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- | {{section> | ||
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- | ======Magic====== | ||
- | =====Sources===== | ||
- | **Bard: | ||
- | **Cleric: | ||
- | **Druid: | ||
- | **Paladin: | ||
- | **Sorcerer: | ||
- | **Warlock: | ||
- | **Wizard: | ||
- | |||
- | =====Schools===== | ||
- | **Abjuration: | ||
- | **Conjuration: | ||
- | **Divination: | ||
- | **Enchantment: | ||
- | **Evocation: | ||
- | **Illusion: | ||
- | **Necromancy: | ||
- | **Transmutation: | ||
- | |||
- | ======Psionic====== | ||
- | ======Magic System====== | ||
- | ====5e Overhaul==== | ||
- | **[[https:// | ||
- | 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. |