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.
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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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