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Moons of MagicD&D 3e (3.0/3.5) Rulesby Bennet OppelThe Moons of Magic are the means by which Wizards draw their power in Krynn. From the resplendent Solinari to the mysterious and sinister Nuitari, they are very much engrained on the consciousness of Krynn's inhabitants as the sole arbiters of wizardly might and a potent symbol of the power of magic. As they complete their journey though the celestial heavens, arcane power waxes and wanes to the benefit or detriment of those that wield it. Most feared of all by the common folk is the dreaded night of the eye, when the three moons align and magic functions at its peek throughout Krynn. The effect that the Moons of Magic have on a Wizard is represented by a value known as the Moon Bonus. The value of this bonus depends on the lunar phase the Wizards moon is currently in.
Additionally alignments between Moons can augment the effect of magic on Krynn. The following special conditions apply when certain Moons are aligned in the sky.
Note that the Moon bonuses from alignments are cumulative with the base Moon bonus so if for example all three moons were to align during High Sanction then all Wizards would have a Moon Bonus of +3. This is known as the Night of the Eye since magic is at its peak throughout Krynn. A wizard adds his moon bonus to both his caster level and spellpower. Depending therefore on his moons lunar position a wizard's caster level may be higher or lower than it actually is and the DC's to resist his spells and checks to overcome magic resistance more or less potent. Additionally some specific Metamagic feats only function when a wizards Moon is either Waxing or in High Sanction and the wizards magic is nearing its peak, some feats also function more powerfully depending on the value of the wizards moon Bonus. The Nature of the MoonsEach of the Moons of Magic has very different characteristics and emphasise different aspects of magic. These can be summarised as follows. SolinariSolinari is the largest of the three Moons and appears as a great silver orb in the night sky that sheds a brilliant crystal clear light when it is prominent in the heavens. Magic drawn from Solinari is often seen as good aligned magic and wizards who draw power from Solinari often seek to use magic to promote the cause of good, acting in accordance with the grand order that the Gods have mapped out for Krynn. Solinari's cycle is the longest of the three moons of magic, lasting for 36 days with each lunar phase 9 days long. LunitariLunitari is the second largest of Krynn's moons and appears in the night sky as a startling red orb. Depending on the whether Lunitari is waxing or waning its hue can change from a bright scintillating red to a faintly sinister blood red. Magic drawn from Lunitari is often seen as being aligned generally with the cause of Neutrality. Wizards who follow the path of Lunitari realise that there is a balance to be drawn between the ordered nature of Solinari and the destructive nature of Nuitari. Lunitari's lunar cycle takes 28 days to complete with each lunar phase lasting 7 days. NuitariThe smallest of the three moons Nuitari is invisible to all except those who draw power from it. To others it is merely a sinister void or hole in the night sky that seems to swallow up stars as it orbits Krynn. Magic drawn from Nuitari is often seen as promoting the cause of evil as it draws on the darker energies prevalent in the universe. Wizards who follow the path of Nuitari seek the great power it can offer them with little thought for the cost of using such dangerous magic's. Nuitari's cycle is the shortest of all the three moons, lasting 8 days with each lunar phase only 2 days long, which befits its chaotic nature. Restricted MagicsIt is more difficult for certain magic's to be cast by a wizard depending on what Moon of Magic he draws his power from. Depending on the Moon a wizard draws his power from he is therefore unable to specialise in or take the spell focus feat for the following schools. Solinari: Illusion, Necromancy Low Level MagicsThe Gods of Magic collectively allow the casting of low-level magics without wizards feeling the affects of the Moons of Magic. Wizards who therefore content themselves with only having a minor mastery of the art of magic can do so without choosing a particular Moon of Magic and not subject to the affect of the Moon Bonus. Low-level magic's are treated as those cast by Wizards below Lvl 4. Choosing a MoonWizards who wish to further their magical abilities can only do so be drawing their power from one of the Moons of Magic. Upon reaching Lvl 4 a wizard may choose a particular Moon of Magic from which to draw his power. If the character does not nominate a Moon of Magic before he reaches Lvl 5 then he will be affected by the Moon which most closely represents his particular ethos (good characters will be affected by Solinari, neutral characters by Lunitari and evil characters by Nuitari). Once the wizards Moon has been determined then he is automatically subject to the affects of his Moons position in the night sky through his Moon Bonus. Changing MoonsA wizard can change his Moon of Magic if he feels that it no longer suits his particular needs or the nature of its magic no longer matches his philosophy. When a wizard changes Moons he automatically loses access to any of the unique feats which his previous Moon granted. For a period of 2 months he will also be unaffected by any of the Moons of Magic with regards to his Moon Bonus and any feat which uses his Moon Bonus to calculate its effectiveness will not function. Following the 2-month period he will use the position of his new Moon to calculate his Moon Bonus and he gains the bonus feats that he would have gained as if he had chosen his new Moon initially. FeatsBalanced Magic [Metamagic]Magic drawn from the red moon embraces both ends of the spectrum, from the ordered and harmonious magic's of Solinari to the wild and chaotic energies of Nuitari. As such those that draw their power from Lunitari can often exert a greater influence on magic in general than their other brethren spellcasters and in particular to spells that have been subject to the effects of metamagic. Prerequisite: You must draw your power from Lunitari. Benefit: Rather than counterspell another spellcaster you may instead attempt to remove any metamagic feats that have been applied to their spell. In order to do this you must make a level check (DC 10 + caster level). You do not need to know the spell that is being cast or that it is subject to metamagic feats although you may make a spellcraft check (DC 15 + the spell's level) to determine if this is the case when your opponent tries to cast a spell. This check is a free action. Cyclic Magic [Metamagic]The ordered nature of Solinari makes it slightly easier for those that draw power from him to retain arcane energies. As such those that draw their power from the white moon can increase their spell capacity beyond what would normally be the case. Prerequisite: You must draw your power from Solinari. Benefit: You may memorise an additional number of spells equal to your moon bonus each lunar cycle of Solinari. The maximum level of an additional spell is equal to one lower than the highest level you would normally be able to cast. At the end of each lunar cycle these bonus spells are lost if you have not expended them. Dark Magic [Metamagic]Power drawn from Nuitari can be used to enhance spells that manipulate negative energies. These often take the form of spells that focus on death and decay, which Nuitari delights in seeing his servants spread. Prerequisite: You must draw your power from Nuitari. Benefit: When applying a metamagic feat to a spell from the school of Necromancy you may reduce the additional level cost from the metamagic feat by 1 to a minimum of 1. This feat may be taken multiple times. Dark Power [Metamagic]The dark forces inherent in Nuitari can offer those that use them great power at a terrible price. The very nature of these forces can prove extremely corruptive to both the spirit and the body and Nuitari himself often delights in watching those that wield them sink into both physical and moral decay. Prerequisite: You must draw your power from Nuitari. Benefit: By permanently sacrificing a point of Constitution you receive a +2 spellpower bonus. This feat may be taken multiple times. Deceptive Magic [Metamagic]Lunitari delights in magic which can be used to trick or confound the foolish. As such Lunitari's servants can draw upon the red moons power to increase the potential of their illusionary magic. Prerequisite: You must draw your power from Lunitari. Benefit: When applying a metamagic feat to a spell from the school of Illusion you may reduce the additional level cost from the metamagic feat by 1 to a minimum of 1. This feat may be taken multiple times. Destructive Magic [Metamagic]You can draw on the entropic powers inherent in Nuitari to increase the destructive potential of your spells. Prerequisite: You must draw your power from Nuitari. Benefit: Whenever you cast a damage spell there is a chance that Nuitari enhances its destructive potential. Whenever you roll a maximum for a particular damage dice you may roll a bonus die of damage to reflect this. Any maximum's rolled on these bonus damage dice do not however result in additional damage dice. Fortified Magic [Metamagic]Magic drawn from Solinari embraces the forces of harmony and often works to enhance the natural forces that exist in the world. Due to this relationship magic's who's origin is the white moon of Krynn are much more tightly bound to the world and are harder to dispel which is a valuable counterbalance to the wild and chaotic powers that Nuitari lets his servants wield. Prerequisite: You must draw your power from Solinari. Benefit: Your magic is much more difficult to dispel than normal. The DC to dispel your spells receives a +3 bonus. This feat may be taken multiple times. Freeform [Metamagic]You may cast spells without material components. Prerequisite: Int 15+, any other Metamagic feat. Benefit: You may attempt to cast a spell without material components. You can decide to do this at casting time. To successfully cast a spell without components you must make a Spellcraft check (DC 10 + spell level). You can only attempt this with spells which require components who's total value is less than or equal to 1gp. Greater Lunar Defence [Metamagic]Choose a moon to which you have already applied the Lunar Defence feat. You defences against magic's drawn from that moon are even greater then they would otherwise be. Prerequisite: Lunar Defence. Benefit: You receive a +4 bonus to saves against spells which draw their power from a moon of magic of your choice. This overlaps (does not stack with) the bonus from Lunar Defence. Special: Although you may choose this feat multiple times its affects do not stack, rather you must select a different moon of magic to be subject to this feat whenever you select it. Harmonious Magic [Metamagic]The power of Solinari is much more tightly bound to the natural order of the universe. As such those that draw their power from the White Moon can dispel or negate magic's not drawn from Solinari with greater ease than would otherwise be the case. Prerequisite: You must draw your power from Solinari. Benefit: You receive a +2 bonus to dispelling magic's not drawn from Solinari. You also receive an additional +2 bonus to dispelling magic's whose origin is the black moon of Krynn Nuitari. High Magic [Metamagic]Power drawn from Lunitari encompasses magic from both ends of the spectrum, incorporating aspects present in both Nuitari and Solinari. As such it is possible for those that wield Lunitari's power to perform feats of magic that would normally be the exclusive domains of the other moons of Krynn. Prerequisite: You must draw your power from Lunitari. Benefit: When you select this feat you may choose one feat that would normally be available only to those that draw from Nuitari or Lunitari that your high magic effectively duplicates. Innate Talent [General]You have an innate gift for magic. Benefit: For the purpose of determining bonus spells and the saving throw DC's of your spells treat your primary spellcasting ability as 2 points higher than its actual value (Int for Wizards, Charisma for Bards and Sorcerers, Wisdom for Divine Caster). Special: This feat can only be taken at Character creation time and cannot be taken more than once unless it is merely to apply it to another type of spellcasting. Lunar Containment [Metamagic]You have discovered the means to minimise the affects of spells drawn from a Moon of Magic of your choice. Prerequisite: You must draw your power from a Moon of Magic. Benefit: As an option to counterspelling an opponent you have discovered the means to minimise the affects of spells which draw their power from a particular Moon of Magic. In order to do this you must make a level check (DC 10 + caster level ). If successful the target spell functions at minimum capacity. This means that all variable, numeric effects of the spell are minimised. A minimised spell deals the least possible damage, cures the least possible amount of hit points and affects the least number of targets, etc., as appropriate. Spells without random variables are not affected. If the target spell is subject to the Maximize feat then the spell performs as normal – i.e. as if the Maximise feat were not applied to it. You do not need to know the spell that is being cast although you may make a spellcraft check (DC 15 + the spell's level) to determine this when your opponent tries to cast a spell. This check is a free action. Special: You may choose this feat multiple times, if you do you must select a different moon of magic to be subject to this feat. Lunar Defence [Metamagic]You have discovered the means to make yourself more protected against arcane spells which draw their power from a particular Moon of Magic. Prerequisite: You must draw your power from at least one Moon of Magic. Benefit: You receive a +2 bonus to saves against spells which draw their power from a Moon of Magic of your choice. Special: Although you may choose this feat multiple times its affects do not stack, rather you must select a different moon of magic to be subject to this feat whenever you select it. Lunar Enhancement [Metamagic]When your Moon's magic is at its peak you can perform acts of magic that would normally be beyond you. Prerequisite: You must draw your power from a Moon of Magic. Benefit: When you Moon of Magic is in its High Sanction lunar phase you may memorize spells as if you were one level higher than you actually are. These spells remain in your memory until used. Lunar Power [Metamagic]You are more sensitive to the waxing and waning of the Moons of Krynn than normal. During High Sanction your magic is more potent than other wizards but during Low sanction your power is reduced. Prerequisite: You must draw your power from at least one Moon of Magic, Int 15+. Benefit: You are more sensitive to the affects of the Moons of Magic. Whilst your Moon is in its High Sanction lunar phase you receive an additional +1 to your moon bonus in addition to any other bonuses you would normally receive. When however your moon is in its Low Sanction lunar phase your magic is more adversely affected than normal and you suffer a -1 penalty to your moon bonus in addition to any other bonuses or penalties that you incur. Mutable Magic [Metamagic]Magic draw from Lunitari is more easily manipulated and shaped than other magic's allowing those that use it to counterspell with greater ease then would otherwise be the case. Prerequisite: You must draw your power from Lunitari. Benefit: For the purpose of counterspelling you may use any spell that is the same level of higher from the same school of magic as the target spell. Oppressive Magic [Metamagic]Nuitari fosters the ambition to eclipse his siblings and make power drawn from the black moon the sole source for arcane wizardry on Krynn. In reflection of this those that draw their power from the black moon have learnt how to suppress magic's from Lunitari and Solinari with deadly effect. Prerequisite: You must draw your power from Nuitari. Benefit: You may as a free action attempt to suppress another's spell. If your target attempts to cast a spell you may attempt to suppress its affects by making a spellcraft check (DC 10 + caster level). If successful the DC for any saves that result from the casting of the targets spell and attempts at overcoming spell resistance are reduced by your moon bonus. You may only use this feat on those that draw their power from Lunitari or Solinari. Resolute Magic [Metamagic]You have discovered how to make your spells trickier to counter for casters who draw their power from a particular Moon of Magic. Prerequisite: You must draw your power from a Moon of Magic. Benefit: Your spells resist counterspell attempts from magic's drawn from a moon of your choice. Whenever someone who draws their power from the moon you have selected attempts to counterspell a spell you are casting they must make a level check (DC 11 + your caster level) to succeed. This feat may be taken multiple times although you must select a different moon of magic each time you take it. Shadowed Magic [Metamagic]You have discovered the means to make your magic harder to detect for those that draw their power from a particular Moon of Magic. Prerequisite: You must draw your power from a Moon of Magic. Benefit: When you select this feat you must nominate a particular Moon of Magic to which it applies. Wizards that draw their power from this moon must make a level check (DC 11 + your caster level) to successfully detect your spells through the use of a divination spell, spell-like ability or magic item (such as detect magic). This feat maybe taken multiple times although you must select a different Moon of Magic to which applies when you choose it. Silver Magic [Metamagic]Unlike his reckless brother Solinari delights in magic's that help to protect and preserve the world. Power originating from the white moon strongly draws from the powers of order which Solinari's servants use to enhance their protective spells. Prerequisite: You must draw your power from Solinari. Benefit: When applying a metamagic feat to a spell from the school of Abjuration you may reduce the additional level cost from the metamagic feat by 1 to a minimum of 1. This feat may be taken multiple times. Prestige ClassesWizard of High SorceryFor those that wish to become true masters of magic there is only one true calling, the Towers of High Sorcery where the Wizards of High Sorcery have long dictated the practice of arcane magic to all those on Ansalon. This ancient organization is much more than simple guild or clan, it is a gathering of likeminded people united by their devotion to the Gods of Magic and their dedication to the art of wizardry. That beyond all else binds the Towers of High Sorcery and provides a sense of cohesive unity that has enabled the Wizards of High Sorcery to survive the many perils and threats to their existence throughout Ansalon's turbulent history. The Wizards of High Sorcery as an organization are divided into three orders, with each one dedicated to a particular Moon of Magic. Each order is represented by a particular color which matches the Moon the Wizards draws power from, white for Solinari, red for Lunitari and black for Nuitari. In a formal capacity a wizards robes will show his order by their color although it is not necessary for Wizard to always indicate this, rather it is more a custom. The Orders themselves each have a Master though each has a different method for deciding who this shall be. White robes favour the democratic process of elections, red robes draw lots and black robes hold contests of magical prowess. These different means of choosing their masters represent some of the more fundamental differences that exist between the orders and reflect in some ways the nature of the Moon they draw their power from. The highest of all the official positions however is the Head of the Conclave who is elected from a council of 21 wizards. The Head of the Conclave wields more power than any other single individual and can if he wishes dictate Tower policy as he see fit, though those that abuse the position risk much more than a simple removal from office. The main goal of the Wizards of High Sorcery is to spread and encourage the art of Wizardry throughout Krynn. To this end and also possibly to foster good relations amongst those that do not wield the arcane powers they do and as such tend to have a natural suspicion about things they cannot understand or comprehend they have throughout history taken a very active role in seeing that arcane power is used responsibly. The Wizards of High Sorcery take the view that only the most responsible and dedicated practitioners of magic can be trusted to learn and wield it to the highest levels. The methods they use to enforce this view can be quite brutal with the most infamous being the fabled test that initiates take to become a Wizard of High Sorcery. Designed to test a candidate to the utmost of their abilities and to see how they wield magic under extreme circumstances the test has often proved fatal for some and more often than not scarred those that passed both physically and mentally. The Conclave views the severity of the test as a necessary means to weed out the incompetent although the fact that candidates who set out to the Towers are never seen again has proven a fertile ground for dark rumours surrounding what actually occurs there. For those that wish to avoid taking the test and still learn the higher levels of magic the danger can be just as great. Labelled as renegades by the conclave they are hunted down and forced to comply to the Towers dictates on magic. Although the only requisite to being labelled a Wizard of High Sorcery is to take and pass the test the prestige class exists for those who wish to follow the teachings of the Conclave and their order more acutely, seeing it as a means to more closely pursue the path the Gods of Magic have mapped out for those on Krynn. Hit Die: d4. Requirements:Race: Human, elf, half-elf, minotaur. Class SkillsThe Wizard of High Sorcery's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Str), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Speak Language and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier.
Class FeaturesWeapon and Armor Proficiency: Wizards of High Sorcery gain no proficiency in any weapons or armor. Spells per Day: When a new Wizard of High Sorcery level is gained, the character gains new spells per day as if he had gained a level in whatever arcane spellcasting profession he belonged to before he added the prestige class. He does not however gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats etc). He in essence adds the level of Wizard of High Sorcery to the level of whatever other arcane spellcaster class the character has, then determines spells per day and caster level accordingly. Moon Feat: You may select a bonus feat from the following list provided you meet the requirements of the feat. Balanced Magic, Cyclic Magic, Dark Magic, Dark Power, Deceptive Magic, Destructive Magic, Fortified Magic, Greater Lunar Defense, Harmonious Magic, High Magic, Lunar Containment, Lunar Defense, Lunar Enhancement, Lunar Power, Mutable Magic, Oppressive Magic, Resolute Magic, Shadowed Magic, Silver Magic. Gift of the Gods: A Wizard of High Sorcery receives a special +1 to his moon bonus when his Moon of Magic is in its waxing and high sanction phase as recognition to his increased dedication to the Gods of Magic. Arcane Resources: The Towers of High Sorcery are probably the greatest centers for arcane knowledge and resources in the entirety of Krynn. As a Wizard of High Sorcery you make take advantage of these facilities when you are present at one. Request Magical Items: You may request magical items to be used at your discretion. The net worth of magical items you may have sequestered at any one time is equal to your Wizard of High Sorcery level x 2000gp. Note however that depending on the items selected restrictions may apply such as whether the item must be returned and when and conditions on how it is to be used. Some items may only be allowed access to if it is with regards to official conclave matters rather than personal use. The availability of any item requested is at the discretion of the DM. Research Facilities: If you wish to use the Tower resources to research a new spell you may deduct 100gp from the total gp cost per week that you must expend on your research. You also receive a +2 bonus to any spellcraft checks you may have to perform with regards to your researched spell. SpellBooks: The Towers of High Sorcery have many great and old tomes dealing with all manner of arcane matters in their libraries. When you use the Tower resources to learn a new spell you receive a +2 bonus to your spellcraft check. Improved Arcane Resources: As Arcane Resources with the following differences. Request Magic Items: You may now request your Wizard of High Sorcery level x3000gp's worth of magic items. Research Facilities: You have access to better research facilities than normal, as such you may deduct 200gp from the total gp cost per week on research and you receive a +3 bonus to any spellcraft checks you must perform with regards to your researched spell. Arcane Reputation: As a Wizard of High Sorcery you are both feared and respected and receive a +2 bonus to Diplomacy and Intimidate checks. Metamagic Feat: You may select a bonus metamagic feat. Greater Arcane Resources: As Arcane Resources with the following differences. Request Magic Items: You may now request your Wizard of High Sorcery level x5000gp's worth of magic items. Research Facilities: You have access to the very best research facilities that the Tower can offer, as such you may deduct 300gp from the total gp cost per week on research and you receive a +4 bonus to any spellcraft checks you must perform with regards to your researched spell. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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