Wizard
Base Class: Wizard

The Wizards of High Sorcery stand as the oldest, most feared, and most respected of all the orders of the world of Krynn. These wizards draw upon the focused arcane magic granted by the moons and the gods of magic associated with those moons.

Moon Magic

 

All Wizards of High Sorcery draw strength directly from the moon aligned with their particular Order—White Robe wizards from Solinari, the White Moon; Red Robe wizards from Lunitari, the Red Moon; Black Robe wizards from Nuitari, the Black Moon (whose aspect only Black Robe wizards can see).

The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous), wizards of that moon’s order cast spells as if using a spell slot one level higher and with a +1 to any spell save DCs. When a moon is at Low Sanction (from waning crescent, through new, to waxing crescent), wizards of that moon’s Order cast spells as if using a spell slot one level lower (they may not cast a spell if this takes it's effective level to zero) and with a –1 to any spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s Order cast their spells normally.

The alignment of any two moons is a positive event for wizards of both orders, even if the moons are at Low Sanction. When two moons are in conjunction during High Sanction, wizards of both moons’ Orders cast spells as if using a spell slot two levels higher and with a +2 to any spell save DCs. If the same two moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the two moons being at Low Sanction, and these wizards cast spells as normal.

When all three moons come into alignment in High Sanction, all magic becomes more powerful. Wizards of all three Orders cast spells as if using a spell slot three levels higher and with a +3 on spell save DCs. If the three moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the three moons being at Low Sanction, and these wizards cast spells as normal. This alignment, known as the Night of the Eye, occurs in a cycle of 504 days (exactly 1–1/2 years).

Order of High Sorcery

Upon passing their test a Wizard of High Sorcery must dedicate themselves to one of the Orders of High Sorcery.

The Gods of Magic set down the following tenets that all Wizards of High Sorcery must follow.

  • All Wizards of High Sorcery are brothers and sisters in their order. All orders are brothers and sisters in the power.
  • The places of High Sorcery are held in common among all orders and no magic is to be used there in anger against fellow Wizards of High Sorcery.
  • The world beyond the walls of the Towers of High Sorcery may bring brother and sister against brothers and sister, and order against order, but such is the way of the universe.

 

Order of the Black Robes

The Order of the Black Robes draws its power from the moon Nuitari. While members of this order are evil-aligned, they do not cause random destruction for destruction's sake (such as throwing random fireballs at an unsuspecting village). To do so would jeopardize the magic. Black Robe Mages may be cruel, but they are also cunning. They tend to avoid open acts of violence if more subtle ways can be found. Black Robe Mages seek the quickest route to power possible to satisfy their hunger for magic.

Order of the Red Robes

The Order of the Red Robes draws its power from the moon Lunitari. The members of this order follow the paths of knowledge and illusion. The Red Robe Mages are said to have the ultimate loyalty to magic, having no tendencies to lean either towards good or towards evil. Red Robes seek to maintain the Balance.

Order of the White Robes

The Order of the White Robes draws its power from the moon Solinari. The members of this order follow the paths of knowledge, wisdom, and the magic of protection. Beyond magic, White Robe Mages are focused on the cause of Good. Often they will assist the forces of Good to defend against the darkness.

Arcane Focus

A Wizard of High Sorcery chooses a specialty school from one of those favored by his Order (Abjuration and Divination for White robes, Illusion and Transmutation for Red Robes, Enchantment and Necromancy for Black Robes).

In exchange for this focus on one school, the wizard must select a school of magic to be an opposition school, chosen from among the specialist schools of the other two Orders of High Sorcery. The Wizard of High Sorcery may no longer learn spells from their opposition school.

Arcane Focus: Enchantment

The Wizard gains advantage on attack rolls from the school of Enchantment.  Spells which do not require an attack roll give the target disadvantage on their save.

Arcane Focus: Necromancy

The Wizard gains advantage on attack rolls from the school of Necromancy.  Spells which do not require an attack roll give the target disadvantage on their save.

Opposition School: Abjuration

The Wizard may no longer learn Abjuration spells.

Opposition School: Divination

The Wizard may no longer learn Divination spells.

Opposition School: Illusion

The Wizard may no longer learn Illusion spells.

Opposition School: Transmutation

The Wizard may no longer learn Transmutation spells.

Item of Power

Once a prospective Wizard of High Sorcery successfully completes the Test, his order gives him a permanent magic item (Uncommon).

The order does not tell the new Wizard of High Sorcery what powers the item possesses, as discovering the item’s secrets is seen as a challenge on his new path.

Tower Resources

A Wizard of High Sorcery gains full admission to any operational Tower of High Sorcery and its resources for spell research and the creation of magical items.


Access to Libraries: A wizard who has passed the Test of High Sorcery and declared allegiance to the Gods of Magic gains access to the libraries within the Tower. These libraries contain the spellbooks of countless wizards throughout history, stretching back to the Age of Dreams. With access to these libraries, it is easier for a wizard to create new spells or to add new spells to his spellbooks. When a wizard is researching or scribing a spell using the Tower’s libraries, the time requirement for replacing or copying spells is halved (so a wizard can scribe two spells per day), while the cost for creating new spells is three-quarters of the normal cost.


Access to Laboratories: Laboratories in the Tower of High Sorcery are available for the use of any Wizard of High Sorcery wanting to create magic items. The laboratories and come complete with most commonly used components. Rare and exotic components may have to be bartered for or gained independently through other channels. A wizard using these laboratories can almost certainly complete the creation process without interruption.

Order Secrets

At 6th level, and again at 10th, and 14th level, a Wizard of High Sorcery learns the secrets of his Order described in the following sections.

Magic of Betrayal

Once per day for every two class levels attained, a Black Robe wizard who knows this secret may Empower or Extend any necromancy spell they cast. The spell functions as though she had applied the appropriate metamagic feat, but does not use sorcery points. When she does so, a backlash of negative energy deals 2d6 points of damage to a single living ally within 30 feet, chosen by the wizard (who may not choose an undead ally, who would benefit from the negative energy). The ally is allowed a Will save (DC 10 + one-half caster level + Intelligence modifier) for half damage.

Magic of Change

Once per day for every two class levels attained, a wizard who knows this secret may Enlarge or Extend any transmutation spell he casts. The spell functions as though he had applied the appropriate metamagic feat, but does not use sorcery points.

Magic of Darkness

Once per day for every two class levels attained, a Black Robe wizard who knows this secret can imbue a damaging spell with negative energy. Half of the damage dealt by such a spell is negative energy damage, and is therefore not subject to being reduced by protection from energy or similar magic (although death ward negates it). The remainder of the damage is dealt as normal for the spell. Undead are healed by negative energy, so damage dealt to undead creatures simply averages out to nothing for a spell modified in this way. (Assume that the healing takes place first, granting the undead creature temporary hit points above its maximum if necessary, with equivalent damage then dealt to leave the creature back where it started.)

Magic of Deception

Once per day for every two class levels attained, a wizard who knows this secret may Enlarge or Extend any illusion spell he casts. The spell functions as though he had applied the appropriate metamagic feat, but does not use sorcery points.

Magic of Defence

Once per day for every two class levels attained, a wizard who knows this secret may Empower or Extend any Abjuration spell she casts. The spell functions as though she had applied the appropriate metamagic feat, but does not use sorcery points.

Magic of Fear

A Black Robe wizard who knows this secret can make their spells more intimidating. As a full-round action, the wizard can cast any spell that deals damage and has a normal casting time of 1 standard action. Then, as a free action, they can immediately attempt to demoralize one opponent within 30 feet by making an Intimidate check against the opponent’s modified character level. The wizard receives a circumstance bonus on the Intimidate check equal to the level of the spell they cast.

Magic of Hunger

A Black Robe wizard who knows this secret may draw even further upon their own resources to increase the scope of their magic. Each day, she may prepare one extra spell of any level they can cast at the cost of 1 point of Constitution damage per spell level. This ability damage heals normally but cannot be magically restored.

Magic of Independence

A Red Robe wizard who knows this secret casts spells that are harder to dispel. When another spellcaster makes a dispel check against one of the wizard’s spells (including using dispel magic to counterspell a spell the wizard is casting), the DC is 15 + the wizard’s caster level.

Magic of Mystery

A Red Robe wizard who knows this secret casts spells that are harder to detect and identify. When another spellcaster attempts to use a divination spell (such as detect magic), or a spell-like ability or magic item that might detect the magical aura of one of the wizard’s spells, the other caster must make a level check (DC 11 + the wizard’s caster level) to successfully detect the spell. Similarly, a spellcaster attempting to use a divination (such as see invisibility) to reveal the effects of one of the wizard’s spells must make a level check to reveal the spell’s effects. Any given caster can check only once for each divination spell or effect used, no matter how many of the wizard’s spell effects may be operating in an area.
In addition, when another spellcaster attempts to identify the spell a Red Robe wizard is casting (for instance, to counterspell it), the DC of the required Spellcraft check is increased by +1 for every 2 class levels the Red Robe wizard has attained.

Magic of Pain

Once per day for every two class levels attained, the Black Robe wizard who knows this secret may cast any spell that deals hit point damage to inflict pain beyond the spell’s normal effects. Any creature damaged by such a spell must make a successful Fortitude save (DC 10 + spell level + Constitution modifier) or suffer a -2 penalty on attack rolls, skill checks, and ability checks for one round due to the lingering pain the spell inflicts. As a price for this wracking pain, the Black Robe takes 1d6 points of damage when the spell is cast.

Magic of Purity

Once per day for every two class levels attained, a Red Robe wizard who knows this secret can imbue any spell that deals hit point damage with pure arcane energy. Half of the damage dealt by such a spell comes from this arcane energy, and is therefore not subject to being reduced by protection from energy or similar magic. The remainder of the damage is dealt as normal for the spell.

Magic of Radiance

Once per day for every two class levels attained, a White Robe wizard who knows this secret can imbue any spell that deals hit point damage with radiant energy. Half of the damage dealt by such a spell comes from this radiant energy, and is therefore not subject to being reduced by protection from energy or similar magic. The remainder of the damage dealt is as normal for the spell. Against undead, a spell modified in this way deals half again as much damage as normal (double the radiant energy damage).

As a side effect, radiant spells give off as much illumination as a light spell of equivalent caster level, and this light lingers in the area for one round after the end of the spell’s duration (or one round for an instantaneous spell).

Magic of Resistance

This secret allows a White Robe wizard to more easily counter or dispel the magic cast by others. The wizard gains the benefit of the Improved Counterspell feat (if she does not already possess it) and gains a competence bonus on dispel checks equal to +1 per two class levels.

Magic of Sustenance

This secret allows a White Robe wizard to cast spells even under difficult circumstances. The wizard gains a competence bonus equal to +1 per two class levels on all concentration checks made to cast or direct spells (but does not gain a concentration check bonus while casting defensively).

Magic of Truth

Once per day for every two class levels attained, a wizard who knows this secret may Enlarge or Extend any Divination spell she casts. The spell functions as though she had applied the appropriate metamagic feat, but does not use sorcery points.

Unearthed Arcana

At 10th level, you gain expertise in Arcana and one other skill determined by your Order (Persuasion for White Robes, Deception for Red Robes or Intimidation for Black Robes). 
Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.

Expertise: Deception

At 10th level, you gain expertise in Arcana and one other skill determined by your Order (Persuasion for White Robes, Deception for Red Robes or Intimidation for Black Robes). 
Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.

Expertise: Intimidation

At 10th level, you gain expertise in Arcana and one other skill determined by your Order (Persuasion for White Robes, Deception for Red Robes or Intimidation for Black Robes). 
Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.

Expertise: Persuasion

At 10th level, you gain expertise in Arcana and one other skill determined by your Order (Persuasion for White Robes, Deception for Red Robes or Intimidation for Black Robes). 
Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.

Wizard Of High Sorcery Image

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