The Hill

The crescent academy is located on a hill on the one side of the entrance of the gulf of Ularansa. The hill is covered with pine trees and has small parks and secluded picnic like points with stone bences and table and where students and visitors can sit and rest or study. There’s a a bunch of birds nesting on the pines and their little songs makes it a very relaxing place to be.

Fitzus πορτιέρης, έχει την γάτα της την Νορισια.

The Crescent Tower and its Observatories

On top of the hill at around 130 mt height lies the Crescent tower, Its a rocky tower in elegant design and details that has A crescent shape. In the two edges there lies two smaller observatory towers one representing Fire and is turned towards the volcano of Relentla and the other represents Water and is turned towards the opening of the Ularansa Gulfs representing the ocean.

The observatories decorations are also themed accordingly with the Fire tower being more aggresive in design and decoration, with instrument’s of war hanging on the walls and sharp cornered furniture and a bit of more indrustial like elements, like pipes on the walls and a mechanical clock (similar to the one that Laira has on her office). The water tower features various maps of Ularansa, and the surroundings, mural depicting sea-related stories and epics like the one with the Knight and the Scaly beast. Rounded corner furintures and telescopes where one can observe the ships coming and out of the gulf. the observatories do not have large walls but they have a dome like roof and pylars surrounding the open space, connecting with the roof. The pillars are large in size 2.5 meters in width and 1 meter in depth. The two dance balls of the school one per end of the half-semeseter season happens on those towers.

Magic Run

The towers are also the starting point of the annual Magic run at the end of the year. With the Fire Teams and the Water teams each starting on their own towers and having to spread in the Academy grounds and Ularansa island itself and compete for points of interest (and actual points

The Central Tower and the Headteacher Election

In the middle of the crescent shape there lies the biggest tower of the academy. This is were the teacher council lies and the office of the headteacher as well. There’s also a various of rooms dedicated to studying the arcane and a magical lab.

Every four years a new headteacher (headmaster) is elected with one headteacher being able to only serve 2 times in a row. This period the headteacher is Solistas Stormwear (taking the name of his mother) the son of Lucyndel Stormwear, (the elf that founded the school in the first place, now long time deceased) Solistas is serving his 2nd period, with elections coming in a few weeks. Laira Maylis and Dairis Coreola being the favourites, amongst the more progressive teachers and the more conservative teachers. Students are dreaded of the prospect that Dairis Coreola might be headteacher and try to convince their teachers in favor of Laira Maylis. Laira Maylis does not have the support of Ularansa’s council and both Zenidor and Ularansa might be more hesitant to fund the academy if Laira wins. Dairis is generally respected by both and teachers are also hanging along well with her. Welp most of the teachers, and definitely not the fun ones.

The Library

In the side of the hill behind the tower also lies a second much smaller tower the Academic Library. Its frontface consists of large arch windows. all facing towards Ularansa City. The Library is connected to the Academy via a underground passage.

Characters

  • Dairis Coreola

    INT DEX CON STR WIS CHA
    18 14 12 8 10 14
  • Lucina Ernest

    AC: 13 (Dexterity + base 10, no armor)
    HP: 19
    Speed: 30 ft.

    STR DEX CON INT WIS CHA
    8(-1) 14(+2) 12(+1) 12(+1) 10(+0) 20(+5)
    • Skills: Deception +10, Insight +5, Intimidation +10, Persuasion +10
    • Senses: passive Perception 10
    • Languages: Common, Elvish

    Spellcasting: Elanor is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Elanor has the following Sorcerer spells prepared:

    • Cantrips (at will): Light, Dancing Lights, Ray of Frost, Mage Hand
    • 1st level (4 slots): Color Spray, Magic Missile, Shield
    • 2nd level (2 slots): Mirror Image, Scorching Ray

    Class Features:

    1. Radiant Affinity (Level 1): You can add your Charisma modifier to any damage roll you make for a spell you cast that deals radiant damage.
    2. Light Manipulation (Level 1): You can cast the Light cantrip if you don’t already know it. When you cast it, you can choose to make the light bright as daylight (withoug having the effects of the Daylight spell) or soft as moonlight. You can also change the color of the light.

    Unique Spells (Luxomancer)

    1. Luxomancer’s Luminous Lance (Level 1 Spell): A lance of pure light shoots towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and it can’t benefit from being invisible until the start of your next turn.
    2. Radiant Shield (Level 2 Spell): A shimmering shield of light appears around a creature of your choice within range, granting it a +2 bonus to AC for the duration.

     

    Metamagic (2 Sorcery Points):

    Elanor can use her sorcery points to alter her spells. She knows the following Metamagic options:

    • Empowered Spell: When Elanor rolls damage for a spell, she can spend 1 sorcery point to reroll up to 3 of the damage dice. She must use the new rolls.
    • Twin Spell: When Elanor casts a spell that targets only one creature and doesn’t have a range of self, she can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell.
  • Solstice Ernest

    AC: 16 (natural armor)
    HP: 70
    Speed: 30 ft.,

    STR DEX CON INT WIS CHA
    8(-1) 14(+2) 12(+1) 18(+4) 10(+0) 14(+2)
    Saving Throws
    -1 +2 +6 +9 +0 +7
    • Skills: Deception +7, Insight +5, Intimidation +7, Persuasion +7
    • Senses: passive Perception 10
    • Languages: Common, Elvish
    • Challenge: 13 (10,000 XP)

    Spellcasting: Solstice can cast spells up to 6th level.
    Rapier + 4 to hit / 1d6 + 2

    Firebolt: 3d10 fire damage

    Spells:

    Cantrips: Light, Dancing Lights

    Light: This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch.

    Dancing Lights: You create up to four torch-sized lights that hover in the air. They can combine into one glowing vaguely humanoid form of Medium size.

    Firebolt: 1d10 fire damage

    1st Level: Mage Armor, Shield, Faerie Fire, Handfire

    Mage Armor: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier.

    Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Faerie Fire: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.

    Handfire: You surround your hand with winking motes of light resembling a cluster of constantly renewed sparks. The lights are any color you choose, but cannot be changed once the spell is cast. The handfire provides illumination equal to a candle . The handfire can be used as a melee touch attack up to one time per level. If a living creature is struck, it deals 1d4 points of damage +1 point/level (maximum +5). Against undead, the handfire deals 1d6 points of damage +1 point/level (maximum +5). It has no effect on targets that are neither living nor undead (such as constructs). It can ignite, ignitable objects after applying it for 1 minute to them.

    2nd Level: Arcane Lock, Continual Flame, Moonbeam

    Arcane Lock: You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

    Continual Flame: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen.

    Moonbeam: A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw.

    3rd Level: Counterspell, Dispel Magic, Daylight, Clairvoyance

    Counterspell: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability.

    Dispel Magic: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.

    Daylight: A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

    Clairvoyance: You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

    4th Level: Private Sanctum, Resilient Sphere, Greater Invisibility

    Private Sanctum: You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

    Resilient Sphere: This spell creates a sphere of shimmering force that encloses a creature or object of your choice within range. Nothing can physically pass through the sphere, it is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

    Greater Invisibility: You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

    5th Level: Wall of Force, Teleportation Circle, Scrying

    Wall of Light

    A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

    When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

    A creature that ends its turn in the wall’s area takes 4d8 radiant damage.

    Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

    Scrying: You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it.

    6th Level: Globe of Invulnerability, Sunbeam, True Seeing

    Globe of Invulnerability: This spell creates an immobile, faintly shimmering magical sphere around you that prevents any 5th level or lower spell from affecting you or other targets within the sphere.

    Sunbeam: A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw.

    True Seeing: This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane.

  • Dorianna Garrix

    AC HP Speed
    13 (with Mage Armor) 21 (3d6 Hit Dice) 30 ft.
    STR DEX CON INT WIS CHA
    8 (-1) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 18 (+4)
    Saving Throws
    -1 +2 +4 +6 +0 +2
    • Skills: Deception +5, Insight +2, Intimidation +5, Persuasion +5
    • Senses: passive Perception 10
    • Languages: Common, Elvish
    • Challenge: 3 (700 XP)

    Spellcasting (Wizard): Dorianna is a 3rd-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Dorianna has the following wizard spells prepared:

    • Cantrips (at will): Mage Hand, Prestidigitation, Dancing Lights, Minor Illusion
    • 1st level (4 slots): Charm Person, Color Spray, Tasha’s Hideous Laughter, Mage Armor
    • 2nd level (2 slots): Suggestion, Misty Step

    Arcane Tradition – School of Enchantment: Dorianna’s specialization in the School of Enchantment allows her to charm others effortlessly, perfect for convincing professors she attended classes she actually skipped.

  • Laira Maelis

    Medium humanoid (High Elf), neutral good
    Armor Class: 12 (15 with mage armor)
    Hit Points: 44 (11d8)
    Speed: 30 ft.

    STR DEX CON INT WIS CHA
    10 (+0) 12 (+1) 10 (+0) 18 (+4) 14 (+2) 16 (+3)
    Saving Throws
    +0 +1 +0 +8 +6 +7
    • Skills: Arcana +8, History +8, Insight +6, Perception +6
    • Senses: passive Perception 16
    • Languages: Common, Elvish, Draconic, Infernal
    • Challenge: 8 (3,900 XP)

    Spellcasting. Lyra is an 11th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Lyra has the following wizard spells prepared:

    • Cantrips (at will): mage hand, prestidigitation, friends, message
    • 1st level (4 slots): charm person, disguise self, sleep, comprehend languages
    • 2nd level (3 slots): hold person, suggestion, detect thoughts, gift of alacrity (chronurgy)
    • 3rd level (3 slots): hypnotic pattern, tongues, nondetection, haste (chronurgy)
    • 4th level (3 slots): charm monster, confusion, greater invisibility, temporal shunt (chronurgy)
    • 5th level (2 slots): dominate person, modify memory, hold monster (chronurgy)
    • 6th level (1 slot): mass suggestion, contingency (chronurgy)
    • Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.