First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Class:  Wizard of High Sorcery
  Magic users of the Krynn realms, the Wizards of High Sorcery have several interesting distinctions.  In many ways they are very like magic users elsewhere, restricted in combat skills, and recording spells in books from which they memorize these, cast them, and then forget them until they are learned again.  They draw upon the arcane powers of the inner and outer planes to work magic.  To do this, they exercise their superior intelligence, which must be at least 9; the higher the character's intelligence, the greater the variety of spells from which to draw.  Dexterity must be at least 6.  If the character's intelligence is at least 15, he gains a 10% bonus on experience.

  Their combat abilities outside magic are very weak.  They get only d4 hit points per level, and have the worst combat table and the greatest non-proficiency penalty.  They are not allowed to wear armor (which interferes with their magical skills), and have very few weapons from which to choose.  They are not restricted in alignment; however, for reasons explained below, lawful neutral wizards are extremely rare.  They do not gain the cantrips of magic users during their apprenticeships.  Within the realm of the game, magic-users are presumed to cast spells by pronouncing them aloud.  This refers to the character's actions within the game world, not the player's actions at the gaming table.

  They use many magic items.  Many scrolls, wands, staves, and miscellaneous magic items are restricted to use by Wizards of High Sorcery or magic-users only.  High-level wizards are extremely powerful--if they can live long enough to reach those levels.

  The "Foundations of Wizardry" bind all wizards together despite differences in alignment and faith.  All wizards are brothers.  All orders of wizards hold the "places of High Wizardry" as common ground, and may not use magic against each other in such places.  Wizards may face each other as enemies in the world beyond those walls, for such is the way of the universe, but they are always brothers.  On the battle field, they may kill each other; but in the conclaves of wizards, even those of diametrically opposed alignments are eager comrades in the pursuit and love of magic; and they will stand together in mutual defense against any enemy that threatens magic or wizardry.

  The orders are highly formalized organizations representing the three moral alignments.  The White Robes represent good, the Red Robes are neutral, and the Black Robes are evil.  Wizards of High Sorcery take robes when they reach level 4; prior to that time, they are nearly indistinguishable from magic-users, not affected by most of the rules which control magic in Krynn.  However, they do not need to declare their alignment until level 4, nor do they need to state their religion.  Wizards of High Sorcery will be devoted to one of the Krynn gods of magic, whose names are the same as the moons affiliated with their power, Solinari for the good white robes, Lunitari for the neutral red robes, or Nuitari for the evil black robes.

  Under the Krynn rules, the powers of wizards are very much effected by the phases and phase relationships of the three moons.  Those wishing to use the wizard class within their game who do not have those moons will need a substitute system; recommendations for this are given below.  White wizards are influenced by Solinari, red wizards by Lunitari, and black wizards by Nuitari.  These effects do not occur until the character takes robes at level 4.

  When the moon is waning (heading from full toward new), it has no effect on the wizard.  If the moon is at "low sanction"  (around the time of the new moon), the character's saving throws are at -1, and any spells he casts have reduced power as if cast by a character one level lower.  (This does not affect the number or levels of the spells he can cast; only the power of such spells.)  When the moon is waxing (heading toward full), the wizard may add one additional spell of any level he can cast to those he "carries" for purposes of using-that is, a wizard able to cast one third, two second, and four first level spells may cast two third or three second or five first level spells.  When the moon is at "high sanction" (around the time of the full moon), all saves are at +1, the character may carry 2 additional spells, and if the wizard is at least level 6 with an intelligence of at least 15 he casts his spells as if 1 level higher.

  Additionally, if two of the moons are in the same phase, those affected by those moons gain more benefits, cumulative with the benefits (or penalties) of the phase.  (It is unclear whether the alignment effects of two moons affect wizards of the robe not included in the alignment; the MyWorld ruling is that they do not.)  An alignment of any two moons grants +1 on saves; an alignment of all three moons gives +2 on saves.  All spells are cast as if one level higher if either of the other two moons aligns with Lunitari, or if all three moons align.  If either of the other two moons align with Lunitari, the wizard carries an additional spell; this is two additional spells if all three moons align.

  These phase bonuses can make the wizard very powerful; however, there are several limits to the class.

  Each of the three robes is limited to magics of specific types.  This chart indicates which types of magic exist, and which are useable by which robes:

Robe Color:
White
Red
Black
Magic Type:
(Good)
(Neutral)
(Evil)
Abjuration
X
 
 
Alteration
 
X
 
Charm
X
 
X
Conjuration
X
X
 
Divination
X
X
X
Enchantment
X
 
X
Evocation
X
 
 
Illusion
 
X
X
Invocation
 
X
 
Necromantic
 
 
X
Phantasm
 
X
X
Summoning
 
X
X
  Spells are marked in the books as to which type they are, and there are lists dividing them by types in the Krynn rules and certain other books.

  Most wizards begin their studies as children.  Upon reaching adulthood, they become first level wizards, and may advance to third level without declaring alignment, choosing a deity, or taking robes.  At this time, they are "Student Magic-users".

  Advancement table for Student Magic-users:

Level
From
To
Title
1
0
2500
Student
2
2501
5000
Novice
3
5001
10000
Initiate
  A wizard cannot advance beyond level 3 without taking robes, unless he chooses to become a "renegade"--a magic user under occidental rules unaffiliated with the orders of wizards.  A renegade is regarded as an enemy of magic, and dealt with accordingly.

  To take robes, the initiate must undergo the Test of High Sorcery.  The test is tailored to each individual, to prove that that individual understands the responsible use of magic and can overcome his own weaknesses.  The test is harsh--to fail is to die in the attempt.  It will include tests of the initiate's knowledge and use of magic, tests which cannot be solved by magic alone, combat against a powerful opponent, and combat against someone thought to be an ally.  The initiate may take companions on the test, but their safety is not guaranteed.  The test also must be completed without violating the basic principles of the order to which the wizard is applying.  To be accepted by the White Robes, one must not violate the laws of good.  To be accepted by the Black Robes, the laws of evil must not be broken.  The character must not violate the laws of chaos to be accepted by the Red Robes.  (Note that neutrality in Krynn is generally chaotic; a lawful neutral wizard would not be able easily to be true both to his alignment and to the principles required for the test.  This is why lawful neutral wizards of high sorcery are almost unknown.)

  Once robes are taken, the character is somewhat locked into his order and his alignment.  Although it is possible to change to a different order, this will result in the loss of two levels of experience, and may involve other penalties as well.  Generally, a character will join an order to which he will belong thereafter.  Because of the spell type limitations and the limits to the number of spells which may be in a character's spell book, it is recommended that the player character have in mind from the creation of the character whether he expects that character to join the White, Red, or Black robe.

 The Wizards of the White Robes have the slowest advancement, but reach higher levels (as a group) than the other robes.  They must remain good; failure to do so will result in a failure of the moon effects and of some of his spells.

  Advancement table for White Wizards:

Level
From
To
Title
4
10001
20000
9th Order
5
20001
38000
8th Order
6
38001
55000
7th Order
7
55001
100000
6th Order
8
100001
200000
5th Order
9
200001
400000
4th Order
10
400001
600000
3rd Order
11
600001
800000
2nd Order
12
800001
1000000
1st Order
13
1000001
1250000
14
1250001
1500000
15
1500001
1750000
16
1750001
2000000
17
2000001
2250000
18
2250001
Above
Master
  Only one Wizard of the White Robes may reach the level of master.  He is selected by an election process by all Wizards of White Robes, and serves as the leader of the order.  There is no advancement above level 18.

  At fourth level, the White Robe wizard has 3 first and 2 second level spells; at level 17 (the highest level attained by those not elected to be Master) he has 5 spells of each level from first through fifth, 4 of level six, 3 each of levels seven and eight, and 2 of level nine.  The 18th level master adds a third level nine spell.

 The Wizards of the Red Robes advances more slowly and higher than the black robes, but more quickly and not as high as the white robes.  These also have the greatest variety of spells available.

  Advancement table for Red Wizards:

Level
From
To
Title
4
10001
18000
9th Order
5
18001
36000
8th Order
6
36001
50000
7th Order
7
50001
90000
6th Order
8
90001
180000
5th Order
9
180001
350000
4th Order
10
350001
500000
3rd Order
11
500001
700000
2nd Order
12
700001
900000
1st Order
13
900001
1100000
14
1100001
1300000
15
1300001
1500000
16
1500001
1750000
Master
17
1750001
2000000
18
2000001
Above
  Only one Wizard of the Red Robes may reach the level of master.  He is selected by casting lots, and serves as the leader of the order.  There is no advancement above level 18.

  At fourth level, the Red Robe wizard has 3 first, 2 second, and 1 third level spells; at level 15 (the highest level attained by those not selected to be Master) he has 5 spells of each level from first through fifth, 2 of levels six and seven, and one each of levels eight and nine.  The 18th level master has 6 spells of each of levels one and two, 5 of each of levels three through five, 3 of levels six and seven, and 2 spells of level eight and level nine.

 The Wizards of the Black Robes advance most quickly, but have the lowest ceiling for the majority of its members--and the harshest policy for becoming master.

  Advancement table for Black Wizards:

Level
From
To
Title
4
10001
17000
9th Order
5
17001
35000
8th Order
6
35001
45000
7th Order
7
45001
80000
6th Order
8
80001
135000
5th Order
9
135001
190000
4th Order
10
290001
375000
Trimorte
11
357001
500000
Brother to Darkness
12
500001
650000
Blackmage
13
650001
800000
Master
14
800001
1000000
15
1000001
1200000
16
1200001
1400000
17
1400001
1650000
18
1650001
Above
  Only one Wizard of the Black Robes may reach the level of master.  He is selected by defeating any other contenders for the post in combat or by treachery, and serves as the leader of the order.  There is no advancement above level 18.

  At fourth level, the Black Robe wizard has 3 first and 2 second level spells; at level 12 (the highest level attained by those not conquering all others for the title of Master) he has 4 spells of each level from first through fourth, 2 of level five, and one each of levels six and seven.  The 18th level master has 5 spells of each of levels one through five, 4 of level six, 3 of level seven, 2 spells of level eight, and 1 level nine.

 How do you create the effect of the moon cycles in a world in which there is only one moon, or in which there are established lunar cycles which do not match those of Krynn?  In the MyWorld campaign, there is only moon.  The calendar is a complex but balanced system of weeks, months, seasons, years, and cycles of years.  A decision was made to tie the three robes to distinct fragments of the calendar, such that specific date of significance on the calendar (the first of the year every third year) would always be the first day of all three magic "lunar" cycles.  The names of the cycles were maintained--solinari, lunitari, and nuitari--to simplify application to the characters.  There is a BASIC program on M. J. Young's Dungeons & Dragons Materials, BASIC Programs for Advanced Dungeons & Dragons Games, designed to enable referees to quickly calculate the phases of the cycles for any set of cycles he chooses to design.

  Krynn humans, Silvanesti, Qualinesti, Dimernesti, Dargonesti, Krynn Half-elves, Irda, and Minotaurs can be Wizards of High Sorcery.


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