TEXT: EN World EN5IDER | Granspire Seminary
  EN World EN5IDER | Granspire Seminary
   
  writing Josh Gentry
   color art Phil Stone
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  T
  he following is The firsT 
  part of Collegia Magia, a 
  series focusing on magical 
  academies that can be dropped 
  into a campaign with minimal 
  preparation. Each article in the 
  series presents several detailed 
  NPCs, points of interest, and 
  loose plot hooks that can be 
  developed during play. Also 
  included are lore and options for 
  enrolled PCs! This installment 
  of the series details Granspire 
  Seminary, a holy lighthouse with 
  a dark secret.
  Collegia Magia
  Granspire 
  Seminary
  
  Granspire Seminary | EN World EN5IDER
  Granspire Seminary | EN World EN5IDER
  Introduction
  Overlooking a humble bayside village is a 
  brilliant lighthouse, Granspire Seminary. This 
  landmark is a mages’ tower by any other name, 
  home to students of theology and magic. The 
  lighthouse’s beacon lays not at its precipice but 
  in its basement: a sacred crystal which radiates a 
  holy light. The crystal’s light shines up through 
  the lighthouse and out to sailors and pilgrims. 
  The village of Granspire, at the Seminary’s base, 
  serves its fishermen, students, and faithful. 
   The Seminary has a peculiar perspective on 
  magic: the instructors and administrators firmly 
  believe that all magic—even that of wizards and 
  warlocks—is ultimately of divine origin. After all, 
  magical spells and items can each be described as 
  miracles beyond mortal description; they do not 
  abide the laws of man and nature. This means the 
  Seminary accepts magically talented students of 
  all stripes, and offers to all an education sanctified 
  by the light.
  Class Relationships
  All spellcasters are welcome at the Seminary, but 
  their studies do vary somewhat based on their 
  character class.
   Bard. With their talent for inspiration, bards 
  are respected at Granspire and educated in the 
  ways of ministry and psalmody. Those with a 
  particularly intellectual bent (or those aware of 
  the Seminary’s secret) are instructed in the art of 
  True Naming*.
   Cleric. At home at the Seminary, clerics here 
  can study virtually any Divine Domain. However, 
  aspects related to light, knowledge, and the 
  arcane are most common.
   Druid. To date, Granspire Seminary has 
  received no druid students. They wish to correct 
  this, and will offer full scholarship to a student 
  willing to divulge and document the Druidic 
  language.
   Sorcerer. Few students are received so well as 
  sorcerers, who seem to embody magic as a living 
  miracle. Yet for all of Granspire’s inclusivity, 
  sorcerers often find the lessons stale and stuffy.
   Warlock. Though cosmology is taught at the 
  Seminary, vast gaps in the syllabus frequently 
  lead curious seekers to study weathered tomes 
  after hours. Contained in the library’s dustiest 
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
  EN
  EN
  Publishing
  Publishing
  ™
   *  Ari Marmell, “Volumes of Forgotten Lore: Arcane,” 
  EN World EN5ider, https://www.patreon.com/posts/
  volumes-of-lore-2716738
  Rumors and Plot Hooks
  1. Ye can take the holy light with ye home, by of-
  ferin’ a priest yer own gemstone. (True)
  2. The closest we can get to the crystal is the cha-
  pel. Only priests can go into the beacon room. 
  (False; any Seminary affiliate is permitted)
  3. The dean is the child of Granspire’s founders. 
  (False)
  4. They say that if you go into the lighthouse 
  beacon room and look at your shadow, it will 
  have demonic red eyes! (True)
  5. To keep the crystal’s light ablaze, the priests 
  must offer regular blood sacrifice. (False)
  6. They say if you look into the bay at midnight, 
  you’ll see the fell glow of the ghost ship Hell-
  chain. (False; however, there may be sea monk 
  activity)
  7. The best fishing is after a storm, but demons 
  come with the storms, and sailors gotta offer 
  blood sacrifice to keep ’em at bay! (True)
  8. Lock the doors at night, and keep your crystals 
  glowing. Bad things come out these waters at 
  night. (True)
  
  EN World EN5IDER | Granspire Seminary
  EN World EN5IDER | Granspire Seminary
  New Item
  Heavenspark Gem
  Wondrous item, common
   This gem glows with the light of a candle. Any 
  spellcasting character who prays with the gem 
  can use it as a spellcasting focus. To use the gem 
  in this way, the caster must hold it in hand, wear 
  it visibly, or bear it on a shield.
   This property disappears if the gem is not used 
  in prayer for more than 12 hours. The gem returns 
  to its mundane state, otherwise unharmed.
   A donation of 10 gp will let a priest bless a 
  gem or gem-bearing jewelry item you own with 
  the heavenspark property. You can also buy a 
  heavenspark quartz pendant for 20 gp.
  New Spell
  This cantrip is available to any spellcasting 
  character affiliated with Granspire Seminary.
  Celestial Burst
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
   You shoot a comet of cosmic light at a creature 
  or object within range. Make a ranged spell attack 
  against the target. On a hit, the target takes 1d8 
  radiant damage. If the target was an object, it 
  takes no damage and instead emits bright light in 
  a 30 foot radius until the end of your next turn.
   This spell’s damage increases by 1d8 when you 
  reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8).
  tomes are the sigils of several celestial patrons, 
  and even certain Sea Lord† patrons.
   Wizard. Presented with Granspire’s magical 
  theories, wizards here encode their spellbooks 
  with a language considered compatible with 
  theological principles. Many follow the 
  Theologian‡ tradition.
  Background Options
  If you are affiliated with Granspire Seminary, you 
  can take the following trait options, replacing the 
  normal trait from your background. You can also 
  replace one your background’s proficiencies with 
  the optional proficiencies below.
   Optional Proficiencies: Arcana, Religion
  Granspire Traits
  d6 Ideal
  1
  Hope. I must be a beacon of wisdom and healing. 
  (Good)
  2
  Impartiality. The wise watch, learn, and then teach 
  the next generation. (Neutral)
  3
  Intellect. Knowledge is power. (Any)
  4
  Spectrum. There is no “one essential truth.” A prism 
  shatters even pure light. (Chaotic)
  5
  Superiority. Those who cannot see my glory are 
  unworthy of my benevolence. (Evil)
  6
  Unity. All objects, people, and worlds are bound by 
  the same universal principles. (Lawful)
  d6 Flaw
  1
  I have worsening cataracts from staring too long 
  directly at Granspire’s beacon.
  2
  I’ve grown too used to Granspire’s light, and now I 
  fear the darkness.
  3
  I defy any mage or priest to debate me. I’m right 
  about about everything.
  4
  I’m paranoid the gods are watching … and I think 
  they are displeased.
  5
  Diabolic lore intrigues me. I must know more … I 
  must know more … I must know more …
  6
  I’ve been sheltered so long, I have almost no resis-
  tance against temptation.
   † Josh Gentry, “Friends Close, Enemies Closer,” EN World EN5ider, 
  https://www.patreon.com/posts/friends-close-3880329
   ‡ Ari Marmell, “Volumes of Forgotten Lore: Divine,” EN World EN5ider, 
  https://www.patreon.com/posts/volumes-of-lore-3140034
  
  Granspire Seminary | EN World EN5IDER
  Granspire Seminary | EN World EN5IDER
  Significant NPCs
  Landola Truehope, Dean of Granspire 
  (lawful good)
  This half-elf has dark blond hair, which is 
  speckled with gray, and she sports her signature 
  sky blue robes. 
   Trait: She spends late nights voraciously 
  reading the tomes and theses gathered by her 
  precious Seminary affiliates.
   Ideal: Evangelism. “We must bring 
  enlightenment to every heart and crystal which 
  might bear it.”
   Bond: A rumor posits Landola to be the 
  Seminary’s founder’s daughter, though 
  documents clearly point to the contrary. 
   Flaw: Power and security are well worth 
  political bargains and misdirection.
  Dralfor, the Exorcist (lawful good)
  This dwarf wears a black robes and a scarred, 
  stern countenance. 
   Trait: He is sworn to silence, except during 
  prayer or purification ritual. 
   Ideal: Purity. “The destruction of demonkind is 
  worth any sacrifice, my own first of all.” 
   Bond: Oft called “Landola’s Shadow,” for he is 
  rarely far from her side.
   Flaw: His face, body, and dreams are scarred 
  from the night sea demons sunk his ship.
  Captain MacKensey, the Sea Dog (neutral)
  This human mariner is tall and robust, and sports 
  short red hair and goatee. 
   Trait: His eyes twinkle with ambition, and he is 
  quick to crack a randy smile or hearty laugh.
   Ideal: Ambition. “I plan to make Granspire 
  shine on the world map! Export gods, and import 
  gold!” 
   Bond: While lost at sea, his vision of 
  Granspire’s holy lighthouse saved him and his 
  crew.
   Flaw: He cannot resist the scent of stout ale or 
  pleasurable company.
  A Brief History
  The Founding
  The Seminary was founded by a wizard and a 
  cleric who, in their adventures together, shared 
  their lore and found commonality. On one of their 
  adventures, they encountered a demon that had 
  escaped from its terrestrial prison. It fled, but the 
  wizard and cleric could not rest easy, for through 
  their combined insight they discerned that the 
  amphibious demon would regain untold power 
  if it escaped to the sea. They gave chase, and at 
  length they encountered the demon once again 
  on the coast. In a last-ditch effort, the duo called 
  upon mighty magical forces to stop the demon—
  and the universe responded. A shimmering 
  crystal fell to the earth and sealed the demon at 
  the base of its impact crater. 
   As the days passed, the crystal’s light faded, but 
  the duo’s prayers restored the crystal’s light. They 
  took this as a sign of their new duty to safeguard 
  the crystal, so they constructed a pavilion. The 
  pavilion brought pilgrims who sought to bask 
  in the crystal’s holy light, and sailors paused 
  their travels to become acquainted with this 
  luminous beacon. From these, the wizard-cleric 
  duo recruited magically talented disciples. This 
  lead to the construction of the lighthouse, the 
  chapel for receiving pilgrims, and the seminary 
  to instruct students. Due to the religious duties at 
  the seminary, and the magical convenience of the 
  lighthouse, eventually the teachers and students 
  abandoned the old school building and took up 
  residence in the lighthouse.
   Though it is not a matter openly discussed, 
  the demon remains sealed to this day by the 
  holy crystal and the prayers of the devout. It is 
  assumed that should the crystal’s light ever go 
  out, the demon will escape, and Granspire will 
  feel its resurgent vengeance. As the demon gnaws 
  at its seal, the ground of the crater transforms into 
  black and red crystal; this frightening and obvious 
  demonstration of the demon’s will was part of 
  the motivation for keeping the holy crystal out of 
  common sight.
  
  EN World EN5IDER | Granspire Seminary
  EN World EN5IDER | Granspire Seminary
  The Demon’s Legacy
  Though the nameless demon appears safely 
  sealed by the beacon, it is more accurate to call 
  the demon sleeping … and hungry. In its hunger 
  pangs, it telepathically calls out to its aquatic 
  brethren, the demon-worshiping sea monks. On 
  moonless nights, the sea monks lead raids against 
  nearby ships and villages to grow their numbers. 
  When the stars are right, they will plunder 
  Granspire, darken its crystal, and free their 
  imprisoned idol.
   The exact nature of the demon is for the GM to 
  determine; choose an aquatic or demonic monster 
  that makes sense for your campaign. Perhaps 
  once the demon awakens, it may take the form of 
  a baby kraken, or an aquatic balor, or something 
  even more terrifying.
   Until that world-shaking night, it is more likely 
  the players will encounter the demon’s servants: 
  the sea monks. Sea monks were once divine magic 
  users (perhaps even Granspire students) until 
  they were taken captive, dragged underwater, and 
  transformed into fiendish abominations: their skin 
  is replaced by scales, barnacles, and chitin, and 
  they grow fins and claws—including a terrifying 
  lobster vise. They worship dark aquatic powers, 
  and organize sea monsters to attack the surface. 
  Sea Monk
  Medium fiend, lawful evil
  Armor Class 12 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., swim 40 ft.
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1)  11 (+0)  12 (+1)  14 (+2)  14 (+2)  11 (+0)
  Skills Religion +6 Perception +6
  Senses darkvision 120 ft., passive Perception 16
  Languages Abyssal, Aquan, and Sahuagin
  Challenge 2 (450 XP)
  Dark Celebrant. While the sea monk and its target are 
  in darkness, the sea monk has advantage on its vise 
  melee attack roll, and its target has disadvantage on 
  rolls made to escape its grapple. 
  Limited Amphibiousness. The sea monk can breathe 
  air and water, but it needs to be submerged at least 
  once every 4 hours to avoid suffocating.
  Spellcasting. The sea monk is a 6th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 12, 
  +4 to hit with spell attacks). It has the following cleric 
  spells prepared.
  Cantrips (at will): guidance, thaumaturgy
  1st level (4 slots): bane, command, inflict wounds
  2nd level (3 slots): hold person, spiritual weapon 
  (cutlass)
  3rd level (3 slots): animate dead, dispel magic
  Actions
  Multiattack. The sea monk makes two attacks: two 
  claw, or one claw and one vise.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 +1) slashing damage.
  Vise. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 +1) slashing damage, and if the tar-
  get is Large or smaller it is grappled (escape DC 15). 
  Create or Destroy Water. The sea monk can cast this 
  spell at will. e
  Summoning Ropers
  Three sea monks within 30 feet of each other can 
  magically transform a seaside boulder into a roper. 
  Each of the three creatures must use its action, 
  movement, and concentration (as if casting a spell) 
  uninterrupted for 1 minute. At the end of the ritual, 
  a boulder within 60 of the sea monks becomes a 
  roper. It is friendly towards them and obeys their 
  spoken commands. It remains for 1 hour, until it or 
  all its summoners die, or until any of its summoners 
  dismisses it as a bonus action. A roper dismissed 
  in this way retreats into the sea unharmed, car-
  rying along its victims; the roper then remains for 
  an additional hour to hold the captives as the sea 
  monks sacrifice or transform them. A summoner 
  can’t perform this ritual again until it completes a 
  short rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 127 - Granspire Seminary.pdf