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 Guidelines for wizards and sorcerers

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Black Rider
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PostSubject: Guidelines for wizards and sorcerers   Fri Apr 18, 2014 8:11 pm

Guidelines for wizards and sorcerers

I. Wizards
Generally you should NOT take more than 5 levels. Then there should be an application to take the Test of the High Sorcery (either through RP IG or via this forum).
In Krynn you don't see self-taught wizards. Apprentices should belong to some school or have a mentor. Get a mentor for your character, and roleplay it before you go to your test.

II. Sorcerers
Revised version (June 2014):
Sorcerers channel arcane energy without drawing power from the moons of magic. They manipulate the natural energy. Their art is called "primal sorcery", "ambient magic" or "wild magic".

The source books say, that "primal sorcery" does not function during area of the "War of the Lance" and thus Sorcerers and Bards "don't exist". "Primal sorcery" was rediscovered in the wake of the Chaos Wars.

DLCR-staff decided not to forbid these classes und thus additional rules especially for sorcerers are needed:

The gods of magic created the Orders of High Sorcery to preserve the balance of magic in the world.
"Advancing in powers" for the Order means advancing in the power of magic of the moons.

Powerful arcane magic (and Sorcerers channel arcane magic) practiced outside of the Orders of High Sorcery is the province of renegades. Such magic wielders are those who decide to risk advancing in power without taking the Test or are members of Orders who reject the rules and precepts set down by the Conclave of wizards of the Orders of High Sorcery. (WOTL)
For the Conclave, this is a threat to the balance of magic in the world! So those, who do not follow the laws of magic set by the gods of the three moons and thus act outside of the Orders of High Sorcery are considered renegades. It's the duty of the Orders to hunt down renegades and neutralize the threat against order the Conclave represents.

Since sorcerers do not draw upon the magic of the moons, their way of magic is - for the Orders of High Sorcery - against the balance. Thus they are also considered renegades by the Conclave.

Renegades are given the option of taking the "Test of High Sorcery" (unless they have performed serious crimes of magic). This also counts for Sorcerers: Depending on situation, they could be given the chance to take the test. If they fail and still survive or refuse, they are viewed as renegades and will be treated as such.

Sorcerers who takes the test and passes it, must join the Order and from now on start to take wizard classes. They should start to use arcane magic, because the Conclave would forbid the usage of "wild magic" (because it's a threat to the balance!). So, "tested" Sorcerers should also maintain the balance and not cause threat to it.


Remember: When wizards use arcane magic of moons, it looks different than sorcerers using wild magic (spell books, spell components, incantations...). Wizards (and others who know the difference) should be able to spot someone using "wild magic", and sorcerers should clarify to others in RP-situations, that she/he actually isn't using any spell components!

Sorcerers are VERY rare, at this time, on Krynn. As long as you plan on NOT joining the Conclave or actually play a renegade magic user on purpose, consider another class (multi) and keeping a low profile, to avoid detection.

For these reasons, DLCR-staff would like players to first "earn" the right to make a sorcerer-character, which means, that players should first prove themselves in roleplay with other characters, then get the permission to make a sorcerer/take sorcerer classes. They should also have a good backstory i.e. why can they use the "wild magic".

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PostSubject: Re: Guidelines for wizards and sorcerers   Sun Jun 08, 2014 8:18 am

We revised the guidelines for Sorcerers. Please take notice.
- Staff

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