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Wizard of High Sorcery

D&D 3e (3.0/3.5) Rules

by Cam Banks & Matthew L. Martin


Of 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.

Requirements

Race: Human, elf, half-elf, minotaur.
Skills: Knowledge (arcana): 8 ranks, Spellcraft: 8 ranks.
Feats: High Sorcery (See Skills and Feats section), and any two metamagic feats.
Spells: Ability to prepare arcane spells of 3rd level or higher.
Special: Must have passed the Test at the Tower of Sorcery and been accepted into the Conclave.

Class Skills

The 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.

Wizards of High Sorcery
Class Level Base Att. Fort Save Ref Save Will Save Special Spells per day
1 +0 +0 +0 +2 Domain, school restriction +1 Spellcaster Level
2 +1 +0 +0 +3 1st Order secret +1 Spellcaster Level
3 +1 +1 +1 +3 Research +1 +1 Spellcaster Level
4 +2 +1 +1 +4 2nd Order secret +1 Spellcaster Level
5 +2 +1 +1 +4 Research +2 +1 Spellcaster Level
6 +3 +2 +2 +5 3rd Order secret +1 Spellcaster Level
7 +3 +2 +2 +5 Research +3 +1 Spellcaster Level
8 +4 +2 +2 +6 4th Order secret +1 Spellcaster Level
9 +4 +3 +3 +6 Research +4 +1 Spellcaster Level
10 +5 +3 +3 +7 5th Order secret +1 Spellcaster Level

Class Features

Weapon 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.

  • Good (White): Good, Protection
  • Neutral (Red): Luck, Trickery
  • Evil (Black): Evil, Death

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

  • Magic of Defense: "The magic should be used for protection, to shield the innocent and protect the Order of Creation." Abjuration spells cast on others have a +1 effective caster level.
  • Magic of Radiance: "Though darkness may surround the light, it is light that drives back darkness." Spells that inflict damage may be cast as radiant. Half the damage from radiant spells is considered positive energy damage, and may still affect targets who are resistant or immune to the spell's normal energy type (if any). In addition, undead take double damage from the positive energy component of the spell (essentially, the spell inflicts 1.5 times the damage upon undead). Radiant spells give off as much light as a light spell of equivalent caster level as a side effect.
  • Magic of Redemption: "The magic should be used to free the minds of mortals and call them to light." Any of the wizard's prepared spells of the appropriate level may be used as a counterspell for the purposes of countering an opponent's mind-affecting spell. The wizard must still succeed at a Spellcraft roll to determine the spell in question.
  • Magic of Sustenance: "Goodness sustains when all else fails." Your magic is not as taxing upon your resources. Add your Wizard of High Sorcery level to your Concentration checks when trying to cast spells under adverse conditions, injury, or when distracted.
  • Magic of Truth: "Magic is the handmaid of truth." Divination spells cast to determine truth or falsehood have a +1 effective caster level.

Secrets of the Order of Red Robes

  • Magic of Balance: "Neither light nor darkness should grow too powerful in the world." Once per day for every two levels of Wizard of High Sorcery, you may force another arcane spellcaster's spell to be cast at your effective level rather than that of the caster's. This requires a Ready action and a successful Spellcraft check (DC 10 + spell level) just as if you were attempting a counterspell. If the spellcaster targeted is a willing recipient of this secret, this check may be made with a +4 bonus.
  • Magic of Discord: "Sometimes freedom requires compulsion." Mind-affecting spells that you cast are especially hard to resist. Increase the DC to save against your mind-affecting spells by your levels in Wizard of High Sorcery.
  • Magic of Fortune: "Chaos can be a useful tool in preserving the Balance." Once per day for every two levels of Wizard of High Sorcery, you may force an opponent to re-roll their saving throw check to resist spells that you cast upon them. This has no effect on spells that damage or affect others indirectly.
  • Magic of Mystery: "Mystery is the magic's best protection." Your spells are harder to recognize. The DC of any Spellcraft check made to identify a spell cast by you is increased by your Wizard of High Sorcery levels.
  • Magic of Shadow: "Light reveals; darkness blinds. The melding of the two in shadow can shape what others believe." Spells may be cast with illusory metamagic effects. Any single metamagic feat possessed by the wizard (except Quicken Spell, Silent Spell or Still Spell) may be applied to a spell as a shadow feat at no additional spell level cost, but the target is allowed a Will save to recognize it as false (DC 10 + level in Wizard of High Sorcery + Charisma bonus). A failed save means the spell functions as if it had been modified by the metamagic feat. A successful save means the spell functions as normal. Spells so modified are harder to recognize for what they are for purposes of being counterspelled - the DC of any Spellcraft check to recognize the spell is increased by +2 if the illusory effects are not successfully disbelieved.

Secrets of the Order of Black Robes

  • Magic of Darkness: "Darkness was before the beginning and shall remain beyond the end." Spells that inflict damage may be cast as dark. Half the damage from dark spells is considered negative energy damage, and may still affect targets who are resistant or immune to the spell's normal energy type (if any). Negative energy damage inflicted by dark spells may only be recovered by a lesser restoration or restoration spell (which restores all negative energy damage), or cure spells (which act normally). It does not heal naturally. Undead take no damage from the negative energy component of the spell (essentially, the spell inflicts half damage upon undead).
  • Magic of Hunger: "Hunger drives all things; power and wisdom come through best satisfying it." You may draw even further upon your own resources in order to increase the scope of your magic. Each day, you may increase the number of spells you can prepare of a given spell level by one at the cost of 1 point of Constitution damage per level of spell. For example, you may prepare one additional 3rd level spell at the cost of 3 Constitution points. This damage is temporary and is recovered by the next day but cannot otherwise be healed or restored. You cannot use this ability to prepare spells of a level that you do not yet have access to. All effects of lower Constitution are in effect until the points are regained (including lower Fortitude saves, fewer hit points, and impaired Concentration checks).
  • Magic of Pain: "Those who endure pain shall triumph; those who cannot endure shall be broken by it." Once per day for every 2 levels of Wizard of High Sorcery, cast a spell that inflicts damage as +1 spellcaster level at the cost of damage to yourself. Each spell so enhanced also deals damage to you as if it were cast by a 1st level wizard (even if it would not normally be available). You do not get a saving throw to avoid this damage. This damage may be recovered normally.
  • Magic of Betrayal: "Nothing brings rewards as swiftly and easily as treachery." Once per day for every 2 levels of Wizard of High Sorcery, cast a spell on yourself with a +1 effective caster level in exchange for dealing 1d6 points of damage per spell level to an ally within 30 ft. The ally is allowed a Fortitude save (DC 10 + levels in Wizard of High Sorcery + Int bonus) for half damage.
  • Magic of Fear: "If pain is the sword, fear is the shackles." Your spells are intimidating. As a free action, you may make an Intimidate check against an opponent whenever you cast a spell in their presence, with an additional bonus equal to the spell level. In addition, spells that cause or induce fear may be cast at +1 effective caster level.

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.

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