Magic Rules

In this campaign, magic is an additive flavor to the characters. Magic runs in bloodlines. Everybody is or isn’t magical. Every magical person is more attuned with an element and receive a 1d6 damage increase. Magic will consist of a Mana Pool and all spells will be open to all character, however, the character will need to learn the spell. If you are Proficient in an armor, then you do not incur a penalty for being in that armor.

Modified and Removed Spells

 * Fire Bolt is now Energy Bolt and can be used with Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Thunder.
 * Goodberry is removed due to the spells game breaking effect on survival styles of play.
 * The atonement spell does not exist. Things that would require it are handled via RP.
 * Wish is banned.

Teleportation
All Teleportation Spells are Removed from general use. Teleportation is extremely mana intensive due to the folding of space and time and is often done, in purpose build rooms, that are connected to a web-like system between governmental organizations and the various banks and their branch offices. Teleportation of organic or living matter is almost always lethal, if not, then the item or person is almost always permanently disfigured. However, the transportation of inorganic and non-living material is possible.

Resurrection via Magic
A person who is killed can not be resurrected by normal means. The physical begins decomposing the moment a person passes and is therefore not usable, however, it is thought that if the soul is captured at the twilight of death, then the soul could be transferred into another vessel. Though, this is very dark magic as messing with nature is ill advised.

Therefore, for the purposes of game lore all resurrection spells have been removed except Revivify. I as GM see Revivify as shocking a heart in a hospital.

Revivify
3rd level necromancy

Casting Time: 1 action

Range: Touch

Components: V S

Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point, but is unconscious for the next 3 days, 72 hours. Revivify also does not heal current damage or wounds, it only brings a creature back to life. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. On a successful Constitution saving throw of 8+proficiency+half the damage dealt that brought the character below 0.

If successful, the player is revived as described above and the caster takes 1 level of exhaustion. If the caster fails the saving throw, then they take 3 levels of exhaustion. If there are multiple casters aiding a primary caster, then add their proficiency to the primary caster's Constitution roll.