Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Dragonlance Campaign Setting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Libertad" data-source="post: 6236133" data-attributes="member: 6750502"><p style="text-align: center"><img src="http://i.*****.com/gIxoxRI.jpg?1" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Dragonlance Campaign Setting Chapter Three: Magic of Krynn</strong></p><p></p><p></p><p>This chapter covers the different kinds of magic of Dragonlance. While there are some game mechanics in the forms of new spells, domains, and magic items, a significant amount is dedicated to the histories, origins, organizations, and practitioners of the various arts in the setting. I find it to be a nice touch for a D20 product, as a lot of settings either put the mechanics and setting in separate areas or just try to sell you the mechanics ("6 new races, and new cleric domains!") without giving the context of how it fits into the overall world. Despite its age I believe that more books should follow in its footsteps.</p><p></p><p></p><p style="text-align: center"><strong>Arcane Magic</strong></p><p></p><p></p><p>The purview of wizards and primal sorcerers, this form of magic involves the direct manipulation of creation. It has great destructive potential, so much so that the deities created the Curse of the Magi to limit its strength in the hands of mortals. Basically this is explicitly the "fire and forget" method of Vancian casting. Instead of permanently learning a spell and casting if forevermore, a spell leaves the wizard's mind upon casting, requiring hours of rest and restudying to learn it again. Sorcerers can sort of get around this limitation in that they intuitively "know" their spells, but even then it's physically taxing and they too must rest when they run out of spells per day.</p><p></p><p></p><p style="text-align: center"><em>High Sorcery</em></p><p></p><p></p><p>The art of wizardry, high sorcery is arcane magic channeled through the three moons of magic. The Orders of High Sorcery was created by the deities Solinari, Lunitari, and Nuitari, bound by three rules: "1: All wizards are brothers and sisters in their order. All orders are brothers and sisters in their power. 2: The places of High Sorcery are held in common among all orders and no sorcery is to be used in anger there against fellow wizards. 3: 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." These rules were implemented to discourage infighting among the orders, and to have the Towers as a "safe space" of sorts. The Towers were forged long ago in places believed to contain the greatest concentration of magical energy. As the wizards built their towers they attracted nearby communities, and from there grew some of the oldest and greatest cities of Ansalon: Daltigoth, Palanthas, and Istar. Each tower had a magically enchanted grove around it as a first line of defense, and each tower's master was taught a special secret spell which would allow a target to pass through unheeded. For example, the grove of Istar caused short-term memory loss of its boundaries, the grove of Daltigoth caused intruders to fall into a deep slumber, etc.</p><p></p><p></p><p>Only the towers of Wayreth and Goodlund were built in places of relative isolation. During the last years of Istar the Kingpriest led a crusade against the Orders, resulting in the destruction of all but Wayreth. Raistlin, one of the Heroes of the Lance, temporarily reclaimed the Tower of Palanthas.</p><p></p><p></p><p>During the early Fifth Age, when Takhisis stole the world, wizards lost their powers as the moons no longer hung in the sky and the Order disbanded. Many wizards during this time either turned to primal sorcery, gave up the practice entirely, and in some cases were murdered by enemies taking advantage of this. The Order was reformed when the deities returned, but these losses made them much less centralized.</p><p></p><p></p><p><img src="http://i.*****.com/9xzgWXr.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p>As wizards draw their magic from the Moons, ones with the Wizard of High Sorcery PrC have their magical power fluctuate with their patron moon. Basically the fuller the moon the better, and the less full the less powerful. During the waxing and waning periods around the quarter moon (half-full) they have normal caster level, but during High Sanction (waxing and waning gibbous and full) they cast at +1 Caster Level and +1 to Save DCs of their spells. Reverse for Low Sanction (waxing and waning crescent and new moon). However, the exception is when at least two moons' phases are in conjunction, and this stacks with existing bonues (penalties for low sanction moons don't apply in this case), so Solinari and Lunitari full moons grant +2 Caster Level and Save DC to White and Red Robes. The effects are even more powerful when three moons are aligned, which applies a +2 bonus instead during Low Sanction and +3 during High Sanction (this event is known as the Night of the Eye and occurs only once every 504 days).</p><p></p><p></p><p>As you can tell by the chart, Nuitari goes through its phases the fastest, Solinari the slowest. This can be a complicated book-keeping method, and our group never bothered with it. They do present an alternative for rolling a d20 to determine moon positions each time it matters, where the moon phase matches up with the number on the chart.</p><p></p><p></p><p style="text-align: center"><em>Primal Sorcery</em></p><p></p><p></p><p>Known as "wild magic," primal sorcery is the oldest form of magic on Krynn and is more difficult to harness. Instead of using the Moons of Magic as a conduit, the caster draws directly from the creative foundations of the world to power their spells.</p><p></p><p></p><p>Every dragon can use it, due to their close connection to the world. Non-dragons who rediscovered it after the Chaos War had to learn an entirely new form of magic with no lineage of learned practitioners, unlike wizardry. Palin Majere, cousin to Raistlin Majere, gathered a bunch of sorcerers to form an Academy of Sorcery in the town of Solace, but it was short-lived when the forces of the Dragon Overlord Beryllinthranox razed it to the ground. Before its destruction classes were less formal, more based upon peer review and "learning as you go" than teachers and study. Most sorcerers today remain isolated and in hiding, with the Knights of the Thorn remaining the only real centralized organization for them.</p><p></p><p></p><p>Sorcerers are seen as a threat by the gods of Magic and the orders of High Sorcery, who treat them as renegades if they don't join the Orders and obtain sufficient magic power. Although it hasn't happened yet, a primal sorcerer can take the Test and join one of the Orders (although only Wizards can gain levels in the Wizard of High Sorcery Prestige Class).</p><p></p><p></p><p style="text-align: center"><strong>Divine Magic</strong></p><p></p><p></p><p>Okay, so what makes Divine Magic different than wizardry? Well for one, a cleric draws their power from their faith in a deity and receive spells for their dedication. Wizards just use the Moons as a conduit, although official members of the Orders are required to pay respects to the deity aligned with their favored moon. Mysticism draws from a person's inner self, and from the surrounding life on Krynn.</p><p></p><p></p><p style="text-align: center"><em>An Abridged History of Krynn's religions</em></p><p></p><p></p><p>We get a brief overlay of Ansalon's religious history, from one extreme to the other. During the height of the Empire of Istar worship of Paladine and the Gods of Good were central, but after the Cataclysm belief in the true Gods waned in favor and eventually forgotten as the pantheon cut off ties from Krynn. The deities were absent except for Solinari, Lunitari, and Nuitari, leaving wizards the only people capable of casting spells; many disreputable mages used magic to mimic the "power of the gods," forming their own false religions and cults. Combined with the lingering memories of the Kingpriest's crusades, this caused many people to distrust and hate them (and the Orders were instrumental in breaking up such cults for this very reason).</p><p></p><p></p><p>Takhisis was the first deity to come back to Krynn, using the Foundation Stone in the destroyed Temple of Istar as a conduit and transporting the structure to the mainline shore. From there she attracted all manner of followers who were rewarded with loyalty and divine magic. Her followers set about conquering much of Ansalon in the newly-formed Dragon Empire; it wasn't until the Heroes of the Lance in the original adventures and Chronicles brought back knowledge of the Gods of Good and the secrets of the Dragonlances that her forces were repulsed and knowledge of the Gods of Good and Neutrality were brought back to Krynn.</p><p></p><p></p><p>Unfortunately this wasn't to last, as Takhisis managed to steal the world away after the Chaos War, making her the only deity in connection with Krynn. Even the moons of magic were gone, resulting in a world without any form of magic for decades (Takhisis was too weak after this to grant prayers). During this time mysticism (along with primal sorcery) was discovered, when Goldmoon (another Hero of the Lance) was able to call upon "miracles" again through the power of her inner self. Once Takhisis regained her power she picked a champion, a young girl named Mina, to spread word of the One God, supposedly a God who was always with Krynn and did not abandon them. Resentful of the deities leaving again and so soon, Mina's forces once again became prominent in Ansalon (albeit believing to worship a different, and new God), and helped kill off two Dragon Overlords.</p><p></p><p></p><p>Once the gods returned to Krynn Takhisis was punished with mortality and killed. Now that mortals no longer have to rely upon the Gods for magic, many people are considering forging their own path with sorcery and mysticism instead. Even those without the magical talent are resentful and distrustful of the Gods, feeling that they cannot be relied upon to be there during the worst of times. The pantheon of Krynn and its faithful need to work hard to regain the mortals' trust once again in this new age. Time will tell how the opposing forces react.</p><p></p><p></p><p style="text-align: center"><em>Holy Order of the Stars</em></p><p></p><p></p><p>The pantheon of the true gods (excepting the gods of magic), along with their cleric, druid, and ranger worshipers, are known as the Holy Order of the Stars (including the evil deities). The deities are grouped into three separate groups based upon moral alignment, and although they cooperate at times, each of them have their own overviews and portfolios. The Gods of Light seek the overall welfare of Krynn, while the Gods of Darkness seek to dominate and control Krynn and its people, while the Gods of Balance attempt to maintain equilibrium in the world, viewing the Gods of Light as idealistic and impractical while the Gods of Darkness are treacherous and untrustworthy. They tend to fight on the side of the underdogs when one group becomes too powerful (for example, they aligned against Takhisis' Dragon Empire during the War of the Lance).</p><p></p><p></p><p>People seeking to become clerics (or druids) must find within themselves a deep, abiding faith with one of the gods. They must then find a priest in good standing with that deity and prove their worth. The tests usually differ: for example, Mishakal might require one to look after the poor, sick, and old, while Sargonnas might require an applicant to take revenge against their hated enemy. If they are deemed worthy, a cleric creates a Medallion of Faith as proof of the new clerics' pact with the deity. They must live by the deity's tenets or risk falling out of favor. A first major violation is visited with a warning of 1d4 negative levels which can only be removed by making up for the transgression, while further violations cause them to lose their spells.</p><p></p><p></p><p style="text-align: center"><em>Mysticism</em></p><p></p><p></p><p>Mysticism is a form of divine magic which draws upon the life of Krynn itself, strengthened by an individual's heart and soul. Given that it relies upon faith in oneself, one cannot be a cleric and mystic at the same time. Being a cleric requires absolute faith in a deity, although mystics can worship a deity (they just can't gain spells from them). Unlike the relation between sorcerers and wizards, the one between clerics and mystics isn't as hostile, at least on the surface. Mysticism requires a strong sense of will to fully manifest, and as such it tends to be more easily accessible than primal sorcery.</p><p></p><p></p><p>The primary centers of learning for mysticism are the Citadel of Light on the Island of Schallsea, once headed by Goldmoon, and the Knights of the Skull. For the former, mystics are trained to see if any one domain is best suited for them, and once they find their one they must ascend the Silver Stair at the end of a hedge maze to confront their fears, which manifest along the journey. If they fail they can no longer advance further in rank (although I don't know if this means an actual leveling in magic power or just an advancement in the organization). The Silver Stair's a magical place believed in ancient times to have once ascended to the planar homes of the Gods:</p><p></p><p></p><p></p><p></p><p><img src="http://i.*****.com/1MYQWlr.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p></p><p></p><p>Other than that there's not much more on mysticism, although it has the least connection to the Gods: high sorcery and clerical spells are direct conduits, while the energies of primal sorcery were made from the magic used to create Krynn and enhanced by the essence of the god Chaos. But some argue that since life was created by the gods, mystics drawing upon life are therefore indirectly drawing upon their power.</p><p></p><p></p><p>The reasoning for their grouping in pairs (high and primal sorcery, clerical magic and mysticism) is that the effects are related. What can affect high sorcery effects primal sorcery as well, and many of their spells are virtually identical. The degrees of sameness are debated by magical scholars, but for the most part these principles overall hold true.</p><p></p><p></p><p></p><p></p><p style="text-align: center"><strong>New Cleric Domains</strong></p><p></p><p></p><p>Now we get to the crunch! In addition to a list of what existing cleric domains apply to which deities (magic isn't available, neither is Sun for non-mystics), we get some new ones! Mystics are have their own unique domains no present among the Gods, giving them a slight edge in variety to make up for their one less domain.</p><p></p><p></p><p><strong>Alteration</strong> is a mystic domain which grants +1 Caster Level to transmutation spells, and grants such spells (enlarge person, gaseous form, polymorph, etc) in its domain.</p><p></p><p></p><p><strong>Community</strong> focuses on the welfare of others, granting Calm Emotions and a bonus on Diplomacy checks and related spells (heroes' feast, telepathic bond) as domain spells.</p><p></p><p></p><p><strong>Forge</strong> domain is all about creation, granting a bonus on craft checks and related spells (minor creation, wall of iron) as domain spells.</p><p></p><p></p><p><strong>Insight</strong> grants uncanny dodge, and its domain spells include things like true strike, locate object, commune and the like.</p><p></p><p></p><p><strong>Liberation</strong> grants a bonus on saves against fear-effecting spells and its domain spells involve the removal of negative conditions (freedom of movement, break enchantment, etc).</p><p></p><p></p><p><strong>Meditation</strong> allows a caster to Empower a single spell once per day as per the metamagic feat but no increase in spell level, and its domain spells are self-improvementish (tongues, spell turning, mind blank, etc).</p><p></p><p></p><p><strong>Mentalism</strong> is another mystic-only domain, focused on the powers of the MIND! You get a bonus on social skill checks, and mind-affecting domain spells (detect thoughts, greater command, dominate monster, etc).</p><p></p><p></p><p><strong>Necromancy</strong> is mystic-only and grants them the ability to rebuke and command undead. It has death-related domain spells (animate dead, death knell, etc).</p><p></p><p></p><p><strong>Passion</strong> allows one to act as if under a rage spell once per day, and its domain spells involve emotions (crushing despair, greater heroism, irresistable dance).</p><p></p><p></p><p><strong>Pestilence</strong> makes you immune to all diseases, but you still act as a vector. Your domain spells involve summoning creatures of filth and inflicting debilitating conditions on your enemies (otyugh swarm, contagion, etc).</p><p></p><p></p><p><strong>Restoration</strong> is sort of a Healing domain knock-off, even containing the same +1 caster level effect. Difference is that it's mystic-only and grants both Restoration spells and all the bring the dead back to life ones.</p><p></p><p></p><p><strong>Storm</strong> is a cool domain, in that its spells are all weather-related (gust of wind, sleet storm, control weather), making for an effective battlefield controller build for a cleric. It's graned power of Electricity Resistance 5 is lackluster, though.</p><p></p><p></p><p><strong>Sun</strong> domain is unaltered except that it just grants normal undead turning and is mystic-only.</p><p></p><p></p><p><strong>Treachery</strong> domain's unique feature is that you effectively gain the sneak attack of a rogue once per day on a flat-footed melee attack. It's domain spells draw from multiple sources and are entrapment and deception based (glibness, magic jar, undetectable alignment as a 1st-level spell!).</p><p></p><p></p><p>Overall I most enjoyed the Storm and Forge domains, as they're very versatile and broad enough in focus that I can see them being used in other settings with little trouble. Necromancy and Restoration feel kind of superfluous, with the existence of Death and Healing already. Necromancy in particular feels that its only inclusion is to grant turning for the Mystic class and draws upon much of the same domain spells.</p><p></p><p></p><p style="text-align: center"><strong>New Spells</strong></p><p></p><p></p><p>There are 26 spells in total, drawn upon unique effects demonstrated by the heroes and villains of the book series. Most of them can be cast by anyone, but a rare few are only available to a limited number of spellcasters (such as Magius' Light of Truth, which is only taught to White Robe Wizards). For sheer volume I won't cover them all, instead focusing on some of the more interesting ones.</p><p></p><p></p><p><strong>Bestow Greater Curse</strong> is a 6th-8th level spell variant of the normal kind, except its effects are permanent and greater in magnitude (reduce an ability score to 1, -8 penalty on rolls, etc). Additionally, the caster must specify a deed for the target to complete in order to remove its effects (must be something which the target can accomplish within one year). Overall a powerful debuff spell, but it requires touch range.</p><p></p><p></p><p><strong>Deep Freeze</strong> is a 7th-level sorcerer/wizard spell which deals a small amount of subdual cold damage (6d6) per round, but unconscious opponents are frozen in a block of ice for one year per level and can only be freed by limited wish and greater magic. Bad damage, but a powerful save or suck spell to unleash at the right time.</p><p></p><p></p><p><strong>Divine Retribution</strong> is a 9th-level cleric spell where the caster specifies an energy type. Any harmful effect of that type (breath weapon, spell, etc) dealt to her is converted to holy/unholy damage and reflected back upon the attacker. Its most famous use was when Mina, cleric of Takhisis, goaded Khellendros the blue Dragon Overlord into fighting her, using the spell to kill him with his own breath weapon. A good buff in the right place, but I feel that it's too high in level.</p><p></p><p></p><p><strong>Earthen Shield</strong> is a 3rd level sorcerer/wizard spell which creates a small localized wall of earth from the ground 1 foot thick and 5 feet long in caster level, and can only be a maximum of 10 feet tall. It's really tough, with 100 hit points per foot of thickness and a Break DC of 15 + 5 per foot of thickness. Very useful battlefield control spell at an affordable level, as it lasts one minute per level.</p><p></p><p></p><p><strong>Fistandantalus' Portal</strong> is an 8th-level sorcerer/wizard spell which opens a portal between two points in the same plane, 5 to 20 feet in diameter. It is subject to the limitations of the teleportation spell, in that the caster must have a good memory of the places in order to minimize mishaps. Considering that Greater Teleport accomplishes much of the same thing minus mishaps, it's rather underpowered for its level. The fact that it costs 500 experience points and 1,000 steel pieces in material components makes it a bad choice all around for spells.</p><p></p><p></p><p><strong>Magius' Light of Truth</strong> is a 9th level sorcerer/wizard spell with the Lawful Descriptor. It was invented by Magius, one of the first wizards of high sorcery, and used by Palin Majere to fight the minions of Chaos in the Chaos War. It creates a cone of pure light which damages nonlawful creatures, banishes chaotic outsiders to their home plane, and can daze, stun, paralyze, and even kill chaotic creatures on a failed save. It requires an intelligent magic item of lawful alignment as a focus. This would be a cool spell were it not for its 500 experience point cost.</p><p></p><p></p><p>There's 3 new unique spells unique to the Pestilence domain. Looks like Morgion's faithful get a lot of fun!</p><p></p><p></p><p><strong>Otyugh Swarm</strong> is a 9th level cleric spell which summons 3-12 normal otyughs to serve the caster for a year, or 1-3 advanced otyughs for one week. The spell requires 1,000 steel pieces worth of ruby dust per casting, and given that otyughs are mostly melee monsters of low CR, this spell is underpowered.</p><p></p><p></p><p><strong>Plague of Rats</strong> is a 5th-level spell which summons 12 rat swarms for one minute per level. Given that rat swarms are automatic damage to people in their squares, this could be a good spell, but the rats are stationary and cannot move. I figure that this is for the best, as keeping track of 12 separate monsters can be tough on the DM.</p><p></p><p></p><p><strong>Scourge</strong> is a 7th-level spell which sends a debilitating disease to one creature per level upon casting. It deals 1d3 strength and dexterity damage per day, and can only be cured magically. Not good in immediate combat, and the spell doesn't specify the methods of transference (is it airborne, spread only by touch, by bodily fluids?). Would be good for a "stop the plague" quest of an evil cleric, but we don't know if it's good even for that.</p><p></p><p></p><p><strong>Share Animal's Mind</strong> is a 3rd level Cleric/Druid spell which allows the caster to forge a telepathic link with an animal for 1 minute per level and control them to a limited extent (can do anything the animal can physically do, but suicidal stuff forces a Will save on the animal's part). The caster is limited to a single move action for the duration of the spell, and the spell ends if either party is separated for more than 1 mile. A useful spell for scouting purposes, and it doesn't trigger anti-scrying defenses!</p><p></p><p></p><p><strong>Spirit Walk</strong> is a 6th-7th level Cleric/Sorcerer/Wizard spell which allows you to project your body's spirit to an area you know. You cannot cast spells or interact with the environment. It's notable in that it has a 1 hour casting time, but a duration of <em>1 round per lvel,</em> making the spell nearly useless.</p><p></p><p></p><p><strong>Talons</strong> is a 1st level Cleric/Druid spell which transforms the caster's hands into talonlike claws. They can be used as natural weapons in combat, dealing 1d6 + Strength modifier points of damage, and the caster is still capable of fine manipulation. The caster can also fight with a weapon in their primary hand their claw as an off-hand; this is treating as a secondary attack, and the primary weapon suffers no penalty on attack or damage rolls! Since the spell lasts 1 minute per level, it's great for multi-weapon fighting builds!</p><p></p><p></p><p><strong>Unbinding</strong> is a 9th level sorcerer/wizard spell and of the Liberation domain. It creates a 180 area burst radius, ending the effects of all forms of magical effects which contain, constrain, seal, and control. It negates charm and dominate effects of all types, spells with a duration longer than instantaneous which create physical and magical barriers, and ends the effects of magical spells which hold other spells within them (such as imbue with spell ability). It does not effect purely protective spells (protection from arrows, etc) or anti-magic fields, and only works on geas/quest if their caster level is greater than the caster of geas. Unbinding is powerful in that it does not allow for a saving throw, and its effects are very versatile and open-ended. And guess what, it requires no costly experience points or material components (lodestone and saltpeter)! Score!</p><p></p><p></p><p>We've also got a few straight damaging spells, most of which are the province of sorcerers/wizards. We got a lot of lightning-themed ones: <strong>Crackling Sphere, Electrical Storm, and Shocking Spark</strong> are much like electricity-themed versions of Flaming Sphere, Sleet Storm, and Scorching Ray respectively. <strong>Dalamar's Lightning Lance</strong> allows the caster to created and throw electrical javelins at opponents, all within the span of one round. It's got some cool artwork, too:</p><p></p><p></p><p><img src="http://i.*****.com/fKIe14Y.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p>Rounding off we have <strong>Elemental Dart,</strong> which throws darts of energy types (except sonic) against foes, while <strong>Stone Shards</strong> turn normal rocks into exploding splash weapons.</p><p></p><p></p><p></p><p></p><p>I also notice that a lot of the spells have vague casting times, specifying "1 action." Well, what does that mean? A standard action, move action, or full-round action?</p><p></p><p></p><p>Overall a lot of the spells are limited for their level, but there are a few nifty ones, and more than a few tie into the setting's history, so I like that at least.</p></blockquote><p></p>
[QUOTE="Libertad, post: 6236133, member: 6750502"] [CENTER][img]http://i.*****.com/gIxoxRI.jpg?1[/img] [b]Dragonlance Campaign Setting Chapter Three: Magic of Krynn[/b][/CENTER] This chapter covers the different kinds of magic of Dragonlance. While there are some game mechanics in the forms of new spells, domains, and magic items, a significant amount is dedicated to the histories, origins, organizations, and practitioners of the various arts in the setting. I find it to be a nice touch for a D20 product, as a lot of settings either put the mechanics and setting in separate areas or just try to sell you the mechanics ("6 new races, and new cleric domains!") without giving the context of how it fits into the overall world. Despite its age I believe that more books should follow in its footsteps. [CENTER][b]Arcane Magic[/b][/CENTER] The purview of wizards and primal sorcerers, this form of magic involves the direct manipulation of creation. It has great destructive potential, so much so that the deities created the Curse of the Magi to limit its strength in the hands of mortals. Basically this is explicitly the "fire and forget" method of Vancian casting. Instead of permanently learning a spell and casting if forevermore, a spell leaves the wizard's mind upon casting, requiring hours of rest and restudying to learn it again. Sorcerers can sort of get around this limitation in that they intuitively "know" their spells, but even then it's physically taxing and they too must rest when they run out of spells per day. [CENTER][i]High Sorcery[/i][/CENTER] The art of wizardry, high sorcery is arcane magic channeled through the three moons of magic. The Orders of High Sorcery was created by the deities Solinari, Lunitari, and Nuitari, bound by three rules: "1: All wizards are brothers and sisters in their order. All orders are brothers and sisters in their power. 2: The places of High Sorcery are held in common among all orders and no sorcery is to be used in anger there against fellow wizards. 3: 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." These rules were implemented to discourage infighting among the orders, and to have the Towers as a "safe space" of sorts. The Towers were forged long ago in places believed to contain the greatest concentration of magical energy. As the wizards built their towers they attracted nearby communities, and from there grew some of the oldest and greatest cities of Ansalon: Daltigoth, Palanthas, and Istar. Each tower had a magically enchanted grove around it as a first line of defense, and each tower's master was taught a special secret spell which would allow a target to pass through unheeded. For example, the grove of Istar caused short-term memory loss of its boundaries, the grove of Daltigoth caused intruders to fall into a deep slumber, etc. Only the towers of Wayreth and Goodlund were built in places of relative isolation. During the last years of Istar the Kingpriest led a crusade against the Orders, resulting in the destruction of all but Wayreth. Raistlin, one of the Heroes of the Lance, temporarily reclaimed the Tower of Palanthas. During the early Fifth Age, when Takhisis stole the world, wizards lost their powers as the moons no longer hung in the sky and the Order disbanded. Many wizards during this time either turned to primal sorcery, gave up the practice entirely, and in some cases were murdered by enemies taking advantage of this. The Order was reformed when the deities returned, but these losses made them much less centralized. [img]http://i.*****.com/9xzgWXr.png[/img] As wizards draw their magic from the Moons, ones with the Wizard of High Sorcery PrC have their magical power fluctuate with their patron moon. Basically the fuller the moon the better, and the less full the less powerful. During the waxing and waning periods around the quarter moon (half-full) they have normal caster level, but during High Sanction (waxing and waning gibbous and full) they cast at +1 Caster Level and +1 to Save DCs of their spells. Reverse for Low Sanction (waxing and waning crescent and new moon). However, the exception is when at least two moons' phases are in conjunction, and this stacks with existing bonues (penalties for low sanction moons don't apply in this case), so Solinari and Lunitari full moons grant +2 Caster Level and Save DC to White and Red Robes. The effects are even more powerful when three moons are aligned, which applies a +2 bonus instead during Low Sanction and +3 during High Sanction (this event is known as the Night of the Eye and occurs only once every 504 days). As you can tell by the chart, Nuitari goes through its phases the fastest, Solinari the slowest. This can be a complicated book-keeping method, and our group never bothered with it. They do present an alternative for rolling a d20 to determine moon positions each time it matters, where the moon phase matches up with the number on the chart. [CENTER][i]Primal Sorcery[/i][/CENTER] Known as "wild magic," primal sorcery is the oldest form of magic on Krynn and is more difficult to harness. Instead of using the Moons of Magic as a conduit, the caster draws directly from the creative foundations of the world to power their spells. Every dragon can use it, due to their close connection to the world. Non-dragons who rediscovered it after the Chaos War had to learn an entirely new form of magic with no lineage of learned practitioners, unlike wizardry. Palin Majere, cousin to Raistlin Majere, gathered a bunch of sorcerers to form an Academy of Sorcery in the town of Solace, but it was short-lived when the forces of the Dragon Overlord Beryllinthranox razed it to the ground. Before its destruction classes were less formal, more based upon peer review and "learning as you go" than teachers and study. Most sorcerers today remain isolated and in hiding, with the Knights of the Thorn remaining the only real centralized organization for them. Sorcerers are seen as a threat by the gods of Magic and the orders of High Sorcery, who treat them as renegades if they don't join the Orders and obtain sufficient magic power. Although it hasn't happened yet, a primal sorcerer can take the Test and join one of the Orders (although only Wizards can gain levels in the Wizard of High Sorcery Prestige Class). [CENTER][b]Divine Magic[/b][/CENTER] Okay, so what makes Divine Magic different than wizardry? Well for one, a cleric draws their power from their faith in a deity and receive spells for their dedication. Wizards just use the Moons as a conduit, although official members of the Orders are required to pay respects to the deity aligned with their favored moon. Mysticism draws from a person's inner self, and from the surrounding life on Krynn. [CENTER][i]An Abridged History of Krynn's religions[/i][/CENTER] We get a brief overlay of Ansalon's religious history, from one extreme to the other. During the height of the Empire of Istar worship of Paladine and the Gods of Good were central, but after the Cataclysm belief in the true Gods waned in favor and eventually forgotten as the pantheon cut off ties from Krynn. The deities were absent except for Solinari, Lunitari, and Nuitari, leaving wizards the only people capable of casting spells; many disreputable mages used magic to mimic the "power of the gods," forming their own false religions and cults. Combined with the lingering memories of the Kingpriest's crusades, this caused many people to distrust and hate them (and the Orders were instrumental in breaking up such cults for this very reason). Takhisis was the first deity to come back to Krynn, using the Foundation Stone in the destroyed Temple of Istar as a conduit and transporting the structure to the mainline shore. From there she attracted all manner of followers who were rewarded with loyalty and divine magic. Her followers set about conquering much of Ansalon in the newly-formed Dragon Empire; it wasn't until the Heroes of the Lance in the original adventures and Chronicles brought back knowledge of the Gods of Good and the secrets of the Dragonlances that her forces were repulsed and knowledge of the Gods of Good and Neutrality were brought back to Krynn. Unfortunately this wasn't to last, as Takhisis managed to steal the world away after the Chaos War, making her the only deity in connection with Krynn. Even the moons of magic were gone, resulting in a world without any form of magic for decades (Takhisis was too weak after this to grant prayers). During this time mysticism (along with primal sorcery) was discovered, when Goldmoon (another Hero of the Lance) was able to call upon "miracles" again through the power of her inner self. Once Takhisis regained her power she picked a champion, a young girl named Mina, to spread word of the One God, supposedly a God who was always with Krynn and did not abandon them. Resentful of the deities leaving again and so soon, Mina's forces once again became prominent in Ansalon (albeit believing to worship a different, and new God), and helped kill off two Dragon Overlords. Once the gods returned to Krynn Takhisis was punished with mortality and killed. Now that mortals no longer have to rely upon the Gods for magic, many people are considering forging their own path with sorcery and mysticism instead. Even those without the magical talent are resentful and distrustful of the Gods, feeling that they cannot be relied upon to be there during the worst of times. The pantheon of Krynn and its faithful need to work hard to regain the mortals' trust once again in this new age. Time will tell how the opposing forces react. [CENTER][i]Holy Order of the Stars[/i][/CENTER] The pantheon of the true gods (excepting the gods of magic), along with their cleric, druid, and ranger worshipers, are known as the Holy Order of the Stars (including the evil deities). The deities are grouped into three separate groups based upon moral alignment, and although they cooperate at times, each of them have their own overviews and portfolios. The Gods of Light seek the overall welfare of Krynn, while the Gods of Darkness seek to dominate and control Krynn and its people, while the Gods of Balance attempt to maintain equilibrium in the world, viewing the Gods of Light as idealistic and impractical while the Gods of Darkness are treacherous and untrustworthy. They tend to fight on the side of the underdogs when one group becomes too powerful (for example, they aligned against Takhisis' Dragon Empire during the War of the Lance). People seeking to become clerics (or druids) must find within themselves a deep, abiding faith with one of the gods. They must then find a priest in good standing with that deity and prove their worth. The tests usually differ: for example, Mishakal might require one to look after the poor, sick, and old, while Sargonnas might require an applicant to take revenge against their hated enemy. If they are deemed worthy, a cleric creates a Medallion of Faith as proof of the new clerics' pact with the deity. They must live by the deity's tenets or risk falling out of favor. A first major violation is visited with a warning of 1d4 negative levels which can only be removed by making up for the transgression, while further violations cause them to lose their spells. [CENTER][i]Mysticism[/i][/CENTER] Mysticism is a form of divine magic which draws upon the life of Krynn itself, strengthened by an individual's heart and soul. Given that it relies upon faith in oneself, one cannot be a cleric and mystic at the same time. Being a cleric requires absolute faith in a deity, although mystics can worship a deity (they just can't gain spells from them). Unlike the relation between sorcerers and wizards, the one between clerics and mystics isn't as hostile, at least on the surface. Mysticism requires a strong sense of will to fully manifest, and as such it tends to be more easily accessible than primal sorcery. The primary centers of learning for mysticism are the Citadel of Light on the Island of Schallsea, once headed by Goldmoon, and the Knights of the Skull. For the former, mystics are trained to see if any one domain is best suited for them, and once they find their one they must ascend the Silver Stair at the end of a hedge maze to confront their fears, which manifest along the journey. If they fail they can no longer advance further in rank (although I don't know if this means an actual leveling in magic power or just an advancement in the organization). The Silver Stair's a magical place believed in ancient times to have once ascended to the planar homes of the Gods: [img]http://i.*****.com/1MYQWlr.jpg[/img] Other than that there's not much more on mysticism, although it has the least connection to the Gods: high sorcery and clerical spells are direct conduits, while the energies of primal sorcery were made from the magic used to create Krynn and enhanced by the essence of the god Chaos. But some argue that since life was created by the gods, mystics drawing upon life are therefore indirectly drawing upon their power. The reasoning for their grouping in pairs (high and primal sorcery, clerical magic and mysticism) is that the effects are related. What can affect high sorcery effects primal sorcery as well, and many of their spells are virtually identical. The degrees of sameness are debated by magical scholars, but for the most part these principles overall hold true. [CENTER][b]New Cleric Domains[/b][/CENTER] Now we get to the crunch! In addition to a list of what existing cleric domains apply to which deities (magic isn't available, neither is Sun for non-mystics), we get some new ones! Mystics are have their own unique domains no present among the Gods, giving them a slight edge in variety to make up for their one less domain. [b]Alteration[/b] is a mystic domain which grants +1 Caster Level to transmutation spells, and grants such spells (enlarge person, gaseous form, polymorph, etc) in its domain. [b]Community[/b] focuses on the welfare of others, granting Calm Emotions and a bonus on Diplomacy checks and related spells (heroes' feast, telepathic bond) as domain spells. [b]Forge[/b] domain is all about creation, granting a bonus on craft checks and related spells (minor creation, wall of iron) as domain spells. [b]Insight[/b] grants uncanny dodge, and its domain spells include things like true strike, locate object, commune and the like. [b]Liberation[/b] grants a bonus on saves against fear-effecting spells and its domain spells involve the removal of negative conditions (freedom of movement, break enchantment, etc). [b]Meditation[/b] allows a caster to Empower a single spell once per day as per the metamagic feat but no increase in spell level, and its domain spells are self-improvementish (tongues, spell turning, mind blank, etc). [b]Mentalism[/b] is another mystic-only domain, focused on the powers of the MIND! You get a bonus on social skill checks, and mind-affecting domain spells (detect thoughts, greater command, dominate monster, etc). [b]Necromancy[/b] is mystic-only and grants them the ability to rebuke and command undead. It has death-related domain spells (animate dead, death knell, etc). [b]Passion[/b] allows one to act as if under a rage spell once per day, and its domain spells involve emotions (crushing despair, greater heroism, irresistable dance). [b]Pestilence[/b] makes you immune to all diseases, but you still act as a vector. Your domain spells involve summoning creatures of filth and inflicting debilitating conditions on your enemies (otyugh swarm, contagion, etc). [b]Restoration[/b] is sort of a Healing domain knock-off, even containing the same +1 caster level effect. Difference is that it's mystic-only and grants both Restoration spells and all the bring the dead back to life ones. [b]Storm[/b] is a cool domain, in that its spells are all weather-related (gust of wind, sleet storm, control weather), making for an effective battlefield controller build for a cleric. It's graned power of Electricity Resistance 5 is lackluster, though. [b]Sun[/b] domain is unaltered except that it just grants normal undead turning and is mystic-only. [b]Treachery[/b] domain's unique feature is that you effectively gain the sneak attack of a rogue once per day on a flat-footed melee attack. It's domain spells draw from multiple sources and are entrapment and deception based (glibness, magic jar, undetectable alignment as a 1st-level spell!). Overall I most enjoyed the Storm and Forge domains, as they're very versatile and broad enough in focus that I can see them being used in other settings with little trouble. Necromancy and Restoration feel kind of superfluous, with the existence of Death and Healing already. Necromancy in particular feels that its only inclusion is to grant turning for the Mystic class and draws upon much of the same domain spells. [CENTER][b]New Spells[/b][/CENTER] There are 26 spells in total, drawn upon unique effects demonstrated by the heroes and villains of the book series. Most of them can be cast by anyone, but a rare few are only available to a limited number of spellcasters (such as Magius' Light of Truth, which is only taught to White Robe Wizards). For sheer volume I won't cover them all, instead focusing on some of the more interesting ones. [b]Bestow Greater Curse[/b] is a 6th-8th level spell variant of the normal kind, except its effects are permanent and greater in magnitude (reduce an ability score to 1, -8 penalty on rolls, etc). Additionally, the caster must specify a deed for the target to complete in order to remove its effects (must be something which the target can accomplish within one year). Overall a powerful debuff spell, but it requires touch range. [b]Deep Freeze[/b] is a 7th-level sorcerer/wizard spell which deals a small amount of subdual cold damage (6d6) per round, but unconscious opponents are frozen in a block of ice for one year per level and can only be freed by limited wish and greater magic. Bad damage, but a powerful save or suck spell to unleash at the right time. [b]Divine Retribution[/b] is a 9th-level cleric spell where the caster specifies an energy type. Any harmful effect of that type (breath weapon, spell, etc) dealt to her is converted to holy/unholy damage and reflected back upon the attacker. Its most famous use was when Mina, cleric of Takhisis, goaded Khellendros the blue Dragon Overlord into fighting her, using the spell to kill him with his own breath weapon. A good buff in the right place, but I feel that it's too high in level. [b]Earthen Shield[/b] is a 3rd level sorcerer/wizard spell which creates a small localized wall of earth from the ground 1 foot thick and 5 feet long in caster level, and can only be a maximum of 10 feet tall. It's really tough, with 100 hit points per foot of thickness and a Break DC of 15 + 5 per foot of thickness. Very useful battlefield control spell at an affordable level, as it lasts one minute per level. [b]Fistandantalus' Portal[/b] is an 8th-level sorcerer/wizard spell which opens a portal between two points in the same plane, 5 to 20 feet in diameter. It is subject to the limitations of the teleportation spell, in that the caster must have a good memory of the places in order to minimize mishaps. Considering that Greater Teleport accomplishes much of the same thing minus mishaps, it's rather underpowered for its level. The fact that it costs 500 experience points and 1,000 steel pieces in material components makes it a bad choice all around for spells. [b]Magius' Light of Truth[/b] is a 9th level sorcerer/wizard spell with the Lawful Descriptor. It was invented by Magius, one of the first wizards of high sorcery, and used by Palin Majere to fight the minions of Chaos in the Chaos War. It creates a cone of pure light which damages nonlawful creatures, banishes chaotic outsiders to their home plane, and can daze, stun, paralyze, and even kill chaotic creatures on a failed save. It requires an intelligent magic item of lawful alignment as a focus. This would be a cool spell were it not for its 500 experience point cost. There's 3 new unique spells unique to the Pestilence domain. Looks like Morgion's faithful get a lot of fun! [b]Otyugh Swarm[/b] is a 9th level cleric spell which summons 3-12 normal otyughs to serve the caster for a year, or 1-3 advanced otyughs for one week. The spell requires 1,000 steel pieces worth of ruby dust per casting, and given that otyughs are mostly melee monsters of low CR, this spell is underpowered. [b]Plague of Rats[/b] is a 5th-level spell which summons 12 rat swarms for one minute per level. Given that rat swarms are automatic damage to people in their squares, this could be a good spell, but the rats are stationary and cannot move. I figure that this is for the best, as keeping track of 12 separate monsters can be tough on the DM. [b]Scourge[/b] is a 7th-level spell which sends a debilitating disease to one creature per level upon casting. It deals 1d3 strength and dexterity damage per day, and can only be cured magically. Not good in immediate combat, and the spell doesn't specify the methods of transference (is it airborne, spread only by touch, by bodily fluids?). Would be good for a "stop the plague" quest of an evil cleric, but we don't know if it's good even for that. [b]Share Animal's Mind[/b] is a 3rd level Cleric/Druid spell which allows the caster to forge a telepathic link with an animal for 1 minute per level and control them to a limited extent (can do anything the animal can physically do, but suicidal stuff forces a Will save on the animal's part). The caster is limited to a single move action for the duration of the spell, and the spell ends if either party is separated for more than 1 mile. A useful spell for scouting purposes, and it doesn't trigger anti-scrying defenses! [b]Spirit Walk[/b] is a 6th-7th level Cleric/Sorcerer/Wizard spell which allows you to project your body's spirit to an area you know. You cannot cast spells or interact with the environment. It's notable in that it has a 1 hour casting time, but a duration of [i]1 round per lvel,[/i] making the spell nearly useless. [b]Talons[/b] is a 1st level Cleric/Druid spell which transforms the caster's hands into talonlike claws. They can be used as natural weapons in combat, dealing 1d6 + Strength modifier points of damage, and the caster is still capable of fine manipulation. The caster can also fight with a weapon in their primary hand their claw as an off-hand; this is treating as a secondary attack, and the primary weapon suffers no penalty on attack or damage rolls! Since the spell lasts 1 minute per level, it's great for multi-weapon fighting builds! [b]Unbinding[/b] is a 9th level sorcerer/wizard spell and of the Liberation domain. It creates a 180 area burst radius, ending the effects of all forms of magical effects which contain, constrain, seal, and control. It negates charm and dominate effects of all types, spells with a duration longer than instantaneous which create physical and magical barriers, and ends the effects of magical spells which hold other spells within them (such as imbue with spell ability). It does not effect purely protective spells (protection from arrows, etc) or anti-magic fields, and only works on geas/quest if their caster level is greater than the caster of geas. Unbinding is powerful in that it does not allow for a saving throw, and its effects are very versatile and open-ended. And guess what, it requires no costly experience points or material components (lodestone and saltpeter)! Score! We've also got a few straight damaging spells, most of which are the province of sorcerers/wizards. We got a lot of lightning-themed ones: [b]Crackling Sphere, Electrical Storm, and Shocking Spark[/b] are much like electricity-themed versions of Flaming Sphere, Sleet Storm, and Scorching Ray respectively. [b]Dalamar's Lightning Lance[/b] allows the caster to created and throw electrical javelins at opponents, all within the span of one round. It's got some cool artwork, too: [img]http://i.*****.com/fKIe14Y.jpg[/img] Rounding off we have [b]Elemental Dart,[/b] which throws darts of energy types (except sonic) against foes, while [b]Stone Shards[/b] turn normal rocks into exploding splash weapons. I also notice that a lot of the spells have vague casting times, specifying "1 action." Well, what does that mean? A standard action, move action, or full-round action? Overall a lot of the spells are limited for their level, but there are a few nifty ones, and more than a few tie into the setting's history, so I like that at least. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Dragonlance Campaign Setting
Top