Why spells can give players a headache!
Magic is as integral to D&D as dragons and faeries. It allows for anything to be possible; from creatures with strange, otherworldly abilities, to travel between planes, to crazy spells such as being able to polymorph into a dinosaur! But, to paraphrase a well-known superhero movie, with great power comes a great deal of rules!
The 5th edition rules for D&D have tried to keep spellcasting (using magic to affect something) as simple as possible, but it still takes some getting used to. That’s what we’re here to do…
In this first article, I’ll look at the different types of spellcasters.
Your spellcasters come under the following types…
1) those who have a natural gift for magic 2) those who study it 3) Those who are blessed with magical powers for their beliefs 4) Those who pick it up as they go along
The sorcerer is the gifted magic user, who has through some cosmic reason or exotic lineage been chosen to carry such power.
Wizards are keen to master magic and require spell books to record what they have learned and to prepare their daily spells. Eldritch Knights also study magical techniques to enhance their fighting prowess. Monks learn to channel magical energy known as ki.
Clerics and Paladins draw on the divine magic of their deity. Warlocks gain powers in return for serving their patron (an otherworldly being). Barbarian Totem Warriors also gain gifts through their spirit animal. With nature as their muse, Druids and Rangers learn to use magic from their environment.
Gifted performers known as Bards learn tricks on the road as they perform and can weave magic with their music. The Rogue type, Arcane Tricksters also learn tricks which enhance their shadowy lifestyle.
That’s enough magic talk for now. If you want to discuss anything in particular, let me know. Next time, we get into the rules…