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Publisher’s Note: These pages represent a small sampling of the - full ™ fantasy roleplaying source- book The Redhurst Academy of Magic, on sale The fools! That they would freely pro at finer game stores in August of 2003. For more vide so much information to any student information about the book, be sure to visit who strolls through the gate! When you are www.humanheadgames.com. ready to strike, Master, this information should prove invaluable. Of course, the authors of this book provide few insights into the darkest secrets of the school. Those, I’ll happily provide herein as best I can. Anything to bring the walls of this campus down around their thrice- damned ears!

a handbook for new students I’m not quite sure who credits table of contents these people are, but they Writing and Design: Matt Forbeck, Seth Johnson, Chapter One: Welcome to Redhurst...... 4 seem to know a great Timothy S. Gerritsen, David Gulisano, and Paul Tutcher Chapter Two: Campus Life ...... 12 deal about the academy. Editing: Matt Forbeck, Timothy S. Gerritsen, Chapter Three: The Faculty...... 28 Perhaps they are mere Seth Johnson, and Steve Creech Chapter Four: The Campus ...... 58 puppets spouting the Art Direction: Matt Forbeck Andarlin Chapter Five: The Schools of Magic...... 104 claptrap that Graphic Design: Matt Forbeck and Tim Bowman Appendices...... 155 feeds them, but they RAM Logo: Shane Gurno could bear watching. Cover Design: Tim Bowman Isn’t “d20” the Cover Illustration: Shaun Absher and Nichol Norman For use with the name of the system Interior Illustrations: Kyle Anderson, you have me use to Tim Bowman, Steven Daniele, Jeff DeWitt, Mike Dutton, encode your notes Larry Elmore, David Gulisano, Shane Gurno, Ted Halsted, about these cretins? Brett Hawkins, Jason Hill, Greg Marshall, Matt Mitchell, Nichol Norman, Jim Pavelec, It seems the people Randy Redetzke, Rebecca Rettenmund, Steven Sanders, For sales inquiries, please contact of the Human Head Shawn Sharp, James Sumwalt, and Eli Quinn are aware of it too. Cartography: Jeff Lahren Creative Direction: Matt Forbeck and Timothy S. Gerritsen I’m not sure Foreword: what this group’s affiliation is, but Voice: (262) 348-0440 apparently the Fax: (262) 348-0499 entertainment they [email protected] sell is both fast and www.fastforwardgames.com forward. “Human Head”? Intriguing. The wizards that put ©2003 Human Head Studios, Inc. All Rights Reserved. Artwork by Shawn Sharp © Shawn Sharp, used with permission. Artwork by Jason Hill © Jason The number of this book together must Hill, used with permission. have some skills in Redhurst, The Redhurst Academy of Magic, and the Human Head Studios logo worlds referred to are trademarks of Human Head Studios, Inc. The Fast Forward Entertainment here is staggering. necromancy. Else their logo is a trademark of Fast Forward Entertainment. Nyambe and Seven Cities name seems to make are trademarks of Atlas Games, used with permission. Dungeon World is a Those of the Human little sense. Perhaps trademark of Fast Forward Entertainment, used with permission. Freeport is a Head must travel trademark of , used with permission. Codex Arcanis is they are enchanters able a trademark of Paradigm Concepts, used with permission. Sword & Sorcery the Known Realms to get inside one’s head. Studios, Scarred Lands, and Hollowfaust: City of Necromancers are trademarks of like mortals cross , used with permission. Sovereign Press is a trademark Hm. This bears further of Sovereign Press, used with permission. is a registered streets. thought. trademark of Kenzer & Co., used with permission. All references in the follow- ing pages to the above trademarked properties are ©2003 the respective compa- These “Wizards nies. All Rights Reserved by the respective copyright holders. Reproduction of non-Open Game Content from this work by any means of the Coast” seem without express written consent of Human Head Studios, except for short to be everywhere. excerpts for the purposes of reviews, is expressly prohibited. “d20 System” and the “d20 System” logo are trademarks of Wizards of the Are they friend or Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms foe? Best to tread of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. This product requires the use of the Dungeons & Drag- carefully until we ons® Player’s Handbook, Third Edition, published by , Inc. somehow locate the Dungeons & Dragons® and Wizards of the Coast® are registered trademarks coast upon which Produced by Human Head Studios, Inc. of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with www.humanhead.com permission. they reside.

Printed in China I’m impressed that Andarlin managed to wrangle some words out of someone foreword as well-known and- respected as Marga For this latest edition of our handbook for new students, we are fortunate to be able to lead off with a few words from ret weis. Apparently the legendary Margaret Weis. Many of you are no doubt already familiar with both her and her work, and you should be his personal contacts- unsurprised to learn of the respect she’s earned from Redhurst’s students and staff. There are few in the Known Realms who spread far through are as familiar with both wizards and magic as Lady Weis, and we are blessed to be able to count her as a friend of Redhurst. out the Known If you were to take her words from this page and post them at the head of your bed—to be the last thing you see at night and Realms, perhaps due the first thing in the morning—you would be doing yourself and your studies a great service. to the many years- he spent adventur f you are holding this book in your hands, it means Are you willing to keep the art ing before taking the- position as headmas ithat you are one of the chosen few to have been safe and keep it secret? Just as you ter of the school. selected for admittance into the prestigious Redhurst would not hand a child a butcher Academy for Magic. That, in and of itself, is a great knife to play with, so you should honor, and I congratulate you. But I wonder if you not give out the secrets of our art truly understand what else holding this book means? to those who may be as children It means you are one of the blessed (or some might with regard to it. The life of a wiz- say cursed) individuals who have magic in your blood. ard is, of necessity, a solitary life. You have the ability to circumvent the laws of nature, You should avoid discussing what to defy those laws, bend them and twist them to your we teach here at the academy with will. You possess a great and terrible power, and you even those you love best. We do must be worthy of it. Therefore, do not enter this acad- this for your protection, as well emy with a light heart and an empty head. Think seri- as for own, for there are those out ously about the magic, about the power, about yourself. there who see what we do as a All power comes at a price. This includes the art of threat and who are doing every- Lady Weis magic. You will be called upon to make many sacrifices thing in their power to bring us certainly speaks for your art, including, perhaps, your very life. You will down. the truth here, eh, be asked to make a commitment to the magic, to your Those of you who come to Redhurst come to us from Master? When I art. You will be asked to make magic the ruling passion different cities, different continents, different worlds, consider what I’ve of your life. Are you prepared to do this? Will you give perhaps even different pasts, different futures. You are given up, it staggers of yourself completely to the magic, though it cost you all welcome. We hope that each and every one of you my imagination. everything? Consider this well before you enter these succeeds in your goals, whatever those may be. We will sacred halls. work to help you succeed. But know this. We will ex- Well spoken, Lady Are you capable of taking responsibility for the pect you to work diligently in return. We expect you to Weis. The people of magic? Unleashing such enormous power without heed respect our rules and to obey them. Those who cannot Redhurst had best not for the possible consequences to those who are helpless or will not will be asked to leave. fail—for if they falter to oppose you is the act of a coward and such use will We at the Redhurst Academy of Magic do not toler- at any point, we stand not be tolerated. We have learned over many genera- ate failure. ready to strike! tions that magic takes, as well as gives. Use the magic For the sake of those whose lives depend upon us, well, use it responsibly, and you will be rewarded. Use we do not dare. the magic irresponsibly, without thought or care, and it — Margaret Weis will destroy you. Summer Season, Realm of Earth Lady Weis in the Emerald Sultanate, captured by the wizards of Wuttke Studio. the redhurst academy of magic campus 1) Mordant School of 28) The Auditorium Necromancy 29) Right Dorm 2) Thaumant School of 30) Gymnasium Transmutation 1 10 31) Leftwatch 3) Far Dorm 3 32) Nammor School 4) The Deadwalk 6 9 of Enchantment 5) Jecture’s Tower 2 5 33) Offices 6) Hothouses 34) Dean’s Tower 7) Jecture School of Divi- 17 7 35) Grand Hall nation 8 11 36) Training and Du- 8) Staff Housing 12 eling Grounds 4 15 9) Barracks 19 14 37) Bisechen School 10) Rightwatch 13 of Conjuration 11) Walled Garden 18 16 38) Maintenance 12) The Vault 21 22 39) Aegis School of 13) The Redhurst Library 20 Abjuration of the Arcane 29 40) Oldtower Dorm 14) Kitchen/laundry 26 28 30 41) Dean’s Gate 15) Cistern 27 42) Chapel 16) Fields 25 43) Museum 17) Graveyard 35 23 44) Stables 18) Tomb of the Founders 24 34 45) Menagerie 19) Lake Lethe 31 33 36 46) Moon Tower 20) Faculty Housing 55 47) Bull Tower 21) Dining Hall 32 41 48) Main Gates 22) Stores 54 49) Statue 23) Ignes School of Illu- 38 42 50) Ox Tower sion 37 49 53 51) Ram’s Head Inn 24) Labs 52) Sun Tower 25) Wolkhart School of 43 51 52 53) Dragon’s Flagon Evocation 39 54) Redhurst Acad- 26) Left Dorm 40 50 emy Store 27) The Warrens 48 55) Hall of Healing 44 45 47

This scale is a lie, for 46 security purposes. It’s 1 inch = 400 feet close enough though. Although it graduation requirements The students who never says it in the book, extra-curricular - To graduate from Redhurst, you need to spend a attend Redhurst are Redhurst tuition aver minimum of five years studying the arcane arts. You naturally curious ages 1,000 gp per year, have a large amount of leeway within those guidelines activities and competitive well above what most however. Some students spend far more time here than hile our main focus at Redhurst is obviously on ar- creatures. They people can afford. There that though. The current record for the most number of cane academics, we do believe in helping to create are forever poking are some need-based w years spent in study without a degree goes to Filgren well-rounded students with a variety of interests and around in places scholarships for those - Thisbee of the nomadic wood elves of the Monstrous skills. To that end, we have developed a number of dif- they shouldn’t be who really can’t man Forest. He’s been with us over 27 years, although we ferent programs designed to pull your nose out of your at things that could age to pay, but there suspect its mostly because he likes the kitchen’s cook- textbooks—at least for a little bit. kill them. Sports aren’t nearly enough to ing so much. gives them a safe help out everyone who Most of our students settle upon one specialty or and easy way to needs it. - - another by the time they complete their second year, al- sports express these feel Of course, the scholar though some wait until just a bit later to do so. Almost When most people think of wizards, the last image ings without getting ships only cover tuition all of them make up their minds before four years have that comes to mind is that of the burly athlete. While into trouble. In fact, and books. Keeping - passed. Until you declare your intended speciality, you it’s true that the Redhurst student body has more than they could even yourself in school sup are properly known as a “novitiate.” its share of frail-bodied geniuses, there are a number become the heroes of plies and decent robes When you choose a school of magic in which to of other kinds of wizards here too, and many of them the school. can add up quickly too. concentrate, you take on the title of “apprentice” in enjoy the chance to compete against each other on the Many students work that school. For instance, if you choose transmutation Dueling Grounds, a specially enchanted portion of the in the kitchens, the as your specialty, you would then be an “apprentice campus on which it is impossible to sustain a serious laundry, the stables, transmuter.” If you change specialties before graduat- injury. Most weekend and so on to make up ing, your title changes too, to reflect your new status. Dueling: The most popular kind of competition nights feature an the difference. After all, Once you graduate, you can drop the “apprentice” among Redhurst students is the duel. This sort of illicit duel or two, that’s not the kind of - label. Upon graduation, for instance, the student above conflict gives the students a chance to show off a little often with a hand work someone volunteers would become known as a “transmuter.” bit about what they know, and they can also prove how ful of spectators. to do for free. - You don’t have to concentrate in any one field of tough they are at the same time. The guards rarely do We can use a stu - - course. While many powerful wizards find that picking Most duels are fought under a strict set of rules anything to in dent’s poverty as lever and following one school of magic works well for them, and the watchful eye of a trained referee. On many terfere with these, age against him, and allowing them the chance to more deeply explore that weekends, we host round-robin or single-elimination as they enjoy the I’ve done so in the past. particular art, some others prefer to keep their options tournaments in which students can compete against show themselves and Even the mere promise - open. each other and whoever dares to accept the challenge know that combat of gold can be enough to If you reach the end of your fourth year and have of stepping onto the field. ants on the Dueling turn the heads of some of yet to choose a specialty, you are automatically consid- Sometimes students take to the Dueling Grounds of Grounds can’t be these youngsters. ered a “general apprentice.” Many times, the “general” their own accord, often to simply practice their moves hurt. part of the title is dropped, so you would be known as before they find themselves locked into the strictness Well, physically simply an “apprentice.” of a tournament. The results of these matches do not hurt. Plenty of - You can declare yourself a general apprentice at count towards a student’s dueling rank, but they can mental and emo any point after the conclusion of your second year, of still make for excellent practice nonetheless. tional wounds have course. If you know that’s the path you desire, there’s In a duel, combatants are permitted to cast any spells been inflicted over no need to wait to tell the Known Realms. they like in an effort to render their opponent uncon- the years. At the end of each year, you must pass your exams scious. Due to the nature of the Dueling Grounds, no in each of your classes. If you fail, you must attend one can be truly hurt during such battles, allowing the classes over the summer to help hone your knowledge young wizards to pull out all the stops. Races: We have a number of different kinds of races The rules of spellflag are fairly complex when put It seems to me held throughout the year. There’s the Aviators’ Rally down on paper, but they essentially that one good way to held late each spring, in which the participants use state that you should do your cause a bit of trouble whatever means they have to fly rings around each best to not hurt anyone, no would to suddenly of the school’s towers in sequence. Then there’s the matter how tough your disable the spellflag Ghost Walk, in which students attempt to race blindly armor seems. Also, just pitch’s ability to through the length of the external walls of the Public like with a duel, keep people safe from Square. Those who fall out into the sunlight are dis- no magic harm. Before the qualified. items are players could figure The most popular race of all is the Wall Walk Race, allowed. out they needed to in which students and staff race around the entire Wall hold back, the field Walk on foot. The use of magic is not permitted in this could be full of dead race, and anyone can take part, even those not gifted in or injured players. the arcane arts. Even the survivors - Spellflag: The game that our students seem the most would be trauma interested in these days is a rough-and-tumble team tized. I’ll have to sport called spellflag. The game is essentially a rarefied look into what I version of “capture the flag,” except the players use can do to make this their magic to help them grab the other team’s flag and happen. get it back to their goal. Spellflag players are required to wear helmets and pads during play. While the pitch on the Redhurst Du- eling Grounds is magically enhanced to prevent injury, the same isn’t true at most other venues at which our team plays. Spellflag truly is There aren’t many spellflag teams up and running a wonderful game, yet, but the sport is quickly increasing in popularity both to watch and around the Known Realms. At Redhurst, we have had a to play. I happen to proper team since Coach Andarlin developed the game know it’s inspired - here 10 years ago. For the first few years, we merely about 10% of the cur held exhibition matches—among our own players, of rent class to apply to course—in many of the cities we visited, and our guests Redhurst in the first at each locale were utterly thrilled with the game. It place, just so they was only a matter of time before challengers arose to could try out for the compete against us. team. Some of the newer teams play a “touch” version of spellflag in which you can freeze a foe for 10 seconds with a touch of your hand. Here at Redhurst, we play by the original rules. These state clearly that a player is only down and must give up the flag once he is tack- led to the ground. This is by far a rougher and more visceral version of the game, but the nature of the Duel- ing Grounds make is possible for our students to play it at their most aggressive without fear of sustaining a serious injury.

Our spellflag team is second to none. Captured by Diviner Jeff DeWitt. spect of his parents and the traditions they started here, It’s whispered knows the dwarf headmaster he has kept many of their things around him as well. resents him, but he that the only reason ndarlin: Although our current headmaster has Although he never held a teaching position here be- doesn’t particularly the regents installed only been with us for five years, he has a long fore, Andarlin was unanimously elected to take his par- a care. He didn’t ask Andarlin as headmaster history with Redhurst, dating back even before his ents’ position. The board of regents refused to consider for this position, and is that his parents’ will birth. Andarlin’s parents—the archmages Aegis and any other applicants, believing firmly that Andarlin’s he’s handling it the stated that their ghosts- Nammor—were two of the founders of our academy. parents would only rest comfortably knowing that their best he can. would haunt the cam Aegis served as headmaster for nearly 500 years before son was in charge of the school they’d spent most of Of course, this pus forever if he wasn’t his untimely death, and it was then that his only child their lives building. - division in the ad given the position. - was tapped to take over the reigns of the school. The Andarlin has proven himself to be a wise leader, a ministration makes Andarlin didn’t par transition has gone over with nary a bump, as Andarlin sure disciplinarian, and a commanding presence about them vulnerable. ticularly want the job, not only graduated from Redhurst but also spent his Redhurst. He often spends his days patrolling the If Andarlin left the but he couldn’t bear the entire childhood here. campus, taking a hands-on approach to keeping the school of his own free thought of his parents’ With the exception of several decades spent adven- academy running smoothly. He knows every student’s will—if we could restless spirits destroying turing on and off, Redhurst has always been Andarlin’s face and greets them each by name, taking a personal drive him out—the his childhood home. - home. “I can’t imagine the Known Realms without interest in the development of each of them, not only as Andarlin is so ac place would likely Redhurst,” he likes to say, “and as long as I can help it, wizards but as individuals with the potential to leave fall into chaos! cessible to the students we will always be here.” great marks upon their homelands and the rest of the because he doesn’t care Andarlin inherited his parent’s quarters on our Known Realms. for the work of actually campus, which—like many things around here—he has running the school. He transformed into his own. The building is filled with leaves those duties to mementoes from his adventuring days. However, in re- Khûdzak instead. He Andarlin: Male (high); Evo15/Acm5; hp 188; 4th—charm monster, dimensional anchor, fire shield*, Init +3 (+3 Dex); Spd 30 ft.; AC 26 (+3 Dex, +8 bracers polymorph, resilient sphere*, scrying; 5th—break enchant- of armor, +5 ring of protection), touch 18, flat-footed 23; ment, cone of cold*, dismissal, passwall, sending*, wall of Atk +15/+10 melee (1d3+6/1d4+6, +5 silvered dagger), force*; 6th—chain lightning*, freezing sphere*, greater or +12/+7 ranged; SV Fort +10 (+13), Ref +9, Will +15; dispel magic, true seeing; 7th—force cage*, sword*, limited AL LG; Str 12, Dex 17, Con 18 (24), Int 21 (27), Wis 14, wish; 8th—mind blank, telekinetic sphere*, sunburst*, Cha 17. temporal stasis; 9th—crushing hand*, meteor swarm*, time Skills: Concentration +27, Craft (Metalwork- stop, wish. Specialized School: *Evocation. Prohibited ing) +28, Decipher Script +28, Hide +3, Knowledge Schools: Conjuration, necromancy. (Arcana) +28, Knowledge (Local: Redhurst) +28, Listen Possessions: +5 silvered dagger, +6 amulet of health, +4, Move Silently +3, Profession (Teacher) +16 , Search +8 bracers of armor, crystal ball (true seeing), dust of illu- +13, Sense Motive +10, Spellcraft +34, Spot +4. sion (x2), dust of tracelessness (x2), elixir of truth, gem of Feats: Brew Potion, Combat Casting, Craft Staff, seeing, +6 headband of intellect, mantle of spell resistance, Craft Wondrous Item, Empower Spell, Enlarge Spell, medallion of thought projection, necklace of adaptation, orb Extend Spell, Maximize Spell, Redhurst Alumni, Run, of storms, pearl of power (9th), potion of intelligence, ring of Scribe Scroll, Still Spell. three wishes, +5 ring of protection, rod of security, stone of High Arcana: Arcane fire, arcane reach, mastery of alarm, universal solvent (x3), wind fan, winged boots. counterspelling, mastery of elements, mastery of shaping. Ractir (Owl Familiar): Tiny Animal; HD 15; hp 94; Spells Prepared: (5/7/6/6/6/6/4/3/4/4; save Init +3; Spd 10 ft., fly 40 ft. (average); AC 27 (+2 size, DC 16 (19) + spell level) 0—drench, prestidigitation, read +3 Dex, +2 natural, +10 natural armor adjustment), magic (x2), wake; 1st—ball of light*, capture sound, erase, touch 15, flat-footed 24; Atk +13/+8 melee (1d4–3, fascinate, floating disk*, magic missile*, scribe;2nd— con- talons); AL LG; SQ SR 20; SV Fort +6, Ref +9, Will +15; tinual flame*, detect thoughts, gust of wind*, recall Str 4, Dex 17, Con 10, Int 15, Wis 14, Cha 4. forgotten, shatter*, touch of inspiration; 3rd—daylight*, Skills: Listen +14, Move Silently +20, Spot +6. dispel magic, nondetection, tiny hut*, tongues, wind wall*; Feats: Weapon Finesse.

Andarlin, captured by Abjurer Eli Quinn. Khûdzak is charge of not only the education of our Khûdzak may dean of students students but their physical welfare. Because of this, the I understand that have loved his old hûdzak: The original founders of Redhurst—Aegis role of disciplinarian falls to him. It’s a rare first-year bosses, but he was - kand Nammor—always endeavored to find the best student that fails to tremble to her core when Khûdzak there are troubles in bitterly disappoint coworkers around. They realized that they’d literally enters a room. By the time a student is ready to gradu- the Stone Marches that ed when the Board be living with their fellow faculty members, and it ate, however, chances are good that she has struck up require Khûdzak’s of Regents chose to was important to them that Redhurst was not only a attention from time to Andarlin the a friendship with the stoic dwarf that will last for the make - wonderful learning facility but also a great home. The remainder of her years. He may be hard, time. It seems his father, headmaster, accord people who hired on as teachers at Redhurst were not but he’s fair, and he earns every bit of who’s next in line for ing to his parents’ mere employees. They were friends. respect the students give him. the throne there, is in frail health. With wishes. I think the The closest friend the founders had in the past two Recently, Khûdzak has taken the right push, crusty, old dwarf centuries was clearly Khûdzak, master wizard hail- to spending the summer realizes he doesn’t Khûdzak may - ing from the Stone Marches buried deep beneath the break back in his home- have the neces find that he Distant Desert. When Khûdzak joined the faculty over land. While rumors persist can no lon- sary charm to run 300 years ago, he was already a legend among those that he is scouting out ger remain at the school, but it knowledgeable in all things arcane. Over the years, a retirement tunnel for must still gall him Redhurst. The he cemented that reputation, eventually becoming the himself, the dwarf insists school’s loss to have the much Dean of Students at Redhurst, a position he’s held for that the only way he would younger elf as his nearly 200 years. To many, he’s the rock upon which will ever leave Redhurst clearly superior. the school is built. permanently is by way be our of a funeral bier. gain. We’re confident that No one day is a long way off. else in the With lucky, Khûdzak - school is as suspi will watch over the cious as he, nor Khûdzak: Male dwarf (hill); Nec18; hp 156; Init hand*; 3rd—arcane sight, fly, gentle repose*, halt undead*, students of Redhurst for +2 (+2 Dex); Spd 20 ft.; AC 16 (+2 Dex, +4 ring of vampiric touch*, wind wall; 4th—animate dead*, bestow as capable of generations to come. protection), touch 16, flat-footed 14; Atk +10/+5 melee curse*, enervation*, fear*, locate creature, polymorph; uncovering (1d3+1/1d4+1, silvered dagger), or +11/+6 ranged; SV 5th—magic jar*, private sanctum, prying eyes, symbol our plots. Fort +14, Ref +8, Will +12; AL NG; Str 12, Dex 15, Con of pain*, telepathic bond, waves of fatigue*; 6th—circle of 22, Int 20, Wis 12, Cha 10. death*, create undead*, symbol of fear*, true seeing, undeath Skills: Appraise +7, Bluff +3, Concentration +24, to death*; 7th—control undead*, control weather, finger of Craft (Weaponsmith) +27, Forgery +7, Hide +2, Intimi- death*, forcecage; 8th—create greater undead*, discern loca- date +5, Knowledge (Arcana) +26, Knowledge (Local: tion, horrid wilting*, screen; 9th—astral projection*, energy Redhurst) +13, Listen +9, Sense Motive +4, Spellcraft drain*, soul bind*. Specialized School: *Necromancy. +26, Spot +7, Use Rope +6, Survival +11. Prohibited Schools: Enchantment, Illusion. Feats: Combat Casting, Craft Magic Arms and Possessions: Cloak of the bat, elixir of truth (x3), Armor, Craft Staff, Extend Spell, Forge Ring, Great potion of cure light wounds (x3), potion of hide from undead Fortitude, Heighten Spell, Improved Unarmed Strike, (x2), +4 ring of protection, staff of necromancy, wand of Redhurst Alumni, Scribe Scroll, Silent Spell, Spell magic missiles (7th), silvered dagger. Focus (Necromancy). Kreshn (Bat Familiar): Diminutive Animal; HD Spells Prepared: (5/7/6/6/6/6/5/4/4/3; save 18; hp 78; Init +2; Spd 5 ft., Fly 40 ft. (good); AC 25; Atk DC 15 + spell level) 0—disrupt undead*, exterminate*, +4/–1 melee, or +11/+6 base ranged; SQ: Blindsense kill blooms*, read magic (x2); 1st—cause fear*, chill 20 ft., low-light vision, SR 23; AL N; SV Fort +6, Ref +8, touch*, comprehend languages, hold portal, identify, ray of Will +13; Str 1, Dex 15, Con 10, Int 14, Wis 14, Cha 4. enfeeblement*, unseen servant; 2nd—command undead*, Skills: Hide +14, Listen +12, Move Silently +5, detect thoughts, fake death*, locate object, scare*, spectral Spot +10.

Khûdzak, captured by Illusionist Tim Bowman. - After the bar Animate Dead, Mass 18) tomb of the founders 20) faculty housing racks, the faculty dorm Necromancy [Evil] This recently built structure houses the remains While some of our teachers are housed in the dorms Level: 6 is the place we should of Aegis and Nammor, the two elves who founded next to their students, many others—along with the Components: V, S, M give the most space. This Casting Time: 1 round Redhurst 500 years ago. Headmaster Andarlin ordered remainder of our staff—call this building home instead. single building has the Range: Medium (100 ft. this elaborate place constructed immediately upon The rooms here are large and luxurious, especially highest concentration +10 ft./level) their deaths, and it was completed in record time. He when compared with the smallish cells in the nearby of powerful wizards in Targets: One humanoid comes here often to find peace in his departed parents’ Warrens (see #27). The largest ones go to the staff it that I’ve ever seen. creature per level, no presence. members with the greatest seniority. Still, there are times two of which can be Attempting to contact the founders by magical The common room on the second floor of the build- more than 30 ft. apart. when the people who live means is prohibited. Andarlin has made clear that he ing features several picture windows that permit those here don’t get along all Duration: Instantaneous wishes his parents’ final rest to be undisturbed by the inside to look out over nearby Lake Lethe (see #19) Saving Throw: None that well, and we may petty concerns of the living, and we endeavor to respect as the sun dances across it. This is where many of the Spell Resistance: No be able to use that to our his intentions in this matter. informal staff meetings take place, and most of the advantage. Either that, Those who wish to visit the tomb are more than wel- private staff parties and dinners. This spell functions or we should lock them come to do so. The carvings on the building’s exterior This building is generally off limits to students like animate dead, except all in before we start that it affects multiple tell the tale of the founding of Redhurst in bas relief. unless accompanied by a member of the staff. This is something serious here. creatures at range. The most prominent likeness of Aegis actually recites where our teachers and support staff live, where they Divide and conquer! Material Component: Aegis’s founding day speech verbatim upon request, go to get away from their jobs for a little while. If you You must have the dust while the nearby carving of Nammor reads a speech can wait, you should approach a staff member in his of- produced by grinding she gave to the school’s 400th graduating class. fice instead. If it’s an emergency, alert a guard, and he a massive black pearl will contact the required person for you. worth at least 100 gp. When casting the spell, you scatter this over the 19) lake lethe region to be affected. It The waters of this pristine faculty housing (and the warrens) turns to worthless dust as lake are deep yet warm and in- the spell takes effect. viting. By magical means, they Top View Second Floor Ground Floor are constantly refreshed from an underground stream that The bottom of comes from nowhere. The far side of the lake is Lake Lethe is reserved for fishing. Only apparently an decorative fish are kept here, extradimensional so all that are caught must be space, similar to immediately released. The that found in a . Rumor near side of the lake is best for portable hole swimming, as it has a sandy has it that it is beach and a bottom that gradu- actually a gate ally slopes out before dropping to the Elemental off into the depths. There are Plane of Water, but a pair of boats you can borrow I haven’t been able to take out too, but demand to confirm this. for them is always extremely high, so you should make sure to reserve them early. Dealing with Heights: One of the biggest hazards Shrink Person transmutation for an adventuring wizard is falling from a large height. Water to Wine Transmutation It’s possible for a wizard to survive such a fall—to walk Transmutation Level: Sor/Wiz 4 Level: Brd 0, Clr 0, Drd 0, away from it, in fact—but to do so requires lightning Components: V, S, M classes Sor/Wiz 0 Casting Time: 1 round reflexes and a solid plan. This course examines the vari- Components: V, S Range: Close (25 ft. + 5 ft./2 The classes in the Thaumant School of Transmuta- ous kinds of height hazards one may encounter, and Casting Time: 1 standard levels) tion change from year to year or even term to term. what you as a wizard can do about them. action Target: One humanoid creature Still, there are a number of classes that have stood the Note: This class is recommended to all student inter- Range: 10 ft. Duration: 1 hour/level test of time and are almost always offered. These are ested in an adventuring career. Target: 1 cu. ft./level of Saving Throw: Fortitude listed below. Be sure to ask for the latest schedule when Teachers: Professor Nippika and Professor Ashton. water negates you arrive for matriculation though. This should give The Need for Speed: Often it’s not what you can Duration: Instantaneous Spell Resistance: Yes Saving Throw: Will you the most current version of the list of our planned get done so much as how quickly you can accomplish negates (object) it. Transmutation offers many answers for you here, With this spell, you can class names, descriptions, and times. Spell Resistance: Yes shrink the target immediately including the ever-popular haste spell. This course (object) by four size categories. This is investigates this spell in depth and discusses the recent effectively 1/16 of its original first-year classes changes that have been made to “improve” it. This spell changes size in each dimension or Arcane Alterations: Transmutation is about taking Teachers: Dean Dóil and Professor Mranda. clean, drinkable water roughly 1/4000 its original size a property of a subject and changing it. Novice trans- into wine. The quality of and mass. Unlike with the shrink muters may only be able to alter a single aspect of the the wine depends on the item spell, living creatures can- subject at a time, while masters of the art can make advanced classes quality of the water. The not be changed into a clothlike better or cleaner the water Breaking the Rules: In a real sense, transmutation facsimile. wholesale changes. This class outlines how we can to begin with, the better Shrink person can be made recognize and define these changeable elements, which is about breaking the rules of the physical world in the wine. Unholy or holy permanent with a permanency we must accomplish before we can hope to begin cast- strange and amazing ways. In “Arcane Alterations,” water changed in this way spell. ing spells. you discovered the nature of these rules and explored simply becomes unholy Arcane Material Component: Note: This class is required for all students specializ- some basic notions about how to alter them. Now get wine or holy wine. A bit of dried lemon. ing in transmutation. It is recommended for any others ready to turn everything on its ear once again and with Variants on this spell who wish to take courses in Thaumant as well. feeling. permit it to be used to Teachers: Dean Dóil and Professor Ashton. Teachers: Dean Dóil and Professor Nippika. create other alcoholic bev- erages of an equivalent Buffing Up:There is an entire series of “animal Polymorphing: One of the most powerful and con- strength. The most troversial spell series around is that which permits you qual-ity” transmutation spells that are available to popular variant is water those who can understand how they work. This course to polymorph as subject. As the word “polymorph” to beer. examines first the basic abilities that can be affected in suggests (poly = “many”; morph = “change”), the spell Note: Water weighs this way and then explores the best ways to effect those permits you to make many different changes at once. about 8 pounds per sorts of changes. Even this sort of spell has its own set of internally gallon. One cubic foot of Teachers: Assistant Dean Záin, Professor Ashton, and consistent rules you must work within however. This water equals roughly Professor Mranda. course pokes around in that matrix of rules and asks if 8 gallons and weighs Change Starts at Home: While many transmutation it’s possible to break these as well. around 60 pounds. spells allow you to change all sorts of different sub- Teachers: Assistant Dean Záin and Professor Mranda. jects, some of the first ones you learn concentrate on Time For Magic: The most seemingly immutable changing yourself around instead. Presumably, this is facts about the physical world is that time marches on, because it’s easier to know yourself. But is it really pos- waiting for no one. With certain transmutation spells, sible to know yourself in a holistic and unbiased way? that’s no longer true. This class deals with these spells Or are such foolhardy attempts doomed to fail? in depth and asks if it’s possible to even travel through Teachers: Dean Dóil, Assistant Dean Záin, and Pro- time by means of magic. fessor Ashton. Teachers: Professor Nippika and Professor Mranda. Wine to Water signature spells Transmutation Each of the various schools of magic at Redhurst Level: Brd 0, Clr 0, Drd 0, have developed a number of spells particular to Sor/Wiz 0 Components: V, S Redhurst. These are taught only to our students, and Casting Time: 1 standard their use marks you as someone who has attended our action fine institution. Here are the spells associated with Range: 10 ft. this school of magic. Target: 1 cu. ft./level of Shrink Person: This is essentially a more wine powerful version of the reduce person spell Duration: Instantaneous taught to every novitiate. You can get the Saving Throw: Will same effect by casting a polymorph spell on negates (object) a subject, the effect of shrink person is much Spell Resistance: Yes (object) longer. Adventurers have been known to use shrink This spell changes person to walk under doors or even squeeze alcohol into water. The through a keyhole. For most shrunk people, if quality of the water de- a mouse can get into an area, so can they. pends on the quality of Water to Wine: This is the classic party spell, the original drink. sure to make any novitiate a hit back home. Of Although the spell is course, drinking alcohol is prohibited for those called wine to water, it is who have not yet come of age, which includes most effective on any kind of alcohol. In one cubic foot novitiates. Because of this, we suggest care in the of wine, there is about a use of this spell. Demerits will be assigned to those half gallon (64 ounces) of caught breaking the rules. pure alcohol (200 proof). While a spell like this can be useful in a pinch, The spell can affect an those who know their alcohol eschew its use. It can equivalent amount of create a passable drink, but never anything ap-pro- alcohol in any other kind aching the excellence of alcoholic drinks made by of drink. hand. This is one reason why Dean Dóil bothers crafting his beers and ales by hand. Wine to Water: Many people may not understand why anyone would ever want to cast such a spell as this. The converse spell (listed above) is far more popular. However, many students have found it handy in helping them get through a drinking contest without falling over. The spell removes the alcohol from the drink, but nothing else. The fla- vor, scent, and color remains, making it hard to discern from the truly potent stuff without tast- ing it. Of course, most wizards immediately recognize the words and motions involved in the spell, so they would not be fooled by any trickery involved here. It seems to work fine in less civilized lands though.

Our swim team captain takes a breather, captured by Enchanter Nichol Norman. Necromancy Level 6 As I reach the end of this book, New Feats Exterminate...... 140 Necromancy Kill Blooms...... 141 Animate Dead, Mass ...... 64 Master, I realize that it may seem Arcane Athlete...... 151 Redhurst Alumni ...... 151 Transmutation that there are few ways for the Clean Person ...... 155 non-wizards in our orgafor orga-- Water to Wine...... 146 nization to lend assistance in our Wine to Water...... 147 Spells plans. Nothing could be further New Magic Items Blinders of Calmness...... 79 Level 1 Alphabetically from the truth! Alarm Clock...... 104 The wizards of Redhurst are Brooch of Mirrored Alignment ...... 47 Abjuration Cap of Calmness ...... 79 Alarm Clock...... 104 Alarm Clock, Mass...... 105 guilty of this very conceit. Mask of Life ...... 50 Conjuration Animate Dead, Mass ...... 64 Sometimes they are so enamored Pen of Scribing...... 151 Stick...... 110 Arcane Lock, One-Way ...... 87 with arcane abilities that they Pool of Scrying...... 62 Divination Ball of Light...... 128 forget just how potent other forms Redhurst Ale...... 151 Locate Water...... 116 Capture Image...... 134 of power can be. For this reason, Ring of Knocking ...... 101 Predict Weather...... 116 Capture Improved Image ...... 155 it might actually be easier for Ring of Recall Forgotten...... 42 Enchantment Capture Perfect Image...... 155 Ring of Shrink Person...... 151 Fascinate...... 122 Capture Sound ...... 134 someone without arcane powers to Clean Person ...... 155 infiltrate the school, albeit at a Ring of Truth ...... 151 Evocation Training Grounds ...... 74 Ball of Light...... 128 Drench ...... 110 different level. - Exterminate...... 140 In each of the locales it regu Illusion Capture Improved Image ...... 155 Fake Death ...... 140 larly visits, Redhurst contracts Capture Sound ...... 134 Fascinate...... 122 with a local group of warriors New Monsters Transmutation Ghost Scent ...... 135 Thistler...... 152 to help provide security for the Scribe...... 155 Kill Blooms...... 141 Zbana (Ghost Water Naga)...... 152 campus’s exterior. After all, it’s Transcribe...... 155 Know Facts...... 155 Locate Water...... 116 much easier to defend against Predict Weather...... 116 a threat before it breaches your Level 2 Abjuration Protect Object...... 104 borders than after. Additionally, New Prestige Classes Recall Forgotten ...... 117 Blue Oracle...... 153 Alarm Clock, Mass...... 105 Andarlin isn’t quite so myopic as Scribe...... 155 Circle of Protection ...... 154 Arcane Lock, One-Way ...... 87 one might think. His years as an Divination Shrink Person...... 146 adventurer have taught him the Know Facts...... 155 Smart Servant ...... 155 value of a well-rounded team. Recall Forgotten ...... 117 Sunshade ...... 128 He often brings in people of all New Spells Enchantment Snowball...... 129 Stick...... 110 sorts: druids, clerics, monks, bards, Level 0 Touch of Inspiration ...... 122 Abjuration Illusion Sylvern’s shining armor...... 111 rogues, fighters, etc. Touch of Inspiration ...... 122 There are many times, also, Protect Object...... 104 Capture Perfect Image...... 155 Conjuration Necromancy Transcribe...... 155 when Andarlin isn’t willing to Drench ...... 110 Fake Death ...... 140 Wake ...... 123 risk the safety of his students Enchantment Water to Wine...... 146 or staff on one sort of mission or Wake ...... 123 Level 3 Wine to Water...... 147 another. At such moments, he Evocation Conjuration often turns to outsiders for help, Sunshade ...... 128 Smart Servant ...... 155 bargaining with both gold and Snowball...... 129 Redhurst’s good will. These are Illusion Level 4 opRedhurst’s op--portunities for us Capture Image...... 134 Conjuration Ghost Scent ...... 135 to exploit, either by infiltrating Sylvern’s shining armor...... 111 Transmutation such groups or working to foil their Shrink Person...... 146 plans. contains a notice indicating that the Open Game Content may only be Codex Arcanis. Copyright 2001, Paradigm Concepts, Inc.; authors Used under and in terms of this License. You must affix such a notice to Henry Lopez, Scott Charlton, Eric Weiner, Matt Forbeck, Jarad Fennell, legal matters any Open Game Content that you Use. No terms may be added to or sub- William Simoni, Brian Dalrymple, and Shawn Havraneck. tracted from this License except as described by the License itself. No other Dungeon World. Copyright 2002, Fast Forward Entertainment, Inc.; This book is published under version 1.0a of the terms or conditions may be applied to any Open Game Content distributed authors Timothy B. Brown, James M. 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Copyright 2000, Wizards of the Coast, Inc. but I’ve never seen any proof, nor an indication of mark, sign, motto, designs that are used by a Contributor to identify itself System Reference Document. Copyright 2000–2003, Wizards of the or its products or the associated products contributed to the Open Game Coast, Inc.; authors , Monte Cook, Skip Williams, and which coast they might be on. We should be on the License by the Contributor; (g) “Use”, “Used” or “Using” means to use, Bruce R. Cordell, based on original material by E. and Dave lookout for further evidence of these people. They Distribute, copy, edit, format, modify, translate and otherwise create De- Arneson. could be a serious threat to our plans. rivative Material of Open Game Content; (h) “You” or “Your” means the The Redhurst Academy of Magic. Copyright 2003, Human Head licensee in terms of this agreement. Studios, Inc.; authors Matt Forbeck, Seth Johnson, Timothy S. Gerritsen, 2. The License: This License applies to any Open Game Content that David Gulisano, and Paul Tutcher. Publisher’s Note: The Redhurst Academy of Magic is a � 160-page, full-color, hardcover book. It comes with new d20 System ™ feats, prestige classes, and rules, including a dozen new magic items and over 30 new spells. What you’ve seen here is a small sample of the � whole book. For more details, stop by www.humanheadgames.com or visit your local games store.

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