High College of Magic - Chasarcanyor

Written by DoubtfulPrism

Joining the High Collage is simply a matter of finding a teacher to sponsor you into the school, but you don’t count as a full-fledged member just from the get-go. Initiates first have to complete a Perquisite: a period of public service. Unlike the teachings of Ixen, the High Collage doesn’t believe that magic is worth studying just for the sake of being magic. It’s what the magician intends to do with their power that’s important, and the High Collage believes that those who can cast magic should use it to aid other people. The Perquisite is thus a means to earn the right to study at the High Collage, but also the High Collage's most important lesson. Public service and a willing sponsor are still much easier entrance requirements than other prestigious colleges, who can often discriminate on the grounds of class, ancestry, or wealth. The High Collage has a startling array of peoples among its students, including many ancestries that have unsavory reputations in other places: anadi, catfolk, gnolls, and iruxi can be found openly studying on the grounds, and even prospectives from Darkhan's or the Halaxian people can find a warm welcome, if their intentions are good.
The High Collage is founded in the teachings of the Mage Hettelam(?X)—most critically, that all magic is magic, regardless of the source. Distinctions such as divine, primal, arcane, and occult are all simply distractions from this truth. Of course, this distinction is easier said than practiced, as the High Collage well knows. The High Collage’s signature spellcasting is known as “halcyon magic,” a tradition that combines both arcane and primal magic when casting spells. Characters who take the halcyon Mage archetype represent those mages who have mastered halcyon magic and, at higher levels, can even learn to cast multiple halcyon spells at once.
Halcyon magic has been practiced by the High Collage for a long time, but the researchers and staff at the university aren’t content to rest on their laurels. The High collage has plenty of teachers to pass down their current traditions, but also continue researching ways that other traditions of magic might be combined: arcane magic pulsing with the power of the divine, or occult secrets locked away in ancient, primal monuments.
Characters that complete their Perquisite gain the rank of Attendant, which allows them to begin advancement in High Collage fields of learning such as halcyon magic. Attendants are also expected to choose what branch of the High Collage—specialized faculties within the school—the student wishes to pursue. High Collage attendants have five branches to choose from, representing their commitment to one of the school’s five specialized faculties. Pursuing work within that branch offers on-the-job training that can grant a student unique abilities. A Cascade Bearer, who focuses on advancing magical theory, can use her extensive studies to warp her magic on the fly, such as extending great effort to apply a minor metamagic she has not mastered to a spell. Tempest-Sun Mages, who exist to protect the High Collage and its allies, can channel some of their offensive magic into a magical barrier to defend themselves. Characters that join with one of the five branches can represent their focus via the High Collage attendant archetype.
As you can see, the High Collage truly embodies a dedication to the gathering of knowledge, and greater yet, a dedication to change the world for the better with said knowledge. Members of the High Collage travel all over the world to both build on this knowledge and apply their skills, magical or otherwise, to improving the world wherever they go   (Reskined and altered from Paizo's Magaambya)

Structure

Attendant - An initiate of Chasarcanyor, the lowest rank required to study at the High collage. They have proven their worth and dedication to the aims and goals of Chasarcanyor. Their responsibilities include, organising any work efforts of the collage, logistical planning for field studies and arranging the few formal classes. They are expected to assess their own training deficits and resolves these themselves through arranging classes or joining field expeditions. They may also seek mentorship from other members of Chasarcanyor. At this rank they may also begin the study of the Halcyon magics and form an affiliation with one of the branches.

Voice - a skilled member of Chasarcanyor who can speak on behalf of the High Collage. They possess strong cultural, practical and academic knowledge, though not always magical knowledge. They are self directed within Chasarcanyor and often lead special projects or arrange field expeditions to further their own knowledge and train or mentor lower ranking members. 

Speaker - Demonstrate a mastery of Halcyon magics along with their depth of knowledge in a wide range of other areas, they tend to be leaders in their community given their considerable skills and knowledge they are capable of overcoming a variety of problems. They tend to be found leading the efforts of Chasarcanyor in other areas of the Maelstrom nations working towards broad reaching goals

Sage - The head of one of the branches of Chasarcanyor. These positions are filled by volunteers, with the approval of the rest of the Sages. They are very powerful and respectful individuals who recognise the importance of the position they hold and the wider goals of Chasarcanyor.

Culture

The Chasarcanyor focuses learning into five specialized faculties, known as branches. While most Chasarcanyan endeavors are collaborative affairs with at least one member from each branch, members of individual branches tend to have similar areas of expertise. Members of the academically focused Cascade Bearers are dedicated to the advancement of magical theory Their philosophical approach to magic reaches into other magical traditions but still has a practical bent.

Although outsiders classify the Emerald Boughs as spies, Chasarcanyan's adamantly oppose this categorization. Instead, they view the intelligence-gathering branch as a bulwark against crisis. Members live within communities to learn cultural practices and identify the potential needs of residents. They don’t generally seek to influence local events to the Chasarcanyor benefit; rather, they genuinely wish to improve the communities in which they are embedded.

Rain-Scribes explore new territory and make sure it remains accessible for future travelers. They chart and manage wilderness areas, establish and maintain infrastructure, and guide travelers. They are also keenly aware of balance, both natural and societal.

Tempest-Sun Mages defend the Chasarcanyor's holdings, members, and allies. More wardens than warriors, Tempest-Sun Mages end conflict using spell and speech.

Members of the Uzunjati, the oldest branch the Chasarcanyor, are maintainers of peace and the guardians of thousands of storytelling traditions. Their name is an ancient word for a story or collection of knowledge. Uzunjati weave captivating tales drawing out lessons they apply to their diplomacy.

Public Agenda

The Chasarcanyor is a very ancient school whos founding beliefs are about inclusion and the importance of fostering strong ties across communities and nations. They foster the belief that the greatest classroom is the world around them and students of Chasarcanyor can often be found traveling and helping smaller settlements out with anything from irrigation issues to marauding lycanthropes. From this founding belief stems the Halcyon magic that is taught at Chasarcanyor, they believe all magics come from one singular source, and as this theory has developed over the millennia they have learned to blend the primal forces of the world with the more traditional arcane. They sit at the forefront of magical theory and application with their inclusive and open approach.

Sects

Archetype
Halcyon Mage
Halcyon Spells
Through hard study, Halcyon mages can meld arcane and primal spellcasting. Halcyon spells are spells from the arcane or primal spell list. You don’t gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a wizard who gained halcyon spells would add them to their spell list and their spellbook, while a sorcerer would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes.

Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You can’t heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you can’t select a halcyon spell as a signature spell.

Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerer’s spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely. Halcyon Spells

Halcyon Mage Dedication Feat 6
Uncommon Archetype Dedication
Source Character Guide pg. 104
Archetype Halcyon Mage
Prerequisites Attendant Dedication, member of the High Collage of Magic of Voice rank
Requirements A character who is of at least Voice rank has access to this option.
You devote much of your study to halcyon magic. You gain access to two common Halcyon cantrips and two common 1st-level halcyon spells. In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells.

Special You cannot select another dedication feat until you have gained two other feats from the halcyon Mage archetype. Dualistic Synergy Single Action Feat 8
Archetype Metamagic
Source Character Guide pg. 104
Archetype Halcyon Mage
Prerequisites Halcyon Mage Dedication
If your next action is to Cast a Spell from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to Recall Knowledge with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell’s level for 1 round. If the spell is a halcyon spell, you gain both benefits.

Persistent Creation Feat 8
Archetype
Source Character Guide pg. 104
Archetype Halcyon Mage
Prerequisites Halcyon Mage Dedication
You can cast creation as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast creation again, any persistent creation you previously created with the spell immediately disintegrates.

Halcyon Spellcasting Initiate Feat 10
Archetype
Source Character Guide pg. 104
Archetype Halcyon Mage
Prerequisites Halcyon Mage Dedication
Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from Halcyon Mage Dedication.

Shared Synergy Feat 10
Archetype
Source Character Guide pg. 104
Archetype Halcyon Mage
Prerequisites Dualistic Synergy
You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to Recall Knowledge, granting that ally temporary Hit Points, or both, depending on the spell’s tradition.

Charged Creation Feat 12
Archetype
Source Character Guide pg. 104
Archetype Halcyon Mage
Prerequisites Persistent Creation
Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a lightning bolt could originate from the persistent creation rather than from you.

Flexible Halcyon Spellcasting Feat 12
Archetype
Source Character Guide pg. 105
Archetype Halcyon Mage
Prerequisites Halcyon Spellcasting Initiate
You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest.

Halcyon Spellcasting Adept Feat 14
Archetype
Source Character Guide pg. 105
Archetype Halcyon Mage
Prerequisites Halcyon Spellcasting Initiate; master in either Arcana or Nature, expert in the other
You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert.

Fulminating Synergy Feat 16
Archetype
Source Character Guide pg. 105
Archetype Halcyon Mage
Prerequisites Dualistic Synergy
When you draw upon your spells’ synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy’s normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell’s level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances.

Halcyon Spellcasting Sage Feat 18
Archetype
Source Character Guide pg. 105
Archetype Halcyon Mage
Prerequisites Halcyon Spellcasting Adept; legendary in either Arcana or Nature, master in the other
Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master.

Synergistic Spell Single Action Feat 20
Archetype Metamagic
Source Character Guide pg. 105
Archetype Halcyon Mage
Prerequisites Halcyon Spellcasting Initiate, Fulminating Synergy, legendary in Arcana and Nature
You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to Cast a Spell from one of your halcyon spell slots, after that spell resolves, you can Cast another Spell as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast.


  Chasarcanyor Attendant Dedication Feat 2
Uncommon Archetype Dedication
Source Character Guide pg. 101
Archetype Chasarcanyor Attendant
Prerequisites trained in Arcana or Nature, member of the Chasarcanyor of attendant rank
Requirements A character who is Chasarcanyan of at least attendant rank has access to this option.
You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren’t already, you become trained in that tradition’s spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal.

Regardless of whether you choose an arcane or primal cantrip, you also either become trained in Arcana or Nature, or an expert in one of those skills in which you were already trained.

When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain–Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch.

Special You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Chasarcanyan Attendant or halcyon mage archetype.

Mask Familiar Feat 4
Archetype
Source Character Guide pg. 101
Archetype Chasarcanyor Attendant
Prerequisites Chasarcanyor Attendant Dedication
Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master’s face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a Deception check to Impersonate a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability

Mask Freeze: When in mask form, your familiar can hide its obvious supernatural qualities to pass as a simple, unassuming mask. It doesn’t need to Impersonate to fool a passing glance, and it gains a +4 circumstance bonus to its Deception DC against an active observer Seeking or otherwise studying it.

Adaptive Mask Familiar Feat 6
Archetype
Source Character Guide pg. 101
Archetype Chasarcanyor Attendant
Prerequisites Mask Familiar
Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two.

Cascade Bearer's Flexibility Free Action Feat 6
Archetype Metamagic
Source Character Guide pg. 101
Archetype Chasarcanyor Attendant
Frequency once per day
Prerequisites Chasarcanyor Attendant Dedication, Cascade Bearers affiliation
Requirements You haven’t yet acted on your turn.
You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level.

Emerald Boughs Accustomation Feat 6
Archetype Skill
Source Character Guide pg. 102
Archetype Chasarcanyor Attendant
Prerequisites Chasarcanyor Attendant Dedication, Emerald Boughs affiliation, expert in Society
You are comfortable and socially capable in almost any cultural context. When you use the Society skill to Subsist, if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a Society check to Recall Knowledge about cultural practices and roll a critical failure, you get a failure instead.

Rain-Scribe Sustenance Feat 6
Archetype
Source Character Guide pg. 102
Archetype Chasarcanyor Attendant
Prerequisites Chasarcanyor Attendant Dedication, Rain-Scribes affiliation
You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don’t need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots.

You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge.

Tempest-Sun Redirection Single Action Feat 6
Archetype Metamagic
Source Character Guide pg. 102
Archetype Chasarcanyor Attendant
Prerequisites Chasarcanyor Attendant Dedication, Tempest-Sun Mages affiliation
If the next action you use is to Cast a Spell from your spell slots that damages other creatures, you can bend some of that spell’s offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell’s damage to those targets by an amount equal to the spell’s level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell’s level.

Uzunjati Storytelling Single Action Feat 6
Archetype Concentrate Skill
Source Character Guide pg. 102
Archetype Chasarcanyor Attendant
Prerequisites Chasarcanyor Attendant Dedication, Uzunjati affiliation, master in a Recall Knowledge skill
You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to Recall Knowledge in which you have expert proficiency, using the result entry for the Perform action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. This action is not a Performance and cannot be used in place of anything that requires you to Perform.

Cascade Bearer's Spellcasting Feat 10
Archetype
Source Character Guide pg. 103
Archetype Chasarcanyor Attendant
Prerequisites Chasarcanyor Attendant Dedication, Cascade Bearers affiliation
Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell.

Emerald Boughs Hideaway Feat 10
Archetype
Source Character Guide pg. 103
Archetype Chasarcanyor Attendant
Prerequisites Chasarcanyor Attendant Dedication, Emerald Boughs affiliation
You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a type I bag of holding, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the Interact component. The hideaway’s access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an Interact action each round to physically hold it open for another person. A successful dispel magic spell or similar effect against your spell DC and the hideaway’s counteract level of 2 expels the object; the object is also expelled if you become unconscious. After a successful dispel magic spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component.

Rain-Scribe Mobility Two Actions Feat 10
Archetype
Source Character Guide pg. 103
Archetype Chasarcanyor Attendant
Prerequisites Chasarcanyor Attendant Dedication, Rain- Scribes affiliation
You surround yourself in a mantle of Rain-Scribe magic and Stride twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren’t difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain).

Tempest-Sun Shielding Reaction Feat 10
Archetype
Source Character Guide pg. 103
Archetype Chasarcanyor Attendant
Prerequisites Tempest-Sun Redirection
Trigger You or an ally within 30 feet takes damage.
You transform unrealized spell energy into a protective shield. If you’re a spontaneous spellcaster, expend a spell slot; if you’re a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell.

Uzunjati Recollection Single Action Feat 10
Archetype Skill
Source Character Guide pg. 103
Archetype Chasarcanyor Attendant
Prerequisites Uzunjati Storytelling, master in a Recall Knowledge skill
You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. Recall Knowledge with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details.

Janatimo's Secret LessonFeat 12
Rare Archetype
Source Legends pg. 61
Archetype Chasarcanyor Attendant
Prerequisites Uzunjati Recollection
Thanks to Janatimo's secret techniques, you can weave your knowledge and words into powerful tools to assist your allies in life-threatening situations. When you use Uzunjati Recollection to tell a story and Recall Knowledge about a creature during a combat encounter, if you succeed at both checks, your story carries deeper meaning. This grants your allies a +1 circumstance bonus to their next attack roll and saving throw against the creature during that encounter, as well as to their AC against that creature's next attack roll during that encounter. If you critically succeed at both checks, the bonuses also apply to all attack rolls, saves, and AC against that creature for 2 rounds.
Type
Education, Magic
Location

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