Wizards of High Sorcery

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The Wizards of High Sorcery are a fictional group of people in the Dragonlance universe.

Contents

[edit] Introduction

The Wizards are a powerful institution in Krynn. They were founded when the deities Solinari, Lunitari and Nuitari taught a certain group of people how to draw power from the moons and shape it with their wills. With the construction of the Towers of High Sorcery, people from all over Krynn were able to learn the secrets of spellcrafting.

To prevent abuse, the gods decided that powerful spells could only be cast in a limited amount. Thus, a mage is usually able to cast a powerful spell only once, after which it is forgotten. To cast it again, the wizard must commit it back into memory, which may require several hours of study. Tracy Hickman commented in The Annotated Chronicles (1999) that his eldest son, a professional magician, mentioned how this fact did mirror his own practice, as it was not enough for him to simply learn a magic trick, instead having to practice it daily in order to maintain the fluid movement of the illusion.[1]

The Wizards of High Sorcery follow a set of laws which are as old as the Towers of High Sorcery:

  • Solinari's Law: All wizards are brothers and sisters in their order. All orders are brothers and sisters in the power.
  • Lunitari's Law: The places of High Sorcery are held in common among all orders and no sorcery is to be used there in anger against fellow wizards.
  • Nuitari's Law: The world beyond the walls of the towers may bring brother against sister and order against order, but such is the way of the universe.

Under these principles, the wizards collect and share information inside the Towers. Tracy Hickman explains that, although there may some differences in the way every race teaches magic, the language and requirements are the same for every mage in the world of Krynn.[2]

Although wizards draw power from the moons, controlling it takes a great effort, sometimes leaving the wizard drained.

[edit] Apprentices

Usually sponsored by a wizard or archwizard, the novice is accepted into a school of magic. The location of these schools may be secret, rumoured or known, depending on the circumstances. Although the school supplies some elements, the pupil may be expected to pay for either food, drink, or items necessary to practise spells.

Some schools are prepared to keep the students comfortable for long periods of time. For example, the student may consider living at the school during winter to prevent long and unnecessary travel.

Apprentices learn how to pronounce the language of magic, to write runes in scrolls and to distinguish and collect herbs, between other things.

[edit] Preliminary Test

After having spent some time learning the basics of magic, runes and alchemy, the best students are selected to take a test of magic. This test is not dangerous, and failure only delays the student's progress.

Though it may vary, the test is usually simple and asks the student to use his gained knowledge to prepare a potion, write a rune, or prepare a scroll. Once the apprentice passes it, he or she is allowed to learn more advanced spells, usually including attack and effect spells.

[edit] The Test

When a mage reaches a certain skill level, he or she must take the Test to move on to the higher, more powerful areas of magical study.

In some cases the Conclave sends an invitation to the apprentice, setting a date and time for the presentation.

The Test is designed to divide mages into two branches: those who take the study of magic seriously and those who would use it for simple purposes, like entertainment. When the time for the Test arrives, those who do not want to take it leave the school, and are left on their own. Although these mages are usually weak, sometimes they are able to learn and execute powerful spells. They are not allowed to wear the White, Red or Black robes, as they have not taken the Test.

The Test puts the life of the wizard in danger. Failure usually means death. Thus, those who do not accept the risks of the Test remained relatively unskilled and, therefore, not a major threat to the Conclave of Wizards.

Test sessions are private and cannot be shared between apprentices. However, they may be asked to bring a family member. In some cases these others can be witnesses through magic of the Test, while sometimes they are simply called on to carry the belongings of the wizard back to his home in case of failure.

The Test itself allows the Conclave to examine the strengths and weaknesses of the applicant. It is carried out in one of the Towers of High Sorcery, most times through very realistic illusions. It may affect the apprentice's mind and body permanently.

The apprentice wears a color of robe he or she thinks it is suitable. However, it is in the Test that the real allegiance of the apprentice is found. At the end of the Test, the wizard will wear the new robes.

[edit] Alignment

Once the apprentice passes the Test, they are given an alignment.

Three different alignments were the original ones: white, red and black. The wizards following Solinari wear white robes of good, the ones following Lunitari wear red robes of neutrality, and wizards following Nuitari wear black robes of evil. The robes can be adorned with runes of protection, usually in silver patterns.

Tracy Hickman defines the color of the robes as something beyond simply alignment:[3]

   
Wizards of High Sorcery
The color of a mage's robe on Krynn are more than just an ornamentation or sign of fealty to a particular order of magic. The color of a wizard's robes reflects an entire attitude and philosophy of magic—a magical way of life, if you will.
   
Wizards of High Sorcery

The Knights of Takhisis recruited renegade wizards. These wear grey robes, and are despised by the original Orders as they work for the grandness of Takhisis instead of the Children of magic. For other renegades, the robe colour means nothing, and they can be found wearing red, white, black or any other color.

Wizards are able to change their alignment, although the price is usually high.

[edit] Spellcrafting

There are eight kinds of magic in the world of Krynn: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy and transmutation. Each Order is allowed to learn certain groups of magic. Thus, it is virtually impossible to find a certain wizard who has mastered all the groups.

Until the apprentice has passed the Test, when his affiliation is discovered, he is not usually taught magic belonging to any of those groups. Instead, they are taught general magic, which is shared between all the Orders.

[edit] Conclave

It could be said the last goal for any wizard is to become a member of the Conclave of Wizards. Only the most respected and powerful mages of each order can achieve this, however. The Conclave itself is formed of twenty one mages: seven White, seven Red and seven Black Robes. The leader of each Order is the Highmage or High Mage[4] of that Order, and is usually the wisest and oldest in the Order. One of the three Highmages is chosen to lead the Conclave of Wizards, and is named the Highmage of Krynn. He or she is chosen by the votes of the twenty-one conclave members through the consensus spell, in which the selected Highmage is surrounded by a corona of light according to the feelings of the majority of the wizards present.

Conclave wizards remain in their position until death, or until removed by the Highmage himself.

Between other functions, the Conclave wizards specify the different guidelines the mages must follow. They may prepare Tests for apprentices, and research for new ways of employing the magic.

[edit] Renegades

Sometimes, the rules set by the Conclave are not accepted by some mages. In extreme cases, the mages may decide to completely ignore all the rules. In these cases, the Conclave declares them renegades. Any wizard of High Sorcery is requested to inform the Conclave about the location and actions of renegades they may come across. In most cases, if the wizard hunts and slays a renegade, his actions are seen as fittable by the Conclave.

Renegades know their fate, and may actively work against the wizards of High Sorcery.

[edit] See also

[edit] References

  1. ^ Margaret Weis, Tracy Hickman [November 1999]. “Book 2, volume 1, chapter 5, The riot. Tas disappears. Alhana Starbreeze.”, The Annotated Chronicles, 1st edition, Wizards of the Coast, 529. ISBN 0-7869-1870-5. Retrieved on 2006-07-01.
  2. ^ Margaret Weis, Tracy Hickman [November 1999]. “Book 2, volume 1, chapter 7, —Not destined to meet again in this world.”, The Annotated Chronicles, 1st edition, Wizards of the Coast, 562. ISBN 0-7869-1870-5. Retrieved on 2006-07-01.
  3. ^ Margaret Weis, Tracy Hickman [November 1999]. “Book 2, volume 1, chapter 9, Silvanesti. Entering the dream.”, The Annotated Chronicles, 1st edition, Wizards of the Coast, 594. ISBN 0-7869-1870-5. Retrieved on 2006-07-01.
  4. ^ Margaret Weis, Tracy Hickman [November 1999]. “Book 2, volume 1, chapter 12, Visions shared. The death of Lorac.”, The Annotated Chronicles, 1st edition, Wizards of the Coast, 623. ISBN 0-7869-1870-5. Retrieved on 2006-07-01.

[edit] Further reading

  • Margaret Weis; Tracy Hickman (2000). Dragons of Autumn Twilight: Chronicles vol. I. Wizards of the Coast. ISBN 0-7869-1574-9.
  • Margaret Weis; Tracy Hickman (2000). Dragons of Winter Night: Chronicles vol. II. Wizards of the Coast. ISBN 0-7869-1609-5.
  • Margaret Weis; Tracy Hickman (2000). Dragons of Spring Dawning: Chronicles vol. III. Wizards of the Coast. ISBN 0-7869-1589-7.
  • Margaret Weis; Tracy Hickman (2000). Time of the Twins: Legends vol. I. Wizards of the Coast. ISBN 0-7869-1804-7.
  • Margaret Weis; Tracy Hickman (2000). War of the Twins: Legends vol. II. Wizards of the Coast. ISBN 0-7869-1805-5.
  • Margaret Weis; Tracy Hickman (2000). Test of the Twins: Legends vol. III. Wizards of the Coast. ISBN 0-7869-1806-3.
  • Margaret Weis; Tracy Hickman (2002). The Second Generation. Wizards of the Coast. ISBN 0-7869-2694-5.
  • Margaret Weis; Tracy Hickman (2002). Dragons of Summer Flame. Wizards of the Coast. ISBN 0-7869-2708-9.
  • Margaret Weis (2003). The Soulforge: Raistlin Chronicles vol. I. Wizards of the Coast. ISBN 0-7869-1314-2.
  • Margaret Weis; Don Perrin (2000). Brothers in Arms: Raistlin Chronicles vol. II. Wizards of the Coast. ISBN 0-7869-1429-7.
  • Margaret Weis; Tracy Hickman (2003). Dragons of a Fallen Sun: The War of Souls vol. I. Wizards of the Coast. ISBN 0-7869-1807-1.
  • Margaret Weis; Tracy Hickman (2002). Dragons of a Lost Star: The War of Souls vol. II. Wizards of the Coast. ISBN 0-7869-2706-2.
  • Margaret Weis; Tracy Hickman (2003). Dragons of a Vanished Moon: The War of Souls vol. III. Wizards of the Coast. ISBN 0-7869-2950-2.
  • Niles, Douglas (2004). Wizard's Conclave: The Age of Mortals Series. Wizards of the Coast. ISBN 0-7869-3351-8.
  • Several (2002). The Magic of Krynn: Tales vol. I. Wizards of the Coast. ISBN 0-88038-454-9.

[edit] External links


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