LOURDIN RPG GUIDE

Spell System Guide

Magic & Spellcasting Mechanics

Four classes cast spells in Lourdin RPG: Wizard (INT), Cleric (WIS), Paladin (CHA), and Bard (CHA). Each spell costs mana, which fully restores after every combat encounter. Spells are delivered via attack roll, saving throw, or auto-hit depending on the spell. Powerful spells have turn-based cooldowns. Monsters also cast spells — their archetype determines how aggressively.

Caster Classes
4 Classes
Spell Types
Damage, Heal, Buff, Debuff
Resource
Mana
Mechanic
D&D 5e Inspired

Overview

Lourdin RPG features a comprehensive D&D 5e-inspired spell system for spellcasting classes. Spells use mana, have cooldowns, level requirements, and affect single or multiple targets through five distinct AoE delivery methods. Even monsters use spells — their archetype determines how aggressively they cast.

Master arcane, divine, or bardic magic to become a powerful force on any battlefield.

THE FOUR CASTERS

Which Classes Can Cast Spells in Lourdin RPG?

Four character classes can cast spells, each with unique mechanics and spell focuses:

What the Spellcasting Stat Affects

Spell Attack Bonus: Added to d20 rolls on spell attacks
Spell Save DC: 8 + Stat Modifier + Proficiency Bonus — what enemies must beat
Mana Pool Size: Higher stat = more mana per level
Healing/Damage Bonus: Some spells add your stat modifier to the effect
THE WELLSPRING

How Does the Mana System Work?

Mana is consumed every time you cast a spell. Each spell has a fixed mana cost shown in the spell selection UI.

Mana Pool Formulas by Class

Wizard
10 + ((Level - 1) * 5) + (Level * INT Modifier)
Cleric
8 + ((Level - 1) * 4) + (Level * WIS Modifier)
Paladin
6 + ((Level - 1) * 3) + (Level * CHA Modifier)
Bard
8 + ((Level - 1) * 4) + (Level * CHA Modifier)

Mana Regeneration

  • After Combat: Full mana restored when the encounter ends
  • Mana Potions: Restore mana during combat — buy from the Merchant
  • Leveling Up: Maximum mana increases with level and stat improvements

Mana Management Strategy

  • Don't spend all your mana on the first enemies — save big spells for difficult waves
  • Keep emergency healing spells in reserve
  • When mana runs low, switch to weapon attacks to preserve resources
  • Carry Mana Potions for extended or Deadly encounters
  • Mana is fully restored after combat — spend it aggressively in long single fights
FOUR SCHOOLS OF EFFECT

What Types of Spells Are Available?

1. Damage Spells

  • Examples: Magic Missile, Fireball, Lightning Bolt, Sacred Flame, Scorching Ray
  • Damage Types: Fire, Cold, Lightning, Thunder, Force, Radiant, Necrotic, Psychic, Acid
  • Use Case: Primary offense — choose the right element to exploit monster vulnerabilities

2. Healing Spells

  • Examples: Cure Wounds, Healing Word, Mass Healing Word, Lay on Hands
  • Healing Bonus: Most healing spells add your casting stat modifier to the total
  • Use Case: Emergency survivability in solo play; keeping the party alive in multiplayer

3. Buff Spells

  • Examples: Shield (+5 AC for 1 turn), Bless (+1d4 to attacks for 3 turns), Shield of Faith (+2 AC), Bardic Inspiration (+1d6 to next roll)
  • Duration: Typically 1–5 turns depending on the spell
  • Use Case: Increase party damage or survivability before tough encounters

4. Debuff Spells

  • Examples: Vicious Mockery (-1d4 to enemy attacks), Slow (-2 AC + disadvantage), Blindness, Hold Person
  • Effects: Attack penalties, stunned, DoT, AC reduction
  • Use Case: Neutralize the most dangerous enemy — a stunned Brute deals zero damage
HOW SPELLS LAND

Spell Delivery Methods

Every spell uses one of four delivery methods that determine whether it hits and how it deals damage:

1

Auto-Hit

Spell always hits — no attack roll required. Guaranteed effect.
No roll needed — effect applies automatically
  • Examples: Magic Missile (3d4+3 force), Cure Wounds, Healing Word
  • Best For: Guaranteed damage when you can't afford to miss
2

Spell Attack Roll

Roll d20 + spellcasting modifier vs. target's AC. Can critically hit on a Natural 20.
1d20 + Casting Stat Modifier + Proficiency Bonus vs. Target AC
  • Examples: Ray of Frost, Scorching Ray, Guiding Bolt
  • Critical Hit: Natural 20 doubles damage dice — same as weapon crits
3

Saving Throw

The target rolls a saving throw against your Spell Save DC. Failure means full effect.
Spell Save DC = 8 + Casting Stat Modifier + Proficiency Bonus
  • Examples: Fireball (DEX save), Thunderwave (CON save), Hold Person (WIS save), Slow (WIS save)
  • Failed Save: Full damage or full effect applied
  • Successful Save: Half damage (damage spells) or no effect (control spells)
4

Self-Target

Spell affects only the caster — no roll needed, instant effect.
  • Examples: Shield, Haste, Stoneskin, Lay on Hands
  • Best For: Personal buffs and emergency self-healing

Saving Throw Types:

DEXMost common — dodge AoE effects like Fireball and Thunderwave
CONResist poison, disease, physical force
WISResist mind control, charm, Hold Person
STRResist physical push, grapple
INTResist illusions and mind tricks
CHAResist banishment and possession
FORCE MULTIPLIERS

Area of Effect (AoE) Targeting

AoE spells can damage or affect multiple targets simultaneously — the most powerful force multiplier in the game.

AoE Targeting Types

1. Single Target

Affects one enemy. Most spells and all weapon attacks use this.
  • Examples: Magic Missile (single), Cure Wounds, Ray of Frost

2. All Enemies

Hits every enemy in combat simultaneously. No target limit.
  • Examples: Fireball, Thunderwave, Chain Lightning
  • Mechanic: Each enemy rolls a separate saving throw
  • Best For: Large groups — use when facing 3+ enemies

3. Multi-Target

Hit up to X chosen targets (typically 2–3). Player selects specific enemies.
  • Examples: Scorching Ray (3 targets), Eldritch Blast (multi-beam)
  • Best For: Splitting damage between high-priority targets

4. Cleave

Primary target takes full damage; a secondary target takes reduced splash damage.
  • Primary: 100% damage
  • Secondary: Typically 50% damage
  • Best For: Focus damage with bonus splash pressure

5. Chain Lightning

Bounces between targets with diminishing damage per bounce.
  • Target 1: 100% | Target 2: 75% | Target 3: 50%
  • Examples: Chain Lightning, Arc Lightning
PATIENCE IS POWER

Cooldown System

Powerful spells have cooldowns measured in turns. The cooldown countdown appears in the spell selection UI.

How Cooldowns Work

  1. 1Cast a spell with a cooldown (e.g., Fireball — 4-turn cooldown)
  2. 2Spell becomes unavailable for X turns — shown in the spell list as "On Cooldown (3)"
  3. 3Cooldown decrements by 1 at the end of each of your turns
  4. 4When cooldown reaches 0, the spell becomes available again

Example Cooldowns

Divine Smite (Paladin)3 turns
Fireball (Wizard)4 turns
Mass Healing Word (Cleric)5 turns
Bardic Inspiration (Bard)2 turns

Cooldown Rotation Strategy

  • Save high-cooldown spells for dangerous enemies or boss encounters
  • Never waste Fireball on a single weak enemy — wait for a group
  • Plan a rotation: use Spell A on turn 1, Spell B on turn 3 while A cools down
  • Always have a fallback spell available — weapon attacks when all spells are cooling
THE GRIMOIRES

Class Spell Lists

Wizard — Arcane Damage & Control

Magic Missile
3d4+3 force, auto-hit, low mana — reliable guaranteed damage
Fireball
8d6 fire damage to all enemies, DEX save, 4-turn CD
Lightning Bolt
8d6 lightning to all enemies, DEX save
Shield
+5 AC for 1 turn — powerful reaction spell
Slow
-2 AC + disadvantage on target for 3 turns
Acid Splash
1d6 acid, low mana — efficient filler

Cleric — Divine Healing & Support

Cure Wounds
1d8 + WIS healing, single target, auto-hit
Healing Word
1d4 + WIS healing, quick cast, low mana
Sacred Flame
1d8 radiant, DEX save — ignores physical resistance
Bless
+1d4 to attack rolls for 3 turns — powerful party buff
Mass Healing Word
Heals all allies simultaneously, 5-turn CD

Paladin — Smites & Auras

Divine Smite
Burst radiant damage added to a weapon attack, 3-turn CD
Lay on Hands
Self-heal, emergency use, no mana cost
Shield of Faith
+2 AC for 3 turns
Cure Light Wounds
Small targeted heal, low mana cost

Bard — Debuffs & Inspiration

Vicious Mockery
1d4 psychic + -1d4 to enemy attack rolls for 1 turn
Healing Word
1d4 + CHA healing, quick cast
Bardic Inspiration
+1d6 to an ally's next roll, 2-turn CD
Dissonant Whispers
Psychic damage, WIS save, crowd control
KNOW YOUR ENEMY

Monster Spellcasting & Archetypes

Monsters are not passive opponents — they actively cast spells based on their archetype. Understanding which monsters cast spells and how often they do it changes your entire combat strategy.

Caster
~80%
AoE damage, debuffs, control — Kill Casters immediately — their AoE spells can wipe parties
Support
~60%
Heals and buffs allied monsters — Focus Support monsters first — preventing healing negates all your damage
Skirmisher
~30%
Single-target debuffs, DoTs — Use status effect cleanse spells or Cleric dispels to remove debuffs
Brute
~10%
Occasional burst damage spells — Low spell threat — treat as melee fighter, stack AC
Tank
~5%
Rare self-buffs (AC, resistance) — Almost never casts — use AoE spells to strip resistances

Monster Spell Behavior

  • When a monster decides to cast, it selects from its assigned spell list — each monster has specific spells based on type
  • Caster monsters prioritize AoE spells when multiple player characters are in range
  • Support monsters always attempt to heal the most wounded allied monster first
  • Monster spells use the same mechanics as player spells — saving throws, attack rolls, mana pools
  • Higher difficulty encounters spawn monsters with stronger spell variants and higher Spell Save DCs
Priority Rule
In any encounter with multiple enemies, kill in this order: Support → Caster → Skirmisher → Brute → Tank. Letting a Support monster heal while you fight the Brute is the most common mistake in Lourdin combat.
THE ARCANE ARTS OF WAR

Spellcasting Strategy

Solo Combat Tips

  • Turn 1: Use AoE spells (Fireball, Thunderwave) to deal damage to all enemies immediately
  • Mid Battle: Switch to single-target focus on Support and Caster archetypes
  • Low HP: Prioritize self-healing — dead casters deal zero damage
  • Low Mana: Use basic weapon attacks to conserve mana for emergencies

Party Combat Synergies

  • Bard + Wizard: Vicious Mockery debuff → Fireball combo = massive damage
  • Cleric + Party: Mass Healing Word on low-HP turns, Bless for sustained damage increase
  • Paladin: Save Divine Smite for when you roll a Natural 20 — doubled smite dice on crits
  • Communication: Call out cooldowns and mana levels so the party can time AoE bursts

Common Mistakes

  • Using AoE spells on a single enemy — waste of mana and cooldown
  • Burning all mana in wave 1 — save cooldown spells for tougher enemies
  • Ignoring Support monsters — they undo your entire last turn
  • No backup plan — weapon attacks are always available when mana is empty
  • Forgetting status effects — Slow or Blind on a Brute negates massive incoming damage
COMMON QUESTIONS

Frequently Asked Questions

Which classes can cast spells in Lourdin RPG?

Four classes are full spellcasters: Wizard (INT-based, highest damage, AoE specialist), Cleric (WIS-based, healing and radiant damage), Paladin (CHA-based, Divine Smite burst and support), and Bard (CHA-based, Bardic Inspiration and debuffs). Other classes reach similar effects through class features rather than a spell list.

How does mana work in Lourdin RPG?

Mana is the spellcasting resource for caster classes. At level 1 the pool is 10 for a Wizard, 8 for a Cleric or Bard, and 6 for a Paladin, and it grows with level and your spellcasting stat modifier. Mana fully restores after every combat encounter. Each spell costs a set amount of mana, and spending it all leaves you with basic weapon attacks until the fight ends.

How do AoE spells work in Lourdin RPG?

AoE spells hit more than one enemy at a time. The targeting types are Single Target, All Enemies (every enemy in the fight, each rolling its own saving throw), Multi-Target (up to two or three enemies you pick), Cleave (full damage to the primary target plus reduced splash on a secondary), and Chain Lightning (100% damage on the first target, 75% on the second, 50% on the third). AoE is at its most mana-efficient against three or more enemies.

What is a spell saving throw in Lourdin RPG?

Some spells force the target to make a saving throw instead of using an attack roll. The Spell Save DC is 8 + Spellcasting Stat Modifier + Proficiency Bonus. The enemy rolls 1d20 against that DC: a failed save means full damage or the full effect, and a successful save typically means half damage on a damage spell or no effect on a control spell.

How do spell cooldowns work in Lourdin RPG?

Powerful spells have cooldowns measured in turns. After you cast one, a counter appears in the spell list and decrements by 1 at the end of each of your turns until it reaches zero and the spell is available again. Fireball, for example, has a 4-turn cooldown, while Bardic Inspiration is back after 2 turns.

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