Paths of Magic
D&D 3e (3.0/3.5) Rules
With the dawning of the Age of Mortals, the status quo of magic had changed. Clerics found themselves empty without the power of the gods to fill them. True healing was once more lost, as it was during the Time of Darkness following the Cataclysm. No longer did the three moons of magic move through the night sky. A single pale moon stood in the sky in the stead of Solinari, Lunitari, and Nuitari, a constant reminder to the Orders of High Sorcery as to what they had lost.
The dawning of the Age of Mortals also was a time of discovery, when mortals sought new magic to replace the old. Without the gods, mortals had to look within themselves to discover the arcane secrets of primal sorcery, and the divine energies of mysticism.
The Paths of Magic provides an alternate spell list for use by sorcerers and mystics which divides up the spells in the Player's Handbook, Dragonlance Campaign Setting, and Age of Mortals into the Realms of Sorcery and the Spheres of Mysticism. These divisions are known as the Paths of Magic.
Also included are new feats which enhance spell paths, as well as the Spiritualism domain.
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