The New Magic of Krynn
As we all
know, in the year 383AC, Chaos the Father of All and Nothing had been
freed by the Irda. All the chronicle of the Chaos War has been penned
in the Dragon of Summer Flame. In the end of the chronicle, Chaos was
forced to surrender by a small band of Knights under the leadership of
Steel Brightblade, and Palin Majere, Usha, Reorx (in the guise of
Dougan Redhammer) and also Tasslehoff Burrfoot, the famous kender.
of Chaos's surrender that all the gods should withdraw with him,
including here all the gods's magic. Thus, the clerics, who depend on
the gods's power; and mages, who also get their power from the three
gods of magic (Solinari, Lunitari and Nuitari), both have lost their
of High Sorcery, the order of the mages, has been disoriented, and
almost all the mages there leave. The Conclave of Wizards has been
disbanded. Also many of the clerics lose their belief, and some people
has created another fellowships of false gods.
28SC Palin Majere, The Master of the Tower, and the Shadow Sorcerer
met to discuss finding new magic and helping the Elves. The Shadow
Sorcerer described the new form of magic being Primordial powers of
Krynn itself. A mage no longer memorizes spells, he just has to master
the magic to shape it to his will. With the newly found knowledge of
magic Palin, The Master of the Tower, and the Shadow Sorcerer prevent
the Qualinesti from being wiped out. This new form of magic is named
before that time, in 7SC, Goldmoon, one of the last Heroes of the
Lance, aided by a mysterious sage, found the knowledge of Mysticism,
healing magic from the heart. In the next year, she and Jasper
Fireforge found a School to teach this healing arts on the isle of
Schallsea, at the site of the Silver Stairs. This Mysticism school is
named the Citadel of Light.
magic has back to Krynn. Below are the description of the schools of
Sorcery and Mysticism.
11 schools of sorcery taught at the Academy in Solace, A master mage
such as Palin Majere can control 3 of these spheres, while a lesser
Mage can only control 1:
Aeromancy - Aeromancers can shroud their enemies in choking vapors,
call up cloaking patches of dense fog, fly above the trees, or encase
themselves in a bubble of air to travel underwater.
Cryomancy - Cryomancers can create walls of ice, freeze rivers
solid in the heart of summer and sear their enemies with a wicked
frostbite that stops them dead in their tracks.
Divination - Divination is one of the most widely practiced forms
of sorcery on Krynn. Diviners can cast spells that might allow him to
see if an item has a magical aura, or to note the presence of a trap
in a otherwise harmless looking hallway. A diviner may even be able to
see into the past or future.
Electromancy - Electromancers can unleash streams of lightning
from his fingers to burn or terrify enemies, or he can summon a faint
blue aura to light his way in the darkness.
Enchantment - Enchanters can cast a variety of spells, from
enchanting a sword to cause more damage to creating the crystal on the
end of his staff to glow, eliminating the need for a torch or lantern.
Geomancy - Geomancers are known for their abilities to summon huge
stone walls, or to turn the ground beneath their enemies to quicksand.
A Geomancer's powers can affect stone, earth, metals and even gems and
other crystals. No aspect of the geological world - even steel - can
resist a Geomancer's will.
Hydromancy - Hydromancers can be valuable on ocean voyages,
causing a swift current under the ship to appear, speeding it along.
However, Hydromancers only have limited use of their powers on water
not in it's liquid state.
Pyromancy - Pyromancers can summon a devistating fireball to plow
thorugh his enemies, or create a simple cooking fire.
Spectramancy - Spectramancers can create light, alter the color of
exsisting radiances and otherwise manipulate luminances. Also many
spectramancers can create illusions and images. Some of the more
common spells from this school are Illusions and Invisibility.
Summoning - Summoners can teleport themselves across vast
distances and can combine their skills of summoning with skills from
another school to summon Elementals.
Transmutation - Transmuters effect nonliving matter at its most
basic level. They can change one metal into another or combine this
school with another to create interesting possibilities.
is the art studied by Clerics of all orders, they gain there powers
from an inner strength. There are 9 school of Myticism:
- Those with access to this sphere can commune with any living
thing. By harnessing these forces, an Animist can communicate and
control any beast or plant in the world.
Alteration - Mystics who have mastered this sphere can alter their
bodies into the forms of other creatures. For example, and Alterer
could assume the shape of another individual, an animal such as a
horse, or a best such as a wyvern.
Channeling - Through sheer will a mystic who has mastered the art
of channeling can use the magic energies within them to adjust their
own or anothers Physical Ability. Thus a channeler could make himself
as nimble as a cat, or tremdously strong.
- Healers can use this sphere to heal wounds, cure disease, or
other ills of the world. The healing art can save lives, but it does
have it's downside. Any attempt to heal might bring about a mishap,
which could exhaust or even injure the mystic.
Mediation - The Mystic with this ability has the power to alter
his or another's Mental Abilitys.
Mentalism - Mentalists can project their thoughts into the minds
of others. In addition they can read the thoughts of others, usefull
for gaining valuable, unspoken information.
Necromancy - Necromancers practice the black art. These mystics
deal with the very essence of life and death. They can wound their
enemies, sap their vital energies, or cause them to simply drop dead.
This sphere is forbidden by Goldmoon from the Citadel of Light.
Sensitivity - These mystics have powers similar to the Diviner (see
below). They can read the auras that surround living creatures.
Sensitivity can help a mystic gain information about an individuals
nature and demeanor, determine wether someone is acting under the
influence of a spell, and otherwise analyze the nature of a creature.
Spiritualism - The sphere of Spirtualism is somewhat less scorned
than Necromancy, although the sphere of Spiritualism resembles it
greatly. Whereas Necromancy deals with corporeal undead such as Ghouls
and Zombies, Spiritualism deals with the uncorporeal undead such as
Ghosts and Spectres.
Mysticism: The Unfathomable Voyage
an Excerpt from the PC game The Elder Scrolls Chapter II: Daggerfall
by Bethesda Softworks
Last modified: Monday, 24-Jan-2005 19:41:32 UTC