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Credits
Editor: Duane Maxwell Author's Foreword: A book containing knowledge that can aid a sorcerer in developing his craft... sounds like an integral part of just about any fantasy novel, movie, or role-playing game, doesn't it? Sorcerers are always poring through musty old tomes, uncovering forgotten knowledge - either that or they're scribbling madly in their spellbooks, jotting down material components and notations on just how to pronounce the somatic portion of their latest spells. Well, wake up and smell the spiced potatoes! This is Krynn in the Fifth Age, and things are a bit different than you might expect. A New Way for a New Age The funny thing about working on this project was the constant nagging feeling that the book itself was incongruous with the ideas inside. Magic in the Fifth Age, whether it is sorcery or mysticism, is a wonderful, freeform spellcasting system. Sorcerers do not learn their craft from texts (although book learning does have its place in Fifth Age sorcery). Spellcasters are no longer drilled in specific forms and rituals. Rather, they learn the basics through trial and error and are encouraged to find their own ways to express themselves through magic. At the Academy of Sorcery, the students are told to try new things, to cast spells in ways no one has ever thought of before. The same onus is placed on the players of sorcerer heroes. One Moon, Not Three goes into greater detail on concepts, people, and places originally presented in the Book of the Fifth Age and Dusk or Dawn from the FIFTH AGE boxed set. It also takes the players' understanding of sorcery to the next logical stage. Still, for all the information contained in these pages, this is not meant to be a definitive treatise on how sorcerers in the Fifth Age act. No one can tell you that - no one but you. Spells from the School of You One Moon, Not Three is full of ideas. Some of them you'll like, some you won't. I personally hope there are more of the former than the latter, but no matter what you think of their value, you can learn something from every idea in this book. Take that knowledge and use it to weave your own personal interpreta- tion of sorcery into your DRAGONLANCE: FIFTH AGE campaign. Krynn is already a magical world, but it can only grow richer when we all add our own magic to the mix.
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