“The warrior has his blade. The wizard has his magic.”
In the Age of Dreams, magic was volatile and unpredictable, so the gods of magic established the Orders of High Sorcery. Wizards of High Sorcery have established themselves as the only group with approval from the gods to wield arcane magic and act as something of a guardian of access to powerful spells and potentially destructive magical devices.
The Wizards of High Sorcery are composed of three orders, each following one of the three gods of magic, represented by Krynn’s three moons, the sources of arcane magic in the world. The evil Black Robes follow Nuitari, the black moon. Red robes follow Lunitari, the red moon of neutrality. White Robes follow Solinari, represented by the white moon.
The Wizards of High Sorcery are made of three orders, each drawing their power from a different moon based upon their moral outlook.
Order of the White Robes
The Order of the White Robes draws its power from the moon Solinari. The members of this order follow the paths of knowledge, wisdom, and the magic of protection. Beyond magic, White Robe Wizards are focused on the cause of Good. Often they will assist the forces of Good to defend against the darkness.
Order of the Red Robes
The Order of the Red Robes draws its power from the moon Lunitari. The members of this order follow the paths of knowledge and illusion. The Red Robe Mages are said to have the ultimate loyalty to magic, having no tendencies to lean either towards good or towards evil. Red Robes seek to maintain the Balance.
Order of the Black Robes
The Order of the Black Robes draws its power from the moon Nuitari. While members of this order are evil-aligned, they do not cause random destruction for destruction’s sake (such as throwing random fireballs at an unsuspecting village). To do so would jeopardize the magic. Black Robe mages may be cruel, but they are also cunning. They tend to avoid open acts of violence if more subtle ways can be found. Black Robe Mages seek the quickest route to power possible to satisfy their hunger for magic.
Goals of the Wizards of High Sorcery
Though each of the three orders may have moral conflicts with one another and pursue different agendas in the larger world, each order’s first priority is to magic itself. When threats to magic exist, the orders set aside their differences and work together for the common good.
Joining the Wizards of High Sorcery
The first step in becoming a Wizard of High Sorcery is to gain a sponsor. This person is typically your first arcane teacher or a wizard who has taken an interest in your development as a sorcerer. Regardless, your sponsor must be a member in good standing with one of the three Orders of High Sorcery. Through your sponsor, the Conclave keeps track of your magical progress.
Once you’ve mastered a few cantrips and some rudimentary spells (typically when you begin learning 2nd-level spells), your sponsor may recommend you for the Test of High Sorcery. If you successfully complete the Test, you’ll be invited by the conclave to join one of the three orders.
The Test of High Sorcery
The Test of High Sorcery is a rigorous trial that tests, not only your ability to cast spells, but your dedication to magic itself. Each Test is crafted in such a way as to be unique to each applicant. The Conclave looks into the minds of applicants, searching their thoughts and dreams to find out their desires, fears, loves, and obsessions. That knowledge is, then, used to challenge the applicant. Regardless of the individual, the following elements are part of every Test:
- Three challenges will test your knowledge of magic and require you to cast every spell you know.
- Three challenges will be presented that can not be solved with magic in order to test your ingenuity.
- Your Test will be used to determine your dedication to magic above all else. You will be required to face an ally who opposes you and your magic.
- During your Test, you’ll be required to face a more powerful foe.
- Failure means death.
Another element that is typically present in the Test is the concept of the trinity: twilight, night, dawn; past, present, and future; good, evil, and neutrality.
Those who seek further power (usually those who learn spells of 3rd level or higher) without accepting an invitation to take the Test risk being identified as a renegade. If you are suspected by a Wizard of High Sorcery of being a renegade you’ll be reported to the Conclave and monitored. If it is confirmed that you’ve broken the Laws of Magic as set down by the Conclave of Wizards you’ll be deemed a renegade. The consequences of being a renegade depend on the order of the wizard who confronts you. Those determined by the Conclave to be an imminent threat to the Orders of High Sorcery risk death at the hands of an assassin dispatched by the Conclave who specializes in killing magic-users.
A Wizard of High Sorcery can be declared a renegade through any of the following actions:
- Casting a spell of 3rd level or higher without the aid of a spellbook* or without having taken and passed the Test of High Sorcery
- Meddling with the River of Time
- Attempting anything that is considered the purview of the gods, such as attempting to create new life
* This is dependent upon which era the game takes place. For example, in the Age of Mortals, the Order is not strong enough to declare all practitioners of primal sorcery/wild magic as renegades, so they will only intervene against those who present a potential threat to the Order or to the people of Krynn.
A Wizard of High Sorcery whose alignment has changed through their own choice of action will be given some method of atonement by their order. Alternatively, they may switch their allegiance to the order that fits their new alignment. A character who does this enters their new Order one rank lower than their previous order and their renown is reduced accordingly. The remaining renown represents the accomplishments that have garnered the respect of wizards from all Orders of High Sorcery.
The wizard keeps the order secrets they have already learned, or they may trade those for secrets from their new order so long as they qualify for them with their new, lower renown total.
Wizards of High Sorcery and Other Arcane Spellcasters
During the Second Dragonwar, the elven wizards of Silvanesti used wild arcane magic to prevail over the destructive onslaught of the dragons. However, they lost control unleashing those primal energies, causing destruction and havoc of their own. The three gods of magic taught these mages to control magic through precise incantations, rituals, components and hand movements. They established the orders of High Sorcery in order to safeguard the world from those who would pursue power beyond their ability to control it, and established the Test to ensure only the most disciplined and dedicated mages were allowed access to it.
Wizards and Sorcerers
For nearly fifty years after the Chaos War, the gods were separated from the world, and, as a result, the magic of the moons of Krynn vanished. It was during this time that many who once practiced High Sorcery rediscovered the same primal magic inherent in the world from its creation.
When the gods found and returned to the world of Krynn, the magic of the moons returned as well. Many who practiced primal sorcery sought to, once again, reestablish the Orders of High Sorcery and reassert its dominance. It was clear, however, that they were too few to police the use of magic as they once did.
Still, the Wizards of High Sorcery are very concerned about the return of primal sorcery to the world, and have been tasked by the gods of magic to keep an eye out for those who may become a threat through the use of wild sorcery. The gods of magic have bade their followers to observe and intervene only when they’re convinced a clear danger is present. Only the Black Robes have been directed by their god to destroy a primal sorcerer when they can.
Wizards and Knights of the Thorn
When the Conclave first became aware that the Knights of Takhisis had an order dedicated to arcane magic they sent emissaries to invite the so-called Knights of the Thorn to take the Test. The Knights of Takhisis refused, since their loyalties were first and foremost to their Queen and not to the gods of magic.
In response, the Wizards of High Sorcery mounted an ill-fated assault on the Knighthood’s island stronghold of Storm’s Keep. A great number of powerful wizards on both sides of the conflict lost their lives, and the Orders were forced to retreat back to their towers. When magic left the world, many of the Knights of the Thorn turned to primal sorcery and made it their mission to hunt down and destroy those former wizards who remained and to find and loot the Tower of High Sorcery in Wayreth.
As a result, there remains a deep-seeded animosity between the Knights of the Thorn and the Wizards of High Sorcery. While some might be willing to join the Order of Black Robes, the Thorn Knights represent the largest organization of primal sorcerers on Ansalon, and, once again, the Orders see them as a clear danger, not only to the world, but to magic itself.
Wizard of High Sorcery Characters
Wizards are present in nearly every aspect of life on Ansalon. However, there are wide and diverse beliefs and opinions of the common folk concerning the nature and morality of magic in general and arcane spellcasters specifically.
Alignment: Usually lawful
Suggested Races: Usually human, elf, or half-elf; sometimes dwarf, minotaur, irda
Suggested Classes: Always wizard
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, wizards of that moon’s order gain advantage on attack rolls with spells and gain a +1 bonus to their spell save DCs. When a moon is at Low Sanction, wizards of that moon’s order gain disadvantage on attack rolls with spells, and incur a -1 penalty to their 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 beneficial for wizards who follow those moons, even if the moons are in Low Sanction. When two moons are in alignment, wizards of each order gain advantage on attack rolls with spells and gain a +1 bonus to their spell save DCs. The +1 bonus stacks with any other bonus already in place for a moon’s phase. Thus, if two moons are in conjunction at Low Sanction, the bonuses cancel out the penalties and members of both orders cast their spells normally.
When all three moons come into alignment, all magic is amplified. Wizards of all three orders gain advantage on attack rolls with spells and gain a +2 bonus to their spell save DCs. These bonuses also stack with any other benefits or penalties that result from a moon’s position. Therefore, if all three moons are in alignment at Low Sanction, all wizards gain a +1 bonus to spell attack rolls and spell save DCs. If they align at High Sanction, all wizards gain advantage on attack rolls and a +3 bonus to their spells save DCs. This event, known as the Night of the Eye, occurs once every year and a half.
Rank and Renown
Renown is an optional rule found in the 5e DMG on pg. 22-23. If you choose to use this rule in your Dragonlance game, it provides structure for gaining rank and other benefits within factions and organizations, such as the Wizards of High Sorcery.
A character’s Renown is separate for each organization they may be affiliated with, and typically starts at 0, increasing when characters perform tasks for the organization and earn favor from the leadership of the group. Typically, when you advance an organization’s interests, your Renown increases by 1. If, on the other hand, you do a mission assigned by the group or that directly benefits the group, it can increase by 2. You can also use downtime to increase your Renown, as described in the 5e DMG pg. 129.
As you act in the service of your Order, you gain renown. The more renown you receive from your peers and teachers, the more you are invited to share in your Order’s secrets.
You may gain renown within your Order through the following:
- Identifying a renegade magic-user who poses a threat to the Orders or the world
- Defeating a renegade in battle
- Turning over potent or dangerous artifacts to the Conclave
- Acting in such a way that improves the reputation of the Wizards of High Sorcery
- Spending downtime teaching an apprentice or lower level wizards with the ultimate goal of them joining one of the Orders of High Sorcery.
You can lose renown through any of the following acts:
- Pursuing magic beyond your ability to control
- Aiding a renegade
- Keeping a potent or dangerous artifact for yourself
Rank 1: Apprentice
Prerequisite: Renown of 3 or higher within the Wizards of High Sorcery
You are taught one of your order’s secrets of your choice.
Rank 2: Mage
Prerequisite: Rank one and Renown of 10 or higher within one of the orders of High Sorcery
You are taught one additional secret of your choice from your order’s list of order secrets.
Rank 3: Wizard
Prerequisite: Rank two and Renown of 25 or higher within one of the orders of High Sorcery
You are taught one additional secret of your choice from your order’s list of order secrets.
Rank 4: Archmage
Prerequisite: Rank three and Renown of 45 or higher within one of the orders of High Sorcery
You are taught one additional secret of your choice from your order’s list of order secrets.
Rank 5: Master
Prerequisite: Rank four and Renown of 65 or higher within one of the orders of High Sorcery
You are taught one additional secret of your choice from your order’s list of order secrets.
Each order of High Sorcery has very closely guarded secrets. As your renown increases, you’re taught one of these secrets by a wizard of higher rank as a sign of the order’s trust in you.
Secrets of the Black Robes
Secret of Betrayal. You’ve learned to power your magic with the life force of your allies. As a bonus action, you create a spell slot by siphoning the life force of one creature within 5 feet who is friendly to you. The spell slot must be of a level you can already cast, and causes 1d6 points of necrotic damage per level of the spell slot created. The creature can make a Constitution saving throw against your spell save DC to reduce the damage by half.
Secret of Darkness. You’ve learned to imbue your spells with necrotic energy. As a bonus action when you cast a spell that causes damage, the type of damage inflicted is necrotic in addition to the damage type normally inflicted by that spell.
Secret of Fear. As a bonus action when casting a necromancy or enchantment spell, you may force a creature within 30 feet of you that can see you make a wisdom save against your spell save DC. On a failed save, that creature takes the frightened condition until a successful save is made.
Secret of Hunger. As a bonus action, you create a spell slot by siphoning a bit of your own life force. The spell slot must be of a level you can already cast, and causes 1d6 points of necrotic damage per level of the spell slot created. You can make a Constitution saving throw against your spell save DC to reduce the damage by half.
Secret of Pain. When casting a necromancy or enchantment spell, as a bonus action, you can attempt to cause your target great pain. The target must succeed on a Constitution saving throw or become wracked with pain. The affected creature has disadvantage on all attacks as well as ability and skill checks until a successful save is made.
Secrets of the Red Robes
Secret of Change. When you cast a transmutation spell that has a duration of one minute or more, the duration for that spell is doubled up to a maximum duration of 24 hours. Also, if your spell forces one or more creatures to make a save against your spell save DC, you may pick a number of creatures equal to your intelligence bonus who automatically succeed their save.
Secret of Deception. When you cast an illusion spell that has a duration of one minute or more, the duration for that spell is doubled up to a maximum duration of 24 hours. Also, if your spell forces one or more creatures to make a save against your spell save DC, you may pick a number of creatures equal to your intelligence bonus who automatically succeed their save.
Secret of Independence. Your transmutation spells are more difficult to dispel. Any creature attempting to dispel one of your transmutation spells must make an ability check, even if the spell is 1st through 3rd level. Furthermore, for spells of 4th level and higher, the creature attempting the dispel has disadvantage on the roll.
Secret of Mystery. You’ve learned how to make it more difficult for creatures to see through your illusions. Anyone attempting to “disbelieve” or see through an illusion you’ve created has disadvantage on the attempt. Furthermore, if a creature attempts to use divination to see through your illusion (with a detect magic spell, for instance), they must make a wisdom saving throw against your spell save DC.
Secret of Purity. You’ve learned to imbue your spells with pure magical energy. As a bonus action when you cast a spell that causes damage, the type of damage inflicted is force damage in addition to the damage type normally inflicted by that spell.
Secrets of the White Robes
Secret of Defense. When you cast an abjuration spell that has a duration of one minute or more, the duration for that spell is doubled up to a maximum duration of 24 hours. Also, if your spell forces one or more creatures to make a save against your spell save DC, you may pick a number of creatures equal to your intelligence bonus who automatically succeed their save.
Secret of Radiance. You’ve learned to imbue your spells with radiant energy. As a bonus action when you cast a spell that causes damage, the type of damage inflicted is radiant damage in addition to the damage type normally inflicted by that spell.
Secret of Resistance. Your abjuration and divination spells are more difficult to dispel. Any creature attempting to dispel one of your abjuration or divination spells must make an ability check, even if the spell is 1st through 3rd level. Furthermore, the creature attempting the dispel has disadvantage on the roll.
Secret of Sustenance. You have learned to maintain your concentration on certain spells longer than your peers. If you take damage while concentrating on a spell you gain advantage on the constitution save.
Secret of Truth. When you cast a divination spell that has a duration of one minute or more, the duration for that spell is doubled up to a maximum duration of 24 hours. Also, if your spell forces one or more creatures to make a save against your spell save DC, you may pick a number of creatures equal to your intelligence bonus who automatically succeed their save.
Wizard Arcane Traditions
There are a number of arcane traditions unique to the Dragonlance setting.
Dark Dwarf Savant
Due to their reclusive nature, magic-wielding Theiwar and Daegar dwarves were largely ignored by the Conclave during the Age of Dreams. In the early years of the Age of Mortals, dark dwarves showed great talent for primal sorcery, but, with the return of the gods, dark dwarf leaders have demanded their spellcasters return to the practice of High Sorcery in hopes of gaining powerful allies among the Black Robes. While some dark dwarves have ignored this mandate, it is now no longer unusual to see the occasional dwarven applicant at the gates of the Tower of High Sorcery in Wayreth.
Restriction: Daegar and Theiwar Dwarves Only
This arcane tradition is reserved for the reclusive dark dwarven clans who almost solely practice the arcane arts among their kind.
Dark dwarves are renowned for their ability to produce arcane devices. When you take this tradition at 2nd level, you gain proficiency in alchemist supplies and one other set of artisan tools of your choice. Additionally, the amount of gold and time required to produce a magic item is halved.
Dark dwarves continuously expose themselves to powerful arcane energies that twist and corrupt both body and mind. When you take this arcane tradition at 2nd level you choose two dark taint traits. You gain another dark taint at 6th and 10th levels.
Dark Taint Traits
Odious Might. Your muscles begin to thicken and bulge in non-uniform ways. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Abhorrent Speed. Your arms and legs lengthen and take on a slightly beastial appearance. Your base walking speed increases by 5 feet.
Profane Vigor. Your belly becomes distended and your torso broadens. You gain advantage on Constitution saving throws to avoid disease.
Malign Cunning. Your head begins to swell, growing to 1 ½ times its normal size. You gain proficiency in one Intelligence-based skill of your choice.
Pernicious Insight. Your eyes grow larger and begin to bulge. You gain advantage on Wisdom (perception) skill checks that depend on sight.
Vile Aspect. Your facial features begin to bulge and become exaggerated. You gain proficiency in Charisma saving throws.
At 14th level, you are better than most wizards at specializing in low-level spells. Choose a 1st-level wizard spell that is in your spellbook. You can cast that spell at its lowest level without expending a spell slot when you have it prepared. If you want to cast it at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange the spell you chose for a different spell of 1st level.
Dreamshapers learn to tap into the Ethereal Plane and the Plane of Dreams to empower their spells. Exclusively from the Order of Red Robes, these wizards are responsible for shaping the mind-bending effects of the Test of High Sorcery.
Restriction: Red Robe Wizards
Only wizards from the Order of Red Robes can become dreamshapers. Illusion magic and the dreams of mortals are Lunitari’s domain.
As a dreamshaper, you’ve learned to tap into the arcane power of your arcane allies. When you take this arcane tradition at 2nd level, you can spend 10 minutes creating an oneiric circle up to ten feet in radius. When you stand in the middle of the circle and have at least one other arcane spellcaster standing outside of it, you may empower illusion spells you cast in one of the following ways of your choice:
- Your illusions are so lifelike that anyone who encounters it and fails your spell save DC treats the illusion as real. The illusion, if able, may move and attack in the circle, it cannot leave the circle and anything causing it to leave will make it vanish. The illusion has the abilities and statistics of whatever creature it has but must fit in the circle and remain grounded.. Any damage done to the illusion will cause it to vanish and not reappear.
- You can create an illusion in the circle that can only be removed by dispel magic or any ability that nullifies magic. These illusions retain all of their regular spell features. The spell features only work inside the circle.
- You can use the circle to project an illusion to any place you have visited within a five mile radius. When using this feature, the spell will appear in a circle that matches the size of the one from which it was cast and will be appear in the location to which it was cast. The target circle remains imperceptible through a detect magic or true seeing spell and, then, only to the one who cast either spell. These illusions will appear in a location of your choosing and retain all spell features.
- You can create a spell that will only be activated once someone enters the circle. The spell retains all of its regular spell features. An investigation check equal to or exceeding the spell caster’s spell save DC will revealeveal original circle.
You may have a number of spells that require concentration active while you are standing within the circle equal to 1 + the number of arcane spellcasters assisting you outside the circle to a maximum equal to half your wizard level rounded down.
The number of ways you can empower active spells while inside your oneiric circle increases as you gain levels. You may add one additional effect at 6th level and a third empowering effect at 10th level.
When you take this arcane tradition at 2nd level, your ability to resist illusions and mind-affecting spells increases. You gain advantage on Wisdom saving throws against illusion and enchantment spells.
At 6th level, your knowledge of illusion magic increases to a point where it becomes almost second nature. When you cast a spell that deals psychic damage, the amount of psychic damage you deal increases by an additional 1d6 points of damage. At 10th level this additional damage increases to 2d6 and increases to 3d6 at 14th level.
Oneiric Circle Leader
At 10th level, you gain the ability to borrow power from those aiding you in your oneiric circle to cast spells at higher spell levels. When you cast spells at a higher spell level while in your oneiric circle, you may cast it at one spell level higher than the spell slot you expend.
Greater Oneiric Circle Leader
At 14th level, you may apply your oneiric circle leader feature to a number spells equal to your intelligence modifier.
Elves have a long tradition of partnering with griffons. Elven windriders of House Protector are one such example. Over time, elven wizards have developed spells that strengthen the bond between themselves and their griffin mounts, allowing them to provide arcane support to the windriders in times of great need.
Restriction: White Robed Elf Wizards
The spells required to create the mystical bond between a griffon and it’s rider are secrets jealously guarded by the elven peoples of Krynn.
When you take this arcane tradition at 2nd level, you gain a griffon mount. Your mount has all of the following features:
- The bond you form with your griffon mount replaces and functions exactly the same as that formed with a familiar. While you have a griffon mount, you may not have another familiar.
- The griffon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the griffon where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
- Your griffon adds your proficiency bonus to its attack rolls, damage rolls, and any saving throws with which it is proficient.
- Your griffon’s intelligence increases to 4 and it understands one language that you also know of your choice, though it can not speak.
- If the griffon dies, you can obtain another one by spending 8 hours magically bonding with another griffon that isn’t hostile to you.
When you take this arcane tradition at 2nd level, you gain proficiency with vehicles (air). While maintaining spells that require concentration, you have advantage on saving throws made for that purpose while mounted.
Aspect of the Lion
Beginning at 6th level, you may gain advantage on Strength saving throws for one minute. Once you use this feature, you may not do so again until you finish a long rest.
Additionally, your griffon’s hit point maximum equals its normal hit point maximum plus four times your wizard level.
Aspect of the Eagle
Beginning at 10th level, you may gain advantage on Dexterity saving throws for one minute. Once you use this feature, you may not do so again until you finish a long rest.
Additionally, you may use a bonus action to command your griffon to take the Attack, Dash, Disengage, Dodge, or Help action.
Greater Mounted Wizardry
You no longer need to make concentration checks to maintain spells while controlling your griffon.
Those who would defy the Conclave wizards risk being named a renegade. Those who are sent to locate and deal with these individuals are known as renegade hunters. They have an unmatched devotion to the gods of magic and follow the Conclave’s direction with relentless and untiring zeal.
When you take this arcane tradition at 2nd level, you gain proficiency in the Intelligence (arcana) and Intelligence (investigation) skills. You also add the dispel magic spell to your spellbook if you don’t already have it
You have an advanced understanding of the moons of magic and their effects on wizards. As a bonus action, you can act as if the moon of your order was in alignment with one other moon of your choice for one minute. You may use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature upon completing a long rest.
Beginning at 6th level, the connection you have to your patron moon increases. As an action, you may expend one use of your Syzygy feature to impose the effects of Low Sanction on one arcane spellcaster of your choice within 30 feet of you for one minute.
Beginning at 10th level, you may expend a use of your Syzygy feature to gain bonuses as if your patron moon was in alignment with both of the other moons. If one of the other moons is in High Sanction you gain the effects of the Night of the Eye.
At 14th level, your understanding of moon magic reaches its zenith. You may expend one use of your Syzygy feature to reduce a target’s Intelligence. Choose a target within 30 feet of you. That creature must succeed on an Intelligence saving throw or have its Intelligence reduced by an amount equal to your proficiency bonus + ½ your Intelligence modifier. Additionally, the target cannot cast spells in which the spell level exceeds their new intelligence score -10. All active spell effects that require concentration immediately end if they are not of a level the spellcaster can currently cast. The target may use its subsequent actions to repeat the saving throw. When a successful save is made, the target’s Intelligence score returns to normal but they must prepare again any spells that were lost during the lunar interdiction.
The sea calls to folk from every walk of life. For those with an aptitude for magic, life aboard a sea-going vessel carries with it challenges and opportunities for which they are uniquely suited.
Your time spent at sea has trained your body for life aboard a ship. You gain proficiency with your choice of the Strength (athletics) or Dexterity (acrobatics) skills.
You’ve learned to account for the unpredictable motion of the sea when casting spells that require concentration. When you follow this tradition at 2nd level, you gain advantage on saving throws made to maintain concentration on spells that require it.
Beginning at 6th level, when you cast a spell while on board a sea-going vessel no larger than 75 feet in length, you and the vessel are considered one for the purposes of determining the spell’s range. As a result, touch spells may be delivered to any creature in contact with the vessel, and anywhere aboard the vessel can count as the point of origin for a spell.
Beginning at 10th level, you may imbue vessels with your magic that are larger than 75 feet.
Master of Wind and Water
At 14th level, your mastery over the elements increases. Once per day, when you cast a water or wind spell, that spell may be twisted to suit your needs as per the Metamagic ability from the Sorcerer class. You may choose from the following: Careful Spell, Distant Spell, Extended Spell, Heightened Spell, Quickened Spell and Subtle Spell. This spell is cast at one level higher than your current caster level.
The winternorn arcane tradition originated among a small cabal of wizards in the frigid, southern reaches of Ansalon. Eventually, traveling wizards studied with these Ice Folk, spreading the tradition throughout the rest of the continent. In addition to mastering ice magic, a winternorn learns to catch small glimpses into the River of Time and use that knowledge to their benefit.
Beginning at 2nd level, you have Resistance to Cold Damage.
At 2nd level, when you cast a spell that causes damage of a type other than cold, you may alter the spell so that it deals cold damage instead.
Beginning at 6th level, you add the conjure animals spell to your spellbook. It is a wizard spell for you. When you cast this spell, it has additional benefits:
- The creatures are still of the fey type but always hail from the winter court.
- When the conjured creatures deal damage to a target, the damage type is cold damage.
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its damage rolls.
A winternorn receives glimpses into the River of Time, which she can use to her advantage. Starting at 10th level, you gain advantage on initiative rolls, intelligence-based skill checks, and Wisdom (Insight) rolls. You may use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature upon completing a long rest.
At 14th level, you gain immunity to cold damage. Additionally, a winternorn will often experience changes to her outward appearance, such as white hair, icy-blue eyes, or a pale blue complexion.