Here is a brief summary of the material presented in Complete Arcane and how this material relates to the world of Krynn.
Warlock: The warlock represents a character that has a fiendish or fey background. Since these creatures likely use ambient magic, their descendant has an innate ability to draw forth the forces of creation, i.e. wild sorcery. Warlocks, unlike sorcerers, do not require the release of Chaos energies to utilize their powers. Like dragons and other non-creation races, the warlocks’ minute portion of demon or fey blood allows them to draw forth their magic with little effort. Invocations are innate in nature, unlike spells, thus the warlock has unlimited usage of them. Warlocks are incredibly rare on Ansalon and regardless of the warlocks’ intentions, they will be viewed with suspicion by most common folk. The Wizards of High Sorcery view warlocks in ways similar to how they view fey, in that they do not consider them renegades. This is not to say that conflict will not arise between the warlocks and the Wizards. While Chaos-taint isn’t present in their magic, the Wizards still view the warlocks as a potential threat. However, many warlocks go unnoticed by the Conclave due to their rarity.
Warmage: The warmage merely represents a sorcerer that specializes in battle magic. These characters can easily represent low-level Knights of the Thorn, due to their armored spellcasting and focus on war-based magicks. Also, warmages may represent the sorcerers who fought alongside the Knights of Solamnia during the battle for Sanction. Warmages use wild sorcery to power their spells just as sorcerers do. Therefore, warmages can only exist in the Age of Mortals. The warmage class may be a good fit for bozak draconians, whose armored casting and war-based spells seem to be a trend among the race.
Wu Jen: The wu jen is not a suitable fit for characters adventuring on Ansalon. They may be workable for Taladas or an altogether new continent. This is merely due to the wu jen’s departure from the standard school-based casting that is the basis of the Wizards of High Sorcery. However, the Gods of Magic are incredibly resourceful, and wu jen may exist on a continent that is culturally different than Ansalon. On an Oriental continent on Krynn, the taboos may be reworked to fit along with the dogmas of the Gods of Magic.
Acolyte of the Skin: Wizards often search for more power in strange sources, therefore bonding one’s self with the skin of a demon to gain powerful abilities is not out of the question. Acolytes of the skin are either Black Robes or renegade wizards. Some of the blessed of Nuitari may be greeted by the infernal messengers of the god offering power at the price of the subject’s humanity. These blessed undergo horrific transformations that, over time, turn them into a fiendish servant of their god. Solinari is disgusted by the lengths one will go to gain power and tries hard to discourage wizards from undergoing the transformation. Lunitari shares her cousin’s opinion in that there are much more conventional means to excel, but as the choice to become an Acolyte of the Skin is an exercise of free will, the goddess does not stop the prospective candidates from becoming one. Sorcerers, because Nuitari wants their destruction, never become Acolytes of the Skin.
Alienist: Due to the cosmology of Krynn and the knowledge we have of the world’s creation, the alienist is not a good fit for Dragonlance.
Argent Savant: Force-based casting is a common study, but few excel at it quite like the argent savant. Members of all Orders of High Sorcery can become savants; there is no special preference within the different color of the robes. Sorcerers may also find the argent savant intriguing, and will often place their focus on force-based spells.
Blood Magus: The powers that blood holds are not unknown to practitioners of magic on Krynn, as evidenced by the ogre titans. Many wizards explore the powers of their own blood, becoming blood magi. Even members of the White robes have been known to follow this path, though they are extremely rare. More conservative members of the Order may view a White Robe Blood Magus as delving too deeply into their dark sides, and will discourage the study of blood magic until further research can be done on the subject. Red and Black Robed wizards produce spectacular Blood Magi, and the study has thrived in both orders.
Effigy Master: An effigy master is merely a wizard or sorcerer that makes usage of magical automatons to serve them. There is currently a heated debate in a gnomish subcommittee as to how such automatons operate. As of now, the gnomes have chalked effigy up as “not explainable by scientific methods.”
Elemental Savant: The elemental savant represents the epitome of elemental casting. While more often than not these casters are sorcerers, as the study of wild sorcery has been very focused on elemental casting until just recently. Cryomancers, pyromancers, geomancers, and electromancers are all drawn to this path. This is not to say that Wizards of High Sorcery are not drawn to this class as well. Just like sorcerers, there are those within the Order that focus primarily on one type of elemental casting. These members would likely pursue the path of the elemental savant.
Enlightened Fist: This class is unsuitable for wizards, but not for sorcerers. Enlightened fists represent sorcerers that have trained both mind and body to work in absolute synergy.
Fatespinner: This class works well with Wizards of the White Robes because of their focus on divination magic. Also, since divination is a primary focus of Knights of the Thorn (along with the emphasis on fate), the class is a good choice for them as well. Sorcerers with a focus in divination will also make good candidates for the fatespinner.
Geometer: Magical writings, sigils, and runes all bear great powers and many wizards gain the ability to unlock these powers. No single Order of High Sorcery has a special preference for this class, though Red Robe geometers are more common that others.
Green Star Adept: Much like the alienist, the green star adept is unsuitable for Krynn. However, the class could be reworked using a substance other than starmetal to fuel their powers. Perhaps ingested dragonmetal produces results similar to those of the green star adept.
Initiate of the Sevenfold Veil: This class represents the penultimate protective magic user. For this reason, White Robes make up the majority of initiates. Ward-based magic is a well-documented and intensively trained field within the White Robes. Black Robes seldom, if ever, become initiates.
Mage of the Arcane Order: This class can represent wizards that utilize the resources of the Towers of High Sorcery to further their study of magic. Many non-Conclave wizards are Mages of the Arcane Order, pursuing their studies under the watchful eye of the Conclave. Mages of the Arcane Order are similar to magical scientists, furthering the study of magic for all.
Master Transmogrifist: Red Robes that specialize in transformation magic are quite common, and some follow the path of the master transmogrifist. This class is a viable choice for a Red Robe. There are few, if any, master transmogrifist in the other two orders as their studies take them elsewhere.
Mindbender: Mentalism is the domain of mystics; therefore, this class does not make a suitable choice for a wizard on Krynn. Due to the arcane spell caster requirement, this prestige class may need to be reworked to fit into Dragonlance. However, some Black Robes specialize in enchantment magicks heavily, and so the Mindbender could be a viable choice for them.
Seeker of the Song: As many different types of bards exist, this represents bards who focus more on their usage of song rather than sorcery.
Sublime Chord: Just as there are bards that focus on song, there also exist bards that focus on their magical aptitude rather than music, becoming more like sorcerers than bards.
Suel Arcanamach: This class is a poor fit for Dragonlance. However, with a little work, it could be used to represent warrior sorcerers, much like the warmage.
Wayfarer Guide: These are the master teleporters of Krynn. They can represent wizards or sorcerers with a knack for transportation magic.
Wild Mage: This class is unsuitable for Dragonlance.
Feats, Spells and Invocations, Magic Items, and Monsters
Feats: Most of the feats presented here work well in Dragonlance. The Draconic Heritage feat tree works especially well for draconians, particularly with regard to bozaks and auraks since spellcasters gain the most from their usage.
Spells and Invocations: All spells presented are suitable for usage in Dragonlance. Due to the focus of invocations on a more evil aspect of the warlock, perhaps the warlock is descended from a fiend instead of a fey.
Magic Items: Change the names of the following magical items: Crimson Coat of Ilpharzz (Crimson Coat of Sirrion), the Contract of Nepthas (Contract of Hiddukel), and Dyrr’s Impervious Vestment (Impervious Vestment of the Magi).
Monsters: All monsters listed are suitable for usage in Dragonlance. The pseudonatural creature template can be applied to magical experiments on existing creatures. When using this suggestion, the creature becomes an aberration instead of an outsider.
Due to Dragonlance’s unique approach to magic, the section about interactions between arcane classes is not suitable for use in Dragonlance. See the Towers of High Sorcery supplement for information pertaining to this.
The section on how to DM a game containing arcane spellcasters is suitable for usage in Dragonlance, as is the section on spell duels. Spell duels can be used as a way for characters to gain names for themselves in the Orders of High Sorcery. Duels between members of separate orders are relatively uncommon. As stated in Towers of High Sorcery, Black Robes often engage in spell duels when vying for position on the Conclave as well as choosing the head of their order.
Only the first part of the Arcane Organizations section is suitable for use in Dragonlance. The specific organizations should not be used in a Dragonlance game.