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Wizard of High SorceryD&D 3e (3.0/3.5) Rulesby Cam Banks & Matthew L. MartinOf all wielders of arcane magic on Krynn, the Wizards of High Sorcery are the most respected and feared. Following the teachings of Solinari, Lunitari, or Nuitari, these wizards delve deeply into the mysteries of High Sorcery. Divided into the Orders of the White Robes of Good, Red Robes of Neutrality, and Black Robes of Evil, all Wizards of High Sorcery believe in fostering magic, yet they differ strongly in their beliefs about the purpose of the Art. White Wizards believe that magic exists to protect the innocent, sustain and heal the Order of Creation declared by the High God, and inspire mortal souls to virtue and goodness. For Red Wizards, magic is an end in itself, to be respected and revered for its own sake, and secondarily used to prevent either Good or Evil from acheiving dominance in the world. Black Wizards, meanwhile, revere magic but believe that wizards should dominate the world and Black Wizards should dominate the Conclave--and most of them hold the ambition to dominate their own order of wizardry as well. Not all members of the Orders of Magic adopt the Wizard of High Sorcery Prestige Class; many follow the precepts of the Conclave and the principles of their particular order while progressing as wizards. This prestige class should be reserved for those wizards who committ themselves wholeheartedly to the principles of White, Red, or Black Sorcery, and delve into the unique nature of their order's magic. Almost all who enter this class are wizards. Hit Die: d4. RequirementsRace: Human, elf, half-elf, minotaur. Class SkillsThe Wizard of High Sorcery's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Str), Craft (Int), Knowledge (all skills, taken individually) (Int), 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.
Class FeaturesWeapon and Armor Proficiency: Wizards of High Sorcery gain no additional proficiency in any weapon or armor. Wizards of High Sorcery are mandated to limit their weapon choice to the dagger or the quarterstaff, but at many points in their history there have been exceptions and it is a rule that is seldom enforced over simple weapons. However, the use of martial weapons will draw the ire and opposition of the Orders, and therefore the Wizard's Research bonus will be suspended until such activity is satisfactorily ceased. Spells per Day: A Wizard of High Sorcery continues to train in arcane magic. Thus, 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. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on). This essentially means that he adds the level of Wizard of High Sorcery to the level of some other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. Domain: Wizards of High Sorcery are defined by their alignment. Each of the Orders is attuned to a different moral outlook, and this influence is directly tied into the Gods of Magic. At 1st level, the Wizard of High Sorcery selects a clerical domain from a limited list based on their moral alignment (Good, Evil or Neutral), gaining not only that domain's listed spell per level as a known spell, but the associated granted power (Note: this is not a bonus spell, merely an additional spell that may be prepared in addition to those in the wizard's spellbook). Spells from this domain are considered to be arcane spells in all respects, and must be prepared like the wizard's other spells, although they are not written into the wizard's spellbook.
If a Wizard of High Sorcery's moral alignment changes (e.g. from Good to Neutral), his or her domain is lost, including bonus spells and granted power. After one full cycle of the moon associated with their new alignment (Solinari for Good, Lunitari for Neutral, Nuitari for Evil) the Wizard selects a new domain from the choices open to their new alignment, and thereafter gets the bonus spells and granted power of that domain. Note that changing alignment is not the same as changing Orders. School Restriction: Beginning at 1st level, if the Wizard of High Sorcery is not already a specialist of one of her Order's chosen schools (see High Sorcery feat), she becomes one and must select a school specialty from that Order's list. Order secret: Starting at 2nd level, and at every other level after that, a Wizard of High Sorcery learns a secret taught to them by their Order, based on the ethos and principles of that Order. This must be chosen from the list corresponding to the Wizard's current Order - White, Red or Black. If the Wizard changes Orders, they retain knowledge of these secrets but may no longer choose secrets from their old Order. Note that changing alignment is not the same as changing Orders. Secrets of the Order of White Robes
Secrets of the Order of Red Robes
Secrets of the Order of Black Robes
Research (Ex): You have the support, resources and assistance of the Conclave and the Tower of High Sorcery. Starting at 3rd level you gain a bonus to Spellcraft checks when attempting to research new spells, copy spells, identify command words for items, and similar situations. This bonus increases every other level. In addition, each level that you gain this ability, you may also acquire a bonus spell on top of bonus spells that you would otherwise acquire from spellcaster level advancement. This spell must be of a level that you can cast. Wizards of High Sorcery and the Moons of Magic: Wizards of High Sorcery may take the Greater Moon Magic feat (See Skills & Feats section) like any other wizard, as long as they meet the requirements of that feat. Ex-Wizards of High Sorcery: A Wizard of High Sorcery who betrays the three Orders of Magic, is expelled from the Orders for crimes against the Conclave, or otherwise abandons or loses their eligibility as a member of the Orders loses all bonus spellcasting levels and research bonuses from this Prestige Class and is considered a Renegade wizard. They retain access to any secret that they may have learned as a Wizard of High Sorcery. Characters with this prestige class who gain a new class or take levels in a previous class, with the exception of the arcane spellcaster class they had previously, may never again take levels in Wizard of High Sorcery. They retain all their abilties unless they also qualify as a Renegade, as above. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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