Paths of Magic. Introduction. How to Use Spell Paths. The Paths of Magic
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1 Paths of Magic By Trampas Whiteman Introduction With the dawning of the Age of Mortals, the status quo of magic had changed. Clerics found themselves empty without the power of the gods to fill them. True healing was once more lost, as it was during the Time of Darkness following the Cataclysm. No longer did the three moons of magic move through the night sky. A single pale moon stood in the sky in the stead of Solinari, Lunitari, and Nuitari, a constant reminder to the Orders of High Sorcery as to what they had lost. The dawning of the Age of Mortals also was a time of discovery, when mortals sought new magic to replace the old. Without the gods, mortals had to look within themselves to discover the arcane secrets of primal sorcery, and the divine energies of mysticism. The Paths of Magic As magic was being discovered in the Age of Mortals, some spellcasters viewed magic through common themes, known as spell paths. The way that ambient magic is accessed is different from the way that the magic of godly spellcasters is accessed. Instead of studying ancient tomes or praying to gods, the spellcasters of the Fifth Age had to look inward to their own power. mystics categorized divine magic into spheres. It is through these divisions that the spellcasters of the Age of Mortals first were able to learn the new magic, giving them the foundation for the understanding of ambient magic that exists today. How to Use Spell Paths Spell paths categorize spells into Realms of Sorcery and Spheres of Mysticism. By using spell paths, a player would be able to replicate the teachings of the Academy of Sorcery and the Citadel of Light. If you wish to use the Academy Sorcerer or Citadel Mystic prestige classes for your characters, you are highly encouraged to take advantage of spell paths. Using spell paths requires no mechanical change to one s character. You simply decide upon a path of magic to follow, then choose from the following spell paths. A sorcerer who wished to specialize in fire magic would be able to choose spells from the Pyromancy list. Sorcerers and mystics are not limited to the spells within their spell paths. In fact, they may wish to choose some from the spell path, then some general spells from the sorcerer/wizard spell list in the Player s Handbook. Some spell paths have recommendations on other ways to shape one s character. The Enhancement realm gives suggestions on bonus feats, while the Spheres of Mysticism all have recommended domains for the mystic to take. Many sorcerers had categorized arcane magic spells into realms, while
2 New feats are provided at the end of this article, which further allow the sorcerer or mystic to develop. Realms of Primal Sorcery Primal Sorcery is arcane magic drawn from the world. As sorcerers first discovered Primal Sorcery, they saw this magic in terms of creative and elemental energies, presumably left over from the creation of Krynn itself. The Academy of Sorcery used this view to divide the magic of Primal Sorcery into specific categories, called realms. Each category is representative of elemental or creative energies. Academy Sorcerers study these realms, giving them the foundation they need for their Arcane Theses (see the Academy Sorcerer prestige class in Age of Mortals). Aeromancy Aeromancy is the elemental magic of air, dealing with wind, vapors, and movement of air, as well as elemental creatures of air. Entropic Shield 1 Feather Fall 1 Obscuring Mist 1 Elemental Darts * 2 Fog Cloud 2 Gust of Wind 2 Levitate 2 Whispering Wind 2 Fly 3 Stinking Cloud 3 Wind Wall 3 Air Walk 4 Shout 4 Solid Fog 4 Cloudkill 5 Control Winds 5 Repulsion 6 Wind Walk 6 Shout, Greater 8 Whirlwind 8 Elemental Swarm (air) 9 Cryomancy Cryomancy is the magic of cold and ice, creating walls of ice, areas of freezing cold, and inflicting damaging frostbite. Ray of Frost 0 Chill Touch 1 Chill Metal 2 Elemental Darts* 2 Sleet Storm 3 Fire Shield (Chill Shield only) 4 Ice Storm 4 Wall of Ice 4 Cone of Cold 5 [Otiluke s] Freezing Sphere 6 Deep Freeze* 7 Polar Ray 8 Divination Divination allows a primal sorcerer to gain knowledge from the present, past, or future. He can project his mind through space and time. Detect Poison 0 Know Direction 0 Detect Chaos 1 Detect Evil 1 Detect Good 1 Detect Law 1 Detect Magic 1 Detect Secret Doors 1 Detect Snares and Pits 1 Augury 2 Find Traps 2 Locate Object 2 Obscure Object 2 Trace Magic** 2 Undetectable Alignment 2 Clairaudience/Clairvoyance 3 Nondetection 3 Arcane Eye 4 Detect Scrying 4 Divination 4 Part Death s Shroud** 4 Scrying 4 False Vision 5
3 Prying Eyes 5 Analyze Dweomer (object) 6 Find the Path 6 Legend Lore (place or thing) 6 Scrying, Greater 7 Sequester 7 Vision (place or thing) 7 Discern Location 8 Prying Eyes, Greater 8 Screen 8 Electromancy Electromancy is the magic of static electricity and lightning, capable of producing anything from a devastating lightning bolt to a mild shock. Shocking Grasp 1 Crackling Sphere* 2 Elemental Darts * 2 Shocking Spark* 2 Call Lightning 3 Lightning Bolt 3 Dalamar s Lightning-Lance* 4 Spark Shield* 4 Storm Wall* 4 Call Lightning Storm 5 Chain Lightning 6 Electrical Storm* 7 Enhancement Enhancement is the magic that imbues non-living objects with arcane energy, from enhancing the sharpness of the edge of a sword to causing the tip of a staff to glow with light. Recommended feats: Any item creation feat. Open / Close 0 Alarm (audible only) 1 Animate Rope 1 Bless Weapon 1 Goodberry 1 Grease 1 Hold Portal 1 Identify 1 Mage Armor 1 Magic Stone 1 Magic Weapon 1 Nystul's Magic Aura 1 Nystul's Undetectable Aura 1 Shillelagh 1 Arcane Lock 2 Knock 2 Leomund's Trap 2 Arcane Sight 3 Dispel Magic (object only) 3 Dragonbane** 3 Explosive Runes 3 Glyph of Warding 3 Greater Magic Weapon 3 Illusory Script 3 Keen Edge 3 Magic Vestment 3 Secret Page 3 Snare 3 Disrupting Weapon 5 Emotional Brew** 5 Animate Objects 6 Disjoin* (object only) 6 Greater Glyph of Warding 6 Hardening* 6 Spellstaff 6 Arcane Sight, Greater 7 Refuge 9 Sympathy 9 Unbinding* 9 Geomancy Geomancy is the elemental magic of earth, allowing a sorcerer to raise walls of stone, cause the ground to shake, or summon earth elementals to battle. Elemental Darts 1 Pebble Toss 1 Soften Earth and Stone 2 Stone Shards* 2 Billim s Bifrost Bridge* 3 Earthen Shield* 3 Stonesight** 3 Rusting Grasp 4 Spike Stones 4 Stone Shape 5 Transmute Mud to Rock 5 Transmute Rock to Mud 5 Wall of Iron 5 Wall of Stone 5 Move Earth 6
4 Reshape Metal** 6 Earthquake 7 Reverse Gravity 7 Repel Metal or Stone 8 Elemental Swarm (earth) 9 Hydromancy Hydromancy is the elemental magic of water. Sorcerers with knowledge of this school can walk the waves, cause rivers to dry up, or sink enemy ships in horrific whirlpools. Acid Splash 0 Create Water 1 Elemental Darts 1 Mistshackles** 3 Water Walk 3 Quench 4 Control Water 5 Drown* 6 Horrid Wilting 8 Elemental Swarm (water) 9 Pyromancy Pyromancy is the elemental magic of fire, allowing the sorcerer to raise defensive walls of flame or hurl balls of flame at his enemies. Burning Hands 1 Elemental Darts 1 Flame Blade 2 Flaming Sphere 2 Heat metal 2 Produce Flame 2 Pyrotechnics 2 Scorching Ray 2 Fireball 3 Flame Arrow 3 Palin s Pyre* 3 Fire Shield (fire only) 4 Fire Trap 4 Wall of Fire 4 Flame Strike 5 Fire Seeds 6 Delayed Blast Fireball 7 Fire Storm 7 Incendiary Cloud 8 Elemental Swarm (fire) 9 Meteor Swarm 9 Spectramancy Spectramancy is the magic of light and color, allowing the sorcerer to create illusions, darken a room, or make himself seem invisible. Dancing Lights 0 Flare 0 Light 0 Change Self 1 Color Spray 1 Faerie Fire 1 Silent Image 1 Blur 2 Continual Flame 2 Darkness 2 Daylight 2 Glitterdust 2 Invisibility 2 Minor Image 2 Deeper Darkness 3 Displacement 3 Invisibility Purge 3 Invisibility Sphere 3 Major Image 3 Searing Light 3 Hallucinatory Terrain 4 Illusory Wall 4 Improved Invisibility 4 Rainbow Pattern 4 Mirage Arcana 5 Persistent Image 5 Seeming 5 Mislead 6 Permanent Image 6 Programmed Image 6 Veil 6 Mass Invisibility 7 Sunbeam 7 Sunburst 8 Magius Light of Truth* 9 Summoning Summoning is the magic of folding space, allowing a sorcerer to cross great distances without moving or bring an object or creature to his own location. Summon Instrument 0
5 Mount 1 Summon Monster I 1 Summon Nature s Ally I 1 Rope Trick 2 Summon Monster II 2 Summon Nature s Ally II 2 Summon Swarm 2 Blink 3 Phantom Steed 3 Summon Monster III 3 Summon Nature s Ally III 3 Dimension Door 4 Dimensional Anchor 4 Shadow Conjuration 4 Summon Monster IV 4 Summon Nature s Ally IV 4 Dismissal 5 Insect Plague 5 Leomund's Secret Chest 5 Plague of Rats* 5 Shadow Evocation 5 Stirge Swarm** 5 Summon Monster V 5 Summon Nature s Ally V 5 Teleport 5 Close Gateway 6 Second Life** 6 Shadow Walk 6 Summon Monster VI 6 Summon Nature s Ally VI 6 Banishment 7 Creeping Doom 7 [Drawmij's] Instant Summons 7 Ethereal Jaunt 7 Phase Door 7 Plane Shift 7 Shadow Conjuration, Greater 7 Summon Monster VII 7 Summon Nature s Ally VII 7 Teleport without Error 7 Vanish 7 Word of Recall 7 Dimensional Lock 8 Etherealness 8 Fistandatalus s Portal* 8 Shadow Evocation, Greater 8 Summon Monster VIII 8 Summon Nature s Ally VIII 8 Gate 9 Shades 9 Summon Monster IX 9 Summon Nature s Ally IX 9 Teleportation Circle 9 Transmutation Transmutation is the manipulation of non-living matter, with which a sorcerer can turn lead into gold or water into wine. Mending 0 Erase 1 Make Whole 2 Shatter 2 Warp Wood 2 Wood Shape 2 Shrink Item 3 Fabricate 5 Passwall 5 Disintegrate (object only) 6 Ironwood 6 Transmute Metal to Wood 7 Polymorph Any Object 8 Spheres of Mysticism Mysticism is the magic of life. Those who sought to learn the ways of mysticism from the Citadel of Light were taught that mysticism fell into various spheres. Alteration Alteration allows a mystic to alter the form of living matter from simple enlargement or reduction to radically changing a creature s shape. Domains: Alteration* Enlarge Person 1 Reduce Person 1 Alter Self 2 Barkskin 2 Blindness/Deafness 2 Darkvision 2 Spider Climb 2 Tree Shape 2 Gaseous Form 3 Reduce Animal 3 Water Breathing 3
6 Enlarge Person, Mass 4 Poison 4 Polymorph 4 Reduce Person, Mass 4 Baleful Polymorph 5 Righteous Might 5 Disintegrate (creature only) 6 Flesh to Stone 6 Animal Shapes 7 Regenerate 7 Reveal the True Form** 7 Polymorph Any Object 8 Shapechange 9 Animism Animism magic allows the mystic to manipulate or learn from the natural world. Animism spells affect only animals, beasts, plants, or vermin. Domains: Animal or Plant Calm Animals 1 Charm Animal 1 Detect Animals or Plants 1 Entangle 1 Hide From Animals 1 Magic Fang 1 Speak with Animals 1 Talons* 1 Animal Messenger 2 Animal Trance 2 Hold Animal 2 Diminish Plants 3 Dominate Animal 3 Magic Fang, Greater 3 Meld Into Stone 3 Plant Growth 3 Share Animal s Mind* 3 Speak with Plants 3 Spike Growth 3 Antiplant Shell 4 Blight 4 Command Plants 4 Giant Vermin 4 Repel Vermin 4 Animal Growth 5 Awaken 5 Commune With Nature 5 Tree Stride 5 Wall of Thorns 5 Antilife Shell 6 Flesh to Stone 6 Liveoak 6 Stone to Flesh 6 Transport via Plants 6 Animate Plants 7 Statue 7 Control Plants 8 Iron Body 8 Shambler 9 Channeling Channeling allows the mystic to increase his physical prowess by converting his divine magical power into strength, speed, endurance, etc. Domains: Channeling** or Strength Resistance 0 Touch of Fatigue 0 Virtue 0 Endure Elements 1 Expeditious Retreat 1 Jump 1 Longstrider 1 Ray of Enfeeblement 1 Talons* 1 Aid 2 Bear s Endurance 2 Bull's Strength 2 Cat's Grace 2 Protection from Arrows 2 Dragon s Blood** 3 Haste 3 Ray of Exhaustion 3 Slow 3 Stoneskin 5 Waves of Fatigue 5 Bear s Endurance, Mass 6 Bull s Strength, Mass 6 Cat s Grace, Mass 6 [Tenser's] Transformation 6 Symbol of Weakness 7 Waves of Exhaustion 7 Diamond Body** 9 Healing Healing magic repairs wounds, cures diseases, neutralizes poison, and restores health to living bodies.
7 Domains: Healing or Restoration* Cure Minor Wounds 0 Cure Light Wounds 1 Cure Moderate Wounds 2 Delay Poison 2 Remove Paralysis 2 Restoration, Lesser 2 Cure Serious Wounds 3 Remove Blindness / Deafness 3 Remove Disease 3 Cure Critical Wounds 4 Neutralize Poison 4 Restoration 4 Cure Light Wounds, Mass 5 Raise Dead 5 Cure Moderate Wounds, Mass 6 Heal 6 Cure Serious Wounds, Mass 7 Regenerate 7 Restoration, Greater 7 Resurrection 7 Cure Critical Wounds, Mass 8 Heal, Mass 9 Meditation Meditation, the counterpart to Channeling, allows the mystic to increase her mental and psychological prowess by converting divine energy into increased concentration, inspiration, etc. Domains: Knowledge or Meditation* Guidance 0 Comprehend Languages 1 Doom 1 True Strike 1 Eagle s Splendor 2 Fox s Cunning 2 Owl s Wisdom 2 Touch of Idiocy 2 [Rary's] Mnemonic Enhancer 4 Feeblemind 5 Eagle s Splendor, Mass 6 Fox s Cunning, Mass 6 [Mordenkainen's] Lucubration 6 Owl s Wisdom, Mass 6 Moment of Prescience 8 Mentalism Mentalism allows the mystic to read the thoughts of others, project his own thoughts, or dominate another s will simply through the power of the mind. Domains: Mentalism* Daze 0 Alarm (mental only) 1 Bane 1 Bless 1 Cause Fear 1 Charm Person 1 Command 1 Confusion, Lesser 1 Hypnotism 1 Remove Fear 1 Sleep 1 Calm Emotions 2 Daze Monster 2 Detect Thoughts 2 Enthrall 2 Hold Person 2 Hypnotic Pattern 2 Scare 2 [Tasha's] Hideous Laughter 2 Zone of Truth 2 Bestow Curse 3 Deep Slumber 3 Glibness 3 Good Hope 3 Greed** 3 Heroism 3 Suggestion 3 Charm Monster 4 Confusion 4 Crushing Despair 4 Fear 4 Fog of Fear** 4 Geas, Lesser 4 Mindweb** 4 Modify Memory 4 Phantasmal Killer 4 Command, Greater 5 Dominate Person 5 Dream 5 Ensnare the Heart** 5 Mind Fog 5 Nightmare 5 [Rary's] Telepathic Bond 5 Song of Discord 5
8 Eyebite 6 Geas/Quest 6 Heroism, Greater 6 Hold Monster 6 Suggestion, Mass 6 Hold Person, Mass 7 Insanity 7 Charm Monster, Mass 8 Demand 8 Mind Blank 8 [Otto's] Irresistible Dance 8 Dominate Monster 9 Hold Monster, Mass 9 Weird 9 Necromancy Necromancy deals with the essence of life and death, is able to drain life force from others or use the ambient energy in a corpse to give it the mockery of life. Domains: Death or Necromancy* Disrupt Undead (corporeal) 0 Inflict Minor Wounds 0 Call Undead I (corporeal) ** 1 Detect Undead (corporeal) 1 Inflict Light Wounds 1 Call Undead II (corporeal) ** 2 Command Undead (corporeal) 2 Death Knell 2 False Life 2 Gentle Repose 2 Ghoul Touch 2 Inflict Moderate Wounds 2 Animate Dead 3 Call Undead III (corporeal) ** 3 Contagion 3 Halt Undead (corporeal only) 3 Inflict Serious Wounds 3 Speak with Dead 3 Vampiric Touch 3 Call Undead IV (corporeal) ** 4 Death Ward 4 Enervation 4 Inflict Critical Wounds 4 Call Undead V (corporeal) ** 5 Inflict Light Wounds, Mass 5 Slay Living 5 Antilife Shell 6 Call Undead VI (corporeal) ** 6 Circle of Death 6 Create Undead (corporeal) 6 Harm 6 Inflict Moderate Wounds, Mass 6 Undeath to Death 6 Call Undead VII (corporeal) ** 7 Control Undead (corporeal) 7 Inflict Serious Wounds, Mass 7 Scourge* 7 Call Undead VIII (corporeal) ** 8 Eternal Repose** 8 Create Greater Undead (corporeal only) 8 Finger of Death 8 Inflict Critical Wounds, Mass 8 Call Undead IX (corporeal) ** 9 Energy Drain 9 Wail of the Banshee 9 Sensitivity Sensitivity allows a mystic to see the auras of living creatures, understand what the auras mean, including how those auras are in flux due to past or future events. Domains: Sensitivity** Detect Poison (creature only) 0 Deathwatch 1 Misdirection 2 See Invisibility 2 Status 2 Discern Lies 4 Locate Creature 4 Tongues 4 Analyze Dweomer (creature) 6 Legend Lore (creature) 6 True Seeing 6 Vision (creature) 7 Foresite 9 Spiritualism Spiritualism, the counterpart to Necromancy, allows the mystic to affect and interact with the spirit world, including incorporeal undead.
9 Domains: Spiritualism (see below) Disrupt Undead (incorporeal) 0 Call Undead I (incorporeal) ** 1 Detect Undead (incorporeal) 1 Hide From Undead 1 Call Undead II (incorporeal) ** 2 Command Undead (incorporeal) 2 Spectral Hand 2 Call Undead III (incorporeal) ** 3 Halt Undead (incorporeal) 3 Helping Hand 3 Call Undead IV (incorporeal) ** 4 Ethereal Flame** Spirit Walk* 4 Call Undead V (incorporeal) ** 5 Magic Jar 5 Call Undead VI (incorporeal) ** 6 Create Undead (incorporeal) 6 Spiritward** 6 Bind Spirit** 7 Call Undead VII (incorporeal) ** 7 Control Undead (incorporeal) 7 Call Undead VIII (incorporeal) **8 Create Greater Undead (incorporeal) 8 Trap the Soul 8 Astral Projection 9 Call Undead IX (incorporeal)** 9 Soul Bind 9 Spiritual Horde** 9 Domains Spiritualism Deities: None (mystics only). Granted Power: Treat a single melee or ranged attack as if it had the ghost touch special ability. This ability may be used a number of times a day equal to 3 + the mystic's Charisma modifier. Spiritualism Domain Spells 1 Detect Undead (incorporeal only) 2 Spectral Hand 3 Halt Undead (incorporeal only) 4 Part Death s Shroud** 5 Spiritward ** 6 Spirit Walk* 7 Bind Spirit ** 8 Soul Bind 9 Spiritual Horde ** * Dragonlance Campaign Setting ** Age of Mortals. Feats Greater Spell Path Focus [General] Choose a path of magic to which you already have applied the Spell Path Focus feat. Prerequisite: Spell Path Affinity, Spell Path Focus, must be able to cast arcane or divine spells without preparation. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the path of magic you select. This bonus stacks with the bonus from Spell Path Focus. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new path of magic to which you have already applied the Spell Path Focus feat. Living Affinity [General] Your magic is more attuned to living things and the natural energies inherent in them. Prerequisites: Wis 15+, Heal 4 ranks, divine spellcaster level 1+. Benefit: When using a spell which has a living creature as a target that could also have a non-living target, your caster level increases by +1 for that spell.
10 Material Affinity [General] Your magic is more attuned to the nonliving matter of the world and the elemental forces of which they are composed. Prerequisites: Int 15+, Craft (alchemy) 4 ranks, arcane spellcaster level 1+. Benefit: When using a spell which has an object or construct as a target that could also have a living target, your caster level increases by +1 for that spell. Spell Path Affinity [General] You have an affinity for a path of magic. Prerequisite: Must be able to cast arcane or divine spells without preparation. Benefit: Choose a path of magic to follow. Each time a level is gained, you may replace one of your spells known with a spell from your chosen spell path, so long as you are able to cast a spell of that level. Spell Path Focus [General] Choose a path of magic. Prerequisite: Spell Path Affinity, must be able to cast arcane or divine spells without preparation. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the path of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new path of magic. *Appears in the Dragonlance Campaign Setting sourcebook. **Appears in the Age of Mortals sourcebook. Spell path spells may be modified permanently by any metamagic feats the sorcerer or mystic possesses. The spell level is modified upwards as described under the specific feat, and each feat may only be applied once to any given spell. Spells which are learned in this way do not take a full round to cast, but are always at the modified level and cannot be cast without the metamagic applied. Special: This feat may be taken multiple times, although a new spell path must be chosen each time. You may not replace a spell that is on one of your spell paths with this feat
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