Magic

Magic works as it would normally in other D&D game but how obtains access to magic is quite differently. Basically the ability to use magic is part of a genetic glitch, exactly like how mutants in X-Men have powers. Powers manifest during childhood and often in adolescence, though there are rare cases of adults.

Arcanists use powers from inside themselves and manipulate the world around them. Wizards are obigated to attend magic schools run by the government to assure proper control and resposibility of their magical abilities. Sorcerors spend some time in an academy but most often wing it and just get a certificate. Either way, arcane magic is under heavier government control than automatic weapons for civilians. Most magic users are government employees and others do whatever they want. Depending on the Kingdom, wizards and sorcerors are required to have special papers in order to use varying amounts of magic and those without them are usually put in prison. New spell levels require new papers, called licences, type gives you up until first level spells and you know the rest. If you don’t have an adequate licence, access to spells, and even scrolls becomes troublesome and can be considered illegal. Forging papers is a big offense, for the creator and the carrier. The average person considers magic to be useful but only in the right hands and are usually nervous/afraid to be around magic users.

Divine magic users are conduits by which the powers of nature and or the gods become manifest. Druids and rangers do not have a hierarchy so no one can stop them from obtaining new spells. Governments do not have jurisdiction over nature so these magic users do not have to carry papers. Lawful inclined druids and rangers often register voluntarily as a show of good will towards society while chaotic ones flaunt their magic in the faces of the authorities. Clerics and paladins do have a strict hierarchy and have a similar system to that of the government for arcanists. Basically, most churches have their own unique holy symbols, each one serving to determine the highest level spells available to you and these are usually synonimous with your advancement through the church’s hierarchy. Divine magic is far more accepted by the populace because they are rarely as destructive as arcanists. However, clerics and paladins are quite preachy and druids and rangers are mostly known as “those damn hippies.”

Magic

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