Academy of magic Organization in Toriel | World Anvil

Academy of magic

The schools of Magic are spread through the lands and kingdoms, forming the academy of magic.   At the heart of every major city, is a wizard's school, a nexus for scholars wishing to study the Weave, Independent enough to let the most ingenious and curious of them run wild experimentations. The various wizard school spread across the land have, once combined, an impressive collection of dangerous and rare items, keeping them safe and studying their powers.   But, the university magic isn't pristine, tainted by rumors of cruel experimentation, treasure hunting, and profiteering. Many priceless relics recovered from the first civilization ruins have disappeared from the university vaults and found their way to the black market. It’s an open secret that some scholars, professors, and even students at the university have ties to smugglers and thieves.   Scholars and professors of the various school of magic are nonetheless very respected, generally noble, or coming from richer families as a year of scholarship costs 300gp. In addition to the power brought by the amount of money their family has, they know how to bend the weave as they like, and are not to joke with.   Seven schools of magic exist within Toriel, some variations and alternative schools may have grown, but only 7 of the 8 major schools of magic are represented by the magic academy and are the following:  
The academic world is relatively small, each of the wizard school is closely related under and follow the same set of rules. But in addition to those, the academy of magic has other connections.  

Goals

The Academy of Magic also serves as a tool of regulation and control over magic. The academy enforces and maintains a set of self-imposed "Law of Arcane" where misuse (in their eyes) should be ended and brought to arcane justice.  

Law of Arcane

The Law of Arcane is the code that the academy of magic follows to prevent the misuse of magic seen before the Great Extinction from ever happening again.  
"In the eternal interest of the preservation of harmony within the realm of Toriel, the Academy of Magic, establish the Law of Arcane from which none shall stray. Those arcanists found in gross violation of the Law will be punished by the full extent of this order—beyond the reach of any local law."
— Law of Arcane Preface
  The Law of Arcane, as established by the Academy of Magic, shall govern the use of magic within the realm of Toriel. The following rules and regulations shall be upheld by all practitioners of magic:  
  1. Magic shall only be used for lawful and just purposes, and shall not be employed to cause harm or injury to innocent individuals or property.
  2. The animation of the dead, through the practice of Necromancy, is strictly forbidden. The study of Necromancy for the purpose of magical understanding shall be unrestricted.
  3. The use of magic in the pursuit of wanton destruction or murder is strictly forbidden.
  4. The jurisdiction of the Academy supersedes the power of local laws, however, a mage who willfully breaks the laws of the land is in violation of the Law.
  5. The alteration of memory might be used by the Academy to support the Law*1, but the use of its power to alter someone's memory without their consent is strictly forbidden.
  6. The experimental breeding of magical beasts is strictly forbidden. The study of magical creatures for the purpose of magical understanding shall be unrestricted.
  7. The manipulation of someone mind or mind control, through the practice of Enchantment, is strictly forbidden. The study of Enchantment for the purpose of magical understanding shall be unrestricted.
  8. The use of magic to summon of bind extra-planar entities, through the practice of Connjuration, is strictly forbidden. The study of Conjuration for the purpose of magical understanding shall be unrestricted.
  9. The use of magic to create illusions or falsifications of reality in the pursuit of personal gain or profit, is strictly forbidden.
  10. The alteration of historical records or artifact might be done by the Academy to support the Law*1, but the use of its power to alter history without the approval of the Academy of magic is strictly forbidden.
  11. The use of magic to travel through time or alter the course of history, through the practice of Chronomancy, is strictly forbidden. The study of Chronomancy for the purpose of magical understanding shall be unrestricted.
  *1: The only way this is allowed is in dire situations where something needs to be forgotten, such as the location of evil artifact.  

Admittance

The academy accepts any student, without any regard on their status or title, under certain conditions. A test of merit requires the future student to cast some kind of spell, a display of its affinity with the Weave, then the student has to be able to pay the scholarship fee, 300 gp per year.   Despite the academy's claim to accept any student, regardless of their status or title, the hefty scholarship fee prevents most commoners to attend any of the school parts of the academy.  

Perks

As a scholar of one of the schools of magic, you gain the following benefits:  
  • Compensation. The Academy pays accomplished wizard for the work you do on its behalf. The nature of your employment influences how you are paid. On average, the university pays each member of your group 1 gp per day, or enough to sustain a modest lifestyle. Or you might be paid a bounty for each ancient artifact you bring back from your adventures and give to the Academy.
  • Documentation. Each member of your group has identification papers that include your affiliation with the Academy, which carries some clout in academic circles. The academy also secures documentation, letters of introduction, and traveling papers for you if your work requires them.
  • Resources. The Academy have extensive libraries and museums, which you have access to. You can call in a favor to gain access to resources that are generally not on exhibit—dangerous relics or possibly magic items, spellbooks, and the like. Additionally, the academy might make it possible for you to consult with experts in various fields—so long as you can coax them away from their work.
  • Training. Because you’re associated with the academy, you receive a discount on any education you wish to pursue. When you undergo training as a downtime activity, you pay only one-half the normal cost, assuming that what you are studying is something the university teaches. Training in languages or you can gain proficiency in the Arcana, History, Nature, or Religion skills by this method as if you were learning a language. A character can only learn one of these skills in this way.

Hierarchy


   

Quests

The various schools offer missions to those working for them, often tied to one of the current experimentation or research of the school, various missions can be proposed, ranging from archeology within ancient ruins, to acquiring material components for rare rituals, learning more about this land history, or exploration and documentation of Toriel vast land.   Academics live and die by their reputation. Some stand as embodiments of their fields of expertise, others might be considered con artists who stigmatize whole academic fields.  

History

Founded in 614 AD by Darvik Vilgefortz, the academy of magic emerged during a time when the practice of magic was limited to the privileged few. It was established as a sanctuary of knowledge, countering the prevailing system of independent tutors and local mage unions. Vilgefortz envisioned the academy as a radiant symbol of wisdom, earning the moniker "a beacon of knowledge."   However, Vilgefortz's own ambitions led to his exile from the empire that housed the academy, resulting in its subsequent decline and neglect. Two years later, a remarkable turn of events occurred. A mysterious individual, known as Azor, stepped forward to assume the role of director and revitalized the struggling institution. Despite being shrouded in secrecy, Azor proved to be a sagacious leader, breathing new life into the academy.     As the mysteries surrounding Vilgefortz's legacy begin to unravel, a remarkable revelation comes to light. Hidden within the depths of Holypertuis' school of enchantment is Vilgefortz's forgotten chambers, It becomes apparent that Vilgefortz had been devoted to uncovering ways to transcend the limits of humanity, striving to achieve immortality by transforming himself into a half-dragon hybrid.   The implications of Vilgefortz's forbidden pursuits send shockwaves through the academy, raising profound moral questions and dilemmas. Azor, recognizing the potential dangers of uncontrolled magic, initiates the creation of the Law of Arcane, a text aimed at governing the use of magic and preventing disastrous consequences.   The Law of Arcane, penned by Azor, emerges as a beacon of order and guidance within the academy. Tana's Empire swiftly acknowledges the significance of this text, officially recognizing it as the governing body for the regulation of magic. The Law of Arcane becomes the legal foundation that outlines the proper and responsible use of magical arts.   In the following years, the influence of the Law of Arcane spreads even further. The Lightfoot Kingdom, officially embraces and adopts the Law of Arcane as a cornerstone of their magical practices. The kingdom recognizes the importance of upholding the regulations set forth within the text to ensure the balanced and responsible use of arcane powers.   With the dual endorsements of Tana's Empire and the Lightfoot Kingdom, the Law of Arcane solidifies its place as a universally recognized and respected document. Its principles permeate the academic circles, shaping the curriculum and teachings within magical institutions across the realm.   The academy, now stands as a bastion of magical knowledge and responsibility. After the resounding recognition of the Law of Arcane by Tana's Empire and the Lightfoot Kingdom, Azor, the enigmatic figure behind its creation, gracefully relinquished leadership of the academy. Bestowing the mantle upon a promising mage from within the academy.  

Notable members


Basic Information

Alias(es)
Wizard's School
Leader(s)
Darvik Vilgefortz (614 - 638)
Antonidas (/ - 1066)
Jaina Proudmoore (1066 - now)
Founding Date
614 AD
Symbol
/
 

Membership

Alignment
/
Members
Scholars, mages, wizards  

Others

Some kind of partnership exists between the two institutions, as numerous mages end up within the guild's rank once they finish studying.


Comments

Please Login in order to comment!