Magic

Note: This magic system is not being used for our The Veilwood campaign and is here for archival purposes only.

Changes have been made to magic in order to accommodate this campaign’s low-magic setting and theme, as well as addressing the problems found in the base game’s spell casting system.

Spell Points

We utilize a custom spell points system, which replaces spell slots for all characters regardless of class. With this system, you have a number of spell points, equal to your Constitution modifier, plus four times your character level (Spell Points = (4 x character level) + Constitution modifier). Spell points are expended when you cast spells and are refreshed after you complete a long rest.

The number of spells you know and the level of those spells is handled normally (as described in the Player’s Handbook), it is not tied to the spell points system. For most spellcasting classes, this means referring to your spell slots per spell level chart in your class entry to determine when certain level spells become available.

For example, a 5th level wizard has ~20 spell points, but does not gain access to 5th level spells until they reach level 9.

Regaining Spell Points

Spell points are regained in the same manner in which spell slots are normally refreshed, by either taking a short or long rest as according to your class.

Casting Spells

To cast a spell, you first spend a number of spell points equal to 1 plus the level of the spell (cantrips cost 1 spell point), in addition to whatever requirements your class and the spell itself normally dictates. Whether the spell succeeds or fails, the spell points are always spent.

Spells that are indicated as being able to be cast at a higher level in their spell description can be done so using this system. When casting at a higher level, the spell point cost is equal to 1 plus the new level of the spell (the same as if you were to cast a spell at the new level in the first place).

Rituals

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting (including the rules contained in this document, of course), or the spell can be cast as a ritual. The ritual version of the spell takes 10 minutes longer to cast than normal.

Using Vitality

If you run out of spell points, you can still cast spells using your hit points as a resource. The cost to do so is double that of normal casting. For example, a spell that normally costs 2 spell points to cast using spell points costs 4 hit points.

Ley Lines & The Winds of Magic

Ley Lines

Across the entirety of the planet are ley lines, also called force lines or mana lines, which are invisible power lines that conduct magical energy. Ley lines amplify magic being used in their vicinity. Ley lines vary in intensity, with three key levels:

  • Root Line. These are the largest, most powerful lines and connect networks of smaller lines together.
    • You have advantage on spell attacks when standing in the vicinity of a root line.
    • You have disadvantage on saving throws made against spell effects when standing in the vicinity of a root line.
    • Spells do maximum damage in the vicinity of root lines.
    • You have four times your normal spell points while standing on a root line. These spell points are lost when you leave the area.
    • Resurrections get three total Death Saving Throw attempts when conducted in the vicinity of a root line (we use custom resurrection mechanics, explained later in the guide).

  • Trunk Line. These lines stem outward from root lines.
    • You have advantage on spell attacks when standing in the vicinity of a trunk line.
    • You have three times your normal spell points while standing on a trunk line. These spell points are lost when you leave the area.
    • Resurrections get two total Death Saving Throw attempts when conducted in the vicinity of a trunk line.

  • Branch Line. These are the smallest and weakest of the ley lines, but also the most commonly found.
    • You have two times your normal spell poinst while standing on a branch line. This spell point is lost when you leave the area.

Winds of Magic

There is a phenomenon known as the winds of magic, which can carry the magical energies conducted by ley lines over vast distances, amplifying magic in the areas they are blowing. These winds can also produce storms, causing unpredictable effects when magic is used.

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