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magic:start [2020/04/23 09:01] – ↷ Links adapted because of a move operation Kylemagic:start [2021/02/18 12:06] – external edit 127.0.0.1
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 **Necromancy:**Undead, energy drain, soul manipulation, resurrection, creating life; anything involving life force, corpses, souls, or the undead. \\ **Necromancy:**Undead, energy drain, soul manipulation, resurrection, creating life; anything involving life force, corpses, souls, or the undead. \\
 **Transmutation:**Transformations, enhancements, some curses; anything that changes the physical properties of an object or creature that already exists. \\ **Transmutation:**Transformations, enhancements, some curses; anything that changes the physical properties of an object or creature that already exists. \\
 +
 +======Psionic======
 +======Magic System======
 +====5e Overhaul====
 +**[[https://drive.google.com/file/d/11oYjn_ROVoIZ7wOgeT3H85eVhx_UEirt/view|Raw Power]]**\\
 +This system expands upon the Variant: Spell Points rules found in the 5th edition Dungeon Master’s Guide (pages 288/289). The basics of the Raw Power system are as follows:
 +  * Characters may cast any spell from their list of spells at any time, regardless of level.
 +  * Spell Points replace Spell Slots as the resources used by casters, and provide a safe way to cast spells.
 +  * A spellcaster’s Prowess determines the level at which spells may be cast using spell points.
 +  * Spells cast at a level higher than a spellcaster’s Prowess must be Channelled. Channelled spells take longer to cast, and risk causing Drain.
 +By using these rules, players are allowed more freedom of choice at the cost of more complexity. The individual mechanics are described in more detail in the sections that follow.