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Strixhaven: A Syllabus of Sorcery

Contents About this Book


About this Book .............................................................. 3 This module expands upon the information in
How to use this book ..........................................................3 Strixhaven: A Curriculum of Chaos and provides
easy-to-use systems to enhance Strixhaven
Group Points and Rivals ......................................4 campaigns.
Group Points ..............................................................................4

Rivals ................................................................................................8
Class Performance ....................................................13 Credits
Weekly Class Performance Checks ......................13 Written by Mike Bernier at Arcane Eye

Edited by Roland Drews at Arcane Eye

Class Events .......................................................................15 Art by Mike Bernier at Arcane Eye

Thanks to all of our playtesters!

What is this book? How to use this book


Strixhaven: A Syllabus of Sorcery is a As this is a companion book, it will reference
companion book to Strixhaven: A Curriculum of both this book and Strixhaven: A Curriculum of
Chaos. This book expands upon the content Chaos. References contained in this book will
provided in A Curriculum of Chaos in order to be noted with bold text, a hyperlink (for PDFs),
provide DMs with more ways to customize and a page number (example: Group Points
their Strixhaven campaign. The information and Rivals (3)). References from Strixhaven:
contained in this book is completely A Curriculum of Chaos will be noted with bold
modularized and can be added wherever you text, a page number, and the acronym SCoC
see fit to enhance your game. (example: Detention Bog (SCoC 160)).

This book contains:

144 Class Encounters. Make the classes at


Strixhaven dynamic and interesting with four
encounters for each class offered at
Strixhaven.
Expanded Class Mechanics. Make the
classes chosen by players provide meaningful,
mechanical value through an expanded class
system.

Group Points System. Provide a reason for


players to work together as a group, plus make
successes and failures more meaningful
throughout the adventures found in Strixhaven:
A Curriculum of Chaos.
Rival System. Create a rival party for your
group that competes with them at every turn
and encourages them to become exemplary
students.

3
Forming Groups
Group Points and Rivals Groups are formed on the first day of school
In Strixhaven: A Curriculum of Chaos, players are when first year students arrive for orientation.
brought together during First Day on Although Strixhaven students don’t choose
Campus (SCoC 61). From this point forward, their college until their second year, many
players are assumed to cooperate as a party for students know which college they will be
no other reason than to progress the story joining. This is usually determined by the
together. With the Group Points and Rivals Strixhaven Student background (SCoC
optional rule, players are encouraged to work 31-36).
together in order to win the “Class Prize'' and
to thwart the attempts of their rival group. Groups are made at random and can
encompass multiple colleges or just one of the
Group Points colleges, depending on your party’s
composition. The number of students in each
When students first arrive at Strixhaven, they
group is equal to the number of students in the
are randomly placed into groups that they will
party.
work with to excel during their time at the
university. When students succeed in academic Groups stay the same throughout each school
and extracurricular activities, they are awarded year and all groups begin each year with 0
group points by a member of the faculty. points.
When students step out of line, points can be Awarding Points
subtracted by faculty members. At the end of When students succeed, they earn group
the year, the group with the most points wins a points. There is no individual component of this
prize, noted in the section Group Point competition; points are only counted for the
Winner Prizes (7). The group with the group as a whole.
fewest points is reprimanded, consequences
can be found in the section Group Point Faculty usually award students points for
Loser Consequences (7). A quick overview things like excelling at a lesson, going above
of how the group points system works is as and beyond to help a fellow student, and doing
follows: deeds that provide a net benefit to Strixhaven.

Forming groups. The players form a group Keep in mind that group points aren’t the only
together and compete against other groups in way that players are rewarded or punished. If a
their year. particular student were to be caught breaking
school rules, they would likely also be sent to
Starting each year. Each new school year,
the Detention Bog (SCoC 160), whereas a
each group’s points reset to 0.
student who helps a faculty member might get
How points are gained and lost. The extra credit on their next exam.
party is awarded points for success and lose
Although unlikely, a group’s points may go into
points for failures.
the negatives.
Winning and losing. The group with the
highest points wins a prize, the group with the
lowest points loses.

The following sections provide more detailed


rules on the group points system.

4
T1. Group Point Tier Examples Group points by event in Strixhaven: A
The following table provides tiers of Curriculum of Chaos
rewardable and reprimandable actions and the The following tables show how many group
points they will earn or deduct. points to award the party based on their
actions in the adventures provided in Chapters
Action Points 3, 4, 5, and 6 of Strixhaven: A Curriculum of
Chaos.
Seriously hurting a student or
-50
destroying a valuable artifact T2. 1st Year

Being caught stealing or in a restricted Event Points


-25
area
Defeating the trunk mimic at the
10
Getting caught out of dorms after Biblioplex
curfew or breaking similar school -10
rules Defeating the giant frogs at Fire Jolt
10
Cafe
Disrupting a class -5
Passing both portions of the Slaadi
5
Excelling at a class 5 Magical Physiologies exam

Going out of their way to help a Defeating the steam mephits at the
10 10
student or faculty member Bow’s End Tavern

Providing exemplary service to the Passing both portions of the Owlbear


25 5
school Magical Physiologies exam

Saving the life of a student or faculty Getting caught stealing Sassy Sally
50 -25
member Jane

Passing both portions of the Otyughs


5
Magical Physiologies exam

Defeating the owlbear at the Rose


10
Stage

Clearing the waters or the underwater


25
spring in Sedgemore

5
T3. 2nd Year T4. 3rd Year

Event Points Event Points

Rounding up the mascots for If faculty have to step in during the


10 -50
Professor Sharpbeak events at Furygale

Passing both portions of the Glyph Passing both portions of the Relics
10
of Warding Scrivening and 5 Advanced Arcane History exam
Symbology exam
Passing both portions of the Devices
10
0 (no Advanced Arcane History exam
Defeating the pest mascots at the
faculty
Rose Stage Each resolution of Kollema Hall
present) 5
Accidents
0 (no
Defeating the slaad at the Passing both portions of the
faculty
Aerojaunt Field Unearthed Arcana Advanced Arcane 10
present)
History exam
Passing both portions of the Symbol
Glyphs Scrivening and Symbology 5 Saving Dean Tullus from Murgaxor 25
exam
Defeating Murgaxor 25
0 (no
Defeating the galeb duhr behind
faculty T5. 4th Year
the Bow’s End Tavern
present)
Event Points
Finding the tome that Professor
10
Blackstone needs Passing both portions of the
Vegetation Identification Arcane 10
Passing both portions of the Augury Herbology exam
5
Scrivening and Symbology exam
Resolving the events in the Detention
Winning the game of Mage Tower 25 50
Bog

Defeating the mage hunters after Learning Murgaxor’s plan and


25 50
the game of Mage Tower location

Defeating Murgaxor 100

6
Tracking Points T6. Leaderboard Style Group Points
Based on the events that occur in the Result Group Points Gained
adventures provided in Strixhaven: A Curriculum
of Chaos, it is reasonable to suggest that the 1-5 1d6
party is a group of exceptional students and
therefore will likely win the group point 6-10 2d6
competition each year. Extenuating 11-15 3d6
circumstances may arise in which the party
fails at a significant amount of tasks, the party’s 16-20 4d6
rivals succeed at a significant amount of tasks,
or the party gets in trouble for breaking school T7. Group Points Winner Prizes
rules that may result in a different outcome.
There are two ways to track points: Year Prize

Party and Rivals only 1st Treasure Hoard: Challenge 0–4

This assumes that the party and their rivals will 2nd Treasure Hoard: Challenge 5–10
be the most exemplary groups in their year. At
the beginning of each session, roll 3d6 to 3rd Treasure Hoard: Challenge 5–10
determine how many points the party’s rivals
4th Treasure Hoard: Challenge 5–10
got while the party was going about their
business from the previous session.
T8. Group Points Loser Consequences
Seeing as the rivals will be the ones that gain
Year Consequence
points if the party members fail during
encounters or in their classes, this is the Campus service resulting in no possible
1st -
recommended option. time for extracurriculars or jobs in their
4th
next year.
Leaderboard
If you want the group point system to be a large
part of your campaign, you can consider
fleshing out the other groups further and
creating a leaderboard of the top five or ten
groups. At the beginning of each session, roll a
d20 for each group (except the PC’s group) and
consult the table T6. Based on the result, the
group gains the group points listed under the
Group Points Gained column.

7
Rivals Agents of Murgaxor
In Strixhaven: A Curriculum of Chaos, students If the rival group has been enlisted by
are free to form friendships and rivalries as Murgaxor, they may be more involved in the
they see fit. The module doesn’t require the plot points of the story. Perhaps they are the
party to have rivals until the third adventure, at ones that have painted the objects with
which time they are challenged to a wizard’s eldritch balm in the first adventure or are
duel. Establishing a rival party to the group helping Dean Tullus in the third adventure.
during their first year will encourage them to
overcome obstacles and seek to outperform How much they know about Murgaxor’s plan is
their rivals well before their third year. up to you. Maybe they are even being
blackmailed by Murgaxor and will turn on him
Creating the Rival Group at the last moment if the characters try to
Chapter 3 of Strixhaven: A Curriculum of Chaos redeem their rivals?
provides a number of fellow students for
Member of the Oriq
players to interact with. This module has
compiled the first year students into a table. Not a lot of information is provided about the
You can determine the rival group’s Oriq in Strixhaven: A Curriculum of Chaos. We
composition by rolling on Table T9 (9) a are told that they oppose Strixhaven and work
number of times equal to the group size you to steal the university’s secrets in order to
decide on. The first roll determines who will be summon the Blood Avatar and destroy
the rival group’s leader. In order to make the Strixhaven.
rivals fit the role better, change their alignment
If the rival members are infiltrating Strixhaven
to evil.
on behalf of the Oriq, they may have a more
Rival group’s motivation suspicious air to them. They also might be
Once the rival group has been created, it’s competing with the party in order to gain the
important to find out what their motivation is. Strixhaven faculty’s trust so that they can steal
Are they simply competing with the party to be their secrets.
the best students at Strixhaven? Or is there a
This option is best used if you plan to stray
more nefarious force driving them?
from the adventures found in Strixhaven: A
Competing to be Star Students Curriculum of Chaos because the Oriq and their
plans are not relevant to the plot.
The rivals are simply hyper-motivated students
that don’t like the party’s competition. In this
scenario, the rivals don’t necessarily have to
have their alignment changed to evil to fit into
the story.

If this is the rival group’s motivation, they will


likely be very involved in school
extracurriculars and happy to help out any
professor that seeks their aid.

8
T9. Rival Group Members Incorporating Rivals in the Events of
Strixhaven: A Curriculum of Chaos
Roll Rival Student
In order to provide the maximum amount of
1 Aurora Luna Wynterstarr conflict between the groups, rivals can be
incorporated into the events of Strixhaven: A
2 Bhedum “Rampart” Sooviij Curriculum of Chaos. The following table
provides examples of what the rival party will
3 Cadoras Damellawar
be doing during each event. This is kept as
4 Grayson Wildemere general as possible to accommodate any rival
motivation.
5 Greta Gorunn
Rivals and Competition Events
6 Larine Arneza
During any event that requires the party to
7 Melwythorne compete (for example, the frog race in Chapter
3), assume that at least one of the rival group
8 Quentillius Antiphiun Melentor III members is competing against the party
members.
9 Rosimyffenbip “Rosie” Wuzfeddlims

10 Rubina Larkingdale

11 Shuvadri Glintmantle

12 Tilana Kapule

13 Zanther Bowen

9
T10. 1st Year

Event Rival Group Actions

Trunk mimic
If all the characters fall unconscious, the rival group will rush onto the scene and
at the
subdue the threat.
Biblioplex

Defeating the
If all the characters fall unconscious, the rival group will rush onto the scene and
giant frogs at
subdue the threat.
Fire Jolt Cafe

Defeating the
steam
If all the characters fall unconscious, the rival group will rush onto the scene and
mephits at
subdue the threat.
the Bow’s End
Tavern

Rival party will attempt to get the party caught. This can be done by running off to alert
Stealing Sassy
a faculty member or by attempting to trap the party until morning, when they will be
Sally Jane
caught by a faculty member.

Defeating the
owlbear at If all the characters fall unconscious, the rival group will rush onto the scene and
the Rose subdue the threat.
Stage

Clearing the
Following the party into Sedgemore, the rival group attempts to foil the party’s
waters or the
mission. At a key turning point, the rival group will attempt to make the characters fail
underwater
and retreat from the swamp. If the rival group is successful, they will discover the flask
spring in
of holy water and clear the spring, stealing the spotlight from the party.
Sedgemore

10
T11. 2nd Year

Event Rival Group Actions

Rounding Overhearing the conversation between the party and Professor Sharpbeak, the rival
up the group attempts to collect the mascots before the party in hopes of being chosen for the
mascots for Mage Tower competition. Whoever is able to collect more mascots is awarded 10 group
Professor points. Either way, the rival group is selected to be the party’s opponents in the Mage
Sharpbeak Tower game later in the chapter.

Defeating
the pest
If all the characters fall unconscious, the rival group will rush onto the scene and subdue
mascots at
the threat.
the Rose
Stage

Defeating
the slaad at
the The rival group are the ones that released the slaad on the field.
Aerojaunt
Field

Defeating
the galeb
duhr If all the characters fall unconscious, the rival group will rush onto the scene and subdue
behind the the threat.
Bow’s End
Tavern

Finding the
Attempting to hamper the party while they help Professor Blackstone, the rival group
tome that
locks the door leading to the main floor when the party enters the Scriptoria. If the party
Professor
is defeated by the astrolab, the rival group will defeat the monster and retrieve the book
Blackstone
for Professor Blackstone.
needs

Game of
As determined earlier in the chapter, the rival group will be chosen to compete against
Mage
the party.
Tower

Defeating
the mage
hunters If the party is knocked unconscious by the mage hunters, the rival group will hear a
after the commotion and come to investigate. The rival group will defeat the mage hunters and be
game of awarded 25 group points.
Mage
Tower

11
T12. 3rd Year

Event Rival Group Actions

Duel at As determined in the adventure, the rival group is the one that challenges the characters
Furygale to the duel.

The rival group will also attempt to resolve the issues that crop up when preparing
Kollema Hall
Kollema Hall. If a character fails on their check, allow a rival group member to make the
Accidents
check as well. On a success, the rival group member is awarded 5 group points.

Preparing
If a character rolls a preparation accident, it is the result of something a rival group
for the
member has done.
Masquerade

Saving Dean Not knowing that Dean Tullus is under the influence of Murgaxor, the rival group will
Tullus from attempt to get the party caught by Dean Tullus as they infiltrate the Lorehold Deans’
Murgaxor Wing.

Defeating If the rival group members are around and the encounter has swung in favor of the
Murgaxor party, consider having Murgaxor possess one or all of their rivals.

T13. 4th Year

Event Rival Group Actions

Hoping to be chosen as the school’s champions, the rival group attempts to foil the party’s
mission into the swamp. This can be done in the form of releasing dangerous monsters
Detention
along their path or making the environment unsafe for travel. After each attempt to foil
Bog
their plans, the rival party member has to make a Dexterity (Stealth) check against the
party member’s Wisdom (Perception) to remain hidden.

The rival group will overhear the party’s intention of investigating the Badlands. They
attempt to get a head start and figure out what is going on before the party does. While
Into the
investigating the ruins, the party may see certain signs that someone has been there
Badlands
recently. The rival group members have been captured by Y’demi and brought to the Ritual
Area of the Underground Cave (U2).

This Is
If the party manages to rescue their rivals from the Badlands, the rivals will approach the
Surreal,
party during their final trip to Bow’s End Tavern and attempt to make amends.
Isn’t It?

12
2. Determine the Skill. Class performance
Class Performance checks are then made based on the college that
Classes at Strixhaven deserve more than being offers the course. Table 14 (14) provides
an afterthought that is glazed over for the options of which skills apply to which college
entirety of the campaign. These expanded rules offered courses. Players can choose which skill
provide opportunities for players to excel at they would like to make the class performance
certain subjects while gaining mechanical check with out of the provided options. Class
benefits along the way. Seeing as Strixhaven is performance checks are made like any other
a school of magic where unexpected events skill check: by rolling a d20 and adding the
happen with outstanding frequency, this relevant proficiencies and modifiers.
section also provides a number of short
encounters for when things go awry in classes. 3. Check for Event. If the number denoted
in the Event column on Table 14 (14) column
Weekly Class Performance is rolled on the dice (not including modifiers or
Checks proficiencies) an event occurs instead of the
check. See the Class Events (15) section for
Each week that passes, players roll a class
events.
performance check. This can be difficult during
certain points of your campaign as the 4. Resolve Class Performance Checks. If
adventures provided in Strixhaven: A Curriculum an event does not occur, compare the result of
of Chaos are quite vague about how many the class performance check with the DC listed
weeks pass between events. in Table 15 (14). If the check is successful, the
player gains the group points (if you are
When in doubt, players should perform class
including them in your campaign) noted in
performance checks between each event listed
Group Points for Success column, as well as
in the adventure. If you aren’t playing with the
1d4 to spend on any skill check made using the
adventures provided in the campaign setting,
skill in the class performance check. The die
another option is to have the party make class
increases to 1d6 for second years, 1d8 for third
performance checks after each long rest or
years, and 1d10 for fourth years. This die is
whenever they are given downtime.
saved until the player wishes to use it, similar to
Based on the guidelines provided at the Inspiration.
beginning of each adventure, players must
5. Rivals (Optional). If you are using the
choose at minimum three classes plus the
Rivals optional rule and the Group Points
mandatory class each term. If a player decides
optional rule, give the party’s rivals the points
to take more classes, adjust the rules as
that would have been gained from the check if
needed.
the party member fails their check.
How to Make Class Performance
6. Tracking Class Performance Checks.
Checks
Once the results have been determined, have
1. Determine the Class. Each player rolls
the player mark the results of their class
1d4 (adjust based on the number of classes
performance check on their Strixhaven
taken) and consults their class schedule. The
Tracking Sheet (SCoC 43).
number on the rolled dice indicates which class
the performance check will be made in.

13
T14. Class Skill Checks Based on T15. Class DCs Based on Year
College
Year DC Group Points for Success
College Skill Check Event
1st 12 5
Arcana, History, 1, 6,
Lorehold Insight, Investigation, 11, 2nd 14 5
Religion 16
3rd 16 10
Athletics, Acrobatics,
2, 7, 4th 18 10
Performance,
Prismari 12,
Persuasion, Sleight of
17
Hand

Arcana, History, 3, 8,
Quandrix Insight, Investigation, 13,
Nature 18

Deception, Insight, 4, 9,
Silverquill Intimidation, 14,
Perception, Persuasion 19

Animal Handling, 5, 10,


Witherbloom Nature, Medicine, 15,
Survival 20

14
2nd Year
Class Events
The tables in this section have four potential   Course Title College Page

events that can occur in each class offered in Applied


Strixhaven: A Curriculum of Chaos. Whenever a 1 Quandrix 24
Computational magic
character suffers an effect that lasts until the
end of the next long rest, consider having it last 2 Basic Arcane Artifacts Lorehold 25
until the next long rest during actual play, not
3 Electro-choreography Prismari 26
downtime between significant occurrences in
your campaign. When damage is assigned, it Historical Figures in
4 Lorehold 27
remains until the characters heal themselves or Magic
take a long rest.
Introduction to
5 Witherbloom 28
Reanimation
Using Rivals in Events
Whenever a rival group member is referenced, Life Auras and
6 Witherbloom 29
Necrosis
it is up to the DM to choose which rival is
involved. If you aren’t using the Rivals optional Linguistics in
rule, you can use the stat block of any 7
Spellcasting
Silverquill 30
Strixhaven student from Chapter 7 of
Strixhaven: A Curriculum of Chaos. As a rule of Pyromancy and the
8 Prismari 31
Arts
thumb, apprentice stat blocks are used for
1st and 2nd year events, and pledgemage Quantitative Arcano-
9 Quandrix 32
stat blocks are used for 3rd and 4th year physics
events.
Verbal Components
10 Silverquill 33
1st Year and the Law

  Course Title College Page Scrivening and


11
Symbology
Required 34
Arcano-botany for
1 Witherbloom 17
Beginners

General
2 Basic Magical Auras 18 
Studies

Beginning
3
Computational Magic
Quandrix 19 

4 Beginning Inkomancy Silverquill 20 

History of Magic and


5
Art
Prismari 21 

Introduction to
6 Lorehold 22
Archaeomancy

7 Magical Physiologies Required 23

15
3rd Year 4th Year
  Course Title College Page Course Title College Page

1 Advanced Abstraction Quandrix 35 1


Advanced Applied General
46
Magic Studies
Aquatic
2 Witherbloom 36 2 Advanced Lumimancy Silverquill 47
Cryptozoology

Ethics in 3 Applied Illusory Arts Quandrix 48


3 Silverquill 37
Enchantment
Arcane
Extradimensional
4
Macroeconomics
Lorehold 49
4
Architecture
Quandrix 38
Eldritch and Arcane
5 Prismari 50
History of Magic Performances
5 Lorehold 39
Rings
Extraplanar
6 Witherbloom 51
Introductory Cryptozoology
6 Prismari 40
Aesthemancy
7 Arcane Herbology Required 52 
Overview of Magical
7 Silverquill 41
Notation

Advanced Arcano-
8
mycology
Witherbloom 42

Principles of
9 Lorehold 43
Warsinging

Turning Inner Fire


10 Prismari 44
into Outer Flames

Advanced Arcane
11 Required 45
History

16
1st year
Arcano-botany for Beginners (Witherbloom)

Roll Event

The character is working with fungus that produces potent magical effects. They must make a DC
12 Dexterity (Sleight of Hand) check or mishandle the fungus and inhale it’s debilitating spores. If
1
they fail the check, they must subtract 1d4 from all skill checks until their next long rest. If they
succeed, the character is awarded 5 group points.

A fellow student slips on the banks of Sedgemore while searching the bog for a rare plant.
Characters who wish to prevent their classmate from falling in can make a DC 14 Strength
2 (Athletics) check. If they succeed, the classmate is saved and characters are awarded 10 group
points. On a failure, characters fall into the water with their classmate and emanate a strong
odor smelling like rotting garbage until the end of their next long rest.

A plant the character is working on sprouts a hostile, sentient vine using the constrictor snake
stat block. The vine attacks the character and has a surprise round in the first round of initiative.
3 If the character defeats the vine, they are awarded 10 group points. If the character is knocked
out by this vine, a rival group member manages to subdue the vine and is awarded 10 group
points.

A mushroom that the character is trying to enchant becomes sentient and is friendly to the
4
character. It uses the rat stat block.

17
Basic Magical Auras (General Studies)

Roll Event

The character is accidentally targeted with an aura that increases their magnetic field. They must
1 make a DC 12 Dexterity saving throw or take 3d6 bludgeoning damage as metal objects are flung
towards them from all over the classroom.

The character over-does a spell meant to provide a refreshingly cool feeling on a hot day. They
are surrounded by a chilling aura that puts out any unprotected flames within 10 feet of them
2
until the end of their next long rest. The aura is uncomfortably cold for everyone except
themselves.

In class the character is taught how to create a cheering aura, but some fine tuning is required.
3
Until the end of the character's next long rest, creatures within 10 feet of them can’t stop smiling.

While experimenting with different auras, the character tapped into the foundational forces of
luck. When another creature is within 10 feet of the character and misses an attack or fails an
4
ability check or saving throw, the character can spend their reaction to let the creature roll again.
This aura can be used 1d4 times but wears off at the end of their next long rest.

18
Beginning Computational Magic (Quandrix)

Roll Event

While creating a spell that will display a magical, floating shopping list, the character accidently
1 projects their thoughts instead. Creatures can now see whatever the character is thinking in
floating, magical script above their head until the end of their next long rest.

While trying to debug a magical calculator, the character must make a DC 12 Intelligence
(Investigation) check. On a success, the character solves the bugs and is awarded 10 group points
for their ingenuity. On a failure, something goes wrong and causes actual bugs to appear. The
2 character is attacked by a swarm of insects. If they manage to defeat the insects in two rounds
or less, no one notices them. If they take more than three rounds to defeat the insects, the
teacher notices and subtracts 10 group points for disrupting the class. If they are knocked
unconscious, a rival group member will deal with the insects and be awarded 10 group points.

The character is trying to create an item that can detect when it is exposed to light. They must
3 make a DC 12 Intelligence (Arcana) check. On a success, the item is successfully created. When
the item is exposed to light, a loud magical voice says “GOOD MORNING”.

The character is able to program a repeating, programmatic illusion to ensnare the mind. They
4
may cast Hypnotic Pattern once without spell components before the end of their next long rest.

19
Beginning Inkomancy (Silverquill)

Roll Event

The character dips their quill into the inkpot to begin making notes, upsetting an inkling mascot
(SCoC 195) that was napping in the inkpot. The inkling mascot uses its Ink Spray attack. If
1 successful, the character has disadvantage on all Wisdom (Perception) checks that require sight
until the end of their next long rest instead of the typical effects. The inkling then zips out of the
classroom.

The professor gives a pop calligraphy quiz to the class. The character must succeed in a DC 12
Dexterity (Sleight of Hand) to pass. If the character succeeds by 5 or more, they are awarded 5
2
group points. If they fail by 5 or more, they are given extra homework that they have to stay up
late finishing, gaining 1 level of exhaustion.

A lesson on enchanting quills goes awry when a classmate accidentally enchants a quill to
become a hostile, sentient creature. The character may attempt to help the student by engaging
3 the quill, which uses the animated knife stat block. If the character successfully defeats the quill,
they are awarded 10 group points. If they are knocked out, a rival group member will defeat the
quill and be awarded 10 group points.

The character is learning to enchant ink so that it can be used to write in the air. They must make
a DC 12 Intelligence (Arcana) check. On a success, they learn the skywrite spell, except it has a
4
range of 5 feet. This can be used once per long rest without expending a spell slot. The spell can
be cast more than once a day by expending a spell slot of 2nd level or higher.

20
History of Magic and Art (Prismari)

Roll Event

During a field trip to Opus Walk, a rival group member attempts to trip the character into a piece
of art on display. The character must succeed on a DC 12 Dexterity saving throw or knock over
1
the art and lose 10 group points. If the character succeeds on the check by 5 or more, the group
rival member falls into the art and loses 10 group points instead.

When studying a chapter about fire dances, the character's book begins to smoulder. They can
2 extinguish the flames before the pages are damaged with a successful DC 12 Dexterity (Sleight of
Hand) check. On failure, they must pay 25 gp for a new copy.

The character is making a presentation on fire dances. They must make a DC 12 Charisma
(Performance) check. On a success, the character can add 1d6 to the next attack they make
3 before the end of their next long rest. If they succeed by 5 or more, they are awarded 5 group
points for making an exceptional presentation. If they fail by 5 or more, they lose control of their
flames and singe a fellow student, losing 10 group points.

The class attends a seminar put on by Arkin Minexes, Peppy Instructor (SCoC 18). Arkin chooses
the character to help in an example and enchants their appearance, making them glow in a
4
pleasant, radiant light. Until the end of the character’s next long rest, they emit dim light for 60
feet and bright light for 30 feet.

21
Introduction to Archaeomancy (Lorehold)

Roll Event

When studying in the library, the character comes across an old book containing ancient glyphs
that looks like it should be in the restricted section. A character that reads the book must make a
1 DC 12 Intelligence saving throw or develop a splitting headache, preventing them from
concentrating on spells until the end of their next long rest. If the book is turned over to an
instructor, the character receives 10 group points.

The professor presents the class with a mysterious relic with illegible glyphs. The character may
make a DC 12 Intelligence (Investigation) check to try to understand its meaning. On a success,
2
they are able to decipher that the glyphs are a code and need a cypher to understand. The
instructor, impressed with the character’s aptitude, awards them 10 group points.

During a field trip to an excavation site at nearby ancient ruins, the character sees a glint of gold
on the ground. Bending down to investigate, the character can determine it is a dusty, yet
pristine golden brooch. If the character tries to pocket it for themselves, they must make a DC 15
3 Dexterity (Sleight of Hand) check. On a success, no one sees them slip the brooch into their
pocket. On a failure, they are caught by the professor who docks them 25 group points. The
brooch is a brooch of shielding. If they turn it over to their instructor, they are awarded 10 group
points for their find.

While studying late one night in the Lorehold campus, the character is approached by a friendly
4 ghost who helps them with their essay. The character can roll all Intelligence (History) checks with
advantage until the end of their next long rest.

22
Magical Physiologies (Required)

Roll Event

While dissecting a cockatrice, the character nicks the small intestine. The character must make a
1 DC 12 Constitution saving throw to keep themselves from vomiting due to the smell . On a
failure, the character vomits and is docked 10 group points for disrupting the class.

The professor Verelda Lang brings a hippogriff into the lecture hall and teaches students how to
approach it without offending. The character is called down to demonstrate and must succeed in
a DC 12 Charisma (Persuasion) check. On a success, the hippogriff allows the character to pet it.
2
On a failure, the hippogriff makes an attack against the creature with its claw attack. If the attack
hits, Verelda is mortified and pleads with the character not to tell anyone or the dean will kill
their hippogriff friend.

The class is learning how to incubate owlbear eggs. A rival group member attempts to jostle the
character and make them drop their egg on the way back to their desk. The character must
3
succeed on a DC 12 Strength (Athletics) check to maintain control of their egg. On a success, the
egg is undamaged. On a failure, the egg is dropped and the character is docked 10 group points.

While examining the hide of a slaad during class, the character is able to pocket a single scale.
This scale can be used to deflect spells or other magical effects. When targeted by a spell or
magical effect, the character can activate the scale as a reaction. When the scale is activated, the
4
character makes all saving throws against magical effects with advantage and all spell attacks
against the character have disadvantage until the beginning of their next turn. The scale loses its
magical properties after it is successfully used.

23
2nd year
Applied Computational Magic (Quandrix)

Roll Event

While being taught about pi, the character tries to cast a spell to view all of the decimal points.
The character must make a DC 14 Wisdom saving throw. On a success, the character manages to
1 glimpse what lies beyond the infinite digits but is unable to comprehend what they are seeing.
On a failure, they take 4d6 psychic damage, gain 1 level of exhaustion, and have a splitting
headache until the end of their next long rest.

The professor calls upon the character to solve a particularly difficult equation. The character
must make a DC 14 Intelligence (Investigation) check. On a success, they are able to find the
2
correct answer and gain 5 group points. On a failure, they are unable to solve the equation and a
rival group member solves it instead, gaining them 5 group points.

The character notices a fellow student’s programmed illusion start to break free of its quadratic
constraints. The character may make a DC 14 Strength (Athletics) check in order to shove their
3 classmate to safety before the illusion erupts in a burst of energy. On a success, both the
character and classmate take no damage and the professor awards the character 10 group
points. On a failure, the character takes 4d6 fire damage.

When attempting to program a small clockwork automaton, a mistake in the magical formula
instills a hostile intent. The hostile automaton uses the animated armor stat block and attacks
4
the character, deanimating when it reaches 0 hit points. If the character is knocked unconscious,
a rival group member steps in and defeats the automaton, gaining 10 group points.

24
Basic Arcane Artifacts (Lorehold)

Roll Event

During a trip to a Lorehold museum, the character touches an artifact that they shouldn’t have.
The character must succeed on a DC 14 Charisma saving throw or be polymorphed into a
1
chicken. The item’s effects are soon reversed by the professor but the nickname “Chicken Little”
remains.

The professor has to hurry away after a class about magic wands and asks the character to clean
2 uThe character may pocket a wand of webs with 1d4 charges that does not recharge after using.
Once all of the charges have been used, the wand loses its magical effects.

In a class about enchanting items, the character is tasked to make a magical handkerchief. The
character must make a DC 14 Intelligence (Arcana) check. On a success, the handkerchief will say
3
“bless you” whenever a creature it can hear sneezes. On a failure, the handkerchief remains
unmagical.

The professor challenges the students to determine the type of enchantment on a magical ring.
The character may make a DC 14 Intelligence (Arcana) check. On a success, they successfully
4 determine that the ring will shield its wearer from psychic attacks and are awarded 5 group
points. On a failure, they are unable to determine what enchantment it has and a rival group
member comes up with the answer, gaining them 5 group points.

25
Electro-choreography (Prismari)

Roll Event

During a dance recital, an air elemental accidentally unleashes a gust of wind at the character.
1 The character is targeted with the air elemental’s Whirlwind attack. Hit or miss, the air elemental
appears to be very apologetic.

While practicing movements to draw electrical currents from the air, the character notices dark
2 clouds forming overhead. They must succeed on a DC 14 Strength (Athletics) check to run
indoors before a lightning storm begins or take 4d6 lightning damage.

While performing warm up exercises, a rival group member attempts to positively charge the
character’s leotard so that it will attract electrical current. The character must make a DC 14
3 Wisdom (Perception) check to notice and remedy the situation. On a success, they can ground
out the charge with no further issues. On a failure, they are zapped with an electrical current
during the class’ exercises and take 4d6 lightning damage.

The character sees a classmate reaching towards an improperly grounded lightning rod after
class. They can either get the classmate's attention with a DC 14 Charisma (Persuasion) check or
knock their classmate’s hand away with a DC 14 Dexterity (Sleight of Hand) check. If they attempt
4
a Persuasion check and fail, the student is shocked for 4d6 lightning damage. If they attempt a
Sleight of Hand check and fail, both the character and their classmate will be shocked for 4d6
lightning damage as the electricity chains through their contact.

26
Historical Figures in Magic (Lorehold)

Roll Event

The character attempts to fight off sleep during a dull lecture. They must succeed on a DC 14
1 Constitution saving throw in order to remain awake. On a failure, they are caught sleeping in
class and are docked 5 group points.

While studying late at night, a mysterious cold gust of wind puts out the candlelight and a hidden
glow-in-the-dark message appears in the biography the character is reading. This message could
2 be something related to what is happening in the campaign at the moment. If this doesn’t fit the
campaign, the message provides them answers to an upcoming test, gaining them 5 group
points.

The professor announces that there will be a pop quiz on the previous lesson’s assigned reading,
which the character failed to complete. A friendly classmate catches the character’s eye and
offers the answers on a small sheet of parchment. If the character accepts, they must make a DC
3 14 Dexterity (Sleight of Hand) check. On a success, the character completes the assignment. On a
failure, the character is docked 10 group points and is given detention for cheating. If the
character does not accept help, they are given extra homework that they must stay up late
completing, causing them to gain 1 level of exhaustion.

The character notices a rival group member’s cue-cards have fallen onto the ground minutes
before a presentation on historical figures. The character can make a Dexterity (Sleight of Hand)
check contested by the rival group member’s Wisdom (Perception) to secretly pocket the cards.
4 On a success, the rival group member is docked 10 group points as they flub their presentation.
On a failure, the rival group member will attempt to foil the character’s next study session.
During the next study session (Studying Phase (SCoC 47)), the character is interrupted in some
way, causing them to roll their study checks with disadvantage.

27
Introduction to Reanimation (Witherbloom)

Roll Event

The character attempts to revive a crushed snail found during a trip to Sedgemore using a spell
1 they’ve never tried before. They accidentally reanimate and mutate the snail into a hostile
creature. The zombie snail uses the ghoul stat block but its speed is 15ft.

While performing a reanimating spell on a spider, the character is shocked to realize that the
deceased spider was pregnant at time of death. Hundreds of tiny venomous spiders scurry out of
the mother’s abdomen. The character must make a DC 14 Dexterity saving throw. On a success,
2
they are able to climb up on a fellow student’s desk and avoid the spiders. On a failure, they take
2d6 poison damage and must succeed on a DC 14 Constitution saving throw or become
poisoned until the end of their next long rest.

During an exercise in reanimating rats, a rival group member successfully reanimates their
specimen while the professor’s back is turned. When the rival group member runs up to the
professor to get their attention, the character can attempt to secretly re-kill the rival's specimen.
The character makes a DC 12 Dexterity (Stealth) check and an attack roll against the rat’s AC. If
3 the character succeeds in the Stealth check and is successful on their attack, the rat is killed and
the rival group member is scolded for interrupting class, docking them 5 group points. If the
stealth check is successful but the attack is not, the rat is not killed but the character is not seen.
If the character fails the stealth check, they are seen trying to kill the rat by the professor and are
docked 10 group points.

During class, the character attempts a reanimation spell that is beyond their current skill level.
They must make a DC 14 Intelligence (Arcana) check. On a success, they impress the professor
4
and are awarded 5 group points. On a failure, the incantation was uttered incorrectly and
backfires directly at the character, doing 3d6 necrotic damage.

28
Life Auras and Necrosis (Witherbloom)

Roll Event

While learning about healing diseases from studying plague rats, the character gets too close and
1 accidentally touches one. They must succeed on a DC 14 Constitution saving throw or become
poisoned until the effect is cured by a greater restoration spell or a similar effect.

The character stays after class one day to help the professor clean up after a lesson on brewing
2 healing potions. To show their appreciation, the professor gives them one potion of healing
(greater).

As part of their class, the character spends a day following a healer around the infirmary. A crash
and gurgling cry attracts the character and healer’s attention. They rush over to see that a patient
who has come in with a strange disease has mutated into a gibbering mouther which attacks the
3
character and the healer. The healer helps the character and uses the priest stat block. If the
character is knocked unconscious, the healer will ensure they don’t die. Once the monster is
defeated, it transforms back into the patient who has no recollection of what happened.

While studying cadavers, a rival group member animates the body that the character is studying
in an attempt to scare them. The character must succeed on a DC 14 Wisdom saving throw or let
out a loud shriek. On a success by 5 or more, the character is able to redirect the magic into the
4
cadaver that their rival is studying, scaring them in turn. Whoever is scared is docked 5 group
points for disturbing the class and is assigned the late shift at the university’s graveyard, causing
them to gain 1 level of exhaustion.

29
Linguistics in Spellcasting (Silverquill)

Roll Event

The class holds a magical spelling bee. The spelling bee consists of 3 rounds. Characters must
succeed on a DC 12 Intelligence (Arcana) check to pass into the next round. The subsequent
rounds have a DC of 14 and 16, respectively. Make rolls for a rival group member in each round.
1
If both students succeed past the third round, they go into overtime where the first to succeed
on a DC 18 check while their opponent fails is the winner. The winner of the competition gets
250gp.

The professor surprises the class with a pop quiz. The character must succeed on a DC 14
Intelligence (Arcana) check to pass the quiz. On a failure, they are given homework that takes
them all night to finish, causing them to gain 1 level of exhaustion. If they pass by more than 5,
2 they gain 5 group points. While taking the test, the character notices that the professor’s
spectacles reflect the answer key. Then can make a DC 14 Dexterity (Stealth) check to attempt to
automatically pass the test. If they fail, they become flustered and have disadvantage on the test
check.

During an oral examination, the character accidentally inhales some dust. They must succeed on
a DC 14 Constitution saving throw to maintain their composure. On a failure, they cough and
mispronounce their incantation, accidentally casting the grease spell centered on themselves.
3
Then they must succeed on a Dexterity saving throw against their own spell save DC or fall prone,
getting covered in grease. The nickname “Grease Lightning” sticks around until they can
somehow convince their classmates to call them something different.

While practicing pronunciation, the character gets distracted and misspeaks their incantation,
unintentionally uttering a hex. Their classmate, who uses the stat block of a silverquill
4 apprentice (SCoC 214), must succeed on a Dexterity saving throw (+4 )against the character’s
spell save DC or take 2d6 force damage. If the classmate is hit, the character is docked 10 group
points.

30
Pyromancy and the Arts (Prismari)

Roll Event

While finishing up a project, the character loses control of what was meant to be a small flame
surrounding an art-piece. They must succeed on a DC 18 Intelligence (Arcana) check to regain
1 control of the flame, or they can attempt to put it out with their robes with a successful DC 14
Dexterity (Sleight of Hand) check. If they decide to put it out with their robes, they take 2d6 fire
damage and have to pay 25gp for a new set of robes.

In a class run by a fire genasi professor using the prismari pledgemage (SCoC 205) stat block, the
character is attempting to learn how to manipulate the colors of flames. While focusing on the
flames in front of them, the character notices that they have accidently turned the professor’s
2 red hair to an array of blue, green, and yellow flames. In order to reverse the effects without the
professor noticing, they must succeed on a Dexterity (Sleight of Hand) check contested by the
professor’s Wisdom (Perception) (+2). If the teacher notices, they dock the character 5 group
points.

During a workshop in which the class is molding flames into basic sculptures, the character
notices that a rival group member’s flames have ignited their robes. The character can choose to
help put out the flames or ignore the incident so the rival is singed and punished for negligence.
3
If the character decides to help out, the rival group member will be inclined to pay the favor back
at some point. If they do not help out, the rival group member yelps in pain and is docked 5
group points.

While attempting a spell that will conjure fireflies, the character instead unleashes a massive
firework straight at a crystal chandelier. They can try to steady the chandelier with a DC 14
Intelligence (Arcana) check or dive out of the way with a DC 12 Dexterity saving throw. If they
decide to steady the chandelier and succeed, the chandelier stays attached to the ceiling and no
4 further damage comes from it. If they fail in their attempt to steady the chandelier or their
Dexterity saving throw, they take 3d6 piercing damage as the chandelier falls on them. If they
decide to dive out the way and succeed, the chandelier comes crashing down but the character
takes no damage. In any situation that the chandelier falls, the character is docked 25 group
points.

31
Quantitative Arcano-physics (Quandrix)

Roll Event

While attempting to reverse the gravitational field around a small ball bearing for class, the
character accidently reverses the gravitational field of everything in a 10 foot radius except the
ball bearing. They must make a DC 14 Strength saving throw. On a success, they are able to grab
1
a hold of their desk to avoid falling up to the ceiling. On a failure, they fall to the ceiling and take
2d6 bludgeoning damage. This reversed gravitational pull lasts 6 seconds. They must repeat the
saving throw while on the ceiling to grab hold and prevent falling when the effect wears off.

In class, the character is learning how to charge arcane batteries. They have just managed to
successfully complete the circuit when a rival attempts to yank a cord out of one end as they walk
by. The character must make a contested Dexterity (Sleight of Hand) against the rival. On a
2 success, the rival’s attempt is thwarted. On a failure, the rival manages to unleash a burst of
electrical energy that does 3d6 lightning damage to the character. If the character succeeds by 5
or more, the rival trips over the cord and knocks over a classmate’s arcane battery, docking them
10 group points.

The character is learning about time manipulation. The professor calls them up to the front of
class to demonstrate an example of time slowing magic. The character must succeed on a DC 14
Wisdom saving throw or have a delayed reaction time until the end of their next long rest. While
3
the character has a delayed reaction time, they have disadvantage on Wisdom (Perception)
checks and initiative rolls. If the character succeeds, the professor will be impressed and give
them an Orb of Time as a reward.

The character forgets about a test that was scheduled. After failing the test, the character decides
to send the answers back in time to their past self in order to pass the test. The character must
4 make a DC 18 Intelligence (Arcana) check. On a success, they successfully send the answers back
in time, ace the test, and gain 10 group points. On a failure, they are stuck in a time loop all night,
getting no sleep and gaining 1 level of exhaustion before their spell wears off.

32
Verbal Components and the Law (Silverquill)

Roll Event

The character has a big test coming up that they are cramming for. They are studying late into
the night at the Fire Jolt Cafe when a sympathetic barista enquires about what they’re working
1 on. The character can make a DC 14 Charisma (Persuasion) check. On a success, the barista gives
them a bottle of boundless coffee which helps stave off exhaustion during their all nighter. On a
failure, the barista gives them a smile and their bill for 25gp worth of coffee.

As part of the class, students must debate about the efficacy of using made-up words for
incantations over existing words. The character may choose their side of the debate, and a rival
group member will join the opposing side. In order to win the debate, the character must
2 succeed in a contested skill competition against their rival. Each contestant makes a Charisma
(Persuasion) check in order to sway the crowd to their side. Whoever has the higher check wins
the round. The first to three successful rounds wins the debate. If the player actually provides a
solid argument for their side, they get advantage on their Persuasion check for the round.

The character manages to devise an acronym that will help them remember the 236 properties
of somatic spell casting. Unfortunately, the acronym is 236 letters long. The character must
3 succeed on a DC 14 Intelligence (Arcana) check to commit it to memory and pass their test. On a
failure, they do poorly on the test and are given homework that takes them all night to complete,
gaining 1 level of exhaustion.

In order to complete a research paper, the character must check out a book from the Biblioplex.
With a smirk, the reference librarian at the information desk tells the character where to find it.
To the character’s dismay, they see that it is 5 feet tall, 3 feet wide, and 2 feet thick. They must
4 make a DC 14 Strength (Athletics) check to attempt to bring it back to their cubicle. On a success,
they ace their paper and gain 5 group points. On a failure, they throw out their back carrying the
book, making all Strength and Dexterity checks and saving throws (including initiative rolls) with
disadvantage until the end of their next long rest.

33
Scrivening and Symbology (Required)

Roll Event

While the character is copying runes to a magical formula onto some parchment, a rival group
member attempts to knock their elbow. The character must make a DC 14 Dexterity (Sleight of
Hand) check. On a success, they are able to maintain control over their calligraphy and receive 5
1
group points for outstanding work. On a failure, the character takes 2d6 fire damage and has
their eyebrows singed off as their parchment explodes in their face. Their eyebrows grow back
after 1d4 weeks.

The class’ professor, Brenneth Blackstone, instructs the class to devise the most intricate and
beautiful sigil they can imagine. The character can choose easy (DC 12), medium (DC 14), or hard
(DC 16). They must make an Intelligence (Arcana) check against the DC for their chosen skill level.
2
A rival group member will also choose a skill level and make the required check. Whoever
successfully completes the highest level of check is rewarded with a quill that is imbued with one
casting of feather fall.

While mesmerized by the swirling inks and symbols used in professor Blackstone’s lectures, the
character accidentally nudges their inkpot off the table. They must make a successful DC 14
3
Dexterity (Sleight of Hand) check to catch their falling inkpot or pay 25gp to replace the
enchanted ink.

Part of professor Blackstone’s lecture is to distinguish which symbol out of two dozen is a Glyph
of Warding. They character must make a DC 14 Intelligence (Investigation) check. On a success,
4
they successfully identify the symbol and are awarded 5 group points. On a failure, a rival group
member identifies the symbol and is awarded 5 group points.

34
3rd year
Advanced Abstraction (Quandrix)

Roll Event

The character is designing a magical item that will allow users, even if they are non-magical, to
channel the divine arts. The project has gained the attention of the Imbraham, Dean of Theory,
who has offered the character 500gp if they can produce a prototype. The character must make a
series of checks in order to complete the prototype: First, they must succeed on a DC 14
Dexterity (Sleight of Hand) to assemble the containing structure. Next, they must succeed on a
1
DC 16 Intelligence (Arcana) check to copy over their formula and initiate the magical sequences.
Finally, while inspecting the device they must succeed on a DC 18 Wisdom (Perception) check to
catch an incorrectly copied formula. If these checks are passed successfully, Imbraham will give
the character the reward and take them under his wing as a star pupil. If a check is failed, it can
be retried every 1d4 weeks, after necessary preparations have been made.

The professor tasks the class with simplifying a complex transmutation spell while also producing
the same effects. One of the character’s classmates accidently scribes the wrong formula and
causes his flesh to begin to turn to stone. The character must act fast if they wish to save the
2 student. They must succeed on a DC 18 Intelligence (Investigation) check to find the mistake in
the formula and a DC 18 Intelligence (Arcana) check to reverse the effects. If the character
succeeds on both checks, they are awarded 25 group points. If they fail in either of the checks, a
rival group member will succeed on the checks and be awarded the group points.

The character notices a page from a rival group member’s workbook showing that they have a
mistake in the formula they will be demonstrating for the class tomorrow. The character has a
3 chance to help their rival fix the issue before class. If the character decides to help fix the issue,
the rival will be grateful and will owe the character a favor. If they do not help, the rival group
member is docked 10 group points for sloppy work.

The class is surprised by a pop quiz from a particularly hard-marking professor. The professor
tells the class that only the top three scores will receive a passing grade. Roll ten d20s, add +4 to
each, and write down the results. The character then makes an Intelligence (Arcana) check and
4 must rank in the top three results to pass. If the character has had three or more successful
checks in Quandrix classes, they get advantage on the roll. If the character fails, they are assigned
an extremely hard project that will take them 1d4 all-nighters to finish. After each all-nighter, the
character must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.

35
Aquatic Cryptozoology (Witherbloom)

Roll Event

In order to study a particular marine animal, the class’ professor hands out scrolls of water
1 breathing to the class. Because of a couple absences in the class, the character is able to pocket
1d4 scrolls to use later.

The professor brings in kraken spawn for the class to study. The character’s clumsy lab partner
tips over one of the tanks containing four kraken spawn that use the giant octopus stat block,
2
except that they are Small instead of Large. Half of the kraken spawn attack the lab partner, who
uses the witherbloom apprentice (SCoC 221) stat block, and the other half attack the character.

The class takes an overnight field trip to a nearby lake where it is said that ghostly, iridescent
manta rays flow across the waters when certain stars align. While the character is sleeping, a rival
group member attempts to levitate them into the lake, sleeping bag and all. The character must
3 succeed on a DC 15 Wisdom (Perception) check to wake up in time and then must succeed on a
DC 16 Constitution saving throw to end the effect. If either of the checks are failed, they are
dumped into the water and spend the remainder of the night freezing cold, gaining 1 level of
exhaustion.

The class is treated to a special guest lecture where Lisette, Dean of the Root brings in an artifact
that allows the student to communicate with a dragon turtle. Lisette is personal friends with this
dragon turtle and has made a bargain which will allow each of the students the chance to ask the
dragon turtle a question and get an honest answer. The dragon turtle can answer most
4
questions about the inner workings of the universe, magic, and knows a surprising amount about
the current goings-on at Strixhaven. The dragon turtle is extremely knowledgeable, but speaks in
vague, honest riddles. All communication is done telepathically so classmates don’t know what
their peers have asked.

36
Ethics in Enchantment (Silverquill)

Roll Event

The professor of this class, a moody old man with a metal leg and an overly large right eyeball,
instructs the class that they will be subjected to the dominate person spell. Each of the
character’s classmates were unable to resist the effects and were made to do embarrassing
things, such as acting like a chicken. When it is the character’s turn, they must succeed on a DC
1
18 Wisdom saving throw or be subject to the same fate as the rest of their classmates. On a
success, they are awarded 10 group points. On a failure, they develop a strange twitch as a result
of the spell’s effect and have disadvantage on Dexterity checks until the end of their next long
rest.

In class, the character is studying how to determine when a creature has been subjected to the
effects of enchantment magic. They must make a DC 16 Intelligence (Arcana) check to
2
successfully understand the lesson. On a success, the character now has advantage on
Intelligence (Arcana) checks to determine if a creature is under the effects of enchantment magic.

As part of the class, students must debate the ethics of enchanting creatures in order to make
them more amiable. The character may choose their side of the debate, and a rival group
member will join the opposing side. In order to win the debate, the character must succeed in a
3 contested skill competition against their rival. Each contestant makes a Charisma (Persuasion)
check in order to sway the crowd to their side. Whoever has the higher check wins the round. The
first to three successful rounds wins the debate. If the player actually provides a solid argument
for their side, they get advantage on their Persuasion check for the round.

Before a test, a rival approaches the characters and asks them to share their notes while casting
charm person. The character must succeed on a DC 15 Wisdom saving throw or gladly hand
over their notes. On a failure, the character fails the test due to having no notes and is assigned
4
homework that will take all night to complete, gaining them 1 level of exhaustion. Seeing as the
effects from charm person only last 1 minute, the character has a chance to get the notes back
before the test begins.

37
Extradimensional Architecture (Quandrix)

Roll Event

The professor is giving a lecture about how to substantially increase the interior of a space while
keeping the exterior dimensions the same. As a demonstration, she leads the students into her
private, closet-sized study. The closet’s interior is expanded using the magnificent mansion
spell and follows the guidelines set out in the spell. The closet’s interior is one room that is 250
1 feet long, 250 feet wide, and 20 feet tall. It is a maze of floor to ceiling bookshelves and clutter.
During the tour, the character gets distracted by an item. When they look up, they notice that the
rest of the class is nowhere in sight. They must make a DC 16 Wisdom (Survival) check to find
their group before they leave the professor’s study. On a failure, the character’s absence is noted
and they are docked 10 group points.

The character is tasked with creating miniature replicas of enchanted staircases that teleport
whoever walks to the top step to another area in the house. The character must make a DC 15
Intelligence (Arcana) check. On a success, the model they place on the top step is teleported to
2
the correct room of their model house. On a failure, the model is teleported to a space 1 foot
above the professor’s coffee cup and falls into it with a plunk. Not impressed, the professor
docks the character 10 group points.

While listening to the final lecture regarding harnessing another dimension’s weather systems
and containing it inside a room, the character quietly attempts to have a drop of water fall from
the ceiling of the classroom. Skeptical that their charm will work, the character overdoes it and
golf ball-sized hail begins to rain down from the ceiling. The character must succeed on a DC 16
3 Dexterity saving throw to get underneath their desk in time or take 2d6 bludgeoning damage.
The professor, irate at whoever was so clumsy to cast the spell, threatens to have the entire class
serve detention if the character doesn’t come forward. If the character comes clean, they must
help the professor weed the The Cultivarium throughout the semester, causing them to have to
drop out of extracurriculars and jobs.

The professor gives a lecture about the use of enchanted doorknobs which can be used on any
door to alter the dimensional effects in that room. While the professor passes around some
examples of the enchanted doorknobs, the character can attempt to pocket a doorknob. When
attached to a door, it will make any room comfortably warm. When not attached to a door, the
4 doorknob functions the same way as a ring of warmth. If they attempt to steal it, they must
make a DC 16 Dexterity (Stealth) check in order to pocket the doorknob without anyone seeing.
On a failure, a rival group member sees them and goes to the professor after class. The character
is confronted and, if they cannot come up with a good excuse, are docked 25 group points and
fined 250gp.

38
History of Magic Rings (Lorehold)

Roll Event

While studying ancient rings of power, the professor tells the class not to touch the rings as it
may cause unwanted effects. While the character is bent over, studying one of the rings, a rival
group member jostles them from behind. They must succeed on a DC 16 Dexterity saving throw
or accidentally touch the ring when they go to steady themselves. On a failure, the ring gains a
mind of its own and slips itself onto their finger, resulting in the character becoming completely
invisible. If the character decides to take off the ring in class, they must succeed on a DC 16
1
Dexterity (Stealth) check or be seen removing the ring by the professor, who docks them 10
group points. If they decide to keep the ring, the ring functions the same way as a ring of
invisibility but is cursed. It has a 50% chance of summoning 1d4+1 specters that are hostile to
the character every time it is activated. If a character is killed by the specters, their soul is trapped
in the ring until it is destroyed. The ring is an evil item and wants to be taken, therefore it erases
itself from the mind of the professor and class if it is kept, unless it is willingly returned.

When they arrive in class, the character sees a small package wrapped in colorful paper with a
bow on their desk. Inside the package is a small, silver ring and a note that says “From your
secret admirer”. This ring is actually a prank ring that has been planted by a rival group member.
If the character decides to put the ring on, they must make a DC 16 Dexterity (Sleight of Hand)
2
check as they feel the ring begin to tighten. On a success, the ring is pulled off in the nick of time.
On a failure, the ring is stuck and begins to cut off circulation to the finger. The character has 24
hours to get the ring off or the finger will fall off. If asked, the class’ professor can remove the
ring but gives the character a disappointed shake of their head.

In class, the character is taking a test in which they have to correctly label a timeline of history's
most famous enchanted rings. They must succeed on a DC 16 Intelligence (History) check to pass
3 the test. On a failure, they are assigned homework that will take all night to complete, gaining
them 1 level of exhaustion. If they succeed by more than 5, they are awarded 10 group points by
the professor.

For their midterm assessment, students are tasked with performing re-enactments of infamous
historical events related to wars over magical rings. Seconds before their presentation, the
character must succeed on a DC 16 Wisdom saving throw or suddenly develop a nervous stutter
4 that causes them to perform poorly on their presentation. During the presentation, the character
notices a rival group member’s uncontrollable snickers at the character’s expense. The character
can come to the conclusion that they were hexed by the rival group member and can retaliate
during the rival’s presentation.

39
Introductory Aesthemancy (Prismari)

Roll Event

While learning surface-level appearance enchantments, the character incorrectly casts an


eyebrow thickening spell, causing their eyeballs to become covered in hair and temporarily
1 blinding them. The effects can be reversed by succeeding on a DC 16 Intelligence (Arcana) check.
On a failure, the character has disadvantage on Perception checks until the end of their next long
rest.

The character forgot to study for today’s hair styling practical test. Noticing that a rival group
member is absent before the professor has taken attendance, the character can cast a disguise
self spell to take on the guise of the rival. This spell can be cast using the Masque Charm (SCoC
127) or another method provided by the class, even if the character doesn’t know the spell or
2 have it prepared. The character must succeed on a DC 16 Charisma (Deception) check in order to
act like their rival throughout the class. Seeing as they didn’t study, the character will inevitably
fail the test, and can later claim their own absence that day to retake it. On a success, the rival is
docked 10 group points. On a failure, they are scolded by the teacher, removed from any
Extracurriculars for the rest of the academic year, and are docked 10 group points.

Near the end of a lesson on epidermis enhancement charms, the character is paired with a rival
in order to practice what they learned in class. Instead of adding freckles to their rival’s face, the
character can instead choose to grow a large, pus-filled pimple on the end of the rival's nose. If
they decide to prank the rival, they must make a DC 16 Charisma (Deception) check. On a
3
success, they are able to grow the pimple larger and larger until the class ends and they can
escape without the rival noticing. On a failure, the opponent will notice and tell the professor
who will dock the character 10 group points. Either way, if the character decides to prank their
rival, the rival will attempt to get them back at some point.

Students are tasked with removing all potential cavities and fillings from their teeth in their final
dental lesson. Having only skimmed the dental spells chapter, the character mistakenly uses a
complete removal spell instead of the imperfection fixing spell. This results in their teeth falling
4
out. The character must succeed on a DC 16 Intelligence (Arcana) check to reverse the effects
with a quick remedy spell. On a failure, the character will temporarily lose 10 of their max hit
points because they will have to eat an all liquid diet for a week to help them grow new teeth.

40
Overview of Magical Notation (Silverquill)

Roll Event

The character has enchanted their quill so it can automatically self-write the notation for today’s
quiz but hasn’t had time to test it. If they decide to use the quill during their quiz, they must make
a DC 16 Intelligence (Arcana) to see if the enchantment was done correctly. On a success, the
quill works perfectly. The test is aced and the character earns 10 group points. On a failure, the
1 character mistakenly enchanted the quill to yell out answers, resulting in detention and 10 group
points being docked for cheating. If they decide not to use the quill, they must succeed on a DC
18 Intelligence (Arcana) check to pass the quiz. On a failure, they are assigned homework that will
take all night to complete, gaining 1 level of exhaustion. If the check passes by more than 5, the
character earns 10 group points for acing the quiz.

While leading the class in a lesson on wand-movement notation, the professor tasks students
with transcribing a basic spell on paper, and passing it to a partner to test if their notation was
successful. Unbeknownst to the character, their partner incorrectly marked a downwards flick
2 instead of an upwards swish, turning their levitation spell into a sinking charm. The character can
make a DC 16 Wisdom (Perception) check to attempt to catch the error. If the error is not caught,
the character must make a DC 16 Dexterity saving throw. On a failure, the character’s feet sink
into the floor, requiring the purchase of new shoes for 25gp.

Rushing to get to class, the character remembers that their inkpot is almost empty. They quickly
grab a spare from their dorm and toss it in their bag. They don’t notice until they get to class that
the inkpot cracked and has leaked all over the bag. They must roll a d20. On a result of 9 or less,
3
the ink has destroyed their essay due that day. The character can make a DC 16 Charisma
(Persuasion) check to get an extension on the essay. On a failure, the character is docked 10
group points and has to stay up all night rewriting the essay, resulting in 1 level of exhaustion.

While studying several stone artifacts depicting some of the earliest recorded magical notation,
the character inhales a bit of dust from a tablet. They must succeed on a DC 16 Constitution
saving throw or crack the edge of the stone tablet during a fit of coughing. If the tablet is broken,
4 the character must succeed on a DC 16 Dexterity (Sleight of Hand) to slip the broken edge safely
into their pocket. On a failure, the professor sees the mishap and docks the character 10 group
points. On a success, the character learns later that the edge of the tablet can be used as dust of
sneezing and choking.

41
Advanced Arcano-mycology (Witherbloom)

Roll Event

The class is tasked with growing potent hallucinogenic mushrooms. The character must make an
Intelligence (Nature) check to determine how potent the mushrooms are. If a 9 or below is rolled,
the mushrooms cause minor hallucinogenic effects for 1d4 hours and cause whoever consumed
them to vomit once the effects have worn off. If the character rolled between 10 and 15, the
mushrooms cause minor hallucinogenic effects for 1d4 hours. If the character rolled between 16
1
and 20, the mushrooms cause major hallucinogenic effects for 1d6 hours. If the character got
over 20, the mushrooms cause extraordinarily powerful hallucinogenic effects for 1d8 + 2 hours
and, when consumed, allow the creature that consumed them to cast commune with nature
with no components. After handing in what is needed for the class, the character may keep 1d4
mushrooms.

The class takes a field trip to a cave full of magical, iridescent blue moss. While in the caves, the
class is tasked with collecting a one pound bag of moss each. The character must make a DC 16
Wisdom (Survival) check. On a success, the character collects the necessary moss and returns
promptly, earning 10 group points. On a failure, the character encounters a gelatinous cube that
2 glows blue from the moss it has consumed. The gelatinous cube blocks the path that the
character needs to take to return to their class. Because of the interruption, the character isn’t
able to collect the necessary moss but they can try to harvest the gelatinous cube’s remains.
Once the gelatinous cube is defeated, they can make a DC 16 Intelligence (Nature) check. On a
success, they harvest enough blue iridescent ooze to satisfy their professor.

The class is tasked with finding an extremely rare type of mushroom that only grows under
certain conditions in the swamps of Sedgemore. The character can make either a DC 16
Intelligence (Nature) check or a DC 16 Wisdom (Survival) check. On a success, the character finds
3 the mushroom and returns it to the professor, earning 10 group points. On a failure, a rival
group member is able to make the Nature or Survival check to find the mushroom. If they are
successful, they are the ones to return the mushroom and gain 10 group points. The checks
continue in this way until either the character or the rival passes the check.

While studying different mushrooms and fungi in class, a rival group member throws a warted
toadstool at the character. Make a ranged attack roll (+4 for the rival’s attack bonus) against the
4 character. If the attack hits, the character must make a DC 16 Constitution saving throw. On a
failure, the character sprouts thumb sized warts all over their body. This effect lasts until the end
of the character's next long rest.

42
Principles of Warsinging (Lorehold)

Roll Event

For a class project, the character is tasked with coming up with their very own warsong and
presenting it to the class. To pass, the character must succeed on a DC 16 Charisma
1 (Performance) check. On a failure, the character must complete an additional homework
assignment that will take them all night, incurring 1 level of exhaustion. If the character succeeds
by 5 or more, they earn 10 group points for their wonderful performance.

The professor decides to summon the ghost of a warsinger cleric to sing a song for the class.
Unfortunately, the cleric’s song is too powerful and causes the class to go into a frenzy and attack
one another. The character immediately gets into a fight with a rival group member who uses the
2
lorehold apprentice (SCoC 197) stat block if they don’t already have a stat block. The fight lasts
two rounds before the professor manages to silence the singing of the cleric’s spirit. Any damage
that is caused is healed by the cleric’s spirit before it departs.

The class goes on a field trip to some ruins by the Lorehold campus in order to look for
warsinging relics from a time long past. Each student is tasked with searching the ruins for
carvings or symbols that could represent a song. The character must make a DC 16 Wisdom
(Survival) check. On a success, they manage to find a small stone tablet with a warsong engraved
3
upon it. On a failure, they are trapped in a tomb while investigating the area and encounter a
hostile mummy. Once the mummy is defeated, the doors of the tomb open. If the character
searches the mummy’s body, they will find a case with a rolled up sheet of papyrus containing a
warsong.

The character is assigned a project in which they must interview the spirit of a long-dead
historian who studied warsinging. Unfortunately for the character, the spirit they are assigned to
interview is haughty and uncooperative. The character must succeed on three checks to convince
the spirit to discuss the details of their life and lessons they learned. These checks and the DCs
are determined by how the character approaches the situation. For example, being rude to the
4
spirit could raise the DC for a Charisma (Persuasion) check. If the character is not able to
complete the checks, they can make a DC 16 Charisma (Deception) check to fake the interview in
the report they hand in. On a failure, the teacher catches on and docks the character 10 group
points and sends them to detention. If the checks were unsuccessful and the interview is not
faked, the character is docked 10 group points for not completing the assignment.

43
Turning Inner Fire into Outer Flames (Prismari)

Roll Event

The character is tasked with lighting a match, without uttering any spells, by reaching a deep level
of focused meditation. They must succeed on a DC 18 Wisdom (Arcana) check to successfully
light the match with meditation, or a DC 16 Dexterity (Stealth) check to light the match by other
means without anybody seeing. If the character fails the Arcana check, a rival group member will
1
be able to make a check using the DCs and skills listed previously to light the match. The checks
continue in this way until one of the contestants passes the check. Whoever passes first is given
10 group points by the professor. If the character or their rival fails the Stealth check, they are
caught cheating, are docked 10 group points, and given detention.

Each student is required to perform a skill test in front of the class where they levitate a quill for
1 minute with their back turned. A rival group member silently attempts to distract the character
during their turn by using an itch hex. The character must succeed on a DC 16 Constitution
saving throw to maintain concentration over the course of the minute. On a failure, the character
2
is docked 10 group points for dropping the quill. If the saving throw succeeds by 5 or more, the
rival group member gets frustrated by the character's reaction and loses control of their spell.
This causes them to fall under the effects of hideous laughter and they are docked 10 group
points for distracting the class.

The professor challenges the class to a meditation competition. During the competition, the
professor casts a weather controlling spell to drop the temperature of the classroom every 5
minutes. The character and rival must make progressively harder Wisdom saving throws to resist
3
the cold. The check starts at DC 10, increasing by 2 every 5 minutes. When the Wisdom saving
throw is failed, the contestant can last a number of minutes equal to their Constitution modifier
before they tap out of the competition. The winner is provided a bag of holding.

Students are tasked with strengthening their minds against their fears. Each student is targeted
by the phantasmal killer spell and are graded on how long it takes them to break out of the
illusion. While targeted by the spell, students experience the nightmarish effects of the spell but
don’t take the psychic damage. Each attempt takes 6 seconds (or one round of combat). On the
4
character’s turn, they must succeed on a Wisdom saving throw against a spell save DC of 16 to
end the illusion. Have the player narrate what the character experiences during this time. After
the character is finished, a rival group member will attempt to beat their time. Whoever has the
best time out of the character and their rival will receive 10 group points.

44
Advanced Arcane History (Required)

Roll Event

When studying relics found in an ancient tomb that date back thousands of years, the character
hears a shriek ring out from one of their classmates. Looking over, they see a swarm of
poisonous snakes pour out of an urn. As their classmates scatter, the character can decide to
1
jump in to deal with the snakes. Otherwise, a rival group member will step up and handle the
situation. Whoever successfully handles the situation will receive 25 group points for saving their
classmate.

The class is tasked with identifying the purpose of five different magical relics based on the
glyphs inscribed on them. The character must succeed on a DC 16 Intelligence (History) check in
order to properly decipher the glyphs. A character that speaks Draconic automatically passes this
check. On a success, the character will learn that these items are somehow tied to the Founder
2
Dragons (SCoC 6), but the exact purpose is still unknown. On a failure, the character is assigned
additional work in which they have to research and write a report on each of the five Founder
Dragons. You can choose to give the player’s “real life” homework by making them read the
paragraphs associated with the Founder Dragons in Chapter 7.

The class is tasked with writing a report on a famous Lorehold historian. Unfortunately for the
character, when they go to the Biblioplex to retrieve her autobiography, all copies have already
been checked out. The character remembers seeing the statue of this historian somewhere on
the Lorehold campus. If they succeed on a DC 12 Wisdom (Survival) check, they can find their way
back to the statue in a rundown hallway in PillardroIf the statue is found, the character will be
3 approached by the ghost of the historian as they read the plaque attached to the statue’s base.
As long as the character seems interested in the spirit’s story, they will happily help them write
their report. If the historian’s spirit helps them write their essay, they will be awarded 10 group
points for their thorough account of the historian’s life. If the character can’t find the statue, they
have to wait in the Biblioplex until a copy is returned late at night, causing them to have to stay
up all night to finish the assignment, gaining 1 level of exhaustion in the process.

During class, a student the character is sitting beside begins to show signs that they are unwell.
They shift around uncomfortably, breathe heavily, and look pale. If the character succeeds on a
DC 16 Intelligence (History) check, they will recall seeing this student talking with Dean Augusta
4 Tullus (SCoC Chapter 5) when they first got to class. Their classmate, obviously not feeling well,
asks the character to take notes for them while they go to the infirmary. As they go to get up,
their eyes roll back in their head and they collapse. Ask the character how they react to this
situation, and roleplay accordingly.

45
4th Year
Advanced Applied Magic (General Studies)

Roll Event

Students are learning how to harness fire and electricity to provide lighting and heating to an
entire home using miniature home models. The character notices that a rival group member’s
model has gone up in flames due to an overzealous attempt to heat the entire two-story model
1
home from one fireplace. The character can choose to alert their rival and help put out fire, or
silently snicker as their rival’s hard work turns to ashes. If they decide to help, the rival will owe
them a favor.

Students take a field trip to visit a farm where fruits and vegetables are magically grown without
the use of sunlight or water. The magical foods produced here function the same way as the
berries from the goodberry spell, except they never lose their potency. The rare seeds needed
for this type of magical growth are on display to the students. If the character would like to try to
pocket a couple, they need to make Dexterity (Sleight of Hand) checks based on how many they
2
intend to steal. Taking 1d4 seeds requires a successful DC 16 check, 1d6 seeds requires a DC 18
check, 1d8 seeds requires a DC 20 check, and 1d12 seeds requires a DC 22 check. If the character
is caught stealing, they are docked 25 group points and sent to help the Witherbloom fertilizer
harvesters as detention. Growing the fruit from seeds requires a successful DC 16 Intelligence
(Nature) check and 1d4 weeks. Each seed produces one piece of magical fruit.

The professor is having students practice the fastest form of magical transportation:
teleportation. Students are given minor teleportation trinkets that allow them to teleport short
distances so they can practice moving from one outlined square on the floor to another square
on the other side of the room. When it is their turn, the character’s trinket glitches and ends up
3 teleporting them to a classroom on the other side of campus. The character needs to make a DC
16 Intelligence (Arcana) check to see if they can successfully teleport back. On a failure, they have
to walk back and miss half the class. If the character manages to keep the trinket (by telling the
professor it was destroyed in the glitch, for example), it has 1d4 charges left. When activated as
an action, it teleports the creature holding it to a random location on the Strixhaven campus.

The class takes a field trip to an exemplary self-sufficient magical home. Meals make themselves
when recipes are left on the table, dishes wash themselves, brooms travel through the house
unguided, and fireplaces maintain a given temperature in the house at all times. Lagging behind
while touring the house, the character decides to test the cleaning powers of the house by
dropping a crumbled up sheet of paper wrapper on the ground. Suddenly, the rug beneath them
4
begins to roll itself uThe character must succeed on a DC 16 Dexterity saving throw or be rolled
up with the garbage. On a failure, the character must succeed on a DC 16 Strength (Athletics)
check to wriggle out. If this check fails as well, the character is stuck until the professor comes
back into the room to see where the character got off to. If the character is found rolled up in the
carpet, they will be docked 10 group points.

46
Advanced Lumimancy (Silverquill)

Roll Event

The class is learning how to harness and enhance the power of starlight to help with visibility on
dark nights. The character must succeed on a DC 18 Intelligence (Arcana) check to subtly enhance
1 their vision with starlight. On a failure, they overdo the spell and end up searing their corneas
with an intensely bright light. This causes them to lose any darkvision they currently have and are
unable to see their surroundings in dim light. This effect lasts until the end of their next long rest.

As part of the class, the character is tasked with helping out the crews who run lights during
performances at the Rose Stage. The character must succeed on a DC 16 Charisma
2
(Performance) check to help the crew run the lights successfully. On a success, they are given a
wand that can cast the light spell 1d4 times before its magic runs out.

The class is learning how to change the hue and brightness of arcane lamps with a command
word. In order to get theirs to work, the character needs to succeed on a DC 16 Dexterity (Sleight
of Hand) check to ensure it is put together properly. Then, they must properly infuse the lamp
with magical light by succeeding on a DC 18 Intelligence (Arcana) check. Before turning it on, they
inspect the device to see if any mistakes have been made. Catching and fixing a fatal flaw in their
3
device requires a successful DC 16 Intelligence (Investigation) check. If all of the checks succeed,
their device powers on and works the same way as the light spell, except that the color and
brightness of the light can be changed with a bonus action. The amount of light produced by the
device cannot exceed that of the light spell. If any of the steps fail, the device doesn’t work. The
character can retry this roll every 1d4 weeks, after any necessary preparations have been made.

Students are tasked with preparing a performance that tells a story using only light. Before the
character’s performance, they can decide on how advanced their presentation will be. A below
average performance requires a DC 16 Charisma (Performance) check, an average performance
requires a DC 18 Charisma (Performance) check, and an exceptional performance requires a DC
4 20 Charisma (Performance) check. On a success for a below average performance, the character
gets a passing grade. On a success for an average performance, the character is awarded 10
group points. On a success for an exceptional performance, the character is awarded 10 group
points and is approached by the professor after class to see if they would like to perform their
presentation on the Rose Stage this weekend.

47
Applied Illusory Arts Quandrix

Roll Event

The professor is teaching a lesson on how to conceal magical entryways and detect said illusions.
The professor has students close their eyes while they construct an illusion around the
classroom, concealing all recognizable entryways. The class is then tasked with finding their way
1 out of the room. The character can make a DC 18 Wisdom (Perception) check to find the exit. On
a failure, a rival group member is able to make the same check with the same DC. Continue
checks in this way until one of the participants is successful. Whoever finds the door first is
awarded 10 group points.

Students are learning how to create and animate illusions for security purposes. While creating
an illusory guard dog, the character loses control of the animation and the dog begins to tear
2 around the classroom. The character must succeed on a DC 18 Intelligence (Arcana) check to
control their illusion before it causes chaos. On a failure, the character is docked 10 group points
for losing control of their illusion and disrupting class.

The class is tasked with creating a heavily regulated potion that, when a piece of a humanoid is
added to the potion, will allow whoever drinks it to cast alter self and take on the shape of the
humanoid whose piece was added. The character must succeed on a DC 16 Intelligence
(Medicine) to combine the correct ingredients and a DC 18 Intelligence (Arcana) check to infuse
the potion with the correct magic. If either of the checks are failed, the potion does not produce
any effects. If both of the checks are successful, the character manages to make two doses of the
3
potion. They only need to hand in one dose, so they can pocket the other dose with a successful
DC 16 Dexterity (Sleight of Hand) check. If the check to pocket the potion succeeds, the character
can use an action to add the piece of the humanoid they would like to transform into to the
potion and consume it. The effects of the potion last 1d4 hours. If the check to pocket the potion
is failed, the character is docked 25 group points and sent to a seminar about malpractice at
Strixhaven and told that any more slip ups could result in a suspension from campus.

The professor lets the class play a fun game after a week of stressful studying for a test. Half of
the class uses the disguise self spell to make themselves look like the professor and the other
half of the class has to figure out which ones are fake without touching the disguised classmates.
The character is one of the students disguised as the professor. They must make five consecutive
Charisma (Deception) checks in order to remain undetected until the end of the game. The DCs
4
for the checks start at 10 and increase by 2 each round. If the character manages to successfully
pass all of the Deception checks, they are awarded 10 group points. If a character is found out,
they can make Wisdom (Insight) checks against the DC of the Deception check for each round
remaining. If they succeed, they are able to spot all the remaining disguised classmates and are
awarded 10 group points.

48
Arcane Macroeconomics (Lorehold)

Roll Event

The class is tasked with analyzing how quality of life improves for civilizations when exposed to
affordable common magic items. They must succeed on a DC 18 Intelligence (History) check to
1
research, analyze, and document their findings. On a failure, the character is required to help the
professor grade first year Archaeomancy reports.

As part of the class, a debate is held regarding whether or not healing potions and magic should
be made free to the public and covered through ministry taxation. The character may choose
their side of the debate, and a rival group member will join the opposing side. In order to win the
debate, the character must succeed in a contested skill competition against their rival. Each
2
contestant makes a Charisma (Persuasion) check in order to sway the crowd to their side.
Whoever has the higher check wins the round. Whoever is the first to win three rounds wins the
debate. If the player actually provides a solid argument for their side, they get advantage on their
Persuasion check for the round.

The class simulates the economics of a magic item trading market. During this exercise, the
character is able to make five checks to determine how well they perform. Intelligence (Arcana)
checks are used to predict the price of a magic item so they can buy low and sell high, Charisma
(Persuasion) checks can be used to persuade classmates to make deals beneficial to the
3
character, and Wisdom (Insight) checks can be used to hold on to an investment when prices are
falling knowing that they will rise again. At the end of the exercise, the total score of the five
checks reflects how well the character did. They pass if their score exceeds 50, they gain 10 group
points if their scores exceed 75, and they are awarded 1,000gp if their score exceeds 100.

As part of a project, the character attempts to create an algorithm that can guarantee investors
positive return on investment in the magical item industry. The character must succeed on a DC
22 Intelligence (Arcana) check to successfully create the algorithm. On a success, the character is
4
approached by Losheel, Clockwork Scholar (SCoC 15), a Lorehold professor who loves their
hands-off approach to investing. Losheel agrees to help the character’s project funded so that it
can be brought to market, as long as she can share in the profits.

49
Eldritch and Arcane Performances (Prismari)

Roll Event

The class is tasked with creating a dance with a partner, where each partner represents an
opposite element. The character is paired with a rival group member and they are assigned fire
and ice as their elements. Because of their mutual distaste, the character and their rival practice
separately, only collaborating enough to put their performance together. During the
performance, the rival attempts to make the character slip by placing a patch of ice right under
1 their foot. This causes tensions to boil over and the character and rival battle using their
respective elements in front of the whole class. During the fight, the character and rival must
make a combined Charisma (Performance) check. If the result from both the character and the
rival combined is higher than 30, they manage to sell the idea that the “fight” was part of their
dance and are both awarded 10 group points for a spectacular performance. If they fail, they are
both docked 10 group points for failing to remain level-headed enough to work together.

The class is learning how to summon different spirits by using certain body movements. The
professor announces that a test is scheduled for tomorrow during class and the character is
completely unprepared. While practicing late at night for tomorrow’s test, the character
accidentally summons a shadow demon instead of a fey spirit. The shadow demon says it will
help the character pass their test the next day if they do them a small favor. This small favor
could be stealing a seemingly unimportant book from the Biblioplex, or another task that you
2 come up with. The task does not have to be done before the shadow demon helps the character,
but the shadow demon will visit the dreams of the character every 1d4 night until it is done. If the
character turns down the shadow demon's help, they must succeed on a DC 22 Charisma
(Performance) check to pass their test. On a failure, they are docked 10 group points and are
given detention every evening for a week, causing them to have to stay up all night to complete
their homework. The character must make five DC 12 Constitution saving throws. On a failure,
the character gains 1 level of exhaustion.

The character is performing in a production at the Rose Stage as part of their class. During the
performance, they must make a Strength (Athletics) check, a Dexterity (Acrobatics) check, and a
Charisma (Performance) check. If the combined results are higher than 40, the character is
3
noticed by Uvilda Mistcoiler, Dean of Perfection (SCoC 17). The Dean of Perfection approaches
the character after the recital and offers to privately tutor them as they feel that they have real
potential.

The professor tells the class that true expression comes from the heart. They are tasked with
turning in a project that is truly from their heart This can be anything from a dance, a poem, or a
drawing. Ask the player what their character turns in. The character must then succeed in a DC
4
18 Charisma (Performance) check to pass the assignment. If the player does a good job
roleplaying the scenario, they can make the check with advantage. If the check succeeds by 5 or
more, the character is awarded 10 group points. On a failure, they are docked 10 group points.

50
Extraplanar Cryptozoology (Witherbloom)

Roll Event

The class is shown how to peer into other dimensions in order to glimpse extraplanar beings.
When the character attempts this, they get a glimpse of an eldritch being that threatens to
1
shatter the character's mind. They must succeed on a DC 18 Wisdom saving throw or be
subjected to the feeblemind spell until the end of their next long rest.

The character is tasked with researching the Feywild and attempting to communicate with one
archfey. The character must perform a 1d4 hour ritual to summon the archfey. At the end of the
ritual, they must succeed on a DC 20 Charisma (Persuasion) check to summon the archfey. On a
2
failure, the archfey is offended by the character’s attempt to summon them and curses the
character. Until the end of their next long rest, every time they attempt to speak they ribbit like a
frog instead.

As part of a presentation to the class, the character is tasked with summoning an extraplanar
being and binding it to their will. The character has practiced summoning two different types of
creatures: a barlgura and the fey spirit of a bear. Before their presentation, they must choose
which one they will attempt to summon and bind. Once the creature is summoned, the character
3 must succeed on a Charisma (Persuasion) check contested by the creature's Wisdom (Insight). If
the character wins, the creature is bound to their will. If the creature wins, it will immediately
attack the character. If the character successfully summons and binds the barlgura, they will be
awarded 10 group points. If they fail either attempt, they will be docked 10 group points for
sloppy work.

As part of the subject of studying the ethereal plane, the class is provided with eyepieces that can
help those without the means to view ethereal beings. The class is sent out to find the most rare
and interesting ethereal beings on campus. Whoever brings back an account of the most
interesting being will get to keep an eyepiece. The character must make an Intelligence (History)
check to remember rumors about different ethereal beings on campus and make a Wisdom
4
(Survival) check to find the being. If the combined result of both checks is higher than 30 (the
result of a rival group member’s check) then the character wins and receives the eyepiece as a
prize. The eyepiece has 1d4 charges and regains 1d4 charges when it is exposed to moonlight.
With an action, a creature wearing the eyepiece can see into the ethereal plane for the next hour,
or until they end the effect with a bonus action.

51
Arcane Herbology (Required)

Roll Event

The class is learning about which plants have medicinal properties, as well as the correct dose
needed to treat an illness. While copying down the formula, the character makes a mistake. They
must succeed on a DC 18 Intelligence (Investigation) check to catch the mistake. On a failure, the
medical concoction they prepare the next day exceeds the recommended dose for bitter root.
1
When they consume some of their medicine, they must succeed on a DC 18 Constitution saving
throw or become poisoned until the end of their next long rest. If they successfully pass the
Investigation check to find their mistake, they are able to craft one dose of potion of resistance
that they can keep.

The professor is teaching the class how to extract beneficial crafting components from rare,
dangerous plants. The professor has brought in a number of man-eating vines that use the giant
constrictor snake stat block and instructs the class on how to harvest the pods located at the
base of the plant. The professor tells the class that they each need to harvest four pods to get a
passing grade. In order to harvest the pods, the character must make a Dexterity (Sleight of
Hand) check contested by the vine’s Wisdom (Perception). If the character succeeds, they will be
2
able to harvest 1d4 pods. If the man-eating vine wins the contested check, it will enter into
initiative with the character. In order to harvest the pods once initiative has started, the character
must use its action to redo the contested skill check. On a success, they harvest 1d4 pods. The
assassin vine uses its turn to try to strangle the character. If the character is knocked
unconscious by the vine or otherwise is unable to harvest the necessary pods, they will be
docked 10 group points. The pods must be harvested while the vine is alive.

The class is sent on a scavenger hunt in Sedgemore to find all of the necessary ingredients to
make a potion of healing. The character must make five DC 18 Intelligence (Nature) checks. If the
character passes at least three of the five checks, they are able to find the necessary ingredients
3 and get a passing grade. If they pass all five checks, they are the first to complete the task and
are awarded with 10 group points and a potion of healing (superior). If the character does not
pass at least three checks, they are docked 10 group points for failing to complete the
assignment.

As part of a project for class, students are tasked with taking care of a rare form of cactus that
can be killed by a single drop of water. While stopping in one evening to check on their cactus,
4 the character sees a rival group member standing over their cactus with a dropper full of water.
The rival hasn’t noticed the character and they can choose how to handle the situation. The rival
uses the witherbloom pledgemage (SCoC 222) stat block if they do not already have a stat block.

52
 
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