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3E Dragonlance: Wizard of High Sorcery Character Class

Devall2000

First Post
I've been working on this class for about a year and a half now. I'd appreciate any feedback you all have to offer.

Wizards of High Sorcery Character Class

By: Jamie Devall
email: devall3000@aol.com
last update: 3/29/2002

Summary of Conversion: This conversion retains a lot of the flavor from the Wizards of High Sorcery PC class in the first edition hardcover: Dragonlance Adventures(DLA). It also has a sprinkling from Tales of the Lance. The specialization was inspired by "The Anvil of Time." It conforms to the Wizard character class found in the 3rd Edition Player's Handbook.

Wizard PC's on Krynn start out as other wizards from 3rd Edition for the first 3 levels. They cannot go any higher than level 3 unless they declare allegiance to one of the 3 orders or become a renegade mage. Wizards of High Sorcery gain spells, feats, bonus feats, saves, hit dice, and skill points in the same way as wizards in the 3E PHB. Before a wizard declares allegiance, he/she must take the Test of High Sorcery. Each test is individualized for the initiate/wizard petitioning for membership. Tests are conducted this way not just to test the initiate's abilities, but to see how he/she will use his/her magical abilities. In each test, there should be 3 tests of the wizard's knowledge of magic and its use, mandatory casting of all spells known to the initiate, 3 tests that cannot be completed solely by the use of magic, combat against a PC who is a friend or ally, and one encounter with an opponent who is 2 CR's higher than the initiate. The initiate is not allowed any sort of help in the last test even though friends/allies are alowed to help in all other portions of the test.

Advancement Table for Level 1-3 Wizards
Level Title Special
1. Student -Summon Familiar, Scribe Scroll
2. Novice
3. Initiate*

* Wizards take the Test and Declare Allegiance or become renegades.

There are 3 orders of mages that comprise the Wizards of High Sorcery. They are the White Robe Mages, Red Robe Mages, and the Black Robe mages. The orders differ based on alignment, spheres of magic, and moon magic. The White Robes are good while the Red Robes are Neutral. The Black Robes are evil. However, while at a conclave or in the tower of Wayreth, the wizards put those differences aside. Each order is granted unlimited access to only some of the spheres of magic. These are listed below.

White Robes- Abjuration, Conjuration, Divination, Enchantment, and Evocation
Red Robes- Conjuration, Divination, Evocation, Illusion, and Transmutation
Black Robes- Conjuration, Divination, Enchantment, Illusion, and Necromancy

The spheres not listed for a given order are restricted. This limited access only applies to spells of 4th level or higher. Wizards of High Sorcery have access to all spells between spell levels 1 through 3. The only catch is that no more than half of a Wizard's spells at spell levels 1-3 can be from the restricted spheres. For example, a Wizard with 4 first level spell slots, 2 second level spell slots, and 1 third level spell slot would only be able to cast 2 first level spells and 1 second level spell from the restricted spheres.

The Moons of Magic: Each order is affected by one of the moons of magic. White Robe mages receive their abilities from Solinari, Black Robe mages receive their abilities from Nuitari, and Red Robe mages receive theirs from Lunitari. The position and aspect of a given order's moon determines that order's saving throws, additional spells, and effective level. It is important to note that each order is affected by its moon, and its moon alone where moon phases are concerned.

Moon Phase Effects Table*
Moon Saving Additional Effective
Phase Throw Spells** Level
Low Sanction -1 0 -1
Waning Normal 0 Even
Waxing Normal +1 Even
High Sanction +1 +2 +1***

* Wizards between levels 1-3 are unaffected by the moons due to their low power levels. This is why the test for wizards occurs at level 3.
** The additional spells can come from any level in which the wizard can cast spells.
*** In order to gain this benefit, a wizard must be of 6th level and have an intelligence of 15. Otherwise, a wizards effective level will be unchanged regardless of the phase of the moon.

If 2 or more of the moons become aligned, there are additional bonuses to the Moon Phase Effects.

Moon Alignment Effects Table*
Saving Additional Effective
Alignment Throw Spells Level
Sol. with Lun. +1 +1 +1
Nuit. with Lun. +1 +1 +1
Sol. with Nuit. +1 0 Normal
All Three Moons +2 +2 +1

*All of the plusses on the preceding table are cumulitive with any other bonuses. Any time in which all of the moons align at high sanction results in all Wizards of High Sorcery receiving a +3 saving throw, 4 additional spells, and +2 effective levels to any spells they cast. Any evening in which this occurs is known as the "Night of the Eye" because magic is said to be at its peak when this event occurs.

For a diagram to track the moon phases, consult 'Dragonlance adventures' (DLA), or download it from Wizards of the Coast at a minimal price. If you would just like an explanation of how it works, feel free to email me. My address is at the top of the page.

The Wizards' Conclave is the ruling body over the members of the 3 orders. It is composed of 21 members with each of the orders having a total of 7 members on the Conclave. The Master Level Mage of each order is in charge of the other 6 members. Each order uses a different method to determine the Master Level Mage. While the White Robes elect theirs, the Red Robes draw lots. The most powerful Black Robe usually ends up being the master level mage, but on occasion, two mages do battle to see who will be Master of the order. The Master of the Conclave is determined using the Consensus spell. This spell takes the views of all Wizards of High Sorcery into consideration when utilized to make a decision. The Master of the Conclave decides the majority of decisions that come before the Conclave. However, if the rest of the Conclave strongly disagrees, they can call for the election of a new Master of the Conclave through use of the Consensus spell.

Changing orders after becoming a wizard of High Sorcery has effects upon the wizard. Whether it be through actions or choice, a wizard who changes orders immediately loses 2 levels of experience. The wizard also will not be able to cast some spells since the spheres of magic a wizard has access to are based on the order he/she is in. The moons of magic factor into this as well.

Renegade Mages operate outside of the jurisdiction of the Wizards of High Sorcery. Renegades can be wizards who have advanced higher than the level of initiate without taking the test or spell-casters who come from another world. They can also be Wizards of one of the three orders who have defied their order and/or the conclave. Regardless, Renegade mages are seen as a threat to the orders and the balance of magic in general. When a renegade is detected by the orders one of three things happens. The renegade either joins one of the orders, goes before the Conclave, or is destroyed. Renegade wizards who go before the Conclave are given a final chance to join the Wizards of High Sorcery. If the renegade refuses this final chance, he is cast out of Krynn and sent to another world. Each of the 3 orders employs different methods for dealing with renegades. White Robes try to capture renegades in a multitude of ways while doing as little harm as possible. If unsuccesful, the renegade would be reported but monitored closely. Should the renegade do anything threatening toward life or magic, White Robes would be forced to destroy him. Red Robes try to capture renegades and bring them before the Conclave. Renegades who can't be captured are destroyed by Red Robes. Black Robes try and get renegades to join their order before opting to destroy them. Renegades are a little more easy to detect than one might believe. How easy this is depends on the skill number that the renegade has in disguise, the skill number in spot that the Wizard of High Sorcery has, along with the magical means employed by the Wizard of High Sorcery in detecting a renegade, and those employed by the renegade in avoiding detection.

School Specialization: Wizards of High Sorcery are considered to be specialists. They get their bonus spells for specialization from the spheres of magic that they have unlimited access to. It is also important to note that Renegade Mages can specialize as well. However, they specialize as the wizard PC class does in the 3E PHB.

White Robe Mages

Advancement Table
Level Title Special
4. 9th Order
5. 8th Order -Bonus Feat
6. 7th Order
7. 6th Order
8. 5th Order
9. 4th Order
10. 3rd Order -Bonus Feat
11. 2nd Order
12. 1st Order
13.
14.
15. -Bonus Feat
16.
17.
18. Master*
19.
20. -Bonus Feat

* Only one White Robe wizard can be of Master level.

At the higher levels, White Robe mages become the most powerful of the 3 orders. This is due to a much higher level ceiling for non-master mages.

Red Robe Mages

Advancement Table
Level Title Special
4. 9th Order
5. 8th Order -Bonus Feat
6. 7th Order
7. 6th Order
8. 5th Order
9. 4th Order
10. 3rd Order -Bonus Feat
11. 2nd Order
12. 1st Order
13.
14.
15. -Bonus Feat
16. Master*
17.
18.
19.
20. -Bonus Feat

* Only one Red Robe can be of Master level or above.

Red Robe Mages, save for the Master, can't advance as high as White Robe Mages.

Black Robe Mages

Advancement Table
Level Title Special
4. 9th Order
5. 8th Order -Bonus Feat
6. 7th Order
7. 6th Order
8. 5th Order
9. 4th Order
10. Trimorte -Bonus Feat
11. Brother to Darkness
12. Blackmage
13. Master*
14.
15. -Bonus Feat
16.
17.
18.
19.
20. -Bonus Feat

* Only one Black Robe wizard can be of Master level or higher.

Black Robe Mages can only advance so high before bottoming out. However, any Black Robe with the tenacity and ambition can attempt to usurp the Master of the Black Robes position by challenging the current master through magical combat outside of the conclave and the walls of the tower.

Master Level Mages are the only mages with access to the really high level spellbooks, scrolls, magic items, etc. To varying degrees, the Master Mages maintain level supremacy amongst their respective orders by being the ones who control access to these items amongst their orders. Only extraordinary circumstances should allow a Mage of a given order to become more powerful than the given order's Master (ex. Raistlin) or to supercede the maximum non-master level permitted by a given order (ex. Dalamar).
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Good, but I think black robes should swap out illusion for evocation. Illusion is referred to as being Lunitari's magic(Not Nuitari's) in Dalamar the dark, and I am sure Raistlin and Dalamar cast evocation spells many times. Having Evocation forbidden doesn't work for any type of mage.
 





Deedlit said:
Good, but I think black robes should swap out illusion for evocation. Illusion is referred to as being Lunitari's magic(Not Nuitari's) in Dalamar the dark, and I am sure Raistlin and Dalamar cast evocation spells many times. Having Evocation forbidden doesn't work for any type of mage.

I agree.

That being said, I think that this is very nicely done, if somewhat out-of-place (General instead of House Rules). :) I've always loved the whole Tower of Sorcery idea, and have been planning on instituting it in my campaign.

Thanks :)

-Paul
 

Prepare for some constructive criticism. :)

This seems to be a direct port of 1e DL. And, while that may seem to be a good thing, there are other things about it that I disagree with, things that were unique to 1e and no longer apply to D&D in general. Things like the Master level -- only one master, at a certain level, and nobody can possibly be higher level than the master? All addressed in the rules?

This sort of integration between the rules and the roleplaying has been dropped as far back as 2e. 3e makes it almost taboo.

This sort of thing is far better suited for a prestige class, wherein only the skills/abilities are outlined. No level caps, etc.
 


White Robes- Abjuration, Conjuration, Divination, Enchantment, and Evocation
Red Robes- Conjuration, Divination, Evocation, Illusion, and Transmutation
Black Robes- Conjuration, Divination, Enchantment, Illusion, and Necromancy

I hate these restrictions. First of all, look at the relative value of schools in the specialists section. Evocation, Conjuration, and Transmutation are the 3 big ones. Red has all three, White has 2, and Black only gets one. Second, I think the idea of good wizards that can't help their friends with transmutations or Black wizards that can't blow away an angy mob is kind of sad. Also, without abjurations, non white wizards might have too short a lifespan.

Also, I know Rastilin cast Enchantment spells as a Red robe. I've only really read the first 5 books. However, chromomancy type spells are usually classed as Transmutations, and IIRC, the white robe head wizard cast the send losers back into time spell. So there might be some inconsistences.

Finally, Necromancy has the specialized anti-undead spells and some other interesting things. For example, healing touch from MaoF is a reversed vampiric touch that heals someone at a cost to the caster and is necromancy. So the idea of certain schools as evil and others as good should probably be removed. After, there are spells that are classed as evil or good. I can't imagine white robes teaching animate dead or how to summon demons because those spells are Evil classed.
 

I have to agree...

...I´m not sure a differentiation through school restriction is the best way to express the flair of the three Orders under 3E..although I thought that of 1E and 2E, too ;)

The denominators of spells, like [Evil] and [Good] are a nice way to make a difference, for example. I´d forbid the opposite for the White and Black Robes, and let them be open for the Red Robes.

Furthermore, I´d select some spells that definitely belong to either colour. Spells that primarily help others, without regard for own health, I´d place in the White Robes portfolio. Spells that get an advantage for the caster on the back of another person would be Black Robe material (e.g. Vampiric Touch). Spells that act to help the caster judge a situation/person (Detect Thoughts, for example) would be Red Robe magic, additionally some illusions.

Of course there shouldn´t be too many spells of each level above the 1st in either portfolio, just enough to clarify the differences. The greater selection for the Red Robes could be equalized by giving them a slightly slower spell progression. :)
 

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