Magic

All practitioners of magic access it and understand it in a different way, but there are a few universal concepts, so rather than describe them redundantly in every class description, they will be described here.

Mana

Mana is the energy source for all spells. As a rule, spells cost 1 Mana to cast per level of the spell (and cantrips are free), although always check the spell description to be sure. When you're out of Mana, you can't cast spells anymore.

Your class description will tell you how much mana you have. Classes like Wizard, Witch, Warlock, Druid, and Cleric typically gain 2 Mana per level, while a more hybrid caster like Bard might get less Mana. Non-casting classes such as Fighter and Rogue get no Mana per level.

Casting Skills

There is no general skill for practicing magic--it's not something just anybody can do. Instead, there are a variety of skills, each specific to a casting class, each with its own unique way of understanding and working with magic, applying some advantages and some disadvantages to the craft. Each class description contains the authoritative skill, but here are the ideas at a high level:

This system is open to further flexibility. For example, warlocks might choose Contract (Int) instead of Pact (Cha), a skill more about outsmarting their pact-bearer through fine print and legal minutiae. Another warlock, with a very interesting relationship to his power source, might use Bond or even Faith. A strange sort of Cleric or Druid might use Pact.

Skill Mechanics

Casting skills are skills, meaning they work as all 5e skills do. Rolling a skill check means rolling 1d20 + ability modifier + proficiency bonus.

All uses of magic require a skill check, just like all attacks require an attack roll. Save DCs still exist, but are set by this roll, rather than a passive number. Thus, spellcasting actions work as follows:

Counterspelling

If someone is casting a spell, and you want to prevent them from doing so, you have several options to initiate a Counterspell:

Once you've initiated a Counterspell, here's how it works:

If you require an opposed casting skill check to succeed, resolve it as follows:

If you succeed, your opponent's spell is nullified, as it it were never cast. You both still spent Mana and actions on the spells you used.

If you fail, your opponent's spell succeeds, as if you hadn't attempted to Counterspell, and your spell has no further effect.

Dispelling

Dispelling works just like Counterspelling, but against a spell that has already been cast, and is currently active (concentration or active duration).

Miscasting

If you critically fail on any casting check, you suffer a miscast.

Rules TBD. For now let's just do a wild surge roll.

Spell Lists

There is no longer such a thing as a "wizard spell list" or a "warlock spell list" or the like. Rather, all spells exist within a single framework, and each class gains access to some portion of the global spell list.

Spells are organized first into Schools, then into Disciplines. For example:

When two classes' spell access overlap, the spells they share are identical. No two classes will treat the same spell differently; for example, there are no cases where a wizard gets a spell at level 4, and a druid gets the exact same spell at level 7.

Upgrades

Spell lists contain more than just new spells: they also contain upgrades to previous spells.

For example, the spell [Frost Block] encases the target in a block of ice, rendering them invulnerable, but unable to attack. Right next to it, within the Frost discipline in the Elementalism school, is the upgrade [Reactive Frost Block], which augments Frost Block, making it a reaction triggered by an attack on you, but changing the target to self-only.

Note that all upgrades are optional; each time you cast the spell, you can decide to apply none, some, or all of your upgrades to that specific casting.

Upgrades do not affect counterspelling or dispelling, unless specifically noted, or unless they modify Mana cost (which is normally part of the process).

Bindings

Like Upgrades, Bindings appear on the spell list, but they are not spells. Rather, they are permanent magical abilities, that come at a cost. Each binding's description will say something like "binds 3 mana". This means that if you learn the Binding, you permanently reduce your maximum Mana by 3, in exchange for the new, permanent ability.

You haven't really "lost" the Mana, but rather you are reserving a portion of your magical energy to power an always-on (or otherwise consistently available) ability.

You can conduct a ritual to un-bind Mana, in exchange for losing the power that came with it. The ritual takes 1 day, and causes disadvantage to all casting checks for another day. This does not entitle you to learn a new one in its place. You still "know" the Binding, you've just disabled it. You can conduct a variant of the same ritual to re-enable a binding, at the same cost.

Schools

Rituals

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