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cover with a bow or crossbow, nor hide behind a shield wall skills, with no more than 10 points awarded

points awarded to one skill. Every


and use a polearm. In extreme situations, like saving the life level of advancement gives the Mariner an additional 10
of a defenseless innocent, a cavalier who cannot close to me- points, with not more than five points to be used on any one
lee range may use a bow. skill.
In any melee, the cavalier must attack the largest and most Special Hindrance: There are no specific hindrances,
powerful-looking enemy. If blocked by lesser troops, the cav- though successful pirate characters gain a reputation that
alier must disable them as quickly as possible, then get to the brings competing pirates, bounty hunters, and other unsa-
“real” opponent. vory individuals after them.
Cavaliers always own the best possible armor type, with the
goal of eventually owning a suit of full plate armor. Magical Wizard Group Classes
enchantment is less important than armor type: a cavalier
would turn down chain mail +5 to wear a suit of mundane Following a war to rid Krynn of all magic, wizards became
plate mail. highly organized and magic became jealously guarded. Wiz-
ards accustomed to the magical free-for-all on other worlds
All cavaliers follow a code of chivalry. The Code and Mea-
are in for a shock on Krynn.
sure of the Solamnic Knights is but one code, albeit the most
complex on Ansalon. Most other codes are similar, extolling
the virtues of honor, noble quests, fair play, protecting the in-
Wizards of high Sorcery
nocent, obedience to a lord, respect for peers, disdain for the Origins: In the Age of Dreams, before the stars were firmly
debase, glory in battle, death to evildoers, and death before fixed in the heavens, the gods of magic walked on Krynn. So-
dishonor. First to attack and last to withdraw is a common bat- linari, Lunitari, and Nuitari they were. They each held a love
tle philosophy for a cavalier. The DM and PC should work out for magic, for the new world of Krynn, and for the spirit-
a clearly understood code of chivalry before beginning play. beings called stars.
Should a cavalier violate this code, the first offense brings This third love was held by all the gods, which led to the
guilt. (The DM informs the PC as much.) The second offense All-Saints’ War. The three gods of magic did not join in the
strips all cavalier special abilities from the PC until he repents battles, choosing instead to orbit the planet. But their eyes
and performs a dangerous task, adhering to his code, but and hearts were ever attentive to the fate of the stars. During
without his powers. A third failing without repentance means the long war, each god took occasion to walk Ansalon in
the cavalier has abandoned the class completely. He suffers a search of one mortal follower. They each found such a crea-
permanent -3 reaction penalty from all members of his own ture and bestowed on it the keys to the Lost Citadel-an
culture (even the evil folk). His horse flees as soon as it can. It amazing place of magic beyond the circles of the universe.
would rather die than let the fallen cavalier ride it again. Taking their disciples to the Lost Citadel, the gods taught them
Wealth Options: The cavalier starts with the basic Warrior the three Foundations of Wizardry:
wealth of 564x10 stl. 1) All wizards are brothers in their order. All orders are
brothers in the power.
Mariners 2) The places of High Wizardry are held in common
among all the orders and no sorcery is to be used there in
This class of character is part anger against fellow wizards.
fighter, part sailor, and even 3) The world beyond the walls of the towers may bring
part thief. Call them pirates, pri- brother against brother and order against order, but such
vateers, or buccaneers, they is the way of the universe.
use their skills for everything Returning their apprentices to Krynn, the gods of magic es-
from stealing from other ships tablished the three Orders of High Sorcery. Solinari, god of
to defending those who are Good magic, founded the Order of the White Robes; Luni-
preyed upon by pirates. The tari, god of Neutral magic, founded the Order of the Red
skills are the same; only the mo- Robes; and Nuitari, god of Evil magic, founded the Order of
tivations are different. the Black Robes. Initially, the Orders of Sorcery were loosely
Some mariners are unremark- knit groups of wizards. As war with the dragons grew inevita-
able in their goals. They seek ble, the Masters of each order assembled at the Lost Citadel
only to make a living and Sail the seas unmolested. Others to proclaim the unity of the orders.
make that living by piracy against innocent ships as well as Since that time, all Wizards of High Sorcery vow first loyal-
raiding coastal communities. ty to magic and its continued existence on Ansalon. This loy-
alty lets magic flourish, despite attempts to eliminate it. After
Mariners Minimum this primary loyalty, wizards have loyalty to their orders. A
Strength 12 White Robe and a Black Robe wizard, fighting in opposing
Dexterity 11 armies, would do everything necessary to destroy each other.
If the wizards met on neutral ground, however, they would
Mariners may be of any alignment except lawful good. most likely compare notes and discuss magical matters. If an
Weapon Proficiencies: Required: Cutlass, Belaying Pin, or outside force were threatening the destruction of magic, the
Gaff Hook. wizards would band together to stop it.
Nonweapon Proficiencies: Bonus Proficiencies: Rope Use,
Seamanship, Tumbling. Recommended: Direction Sense, Moons and Magic
Fishing, Swimming, Weather Sense, Appraising, Gaming,
Each of the three Orders of High Sorcery receives its powers
Tightrope Walking, Navigation.
from one of the three magic moons. Wizards of the White
Equipment: Mariners do not wear metal armor: it tangles in
the rigging and drowns those who fall overboard. Robes gain power from Solinari, Red Robes from Lunitari,
Special Benefits: Mariners gain the thieving abilities Climb and Black Robes from Nuitari.
The phase and alignment of a specific moon affects the
Walls, Detect Noise, Hide in Shadows, and Move Silently. In
power level of a given order. For example, Lunitari in low
addition to the base totals and race and Dexterity bonuses,
the 1st-level mariner has 30 points to distribute to the four sanction provides penalties to Red Robes, but does not affect

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the other two orders. Wizards of 1st through 3rd level are towers of high Sorcery
never affected by the lunar phases: their spells are of low
enough power. In pre-Cataclysm days, five towers served as common ground
for the Orders of High Sorcery. These towers stood in the lo-
Moon Phase Effects Table cations eventually known as Palanthus, Wayreth, Istar, Dalti-
Moon Saving Additional Effective goth, and the Ruins.
Phase Throw Spells Level The general plan for the towers’ construction was decided
W axing Normal +1 Normal by a committee of members from all three orders. They de-
High Sanction +1 +2 +1 signed a central complex with a tower surrounded by a field
W aning Normal 0 Normal or garden. The actual construction, however, was overseen
Low Sanction -1 0 -1 by the wizards living in each area. Thus, despite the standard-
ized design, each tower reflects the tastes of the region.
Only wizards of 6th level or higher and with Intelligence of In addition to differing decorations, each tower has a
15 or greater receive high sanction bonuses. Others default to unique field. The Tower of Wayreth is surrounded by a trans-
the waxing bonuses. The additional spells can be of any level dimensional field, which allows it to appear anywhere within
that the wizard can cast. 500 miles of its original location in Wayreth Forest. The Tower
in Palanthus is surrounded by the Shoikan Grove, which em-
Moon Alignment Effects Table anates a powerful fear spell. These two towers are the most
Saving Additional Effective popular, most well-known of the five.
Alignment Throw Spells Level Details about the other three towers are sketchy, thanks in
Sol with Lun. +1 +1 +1 part to the Cataclysm. Apparently the garden around Dalti-
Nuit with Lun. +1 +1 +1 goth once caused sleep, that around lstar made characters
Sol with Nuit. +1 0 Normal forget, and that around the Ruins created intense feelings of
All Three Moons. +2 +2 +1 passion. In addition, a series of unique wards and obstacles
created a first line of defense for these towers.
Note that all alignment effects are cumulative with all All the towers are neutral zones. Fighting among wizards at
phase effects. Thus, when all three moons are aligned in high the towers is forbidden, punishable by immediate death.
sanction, a wizard would gain a +3 saving throw, +4 spells,
and +2 effective levels. This singular event is called the Night Organization
of the Eye-the three moons line up in front-to-back order
The Orders of High Sorcery are ruled by a representative
(Nuitari, Lunitari, and Solinari), resembling a huge white eye
council of 21 wizards called the Conclave of Wizards. Seven
with a black pupil and a red iris. It is a terrifying sight. Most
archmages (18th level or above) of each order serve as a dele-
nonspellcasting folk fear this night, for it sets all magic is at its
gation to the Conclave of Wizards. The Conclave convenes
peak.
in accordance with the moon cycles to discuss routine as well
Use the following chart to determine the moon cycles. The
as urgent issues.
outer ring represents the cycle of the largest and farthest
One of the seven delegates from each order serves as the
moon, Solinari, whose orbit is shown divided into 36 days.
The second ring represents the cycle of the second largest order’s Master. The means of selecting the Master differ from
order to order: white Robes hold an election; Red Robes
moon, Lunitari, whose orbit takes 28 days. The inner ring rep-
draw lots from the seven Conclave members; Black Robes
resents the cycle of the smallest and nearest moon, Nuitari,
hold contests to prove magical prowess and domination.
whose orbit takes only 8 days. To determine alignment, find
the moons’ relative positions and phases on a given day, then Once a Master is chosen, he or she serves for life unless con-
victed of a serious breach of loyalty by unanimous vote of
add (or subtract) an equal number of days on each track to
that order’s delegation.
determine the positions on another day.
The Master of the Conclave, the highest official in the Or-
der of High Sorcery, is elected from the twenty-one Conclave
delegates. This election takes place through a consensus
spell, which instantaneously gauges the collective will of
Krynn’s wizards on a specific topic.

Early Life of a Wizard and the test of high Sorcery

All who wish to join an Order of Wizardry begin their train-


ing as children, studying under an archmage (18th level or
higher), usually an archmage approved by the Conclave of
Wizards. Low-level wizards (1st through 3rd levels) can dab-
ble in magic without declaring an alignment or loyalty to the
Conclave. Such minor magics are not even affected by the
flux of the moons.
With greater power, however, comes greater responsibility.
Those who seek to progress beyond the fundamentals of
magic must travel to the Tower of Wayreth. There, the young
wizard declares an alignment and pledges loyalty to an Order
of High Sorcery. The applicant is apprenticed to a higher level
wizard, often the original mentor.
Once this is accomplished, the apprentice must take the
Test of High Sorcery. TheTest of High Sorcery measures a wiz-
ard’s magical abilities and tells how the applicant will use cur-
rent and future abilities. Each initiate’s test differs, designed
exclusively to measure strengths and weaknesses. In all tests,

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failure means death. The wizards are less interested in the ap- Wizards of the Black Robes
plicant’s alignment than whether or not he will use the power
of magic in a responsible manner. Wizards of the Black Robes em-
In all versions of the Test, the applicant faces three trials of brace the cause of Evil. They do
magic knowledge and use. These trials include the casting of not, however, hurl random fire-
all spells the initiate knows. In addition, the Test includes balls at peasants’ cottages, for
three trials that cannot be solved by magic alone. One such such activities would abuse and
trial involves combat against an ally; another includes solo jeopardize their chief love-
combat against a far more powerful opponent (two levels magic. Black Robe Wizards
higher). The third trial is always a mystery. Those attempting may be cruel, but they are self-
the Test may bring companions along, but occasionally these ish and cunning also, avoiding
folk never return. open acts of violence if a more
A wizard may change Orders after taking the Test. In these subtle way can be found.
cases, however, the wizard loses two levels of experience
and remains for one month unaffected by the new Order’s
allowable Schools of Magic
moon.
The following schools of magic are open to Black Robe Wiz-
Wizards of the White Robes ards.
Abjuration Greater Divination
A White Robe Wizard acts to Alteration Invocation/Evocation
promote Good. Aside from his Conjuration/Summoning Necromancy
vow to support magic, the Enchantment/Charm
cause of Good is his central
concern. Acts that violate the Spells from “forbidden” Schools
precepts of Good lead to the
Schools of magic not listed as allowable are available only in
character’s ruin. White Robe
part. A Wizard of High Sorcery may never use a spell of 4th
Wizards who stray from the
path soon find they are unaf- level or above from a forbidden school. All spells of levels 1
through 3, however, are open to Wizards of High Sorcery
fected by Solinari.
with the following restriction: No more than half of a wizard’s
White Robe Wizards often as-
allowed spells may be from a forbidden school. Thus, a 5th-
sist Good-related quests and
level wizard, who can memorize four 1st, two 2nd, and one
causes, finding themselves allied with paladins, Good clerics,
3rd level spell, may memorize only two 1st-and one 2nd-
and Knights of Solamnia.
level “forbidden” school spell.

allowable Schools of Magic


Game Information for Wizards of high Sorcery
The following schools of magic are open to White Robe Wiz-
Wizards of High Sorcery belong in the wizard character
ards.
class. They can be mages or specialists, with all the appropri-
Abjuration Enchantment/Charm
ate benefits and drawbacks outlined in the 2nd Edition Play-
Alteration Greater Divination
er’s Handbook.
Conjuration/Summoning Invocation/Evocation
Alignment: Though a wizard need make no alignment dec-
laration until 3rd level, a 1st level wizard may declare an in-
Wizards of the Red Robes clination toward law, neutrality, or chaos. Then, when
declaring the second half of his alignment (i.e., before taking
Wizards of the Red Robes tread the Test), the wizard’s alignment will be complete.
the delicate path of Neutrality. Minimum Requirements: Wizards require a minimum In-
Besides an ultimate loyalty to telligence of 9. An Intelligence of 15 or above earns the PC a
magic, a Red Robe Wizard 10% bonus to all earned experience points.
works to balance Good and
Evil. Wizards of the Red Robes Wizards of High Sorcery Advancement Table
often act as the moderating
voice of reason and peace. Level Experience Points Hit Dice (1d4)
While the forces of Good and 1 0 1
Evil battle for control of Krynn, 2 2,500 2
the forces of Neutrality seek on- 3 5.000 3
ly to maintain the world. Declare alignment, pledge loyalty, take Test
4 10,000 4
allowable Schools of Magic 5 20,000 5
6 40,000 6
The following Schools of Magic are open to Red Robe Wiz- 7 60,000 7
ards. 8 90,000 8
Abjuration Enchantment/Charm 9 135,000 9
Alteration Illusion/Phantasm 10 250,000 10
Conjuration/Summoning Invocation/Evocation 11 375,000 10+1
12 750,000 10+2
13 1,125,000 10+3
14 1,500,000 10+4
15 1,875,000 10+5

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Level Experience Points Hit Dice (1d4) High Sorcery. Should the renegade refuse, or if the Red Robes
16 2,250,000 10+6 fail in their attempt to capture him, the Red Robes will hunt
17 2,625,000 10+7 down and destroy the renegade, citing him to be a threat to
18 3,000,000 10 + 8 Master * the balance.
19 3,375,000 10+9 Black Robe wizards will attempt to capture the renegade
20 3,750,000 10+10 and try to win him over directly to the Black Robe Order.
21 4,150,000 10+11 Should he refuse, the renegade is persuaded to remain rene-
22 4,550,000 10+12 gade or killed.
23 5,000,000 10+13
24 5,500,000 10+14 “Name” Spells
25 6,000,000 10+15
*Only one wizard of each order earns the title of Master. Spells found in the 2nd Edition Player’s Handbook and Tome
of Magic that include the proper name of a character outside
Wizard of High Sorcery Spell Progression of Ansalon are not available to Wizards of High Sorcery.
Spells with any of the following names are immediately dis-
Level 1 2 3 4 5 6 7 8 9 qualified: Bigby, Drawmij, Elminster, Evard, Leomund, Melf,
1 1 - - - - - - - -
Mordenkainen, Nystul, Otiluke, Otto, Rary, Tasha, Tenser.
2 2 - - - - - - - -
DMs may allow Wizards of High Sorcery to research the
3 2 1 - - - - - - -
banned spells. A successful research attempt means the wiz-
4 3 2 - - - - - - -
ard has created his own version of the spell and can name it
5 4 2 1 - - - - - -
after himself.
6 4 2 2 - - - - - -
7 4 3 2 1 - - - - - Priest Group Classes
8 4 3 3 2 - - - - -
9 4 3 3 2 1 - - - - Astinus of Palanthas states that “every mortal act has an im-
10 4 4 3 2 2 - - - - mortal audience.” In a world with 21 true gods, this state-
11 4 4 4 3 3 - - - - ment can hardly be doubted. Some gods, such as Paladine
12 4 4 4 4 4 1 - - - and Kiri-Jolith, watch the drama of history with benevolent
13 5 5 5 4 4 2 - - - concern. Others, such as Takhisis and Morgion, hope to one
14 5 5 5 4 4 2 1 - - day dominate the land. Still others, such as Gilean and Reorx,
15 5 5 5 5 5 2 1 - - want only to preserve the balance of creation.
16 5 5 5 5 5 3 2 1 - These three groups of gods comprise the celestial families
17 5 5 5 5 5 3 3 2 - of Good, Evil, and Neutrality, respectively. Each of the three
18 5 5 5 5 5 3 3 2 1 families contains seven members, for a total of 21 gods. The
19 5 5 5 5 5 3 3 3 1 three families are in turn overseen by the High God. This
20 6 5 5 5 5 4 3 3 2 greatest of beings never trifles with the lives of mortal folk. If
21 6 5 5 5 5 4 3 3 2 other gods exist beyond the pantheon of 21, they do not act
22 6 6 5 5 5 5 4 3 2 on Krynn, nor do they empower priests to act for them.
23 6 6 6 5 5 5 4 3 3 Further information on the gods appears in the “Realms
24 6 6 6 6 5 5 5 4 3 Above” section of this book.
25 6 6 6 6 6 5 5 4 4
holy Orders of the Stars
Renegade Wizards
The Holy Orders of the Stars are the faiths that worship the 21
true gods of Krynn—by whatever names they know them. Just
Wizards who live outside the as the pantheon consists of three celestial families, so too, the
strictures of the Towers of Sor- gods’ worshipers fall into three holy orders. Priests of a Good
cery, as well as wizards who god belong to the Order of Good, those of an Evil god belong
come from other worlds or to the Order of Evil, and those of a Neutral god belong to the
planes, are known as renegade Order of Neutrality.
wizards.
A renegade wizard who has
Order of Good: Priests of the
come to the attention of the Or-
Good Order defend and pre-
ders is seen as a threat which
serve life, protect and promote
must be either absorbed, neu-
the welfare of all, and uphold a
tralized, or eliminated. Each code of conduct that embodies
Order has its own way of deal- the principles of Good. Good
ing with a renegade.
priests work to convince every-
White Robe wizards will capture the renegade using as lit-
one to renounce selfish striv-
tle violence as possible. The renegade is informed that he ings and devote themselves to
must go before the Conclave and join an Order of High Sor- performing just and merciful
cery. If the renegade refuses, he is magically cast out of
acts for others and for the gods.
Krynn. If the White Robes fail to capture the renegade, they
Though some think this strict
will keep tabs on his location, destroying him only if the rene- code of conduct fetters Good priests, the priests themselves
gade proves to be a menace to the ways of magic or to inno- feel liberated by it.
cents.
The Good Order is led by the Chosen Prophet, who has six
Red Robe wizards will attempt to capture the renegade
Prophets as assistants. The Chosen Prophet is a priest of Pala-
with as much force as deemed necessary, usually increasing dine and the six Prophets are the lead priests of the six other
in proportion with the renegade’s resistance. The renegade is Good gods. Only one Chosen Prophet exists on Krynn, and
brought before the Conclave and asked to join an Order of only one Prophet exists for each of the other gods of Good.

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