Dungeons & Dragonsboasts a wide variety of heroes across the multiverse. Where there is an interdimensional threat, hundreds of adventurers will raise their weapons and spells to greet it. Of course, this pattern is and will be no different for Vecna in Vecna: Eve of Ruin.

Upon discovering the ancient lich was plotting total domination over the multiverse, three of Dungeons & Dragons' most powerful mages joined forces to cast a Wish spell, intending to stop the lich’s plot before it grew into something beyond their capabilities. While this plan went awry, there can be no question regarding the power these three command. Learn about the Wizards Three, their title’s origin, and what they hope to achieve.

Tasha and Graz’zt cast together

The Wizards Three’s Origins

Originally, the Wizards Three werearticles written by Ed Greenwood.The stories surroundElminsterandMordenkainendiscussing whether to inviteDalamar of Krynn, an elven mage with a penchant for dark magic, to join them.

The articles give players ways to improve their games, providing stat blocks and spells to the player as they came up in the Wizards' discussions.

The wizard Kaz and Archlich Vecna sit at a table and chat in the past, as both are regular humans at the time.

The members of the Wizards Three are a bit of a revolving door. This is not only because the ownership of D&D shifted around, making the connection to worlds like Dragonlance a bit tenuous throughout the years, but also becausethe novels were coming out concurrentlywhen these articles were released.

As a result,Dalamarwould bereplaced by the young apprentice Rautheenefor a time before making his return for the final issue. In fifth edition, theonly remaining member of the original Wizards Three isMordenkainen.

Alustriel Mordenkainen and Tasha debate how to stop Vecna

What Are The Wizards Three?

The Wizards Three is more of atitlefor a trio of wizardsrather than being an official organization. Still,the moniker originally emerged to describe meetingsbetween said wizards.

These magic users would travel across the multiverse to convene and have little chats about the arcane. There, they wouldcompare notesandswap spells, educating one another in an impartial setting to further the study of magic. However, they aren’t limited to comfortable dinners and fireside chats.

Perhaps more importantly, the Wizards Threediscuss ways to neutralize greater evils, such as in the first issue of Greenwood’s “The Wizards Three” articles and Vecna: Eve of Ruin. In the latter, the wizards are summoned to Alustriel Silverhand’ssanctum in Sigil, where they operate under the nose ofthe Lady of Pain, living and working within the building to aid their champions in defeating Vecna.

Typically, the Wizards Three consist of a character who represents thegood alignment, a character who represents theneutral alignment,and a character who represents theevil alignment.

Who Are The Wizards Three?

​​​While the mantle of The Wizards Three has somewhat evolved throughout D&D history, Vecna: Eve of Ruin has the Wizards Three currently referring toAlustriel Silverhand, the high mage of Silverymoon and friend of Driz’zt Do’Urden,Mordenkainen,the planeswalking archmage(and founder of the Circle of Eight), andTasha, who has sent a version of her from the past,before she became the Witch Queen.

Two of the current Wizards Three have sourcebooks to their names, with the third, Alustriel Silverhand being formally introduced into 5e gameplay in this module.

Though they foster a deep respect for one another’s abilities, their strong personalities and dynamics may clash throughout your campaign. Still, keep in mind that they maintain one absolute goal:to prevent Vecna from enacting a deadly cataclysmover the multiverse in a bid for absolute control.