Wizard of High Sorcery (TotL)

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Origins: In the Age of Dreams, before the stars were firmly fixed in the heavens, the gods of magic walked on Krynn. Solinari, Lunitari, and Nuitari they were. They each held a love for magic, for the new world of Krynn, and for the spiritbeings called stars.
This third love was held by all the gods, which led to the All-Saints' War. The three gods of magic did not join in the battles, choosing instead to orbit the planet. But their eyes and hearts were ever attentive to the fate of the stars. During the long war, each god took occasion to walk Ansalon in search of one mortal follower. They each found such a creature and bestowed on it the keys to the Lost Citadel-an amazing place of magic beyond the circles of the universe. Taking their disciples to the Lost Citadel, the gods taught them the three Foundations of Wizardry:
# All wizards are brothers in their order. All orders are brothers in the power.
# The places of High Wizardry are held in common among all the orders and no sorcery is to be used there in anger against fellow wizards.
# 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.
Returning their apprentices to Krynn, the gods of magic established the three Orders of High Sorcery. Solinari, god of Good magic, founded the Order of the White Robes; Lunitari, god of Neutral magic, founded the Order of the Red Robes; and Nuitari, god of Evil magic, founded the Order of the Black Robes. Initially, the Orders of Sorcery were loosely knit groups of wizards. As war with the dragons grew inevitable, the Masters of each order assembled at the Lost Citadel to proclaim the unity of the orders.
Since that time, all Wizards of High Sorcery vow first loyalty to magic and its continued existence on Ansalon. This loyalty lets magic flourish, despite attempts to eliminate it. After this primary loyalty, wizards have loyalty to their orders. A White Robe and a Black Robe wizard, fighting in opposing armies, would do everything necessary to destroy each other. If the wizards met on neutral ground, however, they would most likely compare notes and discuss magical matters. If an outside force were threatening the destruction of magic, the wizards would band together to stop it.
==Moons and Magic==
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 affects the power level of a given order. For example, Lunitari in low sanction provides penalties to Red Robes, but does not affect 88 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
MoonPhase 	SavingThrow	AdditionalSpells	EffectiveLevel
Waxing 	Normal 	+1 	Normal
High Sanction	+1 	+2 	+1
Waning 	Normal 	0 	Normal
Low Sanction 	-1 	0 	-1
Only wizards of 6th level or higher and with 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
Alignment 	SavingThrow	AdditionalSpells	EffectiveLevel
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 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 nonspellcasting 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.
==Towers of High Sorcery==
In pre-Cataclysm days, five towers served as common ground for the Orders of High Sorcery. These towers stood in the locations eventually known as Palanthus, Wayreth, Istar, Daltigoth, and the Ruins.
The general plan for the towers' construction was decided by a committee of members from all three orders. They designed a central complex with a tower surrounded by a field or garden. The actual construction, however, was overseen by the wizards living in each area. Thus, despite the standardized design, each tower reflects the tastes of the region.
In addition to differing decorations, each tower has a unique field. The Tower of Wayreth is surrounded by a transdimensional field, which allows it to appear anywhere within 500 miles of its original location in Wayreth Forest. The Tower in Palanthus is surrounded by the Shoikan Grove, which emanates a powerful fear spell. These two towers are the most popular, most well-known of the five.
Details about the other three towers are sketchy, thanks in part to the Cataclysm. Apparently the garden around Daltigoth once caused sleep, that around lstar made characters forget, and that around the Ruins created intense feelings of passion. In addition, a series of unique wards and obstacles created a first line of defense for these towers.
All the towers are neutral zones. Fighting among wizards at the towers is forbidden, punishable by immediate death.
==Organization==
The Orders of High Sorcery are ruled by a representative council of 21 wizards called the Conclave of Wizards. Seven archmages (18th level or above) of each order serve as a delegation to the Conclave of Wizards. The Conclave convenes in accordance with the moon cycles to discuss routine as well as urgent issues.
One of the seven delegates from each order serves as the order's Master. The means of selecting the Master differ from order to order: white Robes hold an election; Red Robes draw lots from the seven Conclave members; Black Robes hold contests to prove magical prowess and domination. Once a Master is chosen, he or she serves for life unless convicted of a serious breach of loyalty by unanimous vote of that order's delegation.
The Master of the Conclave, the highest official in the Order 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 training 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 dabble 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. The Test of High Sorcery measures a wizard's magical abilities and tells how the applicant will use current and future abilities. Each initiate's test differs, designed exclusively to measure strengths and weaknesses. In all tests, 89 failure means death. The wizards are less interested in the applicant's alignment than whether or not he will use the power of magic in a responsible manner.
In all versions of the Test, the applicant faces three trials of magic knowledge and use. These trials include the casting of all spells the initiate knows. In addition, the Test includes three trials that cannot be solved by magic alone. One such trial involves combat against an ally; another includes solo combat against a far more powerful opponent (two levels higher). The third trial is always a mystery. Those attempting the Test may bring companions along, but occasionally these folk never return.
A wizard may change Orders after taking the Test. In these cases, however, the wizard loses two levels of experience and remains for one month unaffected by the new Order's moon.
===Wizards of the White Robes===
A White Robe Wizard acts to promote Good. Aside from his vow to support magic, the cause of Good is his central concern. Acts that violate the precepts of Good lead to the character's ruin. White Robe Wizards who stray from the path soon find they are unaffected by Solinari. White Robe Wizards often assist Good-related quests and causes, finding themselves allied with paladins, Good clerics, and Knights of Solamnia.
====Allowable Schools of Magic====
The following schools of magic are open to White Robe Wizards.
: Abjuration
: Enchantment/Charm
: Alteration
: Greater Divination
: Conjuration/Summoning
: Invocation/Evocation
===Wizards of the Red Robes===
Wizards of the Red Robes tread the delicate path of Neutrality. Besides an ultimate loyalty to magic, a Red Robe Wizard works to balance Good and Evil. Wizards of the Red Robes often act as the moderating voice of reason and peace. While the forces of Good and Evil battle for control of Krynn, the forces of Neutrality seek only to maintain the world.
====Allowable Schools of Magic====
The following Schools of Magic are open to Red Robe Wizards.
: Abjuration
: Enchantment/Charm
: Alteration
: Illusion/Phantasm
: Conjuration/Summoning
: Invocation/Evocation
===Wizards of the Black Robes===
Wizards of the Black Robes embrace the cause of Evil. They do not, however, hurl random fireballs at peasants' cottages, for such activities would abuse and jeopardize their chief lovemagic. Black Robe Wizards may be cruel, but they are selfish and cunning also, avoiding open acts of violence if a more subtle way can be found.
====Allowable Schools of Magic====
The following schools of magic are open to Black Robe Wizards.
: Abjuration
: Greater Divination Alteration
: Invocation/Evocation
: Conjuration/Summoning
: Necromancy
: Enchantment/Charm
==Spells from "Forbidden" Schools==
Schools of magic not listed as allowable are available only in part. A Wizard of High Sorcery may never use a spell of 4th level or above from a forbidden school. All spells of levels 1 through 3, however, are open to Wizards of High Sorcery with the following restriction: No more than half of a wizard's allowed spells may be from a forbidden school. Thus, a 5thlevel wizard, who can memorize four 1st, two 2nd, and one 3rd level spell, may memorize only two 1st-and one 2ndlevel “forbidden” school spell.
==Game Information for Wizards of High Sorcery==
:See: Game Information for Wizards of High Sorcery (TotL)