Magical Rules (Walls of Elisia Supplement)

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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

Spellcasting classes (Wise, Smart, and Charismatic Characters) available to player-characters use a version of the Spell Points variant rule described on page 288 of the Dungeon Master's Guide, referred to in this setting as Magic Points.

Magic points are used primarily to cast spells, and replace spell slots in this setting. Casting a spell 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, 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 a limited amount of magic points


The following spells are useable within the walls


Cantrips (0th level)[edit]

1st level[edit]

2nd level[edit]

3rd level[edit]

4th level[edit]

5th level[edit]

6th level[edit]

7th level[edit]

8th level[edit]

9th level[edit]