Welcome

DragonLance Magic

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

Navigate

The Origins of Magic

The 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.

  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.

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 Wizards

As 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 Magic

Magic 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.

Abjuration

Usableble 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.

Alteration

Castable by the Red Robes only. Alterations spells modify existing conditions or individuals through magical energy.

Conjuration/Summoning

Both 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.

Divination

Castable by all orders. Divination spells uncover information that is otherwise hidden under normal circumstances.

Enchantment/Charm

Castable 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/Invocation

Usable 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/Phantasm

Usable 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.

Necromantic

Usable 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 Sorcery

There 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.

Wizards

Early Life

All 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 Test

The 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 Orders

From 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 Robes

Wizards 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 Robes

A 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 Robes

Black 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

Abjuration

Enchantment/Charm

Clean
Dry
Dust
Exterminate
Anti-Magic Shell
Avoidance
Banishment
Dismissal
Dispel Illusion
Dispel Magic
Globe of Invuln
Preserve
Prismatic Sphere
Protect/Cantrips
Protect/Evil
Protect/Evil 10' r
Protect Normal Miss
Remove Curse
Repulsion
Spiritwrack
Sequester
Volley
Non-Detection
Prismatic Spray
Prismatic Wall
Creak
Curdle
Distract
Flavor
Freshen
Smokepuff
Tap
Whistle
Wilt
Anti/Sympathy
Bind
Binding
Charm Monster
Charm Person
Charm Plants
Confusion
Deeppockets
Demand
Dolor
Eyebite
Fabricate
Feeblemind
Fire Charm
Forget
Friends
Fumble
Geas
Guards & Wards
Hold Monster
Hold Person
Leomund's Belab
Leomund's Shelter
Magic Mirror
Mass Charm
Mord's Disjunct
Otiluke's Irr Dance
Ray of Enfeeb
Run
Scare
Sink
Sleep
Succor
Suggestion
Taunt
Truename
Chaos
Emotion
Hypnotism
Mass Suggestion
Shadow Walk

Alteration

Evocation/Invocation

Change
Fire Finger
Gather
Hairy
Knot
Mute
Polish
Present
Ravel
Shine
Spill
Sprout
Stitch
Tangle
Tarnish
Tie
Untie
Wrap
Aff. Normal Fires
Airy Water
Animal Growth
Avoidance
Bind Blink
Burning Hands
Cloudburst
Comp Languages
Cont Light
Control Weather
Crystalbrittle
Dancing Lights
Darkness 15' r
Deeppockets
Dimension Door
Disintegrate
Distance Distort
Duo-Dimension
Enchanted Weapon
Enlarge
Erase
Explosive Runes
Extension I
Extension II
Extension III
Fabricate
Feather Fall
Fire Shield
Firewater
Flaming Sphere
Fly
Fools Gold
Glassee
Glassteel
Guards & Wards
Gust of Wind
Haste
Hold Portal
Incendiary Cloud
Infravision
Irritation
Item
Jump
Knock
Leomund's Chest
Leomund's Hut
Leomund's Shelter
Levitate
Light
Lower Water
Magic Mouth
Melf's Meteors
Melt
Mending
Message
Mord's Disjunct
Mord's Mansion
Move Earth
Otiluke's Freezing Sph.
Otiluke's Res. Sph.
Otiluke's Teleport Sph.
Part Water
Passwall
Permanency
Plant Growth
Phase Door
Polymorph Any Object
Polymorph Other
Polymorph Self
Project Image
Predipitation
Pyrotechnics
Rary's Mnem Enhance
Reverse Gravity
Rope Trick
Serten's Sp Immun.
Secret Page
Shape Change
Shatter
Shocking Grasp
Sink
Slow
Spider Climb
Statue
Stone Shape
Stone to Flesh
Stoneskin
Strength
Succor
Telekineses
Teleport
Temporal Stasis
Tenser's Transf
Time Stop
Tongues
Transform Rock/Mud
Transform Water/Dust
Truename
Ultravision
Vanish
Vocalize
Water Breathing
Wind Walk
Wizard Eye
Wizard Mark
Wizard Lock
Colored Lights
Dim
Haze
Rainbow
Chromatic Orb
color Spray
Cont Darkness
Cont Light
Death Fog
Delude
Dream
Fog Cloud
Gaze Reflection
Major Creation
Minor Creation
Phantom Armor
Phantom Wind
Project Image
Rainbow Pattern
Solid Fog
Ultravision
Wall of Fog
Wraithform
Whispering Wind
Belch
Blink
Chill
Color
Cough
Dampen
Dirty
Dusty
Nod
Salt
Scratch
Sour
Sneeze
Spice
Sweeten
Twitch
Warm
Yawn
Alarm
Astral Spell
Banishment
Bigby's Clenct Fist
Bigby's Crush Hand
Bigby's Force Hand
Bigby's Grasping Hand
Bigby's Inter. Hand
Binding
Chain Lightning
Cloudkill
Cone of Cold
Contingency
Delay Blast Fireball
Demand
Dig
Energy Drain
Fireball
Fire Shield
Fire Trap
Flaming Sphere
Force Cage
Grease
Guards & Wards
Ice Storm
Incendiary Cloud
Leomund's Belab
Lightning Bolt
Magic Missle
Material
Melf's Acid Arrow
Meteor Swarm
Morden's Sword
Otiluke's Freezing Sphere
Otiluke's Res. Sphere
Otiluke's Teleport Sphere
Sending
Shield
Shout
Spiritwrack
Stinking Cloud
Tasha's Laughter
Tenser's Transf.
Torment
Wall of Fire
Wall of Force
Wall of Ice
Wall of Iron
Wall of Stone
Web
Whip
Write
Zephyr
Chromatic Orb
Death Fog
Weird

Conjuration/Summoning

Illusion/Phantasm

Bee
Bluelight
Bug
Gnats
Mouse
Spider
Tweak
Unlock
Armor
Beckon
Cacodemon
Conjure Element
Death Spell
Drawmij's Ins. Sum.
Anchant An Item
Ensnarement
Evard's Black Tent
Find Familiar
Flame Arrow
Gate
Invisible Stalker
Leomund's Chest
Limited Wish
Magic Jar
Material Jar
Material
Maze
Monster Summon I
Monster Summon II
Monster Summon III
Monster Summon IV
Monster Summon V
Monster Summon VI
Monster Summon VII
Mord's Hound
Mord's Mansion
Mount
Power Wd. Blind
Power Wd. Kill
Power Wd. Stun
Prismatic Sphere
Push
Sepia Snake Symb
Symbol
Trap the Soul
Unseen Servant
Wish
Alter Reality
Conjure Animals
Maze
Prismatic Spray
Prismatic Wall
Summon Shadow
Footfall
Graon
Hide
Moan
Palm
Rattle
Thump
Audible Glamer
Eyebite
Fear
Halluc. Terrain
Invisibility
Leomund's Trap
Mass Invis.
Massmorph
Mirror Image
Nystul's Mag Aura
Phantasmal Force
Project Image
Sequester
Siimulacrum
Ventriloquism
Mask
Mirage
Noise
Two-D Illusion
Advanced Illusion
Alter Reality
Alter Self
Sudible Glamer
Blindness
Blur
Change Self
Deafness
Demi-Shadow Monster
Demi-Shadow Magic
Dispel Exhaust
Fascinate
Fear
Hypnotic Pattern
Illusion Script
Improved Invisibility
Impr. Phan Force
Dream
Mirage Arcane
Mirror Image
Misdirection
Mislead
Paralyzation
Permanent Illusion
Phantasmagoria
Phantasmal Force
Phantasmal Killer
Phantom Armor
Phantom Steed
Phantom Wind
Programmed Illusion
Project Image
Rainbow Pattern
Shades
Shadow Door
Shadow Magic
Shadow Monsters
Shadow Walk
Spectral Force
Spook
Tempus Fugit
Vacancy
Veil
Ventriloquism
Weird
Whispering Wind
Wraithform

Divination

Necromantic

Clairaudience
Clairvoyance
Cont. Other Plane
Detect Evil
Detect Illusion
Detect Invisibility
Detect Magic
ESP
Identify
Know Alignment
Legend Lore
Locate Object
Read Magic
Read Illus. Magic
True Sight
Vision
Animate Dead
Clone
Feign Death
Reincarnate


















Created by David Johnson/Draicon

Please see copyright information on credits page.
1