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Tests of High Sorcery
I can't answer that..." said
Esme. "I can only remind you that the
Test exists to weed out those wizards
who might be harmful to themselves, to
the order, or to innocents.
Remember, too, that the Test is
meant to teach the mage
something about himself."
When the gods of magic gave the gift of High Sorcery to the mortals of Krynn, the wizards of the new Conclave gained a solemn and terrible responsibility: to make sure no wizard used this divine gift capriciously. It was not the Conclave's place to decide whether individuals should serve Good, Evil, or Neutrality, they understood. But they also knew the gods were watching to see if mortals would use their newfound power wisely and with proper gratitude, or if the gift would make them mad with power. The wizards created the Tests of High Sorcery not just to test a person's magical abilities, but also to learn how he would use his magical powers. Each Test was different, specially tailored to an applicant's own strengths, weaknesses, and needs. Failure meant death. A wizard who undertook a Test literally pledged his life to magic, and if he survived, his fellow wizards could be sure he would continue to give the fullest measure of devotion to magic. Every Test, though unique, had several elements in common.
- They were rigorous: Failure always meant death.
Usually, the challenges in a Test combined several of these elements. For example, the best documented Test of the Fourth Age required Raistlin Majere to use his final spells to defeat first a dark elf wizard, then his brother Caramon, who always had been his most dependable ally. Now that the gods have withdrawn from Krynn, the Master of the Tower still conducts Tests of High Sorcery. His goal is not to ensure that only the deserving gain access to magic - today, Krynn's primeval magic is available to almost everyone - but to maintain camaraderie among Ansalon's sorcerers, help him decide who should have access to the Tower of High Sorcery, and provide him with insight about Ansalon's most ambitious sorcerers. The Master realizes that people who have shared a common experience - in this case a magical ordeal - form bonds that transcend most worldly matters. He believes that such bonds can help further the advancement of magical knowledge. Like the mages of the original Conclave, the Master also is concerned about the responsible use of magical power. Therefore, he grants free access to the Tower only to those sorcerers who have proven their mettle in a Test. Finally, the Master can assume the form of anyone who has completed a Test - this power lets him know everything that person knows, or knew (see Secrets of the Tower, Chapter Three). With a constant influx of new initiates, this power allows the Master unparalleled insights into events across Ansalon. A hero wishing to take a Test of High Sorcery needs a reputation of at least Adventurer and a Reason code of "A." He must journey to Wayreth's Tower by normal means - summoning spells won't transport anyone there without the Master's permission, and he never grants it for Tests. When the hero arrives at the Tower, he presents himself to the Master and states his intentions.
![]() Every hero takes his Test alone and may carry with him only regular clothes and two weapons. The hero may not wear armor, carry a shield, or employ magical items (though his two weapons can be enchanted with combat bonuses). In earlier ages, wizards sometimes brought companions along on their Tests, and many used enchanted items, but the Master no longer allows such aid. It is possible for several heroes to take Tests simultaneously, but the Master prefers to hold them one at a time. The Master concerns himself mostly with the subject's ability to use spells creatively and effectively. Most situations that confront a hero during a Test require him to use magic to intervene on someone else's behalf. In this way, the Master reminds the subject that a sorcerer's power brings responsibility. Finally, every Test includes some elements that measure the hero's ability to discern when using magic might be appropriate and when it would not. Each Test includes at least one situation that requires the successful use of sorcery from each of the three schools the hero has studied. In addition, the hero often faces a situation he can resolve without magic, but finds that using magic will allow a faster or more complete solution. Finally, subjects generally also have to defeat one magic-using foe in single combat. All Tests take place inside the Tower of High Sorcery at Wayreth. Folklore maintains that several upper floors in the north tower have been set aside for Tests; however no one but the Master knows exactly where they occur. In any case, the where of these challenges is rarely vital, as Tests are most often hallucinatory - mental quests similar to the dreamscape journeys that prisoners in the dungeon experience. To begin a Test, a hero must be unwounded and have his full daily allotment of sorcery points.Those who reach the Tower injured or fatigued can rest to refresh themselves. When ready to begin, a hero presents himself in the Hall of Mages, where the Master and at least seven high-ranking Tower residents await. (This group almost always includes Grevasse.) If the hero has brought others with him, they may enter the Hall of Mages, too. The Test can be fatal, the Master reminds the hero at this time. However, its difficulty depends on the sorcerer's own ambition. A modest hero will face little danger but can expect little in the way of reward. The bolder the sorcerer, the greater his danger - and the potential reward. Is the hero willing to undertake the Test under these conditions? the Master asks. If the sorcerer agrees, the Test begins. Witnesses see the hero vanish, to reappear only when he has completed the challenges before him. In most cases, the witnesses retire to another chamber for the duration of the Test. Retiring to another chamber allows Tower residents to go about their business while the Test proceeds and spares the hero's comrades the sight of their friend's dead body reappearing in the Hall of Mages if he fails. A hero undergoing a Test of High Sorcery enters a mindscape similar to the dream world prisoners in the dungeon experience. Unlike a prisoner, however, a hero undergoing a Test always chooses his own path. He enters this mindscape with only his clothing and chosen weapons. Those who try to sneak in extra equipment find the contraband gone the moment they enter the world of the Test. The magical guest book in the foretower (see Secrets of the Tower, Chapter Three) notes when a visitor is undergoing a Test, and that communication with him via the book isn't possible.
![]() Mindscape Journeys To proceed through this mindscape, a hero moves from one area to the next according to the flow chart on the next page, beginning in the space at the top marked Start. Each of these areas serves as the setting for a new scene in the Test adventure. When the hero has met the challenges one area has to offer, he must leave it to continue his journey. When the hero feels ready to proceed, the Narrator briefly describes each of his options, offering clues as to what may lie ahead on each potential path. The clues vary according to how the Master (actually, the Narrator) has constructed the Test; some examples of clues appear in the sample area descriptions starting on page 29. After listening to the clues, the player chooses a path for the hero. He may move in only one of the directions indicated on the flow chart. Once the hero has selected a path, his player chooses one card from his Hand of Fate - called a Test Card - and lays it face up in front of him. Its value indicates generally how much peril the hero faces as he enters the new area. The Test Card is not discarded normally; instead, it remains face up for the rest of the journey or until events force the player to discard it. At the end of the mindscape journey, the total value of all Test Cards left face up determines the successful sorcerer's reward. Those who risk greater dangers by playing high Test Cards stand to reap greater rewards - if they survive. Unless otherwise stated, the player repeats this procedure - selecting a path from the clues, then laying a Test Card face up and drawing a replacement for his Hand of Fate - each time his hero moves to a new area. The hero conducts combat and casts spells just as he would in any adventure, except that he always remains within the Tower and, therefore, subject to its restrictions. He cannot escape from the mindscape or move between areas with summoning spells (see Secrets of the Tower, Chapter Three). Neither can he contact individuals outside the Test or summon creatures or equipment from outside to help him. A summoning spell with a difficulty of 17 will allow the hero to open the range between him and a hostile creature by one category (this difficulty assumes an instantaneous invocation time, as anything longer would let a creature close in or attack before the spell was finished.) Wounds and other injuries (such as ability score losses) the hero suffers during a Test are real. Anyone who dies during the Test is truly dead. However, an injured hero can stop at a Rest area (indicated on the flow chart) during his Test and recover. Creatures Heroes will meet a variety of creatures during a Test of High Sorcery. The sample areas described in this chapter contain game information on any creatures waiting there. If the Narrator creates areas of his own, he should include game details for creatures there as well. The face value of the Test Card played to enter an area can increase the ability scores of the creatures the hero meets there, according to the table below:
Creatures appear at melee range unless an area's description states a different range. Unless noted otherwise, a hero can escape from any creature by opening the encounter distance to far missile range. However, hostile creatures will pursue. Atmosphere Most areas in the mindscape appear completely real; some might even seem familiar. For instance, the hero might find himself revisiting his home town during his youth or meeting old enemies. Sometimes the various mindscape areas are connected by hallways, roads, staircases, doors, or the like (see the sample areas described starting on the next page). Other times there is no path at all - the hero just finds himself suddenly in completely new surroundings. The Narrator should modify them to suit his own tastes. A Narrator creates a personalized Test of High Sorcery especially for each hero. This section explains how to combine the sample areas offered in this chapter with the Narrator's tailor-made areas to create a Test. Just like an adventure, any worthwhile Test takes a bit of preparation from the Narrator before the playing session begins. Getting Started The flow chart on page 27 depicts the mindscape and how the areas within it relate to each other. Though the chart contains twenty-two separate areas, most heroes will pass through only about half of them during their Tests. A complete Test requires only twelve different area descriptions, as follows:
- One Rest: The hero enters a restful
place where he can recover from the
hardships he has experienced. He
may rest more than once, but one
scene will do for them all.
This section features examples of the six types of Test areas, for Narrators to use as a basis for creating Tests. Like a normal-length scene in a FIFTH AGE adventure, each sample area's short description contains these elements:
- A paragraph connecting the area to
the previous one in the flow chart
(it offers the Narrator clues to help
the player select his hero's path)
Rest Areas Although the flow chart contains several Rest areas, one description is sufficient for all of them. When a hero enters the area, the player does not lay a Test Card face up. Instead, he takes the highest Test Card already face up and discards it. Before leaving the area, he regains all cards lost from his hand to wounds, and his hero's sorcery point total returns to his daily maximum (mysticism points remain unaffected). In addition to (or instead of) the Inn, described below, the Rest area could appear as the Citadel of Light, a temple, or an empty but well-stocked cabin. Inn of the Last Home As he is about to leave a Test area, the hero sees a hand-painted sign pointing the way to the Inn of the Last Home.
Overview
The Test Continues
Actions
Characters
Inn staff: Humans of varied age, gender and demeanor, Unknown, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed), Def -0 (common clothing).
Outcome
Battle Areas The Test's Battle areas present the hero with straightforward fights, though other elements - such as a damsel in distress, a beleaguered town, and so on - might add drama. A Friend in Need The sorcerer hears a familiar voice calling for help or receives a message telling him that he has one last chance to see an old friend.
Overview
The Test Continues
Actions
His friend has his hands full with his two gnoll attackers and can offer no assistance. If the hero kills these assailants first, two more turn on the unlucky character. The gnolls all fight to the death.
Characters
Seven gnolls: Hostile nonhumans, Co 5, Ph 7, In 3, Es 5, Dmg +4, Def -3, also missile weapons. Friend: Identity variable, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed), Def -0 (common clothing).
Outcome
Bandits! A wealthy lady approaches the hero in her carriage and offers him a lift.
Overview
The Test Continues
Actions
Characters
Five bandits: Human male adults, lawless demeanors, Rabble, Co 5, Ph 6, In 5, Es 5, Dmg +4 (cudgels), Def-4 (chain mail). Lady: Human female adult, fastidious demeanor, Unknown, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed), Def -0 (common clothing).
Outcome
If the hero defends the lady, she gives him a token of her affection and tells him about the adjacent areas. Hazard Areas A hazard is an unexpected danger or problem that befalls the hero, requiring some quick thinking to resolve. The Rope Bridge A most unusual crossing lies just ahead, the sorcerer learns.
Overview
The Test Continues Wind blows along the chasm, causing the bridge to sway and twist precipitously. The planking is rotten and the frayed ropes creak loudly. If the hero doesn't fall off the bridge, it will probably break under him shortly. Either event would send him plunging into the chasm, suffering 5 damage points. He then may be surprised by the crea- tures lurking below.
Actions
An enchantment or transmutation spell would strengthen the bridge enough to make it safe. The spell's difficulty is 12 points before adjustments for invocation time; however, invocations of one minute or more require an average Agility action each minute. Cryomancy or geomancy would enable the hero to create his own bridge with ice or stone. The spell has a 14-point difficulty before adjustments for invocation time and, as before, invocations of one minute or more call for an average Agility action each minute. A summoning spell might transport the hero safely to the far side of the bridge, with a difficulty equal to that of the enchantment or transmutation options described above.
Characters
Three giant ants: Animals, Co 9, Ph 8, In 1, Es 1, Dmg +4, Def -4.
Outcome
Stairs of Fate A message invites the hero to "ascend to new depths."
Overview
The Test Continues
Actions
A successful summoning spell can transport the hero to the top of the stairs. The spell's difficulty is 12 points before adjustments for invocation time; however, the hero has only one minute before he falls into the pit. Cryomancy or geomancy would enable the hero to fill the pit with ice or stone. The spell difficulty for this action is 14 before adjustments for invocation time. As before, the hero has only a minute to work his sorcery. If he falls into the pit, he suffers 8 damage points and must attempt a challenging Endurance action to resist the poison. Failing inflicts an additional 8 damage points, while a mishap causes him to die of his wounds.
Characters
Outcome
Heroes who fell into the pit discover one or more doors there, each bearing a plaque that describes an adjacent area behind the door. Task Areas The hero faces an unusual situation that requires some serious thought - or a creative spell - to resolve. The Shell Game The hero is told he may make a wager with the dead.
Overview
The Test Continues
Actions
An average Perception action lets the hero figure out which shell should hide the pea, but that isn't helpful - the spectre has slipped the pea out from under it. A divination spell with a difficulty of 4 points before adjusting for invocation time reveals that the pea isn't under any shell. Accusing the shell-shuffling spectre of removing the pea - or choosing the "wrong" shell - provokes the creature to attack, but the others just watch. The only way the hero can leave this area without a fight is to lift up two shells at once. This tactic fails to reveal the pea, implying that it must be under the remaining shell without actually exposing the spectre's duplicity.
Characters
Five spectres: Undead creatures, Co 15, Ph 6, In 7, Es 8, Dmg +4, Def -4, also Endurance drain.
Outcome
A Cool Drink A sign or passerby explains that a damsel awaits with a task for a gallant soul.
Overview
This woman might appear as a girl
who once spurned the hero's affections
or as an unfriendly neighbor.
The Test Continues
If the sorcerer approaches, the
thirsty woman explains her predicament. She has a little china cup, but the
well is far too deep for her to reach the
water. There is no bucket to get water
and no rope to lower a bucket anyway.
Actions
If the Agility action fails, the hero
slips down the well, suffering 5 damage
points. A mishap sends him plunging
headfirst into the water to suffer 10
damage points; then he must attempt a
challenging Endurance action to avoid
drowning. Assuming the hero survives,
he still has to climb out of the well.
If the initial Dexterity action fails,
the sorcerer spills the water and must
go back for more. A mishap means he
dropped the cup and broke it.
A simple hydromancy spell (with a
difficulty of 4 points before adjusting
for invocation time) would fill the
woman's cup with water. However, she
doesn't want to drink anything created
with magic. Convincing her the water
is okay requires an average Presence
(Spirit) action.
A summoning spell with a difficulty
of 6 before adjustment for invocation
time brings water from the well into the
cup, but also requires the above Presence action to get the woman to drink
it. Two summoning spells, each with a
difficulty of 8 points before adjusting
for invocation time, can send the cup
into the well and bring it back full.
A transmutation spell cast on a
thread or hair can create a string long
enough to lower the cup into the well
and haul it back up again; the spell's
difficulty is 10 points before adjustment for invocation time.
A 20-point aeromancy spell (before
adjusting for invocation time) can create rain to fill the cup.
Characters
Gorgon: A monster, Co 5, Ph 8, In 6, Es 6, Dmg +2, Def -3, also petrify and poison.
Outcome
Duel Areas
A duel pits the hero against another
spellcaster in a fight to the death.
Dark Elf
The hero receives a warning that he
isn't the only sorcerer in the area.
Overview
The Test Continues
The darkness spell has a one-
minute invocation time, so if the hero
can harm the dark elf with an instantaneous spell or a missile attack, he disrupts it. If the elf's spell works, he follows up with an electromancy attack
that inflicts 5 damage points, followed
by a necromancy spell that - if successful - kills the hero. The dark elf alternates between electromancy and
necromancy until the fight ends. He
uses one minute invocation times until
the hero disrupts one of his spells, then
switches to instantaneous invocations.
Actions
A hero in the dark suffers a -4 penalty
on all combat actions (including changing range) and cannot direct spells at
the dark elf accurately. A spectramancy
or enchantment spell with a difficulty of
15 points before adjusting for invocation time cancels the darkness.
Characters
Dark elf: Silvanesti male adult, bigoted demeanor, same reputation as
hero, Co 8, Ph 5, In 8, Es 7, Dmg +9
(long sword of distinction); Def -2 (leather armor), also missile weapons
(light crossbow/+5), sorcery (spectramancy, divination, electromancy),
and mysticism (necromancy).
Outcome
Magic Areas
Areas of magic present the hero with
situations or dangers that sorcery can
solve most readily. These areas generally require a specific type of sorcery,
but some lend themselves to spells
from several different schools.
Labyrinth
The hero is told, "There is only one
true way."
Overview
This Magic area is geared for the
school of divination.
The Test Continues
Actions
The hero's best chance to navigate
the maze safely is to construct a divination spell that indicates the quickest
path out, as well as any traps. Such spells
reveal no information about the cube
directly, though a wise hero may choose
to track the position of an object the
creature has absorbed, thereby keeping
tabs on the monster's position. The
spell's difficulty before adjustments for
invocation time and duration is 13 to
find a path; each additional request
(finding traps or tracking a moving
object) adds 1 point to the base difficulty. It takes at least half an hour to exit
the maze. The hero can use only one
spell to find his way out of this area -
subsequent castings have no effect.
Alternately, the hero can use transmutation to change a hair or thread
into a rope to mark the route he has
traversed; cryomancy or geomancy can
create ice pellets or stones to do the
same thing. The difficulty of any of
these castings is 8 points before adjustments for invocation time and duration; however, these items last only
until swept up by the passage of the
gelatinous cube. A random draw from
the Fate Deck determines exactly how
many minutes any path markers last.
Once the cube sweeps up the markers,
they're useless for finding the way out.
If the cube finds the hero (see
below), he must make a daunting Perception action to avoid surprise. Should
he come upon the monster instead, he
has the normal chance to avoid surprise.
Characters
The hero may meet this monster in
one of two ways: If he remains in any one place ten minutes (such as in the
pit or standing around casting a spell),
the cube finds him and attacks.
If the cube doesn't find the hero, he
should stumble across it instead at a
three-way or four-way intersection
(Narrator's option). Should the hero
quickly step into a side passage, the
cube passes by without turning to pursue him. However, the hero will
encounter this creature again and again
as long as he remains in the maze.
After each meeting, the player draws
a new card from the Fate Deck; the face
value indicates how many minutes
elapse before the hero's next meeting
with the monster. On any meeting after
the first, the cube recognizes the hero
as debris and actively pursues him. He
must either fight the cube or open the
distance between them to far missile
range to escape it temporarily.
Gelatinous cube: A monster, Co 5, Ph 9, In 3, Es 3, Dmg +2, Def -1, also paralyze.
Outcome
Squalls Ahead
The hero spies a sign that says, "This
way to the Turbidus Ocean," or perhaps a passer-by tells him he'll soon
take a journey over water.
Overview
This test ofaeromancy might also be
suitable for cryomancy or enchantment.
The Test Continues
Actions
An aeromancy spell can quell the
storm, but the difficulty is 32 points
before adjustments for invocation time,
which must be thirty minutes or less to
do any good. Conjuring up a favorable
wind will take the ship safely away from
the storm. This work of aeromancy has
a difficulty of 10 points before duration
or invocation adjustments. Again, only
spells cast within half an hour or less
can do any good. The ship must sail at
least three hours to reach safety from
the storm. The hero can try to save the
ship with one spell, or he can cast several of shorter duration.
Using a cryomancy spell to fill the
ship with ice will keep it from sinking, as
will an enchantment to make it unsinkable. Either spell has a difficulty of 13
points before adjustments for invocation
time or duration, but only those cast in
half an hour or less take effect quick
enough to do any good. The ship must
ride out the storm for at least three
hours before the squall blows out. To
keep from being swept overboard in the
storm, heroes should attempt average
Agility actions. Those who fall into the
sea must attempt a challenging
Endurance action to survive. Heroes who
suffer a mishap at either action drown.
Characters
Six crewmembers: Adult male
minotaurs, belligerent demeanors,
Adventurers, Co 5, Ph 8, In 4, Es 5, Dmg +3, Def -2.
Outcome
Save Me!
In this area, the hero is told to pluck
two tender morsels from the jaws of a
ravenous beast.
Overview
This Magic area can test the hero's
command of cryomancy, aeromancy,
geomancy, hydromancy, or pyromancy.
The Test Continues
Actions
A sheet of ice large enough to cover
one wall of the building would allow
someone to scale the ladder and make
the rescue. This work of cryomancy has a difficulty of 13 points before adjustment for invocation time, but faces the
same time restrictions as those above.
A cryomancy or geomancy spell
could make a pile of snow or a pit of
mud deep enough to allow the trapped
pair to jump to safety. The spells have
difficulties of 9 points before adjustment for invocation time. However, an
average Presence (Spirit) action is
required to induce the two to jump.
Aeromancy could create enough
rain to douse the fire; the spell has a
difficulty of 20 points before invocation adjustment. Should the hero try to
create a wind strong enough to lift
himself or another rescuer to the top
floor, his spell requires a difficulty of 16
points before adjustment for invocation time. He also must succeed in an
average Presence (Spirit) action to convince the pair to walk out into thin air.
He could try plucking them out of the
window with aeromancy, but the pair
would resist the attempt.
Characters
Locals: Men, women, and children of
various races and demeanors, Co 5,
Ph 5, In 5, Es 5, Dmg +0 (unarmed),
Def -0 (common clothing).
Outcome
Golden Fleece
The message to the hero indicates that
he will attract great wealth.
Overview
The challenge here can test a creative hero's command of electromancy.
The Test Continues
Actions
Tracking the beast requires an average Perception action. Alternately, the
hero can use a divination spell (difficulty of 4 points before adjusting for
invocation time) to locate the fleece,
though spells lead first to the tufts
stuck on the bushes, not to the ram.
The hero can try to gather the wool
without magic, but the fleece is difficult to find and even harder to remove
from the bushes; the ram attacks the
hero after a few hours' work. A sorcerer
proficient in electromancy can charge
himself with static, then simply move
through the grove - the bits of wool
will fly to him through electrostatic
attraction. The spell difficulty is 8
points before adjustments for invocation and duration. By this method, it
takes only an hour to gather enough
wool to cover the woman's father.
Characters
Golden ram: An animal, Co 8, Ph 9, In 2, Es 10, Dmg +4, Def -3.
Woman: Human female young adult,
simple demeanor, Unknown, Co 5,
Ph 5, In 5, Es 5, Dmg +0 (unarmed),
Def -0 (common clothing).
Outcome
The Jilted Lover
The sorcerer receives a message to the
effect that he's gotten himself in hot
water over the affections of a lady.
Overview
The Test Continues
A large and especially ugly specimen of femininity turns from a huge
table and throws a handful of chopped
vegetables into the pot with the hero.
"Swampweed," she mutters. "Maybe
another handful will add some flavor."
Turning again, she glares balefully at
the hero. "Scrawny one. Only good for
stewing. But they say the way to a
man's heart is through his stomach,
and it's high time I got me a husband."
Alys, the ogress, is in search of a mate. No ogre has yet cast a romantic
eye on her, but she remains convinced
that a pretty face or a good pot of stew
will attract a man.
Actions
To break or wiggle free of his bonds
requires a daunting Strength or Dexterity action from the sorcerer. If he suc-
ceeds, he can climb out of the pot
before the ogress notices. Assuming he
just wants to free his hands for spell-casting, the action difficulty falls to
challenging. To flee the room, he must
open the range; he enjoys no trump
bonus while bound. He can also try to
escape with a summoning spell, but he
must cast off his bonds first. The spell
has a difficulty of 16 points before
adjustments for invocation time.
After four minutes, Alys lights a fire
under the pot and sits down at a table
littered with pots of rouge and kohl,
plus brushes, combs, and beaded jewelry. She begins fussing with her hair
and face. A pyromancer or hydromancer can put out the flames, while a
cryomancer or geomancer can create
ice or dirt to quell the fire. Any such
spell involves 14 points of difficulty
before adjusting for invocation time,
but Alys will notice the casting immediately and come to investigate.
"A sorcerer, are you?" she says with a
gleam in her eyes. "I need a husband.
Know any magic to make me beautiful?" Alys will release the hero upon his
promise to help her.
If the hero does not escape from the
pot or volunteer to help Alys, she continues making him into stew.
Characters
Alys the ogress: A hostile nonhuman,
Co 5, Ph 13, In 3, Es 6, Dmg +5,
Def -3, also thrown weapons.
Outcome
A raccoon approaches the sorcerer
outside the ogress's shack. It holds in its
mouth a scroll describing the next areas.
The Apple
The sorcerer receives a message touting
the value of an apple a day.
Overview
The Test Continues
Gold, gems, and jewelry lie heaped
in untidy piles on the floor, and the
walls are draped with rich tapestries
and brocades. "Told you I could get us
in here," remarks Wendel with a smirk.
"I had a glimpse of this magical stash
once before. Now we just have to find the
tree, grab one of those ruby apples the
khan's daughter wanted, then I'll zap us
right back to his tent. Just remember,
touch nothing here but the apple - that's
what that Khur fakir said. Good thing we
didn't have to come in past those
guardians out front, eh? Hey, there it is!"
Wendel points to a magnificent tree
with a golden trunk and green leaves
that sparkle in the lantern light. From its branches hang perfect apples of ruby
red. "Grab one and I'll - hey!" exclaims
Wendel, bending to pick up an object
from the floor. "This looks like the ring I lost when..." Upon touching the ring,
Wendel crumples to the ground, dead.
Actions
Once he has secured an apple, the
sorcerer must escape from the treasury.
A summoning spell can transport him
back to a familiar area; the spell difficulty is 18 points before adjusting for
invocation time. If he spends more
then five minutes casting, however, the
guardians Wendel mentioned come to
investigate. A hero with no summoning ability must get past the guardians
at the entrance: a pair of animated statues that can detect items of value.
A transmutation spell using geomancy can change the apple into a
lump of coal or worthless stone (4-point difficulty), which the statues will
not detect. Alternately, a geomancer
could tunnel out (14-point difficulty).
The indicated spell difficulties do not
include invocation adjustments.
Characters
The statues can detect gold, silver,
gems, and other items of value. If the
hero tries to leave by the entrance with
any such items, including the apple, the
statues move to block his path, swords
drawn. "Put it back," they demand,
launching an attack if the hero does not
turn back. The guardians stare balefully
at a hero carrying no items of value or
magic, but they allow him to pass.
Wendel: Human male adult, roguish
demeanor, Adventurer, Co 5, Ph 5,
In 7 (49), Es 6, Dmg +0 (unarmed),
Def -0 (common clothing), also
summoning.
Two guardians: Animated statues,
Co 8, Ph 12, In 9, Es 9, Dmg +10,
Def -10, also detect items of value.
Outcome
The Great Fire
The hero smells smoke or learns about
a town about to be reduced to ashes.
Overview
The Test Continues
A group of frantic citizens rush up
to the hero and beg for his help,
explaining that the whole town is
ringed by fire. They must find a way to
fight off the flames or be burned alive
within twenty-four hours.
Actions
An aeromancy spell can create rain
to soak the town. Creating this much
rain all at once has a difficulty of 26
points before invocation adjustment.
The hero cannot cover enough area to
extinguish the forest fire, however.
Pyromancy could douse the flames,
but again, the hero can't put out the
whole forest fire this way. Using a spell
with a difficulty of 17 points before
adjustment for invocation time, he can
quench fires in individual buildings
when they start. Only a spell cast in ten
minutes or less can save a building. At
least eight such spells will be needed.
A divination might locate a new
source of water for the town. Such a
spell has a difficulty of 15 points before
invocation adjustment. The sorcerer
must cast it within twelve hours of his
arrival, as the townsfolk need time to
dig new wells.
Finally, a 20-point summoning spell
(before invocation adjustment) could
evacuate the town's population to a
place beyond the flames.
A hero who flees the town without
helping out meets the creature that
started the deadly blaze: a fire elemental.
Characters
Townsfolk: Men, women, and children of various races and demeanors,
Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed), Def -0 (common clothing).
Fire elemental: A monster, Co 6,
Ph 48, In 5, Es 11, Dmg +15, Def -4,
also trample, pyromancy.
Outcome
Two if by Sea
The hero receives a message warning of
invaders from the sea.
Overview
The Test Continues
"So it's to be by sea, then! Climb up
yonder and light the signal fires, and be
sure to get them going in an hour, or
the enemy will surprise the garrison for
sure. Keep both fires burning bright for
at least an hour after they're lit or
nobody will see them."
Actions
Firewood has been piled up on the
towers, and extra fuel lies all about.
However, the rain has completely
soaked all the wood. A pyromancy spell
with a difficulty of 9 points before
invocation adjustment could ignite the
wood for one signal, as long as it the
hero casts it within thirty minutes.
Once he has the fires lit, he must repeat
the spells as he adds sodden fuel to
them. If he starts a third fire inside the
hut, he can dry fuel for the signal fires
and needs only one additional spell.
Two spectramancy spells with difficulties of 13 points before invocation
adjustment can create lights big and
bright enough to serve as signal fires.
A spell cast at the ship will fail.
Characters
Knight: Human male elder adult,
forthright demeanor, Master, Co 5,
Ph 5, In 5, Es 5, Dmg +4 (cutlass),
Def -5 (plate armor).
Ten brute invaders: Hostile non-humans, Co 6, Ph 11, In 6, Es 8,
Dmg +8, Def -5, also missile weapons.
Outcome
The Fugitive
The night can play tricks on the eyes,
the sorcerer is told.
Overview
The Test Continues
Recognizing the hero, the sheriff
approaches him for assistance in capturing an escaped criminal.
"He got away from me about here. I
reckon he's out in that there field someplace waiting for dark, when he can
sneak away," explains the sheriff glumly.
"But I can't comb yonder field by
m'self, and they're not much help," he
continues, waving at the glowering
peasants. "They'd just as soon kill him
as look at him, but he's got to stand
trial first."
Actions
A spectramancy spell also could
produce simulated torchlight to convince the escapee that his pursuers are
upon him, causing him to break his
cover. This 4-point spell (plus invocation and duration adjustments)
assumes the hero creates only one such
area of torchlight but cannot roust out
the villain unless it lasts at least an
hour.
A geomancy spell to create a small
earth tremor (14-point difficulty without invocation adjustment) would
flush out the villain as well.
Characters
The sheriff goes along with the hero's
plan or, if the hero has no ideas, he
simply recruits him to help sweep the
field. The peasants, suspicious of both
the hero and the sheriff, want to charge
into the field and slay the miscreant.
They grudgingly let the law handle the
situation, provided the fugitive is
caught before morning. Otherwise,
they will turn on the sheriff and hero.
The fugitive is a dark elf, a nervous
fellow who breaks cover and runs at
the first sign that his pursuers have
spotted his hiding place.
Sheriff: Human male adult, practical
demeanor, Rabble, Co 5, Ph 7, In 6,
Es 5, Dmg +5 (scimitar), Def -3
(chain mail).
Six peasants: Human men and
women of varied age and demeanor,
Co 5, Ph 5, In 5, Es 5, Dmg +5 (pitchfork), Def-0 (common clothing).
Fugitive: Qualinesti male young adult,
resolute demeanor, Adventurer, Co 7,
Ph 6, In 7, Es 8, Dmg +2, Def-2
(leather), also missile weapons.
Outcome
Refusing to help find the fugitive means
this challenge ends in failure and the
player discards his last Test Card.
Searching the field unaided by magic
will not suffice, either - the sheriff and
hero will come up empty-handed in the
morning and face the wrath of the peasants. (The player merely loses his lowest
Test Card.) Should the hero aid in capturing the fugitive, the sheriff tells him
about the next areas. Otherwise, a peasant woman reveals the clues.
Caged
The hero receives a warning about a cat
who hunts caged birds.
Overview
The Test Continues
Actions
If the hero spends more than half an
hour in the cage, a ghoul scrabbles
down the chain overhead and claws at
him through the bars. The bars don't
hinder this undead creature in the least,
but force the hero to attack with very
light or light weapons only.
A sorcerer who wins free of the cage
can try to leap to the next one or climb
the chain. Climbing requires a challenging Agility action; failing means the
hero falls on top of his cage and suffers
1 damage point, whereas a mishap
means he misses the cage and falls to
his death. Even if he succeeds, the
climbing hero meets a ghoul clinging
to the chain and must conduct combat.
He cannot cast instant spells while
clinging to the chain and can employ
only very lighter light weapons. If he
defeats the ghoul, he encounters
another, then another - the chain is
endless, as is the parade of ghouls.
Leaping to the next cage requires a
daunting Agility action - but a ghoul
attacks from above when the hero
reaches the next cage. If the action
fails, the hero falls to his death.
An aeromancy spell (difficulty of 13
points before invocation or duration
adjustments) can lift or lower the hero.
Anyone traveling upward in this fashion
must land eventually and fight a ghoul,
but he'll never reach the top. If he
descends, it takes a day to reach the bottom, so he must renew his aeromancy
spell in midair. Failure at a renewal
spell, or allowing himself to free-fall,
causes a hero to plummet to his death.
Using summoning spells or magical
bridges, the hero can move between
cages toward the rope that dangles six
cages away. Creating a stone or ice span
requires an 11-point geomantic or cryomantic spell (before invocation
adjustment). However, the bridge-maker finds himself assailed by a ghoul
during the crossing. Summoning oneself from one cage to the next is just as
difficult as creating a bridge, but at
least the ghouls leave the hero alone -
as long as he remains in a cage at all
times. And, as mentioned earlier, the
hero may spend no more than thirty
minutes in any single cage.
One summoning spell with a difficulty of 12 points before adjustment
for invocation time can bring the hero
to the cage with the rope in one jump,
or bring the rope to the hero's cage.
Because the hero can neither see the
exit nor surmise its location, he cannot
escape the area via a summoning spell.
Finally, the "floor" below the cages is
too far away for the hero to reach using
an object he might create with sorcery.
Characters
Countless ghouls: Undead, Co 5,
Ph 6, In 3, Es 6, Dmg +6, Def -2, also paralyze.
Outcome
Moving a Mountain
The hero receives the following cryptic
message: "What cannot be scaled in
one leap must be scaled in small steps."
Overview
The Test Continues
Looking up at the hero's approach,
the man recognizes him as a great sorcerer.
"Help me, Great One! I must move
this statue five hundred feet south, over
the true battle site where the dragon
lord defeated his Final foe. No other site
will do." He paused, wringing his
hands. "It means my life!"
This man, Clotus, is a sculptor and
architect, ordered by the local dragon
lord to build a monument to his glory.
Though it took hundreds of workers to
raise the granite statue, the Great
Dragon decreed that none shall help
the hapless architect move it.
Actions
The statue contains five hundred
blocks. Transmuting one block requires
a 4-point spell (before adjusting for
invocation time and duration). Changing ten blocks at once increases the
base difficulty to 12 points, while
changing one hundred blocks at once
makes it 16 points. To transmute the
whole statue at once, a sorcerer faces a
base spell difficulty of 18 points.
Multiple blocks are too heavy to
move at once, even when changed to
chalk. However, once the hero transforms them, Clotus can get hundreds
of locals to assist, defying the dragon's
orders. The locals need about five
hours to move all the blocks, but can
move ten blocks in about eight minutes
or one hundred in just about an hour.
The transmutation must last until all
the blocks are moved or it doesn't help.
Characters
Clotus agrees readily to any plan the
hero proposes.
Clotus: Human male adult, heedless
demeanor, Unknown, Co 5, Ph 5,
In 5, Es 5, Dmg +3 (stone mason's
tools), Def -0 (common clothing).
Outcome
Every sorcerer knows the serious consequences of a Test of High Sorcery. A
hero killed during the Test is slain, and
his body returns to the Hall of Mages.
If he came alone. Tower residents magically transport his body into Wayreth
Forest and forget all about him. Test
survivors with unhealed wounds can
recover at the Tower. However, lost
ability score points stay lost.
A Test veteran gains standing permission to visit the Tower. He can
freely summon himself to the foretower
and generally enjoys only a short trip
through Wayreth Forest - unless the
Master does not particularly want him
to visit at that time. The copper dragon
Clang, the forest's primary guardian
(see Chapter One), is inclined to let the
hero pass unmolested, provided he has
not offended her.
Items the hero collected in his Test
remain in the mindscape, except rewards.
Items Rewards
In addition to Tower privileges, the
hero can expect another reward for
passing the Test. The nature of this
prize depends on the total value of the
Test Cards left at the Test's end: The
higher the total, the more risks the hero
undertook, and the greater his reward:
Reason Increase
The Test has taught the hero something about himself, which grants him
a free attempt to improve his Reason
score, according to the rules in Chapter
One of the Book of the Fifth Age.
Trinket
The hero receives a minor item of
magic, along with a free attempt to
improve his Reason score (as above).
Perhaps a figure offers him the trinket
before he exits the mindscape, or the
Master might present it to him after
the Test. The Narrator selects the item.
Treasure
A magical treasure is awarded to the
hero (as above). He may also attempt
to improve his Reason score.
Artifact
The hero's efforts during his Test place
him on a par with the most famed sorcerers of his generation. In recognition,
he receives a powerful, unique artifact,
along with a free attempt to improve
his Reason score. Palin Majere received
the Staff of Magius in this fashion.
Soulforge
The hero may be one of the most dedicated sorcerers ever to inhabit Ansalon. Powerful and influential wizards
like Justarius and Raistlin Majere
exhibited similar determination during their Tests.
So rigorous was the hero's Test that
it has reforged his very being. He earns
a magical artifact (as above), along
with free attempts to improve both his
Reason and Spirit scores. However, the
experience also transformed him in
some fashion, to forever remind him of
his Test and mark his dedication. The
Soulforge gave Justarius an obvious
limp, while Raistlin was granted golden
skin and hourglass eyes. In game
terms, this disfigurement neither
harms nor helps the hero.
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