Advanced Hybrid Spellcasting

Among the newest discoveries in the field of magic, maybe Hybrid Spellcasting is the most powerful magical form since its return to Krynn. It is a way to join Sorcery schools and Mystic spheres in one magic. Although just a handful people reached the necessary conditions in order to be a Hybrid spellcaster in Ansalon, the Academy of Sorcery is very interested in this phenomenon, which can open the gates to the final explanations about the origins of sorcery and mysticism themselves.

This is an optional rule for Hybrid spellcasting, based on my own ideas about what hybrid magic can be. If you don't have "A Saga Companion" or "Heroes of Hope", the books that officially described hybrid spellcasting, you can use this article and the Book One from the DLFA Boxed Set only. It allows a sorcerer/mystic to use all his/her schools/spheres to create effects, generating as many spell as your imagination allows you to do.

 

Sorcery, Mystic and Utility Magic

New researches on magic agree that the new magic can be split in three different groups instead of two - Sorcery Magic, Mystic Magic and Utility Magic. This division can show the process by which hybrid spellcasting is formed easily.

  • Sorcery Magic, also named Elemental Magic, is formed by the schools of Aeromancy, Cryomancy, Electromancy, Geomancy, Hydromancy, Pyromancy and Spectramancy.
  • Mystic Magic, also named Vital Magic, is formed by the spheres of Animism, Alteration, Channeling, Healing, Meditation, Mentalism, Necromancy, Sensitivity and Spiritualism. It doesn't change while comparing to its old division.
  • Utility Magic, also named Connection Magic, is formed by the schools of Divination, Enchantment, Summoning and Transmutation. It is a division inside Sorcery magic, therefore the attribute used to determine it is Reason.

The way to create a new Hybrid magic is simple: a hybrid spellcaster uses one Sorcery school and one Mystic sphere, joining them with a Utility school. This way, he/she can add the powers each school or sphere commands in order to create one effect only. This hybrid casting ability is only allowed for those who have a code of A in Reason and at least B in Spirit. The difficulty is determined by using the spell creation table. While doing the test, the hero has to choose his Reason or Spirit attribute before playing a card. He/she can use the higher attribute number if he/she has a code of A in both attributes. If he/she only have one code of A, he/she must use the lower attribute value available.

After the difficulty is designed, the hero has to spend spell points. He/she divides the cost between Sorcery magic points and Mystic magic points, that is, Reason and Spirit spell point pools, rounding up if necessary. Depending on the attribute chosen, hybrid spells can be trump with Moon or Heart cards, but the card played receives a penalty of -2 or bigger, at Narrator's discretion.

Example: Duncan wants to create a simple Hybrid magic. The effect he desires is relatively simple - to change his own body into gas to escape from a prison in Neraka. He has Aeromancy (a Sorcery school), Alteration (a mystic sphere) and Transmutation (an Utility magic school). He also has Reason 8(A) and Spirit 7(B), allowing him to use the spell. The player determines it will require 30 minutes of invocation, only in personal range, to a 15-minute duration in an individual area, causing a painful effect (1+1+3+1+5 = 11). Its final difficulty is 11, and Duncan spends 6 spell points from his Sorcery and Mystic pools. He has to use his Spirit attribute to cast the spell, but fortunately he has a 7 of Hearts, and flips a 5 of Swords. His action value is 19, subtracting a penalty of -4 given by the Narrator, to a final value of 15, and so the spell was successful.

This rule can't be used for double-effect magic, that is, joining two or more schools and spheres to create a magic with two different effects.

 


Optional Rules and Online Resources


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