Magic Changes

This isn't complicated, it's exactly what it says on the tin.

## Different Methods

All spellcasters choose one of seven manners of spellcaster. This is completely separate to the class chosen, but there are differences. The Spell Lists are discussed below, as is the mechanism for Spirit mages to cast spells. Other differences are;

Arcane spellcasters need a specially-prepared casting implement, such as a staff, but

## Spell Lists

Spell lists aren't preserved in Ruin, however there is logic to them; Your spells must be appropriate to the method used. Most Methodical spellcasters can thus use any type of magic (So long as they are taught or discover how), while Elemental spellcasters are a bit more limited to their elemental affinities (Though, the compiling and crossing over elements make this easy, and a teacher isn't typically necessary for most mainstream spells). Spirit spellcasters, as they aren't really spellcasters on their own, are at the behest of whatever spirits they can summon and find, but if they learn or devise the right rites, can cast just about any spells.

Mechanically, this is resolved by Methodical spellcasters learning spells equal to their spellcaster level plus their spellcasting ability modifier, and having access to the Spell Research system. Classes do not grant additional spells (Except for the Bard's ability to learn any spell).

Elemental spellcasters learn spells equal to half their spellcaster level plus their spellcasting ability modifier, but automatically gain 2 additional spells directly appropriate to their element at each spell level.

Spirit spellcasters can attempt to call a spirit to cast any spell they have slots for, making a spellcasting check at a DC 10 + the spell level. This ritual needs 1 hour per spell level (Half an hour for cantrips) and doesn't interupt a long rest (It does interupt a short rest though). When this ritual is finished successfully, the spell slot is spent, and the Sage can cast the spell as an action, bonus action, or reaction (As appropriate). Spirit mages learn special rituals equal to their spellcasting level, which automatically succeed on the check and take half the time for one specific spell.

Spirit mages can also possess a Jamak (A personal spirit guardian), in which case they learn and use spells like a Methodical Caster, but do not learn any rituals to summon a spirit. They can perform the general ritual, however the DC is 15 + the spell level, and takes twice as long.

## Changed Spells

All spells which create Undead; These spells raise corpses as Eternals, not the normal stat blocks. They begin with a level one lower than the level the spell is cast at with a class of your choice. They are controlled as normal, and any buffs within the spell ends with the control (Such as Danse Macabre) even though the animation is **always** permanent.

All spells which Summon or Conjure; These spells summon Spirits. That's Ghosts, Totems, Watchers, or Primals. In Ruin, they almost universally follow the format of Conjure Bestial Spirit, beginning at 2nd level and conjuring a low-level servitor. Spirits have specific rules associated with them, but their Level is one less than the level the spell is cast at (If a single conjuration happens) or 2 levels lower (If several Spirits are summoned).

## Removed Spells and Spell Concepts

Revivify, Raise Dead, etc. Resurrection is off the table in Ruin, as there is no time between Death and either Reincarnation or becoming a Spirit. Spirits cannot be returned to their bodies, though other magic exists which allows them to influence the world.

## Changes to Enchanted Items

Enchanting doesn't exist in Ruin as it does most other places. Magical energies don't simply cling to items, and most items cannot retain enough magic for any purpose. As such, enchanting follows a system of magical resources and paths of improvement. See more information on the Equipment pages.