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       #Post#: 1324--------------------------------------------------
       The Wizards of High Sorcery 
   DIR By: Dungeon Master
       Date: March 11, 2026, 2:36 am
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       [center]The Wizards of High Sorcery [/center]
       Of all the orders of the world of Krynn, none are as old, as
       feared, or as respected as the Orders of High Sorcery. They came
       into being almost at the beginning of the world; their tale is
       that of the three Gods of Magic. The gods of magic, Solinari,
       Lunitari, and Nuitari, walked the face of creation before the
       stars settled in their places. Though they had a common love of
       magic, each had aspects that differed greatly from those of the
       others. Each also chose a different path in the universe.
       They saw the other gods wheeling through the heavens and
       aligning themselves against one another according to their goals
       and philosophies. The All-Saints War was coming, as their vision
       and foresight had warned. The three gods feared that they too
       must choose. Bound by the common bond of magic, these three
       looked about the face of Krynn and loved it greatly.
       Thus, they did not join their fellow gods in the heavens but
       stayed close to the world. They revolved about it, granting
       their powers to those who would follow their ways. Each god was
       granted a time to walk the face of Krynn and seek out a
       follower. Each found an apprentice and to each did they give the
       keys to the Lost Citadel--a fabulous place of wizardry that
       stood beyond the circles of the universe itself. Here, the gods
       taught them the Foundations of Wizardry.
       1. All wizards are brothers in their order. All orders are
       brothers in the power.
       2. The places of High Wizardry are held in common among all
       orders, and no sorcery is to be used there in anger against
       fellow wizards.
       3. The world beyond the walls of the towers may bring brother
       against brother and order against order, but such is the way of
       the universe.
       The Orders of Sorcery began as loosely organized groups of
       wizards. It was not until much later that the orders became
       formalized and structured. During the Age of Dreams at the onset
       of the First Dragonwar, the masters of each of the orders came
       together at the Lost Citadel and proclaimed the unity of the
       orders.
       The Lost Citadel was a wondrous place from whence the master
       wizards ruled their orders in peace and harmony, far removed
       from the world of Krynn. Both palace and fortress, it provided a
       place where the powers of magic could be tempered by the wisdom
       of the Conclave of Wizards. It is important for any magic-user
       in Krynn to remember that a wizard's only loyalty is to magic.
       This is the primary reason that magic has remained in the world,
       despite many efforts to eliminate it.
       #Post#: 1326--------------------------------------------------
       The Magic of the Moons
   DIR By: Dungeon Master
       Date: March 11, 2026, 3:45 am
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       [center]The Magic of the Moons[/center]
       Each of the three Orders of High Sorcery receives its powers
       from one of the three magic moons. Wizards of the White Robes
       gain power from Solinari, Red Robes from Lunitari, and Black
       Robes from Nuitari.
       The phase and alignment of a specific moon affect the power
       level of a given order. For example, Lunitari in low sanction
       provides penalties to Red Robes, but does not affect the other
       two orders. Wizards of 1st through 3rd level are never affected
       by the lunar phases: their spells are of low enough power.
       Moon Phase Effects Table
       Additional Effective
       Spells Level
       MoonSaving +1 Normal
       PhaseThrow +2 +1
       WaxingNormal 0 Normal
       High Sanction +1 -1
       WaningNormal 0
       Low Sanction -1
       Only wizards of 6th level or higher and with an Intelligence of
       15 or greater receive high sanction bonuses. Others default to
       the waxing bonuses. The additional spells can be of any level
       that the wizard can cast.
       Moon Alignment
       Effects Table
       Saving Additional Effective
       Alignment Throw Spells Level
       Sol with Lun +1 +1 +1
       Nuit with Lun +1 +1 +1
       Sol with Nuit +1 0 Normal
       All Three Moons +2 +2 +1
       Night of the Eye
       Note that all alignment effects are cumulative with all phase
       effects. Thus, when all three moons are aligned in high
       sanction, a wizard would gain a +3 saving throw, +4 spells, and
       +2 effective levels. This singular event is called the Night of
       the Eye -- the three moons line up in front-to-back order
       (Nuitari, Lunitari, and Solinari), resembling a huge white eye
       with a black pupil and a red iris. It is a terrifying sight.
       Most non-spell casting folk fear this night, for it sets all
       magic is at its peak.
       Use the following chart to determine the moon cycles-
       The outer ring represents the cycle of the largest and farthest
       moon, Solinari, whose orbit is shown divided into 36 days.
       The second ring represents the cycle of the second-largest moon,
       Lunitari, whose orbit takes 28 days.
       The inner ring represents the cycle of the smallest and nearest
       moon, Nuitari, whose orbit takes only 8 days.
       To determine alignment, find the moons' relative positions and
       phases on a given day, then add (or subtract) an equal number of
       days on each track to determine the positions on another day.
       #Post#: 1327--------------------------------------------------
       Wizards of High Sorcery Advancement Table
   DIR By: Dungeon Master
       Date: March 11, 2026, 4:07 am
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       [center]Wizards of High Sorcery Advancement Table[/center]
       [center]*Note: As DM, I have broken the Level Limits for High
       Sorcery and set a new ceiling at Twenty Five, with only a few
       being allowed to advance that far, if they have enough
       Intelligence and Wisdom, and any misuse that is caught, will be
       tried and censured [/center]
       
       Level Experience Points Hit Dice (1d4)
       1 0 1    Student
       2 2,500 2 Novice
       3 5,000 3 Initiate
       Take the Test of High Sorcery, declare alignment, and pledge
       loyalty
       White/Red/Black
       4 10,000 4 Ninth Order
       5 20,000 5 Eighth Order
       6 40,000 6 Seventh Order
       7 60,000 7 Sixth Order
       8 90,000 8 Fifth Order
       9 135,000 9 Fourth Order
       10 250,000 10 Third Order  Black Robe Trimorte
       11 375,000 10+1 Second Order Black Robe Brother to Darkness
       12 750,000 10+2 First Order Black Robe Blackmage
       13 1,125,000 10+3          Black Robe Master *
       14 1,500,000 10+4
       15 1,875,000 10+5
       Level Experience Points Hit Dice (1d4)
       16 2,250,000 10+6
       17 2,625,000 10+7
       18 3,000,000 10+8 White Robe Master
       19 3,375,000 10+9
       20 3,750,000 10+10
       21 4,150,000 10+11
       22 4,550,000 10+12
       23 5,000,000 10+13
       24 5,500,000 10+14
       25 6,000,000 10+15
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