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Wizard of High Sorcery

Kirath 

 

 

 

 

 
  "Raistlin lifted his thin arms higher, and the black robes blew around him as though he were in the center of a violent wind storm. He spoke again. Fiery fingers of flame spread out from him, lighting the darkness and racing through the wet grass as though it were covered with oil. Raistlin stood in the center, the hub of a vast, spoked wheel of flame." - War of the Twins

 
Wizard of High Sorcery (Prestige Class)
Requirements:
  • Must complete the Test of High Sorcery (See Magic Section)
  • Alignment: any good (white robes), any neutral (red robes), any evil (black robes)
  • Spellcraft: 6 ranks
  • Knowledge (arcana): 6 ranks
  • Feats: Scribe Scroll, Spell Mastery

 Level

 Att. Bonus

 Fort Save

 Ref Save

 Will Save

 Special

 1

+0

+0

+0

+2

 Bonus Feat, Stackable Levels, Gift of the Eye

 2

+1 

+0

+0

+3

Bonus Spells

3

+1

+1

+1

+3

Intense Magic

4

+2

+1

+1

+4

Bonus Spells

5

+2

+1

+1

+4

Bonus Feat, Boon of Protection

6

+3

+2

+2

+5

Bonus Spells

7

+3

+2

+2

+5

Spell Penetration

8

+4

+2

+2

+6

Bonus Spells

9

+4

+3

+3

+6

Permanent Maximize

 10

+5

+3

+3

+7

Bonus Feat, Bonus Spells
Class Features: Hit Dice: 1d4 per level Weapon and Armour Proficiency: WIzards of High Sorcery are only trained to use the quarterstaff and dagger. They are not trained to use any armour or shields. Skills: Wizards of High Sorcery have the skills and skill points per ;leve of the WIzard class (page 52 of the Player's Handbook). Stackable Levels: The Wizard of High Sorcery levels stack with any Wizard levels the character has, but only to calculate Spells per Day, Spellcasting Level and Learned Spells. Example: a 4th lvl Wizard/3rd lvl Wizard of High Sorcery casts spells as a 7th lvl Wizard (including spells per day) Gift of the Eye: Wizards of High Sorcery gain the Gift of the Eye Feat for free. (see Rules section) Bonus Spells: Wizard of High Sorcery gains 2 bonus spells to add to his spellbook, only one of these may be from the highest level he can cast and they must be chosen from the schools listed below. These reflect the favoured schools of each order.
  • White Robes: Abjuration, Divination
  • Red Robes: Illusion, Conjuration, Transmutation
  • Black Robes: Necromancy, Enchantment
Intense Magic: Wizard of High Sorcery gains the Spell Focus Feat
but only in one of the schools governed by his order (see above).
Bonus Feats: Wizards of High Sorcery gain a bonus feat every 5th
level, including 1st. This feat must be either a metamagic feat, item
creation feat or spell mastery.
Boon of Protection: Once per day the Wizard of High Sorcery may,
by invoking the name of of his order's patron diety, add his Int Modifier
to all his saving throws. This is a Supernatural ability. (Solinari, is the 
patron of the White Robes, Lunitari of the Red and Nuitari of the Black).
Spell Penetration: Wizard of High Sorcery gains +2 to spellcaster
level checks to beat a creature's spell resistance. (This stacks with the
Spell Penetration Feat)
Permanent Maximize: The Wizard of High Sorcery may select one spell
he knows, that is from one of the schools governed by his order (see above),
 to be permanently modified by the Maximize Spell feat.
Multiclassing: Classes other than Wizard are heavily frowned upon by
the Conclave and multiclassing as such is discouraged. Wizards who 
become Renegades retain all benefits except Boon of Protection, and
can no longer gain levels as a Wizard of High Sorcery. Should a Wizard
change his robes he must reselect his bonus spells using the schools
governed by his new order. (This is the only time the Bonus Spells may 
be changed).


 
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