Enhancing Your Game – Tome & Blood

Author’s Notes: This article provides insight on how to incorporate prestige classes from Tome and Blood: A Guidebook to Wizards and Sorcerers into your Dragonlance campaign. The following feature provides alternate class descriptions and variants for your game. Please note that the Arcane Trickster and Dragon Disciple prestige classes have been updated for 3.5 in the Dungeon Master’s Guide and are located in that article.

Tome and Blood

Tome & Blood

Acolyte of the Skin: Acolytes of the skin are rare members of the Black Robed Wizards of High Sorcery, renegades, sorcerers, and Knights of the Thorn who make contact with fiends from the Abyss. They are often frowned upon in the Black Robes, but are sometimes seen as great leaders in other circles. They require an evil alignment, and 8 ranks in Knowledge (the planes) instead of their listed alignment and skill prerequisites.

Alienist: Even more rare than acolytes of the skin, alienists are those who have made contact with some of the more unusual extraplanar creatures. They are present in most spellcasting circles, though they most often come from the more divine classes. They are most often neutral since the neutral gods have the most variation in their followers, and thus are the ones most likely to have psuedonatural creatures.

Bladesinger: Bladesingers are common in the elven community as dabblers of arcane magic (though they may be members of the Wizards of High Sorcery). They are usually fighter/wizards or Bards of High Sorcery. The class is identical to the web-enhanced bladesinger (which can be found on the Wizards website), but they must be able to prepare and cast 1st-level arcane spells to join. A bladesinger variant is shown below:

Primal Bladesinger: This is a 5th Age version of the bladesinger. They can cast 2 more spells per day of each spell level, and use the following chart for spells known:

Primal Bladesinger Spells Known
Level 1 2 3 4
1 1
2 1 1
3 1 1
4 2 1 1
5 2 2 1
6 2 2 1 1
7 3 2 2 1
8 3 3 2 1
9 3 3 2 2
10 4 3 3 2

Blood Magus: Blood magi are extremely rare, considering how uncommon the different resurrection spells are, but they can exist in almost every magic circle, but naturally not in the Solamnic Auxilliary Mages and the Knights of the Thorn.

Candle Caster: Candle casters are rare and unusual spellcasters. They are often looked down upon for their dependence on candles, but they do appear in most circles of magic.

Elemental Savant: Elemental savants are magic users specialized in the use of the elements. They are most often neutral clerics (as their gods use elementals more often than any others) or sorcerers.

Fatespinner: Fatespinners are extemely rare and are most often Moon Disciples, but can also be sorcerers.

Mage of the Arcane Order: The Arcane Order is an order within the Orders of High Sorcery. They have their own ruling council, called the Council of Regents, who are highly respected individuals. Regents can command others in their Order but have very little authority outside of it, unless they have a higher overall status within the Order of High Sorcery (though outsiders often will follow their orders anyway). Regents can never become the Head of the Conclave, but their highest-ranking regents are guaranteed a spot on the Conclave. (If there are no regents, i.e. no members with 10 levels in the prestige class, then the highest-ranking regular member becomes an “acting Regent”) The Arcane Order acts as almost a mini Order of High Sorcery, in that there is a head Regent from every robe color. They are a lot more brotherly than the other members, which was the reason why this order was founded in the first place. In game terms, a Mage of the Arcane Order does not have to pay a fee to join, but must be a member of the Wizards of High Sorcery, and the guild member class ability no longer exists.

Mindbender: Mindbenders are wielders of magic that like so much to manipulate people that they perfect it into an artform, even at the expense of magic. This is of course slightly frowned upon in the Black-Robed Wizards of High Sorcery, who believe that a wizard’s main focus should be magic, but are present, and even encouraged, among the ranks of both the Thorn and Skull Knights, especially the latter. Also, they are quite common among clerics of the evil gods, especially Hiddukel. Dragonlance mindbenders must be evil, and must be able to cast 3rd-level or higher spells (which can be arcane or divine).

Pale Master: Pale masters are arcane spellcasters who are trying to become masters of the deathless arts. They often revere Chemosh greatly, but of course cannot be one of his clerics if they do not want to be branded as renegades. They are usually wizards, but are sometimes sorcerers, or they may multiclass as a mystic and pick up the Death or Necromancy domain. They must be evil.

Spellsword: Spellswords are not welcome among the Wizards of High Sorcery, even though they cannot refuse a spellsword entry into their Order. They are often renegades, or Thorn Knights trying to increase their fighting ability while not overlooking their magic. They require a base attack bonus of +3, and the ability to cast arcane spells of 1st-level or higher.

True Necromancer: True necromancers are spellcasters who try to gain ultimate power over life and death. They are usually clerics of Chemosh who pursue wizardry long enough to learn spectral hand and vampiric touch, or cleric/sorcerers, and very rarely wizard/mystics (if they wish to become Black Robed Wizards of High Sorcery) or sorcerer/mystics, although many true necromancers are renegades in the eyes of the Conclave. True necromancers often hold the highest places in Chemosh’s church. Every so often, the Black Robes will make a strike against the true necromancers because Nuitari does not like Chemosh edging in to his domain (wizardry). They must be evil.

Wayfarer Guide: A wayfarer guide is a spellcaster who specializes in transporting people through the passageways of magic. They are accepted in all circles of magic, and are sometimes highly respected even if they are, at heart, human carriages (taxis). Their requirements are unchanged but there is no such organization as the Wayfarers’ Union.

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