Wizard of High Sorcery


Hit Die: d6.

Requirements

To qualify to become a Wizard of High Sorcery, a character must fulfil all of the following criteria.
Alignment: Any good (White Robe), neutral (Red Robe), or evil (Black Robe).
Base Save Bonus: Will +4.
Skills: Spellcraft 4 ranks.
Feats: Spell Focus (any), Scribe Scroll, and one other Item Creation or Metamagic feat.
Spellcasting: Ability to prepare and cast 2nd-level arcane spells.
Special: Test of High Sorcery: One of the traditions established by the First Conclave is the institution of the Test of High Sorcery, designed to challenge the dedication of any student desiring to master the art of magic.
Each Test of High Sorcery is uniquely designed for the individual taking it, and should include at least three challenges to be overcome by the wizard’s knowledge of magic and its use. Characters must solve problems and defeat foes by casting every spell they know at least once, and should also face confrontation with someone thought to be a friend or ally. The Test must also include at least one lethal danger of a Challenge Rating equal to the wizard’s own level.
Those taking the Test can bring companions with them if they desire, but will find the challenges scaled upward in compensation. No one who accompanies a wizard on his challenge has any guarantee of returning, for by the harsh terms of the Test, failure means death.
Favoured Specialization: Each of the three Orders of High Sorcery has a degree of expertise in two schools of magic. This knowledge and mastery of these schools is reflected in the narrowed focus of dedicated wizards (see the Arcane Focus class feature). The favoured schools are abjuration and divination (White Robes), illusion and transmutation (Red Robes), and enchantment and necromancy (Black Robes).

Class Skills

The Wizard of High Sorcery’s class skills are Appraise, Fly, Intimidate, Knowledge (all), Linguistics, Spellcraft.
Skill Points at Each Level: 2 + Int modifier.

Class Features

All the following are class features of the Wizards of High Sorcery prestige class, regardless of which path its members follow (White Robe, Red Robe, or Black Robe).
Weapon and Armour Proficiency: Wizards of High Sorcery gain no additional proficiency with any weapons or armour. In fact, tradition forbids them to use any weapon except the quarterstaff or dagger. There is no penalty for ignoring this prohibition, but most Wizards of High Sorcery choose to honour it, holding strongly to traditions.
Like wizards and sorcerers, Wizards of High Sorcery suffer a chance of arcane spell failure if they attempt to cast spells with somatic components while wearing armour.
Spells per Day: When a new Wizard of High Sorcery level is gained, the character gains new spells per day as if he had also gained a level in the arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a Wizard of High Sorcery, he must decide to which class he adds the new level for purposes of determining spells per day.
Arcane Focus: Upon passing the Test of High Sorcery, a wizard has the option of narrowing the focus of his arcane power in accordance with the traditions of his order. The effects of this optional focus depend on whether the wizard was already a specialist or not.
Non-Specialists: At 1st level, a Wizard of High Sorcery who was not already a specialist wizard may choose a speciality school from one of those favoured by his Order (see Favoured Specialization). From this point on, he follows all of the rules regarding specialist wizards in the Pathfinder Roleplaying Game Core Rulebook, including the selection of opposition schools.
Specialists: If the wizard was already a specialist in one of the two favoured schools of his order, his specialization is enhanced. In addition to his existing benefits, he gains a +1 bonus to caster level on spells from the specialist school, as well as gaining a +1 bonus on saving throws against spells from his specialist school and against spell-like abilities (but not supernatural abilities) that duplicate such spells.
In exchange for this enhanced focus on one school, the wizard must select an additional school of magic to be an opposition school, chosen from among the specialist schools of the other two Orders of High Sorcery (see Favoured Specialization). This new opposition school is subject to all the restrictions of his original two opposition schools. He cannot choose a prohibited school that he already chose as a 1st-level specialist.
For example, Rikar is a wizard who specializes in the school of Illusion. His opposition schools are Necromancy and Enchantment. When he passes his Test and joins Order of the Red Robes, he must choose one additional opposition school and has only one option: Abjuration. He must choose from among the schools favoured by the Orders of the White and Black Robes, and no wizard can take Divination as a opposition school.
Item of Power: Once a prospective Wizard of High Sorcery successfully completes the Test, his order gives him a permanent magic item, usually valued between 2,000-4,000 stl. The order does not tell the new Wizard of High Sorcery what powers the item possesses, as discovering the item’s secrets is seen as a challenge on his new path.
Moon Magic: All Wizards of High Sorcery draw strength directly from the moon aligned with their particular Order—White Robe wizards from Solinari, the White Moon; Red Robe wizards from Lunitari, the Red Moon; Black Robe wizards from Nuitari, the Black Moon (whose aspect only Black Robe wizards can see).
The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous), wizards of that moon’s order cast spells at +1 caster level and with a +1 to any spell save DCs. When a moon is at Low Sanction (from waning crescent, through new, to waxing crescent), wizards of that moon’s Order cast spells at -1 caster level and with a -1 to any spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s Order cast their spells normally.
The alignment of any two moons is a positive event for wizards of both orders, even if the moons are at Low Sanction. When two moons are in conjunction, wizards of both moons’ Orders cast spells at +1 caster level and with a +1 to any spell save DCs. These bonuses stack with any bonus or penalty already in place for the phase of the moons. Thus, if Lunitari and Nuitari come into conjunction at High Sanction, Wizards of the Red and Black Robes cast at caster level +2 and a +2 on spell save DCs. If the same two moons come into conjunction at Low Sanction, the benefit from the conjunction cancel out the penalty for the two moons being at Low Sanction, and these wizards cast spells as normal.
When all three moons come into alignment, all magic becomes more powerful. Wizards of all three Orders cast spells at caster level +2 and with a +2 on spell save DCs. Again, these bonuses stack with any bonus or penalty in place for the phase of the moons. If the three moons are in conjunction at Low Sanction, every wizard still casts with +1 bonuses. If they align at High Sanction, the bonuses are +3. This alignment, known as the Night of the Eye, occurs in a cycle of 504 days (exactly 1–1/2 years).
Tower Resources: A Wizard of High Sorcery gains full admission to any operational Tower of High Sorcery and its resources for spell research and the creation of magical items.
Access to Libraries: A wizard who has passed the Test of High Sorcery and declared allegiance to the Gods of Magic gains access to the libraries within the Tower. These libraries contain the spellbooks of countless wizards throughout history, stretching back to the Age of Dreams. With access to these libraries, it is easier for a wizard to create new spells or to add new spells to his spellbooks. When a wizard is researching or scribing a spell using the Tower’s libraries, the time requirement for replacing or copying spells is halved (so a wizard can scribe two spells per day), while the cost for creating new spells is three-quarters of the normal cost (750 stl per week of research).
Access to Laboratories: Laboratories in the Tower of High Sorcery are available for the use of any Wizard of High Sorcery wanting to create magic items. The laboratories and come complete with most commonly used components. Rare and exotic components may have to be bartered for or gained independently through other channels. A wizard using these laboratories can almost certainly complete the creation process without interruption.
Arcane Research: A Wizard of High Sorcery has access to the secrets and knowledge of the Conclave and the Towers of High Sorcery. Beginning at 2nd level, the character gains a +1 competence bonus to Spellcraft and Knowledge (arcana) skill checks. This bonus increases by +1 every two levels thereafter (so +2 at 4th level, +3 at 6th level, and so on).
In addition, each level that grants a bonus in Arcane Research also allows the Wizard of High Sorcery to add a bonus spell to his spellbook (in addition to the spells normally gained through level advancement). This spell must be of a level the Wizard of High Sorcery can cast and must be from one of his Order’s specialist schools.
Order Secret (Su): At 3rd level, and again at 5th, 7th, 9th, and 10th level, a Wizard of High Sorcery learns one of the secrets of his Order described in the following sections.

Table: Wizard of High Sorcery

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +1 Arcane focus, item of power, moon magic, tower resources +1 level of arcane spellcasting class
2nd +1 +1 +1 +1 Arcane research +1 +1 level of arcane spellcasting class
3rd +1 +1 +1 +2 1st Order Secret +1 level of arcane spellcasting class
4th +2 +1 +1 +2 Arcane research +2 +1 level of arcane spellcasting class
5th +2 +2 +2 +3 2nd Order Secret +1 level of arcane spellcasting class
6th +3 +2 +2 +3 Arcane research +3 +1 level of arcane spellcasting class
7th +3 +2 +2 +4 3rd Order Secret +1 level of arcane spellcasting class
8th +4 +3 +3 +4 Arcane research +4 +1 level of arcane spellcasting class
9th +4 +3 +3 +5 4th Order Secret +1 level of arcane spellcasting class
10th +5 +3 +3 +5 5th Order Secret, arcane research +5 +1 level of arcane spellcasting class

Secrets of the Black Robes

The following are the secrets of the Order of the Black Robes. Each time a Black Robe wizard gains an Order secret, she may choose from one of the following. A Black Robe wizard may not choose the same secret twice.

Magic of Betrayal: Once per day for every two class levels attained, a Black Robe wizard who knows this secret may Empower or Extend any necromancy spell she casts. The spell functions as though she had applied the appropriate metamagic feat, but does not use a higher-level spell slot. When she does so, a backlash of negative energy deals 2d6 points of damage to a single living ally within 30 feet, chosen by the wizard (who may not choose an undead ally, who would benefit from the negative energy). The ally is allowed a Will save (DC 10 + one-half caster level + Intelligence modifier) for half damage.

Magic of Darkness: Once per day for every two class levels attained, a Black Robe wizard who knows this secret can imbue a damaging spell with negative energy. Half of the damage dealt by such a spell is negative energy damage, and is therefore not subject to being reduced by protection from energy or similar magic (although death ward negates it). The remainder of the damage is dealt as normal for the spell. Undead are healed by negative energy, so damage dealt to undead creatures simply averages out to nothing for a spell modified in this way. (Assume that the healing takes place first, granting the undead creature temporary hit points above its maximum if necessary, with equivalent damage then dealt to leave the creature back where it started.)

Magic of Fear: A Black Robe wizard who knows this secret can make her spells more intimidating. As a full-round action, the wizard can cast any spell that deals damage and has a normal casting time of 1 standard action. Then, as a free action, she can immediately attempt to demoralize one opponent within 30 feet by making an Intimidate check against the opponent’s modified character level (see the Intimidate skill in Chapter 4: Skills of the Pathfinder Roleplaying Game Core Rulebook). The wizard receives a circumstance bonus on the Intimidate check equal to the level of the spell she casts.

Magic of Hunger: A Black Robe wizard who knows this secret may draw even further upon her own resources to increase the scope of her magic. Each day, she may prepare one extra spell of any level she can cast at the cost of 1 point of Constitution damage per spell level. This ability damage heals normally but cannot be magically restored.

Magic of Pain: Once per day for every two class levels attained, the Black Robe wizard who knows this secret may cast any spell that deals hit point damage to inflict pain beyond the spell’s normal effects. Any creature damaged by such a spell must make a successful Fortitude save (DC 10 + spell level + Constitution modifier) or suffer a -2 penalty on attack rolls, skill checks, and ability checks for one round due to the lingering pain the spell inflicts. As a price for this wracking pain, the Black Robe herself takes 1d6 points of damage when the spell is cast.

Secrets of the Red Robes

The following are secrets of the Order of the Red Robes. Each time a Red Robe wizard gains an order secret, he may choose one of the following. A Red Robe wizard may not choose the same secret twice.

Magic of Change: Once per day for every two class levels attained, a wizard who knows this secret may Enlarge or Extend any transmutation spell he casts. The spell functions as though he had applied the appropriate metamagic feat, but does not use a higher-level spell slot.

Magic of Deception: Once per day for every two class levels attained, a wizard who knows this secret may Enlarge or Extend any illusion spell he casts. The spell functions as though he had applied the appropriate metamagic feat, but does not use a higher-level spell slot.

Magic of Independence: A Red Robe wizard who knows this secret casts spells that are harder to dispel. When another spellcaster makes a dispel check against one of the wizard’s spells (including using dispel magic to counterspell a spell the wizard is casting), the DC is 15 + the wizard’s caster level.

Magic of Mystery: A Red Robe wizard who knows this secret casts spells that are harder to detect and identify. When another spellcaster attempts to use a divination spell (such as detect magic), or a spell-like ability or magic item that might detect the magical aura of one of the wizard’s spells, the other caster must make a level check (DC 11 + the wizard’s caster level) to successfully detect the spell. Similarly, a spellcaster attempting to use a divination (such as see invisibility) to reveal the effects of one of the wizard’s spells must make a level check to reveal the spell’s effects. Any given caster can check only once for each divination spell or effect used, no matter how many of the wizard’s spell effects may be operating in an area.
In addition, when another spellcaster attempts to identify the spell a Red Robe wizard is casting (for instance, to counterspell it), the DC of the required Spellcraft check is increased by +1 for every 2 class levels the Red Robe wizard has attained.

Magic of Purity: Once per day for every two class levels attained, a Red Robe wizard who knows this secret can imbue any spell that deals hit point damage with pure arcane energy. Half of the damage dealt by such a spell comes from this arcane energy, and is therefore not subject to being reduced by protection from energy or similar magic. The remainder of the damage is dealt as normal for the spell.

Secrets of the White Robes

The following are secrets of the Order of the White Robes. Each time a White Robe wizard gains an Order secret, she may choose from one of the following. A White Robe wizard may not choose the same secret twice.

Magic of Defence: Once per day for every two class levels attained, a wizard who knows this secret may Empower or Extend any Abjuration spell she casts. The spell functions as though she had applied the appropriate metamagic feat, but does not use a higher-level spell slot.

Magic of Radiance: Once per day for every two class levels attained, a White Robe wizard who knows this secret can imbue any spell that deals hit point damage with radiant energy. Half of the damage dealt by such a spell comes from this radiant energy, and is therefore not subject to being reduced by protection from energy or similar magic. The remainder of the damage dealt is as normal for the spell. Against undead, a spell modified in this way deals half again as much damage as normal (double the radiant energy damage). As a side effect, radiant spells give off as much illumination as a light spell of equivalent caster level, and this light lingers in the area for one round after the end of the spell’s duration (or one round for an instantaneous spell).

Magic of Resistance: This secret allows a White Robe wizard to more easily counter or dispel the magic cast by others. The wizard gains the benefit of the Improved Counterspell feat (if she does not already possess it) and gains a competence bonus on dispel checks equal to +1 per two class levels.

Magic of Sustenance: This secret allows a White Robe wizard to cast spells even under difficult circumstances. The wizard gains a competence bonus equal to +1 per two class levels on all concentration checks made to cast or direct spells (but does not gain a concentration check bonus while casting defensively).

Magic of Truth: Once per day for every two class levels attained, a wizard who knows this secret may Enlarge or Extend any Divination spell she casts. The spell functions as though she had applied the appropriate metamagic feat, but does not use a higher-level spell slot.

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