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The Origins of MagicThe three Gods of Magic were the founders of High Sorcery. Solinari, Lunitari, and Nuitari walked the face of creation before the stars had settled in their places. Despite their common love for magic, each of the gods had aspects that greatly differed from those of the others. Each also chose a different path in the universe. They watched as the other gods aligned themselves in the heavens against one another, according to their goals and philosiphies. As their forsight showed them, the All-Saints War was coming. Fearing that they, too, would be forced to choose, the three looked upon the face of Krynn and loved it greatly. For this reason, they did not join their fellow gods in the sky, but instead stayed close to the world and revolved about it, granting their powers to those who would follow their ways. Each of the three was allowed to walk the face of Krynn to find a follower, and when each had found an apprentice, they gave their followers the keys to the Lost Citadel. The Lost Citadel was a wonderous place of wizardry that stood beyond the circles of the universe itself, and here the gods taught them the foundations of wizardry.
And so the Orders of Sorcery began, as a loosly organized group of wizards. It was in the Age of Dreams, at the onset of the First Dragonwar, that the masters of each of the orders came together at the Lost Citadel to proclaim the unity of the orders. The Conclave of WizardsAs told on the races page, the Conclave of Wizards is convened on set dates and times as dictated by the moons. The Conclave meets regularly once every Fourweek on the first day of High Sanction for the Ruling Order. The Night of the Eye is a special day when all orders gather together. Conclaves can also be called by the Head of the Conclave during times of crises that affect all orders. The Conclave is made up 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 differs from order to order; the Black Robe representative is the most powerful wizard of that order, the White Robe representative is elected, and the Red Robe representative is drawn from lots. The Master of the Conclave is determined by consensus, which is a spell that instantaneously determines the combined will of all the wizards of Krynn. The Spheres of MagicMagic operates within spheres in Krynn. Only certain shperes are usable by the different Orders of High Sorcery; spells castable by wizards of one order may not be castable by those of another order. AbjurationUsableble by the White Robes only. Abjuration mainly involves prevention and exclusion of particular magical and nonmagical effects, situations, or individuals, and include most spells of protection, avoidance, and repellence. AlterationCastable by the Red Robes only. Alterations spells modify existing conditions or individuals through magical energy. Conjuration/SummoningBoth usable by the Red Robes, Conjuring also usable by the White Robes, Summoning also usable by the Black Robes. Conjuring is bringing additional matter from elsewhere, while Summoning is creating a duct between the caster and some greater magical power. DivinationCastable by all orders. Divination spells uncover information that is otherwise hidden under normal circumstances. Enchantment/CharmCastable by the White Robes and the Black Robes. Enchantment and Charm spells place a "dweomer" on the target individual or item that radiate a magical aura. It can be used to invest an item with magical powers, or it can be used to induce emotional or mental states upon living beings. Evocation/InvocationUsable by the White Robes and the Red Robes. Evocation and invocations channel magical energy, using that energy to create specific effects and types of matter. Invocations are dedicated to a paticular powerful extradimensional being, while evocations involve utilizing ambient magical energy. Illusion/PhantasmUsable by the Red Robes and the Black Robes. These spells create a false reality. Illusions create the apparent existence of items in the minds of the viewers, while phantasms create a shadow reality that gives the illusions the power to affect the viewer as if they were real. NecromanticUsable by the Black Robes only. These spells involve the health, hit points, or normal funcioning of a living or once-living tartet. The Towers of High SorceryThere were once five Towers of High Sorcery, built by the ancient wizards as centers for their craft and learning. They were located in the ancient cities that later became known as Palanthas, Wayreth, Istar, Daltigoth, and The Ruins. The Towers were all alike, yet all different. All of the Towers consisted of a central complex surrounded by a field or garden. This field was different for each of the towers, but all served the same purpose: to protect the magic. 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 Forst. The Tower at Palanthas was surrounded by the Shoikan Grove that emanated a continuous and very powerful fear spell. The garden of the Tower in Daltigoth had the spell sleep, the Tower at Istar had the spell forget, and the Tower at The Ruins had the spell Passion. All of the towers are neutral zones, and fighting among wizards there is punishable by immediate death. WizardsEarly LifeAll who whish to join one of the Orders of High Sorcery must begin training as children, studying under a Master Mage who has been approved by the Conclave for the taching of young magic-users. A magic-user may rise to the level of Initiate without declaring his or her alignment, and withougt declaring his or her loyalty to the Conclave, and thus go about preforming minor spells without ever taking the Test. However, one who wishes to gain greater powers must travel the the Tower of Wayreth for the Test. The TestThe Test of High Sorcery is not only a trial of a person's magical abilities, but also it is a test of how that person will use the abilities he has and those he will gain. Since magic is a powerful force on Krynn, the wizards believe that the distinctions between the three Orders of wizardry are very important. Each test is different, designed especially for the needs and weaknesses of the initiate. Failure means death. Since magic is so powerful, the wizards must be carful about who can wield this power, and are not interested whether this power is used for good or evil, but rather whether it is used responsibly or not. Therefore, a wizard who takes the Test pledges his life to the magic. Changing OrdersFrom time to time, a wizard's actions will indicate that he is no longer a follewer of the tenets of his originally chosen Order. Wizards are allowed to change Orders, but these changes come with a price: the wizard suffers a loss of experience levels, and the wizard's abilities cannot be affected by any moon for a period of time after the change. Wizards of the White RobesWizards of the White Robes gain levels slower than members of the other orders, but they ultimately reach higher levels than their brothers. White Robed wizards must follow the ways of good and keep this goal in mind in all that he does. Wizards of the Red RobesA wizard of the Red Robes gains levels faster than those of the White Robes, but slower than the Black Robes. The Red Robes have the widest range of spells available. Wizards of the Black RobesBlack Robe wizards gain levels faster than either of the other two orders, but they top out in levels sooner than either of the other orders. Spell Table
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