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Magic in the Fifth AgeD&D 3e (3.0/3.5) Rulesby James O'RanceSummary of Conversion: This document is a conversion of the Dragonlance: Fifth Age® rules and A Saga Companion. It contains spellcasting rules, feats, and revised classes for the new magic of the Dragonlance: Fifth Age® campaign, using the Dungeons & Dragons® rules. The standard time period for D&D Dragonlance® campaigns is the Fourth Age. During this time, most things work exactly as presented in the Dungeons & Dragons rules, especially as regarding magic and character classes. However, those who have enjoyed the novel Dragons of Summer Flame, the Dragons of a New Age series or the War of Souls series might want to explore the Fifth Age: The Age of Mortals. Whilst the D&D rules regarding skills, feats and combat obviously do not need any alteration, the very different magic available to characters in the Fifth Age requires new spell selection for each class. These changes are described below. The New MagicAt the close of the Fourth Age, the gods withdrew from Krynn, taking with them the powers that they had granted to mortals. The holy orders and wizards alike found that their spells were now powerless. For a while it seemed that magic had departed from the world of Krynn. Over time, new powers were discovered. Some of these are thought to be related to the primordial magic of Krynn, which existed long before the three moons first rose in the heavens. Once known as wild magic, and considered the exclusive domain of ancient beings such as the scions and the dragons, this rediscovered arcane power has come to be known as sorcery. Apparently elemental in nature, sorcery seems incapable of affecting living beings. The power is simply to uncontrollable for such subtle manipulation. Others turned inward to seek new powers, and discovered something truly miraculous. Called mysticism by its practitioners, it is the power of life and the energy of the soul. Mysticism is an intuitive magic that uses the spark of divine power found within every living being; however, it is unable to affect the material world as sorcery does.
The Mystic ClassMystics have the following game statistics. Abilities: Wisdom determines how powerful a spell a mystic can cast, how many spells the mystic can cast per day, and how hard those spells are to resist. To cast a spell, a mystic must have a Wisdom score of 10 + the spell's level. A mystic gets bonus spells based on Wisdom. The Difficulty Class if a saving throw against a mystic's spell is 10 + the spell's level + the mystic's Wisdom modifier. Alignment: Any. Hit Die: d8. Class SkillsThe mystic's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills of the Player's Handbook for skill descriptions. Skill Points at 1st level: (2 + Int modifier) x 4.
Class FeaturesAll of the following are class features of the mystic. Armour and Weapon Proficiency: Mystics are proficient with all simple weapons. Mystics are proficient with light armour and with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried. Spells: A mystic casts divine spells according to Table 13: The Mystic. A mystic's selection of spells is extremely limited. All mystics choose three Mystic domains, and begin play knowing three 0-level spells (also called orisons) and three 1st-level spells, taken from the spell lists of the chosen domains. A mystic is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. For instance, at 1st level, the mystic Audeus can cast four 1st-level spells per day – three for being 1st level (see Table 13), plus one thanks to his high Wisdom. However, he knows only three 1st-level spells: charm person, true strike, and detect undead (the 1st-level spells of the Mentalism, Sensitivity, and Spiritualism Domains). In any given day, he can cast charm person four times, cast true strike four times, cast detect undead four times, or cast some combination of the three spells a total of four times. He does not have to decide ahead of time which spells he'll cast. A mystic may use a higher-level slot to cast a lower-level spell if he so chooses. For example if an 8th-level mystic has used up all of his 3rd-level spell slots for the day but wants to cast another one, he could use a 4th-level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it. Domains: Like clerics, mystics choose Domains from which they can cast their spells. Mystics can choose any three domains from the Mystic Domains (these are different from the Cleric Domains in the Player's Handbook). They do not have a base spell list, not do they gain spells from the cleric or druid base spell lists. Each domain gives your mystic access to a domain spell at each spell level, from 0 on up, as well as a granted power. Your mystic gets the granted powers of all the domains selected. Chaotic, Evil, Good, and Lawful Spells: A mystic can't cast spells of an alignment opposed to his own. For example, a good mystic can't cast evil spells. Spells associated with these alignments are identified as such on the "Level" line of the spell description. Cleric Abilities: Mystics cannot swap prepared spells for healing as a cleric can. Nor can mystics turn or rebuke undead, unless they receive the ability as a granted power. The Revised Sorcerer ClassSorcerers in the Fifth Age have the following game statistics. Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level. A sorcerer gets bonus spells based on Charisma. The Difficulty Class if a saving throw against a sorcerer's spell is 10 + the spell's level + the sorcerer's Charisma modifier. Alignment: Any. Hit Die: d4. Class SkillsThe sorcerer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills of the Player's Handbook for skill descriptions. Skill Points at 1st level: (2 + Int modifier) x 4. Class FeaturesAll of the following are class features of the sorcerer. Armour and Weapon Proficiency: Sorcerers are proficient with all simple weapons. Sorcerers are proficient with light armour and with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried. Spells: A sorcerer casts divine spells according to Table 14: The Sorcerer. A sorcerer's selection of spells is extremely limited. All sorcerers choose three Sorcery domains, and begin play knowing three 0-level spells (also called cantrips) and three 1st-level spells, taken from the spell lists of the chosen domains. A sorcerer is limited to casting a certain number of spells of each level per day, but she need not prepare her spells in advance. The number of spells she can cast per day is improved by her bonus spells, if any. For instance, at 1st level, the sorcerer Ti'ikka can cast four 1st-level spells per day – three for being 1st level (see Table 14), plus one thanks to her high Charisma. However, she knows only three 1st-level spells: bless water, produce flame, and summon nature's ally I (the 1st-level spells of the Hydromancy, Pyromancy, and Summoning Domains). In any given day, she can cast bless water four times, cast produce flame four times, cast summon nature's ally I four times, or cast some combination of the three spells a total of four times. She does not have to decide ahead of time which spells she'll cast. A sorcerer may use a higher-level slot to cast a lower-level spell if she so chooses. For example if an 8th-level sorcerer has used up all of her 3rd-level spell slots for the day but wants to cast another one, she could use a 4th-level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it. Domains: Like mystics, sorcerers choose Domains from which they can cast their spells. Sorcerers can choose any three domains from the Sorcery Domains (these are separate from the Cleric Domains). They do not have a base spell list, not do they gain spells from the cleric or wizard base spell lists. Each domain gives your mystic access to a domain spell at each spell level, from 0 on up, as well as a granted power. Your mystic gets the granted powers of all the domains selected.
Other Abilities: Revised sorcerers cannot summon a familiar, nor can they learn new spells from arcane tomes as a standard sorcerer can. These abilities rely on powers that no longer exist in the Fifth Age. New FeatsThese feats are added to those in Chapter 5 of the Player's Handbook for Dragonlance: The Fifth Age campaigns. Note that some of these feats are intended for Fifth Age D&D campaigns, and may not be appropriate for Classic Dragonlance® games. Additional Spell [Special]This feat allows characters in the Fifth Age to learn spells not present on the mystic or sorcerer domain spell lists. Prerequisites: Spellcaster level 1+. Benefit: The character learns an additional spell, of any level that he can cast. The spell can be chosen from any in the Player's Handbook, provided that it is at least somewhat similar to the character's existing domains. The DM's discretion applies. Special: This feat can be taken multiple times. Each time it is taken, choose a new additional spell. A character can only have one additional spell at each level of a domain. Improved Mysticism [Special]This feat allows characters in the Fifth Age to increase the number of spells available to them at each level. Prerequisites: Divine spellcaster, Wis 15+. Benefit: The character gains access to an additional Mysticism domain. Improved Sorcery [Special]This feat allows characters in the Fifth Age to increase the number of spells available to them at each level. Prerequisites: Arcane spellcaster, Cha 15+. Benefit: The character gains access to an additional Sorcery domain. Long-Term Spell [Metamagic]You can cast spells with indefinite duration, by sacrificing some of your power. Prerequisites: Spellcaster level 3+. Benefit: A long-term spell lasts indefinitely. Once a long-term spell has been cast, the DM secretly determines its duration (in days, weeks, months, or even years). While the spell lasts, the spell slot used to cast the spell remains "in use" and may not be used to cast other spells. A long-term spell can be ended prematurely with dispel magic. Long-Term Spell has no effect on spells with a concentration, instantaneous, or permanent duration, or on other spells at the DM's discretion. A long-term spell uses up a spell slot four levels higher than the spell's actual level. Mystic Familiar [Special]This feat allows a character to acquire a familiar, in much the same way as a sorcerer or wizard might do in the Fourth Age. Prerequisites: Access to the Animism domain. Benefit: You can summon a familiar. See page 51 of the Player's Handbook. Shapechanging Expertise [Special]This feat allows a character with natural shapechanging abilities to become familiar with a specific form (such as a dolphin, sea otter, or elf). Sea elves can only choose one form; Mischta and Irda characters can choose any humanoid form. Prerequisites: Elf (Dargonesti or Dimernesti), Irda, or Mischta race. Benefit: The character can shift into a familiar form in 1 round, she must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the character suffers a –2 penalty to all rolls as she remembers the nuances of her new body. Shapechanged bodies cannot be dispelled; they are solid and take damage just as other bodies do. The character's natural form is always considered familiar. Normal: If shifting to an unfamiliar form, the character must rest for 1d6+6 rounds, and then suffers a –2 penalty to all rolls for 4 additional rounds. Special: Mischta can take this feat multiple times. Each time you take the feat, it applies to a new humanoid form. Mysticism DomainsAlteration DomainGranted Power: You cast transmutation spells at +1 caster level. Alteration Domain Spells
Animism DomainGranted Power: Once per day you can choose to cast either animal friendship or entangle. Animal Handling and Wilderness Lore are class skills. Animism Domain Spells
Channeling DomainGranted Power: You have the supernatural ability to gain an enhancement bonus to Strength, Dexterity, or Constitution, equal to your Wisdom modifier. Activating the power is a free action, the power lasts one round per level, and it is usable once per day. Channeling Domain Spells
Healing DomainGranted Power: You can lay on hands once per day, curing 1 hp/caster level. Healing Domain Spells
Meditation DomainGranted Power: You have the supernatural ability to gain an enhancement bonus to Intelligence, Wisdom, or Charisma, equal to your Constitution modifier. Activating the power is a free action, the power lasts one round per level, and it is usable once per day. Meditation Domain Spells
Mentalism DomainGranted Powers: You cast charm person once per day. Scry is a class skill. Mentalism Domain Spells
Necromancy DomainGranted Power: You can use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your mystic level. If the total at least equals the creature's current hit points, it dies. Necromancy Domain Spells
Sensitivity DomainGranted Powers: You cast divinations at +1 caster level. Scry is a class skill. Sensitivity Domain Spells
Spiritualism DomainGranted Power: You can turn undead (good and neutral characters) or rebuke undead (evil characters) as a cleric of the same level. Spiritualism Domain Spells
Sorcery DomainsAeromancy DomainGranted Power: Rebuke or command air creatures as an evil cleric rebukes undead. You can use this ability a total number of times equal to 3 + your Charisma modifier. Aeromancy Domain Spells
*Cast as an air spell only. Cryomancy DomainGranted Power: You cast endure elements* once per day. Cryomancy Domain Spells
* Cold or heat only. Divination DomainGranted Power: You cast divination spells at +1 caster level. Scry and all Knowledge skills are class skills. Divination Domain Spells
Electromancy DomainGranted Power: You can cause an opponent to drop a metallic weapon using magnetic rays. This is a spell-like ability that you can use once per day. Make a ranged touch attack to strike the opponent's weapon; if successful, the opponent drops the weapon within 5 feet. Electromancy Domain Spells
Enchantment DomainGranted Power: Free Scribe Scroll or Brew Potion feat. Enchantment Domain Spells
Geomancy DomainGranted Power: Rebuke or control earth creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier. Geomancy Domain Spells
* Cast as an earth spell only. Hydromancy DomainGranted Power: Rebuke or command water creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier. Hydromancy Domain Spells
* Cast as a water spell only. Pyromancy DomainGranted Power: Rebuke or command fire creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier. Pyromancy Domain Spells
* Resist cold or fire only. Spectramancy DomainGranted Power: You cast dancing lights once per day. Spectramancy Domain Spells
Summoning DomainGranted Power: You can turn or destroy (banish) summoned creatures as a good cleric turns undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. Summoning Domain Spells
Transmutation DomainGranted Powers: You cast enlarge once per day, on objects only. Transmutation Domain Spells
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