New Arcane Traditions: The Wizards of High Sorcery


4th Edition

RPG Superstar 2012 Top 32

WIZARDS OF HIGH SORCERY

The Wizards of High Sorcery provide alternate Arcane Traditions native the world of Krynn from the Dragonlance campaign setting. The magic of the Wizards of High Sorcery is influenced by the three moons of magic: the red moon Lunitari, the white moon Solinari, and the secret black moon Nuitari.

Orders of High Sorcery

At 2nd level, you join one of the Orders of High Sorcery. The order you join is determined by your alignment. If you are evil, you join the Order of the Black Robed Wizards, and the black moon Nuitari is your magical patron. If you are good, you join the Order of the White Robed Wizards, and the white moon Solinari is your magical patron. If you are neither evil nor good, you join the Order of the Red Robed Wizards, and the red moon Lunitari is your magical patron.

Tests of High Sorcery

Beginning at 2nd level, when you prepare spells, your magic is affected by your relationship with the three moons of magic: the black moon Nuitari, the white moon Solinari, and the red moon Lunitari. When you prepare spells, you take three Tests of High Sorcery: the Black Magic Test, the Red Magic Test, and the White Magic Test. The results of those Tests grant you Magic Points you can use to perform various magical deeds, as described below.

Black Magic Test

Beginning at 2nd level, when you prepare spells, make an Intelligence (Arcana) check. If you are a member of the Order of the Black Robes, you have advantage on this roll, if you are a member of the Order of the White Robes, you have disadvantage on this roll. You gain 1 Black Magic Point for every 10 points of your Intelligence (Arcana) check. You can spend 1 Black Magic Point as a bonus action to grant yourself advantage on the next attack roll you make or force the targets of the next spell you cast to have disadvantage on their saving throws against that spell.

Red Magic Test

Beginning at 2nd level, when you prepare spells, make an Intelligence (Arcana) check. If you are a member of the Order of the Red Robes, you have advantage on this roll. You gain 1 Red Magic Point for every 10 points of your Intelligence (Arcana) check. You can use your reaction to grant a creature within 60 feet of you advantage or disadvantage on an ability check.

White Magic Test

Beginning at 2nd level, when you prepare spells, make an Intelligence (Arcana) check. If you are a member of the Order of the White Robes, you have advantage on this roll, if you are a member of the Order of the Black Robes, you have disadvantage on this roll. You gain 1 White Magic Point for every 10 points of your Intelligence (Arcana) check. You can use your reaction to spend 1 White Magic Point to grant your allies advantage on the next saving throw they make or force an opponent to have disadvantage on the next attack roll it makes.

High Sanction and Low Sanction

Beginning at 2nd level, if you roll a natural 20 on your Intelligence (Arcana) check when rolling for Black Magic, Red Magic, or White Magic, you increase the number of Black Magic Points, Red Magic Points, and White Magic Points you gain by 1 and when you use Arcane Recovery, you increase the number of spell levels recovered by 1. If you roll a natural 1 on your Intelligence (Arcana) check when rolling for Black Magic, Red Magic, or White Magic, you decrease the number of Black Magic Points, Red Magic Points, and White Magic Points by 1 and when you use Arcane Recovery, you reduce the number of spell levels recovered by 1.

Lunar Alignment

Beginning at 2nd level, you benefit when the moons align. When you gain the same number of Magic Points on two of your Magic Test rolls, increase the number of Magic Points gained from both of those Magic Tests by 1. When you gain the same number of Magic Points on all three of your Magic Test rolls, you increase the number of Magic Points gained from all three of those Magic Test rolls by 2.

Metamagic

At 6th level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th level and 14th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Metamagic Options:

Black Magic Spell
When you cast a spell that causes damage, you can spend 1 Black Magic Point to change the damage type of the spell to necrotic damage. You gain 1 hit point for each creature this spell drops to 0 hit points.

Bloody Spell
When you cast a spell, you can use your blood to make the spell more potent. To do so, you spend 1 Black Magic Point and use your bonus action to damage yourself with a dagger when you cast the spell. You can choose to add the amount of damage you caused to yourself to the saving throw DC of the spell you cast or to the damage caused by the spell you cast.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 Magic Point and choose a number of those creatures equal to your Intelligence modifier (minimum of one creature). A chose creature automatically succeeds on its saving throw against the spell.

Conserving Spell
When you activate a magic item that has charges, you can expend a number of Red Magic Points in place of spending a charge. Alternatively, if the magic item has a limited times per day it can be used, you can use the item an additional time beyond this limit by expending a number of Red Magic Points. The number of Red Magic Points you must expend to activate the magic item is determined by the magic item’s rarity, as detailed below.
Rarity.......Red Magic Points
Common..................1
Uncommon...............2
Rare........................3
Very Rare.................4
Legendary................5

Devouring Spell
You can spend 1 Black Magic Point as a bonus action when you cast a spell and you regain a number of hit points equal to double the level of the spell if the spell damages another creature.

Distant Spell
When you cast a spell with a range of 5 feet or greater, you can spend 1 Magic Point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 Magic Point to make the range of the spell 30 feet.

Elemental Spell
When you cast a spell that causes acid, cold, fire, lightning, or thunder damage, you can spend 1 Red Magic Point to change its damage type to acid, cold, fire, lightning, or thunder damage.

Empowered Spell
When you roll damage for a spell, you can spend 1 Magic Point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Magic Point to double its duration, to a maximum duration of 24 hours.

Heroic Spell
When you cast a spell that affects one or more allies, you can spend 1 White Magic Point to grant the allies affected by your spell a number of temporary hit points of equal to double the level of the spell slot expended.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 Magic Points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can cast 1 Magic Point to cast it without any somatic or verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of Magic Points equal to the spell’s level to target a second creature in range with the same spell (1 Magic Point if he spell is a cantrip).

Warding Spell
You can use your reaction to spend 1 White Magic Point and expend a spell slot of 1st-level or higher. You grant a single ally within 60 feet of you a bonus to its AC equal to double the level of the expended spell slot. Alternatively, you can grant all allies within 60 feet of you a bonus equal to the level of the expended spell slot against a single effect.

White Magic Spell
When you cast a spell that causes damage, you can choose to change the damage type to radiant damage. If this spell drops one or more creatures to 0 hit points, you can choose to knock the creatures out. A knocked out creature falls unconscious and is stable.

Wizard of High Sorcery Feats:

Black Robed Wizard
Prerequisite: Order of the Black Robed Wizards Arcane Tradition

Increase your Intelligence score by 1, to a maximum of 20.
You double your proficiency bonus on Intelligence (Arcana) checks made to take the Black Magic Test.
You add bane and 1 spell from the warlock spell list of a level that you can cast to your spellbook.

Red Robed Wizard
Prerequisite: Order of the Red Robed Wizards Arcane Tradition

Increase your Intelligence score by 1, to a maximum of 20.
You double your proficiency bonus on Intelligence (Arcana) checks made to take the Red Magic Test.
You add command and 1 spell from the druid spell list of a level that you can cast to your spellbook.

White Robed Wizard
Prerequisite: Order of the White Robed Wizards Arcane Tradition

Increase your Intelligence score by 1, to a maximum of 20.
You double your proficiency bonus on Intelligence (Arcana) checks made to take the White Magic Test.
You add bless and 1 spell from the bard spell list of a level you can cast to your spellbook.

Sovereign Court

Interesting concept. It drastically alters the way that a wizard works, and I think that it would take a while for me to really soak this in, but I like it so far. The feats are especially nice.

RPG Superstar 2012 Top 32

Thanks.

Other than the moon stuff, Dragonlance's Wizards of High Sorcery are pretty generic. Even the different Orders are basically fashion statements. So it was a bit of a struggle to find something that differentiated White, Red, and Black Robes.

Sovereign Court

It works well for me. It's enough of a departure to merit attention.

RPG Superstar 2012 Top 32

Cool.

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