
The War Wizards of Cormyr are the Forest Kingdom's elite group of spellcasters, used to supplement the military might of the Purple Dragons. They reached the height of their power under the leadership of High Wizard Vangerdahast, and their influence waned but remained strong under Caladnei until the coming of the Spellplague in 1385 DR. During this tumultuous time, nearly a third of the War Wizards were killed or driven insane and the remainder struggled to fulfill their duties, in some cases without the aid of their magic, or at least with the fear that it would eventually kill them.
When Caladnei disappeared, she was succeeded as High Wizard by Malach Aradan. Thus far he shows no obvious signs of being spellscarred or driven mad by the Spellplague, and he has brought a semblance of order to the rapidly-deteriorating War Wizards of Cormyr. Even so, without the War Wizards at their full strength, the Forest Kingdom is disadvantaged, to say the least.
Inspiration and Background
Though Ed Greenwood may not have had them in mind, your friendly neighborhood Dungeon Master is using the Jedi Order as the basis for the War Wizards of Cormyr, because of their strong magical tradition and their role as defenders of the crown. Because the War Wizards are currently in turmoil, chief emphasis will be placed on the Jedi Order of Episode III: Revenge of the Sith and other sources such as the Knights of the Old Republic video games. As War Wizards shift from wizards to swordmages during the Spellplague, so too does the likelihood that I get to hum lightsaber noises.
The College of War Wizards may play a role in the campaign, and this will based almost entirely on the Jedi Temple on Coruscant, Hogwarts School of Witchcraft and Wizardry, and Dustin's high school, where they wore long-sleeve shirts under short-sleeve shirts under long-sleeve shirts.
Game Statistics
| War Wizard of Cormyr | Level 8 Elite Artillery |
| Medium natural humanoid | XP 700 |
| HP 132; Bloodied 66 | Initiative +4 |
| AC 21, Fortitude 18, Reflex 20, Will 22 | Perception +7 |
| Speed 6 |
| Saving Throws +2 |
| Action Points 1 |
| Standard Actions |
Quarterstaff (weapon) ✦ At-Will |
| +11 vs AC; 1d8+5 damage. |
Arcane Bolt (force) ✦ At-Will |
| Ranged 20; +12 vs. Reflex; 2d8+7 force damage. |
Arcane Storm (force) ✦ At-Will |
| Close burst 5 (targets enemies); +11 vs Reflex; 2d6+5 force damage. |
Dancing Lightning (lightning) ✦ Encounter |
| The War Wizard makes a separate attack against 3 different targets; ranged 10; +15 vs Reflex; 2d6+5 lightning damage. |
Thunderstruck (thunder) ✦ Encounter |
| Area burst 1 within 10 (targets all creatures); +15 vs Fortitude; 2d8+5 thunder damage, and the target is dazed (save ends). |
Acid Burst (acid) ✦ Encounter |
| Area burst 2 within 10 (targets all creatures); +15 vs Reflex; 3d6+5 acid damage. |
| Skills Arcana +13, Insight +11 |
| Str 10 (+4) | Dex 14 (+6) | Wis 17 (+7) |
| Con 12 (+5) | Int 18 (+8) | Cha 12 (+5) |
| Alignment Good; Languages Common |
| Equipment robes, quaterstaff |
Quarterstaff (weapon) ✦ At-Will
Arcane Bolt (force) ✦ At-Will
Arcane Storm (force) ✦ At-Will
Dancing Lightning (lightning) ✦ Encounter
Thunderstruck (thunder) ✦ Encounter