Magnillas Mage School: The Arcanist’s Trial
At Magnillas University, graduation is easy—getting chosen isn’t. Enter the Arcanist’s Trial, a living tower that shifts to your every move, and earn
$20.00
/ Session
Details
Bi-weekly / Friday - 12:00 AM UTC
Session Duration / 2.5–3 hours
1 / 5 Seats Filled
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About the adventure
Welcome to Magnillas University, one of the most respected mage schools in the world. You play as ambitious student mages on the edge of your future—not fighting to graduate, but fighting to be chosen. Each year, powerful alumni, patrons, and arcane organizations return to campus to select promising students for elite mentorships, rare research access, and highly sought-after post-graduate positions. To earn that future, you’ll be invited into The Arcanist’s Trial—a living, magical tower designed to test more than spell power. It shifts, adapts, and responds to how you think under pressure. Every floor is a mix of arcane hazards, social consequences, combat scenarios, and escape-room style puzzles that reward teamwork, creativity, and fast decision-making. Talent alone won’t carry you—this tower punishes predictable solutions. This campaign is for players who enjoy a strong mix of roleplay, puzzle-solving, and tactical combat, with a competitive “magic school” vibe and a serious edge. Your choices will shape your reputation, rivalries, and the mentors who take interest in you. You’ll level up as you climb, gaining new tools and strategies to face harder challenges as the Tower escalates. New players are welcome. If you can collaborate, think on your feet, and stay engaged at the table, you’ll do great here. Show up ready to problem-solve, take risks, and earn your place among Magnillas’ future legends.
Game style
Puzzle / Mystery Focused
Combat Heavy
Rule of Cool (RoC)
Rules as Written (RaW)
Meet the Game Master
About me
I’ve been immersed in the world of Dungeons & Dragons and other TTRPGs since I was 10, growing up with family reunions that would often culminate in epic D&D sessions, the sound of clattering dice mixing with laughter and cheesecake. For years, I enjoyed being a player, but when I wanted to dive back into the game, I found myself without a Dungeon Master. So, I embarked on the journey of becoming one myself, not knowing that it would become a passion I deeply cherish. I have now been a Dungeon Master for around 5-6 years, running three campaigns that have enriched my love for storytelling, character development, and the thrilling twists that bring stories to life. While I may not be Matt Mercer or wield a voice actor’s arsenal of accents, my goal is to create a fun, engaging, and unforgettable experience for every player at my table. I invite you to join me at my virtual table, where adventure awaits and fun is guaranteed. Let’s roll some dice and create a story worth telling!
View Profile →Character creation
Creating your character
Characters will begin at Level 5 as advanced students of Magnillas University, one of the most prestigious mage schools in the world. This campaign is set in a fully established homebrew setting with multiple past campaigns and consistently glowing player reviews—so you’ll be stepping into a world with real history, ongoing lore, and plenty of room for your character to matter. At the start of the story, your character is awaiting official word on whether they’ve been selected to participate in The Arcanist’s Trial—a high-status magical gauntlet designed to test adaptability, teamwork, and critical thinking under pressure. These invitations are rare and fiercely competitive, and being chosen can determine your future access to elite mentors, powerful organizations, and highly sought-after post-graduate positions. ✅ Class Requirement: Any class is allowed as long as it includes some form of spellcasting (full caster, half caster, or partial casting—if you can cast spells, you qualify). 🎲 Stats: Standard Array (no rolling) 🧙 Character Building Platform: We will build characters in D&D Beyond using a campaign link that will be provided after joining. 📌 Session 0: We’ll finalize character details together during Session 0, including party connections, tone and table expectations, and how your character fits into Magnillas life before the Trials begin.
What to expect
Preparing for the session
Before we begin, please complete the following steps so you’re ready to jump in on game day: Join the Discord Server- invite sent after joining You’ll be invited to our Discord community where you can connect with players from other campaigns, ask questions, and stay up to date on announcements. Join Your Party’s Private Channel You’ll also have access to a private party chat just for your group, so you can plan, discuss theories, share notes, and stay connected between sessions. Install & Set Up AboveVTT We will be using AboveVTT for our virtual tabletop during sessions. Please have it installed and ready to go before our first game so we don’t waste time troubleshooting. If you ever need help getting set up, just ask—I’m happy to walk you through it.
What Freydis brings to the table
I aim to run a game that feels immersive, fast-moving, and character-driven, while still keeping the table fun and welcoming. You can expect a strong mix of roleplay, puzzles, tension, and tactical combat, with plenty of moments for creative problem-solving and clutch decisions. 🎧 Immersion & Presentation I use a curated collection of music, ambient audio, and sound effects to help scenes feel alive. I also provide handouts and visual elements when relevant (especially for puzzles, clues, and key story moments), so you’re not just listening—you’re investigating and interacting with the world. 🎭 Roleplay & Character Voices I do character voices as best I can, and I put a lot of effort into making NPCs feel distinct, memorable, and emotionally real. If you like games where conversations matter and your choices shape relationships and outcomes, you’ll fit in well here. ⚔️ Combat & Challenge Style Combat is meaningful and can be tactical, but it won’t be endless grind. The goal is to keep fights cinematic, tense, and fun, with real stakes and room for clever plays. The Arcanist’s Trial will challenge you, but it’s designed to reward teamwork, creative thinking, and adapting under pressure—not just raw damage output. 📜 Rules, Rulings, and “Rule of Cool” I run a balanced mix of Rules as Written and Rule of Cool. Most mechanics will follow 2014 rules, with a small amount of 2024 content mixed in where it makes sense and improves gameplay. If something comes up mid-session, I’ll make a quick ruling to keep the game moving, then we can clarify between sessions if needed. Overall, my goal is simple: give you a game that feels worth showing up for every week—one where you get to be smart, heroic, messy, brilliant, and unforgettable.
Homebrew rules
Crits: On a Nat 20 attack roll, calculate the max damage if you were to roll the highest damage possible given your attack, then roll the dice like normal and add the result to the max. If a saving throw fails with a crit 1, then it applies the maximum damage possible for the spell, + rolled damage. Ex: lv 1 Eldritch blast 1d10 damage. 10 is the max of this roll. Then roll like normal. Say we roll a 6. Add those two numbers together 10+6=16 force damage. Helps keep the crit feeling like a crit. Selene, a rogue, uses her Dagger with sneak attack: thats 1d4+3 for dagger then Sneak Atk would be 2d6. You would add 7(dagger) +12 (sneak attack)=19. Then you roll damage as normal and add that to the 19. roll a 2+3 for the dagger, then 5 for sneak attack= 29dmg. Evan cast Toll the dead: 1d8/1d12, enemy rolls nat 1 on Widsom save. The creature takes 8 or 12 damage plus what ever the damage rolled is. For example 5 + 12= 14. 2. Flanking: You gain advantage when an ally is on the exact opposite side of the target, and is in melee range of the enemy. 3. Skill assist: To assist an ally in a skill check, you must be proficient in that skill. If you're not proficient, you may not assist in the action. 4. Grapple: Attempting a Grapple: You can use the Attack action to make an unarmed strike to initiate a grapple. If the attack hits, the target is grappled and may immediately use their reaction to contest it. The target makes an Athletics (STR) or Acrobatics (DEX) check (their choice) against the Grapple DC. Grapple DC: 8 + Proficiency Bonus + Strength Modifier of the grappler. Escaping a Grapple: On their turn, the grappled creature can use their action to repeat the check (Athletics or Acrobatics) against the same DC. Success ends the grapple. Movement While Grappling: The grappler moves at half speed while moving a creature their size or smaller. The grappler cannot move if the grappled creature is larger, or if they’re grappling more than one creature. This accounts for the grappled “fighting” back against the action. 5. Health Potions: Use an action and get full benefits. Use a bonus action and roll for results. Its an action to hand or administer a potion to a fellow party member. They must roll for results. 6. Intimidate: Barbarians may use their STR mod to intimidate instead of CHA. This may apply to other melee focus characters. 7. Social Skill checks: Please try to roleplay these checks as best as you can.
Equipment needed to play
Internet
Computer
Microphone
Webcam
Platforms used
Safety
How Freydis creates a safe table
Player comfort and safety are priorities at my table. D&D is meant to be fun and collaborative, and I want to make sure everyone feels respected and supported while we play. Open Door Policy: My door is always open. If something is bothering you—before, during, or after a session—you can message me privately, and we’ll work together to address it. Lines & Veils: Before we begin, I provide an anonymous Lines & Veils document for players to fill out. This helps define clear boundaries around sensitive content. The results are collected and shared with the group during Session 0 so we all know the table’s comfort zones. Aftercare: At the end of heavier sessions, I’ll check in with the group to make sure everyone is feeling good. If difficult themes arise, we’ll debrief and reset before the next game. Together, these tools create a respectful and supportive space where we can explore dangerous jungles, curses, and tombs in-game—while knowing everyone at the table is safe and comfortable out of game. Keep in mind, although i use lines and veils, Some campaigns have themes and those themes may not allign with your ideal game setting, keep this in mind, before asking me to leave gore out of a horror game, or some other odd request.
Content warnings
Safety tools used