Arcane Magic in Krynn
Most arcane magic on the continent of Ansalon is regulated by the Orders
 of High Sorcery, headquartered at the Tower of High Sorcery in Wayreth 
since the Lost Battles and the destruction (or cursing) of the other 
towers. The Conclave of Wizards is made up of the heads of the three 
orders, and each order is dedicated to one of the three gods of magic, 
and to the philosophy of magic they espouse.
The Orders of High Sorcery rigorously control the practice of arcane 
magic on Ansalon. In order to cast spells that exceed the Novice level, a
 mage must pass the Test of High Sorcery, administered by the Conclave. 
Without passing that test (or being en route to doing so), use of the 
more advanced magic is deemed illegal by the laws of the Order, and such
 "renegades" are hunted down. Within the Orders, there are three primary
 rules:
All wizards were brothers and sisters in their order and all orders were brothers and sisters in magic
The Towers belonged to all mages of all orders and no magic was to be used in anger against another member in the Towers
Outside the Towers, fate often made enemies of mages of the Orders, but this was considered a natural part of the world
There are additional laws within the Order, such as a prohibition on 
counterfeiting currency, but those are mostly written with the purpose 
of avoiding conflict with civil authorities. Mages had few other 
restrictions, though they are discouraged from practicing magics heavily
 associated with the other Orders.
Gods and Moons
Each of the three gods of magic are associated with one of the three 
moons of Krynn. Solinari is the God of the White Robed Wizards; his 
followers use magic for knowledge, wisdom, and protection. Lunitari is 
the Goddess of the Red Robed Wizards; her followers are fond of 
illusions, but also seek knowledge of knowledge's sake. Nuitari is the 
God of the Black Robed Wizards; his followers seek power.
High Sorcery does not enable one to cast all spells, and learn all 
powers; the powers allowed to Wizards of High Sorcery are listed below. 
While the gods have favored magics, their main concern is with the 
philosophy followed by their Wizards. A White Robe who consistently 
pursues power for power's sake, or undertakes potentially dangerous 
research just to know is going to find that she is no longer welcome in 
Solinari's Order, and will be forced to leave her own (though she may 
join another). Solinari particularly objects to the spells Zombie and 
Puppet; the others have no such restrictions.
The association with the moons has a profound impact on the practice of 
magic. Wizards of High Sorcery find their magic influenced by their 
patron satellite, and their power waxes and wanes with the moon's cycle.
 Each of the moons has 4 main phases, in a magical sense; High Sanction,
 when the moon's magic is highest, followed by Waning, as the magic 
decreases down to Low Sanction, and followed by Waxing, as the magic 
rises.
When the moon is waxing, all that god's followers receive a +1 on their 
arcane skill rolls. When the moon is at High Sanction, this is increased
 to +1 to the arcane skill rolls, and 1 bonus power point per hour, both
 in recovery and in maximum; a wizard who normally has 10 point points, 
and recovers 5 power points per hour of rest, will instead have a 
maximum of 11 power points, recovering 6 per hour of rest, and 1 per 
hour, even without rest. The waning moon sees the wizard's magic at 
"normal" levels; no bonus, no penalty. When magic is at Low Sanction, 
then those wizards suffer a 1 point penalty to all skill rolls, and 
recover only 3 power points per hour of rest, instead of the normal 5.
When the moons are in alignment, and in High Sanction, all followers of 
those gods gain the advantages allotted to each of the members; an 
alignment of two provides those wizards with +2 to their arcane skill 
rolls, and 2 bonus power points per hour. An alignment of all three 
moons, known as the Night of the Eye, affords all wizards a +3 on all 
skill rolls, and 3 bonus power points per hour.
Solinari, the white moon is furthest from Krynn, and has a 36 day cycle.
 His quarters are nine days long. Lunitari is the middle moon, with a 28
 day cycle and 7 day quarters. Nuitari, the black moon, is visible only 
to those who worship him (and those who see his blackness cross the 
stars, or other moons). Nuitari circles the world in only 8 days; he 
will go through an entire lunar cycle in the time that it takes Solinari
 to complete a quarter.
Dabblers and Renegades
Many people on Krynn dabble in magic, especially among the elves and 
Irda. Though they do not commit to magic full-time, they nonetheless 
have some small magical skill and know a few powers; these may be a 
diverse as a hedge witch or an elven prince. So long as they confine 
their magics to lesser things, to Novice powers, they do not fall under 
the control of the Orders, though they may still be monitored for 
compliance. Should they begin to use more advanced magics, the Orders 
will step in, demanding they either take the Test, or be declared 
renegade.
Renegades have chosen not to join the Orders, or have been kicked out 
and not accepted to another. They are both Wanted (Major) and Outsiders 
(Major), without gaining any benefit from these hindrances. According to
 the laws of the Order, they may be killed at will, and have no rights, 
but White Robes and Red Robes will frequently try to enlist them into 
the Order. Some who are technically renegades may escape persecution; if
 their use of greater magics is minor and unnoticed, if they have 
powerful enough friends outside the Orders, or if, like Raistlin Majere,
 they are personally powerful enough that none dare challenge them. But 
most renegades lack these advantages, and so must be very careful if 
Wizards are around.
---
Arcane Background: Mage
ARCANE SKILL: Spellcasting (Smarts)
STARTING POWERS: 3
POWER POINTS: 10
A Mage has learned the magic of the Gods of Magic. Without passing the 
Test, they may freely use Novice powers. If they wish to use Seasoned or
 Veteran powers, they must either pass the Test of High Sorcery or be 
declared a renegade.
Wizard of High Sorcery (Edge)
Requirements: Arcane Background (Mage), pass the Test of High Sorcery
To be a Wizard of High Sorcery, one must have passed a Test overseen by 
the Orders of Magic; this test must be passed before or as soon as 
possible after passing into Seasoned. To be a Wizard, one must swear a 
Vow (as the minor hindrance) to the Order, and suffers a degree of the 
Outsider Hindrance (-2 to Persuasion rolls, as the minor hindrance).
Being a member does have its advantages, however. As all Wizards are 
brothers and sisters in magic, they receive a +2 bonus to Persuasion and
 Intimidation to Network with other Wizards, and a +2 bonus to Common 
Knowledge rolls pertaining to the society of wizards; it doesn't make 
them a better spellcaster, but they will know (or, at least, know of) 
famous wizards and spells. This can also provide a chance to intervene 
with other wizards, even when they are opposed, but that is entirely up 
to the other wizard when not at a Tower.
A Wizard has access to such Towers of High Sorcery as are open, and to 
other businesses associated with the Orders as may exist (such as the 
mageware shop of Palanthas). This also allows them to easily acquire 
variations on known powers with different trappings; if you know the 
Magic Missile power (Bolt with a Force trapping), you can easily learn 
Acid Arrow (bolt, but with an acid trapping). If they have access, they 
may acquire one such variation for free with each advance. 
Spells of High Sorcery: 
Novice (available to all, including those who do not take the test):
Arcane Protection, Beast Friend, Blind, Boost/Lower Trait, Burrow, 
Burst, Confusion, Darksight, Deflection, Detect/Conceal Aura, Elemental 
Manipulation, Empathy, Entangle, Environmental Protection, Fear, Havoc, 
Illusion, Light/Darkness, Mind Link, Mind Reading, Protection, Shape 
Change, Sound/Silence, Speak Language, Stun, Summon Ally, Wall Walker
Seasoned (only to Wizards of High Sorcery and Renegades)
Barrier, Blast, Damage Field, Disguise, Dispel, Farsight, Growth/Shrink,
 Invisibility, Object Reading, Sloth/Speed, Slumber, Telekinesis, 
Teleport
Veteran  (only to Wizards of High Sorcery and Renegades)
Bansh, Drain Power Points, Fly, Mind Wipe, Puppet, Zombie
If using the Fantasy Companion, Wizards of High Sorcery can, instead of the Mage edge above, make use of the Elementalist, Illusionist, Necromancer, Summoner, or Wizard edges.
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