Dungeons and Dragons RPG Downtime - Learn at a School
These downtime activities are only available to characters at one of the schools of the setting. The reason for taking schooling as downtime is to gain benifits of learning subjects without increasing the DC and usually faster than learning elsewhere. You can also learn in other magic schools at the discretion of the Games Master such as in Alphatia, the temples of the pantheons or specific gods and the bardic colleges. The Great School of Magic has all the courses available, other places may have a more limited selection.
Core Courses (Ranked 1-9+ usually) - All core courses cost 100 gp per week to participate in and takes four weeks for a character to do without a teacher. A character can take as many of these as they wish. A character cann't take the next rank of a course in the same downtime as the course (i.e. Rank 1 + Rank 2 in first week of downtime at level 6), but is able to take it in the following weeks depending on time available. Note: Tier 1 covers Rank 1-3, each Tier after covers 2 more ranks.
Complementary Courses (Ranked 1-6 usually) - All complementary courses cost 200 gp to participate in and takes six weeks for a character to do without a teacher. A character can take as many of these as they wish, but they may not add to the courses required to take the tests of wizardry, though could be use for other schols. The DC of these courses are also increased by double the rank. Ranked completenty courses require graduation before the next rank can be taken, advanced training also requires a graduation. Note: Tier 1 covers Rank 1, each Tier after covers 1 more rank.
Supplementry Courses (Ranked 1-3 usually) - All supplementry courses cost 300 gp to participate in and takes eight weeks for a character to do without a teacher. A character can take as many of these as they wish, but they may not add to the courses required to take the tests of wizardry, though could be use for other schols. The DC of these courses are also increased by 3 per rank. Ranked completenty courses require graduation before the next rank can be taken, advanced training also requires a graduation. Note: Tier 1 covers Rank 1, evert two Tiers after covers 1 more ranks.
Credits for Prior Trainig - It is possible for characters to gain credits for prior training, but those will not get the benefits of the classes here if they provide more than the base training elsewhere. This includes possible being unable to take a higher course in those classes.
Training a character must also meet level requirements for the purposes of trainig in Armour, Implements, Skills, Tools, Vehicles, and Weapons.
Downtime Rules for Learning at a School (Bardic, Martial or Wizard)
Schools Corse Course Complentry Course Supplementry Course Other NotesDowntime Overview
Mystara of the Five Spheres D&D Downtime Learn at a Bardic College, Wizard's School or Military Academy
ADDITIONAL EVENT/ACTIVITY THAT CAN OCCUR DURING DOWNTIME
WORK IN PROGRESS
Enrollment in the school requires the enrollee to pass a skill check with a DC 15 + school year.
Course Structure - There were six planned semesters for each character to be able to participate in. Each course takes two weeks to complete (unless noted otherwise) and you need to successfully complete the course to be able to take an advanced version of it.
- Officer, Student or Apprentice – Core Courses of up to rank 3 available. Complementry Courses of up to rank 1 available. Supplementry Courses of up to rank 1 available. From 1st level.
- Completing 15 courses is required to complete this achievement.
- Two courses need to be completed to rank 3 for each attempt at the test.
- (Glantri) earns you the right to take the first test of sorcery (citizenship), and once passed you have access to the school for further study as a Graduate. You also have voting rights in the nation.
- (Ierendi) earns you the right to being an officer in the navy.
- Captain, Graduate or Apprentice (citizenship) – Core Courses of up to rank 6 available. Complementry Courses of up to rank 2 available. Supplementry Courses of up to rank 1 available. Levels 6+
- Completion of at least 15 more courses to complete this achievement.
- Two courses need to be complete to rank 5 for each attempt at the test.
- (Glantri) earns you the right to take the second test of sorcery (rights of nobility) and once passes you have access to the school for further study as a Master. You have authority and the right to hold public office in the nation.
- (Ierendi) earns you the right to being a captain in the navy.
- Commander, Commodore (Dread Pirate), Master or Wizard (rights of nobility) – Core Courses of up to rank 9 available. Complementry Courses of up to rank 3 available. Supplementry Courses of up to rank 2 available. Levels 11+
- Completion of at least 15 more courses to complete this achievement.
- (Glantri) earns you the right to take the third test of sorcery (title of nobility) and if you pass with enough estime (and one is available) you are granted a title, domain and a population to manage in the name of the nation.
- Two courses need to be completed to rank 7 for each attempt at the test.
- (Ierendi) earns you the right to being a commodore or dread pirate in the navy.
- Admiral, General, Grand Master or Magus (title of nobility) – Core Courses of up to rank 12 available. Complementry Courses of up to rank 4 available. Supplementry Courses of up to rank 2 available. Levels 16+
- Completion of at least 15 more courses
- (Glantri) earns you the right to take the final test of high sorcery (title promotion) as a chance to compete for an upgraded title when one comes available. Once you gain an upgraded tile you are able to return as a Fellow or Arch Mage and compete again for the right for a title promotion once per two years.
- Two course need to be completed to rank 9 for each attempt at the test.
- (Ierendi) earns you the right to being a Admiral in the navy.
- High Admiral (Dread Pirate Admiral), High General, Fellow or Arch Mage – Core Courses of up to rank 12+ available. Complementry Courses of up to rank 5+ available. Supplementry Courses of up to rank 3 available. Courses above 9. Levels 21+.
- (Glantri) Right and obligation to teach at the school including access to all the school resources, courses and ability to task students with tasks for cheap labour.
- (Ierendi) earns you the right to being a dread pirate admiral of High Admiral in the navy.
Course DC - Courses has a DC of 10 with +1 per course rank, with every 5 points over being a higher grade. A character had to pass a cource to be able to attempt the next level of the cource. Other than bragging rights, gaining a grade over a pass does not matter much past gradation but may flavour your roleplaying style such as he is a amazing at necromancy, but terrible at divination
- Event breakdown
- Requirements (What you need to make the check in session)
- Note - Can't be done while travelling
- Base Check DC = 14 + +1 per course rank (Core course) or +2 per course rank (Complementary course), or +3 per course rank (Supplementry course).
- Time (What you need to make the check in session)
- 4 weeks (additional weeks can't be spent on this activity)
- Complementry courses take an extra two weeks
- Supplementry courses take an extra four weeks
- Instructor halves the time
- Cost per Week (What you need to make the check in session)
- Rank by base cost (100 for core classes and 200 for completentary classes)
- Check (What you need to make the check in session, between sessions the d20 in the check is replaced by 10)
- Skill Check = d20 + skill bonus + Settlment Modifier + Lifestyle Modifier + Renown
Check - What you need to make the check in session, between
sessions the d20 in the check is replaced by 10.
Skill Check = d20 + skill bonus
+ Settlement Modifier + Lifestyle Modifier + Renown
- Check Result (The DC is variable - also work in progress)
- Fail the DC by 10 or more - Wash out of class – cannot re-inroll in that class again.
- Fail DC - Leans nothing from class, but can retake it.
- Succeed DC - Completed class with expected results.
- Succeed DC by more than 10 - Completed class and next level of class, gainig benefits of both.
Schools - Alfheim College and The Treekeepers
Location - Alfheim City, Alfheim.
Students - Any Elves.
Restrictions - None.
Courses - Any, but tend to focus on nature.
- Elemental School - Earth
- Secret Crafts of Alfheim - Alchemy, Beast, Craft, Devour, Diviner, Dragon, Earth, Elven, Nature, Preserve, Shape, Summon, Wagon, Witch,
Schools - Darokin Bardic College
Location - Darokin City, Darokin.
Students - Any.
Restrictions - None.
Courses - Tend to focus on langauge and skills.
- Elemental School - Earth
- Secret Crafts of Darokin - Alchemy, Beast, Bureau, Craft, Devour, Diplomat, Diviner, Earth, Entertain, Mental, Merchant Prince, Music, Nature, Preserve, Shape, Summon, Wagon, Weapon, Witch,
Schools - The Great School of Magic
Location - Glantri City, Glantri.
Students - Able to cast cantrips.
Restrictions - Use of Divine or Primal magic is cause for explusion.
Courses - Any, but non-magical focused classes may not count
towards completion of any of the graduating levels.
- Elemental School - All
- Secret Crafts of Glantri - Air, Alchemy, Blood, Crypt, Darkness, Devour, Dragon, Earth, Elements, Fire, Grave, Mental, Necro, Radiance, Shade, Water, Witch,
Schools - Irendi Military Academy
Location - Ierendi City, Ierendi.
Students - Any.
Restrictions - None.
Courses - Any, but tend to focus on non-magical studies.
- Elemental School - Water
- Secret Crafts of Ierendi - Blood, Craft, Diviner, Dragon, Entertain, Heal, Mech, Nature, Sail, Star, War, Water, Weapons,
Core Course - Advanced Identification
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
Core Courses - 100 gp for 4 weeks (for more see above).
At the end of the training they gain advantage on their checks for Identifying Magic.
- Rank 1 - Advantage on identifying Cantrip and Common Items.
- Rank 2 - Advantage on identifying 1st Level Spells.
- Rank 3 - Advantage on identifying 2nd Level Spells and Uncommon Items.
- Rank 4 - Advantage on identifying 3rd Level Spells.
- Rank 5 - Advantage on identifying 4th Level Spells and Rare Items.
- Rank 6 - Advantage on identifying 5th Level Spells.
- Rank 7 - Advantage on identifying 6th Level Spells and Very Rare Items.
- Rank 8 - Advantage on identifying 7th Level Spells.
- Rank 9 - Advantage on identifying 8th Level Spells and Legendary Items.
- Rank 10 - Advantage on identifying 9th Level Spells.
- Rank 11 - Advantage on identifying Epic Level Spells and Artefacts.
- Rank 12 - Advantage on identifying Immortal Level Spells.
You can pick any subject, and you can take it multiple times for different subjects. If yoour subject overlap, the maximum bonus you can get is still +5. You
Examples - Overview (Dragons, Plants of the Known World, Spellcasting - Necromancy 101), General (Dragons of Blue - Time Dragons, Plants of Alfheim, Advanced Necromancy), Specific (Chromatic Blue Dragons, the First Eveolution of Dragonkind, Necromancy dealing with Blood Magic).
Core Course - Advanced Crafting
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
Core Courses - 100 gp for 4 weeks (for more see above).
At the end of the training they gain advantage on their crafting checks for the level of item they have learnt.
- Rank 1 - Advantage on crafting non-magical expendable items.
- Rank 2 - Advantage on crafting non-magical items.
- Rank 3 - Advantage on crafting common expendable items.
- Rank 4 - Advantage on crafting common items.
- Rank 5 - Advantage on crafting Uncommon expendable items.
- Rank 6 - Advantage on crafting Uncmmon items.
- Rank 7 - Advantage on crafting Rare expendable items.
- Rank 8 - Advantage on crafting Rare items.
- Rank 9 - Advantage on crafting Very Rare expendable items.
- Rank 10 - Advantage on crafting Very Rare items.
- Rank 11 - Advantage on crafting Legendary expendable items.
- Rank 12 - Advantage on crafting Legendary items.
- Rank 13 - Advantage on crafting Artefact expendable items.
- Rank 14 - Advantage on crafting Attefact items.
You can pick any subject, and you can take it multiple times for different subjects. If yoour subject overlap, the maximum bonus you can get is still +5. You
Examples - Overview (Dragons, Plants of the Known World, Spellcasting - Necromancy 101), General (Dragons of Blue - Time Dragons, Plants of Alfheim, Advanced Necromancy), Specific (Chromatic Blue Dragons, the First Eveolution of Dragonkind, Necromancy dealing with Blood Magic).
Core Course - Advanced Magic Training
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
Core Courses - 100 gp for 4 weeks (for more see above).
You learn the advanced practice and principles to cast spells. If you can cast spells of that level as a class feature you also gain expertise on the spell attack and spell DC.
- Rank 1 - Gain a known cantrip capacity (even if you can't cast spells normally).
- Rank 2 - Gain a known spell prepared slot, and a 1st level spell slot.
- Rank 3 - Gain a known spell prepared slot, and a 2nd level spell slot.
- Rank 4 - Gain a known spell prepared slot, and a 3rd level spell slot.
- Rank 5 - Gain a known spell prepared slot, and a 4th level spell slot.
- Rank 6 - Gain a known spell prepared slot, and a 5th level spell slot.
- Rank 7 - Gain a known spell prepared slot, and a 6th level spell slot.
- Rank 8 - Gain a known spell prepared slot, and a 7th level spell slot.
- Rank 9 - Gain a known spell prepared slot, and a 8th level spell slot.
- Rank 10 - Gain a known spell prepared slot, and a 9th level spell slot.
- Rank 11 - Gain a known spell prepared slot, and a Epic level spell slot.
Examples - Specialisation.
Coure Course - Spell Points
Core Courses - 100 gp for 4 weeks (for more see above).
The spell caster can changing their prepared list into spell points and cast spells in any combination. Each spell slot is worth as many points as its level. Must be able to cast spells at the appropriate level to be able to take the course.
- Rank 1 - At the end of your long rest, you can convert any number of 1st level spell slots into 1 spell point per slot. The maximum level you can cast a spell using spell points is 1st level.
- Rank 2 - At the end of your long rest, you can convert any number of 2nd level spell slots into 2 spell point per slot. The maximum level you can cast a spell using spell points is 2nd level.
- Rank 3 - At the end of your long rest, you can convert any number of 3rd level spell slots into 3 spell point per slot. The maximum level you can cast a spell using spell points is 3rd level.
- Rank 4 - At the end of your long rest, you can convert any number of 4th level spell slots into 4 spell point per slot. The maximum level you can cast a spell using spell points is 4th level.
- Rank 5 - At the end of your long rest, you can convert any number of 5th level spell slots into 5 spell point per slot. The maximum level you can cast a spell using spell points is 5th level.
- Rank 6 - At the end of your long rest, you can convert any number of 6th level spell slots into 6 spell point per slot. The maximum level you can cast a spell using spell points is 6th level.
- Rank 7 - At the end of your long rest, you can convert any number of 7th level spell slots into 7 spell point per slot. The maximum level you can cast a spell using spell points is 7th level.
- Rank 8 - At the end of your long rest, you can convert any number of 8th level spell slots into 8 spell point per slot. The maximum level you can cast a spell using spell points is 8th level.
- Rank 9 - At the end of your long rest, you can convert any number of 9th level spell slots into 8 spell point per slot. The maximum level you can cast a spell using spell points is 9th level.
Core Course - Advanced Ritual Training
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
Core Courses - 100 gp for 4 weeks (for more see above).
Each semester they learn a new level of advanced ritual training. The advanced training with the rituals provides advantage on rituals of that level. can be applied to any ritual, as long as the final level of the ritual is equal to or less than the course rank learned.
- Rank 1 - Learn up to 1st level rituals with Advantage.
- Rank 2 - Learn up to 2nd level rituals with Advantage.
- Rank 3 - Learn up to 3rd level rituals with Advantage.
- Rank 4 - Learn up to 4th level rituals with Advantage.
- Rank 5 - Learn up to 5th level rituals with Advantage.
- Rank 6 - Learn up to 6th level rituals with Advantage.
- Rank 7 - Learn up to 7th level rituals with Advantage.
- Rank 8 - Learn up to 8th level rituals with Advantage.
- Rank 9 - Learn up to 9th level rituals with Advantage.
In addition to learning the advanced ritual, you also gain one ritual of the appropriate level.
Core Course - Shapechange Training
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
Core Courses - 100 gp for 4 weeks (for more see above).
Requirement - Ability to change shapes, and ability to change into a creature of that type and challenge rating.
Each semester they learn a shape of the creature type they have chosen.
- Rank 1 - Learn an additional shape up to CR 0.
- Rank 2 - Learn an additional shape up to CR 1/8.
- Rank 3 - Learn an additional shape up to CR 1/4.
- Rank 4 - Learn an additional shape up to CR 1/2.
- Rank 5 - Learn an additional shape up to CR 1.
- Rank 6 - Learn an additional shape up to CR 2.
- Rank 7 - Learn an additional shape up to CR 3.
- Rank 8 - Learn an additional shape up to CR 4.
- Rank 9 - Learn an additional shape up to CR 5.
- Rank 10 - Learn an additional shape up to CR 6.
- Rank 11 - Learn an additional shape up to CR 7.
- Beast
- Plants
Core Course - Advanced Spell Training
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
Core Courses - 100 gp for 4 weeks (for more see above).
Each semester they learn a new level of advanced spell training. The advanced training . You choose one specialisation as seen below, it can be applied to any single target spell (or ability), as long as the final level of the spell is equal to or less than the course rank learned.
- Rank 1 - Learn up to 1st level spells with specialisation.
- Rank 2 - Learn up to 2nd level spells with specialisation.
- Rank 3 - Learn up to 3rd level spells with specialisation.
- Rank 4 - Learn up to 4th level spells with specialisation.
- Rank 5 - Learn up to 5th level spells with specialisation.
- Rank 6 - Learn up to 6th level spells with specialisation.
- Rank 7 - Learn up to 7th level spells with specialisation.
- Rank 8 - Learn up to 8th level spells with specialisation.
- Rank 9 - Learn up to 9th level spells with specialisation.
- Area of Effect - with the spells targeting a area, you can increase the area by an additional 5ft per rank up to the spell level, in either cone, bust or radius.
- Range - with the ray or line of effect go an additional 5ft per rank up to the spell level.
- Single Target - with the spells targeting a single individual it, provides those spells inspiration on the attack rolls of a single target within 30ft who is not in reach.
- Multile Targets - with the spells targeting more than one target, the advanced training provides an extra target.
Core Course - Advanced Threat Training
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
Core Courses - 100 gp for 4 weeks (for more see above).
Each semester they learn to identify different treats. The character learns to get advantage when trying to identify threats in the field. A character learns to identify a specific type of creature: Aberration, Beast, Celestial, Constructs, Dragons, Elemental, Fey, Fiend, Giants, Humanoid, Monstrous, Plant, Ooze, Undead.
They also have a +1 to attack and damage against their chosen threat field.
- Rank 1 - Creatures up to 2 HD of Threat Type.
- Rank 2 - Creatures up to 4 HD of Threat Type.
- Rank 3 - Creatures up to 6 HD of Threat Type.
- Rank 4 - Creatures up to 8 HD of Threat Type.
- Rank 5 - Creatures up to 10 HD of Threat Type.
- Rank 6 - Creatures up to 12 HD of Threat Type.
- Rank 7 - Creatures up to 14 HD of Threat Type.
- Rank 8 - Creatures up to 16 HD of Threat Type.
- Rank 9 - Creatures up to 18 HD of Threat Type.
- Rank 10 - Creatures up to 20 HD of Threat Type.
- Rank 11 - Creatures up to 22 HD of Threat Type.
- Rank 12 - Creatures up to 24 HD of Threat Type.
- Rank 13 - Creatures up to 26 HD of Threat Type.
- Rank 14 - Creatures up to 28 HD of Threat Type.
- Rank 15 - Creatures up to 30 HD of Threat Type.
Complementry Course - Afinity Training
Complementry Courses - 200 gp for 6 weeks (for more see above).
Ability to change or expand your elemental affinity.
- Rank 1 - Change your elemental affinity to one of your choice.
- Rank 2 - Ability to incorporate two non opposing elements into a single affinity.
- Rank 3 - Ability to incorporate three non opposing elements into a single affinity.
- Rank 4 - Ability to incorporate four elements into a single affinity.
- Rank 5 - Ability to incorporate all elements into a single affinity.
Complementry Course - Agililty Training
Complementry Courses - 200 gp for 6 weeks (for more see above).
Ability to incorporate a movement into casting of a spell containing a somatic component with a concentration check. You can also learn it again for the different options.
- Rank 1 - Gain the ability to incorporate a 5 ft step as part of chosen option that does not provoke and attack of opportunity.
- Rank 2 - Gain the ability to incorporate a 1/4 of your move as part of chosen option that does not provoke and attack of opportunity.
- Rank 3 - Gain the ability to incorporate a 1/2 of your move as part of chosen option that does not provoke and attack of opportunity.
- Rank 4 - Gain the ability to incorporate a 3/4 of your move as part of chosen option that does not provoke and attack of opportunity.
- Rank 5 - Gain the ability to incorporate your move as part of chosen option that does not provoke and attack of opportunity.
- Rank 6 - Gain the ability to incorporate your move as part of chosen option that does not provoke and attack of opportunity, and you can chose your targets for the option chosen anywhere along that movement, and options that can target more than one infividual can be selected at different points of the movement. i.e. move, send magic missile, move again send another magic missile, move again and another missile.
- Options for Agility
- Weapon Attaks - Melee
- Weapon Attaks - Ranged
- Skill Use
- Spellcasting
Complementry Course - Armour Training
Complementry Courses - 200 gp for 6 weeks (for more see above).
Gain a new armour proficiency. This is an armour mastery for a specific type of armour. You can take this course for each armour.
- Rank 1 - Proficient
- Rank 2 - Skilled
- Rank 3 - Expert
- Rank 4 - Master
- Rank 5 - Grand Master
Complementry Course - Learning about the Immortals of Mystara
Complementry Courses - 200 gp for 6 weeks (for more see above).
Gain an understanding of the Immortals of Mystara.
- Rank 1 - The Hierarchs of Mystara, knowledge of the 36 individual Immortal Gods who hold this position.
- Rank 2 - The Eternals of Mystara, knowledge of the 36 individual Immortal Gods who hold this poition.
- Rank 3 - The Empyreals of Mystara, knowledge of the 36 individual Immortal Gods who hold this poition.
- Rank 4 - The Celestials of Mystara, knowledge of the 36 individual Immortal Gods who hold this poition.
- Rank 5 - The Temporals of Mystara, knowledge of the 36 individual Immortal Gods who hold this poition.
- Rank 6 - The Initiates of Mystara, knowledge of the 36 individual Immortal Gods who hold this poition.
- Rank 7 - The Questors of Mystara, knowledge of the individual who hold this poition.
Complementry Course - Implement Training
Complementry Courses - 200 gp for 6 weeks (for more see above).
Gain a new implement. This is weapon mastery for magical combat implements, You can take this course for each implement.
- Rank 1 - Proficient
- Rank 2 - Skilled
- Rank 3 - Expert
- Rank 4 - Master
- Rank 5 - Grand Master
Complementry Course - Library Aquisition
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
Complementry Courses - 200 gp for 6 weeks (for more see above).
Overview Library Due to the expansive range of information, it costs three times the base amount.
General Library Due to the broad range of information, it costs twice times the base amount. if you have three general libraries on the same overview topic, they can be considered similar to a overall library.
Specific Library Due to the broad range of information, it costs the base amount. If you have three specific libraries on the same general topic, they can be considered to be similar to a general library.
Each time they take this course they gain books for their personal library that will assist in knowledge rolls of a subject of their choice. Each semester they can add a new subject at rank 1 or increase their rank in an existing subject. Valid subjects were schools of magic, creature types, countries and anything else they could imagine. The rank is added as a bonus they get when researching a topic based on their library. This takes one week per rank of the topic to be collected. You can get at most a +1 per Tier to a topic. Starting topics need to be specific. Examples include: (If your topic if too general then the GM will make it more specific).
- Rank 1 - Build a group of volumes giving you a +1 on a subject.
- Rank 2 - Expand your subject with more volumes to gain a +2.
- Rank 3 - Expand your subject with more volumes to gain a +3.
- Rank 4 - Expand your subject with more volumes to gain a +4.
- Rank 5 - Expand your subject with more volumes to gain a +5.
You can pick any subject, and you can take it multiple times for different subjects. If yoour subject overlap, the maximum bonus you can get is still +1 per Tier.
Examples - Overview (Dragons, Plants of the Known World, Spellcasting - Necromancy 101), General (Dragons of Blue - Time Dragons, Plants of Alfheim, Advanced Necromancy), Specific (Chromatic Blue Dragons, the First Eveolution of Dragonkind, Necromancy dealing with Blood Magic).
Complementry Course - Quick Casting
Complementry Courses - 200 gp for 6 weeks (for more see above).
Learn to get more spells off faster in a round. The base rule for casting more than one spell in a round is some spells are cast with a bonus action. A spellcaster can’t cast a spell as a bonus action on the same turn that they cast another spell, unless the second spell is a cantrip with a casting time of one action.
- Rank 1 - As an bonus action, you can cast a cantrip that normally takes an action to cast, allowing you to cast two spells in a round, as long as the second spell is a cantrip.
- Rank 2 - As an bonus action, you can cast a 1st level spell or lower that normally takes an action to cast, allowing you to cast two spells in a round, as long as the second spell is a 1st level spell or lower.
- Rank 3 - As an bonus action, you can cast a 2nd level spell or lower that normally takes an action to cast, allowing you to cast two spells in a round, as long as the second spell is a 2nd level spell or lower.
- Rank 4 - As an bonus action, you can cast a 3rd level spell or lower that normally takes an action to cast, allowing you to cast two spells in a round, as long as the second spell is a 4rd level spell or lower.
- Rank 5 - As an bonus action, you can cast a 4th level spell or lower that normally takes an action to cast, allowing you to cast two spells in a round, as long as the second spell is a 4th level spell or lower.
- Rank 6 - As an bonus action, you can cast a 5th level spell or lower that normally takes an action to cast, allowing you to cast two spells in a round, as long as the second spell is a 5th level spell or lower.
Complementry Course - Secret Craft Training
Complementry Courses - 200 gp for 6 weeks (for more see above).
Gain a new secret craft. This is the ability to channel the immortal gods through your training and force of will. Each use is costly to your health and not recommended unless other avenue's have been exhausted.
You can learn this multiple times, each time for a new craft. Only crafts taught at the school can be learn there.
- Rank 1 - Initiate
- Rank 2 - 1st Circle
- Rank 3 - 2nd Circle
- Rank 4 - 3rd Circle
- Rank 5 - 4th Circle
- Rank 6 - 5th Circle
Complementry Course - Weapon Training
Complementry Courses - 200 gp for 6 weeks (for more see above).
Gain a new weapons mastery. This is weapon mastery for simple and martial weapons, You can take this course for each weapon.
- Rank 1 - Proficient
- Rank 2 - Skilled
- Rank 3 - Expert
- Rank 4 - Master
- Rank 5 - Grand Master
Supplementry Course - Conjure a Companion
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Gain a familiar or animal companion, or upgrade it with further learning. You can take this multiple times. The DC increase by 1 for each additional basic training you take. This is ontop of a class feature.
Notes - Can take all three at first level, unlike other supplementry courses that limit when you can take ranks 2 and 3.
- Basic (Rank 1) - Your selected type of conjuration is based around the selected creature type from one of the following types - Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiendish, Giant, Humanoid, Monstrocity, Plant, Ooze or Undead.
- Advanced (Rank 2) - You gain the ability to summon your selection of familiar, mount or companion. You can now summon in a creature of a type you learnt in the basic training. If you already have this as a class ability, you can skip this step.
- Supreme (Rank 3) - Your selected type of conjuration is upgrated to the elemental aspect of your choice, and becomes and advanced version of that creature type.
Familiar - limited to 1/2 CR creatures.
Companion - limited to 1 CR creatures.
Mount - limited to 1 CR creatures.
- Advanced Template
- TBA
Supplementry Course - Learn Forms
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Requirements - Ability to change forms (via spell or ability) and to change into leant forms.
This supplementry course allows the student to learn how to change into creature types not normally part of their features, such as Wild Shape feature.
- Basic (Rank 1) - You gain the ability to change into base forms of - Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiendish, Giant, Humanoid, Monstrocity, Ooze, Plant, Undead.
- Advanced (Rank 2) - You gain the ability to change into advanced forms of the creature type.
- Supreme (Rank 3) - You gain the ability to change into supreme forms of the creature type.
- What are the form types
- Base Form - The basic creature type of the race only.
- Advanced Form - Allows for advanced versions of that race, with some advanced shapechaging options. Note this is where varients of the creatures are available to be learnt.
- Supreme Form - You can use some exceptions shapechanging options allowing for unique versions of the creature types. Note this is where new versions of the creature that don't already exist can be learnt.
Supplementry Course - Instrument Training
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Gain a new instrument. This is training in musical instruments, You can take this course for each instrument.
- Basic (Rank 1) - Proficient
- Advanced (Rank 2) - Expertise
- Supreme (Rank 3) - Expertise Dice
Supplementry Course - Language and Culture Training
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Gain a new language. Study its history and culture. Gain a +1 on Culture, Persuasion and Deception checks in association with this language. This can also be used to learn a dialect of a langauge.
- Basic (Rank 1) - Read/Write and Speak language.
- Advanced (Rank 2) - Provide expertise realting to the culture.
- Supreme (Rank 3) - Advanced knowledge on culture, considered a native for any checks that grant benefits for natives (such as Hollow World).
Supplementry Course - Mandagora
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Teaches the uses of the mandagora root.
- Basic (Rank 1) - Learn about how this root can be identified and uses. This includes finding in the wild, breeding and mainting them.
- Advanced (Rank 2) - Learn about how to use them to produce magical effects, items and undo curses.
- Supreme (Rank 3) - Learn about constructs and special uses, not for the faint of heart.
Supplementry Course - Meditation
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Learning how to use meditaiton to assist with concentration, magic, and abilities.
- Basic Meditation (Rank 1) - When you downtime activities to meditate, you have advantage (or expertise when your used downtime while leveling).
- Advanced Meditation (Rank 2) - Your concentration checks have advantage and if you meditate during short rests you can recover one spell slot that is not the heighest you can cast. If you can't cast spells or have not expended a spell slot, you can recover one daily ability which you can do once per day.
- Superior Meditation (Rank 3) - Your concentration checks have inspiration and if you meditate during short rests you can recover spell slots equal to the highest spell slot you can cast that is not the heighest you can cast. Instead of recovering magic you can instead recover one daily ability.
Supplementry Course - Pantheon Training
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Gain understanding of a Pantheon of Immortals.
- Basic (Rank 1) - You understand the belief structure of the pantheon and can identify all the Immortals who support and lead that pantheon.
- Advanced (Rank 2) - You understand the limitation of each of the Immortals supporting the pantheon, as how to gain access to the leaders of the pantheon.
- Supreme (Rank 3) - You undertand how to gain access to the supporters of the pantheon and can gain an audience with the leaders of the pantheon when in need.
Supplementry Course - Skill Training
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Gain a new skill. This is training in skills, You can take this course for each tool.
- Basic (Rank 1) - Proficient
- Advanced (Rank 2) - Expertise
- Supreme (Rank 3) - Expertise Dice
Supplementry Course - Understanding a Sphere of Mystara
Supplementry Courses - 300 gp for 8 weeks (for more see above).
You gain detailed knownledge into the fundamentals of one of the Spheres of Mystara. Choose one from Energy, Entropy, Matter, Thought and Time. You can take this couse multiple times, gaining knowledge of another sphere.
- Basic (Rank 1) - Understanding how this sphere maintains the balance between the spheres and how this is important to the survival of the world.
- Advanced (Rank 2) - Understanding how this sphere advances it interest and power, and what makes up the beliefs of the sphere.
- Supreme (Rank 3) - Learning how to petition one of the Immortals of this Sphere to accept you as a questor, and how that works to give you a chance to become one of the Immortals yourself.
Supplementry Course - Tool Training
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Gain a new tool. This is training in tools, You can take this course for each tool.
- Basic (Rank 1) - Proficient
- Advanced (Rank 2) - Expertise
- Supreme (Rank 3) - Expertise Dice
Supplementry Course - Vehicle Training
Supplementry Courses - 300 gp for 8 weeks (for more see above).
Gain a new vehicle. This is training in vehicles, You can take this course for each vehile.
- Basic (Rank 1) - Proficient
- Advanced (Rank 2) - Expertise
- Supreme (Rank 3) - Expertise Dice
BECMI Rules
TBA - Will detail how the original game worked.
5th Edition D&D Rules
TBA - Will detail how 5th Edition worked.
Level Up Advanced 5th Edition D&D Rules
TBA - Will detail how Level Up worked.
GM NOTES
OLD VERSION
Character Levelling - As part of gaining a character level, they also gain the following options as part of gaining a level at the great school of magic (optop of the class features gained).
- Class Training - under base downtime also gets a free complementary course as part of the level.
- Conjure Companion - You leant to summon different types of creatures as Familiars, Companions, or mounts as you gain ranks.
- Quick Casting - As an action, you can prepare a spell to cast a cantrip as a bonus action, and long as it is cast with as many rounds as your spell attack bonus, allowing you to cast two spells in the same round as long as the spell cast as an action is also a cantrip. This can be disrupted by concentration spells, or a concentration check.
- Magical Item Creation you craft an item and a formula. Requirements: You can’t take a course unless you have passed the identification course to be able to take the appropriate ranked course.
- Meditiation - Learn to meditate and focus on your tasks to gain a +1 for every 4 levels to a intelligence based ability check after an hours meditation. Can be used on courses, learning spells, magic item creation or gaining a companion.
- Secret Craft Training - you can learn the secret craft for half the cost and time if done at the great school of magic and you have passed the first gradation test.
- School Specialisation - You gain a spell specialised school of magic up to your rank as part of the prepared spells your know. Each semester you learn how to specialise your magic to a particular school of magic. For each Rank you gain, you can use this ability with higher level spells. When using this ability with your daily preparation you have the following effects as long as you only prepare the one school of magic and no higher level than indicated by the rank you achieved. You can take this course for each school of magic allowing you to change your specialisation effect with each long rest.
- Rituals - Each semester they learn a new ritual. You can take the same level multiple times to learn different rituals.
- Spells - Each semester they learn a new spell. You can take the same level multiple times to learn different spells.
- Spell Identification - Each semester they learn to identify spells. You gain advantage identifying spells of the appropriate level. I have merged this into item identification and added in epic and immortal magic.
Content Updates
- 2022-02-02 - Changed quickcasting to align better with the rules.
- 2022-02-01 - Added in Shapechaging options into the studies.
- 2023-01-15 - Added in secret crafts and specific schools for Alfheim, Darokin, Glantri and Ierendi with more to come later.
- 2023-01-11 - Added more details on libraries to showcase.
- 2023-01-09 - Added in some rules around other trainig, how it can be used for other schools and pulling out glantri and ierendi specefic details. Added in a extra split of classed for complementry and made it 6 weeks at 200 gp per week while supplementry was increased to 300 per week and left at 8 weeks.
- 2023-01-06 - Created page on new site and migrated from old site.
- 2022-03-10 – Updated lists of threat identification to include all monster types.
- 2021-08-27 – Update to the menu.
- 2021-03-11 – Added in session and between session downtime notes as well as lifestyle options.
- 2020-10-15 – Linking of content.
- 2020-09-18 – Changed wording of Classes to Courses to simplify the keyword Class to represent character specialisation only.
- 2020-09-15 – Moved from Gazetteer 3 Glantri to its own post with a lot of content cleanup along the way.
- 2020-03-19 - Published as part of Downtime Wizards School on WordPress.