It’s Time to Re-Imagine Arcane Magic

Raistlin in Red Robes
Raistlin in Red Robes

Of all the arcane spellcasters in the Dungeons & Dragons multiverse, there are few as iconic as the Wizards of High Sorcery. These are not just your run-of-the-mill wizards. These guys have to take the Test of High Sorcery to determine if they are able to use magic safely. The only choice is to pass the test, or die. If you do pass the test, you join one of the three orders – the good White Robes, the evil Black Robes, or the neutral Red Robes. One thing is for certain. You will emerge from the Test changed, whether physically, mentally, or both.

Evolution

Since the time of their inception, arcane magic in both Dragonlance and the D&D has evolved.

In Dragonlance, the sorcerer was introduced as a role for the Fifth Age game, which used the SAGA system. The sorcerer in this incarnation was a replacement for the wizard, whose magic had disappeared from the world of Krynn. Sorcery, sometimes known as Wild Sorcery or Primal Sorcery, was considered an early form of arcane magic that was infused with the power of Chaos, thus making it potentially unstable. Hence, why the Wizards of High Sorcery were formed.

The return of godly magic during the War of Souls heralded a change where godly divine and arcane magic co-existed with the ambient magic of mysticism and sorcery. It was also set during the early days of D&D 3rd edition, in which we were introduced to a new arcane class – the sorcerer. When Sovereign Press gained the Dragonlance RPG license, it was determined that this sorcerer would be the same as the SAGA sorcerer. In fact, this was a retcon as the D&D sorcerer didn’t cast magic like the SAGA sorcerer.

During this time, it was determined that only wizards, who could prepare their spells, could become Wizards of High Sorcery. Sorcerers and bards were spontaneous casters, meaning they drew their power from Wild Sorcery, which was somehow dangerous, which was not reflected in the rules. Bards were also troublesome as they had healing magic, which in the world of Krynn, was a telltale sign of divine magic.

Midway through 3rd edition, we saw the introduction of the warlock and Eberron’s artificer. In 4th edition, the warlock from 3e was combined with other concepts to become the first take on the class we all know so well.

As we jump ahead to 5th edition, we now have several arcane classes: the artificer, bard, sorcerer, warlock, and wizard. Plus, we have subclasses, such as the rogue (arcane trickster) and fighter (eldritch knight).

Yet with all these choices, why do so many fans insist on only wizards joining the Wizards of High Sorcery?

The Problem: A Class-Based Members-Only Club

With so many arcane casters in D&D 5th edition, you would think the Wizards of High Sorcery would want to make certain they all played by the rules of magic. They want to make certain that people are using magic responsibly, right?

Yet there are so many people who insist that the Wizards of High Sorcery remain a wizards-only club. Why, you ask?

  • “Wizard” is literally in the name. We’re not talking about the “Sorcerers of High Sorcery” or the “Warlocks of High Sorcery.” We are talking about the Wizards of High Sorcery.
  • That’s not the way it was in the novels. The novels make it pretty clear how arcane magic works, and some of the other arcane classes don’t follow that.
  • Nostalgia. That’s the way it was in my favorite prior edition, so that’s the way it should remain.

Okay, fine. There’s a few problems here. First of all, the novels often used terms like “wizard” and “sorcerer” interchangeably. The novels could be only showing a small selection of the magic-users. And sorry, but “that’s he way it’s always been” is a poor excuse for anything.

Time to Embrace Change

If we want Dragonlance to live again, we must embrace the changes to arcane magic in 5th edition. Sure, in our own games, we can say that just wizards and possibly sorcerers exist in the world of Krynn. Yet Wizards of the Coast would not want that. They will want their settings to be open to as many arcane classes as usual.

Also, what incentive is there for players to play arcane casters other than wizards in Dragonlance if we’re going to automatically brand them as renegades? It doesn’t even make sense any more! Why would an organization that claims to be there to make certain that arcane magic is used responsibly turn a blind eye to everyone except those that do magic their way?

The time has come to ditch the idea that only wizards can join the Wizards of High Sorcery. Most Dragonlance fans prefer the Chronicles and Legends era to set their games in. As such, they would likely want to play a member of one of the Orders. Why deny that opportunity just because they’re playing a sorcerer, warlock, bard, etc.?

And what of D&D 5e players who are new to Dragonlance? Do you want to tell them that they can’t play their favorite arcane class as a member of the Orders?

It’s time to put aside any issues we have and let all the arcane classes in. Let folks use the mechanics they want, join the order they want, and just say that most common folks don’t know the difference between the classes. If the name is an issue, just go with Orders of High Sorcery.

The only exception I would make is the wild magic sorcerer, largely because this seems like just the type of thing that the Wizards of High Sorcery were formed to safeguard against.

The key here is to be as inclusive as possible and to say yes to our players more than we say no. We want them to have fun. Why let semantics ruin that?

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About Dragonhelm

Trampas “Dragonhelm” Whiteman is best known for co-creating and administering the Dragonlance Nexus fan site. He is co-author of three Dragonlance books – Holy Orders of the Stars, Knightly Orders of Ansalon, and Races of Ansalon. When not evangelizing Dragonlance and other settings, Trampas is a husband, father, podcaster, and web designer. Trampas also enjoys reading comics, reading fantasy and scifi novels, and playing D&D.
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