In the thread about Sorcerers, we started talking about what differentiates Sorcerers from Wizards of High Sorcery outside of pure mechanics. Leaving aside for the moment what Wizards of High Sorcery should be in 5e (Wizards, Theurgists, Warlocks, or all types of arcane spellcaster) what makes an arcane a renegade? I came up with 7 principles of magic which seems to match the lore of the setting.
I would suggest that a renegade mage is one that:
1. Displays negligence or lack of control over magic by allowing it to surge out of control.
This is probably the most non-controversial and most supported law in the novels. I think we all agree that the wild sorcerer build is something the WoHS would hate and persecute. Likewise devastating events like
Raistlin creating the wild magic Plains of Dergoth or Lyim unleashing the magic-resistant Medusa Plague and letting run wild.
2. Practices necromancy that interferes with the transmogrification of the soul (creating intelligent undead) or seeks to cheat death through lichdom.
People have disagreed with me about this before, but given the 5e necromancer doesn't have options by default to create intelligent undead, I think it really fits. Intelligent undead are also a lot harder to control (create one ghoul, wright, wraith, or vampire and you could end up with a whole city of them) so the risk that magic will slip out of your control is always present. As well, Lichdom seems like it would cause stagnation in magic, as the lich will hoard magic instead of passing it on to the next generation, feeding on the souls of young mages like Fistandantilus and snuffing out their potential. The 5e lich is very Fistandantilus-esque, needing to devour souls or devolve into a demi-lich.
3. Destroys spellbooks, scrolls, magical items or arcane artifacts.
One thing I liked that was mentioned in the novels was that mages would keep magic items and spells they found but could not use and traded it with other alignments. Really showed that magic came before their own philosophies and ethics. In other settings a mage would seek to destroy a Hand of Vecna, but in Dragonlance a mage either guards it or takes it to the Tower so a new powerful black mage could be born for the next campaign. I like that.
4. Disrespectsor defiles sites sacred to the lunar dieties (ToHS, Academies, holy sites) , as this is neutral ground for arcane spellcasters of all types to trade and learn from each other.
Let's face it, mages of different robes probably hate each other. Without neutral ground there is no way to trade lore, information, magic items, and promising mage apprentices.
5. Participates in the suppression of the open practice of the magical arts.
Being an enemy of a black robe mage who is causing problems in your community and breaking the law is fine. Making or enforcing laws to prevent practice of the necromancy, enchantment or conjuration schools is not fine.
6. Seeks to use arcane magic to alter the flow of time or seek to gain power to surpass the gods.
Pulling a Raistlin Majere is a no-no. I would probably revive the lore in the 1e Dragonlance adventures that any divine or arcane spellcaster who seeks to surpass 20th level has to leave Krynn for planes beyond.
7. Unleashes free willed extraplanar creatures on the world of Krynn, or allowing such creatures to live.
Similar to the undead problem, letting fey, demons, astral horrors, or other such creatures wander loose on Krynn is essentially allowing magic to rage out of control.
So what does the community think?
These sets of rules would make wild sorcerers an anathema, warlocks under suspicion, and all the other types of magic free to practice. Which is I think what we want. Are there any rules you would add, or do you take issue with any of these rules? Do you think one or more of these rules could be phrased better? Let me know!