Spell Rules

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Contents

What is a Caster?

There are many magical powers in Elysium’s Door: some arise from items, feats, race traits, and most importantly, from Casters.

Casters are wielders of magic, capable of bending the energies of the world to their will. Some are divine casters, like Clerics and Paladins, others are natural casters, like Druids or Rangers, and others are arcane casters, like Wizards and Inventors.

They can use spells, ranging from minor ones to world-changing spells. This ability depends on their Level and Class, with each granting a unique set of spells and abilities.

Spell Level

All spells have a level, which can vary from 0 to 9. Each level represents the power of the spell, as well as the amount of energy required to cast it.

Level 0 spells may not be the strongest, but they require minimal energy and can be cast at will. Level 9 spells are the most powerful in the game, but they require immense energy and can typically only be cast once when you reach the maximum level with certain Classes.

The energy used to cast spells is represented by Mana, which are determined by your Caster Rank.

Caster Rank

Your Caster Rank grants access to Mana, which can be used to cast Spells of Level 1 or higher.

The amount of Mana you have is determined by your Caster Rank, as shown in the Caster Table below.

Caster Rank Table

Caster Rank Total Mana Spell Level Cap. Mana Cost
1
4
1
1
2
10
2
2
3
20
3
4
4
30
4
6
5
40
5
10
6
50
6
14
7
65
7
20
8
80
8
30
9
100
9
50

To cast a Level 1 or higher spell, you must use 1 Mana as mentioned on the table above. The higher the Level, the more Mana you need to spend to cast the spell.

You regain all your Mana when you finish a Long rest.

Upcasting

Some spells become stronger if you use more Mana. 

If you cast a spell of level 3 using enough Mana for a spell level 4, you upcast that spell by 1 Level.

Example: I use 6 Mana to cast a Level 3 spell. Since Level 4 spells require 6 Mana, I would be upcasting that spell by 1 Level.

The spell always specifies if it has a stronger effect when upcasted.

Spell Skill

There are multiple classes of spells, each of them having their own Spell Skill.

If you are a Wizard, you have Wizard Spells, which use your Arcana as the Spell Skill. If you are a Cleric, you have Cleric Spells, which use your Religion as the Spell Skill.

If you multiclass, you could have access to both of them, but you would use the Religion skill whenever you cast a Cleric Spell, and you would use the Arcana skill, whenever you cast a Wizard spell.

Any Attack that you make with your spells uses your Spell Skill, and any creature that makes a Save because of your spell, makes it against your Spell Skill.

Attack bonus & Save DC

You use your Spell Skill as the bonus to Attack with spells.

To calculate the Save DC of your spells, it is 8 + Spell Skill.

Caster Rank when Multiclassing

If you have 2 Caster Ranks from the Wizard Class, and 1 Caster Rank from the Cleric Class, you would have a total of 3 Caster Ranks. So you would have 20 Mana like the Caster Table is showing.

However, you are still limited by the spells you know. In this case, you would only know a maximum of Level 2 Wizard Spells and a maximum of Level 1 Cleric spells.

Types of Spells

There are 3 types of spells: Normal, Quick and Ritual Spells.

Normal Spells

Normal Spells are more powerful, but are less versatile. You need at least one free hand to cast Normal Spells, unless you are holding a Rod, Wand or Magical Staff. Additionally, you need to speak the spell incantation to cast them.

You can only use 1 Action during the turns that you cast a Normal Spell. If you have other Actions left after you cast a Normal Spell, those Actions are wasted. If you have already used an Action for something else, you cannot cast a Normal Spell on the same turn. 

All Normal Spells require an Action to be cast.

Quick Spells

Quick spells are more versatile and quicker to be used.

You only need to speak the spell chanting to cast Quick spells, and you can cast them without using any gesture at all.

Quick Spells will always specify what you will need to use. Some can be used with an Action, Bonus Actions, Reaction, and even a Free Action.

You can use multiple Quick Spells on the same turn, even if they require the use of your Action. For example, if you have the Double Action ability, you could use 2 Quick Spells that require an Action on the same turn.

Ritual Spells

Ritual Spells require a long time to be cast, as well as specific materials that are consumed when casting them.

You need to speak the spell incantation, have at least one free hand, and the necessary materials to cast a Ritual Spell.

Some Ritual Spells can take 10 minutes, while others may require 8 hours to cast. The time and materials required are always specified by the spell.

The energy used in Ritual Spells comes from the materials used, not the caster. You don’t use Mana to cast Ritual Spells, even if they are Level 1 or higher.

Spells Reach

Some Spells have a specific reach for their effects.

Any target of that spell must be within the reach of the spell, and you must also be able to see that target, unless that spell specifies otherwise.

The target of the spell can be a creature or a point in space. So you need to be able to see that creature or point, which means it can’t be in Full Cover or Invisible for example.

Some spells also have a reach of self, which means that the spell affects only you. Some spells also have a reach of touch, which means that you need to touch a creature to affect it with the spell, yourself included.

Spell Duration

When a spell has a duration, it will last for a certain amount of time, after which the spell ends.

Some spells also require you to use your Concentration skill, which will be indicated in the spell’s Duration. If your Concentration is broken, the spell will also end.

Stacking Spells

Spells with the same name don’t stack.

If two Clerics cast the Bless spell on the same target, that target would only benefit from the effect of 1 Bless spell.

However, if the spells don’t have the same name they can stack, giving multiple effects to the same creature at once.

Subtle Casting

In some situations, you may want to cast a spell without anyone noticing it. The type of spell will determine how hard it is for people to notice you.

If you are casting a Normal Spell, you must make a Sleight of Hand check to make the gestures of that spell without being noticed. This check’s DC is equal to the highest Passive Perception of the creatures around that are seeing you.

You must also make a Deception check to deceive anyone who is hearing the chanting of the spell. If you whisper the chanting, only creatures that are within 30 feet of you can hear you, but then you make this Deception check with disadvantage. This check’s DC is equal to the highest Passive Insight of anyone who is hearing you.

If you are casting a Quick Spell, you only need to make this Deception check, as you only need the chanting.

Ritual Spells cannot be cast in a subtle way because they require more time and effort to be cast.

Forbidden Spells

Spells can be dangerous, some more than others.

There are many spells that can be dangerous for the caster, and therefore, they are considered forbidden.

Forbidden spells are a taboo and can bring many curses and disastrous effects when out of control, and even use living beings as sacrifices.

The curses and negative effects will always be specified by the spell you are using. Nothing is stopping you from using those spells, but be aware that they can have many consequences…

Spell School

Each spell comes from a specific school of magic. There are a total of 8 schools of magic as shown in the list below:

Chronomancy

Chronomancy spells have the ability to alter time itself, by either making it flow faster or slower. They can be used to make a creature move faster or slower, stop time itself and even travel to the past or future.

Conjuration

Conjuration spells have the ability to alter space itself. They can be used to create portals, summon creatures from distant places and even alter space so that the interior of a bag becomes larger than the exterior of it.

Divination

Divination spells have the ability to reveal hidden or unknown knowledge, such as lost lore, unfamiliar languages, true emotions, and information about places you have never been

Enchantment

Enchantment spells have the ability to influence the mind. They can make a person like you, be scared of you, change their memories or even control a creature’s body entirely.

Ignition

Ignition spells have the ability to ignite pure energy and then control it. They can be used to create explosions, lasers, barriers and missiles of energy and many other things.

Illusion

Illusion spells have the ability to manipulate the perception of the world. They can create sounds and images that don’t really exist, deceiving other people in the process.

Necromancy

Necromancy spells have the ability to manipulate souls. They can create undead creatures, steal vitality from others, or even bring someone back to life. Necromancy spells are not typically well-regarded by others, as they are often the cause of many curses and disasters around the world.

Transmutation

Transmutation spells have the ability to alter matter. They can transform an object by changing its material, weight and size, creating a completely different object in the process. They can be used to manipulate the body, either by healing it or transforming it into a different creature for example.