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One Moon, Not Three

By Steven Brown

Table of Contents
 
Chapter One: Sorcerous Roles
  Choosing and Using Roles
  Roles Descriptions
    The Academy Student
    The Battle Mage
    The Independent Sorcerer
    The Itinerant Mage
    The Knight of the Thorn
    The Legionnaire Sorcerer
    The Solamnic Auxiliary Sorcerer
    The Spell Broker

Chapter Two: Schools of Sorcery
  Aeromancy
  Cryomancy
  Divination
  Electromancy
  Enchantment
  Geomancy
  Hydromancy
  Pyromancy
  Spectramancy
  Summoning
  Transmutation
  Multi-School Spells
    The Problem With Wood

Chapter Three: Institutions
  Why Study?
  The Academy of Sorcery
    The Campus
    Entrance Exams
    Learning and Teaching
    Experiments and Research
  Private Colleges
    Tuition and Other Debts
  Independent Teachers
    Sorcerer's Apprentice
  Knights of Takhisis

     Chapter Four: Advanced Rules
  Levels of Training
  Difficulty vs. Cost
  Effects of Study
  Long-Term Durations
  Extraordinary Spell Parameters
  Group Castings
  Competitive Spells
  Special Magical Items
  Magic Batteries
  Magical Mishaps

Chapter Five: Who's Who
  Familiar Sorcerers
    Palin Majere
    The Shadow Sorcerer
    The Master of the Tower
    Jaclyn Cashel
  Other Important Sorcerers
    Mistress Jenna
    Theo Drawde
    Emma Xela
    Finkle of the Green Robes
  Magical Races
    Dragons
    Scions
    Huldrefolk
    Irda
  Dragon Mages
    Nature's Call
    One in a Million
    What Is a Dragon Mage?
    The First Dragon Mage

Roles Quick Reference

Credits

Editor: Duane Maxwell
Proofreader: Sue Weinlein Cook
Creative Director: Harold Johnson
Typographer: Angelika Lokotz
Cover Illustrator: Jeff Easley
Graphic Designers: Shan Ren and Dawn Murin
Interior Illustrators: Jason Burrows, Ron Randall, and Brian Schomburg
Cartohrapher and Map Illustrator: Diesel
Graphic Coordinators: S. Daniele, Paul Hanchette, and Dawn Murin
Special Thanks To: Margaret Weis and Tracy Hickman and Ellen Dodge Severson, whose novels provided this book with valuable background information and descriptive quotes to begin each chapter, and to Jonas Williams for his research.
Playtesting and Advice: William W. Connors, Sue Cook, Harold Johnson, Steven H. Lorenz, Duane Maxwell, Steve Miller, Sean O'Leary, Bill Olmesdahl, Ed Stark, Skip Williams

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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