
Tome of Spell Mastery 5e
Magic is an essential part of most fantasy roleplaying games, for it comprises much of the 'fantasy' of the title. In these games, magic is as vital and fundamental as swords, elves, treasure, and dragons. Yet magic is an ever-changing force, and every campaign has the potential to create its own magical forces, powers, and plots. The Tome of Spell Mastery provides tools to tailor the forces of magic to your campaign to keep characters on their toes: The cartomancer: This new spellcasting class binds magic to a card deck and relies on the forces of luck and chance to gain each day’s complement of spells. New schools of wizardry: The cunning demonologist, the mysterious shadow caster, and more, plus a new take on the traditional necromancer. Cleric domains: You’ll find priests of time gods as well as clerics who follow serpents, gems, and even the bizarre and twisted realm of slimes and oozes. Bards, druids, and warlocks: New schools, circles, pacts, and patrons. Monster spells: A host