formal religions other than the cults created by the sorcerer-kings. Clerics and druids instead draw power from the Inner Planes/Elemental Chaos. In previous editions, templars (casters who directly serve and derive their powers from the sorcerer-kings) were treated as a specialized form of cleric. In 4th edition, the templar class shifted away from being a divine caster to an arcane caster, though not all templars are skilled in magic. Many templars are not clerics at all but instead warlocks who have pacted with their sorcerer-king and thus are entirely dependent on their patrons for their magical abilities. Forgotten Realms In the Forgotten Realms campaign setting, the Weave is the source of both arcane and divine spellcasting. Within the context of the Forgotten Realms, raw magic is characterized as difficult for mortals to access safely. The Weave works to protect the world from the dangers of unrefined magic while giving the ability to cast spells to magic users. Destroying the Weave results in widespread destruction. Reckless use of magic can also damage the Weave, creating areas of dead or wild magic where normal spellcasting doesn't work. In ancient Netheril, "Spellcasters are arcanists and do not memorise spells – they merely pluck them out of the weave." The Weave is present in everything and is part of the goddess Mystra's body, who actively willed its effects. The Sword Coast Adventurer's Guide (2015) states, "in two senses, both the metaphorical and the real, the goddess Mystra is the Weave. She is its keeper and tender, but all three times the goddess of magic has died or been separated from her divinity [...], magic has been twisted or has failed entirely". Spellcasting game mechanics Spell levels Spell levels were introduced in the "Volume 1: Men & Magic" (1974) pamphlet where spell levels maxed "out at 6th level for magic-users and 5th level for clerics". Supplement I: Greyhawk (1975), an expansion for OD&D, increased the maximum spell level. "Cleric spells were expanded to 7th level and wizards spells to 9th, creating the limits that would be used throughout the AD&D run of the game". Spell levels 1-9 became the standard mechanic for each subsequent edition of Dungeons & Dragons. The 5th edition Player's Handbook (2014) states that "a spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at