Magic in Dragonlance: the Fifth Age®
by James O'Rance
[email protected]
Summary 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.
Posted: 6 November 2000
Last Updated: 31 January 2001
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.
The New Magic
New Feats
These 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]
Improved Mysticism [Special]
Improved Sorcery [Special]
Long-Term Spell [Metamagic]
Mystic Familiar [Special]
Shapechanging Expertise [Special]
Mysticism Domains
Alteration Domain
Sorcery Domains
Aeromancy Domain
Aeromancy Domain Spells
Cryomancy Domain
Cryomancy Domain Spells
Enchantment Domain
Enchantment Domain Spells
Spectramancy Domain
Spectramancy Domain Spells
Index • Background • Rules • Maps • Gallery • Fiction • Other Lands • FAQ • Site Info • Links • Email
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.
At 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.
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Class Features
All 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 1: The Mystic. A mystic’s selection of spells is 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 1), 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.
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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.
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 character knows two spells of that level in a particular domain. The spell can be chosen from any in the Player’s Handbook, provided that it is at least somewhat similar to one or more of 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.
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.
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.
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.
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.
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: Irda and Mischta can take this feat multiple times. Each time you take the feat, it applies to a new humanoid form.
Granted Power: You cast transmutation spells at +1 caster level.
Alteration Domain Spells
0. Virtue. Subject gains 1 temporary hp.
1. Change Self. Change own appearance.
2. Delay Poison. Stops poison from harming subject for 1 hour/level.
3. Water Breathing. Subjects can breathe underwater.
4. Polymorph Self. You assume a new form.
5. Animal Growth. One animal/two levels doubles in size, HD.
6. Liveoak. Oak becomes treant guardian.
7. Statue. Subject can become a statue at will.
8. Animal Shapes. One ally/level polymorphs into chosen animal.
9. Shapechange. Transforms you into any creature, and change forms once per round.
0. Detect Poison. Detects poison in one creature or small object.
1. Calm Animals. Calms 2d4 +1/level HD of animals, beasts, and magical beasts
2. Speak with Animals. You can communicate with natural animals.
3. Dominate Animal. Subject animal obeys silent mental commands.
4. Control Plants. Talk to and control plants and fungi.
5. Commune with Nature. Learn about terrain for one mile/level.
6. Liveoak. Oak becomes treant guardian.
7. Creeping Doom. Carpet of insects attacks at your command.
8. Shambler. Summons 1d4+2 shambling mounds to fight for you.
9. Summon Nature's Ally IX. Calls creature to fight.
0. Resistance. Subject gains +1 on saving throws.
1. Expeditious Retreat. Doubles your speed.
2. Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.
3. Remove Disease. Cures all diseases affecting subject.
4. Divine Power. You gain attack bonus, 18 Str, and 1 hp/level.
5. Righteous Might. Your size increases, and you gain +4 Str.
6. Tenser’s Transformation. You gain combat bonuses.
7. Greater Restoration. Restores all levels and ability score drains.
8. Mass Haste. Extra partial action and +4 AC, affects one subject/level.
9. Iron Body. Your body becomes living iron.
0. Cure Minor Wounds. Cures 1 point of damage.
1. Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
2. Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).
3. Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).
4. Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).
5. Healing Circle. Cures 1d8 +1/level damage in all directions.
6. Heal. Cures all damage, diseases, and mental conditions.
7. Regenerate. Subject's severed limbs grow back.
8. Mass Heal. As heal, but with several subjects.
9. Resurrection. Fully restore dead subject.
0. Guidance. +1 on one roll, save, or check.
1. Remove Fear. +4 on saves against fear for one subject +1/four levels.
2. Calm Emotions. Calms 1d6 subjects/level, negating emotion effects
3. Prayer. Allies gain +1 on most rolls, and enemies suffer 1.
4. Imbue with Spell Ability. Transfer spells to subject.
5. Atonement. Removes burden of misdeeds from subject.
6. Etherealness. Travel to Ethereal Plane with companions.
7. Spell Turning. Reflect 1d4+6 spell levels back at caster.
8. Protection from Spells. Confers +8 resistance bonus.
9. Time Stop. You act freely for 1d4+1 rounds.
0. Daze. Creature loses next action.
1. Sleep. Put 2d4 HD of creatures into comatose slumber.
2. Detect Thoughts. Allows “listening” to surface thoughts.
3. Tongues. Speak any language.
4. Discern Lies. Reveals deliberate falsehoods.
5. Greater Command. One subject/level obeys one-word command for 1 round.
6. Dominate Person. Control humanoid telepathically.
7. Insanity. Subject suffers continuous confusion.
8. Mind Blank. Subject is immune to mental/emotional magic and scrying.
9. Astral Projection. Projects you and companions into Astral Plane.
0. Inflict Minor Wounds. Touch attack, 1 point of damage.
1. Chill Touch. 1 touch/level deals 1d6 damage and possibly 1 Str damage.
2. Death Knell. Kill dying creature and gain 1d8 temporary hp, +2 Str, and +1 caster level.
3. Animate Dead. Creates undead skeletons and zombies.
4. Inflict Critical Wounds. Touch attack, 4d8 +1 hp/level damage (max +20).
5. Slay Living. Touch attack kills subject.
6. Create Undead. Ghouls, shadows, ghasts, wights, or wraiths.
7. Destruction. Kills subject and destroys remains.
8. Create Greater Undead. Mummies, spectres, vampires, or ghosts.
9. Wail of the Banshee. Kills one creature/level.
0. Detect Magic. Detects spells and magic items within 60 ft.
1. True Strike. Adds +20 bonus to your next attack roll.
2. Augury. Learns whether an action will be good or bad.
3. Invisibility Purge. Dispels invisibility within 5 ft./level.
4. Divination. Provides useful advice for specific proposed actions.
5. True Seeing. See all things as they really are.
6. Banishment. Banishes 2 HD/level extraplanar creatures.
7. Legend Lore. Learn tales about a person, place, or thing.
8. Discern Location. Exact location of creature or object.
9. Foresight. “Sixth sense” warns of impending danger.
0. Bane. Enemies suffer 1 attack, -1 on saves against fear.
1. Detect Undead. Reveals undead within 60 ft.
2. Consecrate or Desecrate. Fills area with positive or negative energy.
3. Speak with Dead. Corpse answers one question/two levels.
4. Death Ward. Grants immunity to death spells and effects.
5. Raise Dead. Restores life to subject who died up to 1 day/level ago.
6. Forbiddance. Denies area to creatures of another alignment.
7. Holy Ward or Blasphemy. Kills, paralyzes, weakens, or dazes creatures of opposite alignment.
8. Holy Aura or Unholy Aura. +4 AC, +4 resistance, and SR 25 against spells of opposite alignment.
9. Energy Drain. Subject gains 2d4 negative energy levels.
Granted 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.
*Cast as an air spell only.
0. Ghost Sounds. Figment sounds.
1. Obscuring Mist. Fog surrounds you.
2. Wind Wall. Deflects arrows, smaller creatures, and gases.
3. Gaseous Form. Subject becomes insubstantial and can fly slowly.
4. Air Walk. Subject treads on air as if solid (climb at 45-degree angle).
5. Control Winds. Change wind direction and speed.
6. Chain Lightning. 1d6 damage/level; secondary bolts.
7. Control Weather. Changes weather in local area.
8. Whirlwind. Cyclone inflicts damage and can pick up creatures.
9. Elemental Swarm. * Summons 2d4 Large, 1d4 Huge elementals.
Granted Power: You cast endure elements * once per day.
* Cold or heat only.
0. Ray of Frost. Ray deals 1d3 cold damage.
1. Chill Touch. 1 touch/level deals 1d6 damage and possibly 1 Str damage.
2. Resist Elements. * Ignores 12 damage/round from one energy type.
3. Sleet Storm. Hampers vision and movement.
4. Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
5. Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
6. Cone of Cold. 1d6 cold damage/level.
7. Summon Monster VII. ** Summons an outsider to fight for you.
8. Otiluke's Freezing Sphere. Freezes water or deals cold damage.
9. Summon Monster IX. ** Summons an outsider to fight for you.
** Cold creatures only.
0. Detect Magic. Detects spells and magic items within 60 ft.
1. Detect Secret Doors. Reveals hidden doors within 60 ft.
2. Locate Object. Senses direction toward object (specific or type).
3. Clairaudience/Clairvoyance. Hear or see at a distance for 1 min./level.
4. Scrying. Spies on subjects from a distance.
5. Prying Eyes. 1d4 floating eyes +1/level scout for you.
6. Analyze Dweomer. Reveals magical aspects of subject.
7. Greater Scrying. As scrying, but faster and longer.
8. Discern Location. Exact location of creature or object.
9. Foresight. “Sixth sense” warns of impending danger.
0. Flare. Dazzles one creature (1 to attack).
1. Shocking Grasp. Touch delivers 1d8 +1/level electricity.
2. Faerie Fire. Outlines subjects with light, canceling blur, concealment, etc.
3. Call Lightning. Directs lightning bolts (1d10/level) during storms.
4. Lightning Bolt. Electricity deals 1d6 damage/level.
5. Sleet Storm. Hampers vision and movement.
6. Chain Lighting. 1d6 damage/level; secondary bolts.
7. Control Weather. Changes weather in local area.
8. Repel Metal or Stone. Pushes away metal or stone.
9. Storm of Vengeance. Storm rains acid, lightning, and hail.
Granted Power: Free Scribe Scroll or Brew Potion feat.
0. Detect Magic. Detects spells and magic items within 60 ft.
1. Magic Weapon. Weapon gains +1 bonus.
2. Identify. Determines single feature of magic item.
3. Dispel Magic. Cancels magical spells and effects.
4. Greater Magic Weapon. +1/three levels (max +5)
5. Antimagic Field. Negates magic within 10 ft.
6. Greater Dispelling. As dispel magic, but +20 on check.
7. Spell Turning. Reflect 1d4+6 spell levels back at caster.
8. Protection from Spells. Confers +8 resistance bonus.
9. Mordenkainen’s Disjunction. Dispels magic, disenchants magic items.
* Cast as an earth spell only.
0. Mending. Makes minor repairs on an object.
1. Magic Stone. Three stones become +1 projectiles, 1d6+1 damage.
2. Soften Earth and Stone. Turns stone to clay or dirt to sand or mud.
3. Stone Shape. Sculpts stone into any form.
4. Spike Stones. Creatures in area take 1d8 damage, may be slowed.
5. Wall of Stone. 20 hp/four levels, can be shaped.
6. Move Earth. Digs trenches and builds hills.
7. Disintegrate. Makes one creature or object vanish.
8. Earthquake. Intense tremour shakes 5-ft./level radius.
9. Elemental Swarm. * Summons 2d4 Large, 1d4 Huge elementals.
* Cast as a water spell only.
0. Create Water. Creates 2 gallons/level of pure water.
1. Bless Water or Curse Water. Makes holy water (good characters) or unholy water (evil characters).
2. Fog Cloud. Fog obscures vision.
3. Water Breathing. Subjects can breathe underwater.
4. Control Water. Raises, lowers, or parts bodies of water.
5. Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across.
6. Acid Fog. Fog deals acid damage.
7. Otiluke's Freezing Sphere. Freezes water or deals cold damage.
8. Horrid Wilting. Deals 1d8 damage/level within 30 ft.
9. Elemental Swarm. * Summons 2d4 Large, 1d4 Huge elementals.
* Resist cold or fire only.
0. Burning Hands. 1d4 fire damage/level (max: 5d4).
1. Produce Flame. 1d4+1/two levels damage, touch or thrown.
2. Resist Elements. * Ignores 12 damage/round from one energy type.
3. Fireball. 1d6 damage per level, 20-ft. radius.
4. Wall of Fire. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. passing through the wall deals 2d6+1/level.
5. Fire Shield. Creatures attacking you take fire damage, you're protected from heat or cold.
6. Flame Strike. Smite foes with fire (1d8/level).
7. Fire Storm. Deals 1d6 fire damage/level.
8. Incendiary Cloud. Cloud deals 4d6 fire damage/round.
9. Elemental Swarm. ** Summons 2d4 Large, 1d4 Huge elementals.
** Cast as a fire spell only.
Granted Power: You cast dancing lights once per day.
0. Light. Object shines like a torch.
1. Change Self. Changes your appearance.
2. Invisibility. Subject is invisible for 10 min./level or until it attacks.
3. Searing Light. Ray deals 1d8/two levels, more against undead.
4. Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away.
5. Persistent Image. As major image, but no concentration required.
6. Mislead. Turns you invisible and creates illusory double.
7. Prismatic Spray. Rays hit subjects with variety of effects.
8. Sunburst. Blinds all within 10 ft., deals 3d6 damage.
9. Prismatic Sphere. As prismatic wall, but surrounds on all sides.
0. Unseen Servant. Creates invisible force that obeys your commands.
1. Summon Monster I. Calls outsider to fight for you.
2. Levitate. Subject moves up and down at your direction.
3. Summon Monster III. Calls outsider to fight for you.
4. Dimension Door. Teleports you and up to 500 lb.
5. Teleport. Instantly transports you anywhere.
6. Planar Binding. Traps outsider (up to 16 HD) until it performs a task.
7. Teleport without Error. As teleport, but no off-target arrival.
8. Greater Planar Binding. As planar binding, but up to 24 HD.
9. Teleportation Circle. Circle teleports any creature inside to designated spot.
0. Open/Close. Open/close small things.
1. Animate Rope. Makes a rope move at your command.
2. Shrink Item. Object shrinks to one-twelfth size.
3. Keen Edge. Doubles normal weapon’s threat range.
4. Magic Vestment. Armour or shield gains +1 enhancement/three levels.
5. Fabricate. Transforms raw materials into finished items.
6. Animate Objects. Objects attack your foes.
7. Mordenkainen's Sword. Floating magic blade strikes opponents.
8. Polymorph any Object. Changes any subject into anything else.
9. Refuge. Alters item to transport its possessor to you.