Magic of the Dark Lance
D&D 3e (3.0/3.5) Rules
The Dark Lance setting is one that is a mirror of Krynn. Many things happen in the same way, but some things take a different twist or turn.
So it is with the nature of magic. This article will describe how magic is different in the Dark Lance setting, and is meant as an option to players. Players may use whatever magic rules they wish for the Dark Lance setting.
Four Powers or Two?
The appendix to Dragons of a Vanished Moon describes the relationship of magic. Magic is essentially divided between arcane (creation and elemental) magic and divine (spirit and faith) magic.
These divisions are further divided between the focused energies of the gods, and the ambient magic of Krynn. The result is as follows:
These four types of magic are known as the Four Powers.
The Dark Lance setting is a bit different, though. Events do not transpire as they do in mainstream Dragonlance. The War of the Dark Lance takes the place of the Chaos War. The fate of Chaos is irrelevant at this time. Takhisis never got the chance to steal the world, either. She was defeated while trying to cross over from the Abyss to the world of Krynn, just before she would steal the world.
Does that mean that there are no sorcerers or mystics? What about other spellcasters?
Sorcerers and mystics still exist within the Dark Lance setting, although they may differ to some extent from what you see in mainstream Dragonlance.
Arcane magic in the Dark Lance setting is the magic of High Sorcery. The moons of magic affect all arcane magic-users, as they also affect the tides. The magical power of arcane magic-users waxes and wanes with the phases of the moons.
High Sorcerers are sorcerers from the Player's Handbook. They stand side-by-side with the Wizards of High Sorcery within the Orders of High Sorcery. Unlike the sorcerer class in the Player's Handbook, the High Sorcerer is only allowed to carry dagger and staff as weapons. High Sorcerers are affected by the moons of magic. High Sorcerers must take the Test of High Sorcery after being able to cast 2nd-level spells. Otherwise, they are considered renegades.
Wizards of High Sorcery are wizards from the Player's Handbook. They stand side-by-side with High Sorcerers within the Orders of High Sorcery. Wizards of High Sorcery are forbidden to carry weapons beyond dagger and staff. Wizards of High Sorcery must take the Test of High Sorcery after being able to cast 2nd-level spells. Otherwise, they are considered renegades.
Divine magic-users gain their power from the gods, save for the gods of magic. This magic may come directly from the gods (as in the case of the cleric and paladin), or it may come indirectly (such as the case of the ranger, druid, and bard).
Clerics and Paladins gain their power directly from the gods. Both wear Medallions of Faith, and bring about the word and the will of the gods.
Druids and Rangers gain their divine power indirectly from the power of nature. Habbakuk, Chislev, and Zeboim all put forth part of their essence into nature, from which druids gain their power.
Bards gain their power from the Song of Life. The Song of Life is a part of Branchala that he has placed within the world. It is said that the hearts of mortals beat to the Song of Life.
Mystics gain their divine power through the divine spark in the hearts of every mortal. The gods place a part of themselves within all mortals. Mystics are able to channel this inner power, which some call the Power of the Heart (as this power lies within the hearts of all mortals).
How To Create a Mystic
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