Morgrave University
The Morgrave's, a family of scholars, have always been interested in the Arcane. In her younger years, Claudia Morgrave who inherited the family fortune decided to put it to good use. She founded Morgrave University; a scholarly institute that would provide a place for advanced arcane research, academic study and even sponsored expeditions. If there is sufficient evidence for arcane discovery, Morgrave University is more than willing to send out an expedition of mages, scholars and bodyguards (typically The Blademarks ) to investigate.
Claudia's daughter Sara Morgrave is in line to inherit the position of headmaster, pending her mother's approval.
To obtain admittance into the prestigious University, you must first pass a basic arcane knowledge test. This University is not for novices and beginners, that's what Lunar Academy is for.
Recent Disappearances
Three scholars from Morgrave University have gone missing. They were last seen in Riven, investigating a cure for Necrorot. The missing scholars are Hector, Leonel and Quinn. If you have any information, please contact Claudia Morgrave for a monetary reward.Arcane Research
As a member of Morgrave University, you can learn wizard spells through careful study, research, and magical—often times dangerous—experimentation. Spend your downtime running experiments and expand your spell book with new arcane knowledge.
Performing Research
A wizard knows that to learn, you must study. And that means... experiments! To perform some arcane research, there are four basic steps:
1. Define your Research Topic:
Choose a spell from the wizard spell list that you want to learn. The spell must be of a level that you have spell slots for. The difficulty of your research is DC 5 + five times the spell level of your target spell.
2. Setup your Laboratory:
Assemble your research equipment and laboratory. At a bare minimum, you need access to your spell book, inks, magical components, and some privacy. Luckily, Morgrave University can rent you a research laboratory for a measly 50 gp per week!For every additional 100 gp you spend set lining up your research—hiring assistants, buying components, renting equipment, etc.—you gain a +1 bonus to your Research Check (limited to half your wizard level, rounded up) for the current workweek.
3. Make a Research Check:
Once you have everything set up, you can start to run your experiments. After one workweek has passed, make an Intelligence (Arcana) check and see the results using the Spell Research Outcomes table.
4. Make a Complication Check:
Finally, roll 1d10—if you roll less than or equal to the spell level of your research, there was a complication. Make a a roll on the Spell Research Complications table.Once your research is resolved, you may choose to run another experiment-if there is downtime to spare.
Research Credits
During your experiments and adventures, you may find research notes made by other wizards. These research credits can help yon during your studies.When you make a research check, you can spend one research credit to add +2d4 to the result. For every additional research credit you spend, you gain a +1 bonus to the total result.
Example: 1 Research Credit; +2d4. 2 Research Credit; +2d4 +1.
Greater Researcher:
Starting at 8th level- the research you gain from your first research credit increases from +2d4 to +2d6.
Spell Research
Research DC: 5 + (spell level x 5)Check: 1d20 + your Intelligence (Arcana) modifier
Spell Research Outcomes
Result | Outcome |
---|---|
-10 or lower | Critical Failure:Your research causes an immediate, automatic complication. Roll on the Spell Research Complications table, resolve it, and then make a complication Check as normal. |
-5 to -9 | No Progress:No effect |
-1 to -4 | So Close:Gain a Research Credit |
+0 to +9 | Success:Your research was successful. Spend 50 gp per spell level to record your new spell in your spellbook. |
+10 or more | Critical Success:Your research was very successful. Spend 20 gp per spell level to record your new spell in your spellbook. |
Spell Research Complications
d10 | Complication |
---|---|
1-2 | Destruction:There was a small fire and you accidentally singed your spellbook—lose one random spell from your spellbook (or the spellbook itself if you have no spells to lose). |
3-5 | Noticed:Your experiments have drawn unwanted attention from someone or something who will make your life more difficult, such as: 1. A demon. 2. A higher power. 3. A noble of the land. 4. A thief. 5. A mage hunter. 6. A wild monster. 7. A rival wizard. 6. A zealous cleric. 9. A furious druid. 10. An angry mob. |
5-8 | Backfire:An experiment backfired—you now suffer from a magical affliction, for example: l. You have turned yourself into a frog. 2. Your skin turns a random color. 3. Your hair falls out. 4. Your teeth turn sharp and black. 5. Your head swells to twice its normal size. 6. You periodically vomit up living slugs. 7. Anything you touch turns red for 1 hour 8. Your body grows a thick layer of animal fur. 9. Your hands are turned into crab like pincers. 10. Words you speak are reversed. |
9-10 | Accident:Your research has caused an accident—you owe 1d10 x 10 gp per spell level to cover the damages. |
Defenses
Morgrave University was built on the grounds of the old Norbury castle. It was completely renovated and rebuilt and turned into the intellectual hub that it is today. Surrounding the University is a set of tall stone walls, with a front gate that is normally left open. A couple of guards are usually assigned to admit entrance.
Good day, enrolling, visiting, or studying?-Clarence the young guard
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