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#1DragonhelmJan 13, 2004 22:51:02 | I've just posted an unofficial article on Dragonlance.com and the Dragonlance Nexus that may interest some of you. It's details spell paths based on the Realms of Sorcery and Spheres of Mysticism. Here's a link: Paths of Magic Paths of Magic gives spell paths for each Realm of Sorcery and Sphere of Mysticism, and is usable with the sorcerer and mystic classes. Every spell from the Player's Handbook, Dragonlance Campaign Setting, and Age of Mortals (save for the bard- and paladin-specific spells) are included in this article. Plus there are new feats to enhance spell paths, and to give more of that "5th age feel". Plus the Spiritualism domain! I hope that you all find this article enjoyable, and I hope it is helpful in your games. |
#2baron_the_curseJan 14, 2004 3:33:08 | Thanks, it's going to be a time saver in may campaign. I have a question though. Spell Path Affinity, it's a pretty helpful feat and a far better alternative to "Arcane Preparation" for DL, but when the sorcerer raises up a level and decides to drop a spell for another one, could the "feat modified" spell be drop or does the feat make that spell permanent and unchangeable. |
#3DragonhelmJan 14, 2004 11:07:10 | Originally posted by Baron the Curse Awesome. Glad to hear that. I have a question though. Spell Path Affinity, it's a pretty helpful feat and a far better alternative to "Arcane Preparation" for DL, but when the sorcerer raises up a level and decides to drop a spell for another one, could the "feat modified" spell be drop or does the feat make that spell permanent and unchangeable. The spell is permanent and unchangeable, as it would be part of an existing spell path you have an affinity for, and you can’t drop spells that fall under your old spell path. I wanted to note here as well that this article is meant to be a tool for any ambient spellcaster, but is most useful for Academy Sorcerers and Citadel Mystics. |
#4zombiegleemaxJan 18, 2004 7:21:39 | It's a good article, and I'm sure if I could get to play in more DL games, I'd try using this. It's really good. I was wondering, though, why in the description of the enhancement path, it says you can make the tip of a staff glow, but the light spell, and indeed, no light causing spells, are in the list. Also, sensitivity might also have lent itself to the simple detect alignment spells, or the other ones you've just put into divination. And now I'm really tempted to create some sort of crazy prestige class for pyromancers/mystics with the fire domain... |
#5DragonhelmJan 18, 2004 8:52:56 | Originally posted by pddisc The description was just flavor text and may not have been fully representative of what went under Enhancement. That type of effect is one that could either be Enhancement (as you're enhancing an object with magical properties) or Spectramancy (due to the light aspect). In SAGA terms, that sort of effect would probably be considered a hybrid spell. I didn't really wish to get into hybrid magic with this list, as you would have had maybe one or two spells under certain hybrid combinations. Indeed, the list would have been a much harder read. I decided to stick with the basic Realms of Sorcery and Spheres of Mysticism. Also, sensitivity might also have lent itself to the simple detect alignment spells, or the other ones you've just put into divination. True. In many cases, it was a tough call to figure out what went where. Dungeon Masters are free, of course, to adjust this list to suit their purposes better. And now I'm really tempted to create some sort of crazy prestige class for pyromancers/mystics with the fire domain... Cool! |
#6cowdragonJan 18, 2004 13:00:23 | Very cool! I do have one comment though. I noticed that in the realm of Spectromancy the Shadow Evocation and Conjuration spells were left out. Just wondering why. But, I will be using this in my campaign, thank you. The Cowdragon |