The Dragonlance Nexus

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Orders of Krynn: Wizards of High Sorcery

D&D 3e (3.0/3.5) Rules

by Jeremy Forbing

Since the dawn of mortal history, the Order of High Sorcery has existed, dedicated to one principle: the mastery of magic. They have studied its ways, protected its practitioners, and policed its use with unequalled dedication across Ansalon, somehow keeping the most powerful and chaotic force on Krynn well shy of its destructive potential.


While the Good, Neutral and Evil gods raged against one another in the All-Saints' War, struggling to determine the fate of the souls that shone in the heavens, three gods-one of each faction-abstained: Solinari son of Paladine, Lunitari daughter of Gilean, and Nuitari son of Takhisis. While they were loyal to their differing causes, they had one loyalty that was higher still: magic. The dragons and the elder creatures of Krynn already used this power, the very fire of creation, but this did not satisfy the gods of magic. Just as the other factions of gods all sought to grant the souls gifts of their own choosing, the three sought to give the incarnate stars called mortals the gift of magic. Rather than placing this gift in the blood of the mortals, where it !might rage uncontrolled and emerge without discipline or temperance, the three gods made themselves the channels of this power. They forged a web about themselves, a web of incantations and sigils, of rituals, gestures and epiphanies, and when they were finished each god took one mortal follower. At the Lost Citadel, a place of pure magic beyond space and time, the three apprentices learned the intricacies of the gods' gifts.

Now, by study and will, mortals could learn to access the very fabric of creation through the gods of magic, who made their homes upon Krynn's three moons. In honor of the moons that were their benefactors' homes, the mortal magic-users took on robes of three colors. Those sworn to Good wore the White Robes of Solinari, those pledged to Neutrality wore the Red Robes of Lunitari, and those drawn to Evil wore the Black Robes of Nuitari. To distinguish their wizardry from the primal magic known by dragons and other creatures, they named their art High Sorcery, the essence of will and thought as power. And so the Wizards of High Sorcery were born.

The Evolution of the Order

The organizational aspects of the modern order were not present in the beginning. The Wizards of High Sorcery were originally loose cabals of practitioners who exchanged ideas and aided each other when necessary. They had only three rules, given them by their three gods but honored equally by all Wizards of High Sorcery:

  • Solinari's Law: All wizards are brothers in their order. All orders are brothers in the power.
  • Lunitari's Law: The places of High Wizardry are held in common among all the orders and no sorcery is to be used there in anger against fellow wizards.
  • Nuitari's Law: The world beyond the walls of the towers may bring brother against brother and order against order, but such is the way of the universe.

Because all Wizards of High Sorcery vowed loyalty to magic first and other causes second, and the Three Laws as a divine mandate, little organization was needed. The Wizards aided each other, and their art evolved by leaps and bounds. This benefited not only the Wizards themselves, but the emerging civilizations of their mortal brethren. When the dragons made war upon mortals, however, the Wizards of High Sorcery took action. Though perhaps armies of the other mortals, by virtue of numbers, might be able to defeat a dragon physically, even armies had no hope against creatures of such might that also had instinctive command of the primal sorcery. The Wizards of High Sorcery, however, could fight them. To them, High Sorcery was to the primal magic what a sword in a trained knight's hand was to a peasant's pitchfork; superior, safer, and more dependable, now matter how naturally talented the untrained peasant might be. The Wizards simply held a meeting, decided a course of action, and got to work.

Part of that work was the formal organization of the White-Robed, Red-Robed, and Black-Robed Orders into a single hierarchy. Leaders were chosen, resulting in the central ruling body known as the Conclave. Once the orders were united, they pooled their knowledge to produce the legendary Dragon Orbs. Overnight, a loose collection of mages had become an organized and motivated world power. Had their interests and loyalty not been to magic and magic alone, they might have conquered the world. Instead, they helped save it. During this time, the Order's unified policy first identified Renegade Mages. Magic-users who did not belong to the Order of High Sorcery, Renegades ranged from strong-minded villagers attempting to replicate High Sorcery incantations to former Wizards of High Sorcery who forsook their vows to pursue personal power. Also-whether due to dragons in mortal forms passing their blood to mortal descendants or magical! Creatures (the Scions, perhaps) who somehow taught their secrets to mortals-practitioners of raw, primal magic un-tempered by the gods of the Three Moons had emerged, most of them reckless and destructive.

Shocked especially by the deserters from their own Orders, the Conclave adopted a strict policy against Renegade Mages, declaring that none might be allowed to continue unchallenged. They also devised the Test, a means of measuring their initiates' commitment and loyalty to magic. Even among the White Robes, it was resolved that no untested mage would be suffered to live. While every Renegade Mage would be given one chance to join the Order's ranks, those who refused would receive no quarter. Although some in the Order voiced differing criticisms of these policies or their executions, the first great test of the Order's resolve came during the end of the Dragon Wars, when the renegade archmage Galan Dracos emerged in the forces of Takhisis. When the determination of the Red-Robed Wizard Magius, companion to the legendary Huma, was instrumental in defeating Dracos and his dragon hordes, the Order affirmed the propriety of their laws once and for all. Henceforth, the Order would police all the magic-users of Krynn.

At its height, the Order was had a powerful presence in all areas of Ansalon. Five Towers of High Sorcery stood, spread across the land, protected by mystical forest groves. These towers were the centers in which the Test was administered, and they provided a safe place for all wizards to pursue their tireless studies. Elven kings and legendary heroes alike trained at the feet of the Order's master mages. An alliance with the priests of the Three Moons helped them police themselves and deal swiftly with renegades. The practice of magic was more fruitful and stable during the Order's zenith than any age before or since. The rise of Istar and the Kingpriests changed all that. In the last years before the Cataclysm, the charismatic priests filled their followers with a superstitious distrust of all wizards, which persists in many places to this day. Open persecution, including the burning of magic-users at the stake, seemed to begin everywhere. Most of the Towers of High Sorcery were lost, in some cases peacefully surrendered, in others not. The Tower of Palanthas was cursed to prevent its capture by the Kingpriest's followers, and though the tower would know two more masters before its destruction in the Fifth Age, it was never again a place of learning and peace. To this day, only the Tower of Wayreth remains as a reminder of what was, and what may be again.

Laws of the Order

The Order of High Sorcery was founded on the principle of brotherhood between all wizards. A White Robed Wizard and a Black Robed Wizard, might fight on opposite sides of a war, and even seek each others' deaths, but if they met on neutral ground, they would most likely compare notes and discuss magical matters. Without a second thought, they would co-operate against a threat to the Order itself or their magic, only to battle one another again under different circumstances. Magic (and by extension the Order) is a mage's first loyalty; everything else is temporary. Each Wizard of High Sorcery is required to report any magic-user who is not of the Order. If circumstances do not allow the Wizard to report the Renegade to the Order, then Renegade must recruited, and if that fails, neutralized. If the Renegade Mage is reported, the Order will either order the reporting Wizard to recruit the Renegade (if the Renegade is of equal or lesser power) or send a more powerful Wizard to recruit (if the Renegade is more powerful). The fate of a Renegade who refuses to join the Order depends on the individuals on the scene. White-Robed Wizards capture Renegades, then use powerful magic to exile them to other worlds or planes (the worlds of Oerth and Toril are generally favored for this purpose). Red-Robed Wizards will attempt to capture the Renegade to be executed at the Tower, whereas Black-Robed Wizards usually kill the refusing mage on the spot.

Each of the three orders is led by a group of seven wizards, who act as that order's representatives to the Conclave. Lower ranking Wizards are expected to obey the Conclave members, with punishments for disobedience varying by order. One Conclave member of each order is chosen as that order's Master. The Master of the White Robes is chosen by election, the Master of Red Robes by the drawing of lots, and the Master of Black Robes must defeat the other candidates in combat. Of the three masters, the Head of the Conclave is chosen with a unique spell called Consensus, which obtains the opinions of all Order members on a matter of importance. The traditional weapons of the Order are the staff, in commemoration of the staves the gods of magic gave their students at the Lost Citadel, and the dagger, in commemoration of Magius, who fell to dishonorable foes, having no weapon to defend himself.

NEW PRESTIGE CLASS: Wizard of High Sorcery

NOTE: The charts for this class are not yet complete, and therefore this information is as yet unfinished.

The Wizards of High Sorcery are the devotees and protectors of magic, seeking to develop their art to as advanced a state as possible and prevent magic from being used irresponsibly.


Base Attack Bonus: +1
Skills: Concentration (6 ranks)
Feats: Scribe Scroll
Spellcasting: Ability to prepare and cast 2nd-level arcane spells.
Special: A Wizard must journey to the Tower of High Sorcery in Wayreth (or one of the other towers if this is appropriate to the age in which the campaign takes place) and take the Test. This Test not only gauges the character's current prowess, but how future abilities will be used. Failure always results in the character's death. Once the Test is passed, the character swears an oath to serve magic, and those chooses an order based on alignment. Good characters must join the White-Robed Order, evil characters must join the Black Robes, and other characters become Red Robes.

Note: This prestige class has much less stringent requirements than are common for gaining levels in such a class. Specifically, it is possible for a 3rd level character to gain Wizard of High Sorcery levels. This represents the fact, during the years prior to the Fifth Age, the Order of High Sorcery is the largest group of spellcasters on Krynn. In fact, there are more arcane spellcasters with levels in the Wizard of High Sorcery prestige class than there are wizards or sorcerers without! After the beginning of the Fifth Age, this changes, and the simplified requirements represent the fact that the Wizard of High Sorcery's primary ability-spellcasting-no longer functions for this class.

Alignment: Any

Hit Die: d4

Class Features:

Wizards of High Sorcery are proficient only in Simple Weapons.

Spells: Wizards of High Sorcery draw their spells from the Three Moons of Krynn, home of the gods. Thus, in the Fifth Age, Wizards of High Sorcery do not gain any spells, due to the fact that the Three Moons vanish from Krynn just as the Fifth Age begins. The Wizard of High Sorcery gains and prepares spells in the exact same manner as the Wizard core class, including the need for a spellbook. They gain bonus spells and calculate their spells' potency based on Intelligence.

Wizards of High Sorcery use a more potent, extremely powerful spellcasting chart, due to their extremely disciplined and focused study of magic.

Moon Magic: All Wizards of High Sorcery gain bonus spells based on the cycle of the moons. Each moon has four phases: Waxing, High Sanction, Waning, and Low Sanction. These phases are cycled through, over and over, in the same order. The DM determines what phase each moon is in at given time by making notations on how many days pass during and between adventures (when starting, the DM can determine the phase of each moon or, by default, start each moon at Low Sanction). After a certain number of days (which is different for each moon), the phase changes. The changes of each moon affect one order. Solinari affects White Robed Mages only, and changes its phase every nine days. Lunitari affects Red Robed Mages only, and changes its phase every seven days. Nuitari affects Black Robed Mages only, and changes every two days.

Regardless of the moon or the order affected, each moon affects its matching order as follows:

  • Waxing: Determine bonus spells as if Intelligence were 2 higher.
  • High Sanction: Determine bonus spells as if Intelligence were 4 higher.
  • Waning: Determine bonus spells as if Intelligence were 2 lower.
  • Low Sanction: Determine bonus spells as if Intelligence were 4 lower.

In addition to the above, if any combinations of moons, no matter the color, are aligned, bonuses are granted to all Wizards of High Sorcery, even if their order's moon is not involved. A conjunction of Lunitari and Nuitari occurs one night every 24 days, and gives all Wizards of High Sorcery a +2 luck bonus to all saving throws. A conjunction of Solinari and Nuitari occurs one night every 30 days, adding a +2 to the DC of all saving throws vs. arcane spells cast by any Wizards of High Sorcery. A conjunction of Solinari and Lunitari occurs one night every 40 days, giving all Wizards of High Sorcery +2 luck bonus to all skill checks.

Every 120 days, a partial conjunction of all three moons occurs for one night, conferring all of the above conjunctive benefits. In summary, any Wizard of High Sorcery receives a +2 luck bonus to all skill checks and saving throws, and +2 is added to the DC for any character to save against an arcane spell cast by a Wizard of High Sorcery.

Finally, every 360 days, a perfect alignment of all three moons occurs for one night. This night is known as the Night of the Eye, due to the aligned moons? resemblance to an eyeball. On this night, all the benefits of a partial conjunction are conferred upon all Wizards of High Sorcery. In addition, on the Night of the Eye, all Wizards of High Sorcery receive a final benefit: any roll relating to an arcane spell that they themselves are casting is rolled twice, and the player chooses which roll to use. This is not valid for spell-like abilities or spells cast through wands or other magic items, only for arcane spells cast directly by the Wizard of High Sorcery.

All bonuses from the moons are considered supernatural abilities.

Obedience: The wizard is obligated to defend magic at all costs. Also, aid must be rendered, if asked, to any fellow Wizard of High Sorcery who is not acting against the wizard at that time. The wizard can never attack a fellow Wizard of High Sorcery on neutral ground (such as a Tower of High Sorcery), even if their purposes are directly contradictory. Further, each Wizard of High Sorcery must obey the Conclave, especially the Masters of the three orders. If two or more Conclave members issue conflicting commands to one wizard, the Master of the wizard's order arbitrates which is more valid. Theoretically, the Head of the Conclave outranks the other two Masters in a similar fashion. However, situations where the Head of the Conclave issues a command to a member of an order besides his or her own that conflicts with the will of that order's Master are extremely rare, and have occurred only five times in the order's history. Such a situation would be so politically charged that a Wizard would do just as well to obey either the Master or the Head of the Conclave as dictated by the Wizard's own personal judgment. Failure to follow any of the above rules will result in punishment, up to and including expulsion from the Order. Any expelled character is held in custody by the Order. Once remanded to the order of robes that once claimed the expelled wizard, that wizard is treated according to that orders policy on Renegade Wizards, resulting in execution or (if the expelled character was a White Robe) banishment to another world.

Pursuit of Renegades: A 2nd level Wizard of High Sorcery is considered competent to pursue Renegade Mages. Such a wizard now has the authority to recruit a Renegade Mage and send or escort said Renegade to the Tower of High Sorcery to receive the Test. When the Renegade Mage reaches the Tower, he must only explain the circumstances and give the name of the character, and he will be given the Test as soon as possible. Such a wizard can have any non-member wizard tested without further explanation by escorting the would-be Test taker to Tower personally. However, with this authority comes an obligation. Any Renegade Mage the Wizard encounters must now be reported directly to the Conclave, recruited, captured or neutralized, or else the Wizard risks expulsion from the Order (as detailed above under Obligation).

Metamagic Feat: At 3rd level, the Wizard of High Sorcery gains a bonus feat. This feat must be a metamagic feat. It can not be an item creation feat or Spell Mastery. At 7th level, the Wizard of High Sorcery gains another bonus feat, which must be a metamagic feat or item creation feat. It can not be Spell Mastery. Wizards of High Sorcery study a very regimented path for their magic and have more trouble working without spellbooks than normal wizards do.

School Group: A school is one of eight groupings of spells, each defined by a common theme, such as enchantment or necromancy. At 5th level, the Wizard of High Sorcery becomes more adept with six of the eight schools, but can never again learn any new spells from remaining two schools (though previously learned spells are unaffected).

The Wizard of High Sorcery can prepare one and only one additional spell (chosen from the six remaining schools) per spell level each day (One bonus 1st level spell, one bonus 2nd level spell, etc.). The wizard also gains a +2 bonus to Spellcraft checks to learn the spells of those six remaining schools.

The schools affected are different for members of each order, as follows:

  • White-Robed Wizards may choose their bonus spell for each spell level from the school of Abjuration, Conjuration, Divination, Enchantment, Evocation or Transmutation. They receive a +2 competence bonus to all Spellcraft checks to learn spells of these schools. They can never again learn a spell from the schools of Illusion or Necromancy.
  • Red-Robed Wizards may choose their bonus spell for each spell level from the school of Abjuration, Conjuration, Divination, Enchantment, Evocation or Illusion. They receive a +2 competence bonus to all Spellcraft checks to learn spells of these schools. They can never again learn a spell from the schools of Transmutation or Necromancy.
  • Black-Robed Wizards may choose their bonus spell for each spell level from the school of Abjuration, Conjuration, Enchantment, Evocation, Necromancy or Transmutation. They receive a +2 competence bonus to all Spellcraft checks to learn spells of these schools. They can never again learn a spell from the schools of Illusion or Divination.

Conclave Candidate: At 9th level, the character is of a rank that marks eligibility to become one of his order's seven representatives to the Conclave. While his elevation to such a post is by no means certain, if there is an opening on the Conclave, the character is eligible to fill it. At any time when there is such an opening, if there is not a senior member of the order in good standing that has reached this rank before the character, then the character will be called upon to sit on the Conclave. While such a position can be turned down, if it is refused the character will never receive such an offer again. Any Wizard of High Sorcery who sits on the Conclave has at that point become one of the 21 most powerful magic-users in all of Ansalon, at least in political terms (and likely in terms of personal prowess as well).

Master Candidate: Finally powerful enough to possibly be recognized as the Master of whichever order the Wizard is a member of, provided that the Wizard sits on the Conclave. Any 10th level Wizard of High Sorcery sitting on the Conclave whose order finds itself without a Master must be allowed to petition for the position. Each order of robes selects a Master differently. White-Robes vote for whichever one they favor out of all the Master candidates. Red-Robed characters are entered in a random drawing with the other candidates for the position. Black-Robed Master candidates compete for the position, sometimes by combat. Once the Master is instated, if there is not currently a serving Head of the Conclave, it is determined which of all three of the Masters has the highest character level: that Master becomes the Head of the Conclave, considered by many to be the most powerful wizard on Krynn.

Table 1-1: The Wizard of High Sorcery
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0   1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Moon Magic, Obedience 5 4 2 - - - - - - -
2nd +1 +0 +0 +3 Pursuit of Renegades 6 5 3 1 - - - - - -
3rd +1 +1 +1 +3 Metamagic Feat 6 6 4 2 - - - - - -
4th +2 +1 +1 +4 6 6 5 3 1 - - - - -
5th +2 +1 +1 +4 School Concentration 6 6 6 4 2 1 - - - -
6th +3 +2 +2 +5 6 6 6 5 3 2 1 - - -
7th +3 +2 +2 +5 Metamagic Feat 6 6 6 6 4 3 2 1 - -
8th +4 +2 +2 +6 6 6 6 6 5 4 3 2 - -
9th +4 +3 +3 +6 Conclave Candidate 6 6 6 6 6 5 4 3 1 -
10th +5 +3 +3 +7 Master Candidate 6 6 6 6 6 6 5 4 2 1

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