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Harry Potter-esque School of Wizardry - 5e Gestalt.

Posted by Sardis
Sardis
member, 759 posts
Nova Scotia, Canada
Thu 12 Oct 2023
at 19:56
  • msg #1

Harry Potter-esque School of Wizardry - 5e Gestalt

I was playing around with ChatGPT and asked it this question:

quote:
Generate a 5e campaign idea for students going to a school of wizardry


I liked the reaponse so much, I'd like to find a GM willing to take the following and run with it.


Campaign Title: "Arcane Academia: Secrets of the Spellforge"

Campaign Synopsis:

In the world of Elandria, renowned for its prestigious School of Wizardry, a new batch of young and aspiring spellcasters has been accepted into the hallowed halls of magical learning. The students' journey begins as they arrive at the esteemed Spellforge Academy, a sprawling campus nestled amidst ancient forests and mystical mountains. However, as they settle into their studies, they discover that the school holds more than just arcane knowledge—it harbors deep secrets, forgotten mysteries, and hidden dangers.

Campaign Overview:

The campaign focuses on a group of students attending the Spellforge Academy, a renowned institution dedicated to the study and mastery of magic. Each player character is a student who specializes in a particular school of magic, such as evocation, abjuration, or enchantment. The campaign delves into their academic pursuits, personal growth, and the challenges they face both within and outside the school's walls.

Plot Hooks:
1. Mysterious Disappearances: Several students and faculty members have gone missing under mysterious circumstances. The players are tasked with investigating these disappearances, uncovering a dark plot that threatens the entire school.

2. Forbidden Archives: The students stumble upon a hidden library within the depths of the academy, containing forbidden knowledge and dangerous artifacts. They must navigate the treacherous trials and puzzles within the library to unlock its secrets without succumbing to its dark influence.

3. Elemental Crisis: Elemental disturbances begin to disrupt the school's magical wards, endangering the students and faculty. The players must venture into the elemental planes, harness their chosen schools of magic, and restore balance before the school is consumed by chaotic elemental forces.

4. Rival Schools: A neighboring school of magic, long considered a rival to Spellforge Academy, challenges the students to a magical tournament. The campaign follows the players as they train, form alliances, and compete against skilled opponents, all while uncovering a plot to undermine their academy's reputation.

5. The Professor's Quest: One of the academy's esteemed professors embarks on a perilous quest to recover a powerful artifact. The students are chosen as the professor's trusted companions and must journey across dangerous lands, facing legendary creatures and rival factions, to aid in the artifact's retrieval.

Key Locations:
1. Spellforge Academy: The central location of the campaign, a sprawling campus with various magical towers, libraries, laboratories, and training grounds. Here, the students attend classes, interact with faculty and other students, and uncover the academy's secrets.

2. The Forbidden Library: A hidden library within the academy, rumored to contain ancient texts and forbidden spells. The library is protected by magical traps and guardians, and only the most skilled and dedicated students can gain access.

3. Elemental Planes: The players venture into the elemental planes to restore balance and harness the power of the elements. Each plane presents unique challenges, such as battling fiery creatures in the Plane of Fire or navigating treacherous currents in the Plane of Water.

4. Rival School: A rival institution known as the Arcane Conservatory, located in a distant city. The players visit this school to participate in the magical tournament, but they also uncover a sinister plot that threatens both academies.

Campaign Themes:
1. Academic Prowess: Emphasize the players' growth as students of magic, showcasing their progress through classes, assignments, and exams. Their success in academics can unlock new spells, abilities, and prestigious positions within the academy.

2. Friendship and Rivalry: Explore the dynamics of friendships and rivalries among the students. Encourage cooperation and healthy competition as they work together to overcome challenges or vie for recognition.

3. Ethical Dilemmas: Present moral and ethical dilemmas that test the students' values and choices. They must navigate the gray areas of magic and make decisions that have consequences, shaping their characters' development.

4. Unveiling Secrets: Weave a tapestry of mystery and intrigue, with the students gradually uncovering the hidden history of the academy and the world around them. The revelations could challenge their beliefs and reshape their understanding of magic.

These ideas provide a solid foundation for a 5e campaign set in a school of wizardry. Feel free to modify and expand upon them to suit your players' preferences and playstyle. Happy adventuring!


I then asked it to expand on this idea:

Certainly! Here are some additional details and possibilities to further flesh out the campaign concept:

1. Faculty and NPC Interactions:
- The campaign can feature a diverse cast of faculty members, each specializing in different schools of magic and offering unique quests, guidance, and mentorship to the students.
- NPCs such as the headmaster, professors, and staff can play important roles in the students' progression, providing quests, teaching advanced spells, and offering opportunities for apprenticeships or research projects.
- Some faculty members may have their own secrets, rivalries, or hidden agendas, adding intrigue and complexity to the relationships between students and teachers.

2. Intricate School Dynamics:
- The school can be divided into different houses or factions, each representing a different magical school or philosophy. The players can align themselves with a specific house, leading to friendly rivalries, house competitions, and the potential for inter-house conflicts.
- The players can engage in extracurricular activities, such as joining magical clubs, participating in sports tournaments, or organizing social events for the student body. These activities can provide opportunities for role-playing, character development, and forging alliances or rivalries with other students.

3. Magical Creatures and Challenges:
- The academy's grounds can be home to various magical creatures, both friendly and dangerous. Students may encounter fantastical beasts during their exploration or while completing quests. These encounters can provide opportunities for combat, negotiation, or even forming bonds with unique creatures.
- The school can host regular magical challenges and competitions, such as dueling tournaments, magical puzzles, or tests of skill. These events can showcase the students' progress, provide opportunities for rewards and recognition, and foster healthy competition among the student body.

4. Graduation and Beyond:
- The campaign can span multiple in-game years, with each year representing a new tier of challenges and advancements in the students' magical abilities.
- As the players progress, they can take on leadership roles within the academy, such as becoming mentors to younger students, organizing events, or assisting faculty members in their research.
- The campaign can culminate with the students' graduation from the academy, where they face a climactic final challenge or threat. The outcome of this challenge can shape the future of the academy and the characters' destinies beyond the school's walls.

Remember, these are just suggestions, and you can tailor the campaign to suit your players' preferences and playstyle. The campaign provides a rich tapestry of magical education, personal growth, mystery, and adventure within the setting of a school of wizardry.


Lastly, I asked it to develop an "intricate School Dynamic" based on the 6 attributes in DnD 5e and got the following:

Certainly! Here's an example where the divisions within the school are based on the six attributes from Dungeons & Dragons 5th Edition:

1. Attribute Houses: The school can be divided into houses, each representing one of the six attributes. Students are sorted into these houses based on their natural aptitudes and abilities. Here are a few examples:

- House Ironheart (Strength): Students in this house possess great physical strength and excel in combat and physical challenges. They may specialize in martial training, weapon mastery, and physical conditioning.

- House Shadowsong (Dexterity): Aligned with the attribute of dexterity, students in this house are nimble and agile. They excel in stealth, acrobatics, and precision-based skills. They may be trained in the art of assassination, thievery, or archery.

- House Vitalis (Constitution): Students in this house have exceptional endurance and resilience. They excel in physical fortitude, resilience to disease and toxins, and may have a natural affinity for healing magic or endurance-based activities.

- House Loreseeker (Intelligence): Aligned with the attribute of intelligence, students in this house possess exceptional knowledge and academic prowess. They excel in arcane studies, research, and spellcasting. They may have access to advanced magical tomes and libraries.

- House Insightful (Wisdom): Students in this house possess keen perception and intuition. They excel in insight, divination magic, and understanding the motivations and emotions of others. They may be trained in the arts of diplomacy, mediation, or prophecy.

- House Silvervoice (Charisma): Aligned with the attribute of charisma, students in this house possess a natural charm and presence. They excel in persuasion, leadership, and social interactions. They may be trained in the arts of diplomacy, politics, or enchantment magic.

Each attribute house can have its own distinct symbol, colors, and traditions. They may have specific areas within the school where they gather, such as training grounds or study halls, which reflect the nature of their attribute.

2. Attribute Challenges and Collaborations: The attribute houses can engage in challenges and collaborations that highlight their respective strengths and foster healthy competition. Here are some examples:

- Physical Gauntlet: Students from House Ironheart and House Shadowsong may compete in an obstacle course that tests their physical prowess, agility, and combat skills.

- Arcane Symposium: Students from House Loreseeker and House Insightful may participate in an academic competition where they present research papers or solve intricate magical puzzles to showcase their intellectual abilities.

- Diplomatic Negotiations: Students from House Vitalis and House Silvervoice may engage in diplomatic simulations or negotiations to resolve conflicts and demonstrate their persuasive skills and wisdom in navigating complex situations.

These attribute challenges and collaborations provide opportunities for character development, teamwork, and showcasing the unique abilities tied to each attribute. They can also lead to unexpected alliances and rivalries among the students.

3. Attribute Mentors and Specializations: Each attribute house can have respected mentors who specialize in developing the students' respective attribute-based abilities. These mentors provide guidance, teach advanced techniques, and offer specialized training. For example:

1. Strength (House Ironheart):

- Mentor: Battle-Master Valeria: A seasoned warrior and master of martial combat, Battle-Master Valeria mentors students in House Ironheart. She teaches them advanced combat techniques, weapon proficiency, and strategic warfare. Battle-Master Valeria instills discipline, resilience, and the art of channeling raw strength into devastating blows.

- Specialization: Warforged Titan: Students in House Ironheart who specialize in strength become formidable warforged titans. They focus on mastering heavy weapons, brute force, and physical dominance. They possess immense strength, resilience, and may specialize in techniques such as grappling, sundering armor, and breaking through defenses.

2. Dexterity (House Shadowsong):

- Mentor: Shadowblade Sylara: A master of stealth and precision, Shadowblade Sylara trains students in House Shadowsong. She teaches them the art of silent movement, acrobatics, and the use of finesse weapons. She also guides them in honing their senses, making them masters of perception and ambush tactics.

- Specialization: Shadow Dancer: Students in House Shadowsong who specialize in dexterity become expert infiltrators and shadow dancers. They learn advanced stealth techniques, gain the ability to move swiftly and silently, and excel at surprise attacks. They may also have access to illusion magic, allowing them to manipulate shadows and create illusions to deceive their enemies.

3. Constitution (House Vitalis):

- Mentor: Master Healer Gaius: A renowned healer and expert in the art of resilience and endurance. Master Healer Gaius mentors students in House Vitalis, teaching them advanced healing techniques, herbalism, and methods to bolster physical fortitude.

- Specialization: Vitalist Guardian: Students in House Vitalis who specialize in constitution focus on becoming formidable protectors and guardians. They learn defensive combat techniques, fortify their bodies against physical harm, and have a heightened resistance to diseases and poisons. They may develop unique healing abilities and be trained in battlefield triage.

4. Intelligence (House Loreseeker):

- Mentor: Archmage Veridian: A venerable archmage and scholar, Archmage Veridian mentors students in House Loreseeker. He imparts advanced arcane knowledge, teaches complex spells, and guides students in their magical research and studies. Archmage Veridian encourages curiosity, critical thinking, and a thirst for uncovering ancient mysteries.

- Specialization: Arcane Savant: Students in House Loreseeker who specialize in intelligence become arcane savants. They delve deep into the study of magic, mastering a wide array of spells and expanding their arcane repertoire. They may specialize in a particular school of magic, such as evocation, divination, or enchantment, and have a natural affinity for unraveling arcane secrets.

5. Wisdom (House Insightful):

- Mentor: Elder Seeress Lyra: A wise seeress with profound insight into the mysteries of the universe, Elder Seeress Lyra mentors students in House Insightful. She guides them in developing their intuition, honing their perception, and understanding the underlying truths of the world. Elder Seeress Lyra encourages introspection, mindfulness, and the exploration of one's inner wisdom.

- Specialization: Mystical Seer: Students in House Insightful who specialize in wisdom become mystical seers. They possess heightened perception, preternatural insight, and a connection to mystical forces. They may specialize in divination magic, developing prophetic abilities, and gaining clairvoyance. Mystical seers excel at unraveling the hidden meanings behind events and foreseeing future possibilities.

6. Charisma (House Silvervoice):

- Mentor: Lady Selene Ravenshadow: A charismatic diplomat and influential figure, Lady Selene Ravenshadow mentors students in House Silvervoice. She teaches them the art of persuasion, diplomacy, and leadership. Lady Selene helps students develop their natural charm, persuasive speaking skills, and the ability to inspire others.

- Specialization: Enchanting Orator: Students in House Silvervoice who specialize in charisma become enchanting orators and captivating leaders. They further refine their persuasive abilities, gaining the power to charm and influence others with their words. They may also have a talent for enchantment magic, using their charisma to cast compelling spells and manipulate emotions.

These attribute mentors and specializations add depth and guidance to students in their chosen attribute-based houses, providing unique training and opportunities for growth within their respective areas of expertise.

These attribute mentors can play pivotal roles in the students' development, offering quests or challenges that test and strengthen their attribute-based abilities.

The divisions based on the six attributes provide a unique dynamic within the school, with students specializing in different attributes and engaging in challenges and collaborations that showcase their strengths. It offers opportunities for character specialization, growth, and the development of unique abilities tied to their attributes.



I see this as a gestalt game.  One side of the gestalt build has to be wizard (with access to all spell lists), but the other side can be any other class (though, if that class has spellcasting of any kind, including psionics) they get all of the class abilities but do not get the casting aspect of the 2nd class.

This will compensate for a lot of similarity (with every one being a wizard), by providing differences as defined by their other class.

Example: my character would be a rogue//wizard...which would define the types of spells he would likely be drawn to, compared to a fighter//wizard or a cleric//wizard, etc

I see it as starting at level 1 with the characters either leaving their homes for the school or at their arrival.

Students can belong to 1 (or 2) Houses (Major vs Double Major).

Any way, this can be fleshed out further...but this post is already rather long...sorry about that.
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