Magic & Rituals
How spells work, casting checks, cantrips, and ritual casting in Stygian Depths.
Magic Basics
Spells Per Day (Not Spell Slots!)
- You don’t have traditional spell slots.
- When you successfully cast a spell, you can cast it repeatedly until you fail the casting roll.
- When you fail to cast a spell, you lose that spell for the day.
- Each spell you know can be cast multiple times per day as long as you keep succeeding on your casting checks.
Casting a Spell
Standard Casting
- Choose a memorized spell you know.
- Declare you’re casting it (uses your action in combat).
- Roll 1d20 + INT or WIS modifier.
Example:
You’re a level 3 Arcanist casting Elemental Sphere (Journeyman level = spell level 1) with one fire rune attached.
You need to roll 1d20 + INT vs. DC 12 (10 + 1 for spell level + 1 for rune).
You roll a 9 + 3 (INT) = 12. Success! The spell works, and you can cast it again later.
Spell Attack Rolls
If your spell requires hitting a target (not an area effect):
- First, make your casting check to successfully cast the spell.
- If successful, THEN make an attack roll to see if you hit the target.
- Roll 1d20 + INT/WIS modifier vs. the target’s AC.
Note: Area effect spells don’t require attack rolls — they just affect everything in the area.
Cantrips
You can create minor magical effects related to your known spells at the DM’s discretion, without rolling or losing the spell.
- These are for utility and flavor, not combat-level power.
- Your DM decides what’s reasonable.
Examples (based on actual spell descriptions):
- Mage with Elemental Sphere: Can create tiny flames or sparks.
- Shaman with Cure: Can diagnose minor ailments by touch.
- Arcanist with Detect Magic: Can make small objects glow faintly.
Ritual Casting
Any character who knows a spell can cast a more powerful ritual version.
Standard Ritual
- Takes 10 minutes per spell level.
- Try to meet DC 10 + spell level.
- Each metamagic rune attached adds +1 to DC.
- Success: Spell works as described; you can cast it again later.
- Failure: Spell fizzles; you lose that spell for the day.
- Natural 1: Miscast! Roll on the miscast table.
Open-Ended Ritual
- GM adjudicates time, DC, materials needed, and requirements.
- Allows creative magical effects related to spells you know.
- Example: A mage with Fireball performs a ritual to burn down a building.
- Success depends on the DM’s judgment of the situation.
Spell Schools
There are 8 spell schools, each with different themes. You must spend 3 talent points to open a school before you can learn any spells from it:
- Warding: Protection, healing, dispelling
- Destruction: Damage and smiting
- Creation: Making objects and creatures
- Perception: Detection and divination
- Manipulation: Mind control and commands
- Transmutation: Changing forms and properties
- Temporal: Teleportation and time effects
- Malady: Curses, diseases, and afflictions