Spells (Hyrule Supplement)

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Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
The Depths
Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Exotic Races
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, zealot, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, lightning, shadow, time, water, wind
Scion: dragon, fairy, mask, sword, poe, demon
Backgrounds & Languages
Feats
Spells
Sage and Researcher Spell Lists
Other Spell Lists
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.


In Hyrule, player-characters gain a certain amount of stamina points or magic points per level. The type and amount gained vary depending on the class in which the character is gaining a level.

As with hit points, a character's current points can be any number from the character's point maximum down to 0.

Magic Points[edit]

Spell Level Magic Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 12

Magic points are used primarily to cast spells, and replace spell slots in this setting. Casting a spell normally requires the expenditure of a specific number of magic points. (See the adjacent table.)

Initially, casting a spell requires expending a number of points equal to 1 + spell level. From 3rd level spells up, it requires 2 + spell level. From 6th level spells up, it requires 3 + spell level.

A character can cast a spell at a higher level than normal by expending additional magic points. For example, casting magic missile, a 1st-level spell, normally costs 2 magic points. It can be cast as a 3rd level spell, improving its damage output, by expending the magic points needed to cast a 3rd level spell—which is 5 magic points.

Spells of 6th level and higher are particularly taxing to cast. Once a character casts a spell of 6th, 7th, 8th, or 9th level using magic points, the character cannot cast a spell of that level again until after completing a long rest, even if there are magic points to spare.

Magic points are fully restored after a long rest. Some class features and magic items can restore magic points.

Stamina Points[edit]

Stamina points are used mainly to make called shots, for certain class features, and for a few magic items. Of the base classes, only fighters, Oathsworn, opportunists and hunters gain stamina points.

Any character with stamina points can expend them in place of magic points. Doing so simply requires expending 1 stamina point for every 1 magic point that would need to be expended. Any stamina points used in this way do not replenish until the character completes a long rest. Otherwise, stamina points are fully replenished upon completing a short rest.

Maximum Spell Level[edit]

Spellcaster Level Max Spell Level
1 1st
3 2nd
5 3rd
7 4th
9 5th
11 6th
13 7th
15 8th
17 9th

Regardless of your class or spell list, you can never learn a spell with a level that exceeds your maximum spell level. Determine your maximum spell level as follows:

Maximum Level = (Spellcaster Level + 1) / 2

You determine your spellcaster level by adding together all your levels in the researcher and sage classes, and half your levels (rounded down) in the oathsworn and scion classes. You can also add half your levels (rounded down) in the opportunist and fighter classes, but only if you are a garo or spellsword, respectively. You can add one third of your levels (rounded down, min 1) in the hunter class, but only if you have a Style Sync that grants you spells of 1st level or higher.

Spell List[edit]

Researchers and Sages each have a base spell list provided by their class, and an expanded spell list provided by a subclass.

Most Oathsworn also gain spells from a Sage's spell list, dependent on their subclass.

Sage and Researcher Spell Lists

Although Scions can all cast spells, a scion's spell list is completely dependent upon its subclass.

Fighters and Opportunists can become spellcasters depending on their choice of subclass (Spellsword and Garo respectively).

Likewise, Hunters only become spellcasters upon gaining a Style Sync feature from their subclass.

Other Spell Lists

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