Wizards of High Sorcery

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The Moons of Magic
Location of the Moons
Moon Tracking Chart
The Conclave of Wizards
The Spheres of Magic
The Towers of High Sorcery
The Tower of Wayreth
The Shoikan Grove of the Tower of Palanthus
The Tower of High Sorcery at Palanthus
Guardian Groves of the Destroyed Towers
Early Life of a Wizard
Student Magic-Users
Test of High Sorcery
Changing Orders After the Test
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Wizards of the White Robes
Wizards of the Red Robes
Wizards of the Black Robes
Renegade Wizards
Illusions and Krynn
Spells of High Sorcery
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DLA

Of all the orders of the world of Krynn,
none are as old, as feared, or as respected as <morale/reaction modifier?>
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, <c?>
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 (see page 29).
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.

A wizard of the Black Robes and a wizard of
the White fighting on opposing sides of a war
(such as the War of the Lance) would not hesitate
to destroy each other. When these wizards
meet on neutral ground (such as a Tower of
High Sorcery), they are likely to enter into an
eager discussion of magic. If attacked by an
outside force seen as a threat to their magic (a
renegade wizard, for example), both would
join together to fight in defense of the magic.

A wealth of information on wizards, magical lore,
The Towers, and the Tower guardians
exists in the DRAGONLANCE novels.
Those interested in acquiring more detailed
info than is provided here should
draw from those works.

Q: Can a PC on Krynn opt to become
an illusionist? Can a Wizard of High
Sorcery cast both illusionist and
magic-user spells?
A: All illusionists on Krynn are renegades
(DLA, pages 13 and 36). A Wizard of High
Sorcery can cast spells from any sphere of
magic allowed to his order (DLA, pages 35-
36 and 126-127), illusions included.
(143.12)

The Moons of Magic

Since the creation of the world, the three
moons of magic have circled the globe of
Krynn, bringing with them the waxing and
the waning of their followers' magical powers.

Each of the three Orders of High Sorcery
receives its powers from one of the moons of
magic.
Wizards of the White Robes get their
powers from Solinari, Black Robe wizards get
their power from Nuitari, and neutral Wizards
get theirs from the red moon, Lunitari. It
is by the position and aspect of its moon that
each order gains its enhanced powers. The
aspect of Nuitari has no effect on the powers
of the White Robed wizards, for example.
Only the moon Solinari has an effect on the
wizards of the White Robes. The precise
effects of the positions of the moons on the
magic of Krynn is shown by the following
tables. Each phase of a moon has an effect on
the magic of that class of wizards.

Moon Phase Effects Table *
 
Moon Phase Saving Throw Additional Spells <+> Effective Level
Low Sanction -1 0 -1
Waning Normal 0 Even
Waxing Normal +1 Even
High Sanction +1 +2 +1 **

   * A wizard of 1st through 3d level is unaffected
by phases of the moons because of the
low power levels involved in his spells. It is for
this reason that the tests for wizards occur at
3d level or above as this is the point at which
wizards are considered to "come of age."

** Only a wizard of 6th level or higher who
also has an INT of 15 or above gains
this benefit from the moons.

+ The additional spells can be of any level
the wizard can cast.

    If two or more of the moons are aligned,
there are bonuses to the moon phase effects
given earlier. (Moons are aligned if the boxes
they occupy on the Moon Tracking chart [page
28] are in a straight line from the center of the
chart. For example. Lunitari on day 3 of its
orbital period is aligned with Nuitari on days
6 and 7 of its period and with Solinari on days
5 and 6 of its period.)

Moon Alignment Effects Table *
Alignment Saving Throw Additional Spells Effective 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

* Note that all plusses on this table are
cumulative with modifiers from other effects.
If all the moons were to align at the time of
High Sanction, then all wizards would have a
+3 saving throw, +4 additional spells and
+ 2 effective levels to their spell casting. This
is known as the Night of the Eye since the
moons move through the sky with a terrible
aspect and cause magic to be at its peak.

Locations of the Moons

The initial location of the moons is determined
by rolling 1d8 for each moon and placing
it in the indicated box along its orbit.
If you are playing a DRAGONLANCE campaign
game, then these are the starting locations
for the moons in your campaign.
Hereafter, advance the moons one box per
game day to keep track of their positions during
the campaign. This allows your players to
plan for regular changes in the lunar cycles.


 

The Conclave of Wizards

The Conclave of Wizards is convened on set
dates and times as dictated by the moons. The
Conclave meets regularly once each Foutweek
on the first day of High Sanction for the Ruling
Order. The Night of the Eye is a special
time when all of the orders gather together.
Conclaves can also be called by the Head of
the Conclave during times of grave crises that
affect all orders. The Conclave does not meet
when the Test is given as this is a normal function
of the tower and is handled on a routine
basis.

The Conclave of Wizards consists of three
factions with seven representatives from each.
Each of the Orders of High Sorcery is equally
represented at the Conclave and each is led by
a single individual selected by each order. The
chosen wizard is the Master of that order. The
selection process is left to each order and varies
from order to order. The Black Robe representative
is usually the most powerful wizard
of that order. This has from time to time
resulted in some rather fabulous contests of
wizardry as two sorcerers vie to establish who is
fit to rule their order. Such contests are invariably
held beyond the boundaries of the towers.
In the case of the White Robes, elections
are held to determine the master of their
order. The Red Robes draw lots from among
the seven members of the Conclave.

The Master of the Conclave is determined
by consensus, a spell that instantaneously
determines the combined will of all the wizards
of Krynn in a single matter. While not
always infallible in its ability to benefit the
Conclave as a whole, it still remains the method
of selection for the Master of all Sorceries.
The law of the Conclave is largely determined
in everyday matters by the head of the Conclave
and his law is final. If, however, a decision
is made which is against the will of the
Conclave, then a mandate may be called for in
which case a consensus is taken of the general
wizardry and a new Master of the Conclave is
then determined.

The Spheres of Magic

Magic operates within spheres in Krynn.
Only certain spheres are usable by the different
Orders of High Sorcery; spells castable by
wizards of one order may not necessarily be
cast by those of another order.

The Spheres of Magic have been defined as
follows:

Abjuration magics are primarily concerned
with the prevention and exclusion of particular
magical and nonmagical effects, situations,
or individuals, and include most spells
of protection, avoidance, and repellence.
Examples include protection from evil spells,
spells that dispel magic, and the anti-magic
shell spells, among others. This magic is usable
by those of the White Robes only.

Alteration spells modify existing conditions
or individuals through the infusion of magical
energy.

Spells that give the recipient enhanced
Strength or the ability to fly, those that transform
substances (polymorph self or others)
and spells that have general effects (move
earth or lower water) are all alterations. This
magic is the province of the Order of the Red
Robes alone.

Conjuration/Summoning spells are a combination
of two separate magics in variable
quantities: The conjuration part brings additional
matter from elsewhere, while the summoning
portion creates a duct between the
caster and some greater magical power.

Spells
that summon existing animals or monsters in
an area, bring into being on this plane extradimensional
creatures (such as elementals, for
example), or use such creatures' power (such
as a wish or power word) are conjuration and
summoning magics. Both conjuration and
summoning are usable by the Order of the
Red Robes. Conjuring may be used by the
White Robes as well, while summoning may
be used by the Black Robes.

Divination spells are those that uncover
information that is otherwise hidden under
normal circumstances and include spells that
detect magical effects, invisibility, and the
like, those spells that predict hidden or future
events, and those that place the caster in contact
with powerful extradimensional creatures
but do not involve direct action by those creatures.

This sphere is the common ground of all
Krynn magic and all wizards can use divination
spells regardless of their order.

Enchantment/charm spells place a
dweomer on the target individual or item that
radiates a magical aura. On physical items it is
normally used to invest an item with magical
powers (such as deeppockets or bind), but is
more commonly used to induce particular
emotional or mental states in living targets
(such as animal friendship, forget, and Otto's
irresistable dance). The magic jar spell, which
was originally listed as a possession spell, is
really an enchantment/charm spell. These
spells can be used by wizards of the White and
Black Robes.

Evocation and invocations both channel
magical energy, using that energy to create
specific effects and types of matter.

These effects include permanent features such as the
wall spells, forces such as the Bigby's hand
family of spells, and temporary effects such as
lighming bolt or fireball. Invocations are dedicated
to a particular powerful extradimensional
being and are usually confined to
clerics, while evocations involve utilizing
ambient magical energy. These spheres of
magic can be used by the Orders of the Red
Robes and the White Robes.

Illusion/phantasm spells create a false reality.

This sphere includes the bulk of the spells
listed in the illusionist sub-class. Illusions
alone create the apparent existence of items in
the minds of the viewers, while phantasms
create a shadow reality that gives these illusions
the power to affect the viewer as if real.
These are the province of the Red Robes and
the Black Robes.

Illusions and Krynn +

Necromantic spells involve the health,
HPs, or
normal functioning of a living || once-living TARGET.

Spells that increase or
decrease HPs, cause or cure disease, or
restore lost souls to their bodies all are necromantic
spells. These are the province of the
Black Robes.

A summary of magical spells divided:
according to level and spell type can be found
on pages 126 and 127. Use this list m determine
which spells are usable by the different
orders of wizardry.

The Towers of High Sorcery

Originally there were five Towers of High
Sorcery. Built by the ancient wizards as centers
for their crafts and learning, they were located
in the ancient cities that later came to he
called Palanthus, Wayreth, Istar, Daltigoth,
and the Ruins.

Q: Exactly how many Towers of High
Sorcery were there originally, and
where were they?
A: There were once five towers. Their
locations were: Palanthus, Wayreth, Istar,
Daltigoth, and the Ruins (DLA, page 29).
(143.98)

The towers were all alike and yet all different.
The general outline of the towers was
determined by a central committee of members
of all three orders (since all orders use the
towers), but the supervision of the construction
work was done by wizards who happened
to live in the area. This resulted in the same
general structure for all towers, but widely
varying details and specific layouts.
The general arrangement of the towers con-

sisted of a central complex surrounded by a
field or garden. This field was different for
each of the five towers. The Tower at Wayreth
was surrounded by a transdimensional field
that allowed it to appear anywhere within 500
miles of its usual place in Wayreth Forest. The
Tower in Palanthus was surrounded by the
Shoikan Grove that emanated a continuous
and very powerful fear spell. These are the two
towers that are most commonly known today.
Knowledge of the other three towers is hard to
come by, hut the properties historically
ascribed to these towers' gardens were sleep
(Daltigoth), forget (Istar), and passion (the
Ruins). While each of these gardens held
9m any other formidable obstacles, these were
their principal attributes and defenses.
All towers are neutral zones. Fighting
among the wizards is not permitted and is
punishable by immediate death.

The Tower of Wayreth

    The Wayreth Tower's defense is the most
unusual, for one does not seek out the tower,
it finds you. The garden about Wayreth's Tower
has different dimensions at different times
and the Tower itself is said to exist without
dimension, always existing where it is not.
The result is that one could be walking in a
forest and suddenly be trespassing within the
domains of the wizards of Wayreth. Just where
this tower's garden touches the world of men
and elves is controlled by the wizards themselves.
In this way they protect the tower from
enemies of their order while still enabling wizards
to enter the tower.

    Access to the Wayreth Tower is the most
restricted of all the Towers since the Masters of
High Sorcery decide who may enter. The tower
is never where it is looked for and can only
be found when the wizards wish it to be so. It
is impossible for a character to enter the tower
though astral travel or the outer planes of
existence as the tower is not connected to
those planes. (Only the Tower Portals can
touch on the other planes; otherwise, Raistlin
would have had little difficulty in reaching
the domain of the Queen of Darkness).

    If the wizards want a person to enter the
Wayreth Forest, he has little choice in the matter.
He may wake to find himself surrounded
by trees. He may try to walk away, only to find
himself inexplicably walking into it. Or he
may be lured inside by the magical singing of
birds promising him his heart's desires. Anyone
attempting to enter the forest without
invitation can do so, but he better be prepared
to give a good explanation of himself to the
wizards quickly. Otherwise he is attacked by
the trees.

    Even those invited into the forest (such as
mages traveling to take the Test) are accosted
by the feeling of overwhelming magic. It takes
every bit of courage and will they possess to
make their way to the tower itself. Wizards
generally travel to the tower via magical
means and do not bother to go through the
forest. The exception to this would be a renegade
wizard, who would not be permitted to
teleport or otherwise enter the tower without
permission.

    The Tower of Wayreth differs from the other
towers in that it contains a great central hall
where the Conclave meets. This hall is huge,
so large that the ceiling is lost in shadows. It is
round, made of stone, and there are no decorations
or enhancements of any kind. Stone
chairs, created by magic, stand in a semi-circle
at one side of the hall. There is light without a
source in the hall; it is brightest upon the
semi-circle of chairs. The entrances to this hall
are magical. No one is permitted inside unless
the wizards transport him here. Anyone wandering
about the tower would never encounter
the hall.

    The black, rune-covered walls of the Tower
of Wayreth were built by magic and are part of
the tower's defenses. No weapon exists that
can even mar the surface of these walls. Thus
the Tower of Wayreth remained standing relatively
untouched when the rest of the world
was destroyed in Raistlin's attempt to overthrow
the gods. There are no guards at the
gate of the tower; there is no need. Once
inside the gates, the adventurer passes
through a huge courtyard paved with gray
flagstone. The courtyard appears empty at
first glance, but anyone walking across will
suddenly realize that it is filled with people!
They cannot be seen directly, only out of the
corner of the eye. These are mages traveling to
and from the tower, mages taking the Test,
mages experimenting, etc.

    An adventurer in the courtyard--if invited
to the tower--is transported magically to one
of the tower's many sumptuous guest rooms.
These are like the most luxurious rooms of the
best inns in Krynn. Uninvited guests (those
who make it this far!) are either taken immediately
to stand before the Conclave or to the
dungeons. The dungeons of the towers are so
dreadful that no report of them has reached
the outside world--no one who ever went in
came back alive to report on it.

    A wizard entering the tower receives his
own private quarters, the placement and
decor of which depend on the wizard's level.
Student magic-users and apprentice wizards
have their rooms on the same level as the guest
chambers. High-level mages have more elegant
quarters at the top of the tower. There are
no locks on any doors as all wizards respect the
sanctity of others' possessions.

    There are libraries of spell books within the
tower, plus libraries of magical scrolls and
magical paraphernalia. These are under the
control of the Conclave and can be given as
gifts to magic-users (almost all young wizards
who pass the Test are given some powerful
artifact to aid them in their profession). These
may also be purchased (in the case of artifacts
and scrolls) or studied (in the case of spell
books) with the permission of the Conclave.

    Purchase prices for items would most likely
be in terms of similar items rather than
money. A wizard desiring to purchase a scroll
would offer another scroll in exchange or some
other magical object of comparable value.
Thus a White Robe wizard who comes across a
scroll of evil magic would not destroy it, but
rather take it to the tower to trade for a scroll
he can use.

    Wizards can choose to be buried within the
tombs of the tower, although this is not mandatory.
It is rumored that those who choose to
rest within the tower's walls serve their art
even after their death by performing such
tasks as guarding the dungeons or aiding in
the Testing of young wizards. At the time of a
wizard's death, all possessions and spell books
are either bequeathed to an apprentice, a fellow
wizard, or sent to the tower. Thus there
are no magical artifacts buried in the tombs of
the tower.

    Adventuring in the tower can be fascinating
because the DM is relatively free to do with it
as he chooses. See the map of the tower (page
32) for detailed information.
 

The Shoikan Grove of the Tower of Palanthus

    The fear generated by the Palanthus Tower
is one of the most respected visible defenses of
the five. This permanent spell is of such power
that only one uninvited guest has ever reached
the tower--Tasslehoff Burrfoot managed to
penetrate the Shoikan Grove while piloting a
flying citadel over Palanthus. Wizards are
generally of the opinion that the penetration
was due to the fact that the citadel was a
device of magic itself and the pilot of the citadel
was, at the time of the penetration,
encased in a magical field.

    In the time following Raistlin's death,
Dalamar, the successor to Raistlin as the Master
of that Tower, laid further enchantments
on the garden to extend its effects and powers
into a dome that encased the tower as well as
shielding it physically from any assault. Projectiles
now deflect harmlessly (as would flying
citadels) and the fear that emanates from
the grove is unchallengeable.

    Passage through the Shoikan Grove without
a talisman requires a saving throw vs. spell
with a - 10 penalty, to the die roll (a difficult
roll at best). A character failing this check
(which must be made every five rounds the
character remains in the grove) succumbs to
irrational fear and blind panic, fleeing the
grove in the direction from which he came.
The talismans that are given out for passage
through the grove negate the penalty, but the
character must still successfully make the saving
throw or flee in uncontrolled panic: (See
page 98 for the talismans that enable safe passage
through Shoikan Grove.)
 

The Tower of High Sorcery at Palanthus

    The Tower of High Sorcery at Palanthus
changes in aspect depending on when in its
history it is visited.

Pre-Curse

    Originally one of the most beautiful of the
towers, the Tower at Palanthus was also
considered one of the most powerful. Here it was
that the wizards of all the orders came together
to create the dragon orbs that were responsible
for helping to defeat the Dark Queen.

    Any entering the tower at this time would
find it similar to the description of the Tower
of Wayreth, except that this tower is equipped
with a laboratory instead of a great hall. (See
the description of the laboratory.)

The Curse

    During the Age of Might, the wizards grew
so powerful that many people feared they
might take over the world. Among these was
the Kingpriest of Istar, the powerful cleric of
good. He turned the people against the wizards.
Mobs rose up and attacked the towers.

    It would have been easy for the wizards to
have destroyed the people, but they knew that
in so doing they would destroy the world.
Rather than doing this, they chose to sacrifice
their own power in the world. They destroyed
two of the Towers of High Sorcery--those at
Daltigoth and the Ruins. They turned the
Tower at Istar over to the Kingpriest and were
intending to give him the Tower at Palanthus
but for the terrible event that was to befall it.
In return, they were allowed to retain the Tower
at Wayreth, and it was here that they
brought as much of their libraries and as many
of their magical artifacts as was possible.

    At the beginning of the ceremony to TURN
over the Tower of Palanthus to the Kingpriest's
representative, an evil wizard--driven insane
by the downfall of his art--leaped from an
upper window and impaled himself upon the
spikes of the tower's gate. As his blood flowed
to the ground, he CAST a curse upon the tower,
saying that no living being would inhabit it
until the Master of Past and Present returned
with power.

    It is unlikely that any would be able to enter
the Tower during the period the curse is in
effect. The only ones known to have done so
were Raistlin, Caramon, and Crysania, who
came here long after the Cataclysm (Raistlin
mistakenly believed a Portal existed in the
tower at this time).

    The tower is guarded by undead of all sorts
that permit an adventuring party in the tower
only if Raistlin (whom they would recognize)
is present.

The Tower During Raistlin's Rule

    Those who enter the tower during this time
are undoubtedly here by invitation and are, in
any case, completely under Raistlin's control.
They therefore see only what Raistlin wants
them to see. This might include Raistlin's
study, a luxuriously appointed room filled
with books, comfortable furniture, and
objects of interest from all over Krynn. A fire
in the hearth dispells the chill of the tower.

    The books in this room are not spell books;
those are in the laboratory. These books are
works of poetry and prose, books on herbal
lore and anatomy, books on philosophy, and
treatises on magic. The objects decorating the
room are also nonmagical, being beautiful or
hideous but all curious. These are memories
Raistlin acquired in his travels.

Dalamar's Quarters

    Dalamar is Raistlin's only apprentice.
Despite the fact that he is a dark elf, his quarters
are very elven in design, being decorated
with rugs and furniture that celebrate the
beauty of nature. There are also many interesting
and curious objects in these rooms, plus
many magical ones and Dalamar's spell
books.

The Laboratory

    The laboratory is located in the top of the
Tower and can be reached only after climbing
a narrow stone stairway that spirals up the
inner wall of the tower. SInce the center of this
part of the tower is hollow, one misstep on
those stairs means that the person falls to his
death.

    Upon entering the laboratory, adventurers
note that it is much larger than it could possibly
be, given the size of the tower. The primary
object in the room is the great stone
table. Dragged from the bottom of the sea by
magic, it is so large that a minotaur can lay
down full length upon it. It is covered with
runes to ward off any outside influences that
might affect the mage's work.

    Also present in this room are shelves of spell
books. These incl. the night-blue bound
spell books of Fistandantilus, plus Raistlin's
own black-bound spell books. Here also are
books on herbal lore and anatomy, many of
them in Raistlin's own handwriting. Various
magical items and artifacts are also here.

    Raistlin is an expert in alchemy, so bottles
and beakers of various chemicals are found
both on the stone table and in other parts of
the laboratory. He has also delved into the
art of vivisection, and various animals and parts
of animals (incl. humans) can be seen in
jars and beakers. Several complete skeletons of
animals and humans stand in the corners.
Parts of skeletal remains lie about. Some of
Raistlin's experimental creations live in jars or
cages and take an avid interest in any newcomer
who enters the lab.

    At the far end, almost obscured by
shadows, hangs the purple velvet curtain that
hides the Portal. If these curtains are drawn,
the character sees an oval doorway standing on
a golden dais. It is surrounded by the dragon
heads of Takhisis, the Queen of Darkness.
When not activated, these heads appear to be
plain gold metal, although the character may
have the uncanny feeling that the eyes of the
heads are watching his every MOVE. When
activated, the heads glow blue, red, black,
green and white and scream the praises of
their Dark Queen.

    Characters looking into the Portal when it is
not activated see only a dark void. Those looking
into it when it is activated see a swirl of
brilliant, blinding color, then whatever the
DM wants them to see.

The Chamber of Seeing

    Here dwell the Live Ones, Raistlin's failed
experiments in creating life. He is unwilling
to show them to anyone with the exception of
Dalamar. Their task is to watch the pool that is
Raistlin's window on the world. Looking into
it, he can see anything that is currently happening
anywhere in Krynn and can, to a certain
degree, affect the actions of those he sees.
He can only VIEW the present in the pool, he
cannot see either the future or the past.

    The pool is quite similar in nature to the
crystal he (as Fistandantilus) presented to
Astinus the Historian.

    The Live Ones are quite harmless, but so
gruesome looking and foul smelling that any
character not of evil alignment must successfully
roll a Constitution Check or become violently
ill. This has the effect of lowering the
character's attack roll by -3 and penalizing
his AC by +3 while he is in the Chamber of
Seeing.

After Raistlin's Death

    When Dalamar became Master of the Tower,
he instituted many changes. Among these
are opening up living quarters for additional
apprentices. His most important act, however,
was to shut the laboratory and seal it with a
powerful curse. A lich guards the door and
suffers none to pass.
 

Guardian Groves of the Destroyed Towers

The following are suggestions for those
wishing to set a campaign in pre-Cataclysm
Krynn before the other three Towers of High
Sorcery were destroyed.

The towers are similar in construction to
those in Palanthas and Wayreth with the
exceptions noted on page 29. Each tower's
guardian grove had different characteristics.

Daltigoth (sleep): All living beings entering
this forest must make a successful saving
throw vs. spell with a - 7 penalty every five
rounds they are in the forest. Those who fail
fall into an enchanted sleep. The sleeping
being is then transported by the wizards either
into their tower or out of the forest, depending
on whether or not they wish to have dealings
with him.
Istar (forget): Those entering this forest must
roll a successful saving throw vs. spell with a - 5
penalty every five rounds they are in the forest.
Failure temporarily negates all short-term memory,
thus making k Impossible for a person to
remember from moment to moment what it is
9th ey are doing here. This effect passes once the
characters leave the forest.
Ruins (passion): The character finds his
own passions overwhelming him. These may
be of love, hate, vengeance, etc. A saving
throw vs. spell must be successfully rolled every
five rounds to avoid this effect.

Early Life as a Wizard

Test of High Sorcery

The Test of High Sorcery is more than just a
trial of a person's magical abilities, it also tests
how that person will use the abilities he has
and those he will gain. Magic is powerful in
the world of Krynn and, to the wizards, the
distinctions between the three different factions
of wizardry are most important.

Each initiate's test is a different one,
designed especially for his needs and weaknesses.
Failure means death. Because magic is
such a powerful force in the world, the wizards
are extremely careful about who is allowed to
wield this power. They are not interested in
whether the power is used for good or for evil
so much as they are concerned with irresponsible
use of the power (one reason there are no
kender magic-users!). A wizard who agrees to
take the Test, therefore, literally pledges his
life to the magic. He must prove to the satisfaction
of his fellow wizards that he takes
magic seriously and that he will devote his life
to magic.

As each Test of High Sorcery is designed foal
the individual, there is no specific Test
detailed here only guidelines as to how such
a Test must be conducted and what the Test
should include. It is up to you to design the
details of the specific Test for the wizards in
your campaign.
There should be at least three tests of the
wizard's knowledge of magic and its use; the
Test should require the casting of all of the
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.
Those attempting the Test can bring com-~i
panions along, but no one who comes is guaranteed
of returning alive.
One such Test offered by Dalamar allowed i
the initiate and his parry to enter the tower
freely--getting out, however, was another
matter.

Changing Orders After the Test

From time to time, a wizard's actions will
indicate that he is no longer a follower of the
tenets of his originally chosen order. Raisdin
Majere, for example, won his Red Robes in his
Test but thereafter events and his own decisions
brought him to the way of the Black Robes. Such
changes are not without hardship.

A wizard who changes orders suffers the los,,
of two experience levels. This may make the~
wizard's spell book unusable in some
instances (since the types of spells a wizard
receives depend on his order, the spells in his:
old book may no longer be usable when he;
changes orders).
Also, the wizard's abilities are not affected
by any moons until one game month has
passed after his change (then the moon of his
new order affects his abilities).

Q: Wizards who change orders lose
two levels of experience. If a wizard
of 4th level or less opts to change
orders, he will become a student
wizard. In such cases, does the wizard
have to undergo a new Test of
High Sorcery, or is he automatically
accepted by his new order? What
about wizards who are reduced
below 3rd level by energy-draining
undead?
A: Since Tests of High Sorcery are grueling,
life-threatening affairs, it is reasonable to
assume that no wizard who has proved
himself once will be asked to undergo a
new test, the matter in which he lost his
experience level not withstanding.
(143.12)

Q: In the spell summary on pages 126
and 127 of DLA, spells are listed by
sphere. Some spheres are listed as
combinations, such as Conjuration/
Summoning. Does a wizard have to
be able to use spells from both
spheres in order to cast spells from
such a combination sphere?
A: No. A wizard can cast the spell as long as
at least one of the spheres is open to him.
However, some spells are limited to one
sphere of the combination. For example,
the armor spell is strictly a conjuration;
only a wizard who has the conjuration
sphere open to him can cast an armor
spell.
(143.98)

Renegade Wizards

Wizards who attempt to live outside the
law of the Towers of Sorcery are known as renegade
wizards. Wizards from other campaigns
who do not quickly contact the heads of an
order they wish to join will find themselves in
the position of being considered a renegade
wizard.

Renegade wizards are considered by all
orders to be a menace to the balance of magic
in the world. It was only by the barest of margins
that Raistlin, a magic-user of extraordinary
powers, retained his station in the Order
of Black Robes since he was obviously intent
upon defying them by entering the Abyss and
challenging the gods. Why the Conclave did
not order his destruction is unknown. (Most
believe that it was because they feared they
would not be able to stop him.) Thus they
sent the dark elf apprentice wizard, Dalamar,
to spy on him and eventually attempt to
destroy him.

A renegade wizard who has come to the
attention of the orders is invariably seen as a
threat that must be either neutralized or eliminated.
Each of the orders has its own way of
dealing with a renegade some orders are
more benevolent than others, but all are
equally effective in their methods.

Wizards who enter Krynn from other cam,
paigns are considered renegade wizards until
such time as they declare their alignment to an
order.

Such wizards use the standard wizard tables
found in the DMG and the PH. <(Spells at 1st Level, Recovery of Spells), (Intelligence Table II: Ability for Magic-Users, Magic-Users Table I)>
It should be explained to the player,
however, that the standard tables are far less
favorable for a wizard than those for the orders
of Krynn.

A character who starts in Krynn can opt to
become a renegade after he reaches 3d level.
Alternatively, a character can leave an order
after having joined and become a renegade by
not joining another order, Note that any wizard
character leaving the Orders of High Sorcery
is subject to the two-level loss penalty
required of anyone who leaves an order. At
that point he begins to use the magic-user tables in the PH.
His experience point total is altered so that he has only 1
point more than is necessary to reach his current
level (after the two-level drop).

Players who run their characters as renegades
from the beginning also use the
AD&D game system charts for magic-users, <(Spells at 1st Level, Recovery of Spells), (Intelligence Table II: Ability for Magic-Users, Magic-Users Table I)>
but they are not subject to any level penalties.
An additional problem with being a renegade
wizard is that there is a 50% chance that any
other wizard encountered will recognize a renegade
wizard. This chance is decreased by
20% if the renegade is disguised as a wizard
from an order other than that of the identifying
wizard.

Renegade wizards who are recognized by a
wizard of another order are dealt with in ways
that depend on the order of the wizard. A wizard
of the White Robes will try to capture the
renegade by any means at his disposal while
doing the least harm. Should he fail, he will
report the renegade to the nearest tower,
keeping close watch on him meanwhile. He
would destroy the renegade only as a last
resort and then only if the renegade threatened
either the balance of magic or the lives of
others.

A wizard of the Red Robes will try to capture
the renegade and bring him before the
Conclave, if possible. If this is not possible, he
would not hesitate to destroy the renegade.
A Black Robe wizard will at first attempt to
win the wizard over to his side of the struggle
before destroying him.

Renegade wizards who are brought before
the Conclave are given a chance to join one of
the Orders of High Sorcery and to abide by its
laws. Those who refuse are cast out from the
realms of Krynn and the circles of the world.
Those who join the Orders of High Sorcery ate
entitled to use the better advancement tables
and all of the benefits of the towers.

Illusions and Krynn

If, from time to time, a character comes
across something that is too hard for him to
believe (even in Krynn!), then the character
may have cause to question whether the thing
is real or merely the strange concoction of
some illusionist wizard.

Disbelieving an illusion requires a period of
concentration. If a character wants to disbelieve
an illusion, follow these steps:

1) Ask the player how long his character will
concentrate on the suspected illusion. This
should be given as a number of melee rounds.

2) Determine the modifier for the disbelief
check. Compare the duration of concentration
time to the following table to determine a
concentration modifier for the roll.

Concentration Modifiers for Illusion Disbelief
Time Modifier
1 Round +1
2 Rounds +2
3 Rounds +3
4-6 Rounds +4
7-9 Rounds +5
1-3 Turns +6
4-6 Turns +7
1+ Hours +8

During this period of concentration, the
character can perform no other actions. It is
the uninterrupted period of concentration
that determines the modifier. Note that the
available concentration time of any character
will be very limited if the illusion attacks the
character.

A character who has taken damage from an
illusion does not get a chance to disbelieve it.

3) Determine the Disbelief Number by
adding the concentration modifier to the
character's Intelligence. You may also add 1
for each other character who has successfully
disbelieved during any previous round.

4) The referee secretly rolls 1d20. If the
result is higher than the Disbelief Number,
then the object in question looks real and its
effects are as if it is real. If the number is equal
to or lower, then the illusion is disbelieved.

A disbelief check can be made only once per
hour by a character against any one illusion
(but the character can check again whenever
another character in the group makes a successful
check). The illusion is either discovered
by the character or else is believed. If an illusion
is a group of monsters, then the check is
made for the entire group, not to disbelieve
each individual monster. A successful disbelief
of a group of monsters would tell which
were real and which were not should illusions
be interspersed with real ones. Characters who
successfully disbelieve cannot be harmed by
illusions.