grand hall, brimming with delicious foods.
Conversations are full of gossip and flirtations. Pranks
and underhanded deals go down. While lunch has no
planned functions beyond the meal, daily morning
announcements occur when the headmaster (or the
headmaster’s administrative assistant) appears as a blood
cloud to relay important messages. Students should be
mindful of the “splash zone” around the blood cloud
when announcements are over.
Class: Teachers will write down the day's version of the
spell on the board during class. The written description of
the same spell changes every day and even does so
minutely from moment to moment, as influenced by its
scribe, the stars, the tool and surface it is written on, and
a myriad of other mercurial factors. This allows students
to freely cast the spell without a chance of losing the spell
during class time. Judges are encouraged to use the Class
Events tables to create unique moments in class where
students may go on field trips, practice spells on each
other, or suffer strange pop quizzes.
Freetime: Students are free to do as they will during this
time. It is commonly filled with study assignments,
tutoring, extracurriculars, jobs, hanging out with friends,
any number of foolish activitiesthat a teenager might
enjoy, and dinner too.
33
Semesters
Semesters can be split into story phases and montages.
During story phases, characters are in the “adventure”
that is likely the most exciting event of the semester.
Some semesters may have multiple story phases or none
at all, as the pace of the game is self-determined by the
group. During montages, the judge and the players
summarize all other events of the semester, using any of
the random events that this book has to offer. It is in the
montage phase that carousing checks can be made to
regain spent Luck.
Semesters usually begin with a “mixer party” where
students and faculty mingle together. Judges can
introduce NPCs and story elements that they intend to
use in future story phases. To provide a solid example, a
judge can begin a session with a student orientation event
where one or two NPCs are introduced, such as a student
or teacher that will be important to whatever the judge
has prepared.
After enough roleplaying goes on to let the players know
the NPC, move onto some montages created through
rolling Class Events, School Ground Events, Club and
Competition Events, and offering a Carousing Check.
The judge should make sure to spread the focus around
all of the players so that everyone has a spotlight moment
during these events and also try to combine these events
with their planned adventure hooks to create a natural
segway into a story phase. The actual days, weeks, and
months of a semester occur at the speed of plot.
34
The school year reaches completion with Final Exams at
the end of the spring semester. Optionally, students may
make an Exam check in order to move the spell die up by
+1d on one or more spells. With the exception of when a
natural 1 is rolled, Luckburn may still be used in order to
better one’s grade. Those who are unable to pass may
take remedial summer coursework over the Summer.
Summers
Summertime is when most students are sent back home
to be with their families. Those who have no such place to
call home may be allowed to stay in their coven home
alongside students who are taking remedial coursework.
Watchful cleaning sprites report on the student and they
may expect faculty members to drop in at any time,
though such visits are uncommon. Through hard work,
students in remedial coursework (see Studying and
Exams).
Whether or not in remedial coursework, teenagers
always get into some shenanigans and have some kind of
story to tell after summer is over. Players can roll on the
First Magical Mishap table to get inspiration for these
summertime shenanigans. Through these shenanigans, a
single charm is imbued with enough magical power to
keep its powers for an additional year and a day.
35
Studying and Exams
Whenever events call for a pop quiz, test, or exam then an
Exam check must be made.
Exam check = d20 + Int Mod + Character level
Exam checks can be influenced by a variety of factors, as
listed below. These factors grant cumulative bonuses and
should be notated on the character sheet. Some Exam
checks may also use a different modifier than
Intelligence, such as a school play may use Personality.
Factors
• Studied = +1
• Multiple sessions require a Will save with a DC of
11 + number of hours studied
• If students have not slept or are otherwise
exhausted, the judge may also require Fort
saves with similar DCs
• If in a study group, the selected “group leader”
makes the roll and each additional member of the
study group adds +1 to the total
• If the Will save is failed, you cannot study any
more for that exam
• Read the book = +1 to Will saves vs studying
• Requires a DC 8 Intelligence check (representing
work outside of the classroom) and consumes at
least one hours of Free Time each week during the
semester
• Events = +1
• Achieved through good roleplay and wise
decisions during Class Events
36
• Cheating = +1d
• Cheating can be as simple as working off of crib
notes, which requires a baseline DC 12 Agility
check, but failure indicates that they are caught
and fail the test. Cheating may also be the goal of
a quest and the judge will need to adjudicate more
complex plans.
Any normal Exam checks that result in a grade of an A
grant a cumulative +1 bonus to the Final Exam check of
the school year. But just as an A represents mastery over
coursework, failures have a similar penalty, with any
grade of an F granting a cumulative -1 penalty to the final
Exam check of the school year.
Each school year’s Final Exams offer PCs the chance to
gain advantages. Academic wizards who earn a “B” gain
+1d to a single spell or to two spells if they earn an “A”
(up to a maximum of a d20).
Spell thieves who earn a “C” gain a single scroll that casts
a random level 1 spell that they have previously stolen.
This scroll is set to the minimum successful result, but
each successive letter grade moves the spell result up one
result level. After each usage of a scroll, the spell thief
must make a Luck check. On a failure, the scroll is
destroyed.
Soul mages who earn a “C” may swap out a known spell
for another spell of the same level that the soul mage has
knowledge of in some manner (judge’s discretion).
Higher letter grades allow additional spells to be
swapped or for a spell of a higher spell level.
37
Grade Scale
9 or less = F 13-15 = C
19+ = A
10-12 = D 16-18 = B
Make Minor Potion
Level: 1 Range: Self Duration: CL weeksCasting
Time: 1d3+1 hours, plus material harvesting time and
brewing time (minimum one day) Save: None
38
General
The caster creates a mystical brew that grants minor
supernatural powers to those who imbibe them. The
result of the spell check determines which kind of
potion can be created, as indicated below; each casting
allows the caster to choose one potion from the eligible
results at his spell check or less. This portion of the spell
requires 1d3+1 hours to cast. Once a potion is decided
upon, the caster must spend money equal to half the
potion’s spell check number (rounded down) × 10 gp to
procure the necessary equipment and base ingredients
for the potion. In addition, each brew requires a special
substance that must be harvested by the caster himself
and then brewed, which takes roughly one day after the
spell is cast. See below for suggested special ingredients
and more details on potion effects. Unlike other spells,
the judge, not the caster, makes the spell check roll to
determine the caster’s success.
Manifest
ation
Roll 1d4: (1) spirits jump in and out of the liquid,
swirling it with their movement; (2) a miniature
thunderstorm appears, mixing the liquid in an
extremely localized precipitation cycle; (3) the liquid
separates into a multitude of colors that dance back and
forth with each other; (4) the liquid vibrates its
container, causing it to hum and “sing”.
Corrupti
on
Roll 1d4: (1) the caster’s sweat is scented like vinegar;
(2) the caster’s hands are pock marked and scared; (3)
all liquids drunk by the caster taste spoiled; (4) all
liquids drunk by the caster are always uncomfortably
hot or cold.
Misfire
Roll 1d4: (1) The potion explodes, resulting in 1d6
points of damage (Fort save against a DC equal to the
intended potion’s spell check number is allowed for
half damage); (2) the potion is delicious, but non-
magical; (3) the potion has the opposite intended effect
as deemed appropriate by the judge; (4) the potion has
the intended effect, but is also a deadly poison (DC 11
+ CL or death).
39
1
Lost, failure, and worse! Roll 1d6 modified by
Luck: (0 or less) corruption + patron taint +
misfire; (1-2) corruption; (3) patron taint (or
corruption if no patron); (4+) misfire
2-11 Lost. Failure.
12-13 Antipathy, charm, poison.
14-17 Animal control, gaseous form, healing.
18-19 Growth, shrinking, tongues, water-breathing.
20-23 Heroism, mystic mask, polymorph, speed.
24-27 Elemental resistance, flying oil, human
control, invisibility.
28-29 Forgetfulness, memory, mind reading, un-
dead control.
30-31 Animation oil, luck, strength.32+ Aging, invulnerability, travel.
40
Master Potion List
Potions
Mini
mum
DC
Necessary
Ingredient Effect
Aging 32
Baby teeth,
an old man’s
whiskers, or
an old
woman’s
eyelashes
Imbiber grows
younger or older by
2d14 years in
appearance. The effect
lasts for 1d6 hours.
Animation
Oil 30
A once
beloved
child’s toy
and ent’s
tooth
Gives life when rubbed
onto a small object that
weighs less than 5 lbs
and is no larger than 1
cubic foot. For 1 turn,
the object is treated as
a living creature with
1d4 hit points and the
following ability
scores: Int 2, Str 6, Agi
12. The animated
creature’s AC varies
according to material.
Antipathy 12
Elven blood
or infant
tears
The imbiber is
generally unwelcome,
unliked, and takes a
-1d on all social checks.
Animal
control 14
Hair, scale,
or feather
from a type
of creature,
and a pint of
a creature’s
blood
The imbiber will be
under the control of
the creature from
whose blood the
potion was taken for 1
turn. DC 14 Will save
to resist.
41
Elemental
Resistance 24
Phoenix ash,
yeti tusk,
vine horror
seeds,
evaporated
water
elemental,
or similar
elemental
extracts
For 1d4 turns, the
imbiber resists 5
damage from a specific
element per round, and
receives a +2 bonus to
all saves to resist those
effects
Charm 12
Sweat
dripped
from a
handshake
The imbiber becomes
good friends with the
first creature they see
after drinking this
potion for 1d6 turns.
DC 14 Will save to
resist.
Forgetfuln
ess 28
A page from
a diary and
owlbear bile
The imbiber quickly
forgets the events of
the last 1d6 turns as
though it was a fading
dream.
Flying Oil 24
Cherub
feathers or
hag nose
hairs
Must be rubbed on an
object, which enables it
to fly at 40’ for 1d6+2
turns
Gaseous
Form 14
A troll’s fart,
a vampire’s
cough, or a
pixie’s
sneeze
Imbiber turns into a
stinking gaseous form
for 1d4 rounds. While
in this form they are
immune to mundane
attacks.
42
Growth 18
Giant’s
toenail or
brains of a
giant ape
The imbiber gains a
bonus of 1d6 to their
size in feet, to their
Strength, and their hit
points. This bonus
lasts for an inverse
amount of rounds. I.e.
a bonus of 4 would last
for 3 rounds, but a
bonus of 1 would last
for 6 rounds.
Healing 14
Snake
molting or
hydra blood
Imbiber immediately
heals 1 hit point.
Heroism 20 Lion tail or
hero’s blood
For 1 turn, the imbiber
gains a +1 bonus to
attacks, damage, saves,
spell checks, and skill
checks.
Human
control 24
Witch’s wart
or the ear of
one once
ensorcelled,
and a pint of
a creature’s
blood
The imbiber will be
under the control of
the creature from
whose blood the
potion was taken for 1
turn. DC 14 Will save
to resist.
Invisibility 24
Chameleon
scales or
octopus’s
skin shaving
The imbiber skin and
clothing camouflages
to match its changing
background. +10 to
stealth checks until the
imbiber makes an
attack, spell check, or 1
turn passes.
43
Invulnerab
ility 32
Demon’s
hoof,
powdered
unicorn
horn, or the
heart of a
hanged man
The imbiber gains 1
AC, +1 to saving
throws, and 1
resistance to all forms
of damage for 1 turn.
Luck 30
A Halfling’s
toe hairs,
ashes of an
unread spell
scroll
The imbiber may make
Luck checks at -1d for
1 turn.
Memory 28
A single
tear, a gray
hair, or
drool taken
from a
sleeping
creature
The imbiber
experiences a core
memory of the
creature that the
ingredient was taken
from. If the ingredient
was given willingly,
the specific memory
may be chosen by the
donor.
Mind
Reading 28 A virgin
mirror
For 1d6 minutes, the
imbiber may read the
surface thoughts of
others (DC 15 Will
save to resist).
Mystic
Mask 20
A theater
mask and a
casting of
Ekim’s
Mystical
Mask
The imbiber
experiences the effect
of the spell result for
Ekim’s Mystical Mask.
44
Poison 12
Glands or
extract from
a venomous
creature
The imbiber suffers
gastrointestinal
distress, causing -1d to
all actions for 1d3
turns. They will need
to excuse themself to a
private space or soil
themselves.
Polymorph 20
Frog eggs or
gorgon
eyeball, in
addition to a
creature’s
essence
The imbiber changes
form into another
man-sized creature
(determined by the
added creature
essence), which lasts
for 1d6 turns.
Shrinking 18
A seed from
the fruit of a
bonsai tree
Imbiber shrinks to a
height of 1’, which
lasts for 2d6 rounds.
Sleep 20
Rheum from
a
hibernating
bear and a
casting of
the sleep
spell
The imbiber falls
asleep within 1d6
rounds and remains
asleep for 1 turn unless
woken.
Speed 20
Cheetah
blood and
thyme
sprigs
Imbiber gains an extra
action die (same as his
lowest current action
die) and double
movement speed for
2d6 rounds.
Strength 30
An ant and
abyssal
peppers
The imbiber gains an
effective +1 to their
Strength modifier for
2d6 rounds.
45
Tongues 18
Saliva of one
who fluently
speaks the
desired
language
The caster can
understand and speak
the native language of
the creature whose
saliva was used as a
component. This effect
lasts for 1 turn.
Travel 32
A masterful
landscape
painting
The next time the
imbiber falls asleep,
they awaken at the site
where the potion was
created.
Un-dead
control 28 Bonemeal or
coffin nails
For 1 turn, the imbiber
may issue commands
to a single undead at a
time. DC 14 Will save
to resist.
Water
breathing 18
Mermaid
scales or
giant oyster
milk
Imbiber can breathe
underwater for 1d3
turns.
Stupid, Teenage Fun
At the start of every adventure and/or semester (not
session), each player may, though is not required, to roll
once on the following table. The die roll represents the
PC’s misadventures and teenage shenanigans that they
got up to before the start of their next adventure. Players
may choose to roll any die from a d3 to a d20; the larger
dice being riskier, though potentially more rewarding,
than smaller dice. Characters may recover Luck up to
their original score and any excess Luck is considered as
Youthful Luck.
Each result on the table has consequences. After a PC has
regained their Luck, the Consequences column
determines what event happened in the wake of the
character’s actions and the PC begins play with such
repercussions hounding their heels. Generally, such
consequences will have run their course by the beginning
of the following adventure, but that is at the judge’s
discretion.
46
Carousing at School
1. (1d3) Though tired from your endless studies, you’re
doing alright.
2. (1d4) Anxiety attack. -1d to all actions until you
accomplish something noteworthy and can make a
DC 12 Will save. Also, you forgot to do your
homework.
3. (1d5) Embarrassing incident. Everyone laughed at
you when (roll 1d3): (1) dozens of singing lovebirds
delivered a message from a secret admirer, (2) a spell
misfired in a most embarrassing manner, or (3) you
got pranked by a rival.
4. (1d6) Apprehended by the staff for truancy. A single
charm was confiscated, but you have another issue to
contend with. Roll 1d3: (1) multiple teachers begin
calling upon you as an “example” during class, (2)
you cannot pass by that staff member without your
behavior being questioned, or (3) a different staff
member hears of your disrespect and is actively
searching for the PC.
5. (2d3) Wrecked by the recklessness of youth. Take
1d5+1 ability score damage from spellburn caused by
(roll 1d4): (1) a spell duel with another student, (2) a
mermaid search in the lake, (3) a foolish trip to the
library’s Forbidden Knowledge, or (4) a careless foray
into the Admin Wing.
6. (1d7) You spent an entire night (whatever that entails)
with a rival’s S.O. There’s a 50% chance that it ended
either poorly or wonderfully.
7. (1d8) All charms lost during a wild weekend, plus a 1
more owed to (roll 1d5): (1) the head of another coven,
(2) a ghost, (3) a lackey to the student president, (4) a
personal rival, or (5) a staff member.
47
8. (2d4) During the next adventure you are repeatedly
mistaken for (roll 1d4): (1) a new exchange student, (2)
an expelled student, (3) an evil doppelganger of
yourself, or (4) the star player of another school’s
Skydunking team.
9. (1d10) Partied withsome other kids over the weekend
and got in a heap of trouble. Roll 1d5: You (1) are lying
low after pranking another coven, (2) were caught
trying to steal from staff, (3) are being bullied by a
rival, (4) are innocent, but the prime suspect of a
crime, or (5) the target of a vile cult.
10. (2d5) You found a forbidden place and quickly left,
but you (roll 1d3): (1) are now followed by a
“malignant form”, (2) picked up a charm that has
been nothing but bad luck and you can’t seem to rid
yourself of it, or (3) were seen and are being
blackmailed.
11. (1d12) You were conscripted! You’re forced to spend
one week of freetime (roll 1d3): (1) doing laundry for
the cleaning sprites, (2) serving as hall monitor (ticket
quotas must be met), or (3) cleaning classrooms.
12. (3d4) A missing/ previously expelled student or
former staff member shows back up. Roll 1d4: (1) an
old rival looking to settle the score, (2) your old
mentor who you spurned, (3) someone who claims to
be your cousin, or (4) an old S.O. claiming to be
hunted by demons.
13. (2d6) Cursed by the staff! Roll 1d3: (1) you suffer
ability score damage for each minute that you are late
to class, (2) you cannot lie to teachers, or (3) compelled
to clean the classroom at the end of the day.
48
14. (1d14) Awoke in a random place with none of your
stuff (not even clothes). Roll 1d4: (1) in the food hall
right before breakfast, (2) in the common room of
another coven, (3) atop a towering gargoyle, or (4) on
the Skydunking field.
15. (2d7) Beaten in a spell duel and robbed of everything
that was on your person. Wake up in the nurse’s office
suffering from a permanent minor corruption.
16. (3d5) The Headmaster has his eyes on you. You are
harassed, questioned, and searched by staff at every
opportunity.
17. (1d16) Ire of a coven. The rival coven targets you and
all allies. No method is too underhanded or foul,
whether it be curses, deadly demons, or expulsion.
18. (2d8) Awoke with a terrible thing in your possession.
Roll 1d3: (1) a teacher’s prized possession, (2) the head
of a student’s familiar, or (3) religious material.
19. (3d6) A teacher has summoned outsiders to secretly
hunt you, but why? Roll 1d3: (1) you were framed, (2)
discovered the teacher’s dark secret, or (3) did
something awful but can’t remember what.
20. (1d20) The PC gains the attention of a Sezrekan
himself and is victimized by one of Sezrekan’s patron
spells (judge decides the details). Roll 1d3: (1)
sequester, (2) shield maiden, or (3) phylactery of the
seal.
49
Keeping Your Head Down
PCs who land themselves in hot water and attempt to
keep their heads down until the pressure is off. They may
completely leave the school, going on a “sabbatical” or a
“family vacation,” though circumstances will not always
allow for such excuses. If they remain on school grounds,
they must spend all their time in their coven house.
Spending more than 1d3 hours away from their hideout
in a single week destroys all chances of things blowing
over. For each week spent in hiding, the PC may make a
Luck check. The default die is a d20 and is reduced by -1d
for each subsequent week. However, the default die may
be increased or reduced at the judge’s discretion and
depending on the severity of their PCs exploits and
current reputation. In some circumstances, the judge may
even dictate that the PCs have been placed on academic
probation and must complete a quest for the
administration before they can return. If multiple PCs are
Keeping Their Heads Down, then all rolls must be made
by the PC with the worst current Luck.
A failed Luck check while Keeping Your Head Down
introduces a further complication. In such an event, roll a
d5:
50
Complication
1. Curses! The PC has been cursed. The judge may
devise a unique curse related to the PCs recent
exploits or simply force them to use a d16 on all Luck
checks until they roll a natural 1 on a Luck check.
2. Blackmailed! An NPC knows previously private
details of the PC’s exploits, but will “forget” such
things in exchange for a bribe or favor.
3. The Heat Is On! Administration searches the coven
house itself for the PC who must hide elsewhere.
Another Luck check using the current die must be
made. If successful, the searchers miss the PC, but
confiscate a charm from a coven member. If a failure,
they find the PC who is subjected to a Punishment
that fits their offense (no chance to argue in their
defense).
4. A Conspiracy of Victims! Those who have been
wronged by the PC conspire together. They lay a trap,
deviously devised by the judge, that will unfold and
complicate the next adventure.
5. Coven Compromised! The PC’s coven house has been
infiltrated and raided with the intent to teach a lesson.
This could range from embarrassing pranks, placing
incriminating evidence, or flat-out violence.
51
School Grounds
No living staff member can claim to know when the
campus was first discovered or when the facilities were
built. Some theorize that it has always been. The campus
grounds cover a long island that floats above an
ominously placid lake. The gothic castle-like facilities are
guarded by gargoyles, who do indeed animate when the
school comes under threat.
Halls
The banner adorned halls of the Eternal Academy defy
mapping, rearranging themselves so that sought after
passages are found and hidden locations somehow
remain hidden to all but those attuned to such secrets.
Gargoyles converse about their histories. The plaques
and trophies sometimes hint at less advertised aspects of
the school’s qualities.
1. Hooligans casting spells on (roll 1d5) (1) a PC, (2)
another student, (3) staff, (4) a sentient gargoyle, or (5)
school property.
2. Student selling goods (roll 1d5): (1) test keys from last
year, (2) discount potions, (3) key to random school
grounds location, (4) errand-running services of
another student (or their familiar), or (5) hard-to-find
treats.
3. Random PC makes a Luck check. Success: You feel
something move in your pocket. Failure: PC loses a
randomly determined small item. The perpetrator is
(roll 1d5): (1) another student, (2) cleaning sprite, (3)
otherworldly trespasser, (4) staff claiming
contraband, or (5) a hole in your pocket and the item
has been picked up by another student.
52
4. A flyer is posted here. Roll 1d5: (1) lost pet or charm,
vague reward promised; (2) student government
candidate, (3) school club open invitation, (4) notice of
seasonal event, (5) “flyers prohibited”.
5. Déjà vu. You are trapped in an endlessly looping hall
with only a single door. It opens to (roll 1d3): (1) your
next class, (2) randomly determined area of school
grounds, (3) your coven common room, (4) the void,
try again, or (5) the headmaster’s office as he has
summoned you here.
6. A staff member marching through with a student in
tow. The student declares their innocence, but they
are accused of (roll 1d5): (1) way too much PDA, (2)
dosing another student with a potion, (3) theft, (4)
truancy, or (5) fighting.
7. You find something of interest (roll 1d5): (1) a small
animal, (2) a lost grimoire, (3) 1d5 gp, (4) a petrified
student, or (5) a forgotten potion.
8. A mob of students chanting (roll 1d5): (1) “STUDENT
COUNCIL IS A SHAM”, (2) “EXCHANGE
STUDENTS GO HOME”, (3) chorus lines from the
school play, (4) “JUSTICE FOR ELOISE”, or (5) a
demonic liturgy.
9. A locker door slowly creaks open, revealing (roll 1d5):
(1) a desiccated corpse, (2) a fleeting ghost, (3) a
ghastly book, (4) a wand, or (5) a strange egg.
10. A student approaches with a proposition (roll 1d5): (1)
business opportunity, (2) ask about a date, (3) wants
an item belong to a PC, (4) news of a terrible omen, or
(5) after class showdown.
53
Classrooms
A room for every class: past, present, and future. These
classrooms manifest and make themselves known when
eager to be found or strongly sought after. They prepare
themselves as the teacher would imagine, with rare
exception. Those empty rooms are simply not ready yet,
and those dusty rooms aresimply best left forgotten.
1. One teacher is excessively (obsessively?) on the
lookout for contraband.
2. A student needs an alibi and will owe the PCs big time
if they cover for him.
3. A class clown takes a liking to one of the PCs and acts
out more to appease the PC causing the teacher to take
a disliking to the PC.
4. A teacher offers special mentorship to anyone who
recovers an ancient relic lost somewhere on school
grounds.
5. A rising star-student is shaken down by the current
top student who wants to keep their place.
6. A philosophical dispute on the nature of a class’s
subject matter leads to both sides being on the brink of
violence, and they are each gathering followers.
7. A classmate causes a disturbance involving the PC,
distracting the teacher, and their friend quickly rifles
through the teacher’s desk. When the crime is later
discovered, the PC is blamed for their assumed part in
the crime.
8. The PCs “awaken” to find themselves in detention
with no memory of how they got there or what they
did to deserve it.
54
The Clocktower & Secondary
Academics
The school has many spaces for secondary coursework,
such as theatre, sports, music, and the arts. These spaces
are occasionally haunted, though mostly just at certain
anniversaries specific to past tragedies. If a club or class
can’t work around the haunting, they just have to work
through it. However, the clocktower is certainly haunted,
though it is by usually cheery gargoyles and a jovial ghost
of a bellringer.
1. Sports teams attempt to get the PCs to play a quick
game. Inept looking PCs may be quickly knocked out
of the game while stronger PCs may find themselves
valued members of a team.
2. A banned club is convening in secret. They could have
powerful knowledge or be of a more commonly
rebellious nature.
3. Vandalism discovered in progress! What’s your
stance on snitching?
4. A student group harasses the PCs anytime they come
into “their room”, claiming that the PCs do not respect
the art and power of their interest.
5. A room’s wall collapses, unleashing a tide of vermin.
These vermin seem to be more intelligent and
coordinated than they should be. Repair work must
be done and the vermin exterminated.
6. Instrumentals accompanied by chanting come from
the band room when no one is inside.
7. The school play might be shut down. Administration
is saying that it’s not safe to put it on.
8. The clocktower gargoyles have been throwing down
masonry at anyone who comes near.
55
Coven Houses
Each and every coven has their own “coven house” that
their little enclave calls home. These locations range in
size, entrance method, and often have been traded hands
over the years. Just as often as not, they are some kind
extradimensional space that is larger on the inside than
the outside. Coven members inevitably theme their
houses in some way, highlighting their group’s
accomplishments and exploits. However, coven houses
are not freely entered by non-members. Their front doors
are not always easy to find, and even then are always
guarded by a passphrase, unique “key”, semi-stationary
guardian, or other odder defenses.
Coven Secrets
1. A relic belonging to one of the coven founders is
hidden away and the trail to it starts in the common
room.
2. Several coven members are secretly worshippers of a
religion.
3. A ghost accused a well-respected member of the
coven as their murderer.
4. One of the coven members is planning to run away as
they’ve discovered an awful secret.
5. A rooftop entrance hides a secret, unsanctioned
potion distillery.
6. Spells go awry, much more common in the coven
house due to a long-standing curse.
7. There is a secret passage that connects the common
room to another location at the school.
8. Two covens are planning to join forces and create a
new coven, but not all members are pleased with the
specifics of the arrangement.
56
Admin Wing
This wing of the school is off-limited to students. It
contains administrative sections such as student records,
some teacher housing, a teleportation circle for
commuting staff, and the headmaster’s office.
1. A staff member uncovers school records that have
been altered. The PCs are enlisted to uncover the
truth.
2. The headmaster has declared a license fee on all
charms, on pain of confiscation. Blackmarket charm
licenses quickly appear and students form an anti-
licensing coalition.
3. Word is that a new student is of a special bloodline.
Student records can confirm any suspicions.
4. Administration is discussing a disbanding of several
covens, including the PCs’ own.
5. The PCs discover a map that directs them to a
previously unknown area of the Admin Wing marked
“The First Headmasters Quarters”.
6. It is decreed that one of the students is an imposter,
but the specific student has not been identified. They
are considered to be armed and dangerous.
7. A disgruntled ex-staff member makes contact with the
PCs, requesting that they retrieve an item from the
Admin Wing.
8. A new staff member lets the PCs know that they will
inform on illicit activities of other students or they’ll
be the ones in trouble.
57
Liminal Spaces: Nurse’s Office,
Library, Laundry Room, Storage
There is something unnerving about the spaces that we
wait in. We wait for laundry to finish and our sicknesses
to heal, even books and treasured possessions wait for us
to come to them. What happens when these spaces are
alone? What purpose does an immaculately clean nurse’s
office hold when there are no sick students? What
purpose does a book have when no one is reading it,
especially tomes from the Forbidden section of the
library? What reason is there to catalogue the item’s of
dead and missing students if those items will never be
retrieved? What does a magical laundry machine do
when all the clothes are clean?
1. Library: A small fire breaks out in the library,
originating from a very dangerous book. Staff
frantically tries to put out the flames, but are
distracted away from the section of Forbidden
Knowledge.
2. Laundry: A student died and the laundry room has
become the site of memorial offerings and
remembrance vigils. However, the memorial
offerings have been vandalized and there have been
ghost sightings.
3. Storage: Students begin sharing the same dream.
Wandering through the storage room, they find an
old chest, open it, and then awaken screaming.
4. Nurse’s Office: A student has been quarantined for a
lengthy amount of time. They’re growing weirder and
weirder.
5. Misc: Another student approaches the PCs with the
proposal to heist an item from a staff member.
Whatever the chance of success, the PCs are also a
possible patsy.
58
Outer Grounds: Topiary
Labyrinth, The Dark Forest &
The Misty Lake
The outer grounds in the immediate vicinity of the school
facility are reasonably tamed, though the topiary
gardens, and the adjoining labyrinth, are not without
danger. The topiary creatures absorb magical corrupts
gained on school grounds and are why “corruptions”
usually manifest as temporary outbreaks. Some topiary
creatures even gain sentience and wander off into the
dark forest or climb down the floating island to live on
the cliff sides or even down in the misty lake far below.
1. Misty Lake: A ship appears to have set anchor in the
waters below the floating island. No ship has ever
been seen in the waters before.
2. Misty Lake: Giant sea serpents and or mermaids in the
water. Pulling down any fishing lines and messing
with research diving bells
3. Topiary Labyrinth: The topiary animals have been
moving themselves (though not entirely uncommon)
and cryptic messages have been left burned into
nearby hedges. What do the menacing omens mean?
4. Topiary Labyrinth: A student claims to have gained
power after communing with the topiary spirits, but
few believe them. However, said student’s skills have
remarkably improved as of late.
5. Dark Forest: Rumors circulate that a certain semi-
secret ritual will be held here for staff and/or
students, possibly

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