Fifth Age 
Played With AD&D Rules

	The main problem with converting the game from SAGA RULES to AD&D 2nd Edition Rules, is the problem of magic.  The source of magic on Krynn (both clerical and wizardry) sprang from the god's.  When the god's left krynn, so did the magic.  But, just as Paladine(in the guise of Fizban) predicted, when he told Palin Majere, "There may be other magic.  It is up to you to find it.", another form of  magic existed.  This new magic exists as "Sorcery" for those who were once Wizard's, and "Mysticism" for those who were once Priest's.

SORCERY	
	Sorcery as this form of magic has been called, is not really a new magic at all.  It is a very old one.  When the god reorx made the world, all of the other god's imbued it with magical energies.  When Chaos commanded the god's to depart, these magical energies lingered on.  It is by tapping in to, and mixing these magical energies that  fifth-age sorcerers get their power. There are Eleven School's (or field's) in this magic they are:
	1. Aeromancy-    All aspect's of air.  Also to some extent the weather.
           
            2. Cryomancy-    This is the magic of ICE.  Some sorcerers would argue that Cryomancy is nothing                                          			       more than a mixture of aeromancy and hydromancy. This however is not true.
           
             3. Divination-       Using the primordial power to gain information about the world.  This field of  	   			         magic can even offer glimpses into the past or the future(however the future is not 			         set in stone).

	 4. Electromancy-   Manipulating the forces of electricity.

	 5. Enchantment-   Imbuing common object's with sorcerous enchantment. At present an object 			          enchanted with the new magic remains enchanted only as long as the spells 			          duration.

	 6. Geomancy-         Manipulating the earth.  No aspect of the geological world(even gem's or 				alloy's) can resist the sorcerer's will.

	 7. Hydromancy-      The ability to manipulate any of the water(in it's liquid state)                                                   			              on the world.

	 8. Pyromancy-          The ability to manipulate fire.

	 9. Spectramancy-       The ability to manipulate light, to illuminate, create illusions (only trick's, not 				    like the 2nd Edition spells where the illusions are solid), or to become 				    invisible.

	10. Summoning-           This is the ability to transport  oneself (or a group) across  a distance by 				     actually folding space.  Also sorcerer's can combine summoning with 				     another of the schools to summon creatures to the world from various 				     elemental planes(a person can combine summoning with                                                                       				     pyromancy to summon a creature of fire from the elemental plane of fire.)

	11.Transmutation-           The changing of matter from one form to another, the change is not 				      permanent and after the duration of the spell, the change reverses it's self.
	
MYSTICISM
	Mysticism as this new form of magic is called, is the power of life, and energy of the heart.  Exactly when this power was discovered is the subject of some debate.  However none can dispute the fact that it was Hero of the Lance ,GoldMoon, who first perfected the use of this power.  She found the strength within herself to heal a badly wounded dwarf, who had been caught between two battling green dragons.  After realizing exactly what the power was and how it could be harnessed, she traveled to Schallsea, where there was rumored to be a celestial stairway called "The silver Stair".  There with the help of a wise old sage, a band of dwarves, as well as other followers, she began building the Citadel of Light.  As the years passed Goldmoon felt her inner power grow, she also realized how a person could exert their will to harness the power inside them.  Goldmoon Began to teach others this skill, and soon these others began traveling the world, teaching this skill to all who would learn. Mysticism is divided into nine spheres.                                                                                                                                 
	 
	1. Animism     -   The ability to commune with any living thing.  Also the ability to control these 			       animals.  Any creature with an intelligence greater than 4 is not affected by the 			       magic of this sphere.

	2. Alteration    -   The ability to transform ones body into that of another creature.  Also the Mystics 			       can change the shape of someone else's body.  Also for every size category the 			       new shape goes up(i.e. man-sized to large) the difficulty rating of the spell goes up 			       2 points.

	3. Channeling - The ability to adjust a Physical(str, dex, con) ability score(the casters' or anothers').  			     This ability score can be adjusted in excess of the normal limit of 18.  Each spell cast     			     can only raise  one ability score.

	4. Healing        - The ability to heal wound's.    This sphere can not be used to inflict harm on another 			      creature.

	5. Meditation   - The ability to adjust a mental(int, wis) ability score(the casters' or anothers').  This 			      ability score can be adjusted in excess of the normal limit of 18.  Each spell cast can 			      raise only one ability score.

	6. Mentalism    - The ability to use telepathy to send/read thought's, change memories, induce 			      hallucinations, or to subjugate another's will.

	7. Necromancy - The ability to wound enemies, sap their life essence, or drop an enemy dead on the 			       spot.  Also a necromancer has the ability to raise zombies.  Only evil characters 			       should study this sphere.

	8. Sensitivity     - Allows the mystic the ability to read the aura's of individuals to tell things like their 			      nature and alignment, or to determine if someone were acting under the influence 			      of a spell.

	9. Spiritualism   - Allows a mystic the ability to commune with the dead.  Also gives the mystic the 			       ability to create undead such as ghost's or wraith's.  Although this sphere is 			       somewhat less scorned than Necromancy it is very similar and the DM should 			      decide if good aligned characters should use this sphere or not.

USING THE NEW MAGIC
         	Up to this point, the magic system described has been almost exactly the same as the fifth age magic system.  But because of some of the differences between SAGA RULES and AD&D 2nd Edition Rules, the fifth age system must be changed slightly.  So if any of you fifth age players out-there see any differences that is the reason.

	The Fifth-Age magic system differ's from the 2nd Edition System in a number of way's.  The main difference is that spells no-longer have to be  memorized, they are instead designed.  This mean's that a Sorcerer will combine his school's to produce the desired effect.  For example, Butros the sorcerer has training in three school's, Hydromancy, Pyromancy, and Aeromancy.  He and his party are being followed by a huge band of goblins.  The party want's to loose the goblin's but it is a nice sunny day with miles and miles of visibility.  Butros could either use Aeromancy to create some fog to enshroud the goblin's, or he could combine the spheres of Pyromancy and Hydromancy to create steam to do the same thing. This process is very similar for Mystics.
	Fifth-Age magic also uses spell point's to simulate the amount of these energies a sorcerer or mystic can channel in one day.  Calculating spell point's is a fairly simple process.  A spell point total derives from a character's intelligence(sorcerer) or wisdom(mystic) score.  A character's base spell point's is calculated by squaring one half of the character's associated ability score(sorcerer's use intelligence, mystic's use wisdom).  For the sake of keeping with the tradition of  AD&D, A DM could opt to let the PC's add 12 pts/Level to the base spell point's.  This isn't part of fifth-age magic, but it help's balance out the weakness of the fifth age system with the strength of magic in AD&D.     

Designing the spell
	
	Each spell is assigned a Difficulty Rating based on five properties.
			1. Invocation time
			2.Effective Range
			3.Area of Effect
			4.Duration
			5.Spell Effect
	 The difficulty rating is a summation of the numbers generated for each of the five properties previously stated.  The individual numbers for each property are calculated as follows:
Invocation Time		Difficulty		      
30 minutes			1  point
20 minutes			2 points
10 minutes			3 points
1 minute			4 points
Instant			5 points

Range			Difficulty
Personal Range		1  point
Melee Range			2 points
Near Missel Range		3 points
Far Missel Range		4 points
Artillery Range		5 points

Spell Duration		Difficulty
Instant			1  point
1 minute			2 points
15 minutes			3 points
30 minutes			4 points
1 hour				5 points
(*note no spell in fifth-age can last for more than an hour, yet!!)

Up till now calculating the difficulty has been merely "going through the tables, and adding up the points.  But  'area of effect' is more of a situational based property.  So there are three tables to cover most situations.

'Group' areas of effect   - an individual or a group of people.
Area of Effect			Difficulty
Individual				1  point
Couple				2 points
Small Group(3 to 9 people)	3 points
Large group(10 to 24 people)	4 points
Crowd(25+ people)		5 points

'Place' Areas of Effect    - spatial size
Area of Effect			Difficulty
Individual				1 point
Small Room				2 points
Large Room				3 points
Small House				4 points
Large House				5 points

'Temporal' Areas of Effect   - Divination spells sometime look into the future or the past.
Area of Effect			Difficulty
1 minute				1 point
1 hour					2 points
1 day					3 points
1 week 				4 points
1 month				5 points

	On occasion, spells may be cast whose area of effect does not fall into one of the above category's.  In such a case the DM may want to refer to these chart's to get an idea of the difficulty for the area of effect for the spell.

	The most difficult of the five properties to assign a difficulty to is by far Effect.  The following three tables should help when assigning a difficulty to the effect.

Numeric adjustment   - using the spell to cause damage, or defence against an attack, this table could also be used for spells designed to increase/decrease an ability score.
 
Numeric adjustment				Difficulty
+/- 1 to 2 pts(adjustment)  1d4+1(damage)      	1 point
+/-3 to 5 pts(adjustment)  2d4+1(damage)     	2 points
+/-6 to 9 pts(adjustment) 2d6+1(damage)      	3 points
+/-10 to 14 pts (adjustment) 4d6 +1(damage)       4 points
+/-15 to 20 pts(adjustment) 6d6 +1(damage)       5 points
(*note* ability increase/decrease and defense uses adjustment, atacks use damage)

Healing Effect					Difficulty
1d4+1  points						1 point
2d4+1 points						2 points
2d6+1 points						3 points
3d6+1 points						4 points
4d6+1 points						5 points

	If the spell effect is not defined by the previous two tabels, then the DM may assign the spell a difficulty based on the desired out-come.

Nature of spell effect				Difficulty
Irritating(+\- 1)					1 point
Troublesome(+/- 2)				2 points
Hindering(+/- 3)					3 points
Impeding (+/-4)					4 points
Painful(+/-5)					5 points

IF the effects category does not apply to a certain spell, just give it a difficulty rating of 1.
	
	Now Let's return to Butros the sorcerer in his attempt to cast the spell on the goblins who are following his party.   Butros can take as long as he want's to cast the spell, but his companions are really nervous and want rid of the goblin's, so butros takes 10 minutes to cast his spell (difficulty of 3). The goblins are probabally 300 yard's behind the party(artillery range) so the difficulty for range is 5.  The party think's that they could loose the goblins if butros could make his spell last for ten minutes, butros (just to be on the safe side) makes his fog spell last for fifteen minutes   (difficulty of 3)The area of effect is a crowd(25 people+) so the difficulty for this is also 5.  The effect does not really fall into any of the category's so the DM assign's a difficulty of 1.

Invocation Time(10 minutes)	3
Range(300 yards)			5
Area (Crowd, 25+ people)	            5
Duration (15 minutes)		3
Spell Effect(minimum)                    1
Total difficulty		           17

	Butros casts the spell and loses 17 spell points, but the fog surround's the goblin's and confuses them enough so that they loose track of butros' party.

MISCELANIOUS POINTS

	1.  Just as in the 2nd Edition magic system, a spellcaster wounded while casting a spell looses his 	    	    concentration enough to blow the spell.  In addition to this, in  fifth-age magic ½ of the difficulty 	  	    points for the spell are lost from the casters  spell point total.
	2. Spell points are regained at a rate of 1 point an hour, whether the spellcaster is sleeping or not.
	3.The new magic's of krynn cannot be used for time-travel of any kind.
	4. No Sorcerer can restore life to the dead, heal the living, read another's thought's , or directly 	     	     strike down the living(spells like disintigrate can't be  recreated with the primal magic that 	 	 	     sorcerers use).  For the most part, any spell effect that envolves a mental or biological process can 	 	     simply not be  done.  (*note* some of these restrictions do not  apply to mystics).
	5. The effects of a successful save -vs- a damage inflicting magic mean's half damage.
	6. Mystic magic cannot effect lifeless matter.
	7.Up to three of a spellcasters spells can be in effect at the same time.
	8. A multiclass or Dual class Character can only have minor access to the spheres/school's he 	     chooses.  This mean's that such a character will have his spell points (after they are figured out) 	     halved.  Also such a character will only gain 6 spell points per level.    
            9.  Each sorcerer or mystic can have access to three schools/spheres.
	10. The old magic Items(such as wand's, ring's, and weapon's etc.) Still work as they previously did.  	     The only difference is that the experience for finding  these items(as well as their Steele value) are 	     doubled, because these thing's cannot be created anymore on krynn. 
11.  Rangers get the sphere of animism(half  spell points), Palidins get Healing(half spell points).
   
THE REST OF THE GAME

	For the most part the change from Fifth-Age to AD&D 2nd Edition is Finished.  Because  the magic system is what we will be changing in 2nd Edition. But, If you get a Fifth-Age adventure to DM, you will need to know how to change the Fifth-Age NPC's and monster stat's from Fifth age to AD&D.

Monster's
	Mostly use the AD&D 2nd Edition Stat's for the monster.  The thing that should be noted is if the monster uses magic, the monster description if Fifth-Age will contain schools of sorcerery and/or  speres of mystecism for the monster.  Use these. 

NPC'S
	NPC's can be converted from Fifth-Age to AD&D 2nd Edition using the following rules.

ArmorClass:
	Fifth-Age uses Defense Rating (DR) instead of armor class(AC) to convert DR to AC use the Following Formula:   AC = 2*(DR) + 10 if the DR was an odd number, -3 for example, add 1 to the result to find the AC.   Example the npc in question has a DR of -3,  2*(-3) +10 = 4 (but the DR was an odd number) +1 = 5 so in AD&D his AC will be 5.

Ability Scores:
	Fifth-Age uses some different ability scores, as well as some different values for these scores to find the AD&D 2nd Edition Scores do the following.
AD&D			Fifth-Age
Strength			2*Strength
Constitution			2*Endurance
Dexterity			2*Dexterity or Agility(Choose Highest) 
Intelligence			2*Reason
Wisdon			2*Spirit or Perception(choose Highest)
Charisma			2*Presence

Equipment:
	Equipment convert's directly from Fifth-Age to AD&D.  One exception is that magical bonus on weapons are halved.  For example, The NPC has a longsword whose damage is +12(Fifth-Age) to convert it to AD&D we take off 8(long sword does 1d8 damage) and are left with 4.  We divide 4 by 2 to get the weapon's magical bonus which is +2.  So the Npc has a magical +2 Longsword.  If the division does not come out to an even number we round up.

	This Rules Addition is not meant to replace Saga Rules.  It is however meant to give DM's and players a choice if they want to continue their DragonLance Campaign but do not Like the Saga Rules System, or simply prefer to use rules already familiar to them.  If you use these rules and find them lacking in any area plaease E-Mail Me at http:\\astinus_of@geocities.com

More to come, astinus.