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. Drawing upon the vast arcane resources of the Tower of Wayreth, they acquire spells more quickly than other Wizards. However, they suffer significant restrictions on both what spells they can learn and what magic items they can use. These wizards have a divine patron in their arcane pursuits, and draw upon arcane magic focused through the moons of Krynn and the gods of magic associated with those moons. Their spells are more potent while their specific moon is full, but suffer when that moon is new. The three moons often conjoin, and those days grant additional benefits depending on the phase and number of conjoined moons. Wizards of High Sorcery outside of Krynn are not subject to lunar cycles.
On Krynn, the Order of the Red Robes draws its power from the moon Lunitari, the red moon which is not the largest or the smallest, the farthest or the closest moon. The members of this order follow the paths of balance, illusion, and knowledge for its own sake. They are forever barred from using magic from the Necromancy and Abjuration schools and are expected to eschew Enchantment and Divination, although not many do. They freely select their spells from the Conjuration and Evocation schools, which all Wizards of High Sorcery can access, and from the Transmutation and Illusion schools, which are mostly reserved for their exclusive use. Most Red Robe Wizards are focused on the cause of Neutrality. Often they work against Good or Evil as necessary to maintain the Balance.
Wizards of High Sorcery can specialize in the schools of magic from which they can learn spells. So the Order of the Red Robes has Red Robe Transmuters, Red Robe Conjurers, Red Robe Illusionists, and Red Robe Evokers. Their membership in the Wizards of High Sorcery is not official until they complete the Test of High Sorcery, which usually happens by 4th level. Before this time, they can learn spells from any school. Spells they knew before but can no longer cast become incomprehensible to them once they pass their test and gain their robes. So a Red Robe wizard often has some spells he can cast from the Divination and Enchantment schools, but none from the Necromancy or Abjuration schools.
White Robe Wizards are forever barred from using spells of the Enchantment and Necromancy schools, and are not supposed to learn spells from the Illusion or Transmutation schools after their test. Most accept this restriction. Black Robe Wizards are forever barred from using spells of the Abjuration and Divination schools, and are restricted from learning spells from the Illusion or Transmutation spells after their test, although many still do.
School Specialization
You have passed the Test of High Sorcery and been accepted into the Order of High Sorcery as a Wizard of the Red Robes. You lose the ability to cast Necromancy and Abjuration spells and cannot use magic items from those schools. If you have a feat or class feature that grants you a spell or effect from those schools, you cannot use it.
At 2nd level, choose either Illusion or Transmutation. You are considered specialized in that school.
It is cheaper and quicker to copy spells from your specialized schools into your spellbook, and you learn an additional spell from each of your specialized schools whenever you gain a level.
At 6th level, choose another school to specialize in from Illusion, Conjuration, Transmutation, or Evocation. You cannot choose a school you previously selected.
Conjuration
Conjuration is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.
Starting at 6th level, you add a spell for each of your school specializations when you gain a level. So you will add four spells to your spellbook, one for each school specialization and two that can be from any school (excluding Abjuration and Necromancy).
Evocation
Evocation is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.
When you gain this feature, you add an additional spell to your spellbook whenever you gain a Wizard level. So at 6th level, instead of adding two or three spells, you can add four. Additional spells must be from one of your specialty schools.
Illusion
Illusion is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.
At 2nd level when you gain this feature, you add an additional spell to your spellbook whenever you gain a Wizard level. So instead of adding two spells, you add three. This additional spell must be from the Illusion school.
Starting at 6th level, you add a spell for each of your school specializations when you gain a level. So you will add four spells to your spellbook, one for each school specialization and two that can be from any school (excluding Abjuration and Necromancy).
Transmutation
Transmutation is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.
At 2nd level when you gain this feature, you add an additional spell to your spellbook whenever you gain a Wizard level. So instead of adding two spells, you add three. This additional spell must be from the Transmutation school.
Starting at 6th level, you add a spell for each of your school specializations when you gain a level. So you will add four spells to your spellbook, one for each school specialization and two that can be from any school (excluding Abjuration and Necromancy).
Moon Magic
All Wizards of High Sorcery draw magic rom 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.
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, wizards of that moon’s Order gain a +1 bonus on attack rolls with spells and to their spell save DCs. When a moon is at Low Sanction, wizards of that moon’s order incur a -1 penalty on attack rolls with spells and to their 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 beneficial for wizards who follow those moons, even if the moons are in Low Sanction. When two moons are in alignment, wizards of each order gain a +1 bonus on attack rolls with spells and to their spell save DCs. The +1 bonus stacks with any other bonus already in place for a moon’s phase. Thus, if two moons are in conjunction at Low Sanction, the bonuses cancel out the penalties and members of both orders cast their spells normally.
When all three moons come into alignment, all magic is amplified. Wizards of all three orders gain a +2 bonus on attack rolls with spells and gain a +2 bonus to their spell save DCs. These bonuses also stack with any other benefits or penalties that result from a moon’s position. Therefore, if all three moons are in alignment at Low Sanction, all Wizards of High Sorcery gain a +1 bonus to spell attack rolls and spell save DCs.
If the moons align at High Sanction, all Wizards of High Sorcery gain a +3 bonus on attack rolls and a +3 bonus to their spells save DCs. This event, known as the Night of the Eye, occurs five times every year and a half. On the Night of the Eye, a Wizard can forego their bonus to attack rolls to roll with advantage, making that decision each time they cast a spell.
Lesser Spell Secret
At 6th level, you learn a spell secret from either the Divination or Abjuration schools. You learn a second spell secret at 10th level from the Abjuration, Conjuration. Divination, or Evocation schools. You must be specialized in a school to learn its secrets..
You also receive a magic item from your order at 6th level. The item must be an uncommon item that requires attunement.
Conjuration Expert
You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 10 minutes, when you use this feature again, or if it takes or deals any damage.
Evocation Expert
You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to half of the spell’s level, rounded up. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Illusion Expert
When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
Transmutation Expert
You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, or copper, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Spell Secret
Your dedication to the Wizards of High Sorcery is undoubted. You learn two additional Red Robe secrets and gain an attunement slot.
Wizard of Conjuration - Secret of Focus
While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
Wizard of Conjuration - Secret of Transposition
You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Wizard of Evocation - Secret of Accuracy
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Wizard of Evocation - Secret of Intensity
You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Wizard of Illusion - Secret of Forms
You add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Wizard of Illusion - Secret of Reshaping
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
Wizard of Illusion - Secret of Trickery
You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Wizard of Transmutation - Secret of Augmentation
You can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:
- Darkvision out to a range of 60 feet
- An increase to speed of 10 feet while the creature is unencumbered
- Proficiency in Constitution saving throws
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter’s stone, the previous one ceases to function.
Greater Spell Secret
You have achieved the highest level of renown amongst the Wizards of High Sorcery.
Choose a Greater Secret of the Red Robes.
Additionally, you can call upon your order for aid. As an action, you send out a call for assistance and summon a total CR of creatures equal to your level divided by two from the following list: Transmuter (CR 5), Illusionist (CR 3), Mage (CR 6), and Spellcaster - Mage (CR 1, 2, 3 or 4). This summoning does not require concentration to maintain, but only lasts for one minute. All of the creatures summoned by this trait are Neutral and assist you to the best of their ability, are allies to you and those you travel with, follow your verbal commands, and act in your best interest if you are incapacitated or unable to give them orders.
Master Conjurer - Secret of Vitality
Any creature that you summon or create with a conjuration spell has 20 temporary hit points.
Master Evoker - Secret of the Maximum
You can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
You can use this feature once per long rest.
Master Illusionist - Secret of Shadows
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can’t deal damage or otherwise directly harm anyone.
Master Transmuter - Secret of Reclaiming
You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.
Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.
Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.
Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.

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