Legend of the Mirrors
- There are no spellcasting classes; this eliminates wizards, sorcerers, warlocks, clerics, and druids, and means all the other classes don't get their spellcasting abilities or versions. Any class that gains spellcasting at level 2 or later is viable for play.
- Spell points will be used as described on page 288 of the 5th edition DMG, save that everyone gets spell points as if they were full casters.
- Spells will be learned via magical items that need to be attuned; an attuned item will grant the full complement of spells it has to the person attuned to it, but spells can be permanently learned by people willing to invest in doing so. These items will likely also grant special bonuses while attuned, so there's a reason to not just keep swapping them out to learn spells as fast as possible.
- Time travel and travel between parallel worlds is a thing that will happen; transit between worlds will likely be something granted to the party, but travel between times will require finding connection points and using them. Time will flow at the same rate in each era and across each world; a week is a week.
- Spells won't be following the PHB spell list, and the individual magic items will have their own offerings of spells when attuned. Attempts to keep the spells relatively balanced will be made. Expect oddball spells on most of the items.
- Magic items will all come with names and stories for those interested in them; there's no generic magic longsword around here.
- Given the inspiration material, expect enemies to be weird and full of strange tics.
- Elements are arranged as per the 5th edition damage types; this will be important later!