Wizard of High Sorcery
D&D 3e (3.0/3.5) Rules
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.
The Gods of Magic set down the following tenets that all Wizards of High Sorcery must follow.
The Orders of High Sorcery
The Wizards of High Sorcery are made of three orders, each of which drawing their power from a different moon based upon their moral outlook.
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.
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 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.
Wizards of High Sorcery will, on rare occasion, switch the order to which they pledge allegiance to. When they do, they lose all benefits of their previous Order, including the Secrets of High Sorcery associated with that Order, as well as the benefits of Moon Magic and Greater Moon Magic. When the Wizard of High Sorcery gains a new level, he may begin learning new Secrets of High Sorcery as well as gaining the benefits of Moon Magic and Greater Moon Magic from the new moon that he draws power from.
Wizards who do not follow the tenets of the Wizards of High Sorcery are branded renegades. While Renegades draw their power from High Sorcery, their magic is not affected by the moons. Renegades follow the wizard class from the Player's Handbook.
Hit Die: d4
To qualify to become a Wizard of High Sorcery, a character must fulfill all the following criteria.
Alignment: Good (White Robes), Neutral (Red Robes), Evil (Black Robes).
The Wizard of High Sorcery's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), Speak Language and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points at each level: 2 + Int. Modifier
All of the following are class features of the Wizard of High Sorcery.
Weapon and Armor Proficiency: Wizards of High Sorcery are allowed to use only dagger and staff as weapons in honor of Magius. Red Robed Wizards are also allowed to use darts. Use of other weapons is prohibited. Wizards of High Sorcery are not proficient with any type of armor or shields.
Spells per Day: When a new Wizard of High Sorcery level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before he added the prestige class. However, the Wizard of High Sorcery does not gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on). Essentially, this means that the Wizard of High Sorcery adds his level to that of his other arcane spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before becoming a Wizard of High Sorcery, he must decide to which class he adds the new level. This class must be a spellcasting class that prepares arcane spells.
Moon Magic: The waxing and waning of the moons affect the power of High Sorcery, as they do the tides. It is presumed that this cycle affects how much magic can be focused at once. Wizards of High Sorcery find that their power fluctuates, depending on the cycle of the moon.
Each of the orders of the Wizards of High Sorcery receives their magic from one of the three moons of magic, depending upon alignment. White Robes gain their power from Solinari, Red Robes gain their power from Lunitari, and Black Robes gain their power from Nuitari.
During High Sanction, a Wizard of High Sorcery casts spells at +1 caster level, and with saving throw DC's against their spells increased by +1. During Low Sanction, a Wizard of High Sorcery casts spells at –1 caster level, and with saving throw DC's against their spells decreased by –1. Wizards of High Sorcery cast normally when the moon they are aligned to is waxing or waning.
Secret of High Sorcery: While all Wizards of High Sorcery study magic as a whole, each order focuses on two schools of magic. The player selects one secret from those that correspond to his order at 4th level, and again at 7th level.
Secrets of the White Robes:
Secrets of the Red Robes:
Secrets of the Black Robes:
Unearthed Arcana: The Wizard of High Sorcery discovers within himself the ability to cast spells spontaneously, as if cast by a sorcerer of the Wizard of High Sorcery's character level (save DC10 + Charisma modifier). At 2nd level, the Wizard of High Sorcery selects one spell from the sorcerer and wizard spell list (pages 168 – 171 of the Player's Handbook), the level of which cannot exceed his Charisma modifier. This spell can be cast once per day.
This ability can be repeated at 5th level and again at 8th level, each time with a new spell being selected. The Wizard of High Sorcery may opt to not choose a new spell, instead casting a spell previously learned through this ability one more time per day.
Metamagic: The Wizard of High Sorcery gains a bonus metamagic feat, item creation feat, or Spell Mastery (see page 54 of the Player's Handbook for details).
Note: These feats are in addition to those granted to every character by level regardless of class. Feats granted by overall character level (as opposed to class level), and the starting bonus feat for human characters, need not be metamagic or item creation feats.
Greater Moon Magic: The Wizard of High Sorcery is able to gain greater arcane power when more than one moon is aligned in High Sanction. The effects are the same as Moon Magic (see above), save that effective level and the spell save DC increases to +2 each when any 2 moons are aligned in High Sanction. This bonus increases to +3 during the Night of the Eye, when all 3 moons are aligned.
Ex-Wizards of High Sorcery: Wizards of High Sorcery who become renegades may no longer access the Secrets of High Sorcery nor can they gain any additional benefits from the moons of magic. They also lose the Unearthed Arcana ability. They retain their overall caster level and any bonus feats. As renegades, they face the possibility of being sought out by the Wizards of High Sorcery, and asked to rejoin their ranks (in which case, they regain any benefits lost), or they will be destroyed.
Mutliclassed Wizards of High Sorcery: Wizards of High Sorcery must be fully dedicated to the art of High Sorcery. A Wizard of High Sorcery who gains a new class, or (if already multiclassed) raises another class by a level may never again raise his Wizard of High Sorcery level, though he retains all of his Wizard of High Sorcery abilities.
This restriction does not apply to any spellcaster classes that draw upon the power of High Sorcery. Wizards of High Sorcery sometimes multiclass with other classes that help in their pursuit of magic. Some become Moon Disciples, War Wizards, or any number of other arcane spellcaster classes.
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