Wizard of High Sorcery
D&D 3e (3.0/3.5) Rules
All spellcasters that use arcane magic will eventually be approached by someone from one of the three orders of magic. These spellcasters are usually approached when word has reached the order of magic that the person can cast third-level or higher spells. It is at this time that the character is "highly encouraged" to take and pass the Test of High Sorcery at the Tower of Wayreth.
The Test entails at least three tests of the spellcaster's knowledge and use of magic; the Test should require the casting of all spells known to the initiate; at least three tests that cannot be solved by magic alone; at least one combat against a character known to the initiate as an ally; at least one solo combat against an opponent who is two levels higher than the initiate.
Once the initiate has passed the Test, the character must choose an order (and abide by that order's rules). The character is now free to continue advancement in the character's original class or may take the Wizard of High Sorcery prestige class. Regardless of the character's choice, the character must still abide by the rules of his chosen order.
Wizards, sorcerers and bards are treated in the same manner regardless of each class's individual abilities. Any spells of 0th, 1st or 2nd level known to the character may be cast without regard to the character's chosen order. These spells are generally considered of such little power as to be unimportant in the overall use of magic.
Hit Die: d4.
To qualify to become a Wizard of High Sorcery, a character must fulfill the following requirements:
Base Will Save: +4.
The Wizard of High Sorcery's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
All of the following are class features of the Wizard of High Sorcery prestige class.
Weapon and Armor Proficiency: A Wizard of High Sorcery gains no proficiency with any weapon or armor.
Moon Magic: As described in the Dragonlance Campaign Setting.
Tower Resources: As described in the Dragonlance Campaign Setting.
Item of Magic: Upon becoming a Wizard of High Sorcery, the character is given a magical item. This item may be a ring, rod, staff, wondrous item or, in rare circumstances, an artifact may be given to the character by the Wizards' Conclave. Roll 1d20 to determine the item's value. 1-14 = Medium item, 15-19 = Major item, 20 = Artifact. Roll randomly to determine the type of item received.
Bonus Feat: At 2nd level and every 5 levels thereafter, the Wizard of High Sorcery gains a bonus feat. This feat must be an item creation feat, a metamagic feat, or Spell Mastery.
Spell Focus: At 2nd level and every 4 levels thereafter, the Wizard of High Sorcery gains the Spell Focus feat. The feat must be applied to one of the schools of magic favored by his order as described in the Wizard of High Sorcery section of the Dragonlance Campaign Setting. If the character already has Spell Focus for both schools favored by his order, he may select the Greater Spell Focus feat for one of his favored schools. If the wizard already has Greater Spell Focus for both of his order's favored schools, he may apply his new feat to the schools of Conjuration or Evocation.
If the wizard changes orders, when he gains a new level he may switch one of his Spell Focus schools to one that is favored by his new order. He may do this until he has switched all Spell Focus schools that have been granted by this class. He may not switch any Spell Focus abilities that he received from other sources.
Concentration: At 4th level, the Wizard of High Sorcery gains a +4 bonus on Concentration checks to cast spells. This ability stacks with the Combat Casting feat.
Spell Slot: At 7th level and every odd level thereafter, the Wizard of High Sorcery gains one spell slot per day of any level he may currently cast.
Restriction of Spell Selection: A Wizard of High Sorcery may learn any spell from any school; this is so that the wizard might be prepared to defend himself when faced by spells of opposing orders. If a Wizard of high Sorcery learns and uses spells from schools favored by orders other than his own, the wizard will be investigated by the Conclave and, if found guilty of using spells favored by orders not of his own, he will be punished as decreed by the Conclave. This punishment may be simply a change in the order the Wizard belongs to, or the wizard may be branded a renegade and destroyed by the Conclave. Wizards of High Sorcery may use spells of any school as long as they are 0th-, 1st-, or 2nd-level spells.
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