Post by Demogorgon on May 6, 2011 8:32:41 GMT -5
The Test of High Sorcery
Every student of the arcane is expected to take the Test of High Sorcery once he has progressed beyond the level of an apprentice. He who does not has two choices: forsake his career as a mage, and forever remain a dabbler; or continue to advance in his studies, and be branded a Renegade and a threat. The Conclave of Wizards holds that the Gods of Magic, embodied within the three moons of Lunitari, Solinari, and Nuitari, handed down this requirement of testing so that unrestricted use of arcane power is prevented.
It’s important to note that most Wizards of High Sorcery are, as the name suggests, wizards. Although it’s possible to take the Test if you are an arcane character other than wizard, such a candidate will be rare. Warlocks, swordmages (from the Forgotten Realms Players Guide) and artificers (from the Eberron Players Guide) might also become Wizards of High Sorcery at the Dungeon Master’s discretion. Any candidate must acquire the Ritual Caster feat, which is a bonus feat for a wizard, before they may qualify for the Mage of the Robes multiclass feat.
The nature of the Test differs for every applicant. It is a grueling, often nearly fatal endeavor. Few attempt it without proper training and preparation, and those that do may not live to speak of their failure. The Test is a pivotal moment of your mage’s life, and thus it offers an excellent sub-plot in any campaign. Whether a Dungeon Master insists upon crafting a Test and running your mage through it, or simply allows it to happen off-screen (perhaps before the beginning of play), the details of the Test should still be recorded.
Lunar Influence: When you pass the Test, whether or not you take the Mage of the Robes multiclass feat, you become attuned with the phases of your patron moon.
Creating a High Sorcerer
Arcane characters who pass the rigorous Test of High Sorcery become members in good standing of one of the Orders. Which Order they belong to depends on their alignment: White for Lawful Good and Good mages, Red for Unaligned mages, and Black for Evil and Chaotic Evil mages. Although it is possible to change Orders later in their career, such a switch is rare and not without its complications. See the Changing Orders sidebar.
To progress into the Orders of High Sorcery and know their secrets, your mage needs to make a commitment to the study of the arcane arts and forsake all other pursuits. The first step is taking the Mage of the Robes multiclass feat, which provides a choice of one of three benefits keyed to the three moons of magic. Your choice is dictated by your Order, though if you switch Orders later this benefit will change to suit. Taking this feat prevents your mage from multiclassing into any other class, which serves to represent your dedication and focus. By taking the Novice Power, Acolyte Power, or Adept Power power-swap feats (see the 4E Player’s Handbook), you can then exchange powers of your class for one or more of the powers exclusive to your Order.
Mage of the Robes
[Multiclass High Sorcerer]
Prerequisites: Arcane power source, Ritual Caster feat
Benefit: Your survival of the Test of High Sorcery and admission into the Orders has parted the veil on many secrets. You qualify for the Novice Power, Acolyte Power, and Adept Power feats (from the Player’s Handbook), treating High Sorcerer as the class into which you have multiclassed. Depending on your Order, you gain learn a secret .
Order Secrets
Secrets of the Black Robes
The Magic of Betrayal
The Magic of Darkness
The Magic of Fear
The Magic of Hunger
The Magic of Pain
Secrets of the Red Robes
Magic of Change
Magic of Deception
Magic of Independence
Magic of Mystery
Magic of Purity
Secrets of the White Robes
Magic of Defense
Magic of Radiance
Magic of Resistance
Magic of Sustenance
Magic of Truth
You and your DM can work on the Order Secret you learn provided it fits one of the themes above.
Examples:
Black Robe Order Secret - Magic of Darkness: You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing black flame.
Red Robe Order Secret - Magic of Change: Once per encounter as a minor action, you gain a +1 bonus to speed or a +2 bonus to speed if you charge or run. The bonus lasts until the end of your next turn. Red flame momentarily licks the ground where your feet touch it.
White Robe Order Secret - Magic of Defense: Once per day as a free action, your robes flare with a white glow and you add 1 to all defenses until the end of the encounter.
In addition, as Mage of the Robes you gain access to several new powers. Simply re-flavor all the spellplague / student of the plague feats and powers from the Forgotten Realms source books as follows.
Re-flavoring Suggestions
Spellscar = Lunar
Spellplague = Moon Magic
Scar = Magic
Plague = Magic
Spell = Moon or Lunar
Spellscarred or Infected = Lunar Influenced
Flesh = Robes
Blue Flame = Red, White, or Black Flame
Examples:
Spellscar Empowerment = Lunar Empowerment
Plague Lash = Magic Lash
Scar of Blue Wings = Magic of (Black, Red, White) Wings
Spellcurse = Mooncurse or Lunitari's Curse
Call of the Plague = Call of the Moon or Call of Nuitari
Healing Flesh of the Infected = Healing Robes of the Influenced
Every student of the arcane is expected to take the Test of High Sorcery once he has progressed beyond the level of an apprentice. He who does not has two choices: forsake his career as a mage, and forever remain a dabbler; or continue to advance in his studies, and be branded a Renegade and a threat. The Conclave of Wizards holds that the Gods of Magic, embodied within the three moons of Lunitari, Solinari, and Nuitari, handed down this requirement of testing so that unrestricted use of arcane power is prevented.
It’s important to note that most Wizards of High Sorcery are, as the name suggests, wizards. Although it’s possible to take the Test if you are an arcane character other than wizard, such a candidate will be rare. Warlocks, swordmages (from the Forgotten Realms Players Guide) and artificers (from the Eberron Players Guide) might also become Wizards of High Sorcery at the Dungeon Master’s discretion. Any candidate must acquire the Ritual Caster feat, which is a bonus feat for a wizard, before they may qualify for the Mage of the Robes multiclass feat.
The nature of the Test differs for every applicant. It is a grueling, often nearly fatal endeavor. Few attempt it without proper training and preparation, and those that do may not live to speak of their failure. The Test is a pivotal moment of your mage’s life, and thus it offers an excellent sub-plot in any campaign. Whether a Dungeon Master insists upon crafting a Test and running your mage through it, or simply allows it to happen off-screen (perhaps before the beginning of play), the details of the Test should still be recorded.
Lunar Influence: When you pass the Test, whether or not you take the Mage of the Robes multiclass feat, you become attuned with the phases of your patron moon.
Creating a High Sorcerer
Arcane characters who pass the rigorous Test of High Sorcery become members in good standing of one of the Orders. Which Order they belong to depends on their alignment: White for Lawful Good and Good mages, Red for Unaligned mages, and Black for Evil and Chaotic Evil mages. Although it is possible to change Orders later in their career, such a switch is rare and not without its complications. See the Changing Orders sidebar.
To progress into the Orders of High Sorcery and know their secrets, your mage needs to make a commitment to the study of the arcane arts and forsake all other pursuits. The first step is taking the Mage of the Robes multiclass feat, which provides a choice of one of three benefits keyed to the three moons of magic. Your choice is dictated by your Order, though if you switch Orders later this benefit will change to suit. Taking this feat prevents your mage from multiclassing into any other class, which serves to represent your dedication and focus. By taking the Novice Power, Acolyte Power, or Adept Power power-swap feats (see the 4E Player’s Handbook), you can then exchange powers of your class for one or more of the powers exclusive to your Order.
Mage of the Robes
[Multiclass High Sorcerer]
Prerequisites: Arcane power source, Ritual Caster feat
Benefit: Your survival of the Test of High Sorcery and admission into the Orders has parted the veil on many secrets. You qualify for the Novice Power, Acolyte Power, and Adept Power feats (from the Player’s Handbook), treating High Sorcerer as the class into which you have multiclassed. Depending on your Order, you gain learn a secret .
Order Secrets
Secrets of the Black Robes
The Magic of Betrayal
The Magic of Darkness
The Magic of Fear
The Magic of Hunger
The Magic of Pain
Secrets of the Red Robes
Magic of Change
Magic of Deception
Magic of Independence
Magic of Mystery
Magic of Purity
Secrets of the White Robes
Magic of Defense
Magic of Radiance
Magic of Resistance
Magic of Sustenance
Magic of Truth
You and your DM can work on the Order Secret you learn provided it fits one of the themes above.
Examples:
Black Robe Order Secret - Magic of Darkness: You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing black flame.
Red Robe Order Secret - Magic of Change: Once per encounter as a minor action, you gain a +1 bonus to speed or a +2 bonus to speed if you charge or run. The bonus lasts until the end of your next turn. Red flame momentarily licks the ground where your feet touch it.
White Robe Order Secret - Magic of Defense: Once per day as a free action, your robes flare with a white glow and you add 1 to all defenses until the end of the encounter.
In addition, as Mage of the Robes you gain access to several new powers. Simply re-flavor all the spellplague / student of the plague feats and powers from the Forgotten Realms source books as follows.
Re-flavoring Suggestions
Spellscar = Lunar
Spellplague = Moon Magic
Scar = Magic
Plague = Magic
Spell = Moon or Lunar
Spellscarred or Infected = Lunar Influenced
Flesh = Robes
Blue Flame = Red, White, or Black Flame
Examples:
Spellscar Empowerment = Lunar Empowerment
Plague Lash = Magic Lash
Scar of Blue Wings = Magic of (Black, Red, White) Wings
Spellcurse = Mooncurse or Lunitari's Curse
Call of the Plague = Call of the Moon or Call of Nuitari
Healing Flesh of the Infected = Healing Robes of the Influenced