Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Casting Rules

Spellcasting Rules

Declaring a School of Affinity

When a character first gains the Magic skill, they declare one of the eight schools described above — Abjuration, Conjuration, Divination, Elemental, Illusion, Necromancy, Restoration, or Transmutation — as their School of Affinity. This declaration is permanent. A School of Affinity is not a curriculum; it is a reflection of the self. It cannot be untrained or swapped out. If the character's story demands a shift so profound that their inner nature has genuinely changed, this is a matter for the Game Master to adjudicate as a significant narrative milestone, not a mechanical transaction.

Affinity Benefits

A character with a declared School of Affinity gains the following two benefits, which apply exclusively to spells belonging to their chosen school:

Interaction with Spells of Multiple Schools

Some spells list more than one school (e.g., Illusory Dragon: Conjuration, Illusion). If a spell lists your School of Affinity among its schools, it qualifies for both Affinity benefits in full.

Example

Serath is a caster with a Magic skill of +3 (Mana Pool: 9) and a School of Affinity in Necromancy. She also has a separate Affinity Mana Pool of 2, usable only on Necromancy spells.

She casts Finger of Death (Level 5, Mana Cost 5). Because it is a Necromancy spell, it costs her only 4 Mana from her standard pool. She could also draw from her Affinity Pool to cover part of that cost, spending 2 Affinity Mana and 2 standard Mana instead — preserving her standard reserves.

Later, the encounter ends and the party takes a short rest. Serath's standard Mana pool does not recover, but her Affinity Mana Pool of 2 fully refills — ready to support the next casting of a Necromancy spell.

Spell Knowledge Limits

Characters in ELDRA learn spells following a Tiered Progression based on their Magic skill level. The number of known spells is limited, with higher-level spells being rarer. At each spell level, a character knows one fewer spell than at the level below. For example, a character with a Magic skill level of 3 knows: 1 spell from Level 3, 2 spells from Level 2, 3 spells from Level 1.

Learning Additional Spells: In addition to their base known spells, characters may learn additional spells by:

Training Requirements:

Spell Keywords Some spells include one or more keywords that further define how they function:

Spell Format Each spell includes the following:

Note: All spellcasters follow the same core casting rules unless their class, stunts, or abilities modify them.