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Dragonlance - Sorcery Magic

Nortur's Heat Shield:

Invocation: 10 minutes (3)
Range: Melee (2)
Duration: 1 hour (5)
Area: Small group (3)
Spell effect: Hindering (3)
Total: 16 spell points

This spell was created by Nortur when he and his party were at Southern Ergoth (now Gellidus' Realm), after their warm clothes were destroyed in a fight against a group of Thanoi. He created a wall of pure heat that allowed his party to survive in those cold lands without freezing. This wall works for an hour covering a group of up to five people.

Identify an Item:

Invocation: 30 minutes (1)
Range: Personal (1)
Duration: 1 minute (2)
Area: Individual (1)
Spell effect: Hindering (3)
Total: 8 spell points

In Solace's Academy of Sorcery, adventurers of all Ansalon bring their items of power to be identified. This spell allows the sorcerer who casts it to know the powers a magical item has, no matter how powerful it is. This magic may suffer resistance from intelligent magical items, but if it happens the Narrator determines how difficult it becomes.

Dana's Flying Disc:

Invocation: 1 minute (4)
Range: Personal (1)
Duration: 15 minutes (3)
Area: Small room (2)
Spell effect: Hindering (3)
Total: 13 spell points

Dana Ulther created this spell when she and her companions found themselves without any chests or sacks to carry a huge amount of steel pieces they found out in a dragon's lair. She solidified the air in a disc shape able to carry up to a small room amount of steel pieces. It can be used in several ways, from carrying something up to 200 kg to levitating up to 2 people.

Nortur's Passwall:

Invocation: 20 minutes (2)
Range: Personal (1)
Duration: 1 minute (2)
Area: Small room (2)
Spell effect: Impeding (4)
Total: 11 spell points

Nortur used this spell for the first time when he was trapped in a dungeon on Gellidus' Realm. This spell opens a hole bigger than a door on any stone or earth-built wall. It will be opened for 1 minute, allowing as many people as possible to pass the wall in safety.

Dana's Water Walking:

Invocation: 10 minutes (3)
Range: Personal (1)
Duration: 15 minutes (3)
Area: Small group (3)
Spell effect: Hindering (3)
Total: 13 spell points

Dana Ulther created this spell to pretend she and her companions were gods while dealing to a pack of Brutes in an island on southern Ansalon. This spell allows the caster and up to 4 people to walk over the water as if it is as solid as the ground.

Invisibility:

Invocation: 10 minutes (3)
Range: Melee (2)
Duration: 15 minutes (3)
Area: Small group (3)
Spell effect: Impeding (4)
Total: 15 spell points

This is one of the main effects studied by the Spectramancy sorcerers in the Academy of Sorcery of Solace. Casting this spell allows a group of up to 5 people to become completely invisible to all means of visual detection. This spell can be nullified by a reverse usage of Spectramancy.

Lukka's Magic Armor:

Invocation: 1 minute (4)
Range: Personal (1)
Duration: 30 minutes (4)
Area: Personal (1)
Spell effect: -14 points (4)
Total: 15 spell points

Lukka is a con artist who knows one or two magic tricks - and this one is by far his favorite. Using Enchantment, Lukka can turn his ordinary clothings into a powerful armor, giving him -14 defense points in game terms. This magic will last for 30 minutes, what is more than sufficient to run from his pursuers.

Abjuration:

Invocation: 1 minute (4)
Range: Melee (2)
Duration: Instant (1)
Area: Personal (1)
Spell effect: 500 miles (8)
Total: 16 spell points

This powerful spell allows the caster to send a target of middle to large size to a distance equivalent to 500 miles on any direction. It is very useful to get rid of menaces the party is not able to fight, such as small dragons or catapults. A house cannot be abjured, but middle-sized to big creatures can. This spell is not able to return an elemental to its origin plane, but it certainly avoids a combat.

Dana's Ice Bridge:

Invocation: 1 minute (4)
Range: Melee (2)
Duration: 15 minutes (3)
Area: Large house (5)
Spell effect: Impeding (4)
Total: 18 spell points

Dana Ulther saved her companions' lives again by casting this spell. Being chased by draconians, the party faced a huge gorge. Without any means to make all the group (including their horses) to fly, Dana created an ice bridge connecting both sides of the gorge. After the party crossed the bridge, Dana turned the ice into water, making all chasers to fall.

Lightning Bolt:

Invocation: Instant (5)
Range: Near missile (3)
Duration: Instant (1)
Area: Individual (1)
Spell effect: 20 damage points (5)
Total: 15 spell points

This is one of the basic effects of the Electromancy school, and a very useful offensive spell in combat. If the target of this spell is wearing any type of metallic armor, the action to resist this spell is 50% more difficult (for example, if 16 is necessary to avoid this spell, and the target is wearing plate armor, the final value for the resistance test is 24).

Rock to Mud:

Invocation: 10 minutes (3)
Range: Touch (1)
Duration: 30 minutes (4)
Area: Large room (3)
Spell effect: Impeding (4)
Total: 15 spell points

Using this spell, the mage can transform a certain amount of rock into a pile of mud. This spell can be useful to open holes in walls, soften boulders and other uses. The reversed form of this spell, Mud to Rock, can be useful to imprison foes in a pond of mud, create instant barriers, among other functions. The cost is the same for both versions of this spell.

Silence 15' Radius:

Invocation: 1 minute (4)
Range: Melee (2)
Duration: 15 minutes (3)
Area: Large room (3)
Spell effect: Hindering (3)
Total: 15 spell points

This spell creates a circle of silence by stagnating the air in a given area. Mages find it useful to block a dragon's booming voice or impeach magical rituals that involve chantings. Outside of the magical area, one can speak and listen normally.

Fire Trap:

Invocation: 20 minutes (2)
Range: Touch (1)
Duration: 1 hour (5)
Area: Individual (1)
Spell effect: Painful (5)
Total: 14 spell points

This spell creates a magical trap that triggers if someone tries to open a lock without using a proper key. It releases a burst of flame that causes 16 damage points to anyone trying to pick the lock. The spellcaster can undo this magic by speaking a command word or using the right key to open the lock. This spell can also be placed in doors, books and hallways.

Nortur's Lava to Rock:

Invocation: 1 minute (4)
Range: Melee (2)
Duration: 15 minutes (3)
Area: Small house (4)
Spell effect: Hindering (3)
Total: 16 spell points

Nortur used this spell to cross a river of lava in the Desolation. By commanding the earth, he sollidified the lava to form a bridge across the lava flow. This spell can also be reverted, making rock to become fiery lava, causing up to 9 points of damage to anyone in contact with it.

Know Weather:

Invocation: 20 minutes (2)
Range: Artillery (5)
Duration: 1 minute (2)
Area: Week (4)
Spell effect: Hindering (3)
Total: 16 spell points

Sailors and farmers all across Ansalon rely on Sorcery when they need to know how the weather will be like in a given period of time. Using this spell a sorcerer can foresee the weather for the duration of a week with incredible precision. The caster should choose how many days he/she wants to forecast, to a maximum of 7 days. The Narrator should reveal to the player the right information, according to the top card of the Fate Deck: if the card is White, the forecast is right for 7 days; if the card is Red, the forecast is right for the first 5 days; if the card is Black, the forecast is right for the first 3 days. If the card is from the Suit of Dragons, one forecast is right, but all others are dramatically wrong (a storm instead of a sunny day).

Harolkk's Perfect Passage:

Invocation: 10 minutes (3)
Range: Melee (2)
Duration: 15 minutes (3)
Area: Large group (4)
Spell effect: Troublesome (2)
Total: 14 spell points

Harolkk Haakun, a priest of the Ice Barbarians, created this spell to help warriors in his tribe to cross the vast plains of ice and snow without hindrance. Under the effect of this spell, a target can move freely in snow or ice, using the same movement ratios as the one in grass plains. The opposite spell can also be cast, creating an icy surface that reduces the target's movement rate.

Restoration:

Invocation: 20 minutes (2)
Range: Personal (1)
Duration: Instant (1)
Area: Individual (1)
Spell effect: Painful (5)
Total: 10 spell points

This is one of the most basic spells for war wizards in the Fifth Age. It allows a mage to fix weapons and other items that were broken or rusty without the use of a forge. Magical weapons cannot be fixed with this spell. A mage must have 50% or more of the desired weapons to fix it, otherwise the spell will not work.

 


Sorcery Magic


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