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Arcane Magic of Krynn

D&D 3e (3.0/3.5) Rules

by James O'Rance


Summary of Conversion: This document contains spellcasting rules, feats, and spells for arcane spellcasters in Dragonlance® Saga campaigns that use the Dungeons & Dragons® rules. It does not include races or prestige classes for the Dragonlance® Saga; these should be found in another document.

The Magic of Krynn's Moons

Since the creation of the world of Krynn, the three moons of magic have followed their paths through the sky, bringing with them the waxing and the waning of their followers' magical powers. Each moon of magic grants arcane power to wizards and sorcerers of a particular alignment. Good-aligned spellcasters receive their powers from the white moon, evil spellcasters from the black moon, and neutral spellcasters from the red moon. It is by the position and aspect of his chosen moon that an arcane spellcaster gains (or loses) the enhanced powers of Krynn's moons.

Determining Lunar Position and Alignment

The relationship of the three moons of Krynn is important to the powers of all wizards in your game; therefore, it is necessary for you to track the periods of each on the Lunar Display Wheel.

To determine the position for each moon, roll 1d8 and place a marker on that space of the appropriate track. This is the beginning position for that moon. The black moon (Nuitari) uses the innermost track, the red moon (Lunitari) uses the middle track, while the white moon (Solinari) occupies the outer track. After locating the starting position for each moon, you can either keep the display set up where you can see it during play o you can record the lunar cycles in advance on the Lunar Cycle Record Sheet. To do the latter, note the appropriate information for alignments and phases in the spaces on the form. Set up the Lunar Display Wheel, record the information for that day, then advance the tracks one day and note the new information. Do this until you have sufficient information for the planned adventure.

On the form, each moon has a separate line and is divided into columns. The date can be written in the space at the top of the column. For each day and each moon, you must note its phase and any alignment. When the moon is waxing, put a + in the appropriate space. If the moon is waning, put a — (dash) in the space. If the moon is full, write a capital S, L, or N. If it is a new moon, leave the space blank. To note the alignments of the different moons, circle the symbols (or absence of them) for those moons in conjunction. The different moons are considered to be in conjunction if a line drawn from the centre of the wheel passes through the spaces they both occupy.

If it has been some time since you last played, or if the characters have rested a long, undetermined period of time between adventures, it is not necessary to calculate the exact position of each moon since the last adventure. Simply reset the Lunar Display Wheel by randomly determining the position of the moons again.

Moon Phase Effects Table
Moon Phase Saving Throw Additional Spells Effective Level
New Moon -1 0 -1
Waxing 0 +1 0
Full +1 +2 +1*
Waning 0 0 0
* Only characters of 6th level or greater, who also have an Intelligence of 15 or more, gain this benefit.
Moon Alignment Effects Table
Alignment Saving Throw Additional Spells Effective Level
S with L +1 +1 +1
L with N +1 +1 +1
S with N +1 0 0
All Three +2 +2 +1

The saving throw category lists the modifier applied to all saving throws rolled by the affected character. It has no effect on the saving throws of spells cast by the character.

Additional spells gained by the character can be selected from any level of spell cast the character.

The effective level modifier increases the affected character's level only for those spells he already knows. This applies to the DC of the character's spells, range, and effect. It does not grant the character extra spells, nor does it allow the character to cast spells he does not know (because he has not attained the appropriate level through earned experience). Thus, a 6th-level character who gained a bonus level would not be able to cast a 4th-level spell (as a 7th-level wizard would) because he has not yet learned any 4th-level spells and written them into his spell book.

The benefits of various lunar alignments affect only those wizards who follow the given moons. Thus, when Solinari and Lunitari align, only good and neutral wizards feel the beneficial effects. The effects of the lunar phase and alignment are cumulative. If Solinari and Lunitari align and Lunitari happens to be full, the neutral wizard would gain a +2 bonus to saving throws and level and a +3 to additional spells, while the good wizard would gain a +1 bonus to all three categories.

New Feats

The following feats are special abilities that are unique to the world of Krynn. Although there are many feats that might be applicable to the Dragonlance Saga, the following feats are particularly valuable to arcane spellcasters.

Moon Magic [Special]

This feat is required to gain the benefits of the three moons of Krynn.
Prerequisites: Third level arcane spells.
Benefit: The character's saving throws, casting level, and number of spells per day is affected by the phases of his chosen moon (Solinari for good-aligned characters, Lunitari for neutral-aligned characters, and Nuitari for evil-aligned characters).
Special: Characters who gain the Wizards of High Sorcery prestige class receive this feat for free. However, this organisation is only active in Ansalon; very few characters in the other realms of Krynn have even heard of the Wizards of High Sorcery, let alone belong to one of the Orders.

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; Irda characters can choose any humanoid form.
Prerequisites: Sea elf (Dargonesti or Dimernesti), Mischta, or Irda 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 characters can take this feat multiple times. Each time you take the feat, it applies to a new humanoid form.

Unique Spells of Krynn

Class Abbreviations: Sor (sorcerer), WHS (Wizard of High Sorcery prestige class), Wiz (wizard).

Consensus

Divination
Level: WHS 7
Components: V
Casting Time: 1 action
Range: Unlimited
Target: All Wizards of High Sorcery in Krynn
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

Consensus instantaneously determines the combined will of all Wizards of High Sorcery in a single matter. A question is posed to the Conclave, the spell is cast, and a course of action is communicated to the minds of all Wizards of High Sorcery attending the Conclave. This course of action takes into account the desires of every member of the Order, and results in a course of action that is agreeable to the majority of members. Due to the large number of wills involved, the answer provided cannot be too specific: it is generally phrased in one or two sentences.

A Wizard of High Sorcery who is not in attendance at the Conclave when consensus is cast is aware of the casting and will have the matter communicated to him; however, only those characters present at the Conclave can learn the outcome of the spell.

While not always infallible in its ability to benefit the Conclave as a whole, consensus still remains the method of selection for the Head of the Conclave. Note that the course of action that is agreeable to the majority of High Sorcerers is not always the wisest! The law of the Conclave is largely determined in everyday matters by the Head of the Conclave, and his law is final. However, if a decision is made against the will of the Conclave, then a mandate may be called for in which a consensus is taken of the entire Order, and a new Head of the Conclave is chosen.

Dragon Tongues

Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 0-ft.
Area: 30-ft-radius emanation centred on caster
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell grants all intelligent creatures within its area of effect the ability to speak and understand the language of any dragon. Dragon tongues does not imbue characters with understanding of draconic writings. Nor does this spell in any way predispose dragons toward those who gain the ability to speak their language.

Kiss of Night's Guardian

Necromancy
Level: WHS 9
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 week
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell is only revealed to the most honoured and powerful Wizards of High Sorcery, such as the Master of the Tower of Palanthas, for it has the power to grant protection from the horrors of the Shoikan Grove.

The caster confers this protection by lightly kissing the recipient's forehead. To those of good or neutral alignment the kiss burns into the flesh, but those of evil alignment feel a pleasant, warm sensation. The kiss leaves a scar that is invisible to all but Black Robes and the undead of the Shoikan Grove. It heals and vanishes after one week.

Whilst marked with the kiss of night's guardian, no undead in the Shoikan Grove will attack or come within five feet of the recipient. She is partially protected from the fear generated by the Shoikan Grove; the character must make a Will saving throw (DC 15) every five minutes or flee.

Passage through the Shoikan Grove without a special talisman or the benefit of this spell requires a Will saving throw (DC 30) every five minutes to avoid blind, irrational panic. Even kender are subject to this fear. If a character fails this saving throw, she will flee from the grove in the direction from which she came.

Even if a character should successfully avoid succumbing to the fear generated by the Shoikan grove, she still has to deal with the vengeful spectres of the grove.

Kiss of night's guardian loses all protective power should the recipient draw weapons or cast a spell whilst within the Shoikan Grove.

Luring Lights

Illusion (pattern)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. +10 ft./level)
Area: 50-ft.-radius emanation centred on a point in space
Duration: 4 rounds/level
Saving Throw: Will negate
Spell Resistance: Yes

This spell creates glowing balls of flickering light, one per level of the caster. The caster can control the shape and movement of each ball in a similar fashion to the dancing lights spell. These balls of light can be created at any point within range; thus, a powerful caster can affect a very large area with luring lights.

All humanoid creatures within 50 feet of a ball of luring light can hear an indistinct melody; combined with the visual fascination of the lights, this enchanted music has an effect much like that of a siren calling to sailors. Sylvan creatures commonly use this spell to entice unwary mortals to a scene of revelry, where they can charm and play tricks upon their unwitting guests.

Any creature that fails a Will saving throw is compelled to follow the lights as they wander into deeper wilderness. The character will not realise that she is under a compulsion and has no sense of danger, only a driving curiosity. She will dissuade any who try to hinder her from following, even to the point of fighting off her allies. She will suffer from this compulsion until she has been out of sight of the lights for at least ten minutes.

Material Components: Phosphorous or glowworm, plus the seed of an avocado or pomegranate.

Major Cloak

Illusion (glamer)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Close
Area: One island, up to 5,000 square miles
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This potent dweomer is used by the Irda to cloak their hidden island sanctuaries, such as the legendary Anaiatha. It causes an island to become undetectable to normal sight and scrying.

Furthermore, the illusion affects all characters who come within one mile of its coastline, causing them to sail a circuitous route around the island while believing that they have sailed directly through the waters where the island lies hidden.

Natives of the island can hear the telepathic call of their homeland during the High Sanction of Solinari. During this phase of the moon, these individuals can make their way to the island, assuming that they have a ship or some other means to make the journey. Unfortunately for those wandering Irda who seek the location of Anaiatha, the journey lasts far longer than the High Sanction of Solinari, and few lost Irda are ever able to return to Anaiatha on their own.

Unfortunately, the spell has the drawback of radiating intense magic; those who scry the seas for such auras may be able to detect it.

Focus: Specially carved stone statue of the native race of the protected island.

Mindspin

Illusion (phantasm) [mind-affecting]
Level: Sor/Wiz 8, WHS 7
Components: V, S
Casting Time: 3 hours
Range: Special
Target: One creature
Duration: Permanent until dispelled
Saving Throw: Will negates
Spell Resistance: Yes

Mindspin takes the innermost nightmares of the victim and makes them real in a startlingly vivid illusion. These illusions usually spawn dreamwraiths and dreamshadows to populate the victim's disturbed dream reality.

Mindspin requires both the caster and the victim to remain undisturbed for three hours while the caster sifts through the victim's mind to create the illusions. Any disturbance interrupts this process and spoils the spell. The victim then receives a Will saving throw to negate the mindspin (a charmed victim receives no save), falling into a troubled slumber if he fails this save.

The dream world created by the mindspin spell involves three separate layers of unreality. These are referred to as the levels of the dream. The first level extends to a maximum of 20 miles times the victim's Intelligence. The second level extends to a maximum of one mile times the victim's Intelligence. The third level extends to a maximum of 20 feet times the victim's Intelligence. Dreamwraiths and dreamshadows are common in all levels of the dream. Characters who move into the area of effect enter and experience the dream world of the victim. Such characters are constantly faced with determining what is real and what is illusion.

  • The first level of the dream alters perceptions of time and space for all characters who venture into it. The terrain that characters travel through in the first level of the dream is not the actual terrain of the area, but an illusory land as perceived by the victim of the mindspin. Characters can travel many miles in the real world, yet only perceive moving a short distance in the dream reality. Perception of time within the first level of the dream is equally distorted. Characters may believe that they have been travelling for only a few minutes, when actually several days have passed.
  • The second level of the dream distorts a character's perception of reality even further, for she no longer knows which of here companions are real and which are illusions. Dreamwraiths and dreamshadows gain Spell Resistance 13 at this level of the dream.
  • The third level is the core of the dream, as even perceptions of self become distorted. In addition to the effects of the previous two levels, all successful rolls are considered failures, and all failed rolls are considered successes. Otherwise, adjust rolls normally. Furthermore, arcane spellcasters now cast spells at one level higher than normal. If this enables a character to cast a spell higher than she currently knows, the character can choose any one spell from the new level. The mindspin spell creates the illusion that the character knows and has prepared this new spell; however, it has only illusory effects.

The victim is always a central figure of the dream, which is drawn from his own perceptions, fears, and nightmares. If the victim is awakened, mindspin is dispelled and all three levels of the dream vanish immediately. Mindspin also ends if the victim is affected by a targeted dispel magic. Otherwise, characters within the dream can make Will saving throws to disbelieve individual illusions within the dream; disbelieving the dream itself requires a Will saving throw (minimum DC 26).

Spawn Draconians

Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. +5 ft./level)
Target: 1 metallic dragon egg
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Spawn draconians is the spell used by Harkiel the Bender, a brilliant red dragon, to corrupt the eggs of metallic dragons into hordes of draconian hatchlings. When cast upon any metallic dragon egg, this spell permanently twists and transforms the unborn dragon into a vast number of infant draconians. The metallic surface of the egg turns black and slimy, and the egg grows like a poisonous tumour, changing shape and writhing as if in torment. One minute later, the distended eggshell splits, disgorging many squirming draconian hatchlings.

The number and type of draconans that comes from each dragon egg is shown below:

  • Brass egg: 8d12 Baaz hatchlings (1/2 HD)
  • Copper egg: 6d12 Kapak hatchlings (1 HD)
  • Bronze egg: 5d12 Bozak hatchlings (1 HD)
  • Silver egg: 4d12 Sivak hatchlings (2 HD)
  • Gold egg: 2d12 Aurak hatchlings (3 HD)

Hatchling draconians inflict only 1d2 points of damage with their claw and bite attacks, and suffer a -2 penalty to all rolls. They develop and grow quickly, reaching adulthood within five years.

Leading up to and during the War of the Lance, Harkiel the Bender transformed the stolen eggs of the metallic dragons into a draconian army with this spell. In addition, each dragon egg was imbued with the evil spirit of one of Takhisis' abyssal minions, thus ensuring that the draconians would be evil in alignment and utterly devoted to the Dark Queen. This was done by a human cleric of Takhisis casting planar ally whilst a wizard simultaneously cast permanency on the egg.

Lower-level versions of this spell are rumoured to exist. These spells were used before the draconian creation process was perfected, and spawn weaker, twisted creatures. Known as sesk and traag, these proto-draconians were abandoned by the Dark Queen in the wastelands of Taladas.

Material Component: A drop of dragon saliva.

The Stellar Path

Universal
Level: WHS 5
Components: V, S, M
Casting Time: 1 hour
Range: 0 ft.
Target: Self
Duration: 48 hours
Saving Throw: None

The Stellar Path confers the favour of the gods of magic upon the caster. Since the magical powers of the Wizards of High Sorcery wax and wane according to the position of the moons in the sky, only rearrangement of the cosmos can bring additional power to a Wizard of High Sorcery during a time of reduced power.

Casting this spell causes the Wizard of High Sorcery to see the moon of his order appear at High Sanction, regardless of that moon's actual position. The Wizard of High Sorcery is affected as though the moon were actually at High Sanction. This does not change the position of the moon for other spellcasters.

If the stellar path brings the moon of the caster's order into an apparent conjunction with one or both of the other moons, that conjunction has the usual effects upon the caster's powers.

Material Component: Vellum scroll and 500 stl worth of powdered gems and rare inks, which the caster uses to inscribe magical glyphs, diagrams, and charts of the night sky.

XP Cost: 500 XP per casting.

Timeheal

Conjuration (healing)
Level: WHS 5
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell takes the creature it is cast upon and "reverses time" to a point where it was in better health, thus simulating a healing ability without using clerical powers. Time is of the essence in the timeheal spell, for the greater the amount of time that has passed, the greater the chance of failure.

Each level of the caster guarantees reversing time to one minute before the spell was cast. Thus, a 9th-level wizard casting this spell is guaranteed to be able to reverse the condition of a wounded character to the character's condition nine minutes earlier.

For every additional minute that must be reversed to heal the character, there is a 5% cumulative chance of spell failure. Note that this is added to the chance of arcane spell failure if the caster is wearing armour (see Table 7-5: Armour in the Player's Handbook). Thus, if the 9th-level wizard tried to reverse 20 minutes of time for a wounded comrade, that would be 11 minutes further than he could guarantee success (20 minutes minus 9 minutes for his level), causing a 55% chance of spell failure - or even higher if he was wearing armour.

Multiple timeheal spells cannot be cast to increase the reversed time that can be guaranteed. In the examples above, the 9th-level wizard could not cast three successive timeheal spells to reverse 27 minutes of time for his comrade without fear of failure.

It is also possible to use this spell offensively, by reversing time on a character who has just received magical healing, although this is usually not as effective as an attack spell of similar power. This is resolved in exactly the same way as detailed above.

Timeheal will not recall a spirit from death; if it is cast upon a corpse, the dead character may be healed of wounds, but he remains dead as his spirit has departed. However, if cast upon a disabled or dying character, timeheal can bring them back to full consciousness.

Timereaver

Conjuration (calling)
Level: WHS 9
Components: V, S, M
Casting Time: 30 minutes
Range: 5 ft.
Target: 5-ft.-radius burst, centred on point in space
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The timereaver spell is a closely guarded secret of the Wizards of High Sorcery; supposedly only the Masters of the Towers know it, and rarely if ever risk casting it. The repercussions of carelessly using the timereaver spell could be catastrophic.

Timereaver sends those within its area of effect backward or forward along the timestream of Krynn, into Krynn's past or future. The caster encloses the recipients in a bubble of energy that travels through time up to 200 years, plus ten years per caster level. Thus, an 18th-level caster could send a group of characters up to 380 years forward or backward in time. The caster need not accompany the recipients of this spell, which can cause a real problem for characters who end up in another time with no way back.

The Wizards of High Sorcery are extremely reluctant to send anyone backwards in time, due to the risk of altering history. Under no circumstances will they consider casting timereaver on a character of any race created by the Greygem of Gargath (such as kender and dwarves), for the very existence of a time-traveller of these races is thought to render the river of time malleable and likely to be altered.

This is the spell that Par-Salian used to transport Cramon Majere, Revered Daughter Crysania, and (inadvertently) Tasslehoff Burrfoot back to the height of Istar, just before the Cataclysm.

Material Component: Diamond or ruby dust worth at least 10,000 stl, sprinkled in a circle around the recipients of the spell.

Lunar Display Wheel

Moons of Krynn: Moon Tracking Chart (Taladas)

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