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STRIXHAVEN FIRST YEAR COURSE REGISTRATION

Students may take up to 4 courses each trimester.


For First Year students, each trimester has specific course requirements. This is
meant to ensure non-declared students earn a general education regarding non-
First Trimester: 3 classes are set and mandatory.
Second Trimester: At least 1 class must be a General Studies course.
Third Trimester: For the college you plan to pursue, 1 mandatory introductory course plus at least 1 more (if not
COURSE SELECTION
college specific studies. taken a previous semester)
PLAYER PLAYER PLAYER PLAYER PLAYER PLAYER

# Course Name Description Focus Areas Instructor Location Class Benefit 1st 2nd 3rd 1st 2nd 3rd 1st 2nd 3rd 1st 2nd 3rd 1st 2nd 3rd 1st 2nd 3rd
A is for Ankheg: Learn about the magical flora and fauna all across Animal Handling, Nature, Central Campus
G101 A Complete Guide on 26 Classic Monsters
the universe as your professor takes you through an
Survival Verelda Lang Location TBD
Mandatory 1st Trimester
entire index of creatures, from A-Z!

G102 Control Your Chaos: Explore the foundations of how spontaneous magic Arcana, Intelligence, Orvlo Central Campus Mandatory 1st Trimester
can truly be - learn how to harness and control it.
GENERAL STUDIES

Foundations of Symbology and Somatics Dexterity Biblioplex Lecture Hall


G103 Think About Magic: Learn about the subdiscipline of ethics concerned
Arcana, Wisdom, Insight Director Taiva Central Campus Mandatory 1st Trimester
Overview of Magical Metaethics with the nature of magic. Biblioplex Lecture Hall
G104 Basking in the Glow: Master the art of magical auras through the study of Arcana, Investigation, Orvlo Central Campus Spell
Basic Magical Auras patterns left behind by schools of magic. Perception Biblioplex Classroom Detect Magic [1]
Attend this SPECIAL OFFERING by renown
G105 Flame of Knowledge: Dragonsguard member Lianna Flametongue as she
Arcana, History, Insight Lianna Flametongue Central Campus Spell
Lessons from the Founders walks you through the history of Strixhaven and Biblioplex Lecture Hall Dragon's Breath [2]
lessons left by the Founder Dragons.
Taught by one of our newest Lorehold professors, Spell
Speaking the Same Language: Central Campus Comprehend
G106 Overview of Magical Notation
learn about common symbols and notations used by Arcana, History, Insight Xyla Langnig Biblioplex Classroom
mages from all walks of life. Languages [3]
Keep it Secret, Keep it Safe: Arcana, Deception, Central Campus Spell
G107 Protecting Things Behind Locked Doors
Learn how to protect that which you hold dearest.
Intimidation Fain Biblioplex Classroom Arcane Lock [4]

Digging Up the Past: Join the Deans of Lorehold in a lecture-style class and Deans Augusta Tullus Lorehold Mandatory Introductory
L101 explore various methods of record-keeping and Insight, History, Religion Course for Lorehold
LOREHOLD

Introduction to Archaeomancy exploration tactics. and Plargg Lecture Hall Aspirants


L102
L103
L104
L105

Fashionably Late: Join the Deans of Prismari as they explore historica History, Perception, Deans Mistcoiler and Prismari Mandatory Introductory
P101 art, both masterpieces and chaotic pop-up exhibits. Course for Prismari
History of Magic and Art Performance Nassari Lecture Hall
PRISMARI

Aspirants
P102
P103
P104
P105

Connecting the Dots: Join the Deans of Quandrix as they delve into the Deans Kianne and Quandrix Mandatory Introductory
Q101 complicated and unsolvable theories of magical Arcana, Intelligence, Nature Course for Quandrix
Beginning Computational Magic Imbraham Lecture Hall
QUANDRIX

equations and enhancements. Aspirants


Q102
Q103
Q104
Q105

Mightier Than the Sword: Join the Deans of Silverquill and witness firsthand the Charisma, Persuasion, Spell Silverquill Mandatory Introductory
SILVERQUILL

S101 power of prose and protection offered by projection. Deans Talonrook and Lu Course for Silverquill
Beginning Inkomancy Attacks Lecture Hall Aspirants
S102
S103
S104
S105

Join the Deans of Witherbloom as they teach


WITHERBLOOM

Putting Down Roots: Deans Lisette and Witherbloom Mandatory Introductory


students how to respect and embrace nature,
W101 Arcano-Botany for Beginners harnessing the abundant life energies found in Arcana, Medicine, Nature Valentin Lecture Hall
Course for Witherbloom
Aspirants
nature.
W102
W103
W104
W105

N O T E S

"Focus Areas" will be the associated skills that will be used during homework and tested upon during exams.
All courses will have 3 major exams per year - one at the end of each trimester.
All classes should be assumed to take place at least twice a week.
Exact Days and Time for each course will be mapped out after all classes are selected.
STRIXHAVEN FIRST YEAR COURSE REGISTRATION
Students may take up to 4 courses each trimester.
For First Year students, each trimester has specific course requirements. This is
meant to ensure non-declared students earn a general education regarding non-
First Trimester: 3 classes are set and mandatory.
Second Trimester: At least 1 class must be a General Studies course.
Third Trimester: For the college you plan to pursue, 1 mandatory introductory course plus at least 1 more (if not
COURSE SELECTION
college specific studies. taken a previous semester)
PLAYER PLAYER PLAYER PLAYER PLAYER PLAYER

# Course Name Description Focus Areas Instructor Location Class Benefit 1st 2nd 3rd 1st 2nd 3rd 1st 2nd 3rd 1st 2nd 3rd 1st 2nd 3rd 1st 2nd 3rd
"Class Benefit" represents the reward for maintaining decent grades and passing the corresponding exams.
Courses in other colleges require introductory course to be completed at the same time or before you continue taking elective courses in that college.
[1] 1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around
any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

[2] 2nd-level transmutation


Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or
poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a
Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

[3] 1st-level divination (ritual)


Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you
must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

[4] 2nd-level abjuration


Casting Time: 1 action
Range: Touch
Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration: Until dispelled
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.
Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration: Until dispelled
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.
Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

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