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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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