DragonLance - Towers Of High Sorcery.pdf

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Towers of High Sorcery
Designers: Margaret Weis, Chris Pierson, Jamie Chambers
Additional Design: Cam Banks, Christopher Coyle, André La Roche, Sean Macdonald
Editing: Margaret Weis • Proofreading: Jean Blashfi eld Black, Sean Everette
Project Manager: Jamie Chambers • Typesetter: Jamie Chambers
Art Directors: Renae Chambers, Christopher Coyle
Cover Artist: Larry Elmore
Interior Artists: Drew Baker, David Bezzina, Chris Dien, Larry Elmore,
Jason Engle, Eric Fortune, Alan Gutierrez, Jennifer Meyer, Socar Myles,
Jon Netherland, Ron Numley, Thom Scott, Brad Williams
Cover Graphic Designer: Ken Whitman • Interior Graphic Designer: Kevin T. Stein
Special Thanks: Neil Burton, Richard Connery, Matt Haag, Tracy Hickman, Joe Mashuga,
Luis De Pippo, Angela Stachowiak, Jeff C. Stanley, Trampas Whiteman
This d20 System® game accessory utilizes mechanics developed for the new Dungeons & Dragons®
game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkinson.
This Wizards of the Coast® Offi cial Licensed Product contains no Open Game Content. No
portion of this work may be reproduced in any form without written permission. To learn more about
the Open Gaming License and the d20 System License, please visit
www.wizards.com/d20.
Dungeons & Dragons, D&D, Dungeon Master, Dragonlance, the Dragonlance Logo, d20, the d20
System Logo, Wizards of the Coast, and the Wizards of the Coast Logo are registered trademarks of
Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. © 2003 Wizards of the Coast, Inc. Used with
permission. All rights reserved.
First Printing—2004. Printed in China. © 2004 Sovereign Press, Inc. Sovereign Press and the
Sovereign Press Logo are trademarks owned by Sovereign Press, Inc. All rights reserved.
Additional information and content available at
www.dragonlance.com.
Written & Published by
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Table of Contents
Chapter 1: Wizards of Ansalon ................ 3
The Gift of Magic 3 • Life Path of a Mage 3 • Discovery of Magical Talent 3 • Early
Education 4 • Raistlin Majere, Apprentice 4 • “They All Will Learn” 4 • Mentors 6 •
Schools and Academies 6 • The Test 7 • Dalamar the Dark 8 • Doubts and Refl ections 8
• Paths to Greater Power 9 • Call of the Conclave 9 • Antimodes 10 • The Wizard as Up-
standing Citizen 10 • Mastery of a Tower 11 • Races & Wizardry 11 • Humans 12 • Elves
12 • Ogre Races 14 • Dwarves 16 • Gnomes 17 • Kender 18 • Centaurs 18 •
Draconians 19 • High Sorcery • Switching Allegiance 20 • Wizard of High Sorcery 22 •
Arcane Prestige Classes 26 • War Mage Errata 26 • Dark Dwarf Savant 26 • Dreamshaper
28 • Griffon Wizard 29 • Renegade Hunter 32 • Sea Mage 33 • Spell Broker 35 • Sylvan
Mage 36 • Winternorn 39
Chapter 2: Spells & Magical Objects .......... 41
Arcane Energy 41 • The Language of Magic 42 • New Spells 42 • A Magical Lexicon
and Glossery 43 • Different World, Different Magic Part 1: Magic Spells 44 • Different
World, Different Magic Part 2: Magic Items 54 • Magical Objects 54; Artifacts 59
Chapter 3: Gods & the Orders ................66
The Gods of Magic 66 • The Role of the Other Gods in Magic 69 • History of High
Sorcery 70 • Magius 74 • Fistandantilus 75 • Mistress Jenna of Palanthas 80 • Structure &
Rules of the Conclave 81 • Master of the Tower (Template) 83
Chapter 4: The Towers ........................ 85
Tower Legends 85 • Wayreth: The First Tower 85 • Forest of Wayreth 92 • The Master
of the Tower of Wayreth 95 • Palanthas: Spire of Lore & Doom 97 • Forest of Cypress
103 • Andras Rannoch, Bane of the Lore-Spire 107 • Istar: The Bloody-Fingered Hand
109 • Daltigoth: The Crimson Keep 114 • Vincil da Jevra: The Doomed Highmage 117
• Losarcum: The Black Knife 120 • Beyond the Towers 126 • Zhaman: The Forbidden
Fortress 126 • Leciane do Cirica 127 • Castle Uth Krevan: The Citadel of Gadar 130 •
Ulgaard: The Dark One’s Hall 131 • The School of Mysteries: Towerstone’s Hope 132
Chapter 5: The Test .......................... 133
The Test 133 • Tradition of Testing 133 • Crafting a Test of High Sorcery 134 • Areas
Within the Test 138 • Test of High Sorcery: Structure & Areas 141
Chapter 6: Creatures ........................ 142
Wizards and Creatures142 • Familiars 142 • Creatures 142 •Dread Beast 142 • Create
Dread Beast 144 • Dream Creature 144 • Dreamshadow 145 • Dreamwraith 146 •
Eldritch Avatar 146 • Places of Power and Eldritch Emissaries 148 • Fogdrake 150 •
Huldrefolk 151 • Huldrefolk and the Gates 152 • Remnant 153 • Thaumavore 154
Chapter 7: Rivals ............................156
The Other Spellcasters 156 • Rieve 157 • Sorcerers 158 • Knights of the Thorn 158 •
Clerics 159 • Mystics 160
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Wizards of Ansalon
Chapter One
here are none upon Krynn who have the
power to harm me. Certainly not you,
apprentice. But you are brave. You have
courage. Often you have stood beside me in the
laboratory, facing those I have dragged from the
planes of existence. You knew that if I but drew a
breath at the wrong time, they would rip the living
hearts from our bodies and devour them while we
writhed before them in torment.”
“It was my privilege,” Dalamar murmured.
“Yes,” Raistlin replied absently, his thoughts
distracted. Then he raised an eyebrow. “And you
knew, didn’t you, that if such an event occurred, I
would save myself but not you?”
“Of course, Shalafi ,” Dalamar answered steadily.
“I understand and I take the risk”—the dark elf ’s
eyes glowed, fears forgotten as he sat forward eagerly
in his chair—“no, Shalafi , I invite the risks. I would
sacrifi ce anything for the sake of—”
“The magic,” Raistlin fi nished.
“Yes! The sake of the magic!” Dalamar cried.
Life Path of a Mage
The life of a wizard is one of exploration,
evolution, and a greater understanding—both of
the Art of High Sorcery and the hand that wields
it. When the prospective wizard is young, her life
is often dulled by a sense of longing for something
more than the world alone can offer; a feeling that
some indescribable, tangible force lies just out of
reach.
For some, this feeling fades as they become
increasingly shackled by the demands of day-to-
day life. But those few who are able to escape a
mundane existence can be educated in the Art of
High Sorcery. Learning the Art is often a process of
long years’ slow advance through the fundamentals
of arcane lore, a wizard quenching her thirst for
knowledge through ever-more advanced education
and study. And then comes a day when she is
considered skilled enough to journey to the Towers
of High Sorcery to take the Test — a gateway to
the ranks of the Orders of High Sorcery, but one
through which not all wizarding hopefuls will pass
alive.
During the Test, wizards are not only
challenged to demonstrate their full knowledge
of magic but to look deep inside themselves — an
assessment made not only of the power within,
but of the potential toward which they must strive.
For those who survive, the Test creates new self-
awareness. Their horizons are widened as new
vistas of magic and insight are opened up to them.
For each individual wizard, the path of life and
magic is different. Some become stagnant in their
learning (falling to the wayside of magic’s petty
and less noble uses), while others continue on to
great things, growing ever more powerful in the
service of the Art. Some will serve faithfully from
far beyond the walls of the arcane towers, while
others will immerse themselves in the structure
and orthodoxy at the Orders’ very heart. But in
the end, all that the Gods of Magic can hope for
is to have every wizard strive for the continued
development of High Sorcery, working always to
keep the evolution of the Art alive.
Discovery of Magical Talent
Despite popular belief, not all wizards grow up
as outcasts with a talent for telling the future,
nor must they have had childhoods in which
strange events follow them wherever they go.
Many children who will one day become wizards
lead comparatively normal lives, with ambitions
Raistlin & Dalamar, Time of the Twins
by Margaret Weis &
Tracy Hickman
The Gift of Magic
In boldest terms, magic is the power to manipulate
the very fabric of creation itself. An intrinsic part
of the universe, designed and shaped by the gods
themselves, magic may be used as a tool for good
and the betterment of the world—or it can be
brandished as a weapon capable of laying whole
nations low. And while many view a force of such
extraordinary magnitude as too potent a power to
be wielded by merely mortal hands, it is mortals
to whom magic is ultimately bound. The arcane
power of Krynn is refi ned and explored over
generations by those with the talent, the courage,
and the fortitude to wield it.
Arcane magic deals with forces so potent that
it took the guiding hands of the Gods of Magic
to instruct mortals in its proper use, and the Art
of High Sorcery is the lasting legacy of this divine
instruction. The Gods of Magic bestowed upon the
world the methods of tapping, manipulating, and,
most importantly, harnessing raw arcane energy,
using formulas and exacting rituals designed to
keep the manifestation of arcane power out of
rash and careless hands. It is this gift of magic that
has become the dominion of wizards throughout
Krynn, and it is their duty, both to the Orders of
High Sorcery and the Gods of Magic.
T
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and dreams like any other — dreams which often
include no thought of becoming a wizard at all.
Throughout the ages, the Conclave of Wizards,
which governs the Orders of High Sorcery, has
sent its agents through all lands in search of new
arcane talent. Traveling from town to town, these
scouts use interviews, information gathering,
and quiet observation in their attempts to single
out young minds with a penchant for the Art of
High Sorcery. Those who display an interest are
given preliminary assessments to determine their
relative knowledge and magical potential, and
once an individual’s aptitude for magic has been
determined, he’s encouraged to join a wizarding
school or to fi nd a mentor for further instruction.
In elven communities, these tests are standard,
and any child showing promise is given instruction
if desired. In the non-elven realms, though, the
Art is feared far more often than it is embraced,
and those who seek for it in others, like those who
feel its calling in themselves, must sometimes be
cautious in how they proceed.
The talent for High Sorcery can be cultivated in
many individuals in whom the aptitude for magic
is a natural skill. In some cases, the ability to wield
arcane power is passed down through bloodlines;
in others, fate simply sees them born to the Art.
Regardless of its source, fi nding proper training
and an outlet for the gift of arcane power is vital.
Members of the Orders know countless tales of
poor souls who attempted to deny their nature,
suppressing the Art from fear and ridicule as their
untrained power consumed them from within.
In most lands, stigma and prejudice attach
themselves to the wizard, and as a result, a number
of would-be spellcasters remain unmotivated
to receive instruction until relatively late in life.
Indeed, many spellcasters have well-established
careers and skills outside of magic prior to their
instruction in High Sorcery. Those who discover
the gift can come from nearly any background and,
over countless generations, the Orders of High
Sorcery’s ranks have been fi lled with warrior and
merchant, noble and peasant.
Early Education
The greater the force of any tide, the greater the
strength of the barrier that must contain it, and the
arcane force of magic is no exception. To control
energies as potent as those they wield, wizards are
required to master a number of unique skills, often
to excruciating standards. Alchemical chemistry,
illogical mathematics, unscientifi c physics,
structured linguistics, and the memorization
of complex patterns and symbols are the
merest beginnings of the skills required to truly
understand a spell and cast it safely. And beyond
the spells themselves, the many factors which can
infl uence magic — the nuances of the seasons, the
aspects of the day, the positions of the planets and
(especially) the moons — all become a part of a
complex learning process.
For some, these abilities will become second
nature seemingly overnight; for others, the Art
will take years to master. In either case, there
are two main routes that the study of magic can
take. Hopeful students can sometimes take up an
apprenticeship with an elder wizard, serving while
they live under a master’s tutelage, an arrangement
that tends to make learning magic more personal
but not always more structured. More commonly,
students will attend a school for wizards,
established by the Conclave for the express
purpose of fi lling the ranks of the Orders of High
Sorcery. In either case, students are given enough
instruction to start them on the path to arcane
power and, with guidance and determination,
to pass the Test beyond which destruction or
greatness lies.
Raistlin Majere, Apprentice
Male human Wiz 1: CR 1; Medium humanoid; HD
1d4–1; hp 3; Init +3; Spd 30 ft.; AC 13, touch 13,
fl at-footed 10; Base Atk +0; Grp –1; Atk/Full Atk
–1 melee (1d3–1/x2/nonlethal, unarmed strike);
SA spells; AL N; SV Fort –1, Ref +3, Will +3; Str 9,
Dex 16, Con 9, Int 17, Wis 12, Cha 10; Height 5 ft.
8 in.; Weight 125 lb.
Skills and Feats: Concentration +3, Decipher
Script +4, Heal +3, Knowledge (arcana) +7,
Knowledge (history) +4, Perform (magic tricks)
+2, Sleight of Hand +5, Spellcraft +9; Magical
Aptitude, Scribe Scroll, Spellcasting Prodigy.
Languages: Common, Elven, Magius.
Wizard Spells Prepared (3/2; save DC 14 +
spell level): 0—detect magic, read magic (2); 1st—
comprehend languages, identify.
Spellbook : 0—arcane mark, dancing lights,
detect magic, detect poison, light, mage hand,
mending, message, open/close, prestidigitation,
read magic; 1st—burning hands, comprehend
languages, fl oating disk, identify.
Possessions: Wizard robes (white), spellbook,
parchment (5 sheets), ink vial, inkpen.
Notes: As a 16-year-old student, Raistlin does
not yet possess his full allotment of 0-level spells
or bonus languages. His Perform (magic tricks)
skill is used when Raistlin attempts to entertain
others with his repertoire of non-magical tricks
and illusions. He may earn money (in steel pieces)
for doing so (see Perform, page 79 in the Player’s
Handbook ).
“They All Will Learn”
Being a letter discovered among the possessions of
the wizard Antimodes of Balifor, whose possessions
were donated to the Tower of High Sorcery at
Wayreth upon his death. Date on the letter reads
“4th day of Autumn Harvest, 342.”
4 Wizards of Ansalon
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