The Lord of the Rings Roleplaying has brought Middle-earth to the D&D 5E ruleset. The problem with any adaptation of this nature is the magic system, as moments of overt sorcery were rare in The Hobbit and The Lord of the Rings, while D&D characters will throw fireballs before breakfast. As such, the developers did a lot of tweaking to make the magic system fit the setting as best as possible.
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D&D Spells & Spell Slots Are Replaced With LOTR CraftsThe biggest change that The Lord of the Rings Roleplaying callings (the character class equivalent) have from D&D’s classes is the absence of spells and slots. There is no true equivalent to the Wizard or the Cleric, as most callings are martial or sneaky classes. The closest thing to a spellcaster is the Scholar, which has abilities that mimic Bard and Druid spells to a limited degree.
Instead, some callings have access to Crafts, the spell equivalent in the game. The Scholar is the master of Crafts, gaining several for three throughout their progression, while some classes can take one instead of a Virtue, which is the Feat equivalent. The Crafts in The Lore of the Rings Roleplaying core rulebook are:
Beast Craft – The ability to communicate with beasts and possibly charm them into serving you. Hand Craft – The ability to enchant or enhance equipment during downtime. Leech Craft – The ability to heal wounds using surgical methods. Rune Craft – The ability to read ancient writings, identify magic items, and inscribe runes of power onto gear. Song Craft – The ability to remove certain debuffs, buff allies, and influence creatures through the power of music. Speech Craft – The ability to frighten enemies with words Read more on gamepur.com