The Academy of Thought
The Academicians of Thought have their greatest school at the Bronze
Collegium in the great city of Xilong in the Dulimbai Regency, where
they study their arts alongside the chroniclers of dead realms and the
reckless investigators of god-husks and lost artifices. They proudly
claim to be heritors of the philosophers of selfhood that aided in the
selection and priming of individuals for their eventual transforma-
tion into the Made Gods. As such, they are a notoriously atheistic
tradition, ever prying into unseemly matters and profane secrets, and
the ancestor-cultists of Dulimbai regard them with distinct mistrust.
Academicians pride themselves on the sublimity of their tradition.
Its powers may be invoked spontaneously, and are so subtle that only
another Academician can tell when a spell is being cast. This elegance
comes at a price, however, as such quick castings force an excessive
surge of magical energy through the sorcerer’s brain tissues and leave
them faintly debilitated for a time thereafter. Each spell cast spon-
taneously applies a cumulative -1 penalty to all hit rolls, attribute
checks and saving throws until the caster can rest for half an hour. A
caster can avoid incrementing this increasing penalty by routing the
power through softer tissues and accepting a 1d6 damage die of injury.
Aside from this complication, the arts of the Academician are ex-
tremely cerebral in nature. None of its spells can affect the physical
world in any way; they function only on the brains of living creatures,
intelligent or otherwise. Lesser foes get no saving throw against their
spells, but worthy enemies may make a Spirit save to resist them.
Structure
Apprentice
Sense surface emotions in a subject, understand the speaker of a
foreign language, reroll a saving throw against a mental effect as an
Instant spell, or have a brief mental conversation with a willing target
in sight.
Adept
Project emotions to a subject, create a mental link of communication
with a willing target that extends out to a mile, read surface thoughts
and strong images in a target, or trick a target into seeing or hearing
something illusory.
Master
Control a target’s emotions fully within their usual range of passions,
compel a target to obey for a scene in any non-harmful way, implant
a subconscious suggestion they will carry out later that day if it is not
against their nature, or read well-remembered memories on a specific
topic from a target
Archmage
Inflict 2d6 psychic damage dice on a target, compel a target to obey
for a scene in any non-suicidal way, or for a day in any not-especial-
ly-objectionable way, or deeply probe into even forgotten memories
on a particular topic.
Type
Educational, School/Academy
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