Aether is the source of magic in the world of Veth’arden, existing in all things, whether living or inanimate. It flows across the land like magical rivers, forming aether currents prized by spellcasters for their ability to amplify spell effects.
Aetherpool
An Aetherpool is the personal reservoir of Aether within a creature or object. This inner Aether can ebb and flow almost of its own accord, but focused training allows some individuals to gradually expand their pools. While it’s widely believed that everyone has a natural cap on how much Aether they can contain, a rare few are born with exceptional capacity—these are the heroes (including your Player Characters) who accomplish remarkable deeds.
In game terms, ordinary NPCs (farmers, shopkeepers, etc.) have very small Aetherpools, whereas those with class levels develop greater reserves by honing their abilities. Magic-based classes, such as Wizards and Sorcerers, either learn or inherit the means to manipulate Aether from their surroundings or from within. Because commanding Aether is difficult without specialized training or supernatural talent, academies have arisen to teach the finer points of magical control.
Casting with Internal Aether
Most spellcasters draw on ambient Aether around them to power their spells—this is the common and safest approach. However, they can also cast spells by funneling personal Aether from their own reserves. This internal casting is more potent, as the Aether is highly concentrated, but using it carelessly can be lethal and is therefore generally discouraged.
Internal Casting: Overview
In Veth’arden, Aether permeates all things. Spellcasters typically draw upon ambient Aether (their daily spell slots or spell points). Internal Casting represents drawing directly on your own life force, granting unique benefits at the cost of your Hit Points.
Internal Casting lets you replace standard spell slot (or spell point) usage with life force drawn from your own Aetherpool. This method grants potent benefits—such as Metamagic-like augmentations—but comes with the risk of draining your Hit Points (HP) to the point of collapse.
Key Points
Spell Points (DMG Variant)
- You normally have a daily pool of spell points based on your caster level (see Dungeon Master’s Guide, p. 288–289).
- Spell levels cost a certain amount of points as shown in the table below.
Spell Level | Spell Point Cost |
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
6th |
9 |
7th |
10 |
8th |
11 |
9th |
13 |
Internal Points (Fueled by HP)
- Instead of (or in addition to) your daily spell points, you can burn HP to create internal points (IP) at a rate of 1 IP = 5 HP.
- You do this immediately when you decide to cast a spell using your own Aether.
Spell Level | Spell Point Cost | HP Cost |
1st |
2 |
10 HP |
2nd |
3 |
15 HP |
3rd |
5 |
25 HP |
4th |
6 |
30 HP |
5th |
7 |
35 HP |
6th |
9 |
45 HP |
7th |
10 |
50 HP |
8th |
11 |
55 HP |
9th |
13 |
65 HP |
Purely Internal Casting
- To receive any augmentations, you must fuel the entire cost of the spell with internal points. Mixing internal points and normal daily spell points does not grant augmentations (unless your DM rules otherwise).
Three Augmentation Maximum
- You can enhance a single spell with up to three total augmentations.
Possible Death
- If the total HP cost reduces you to 0 or below, the spell still completes, then you drop unconscious. (You may have a “miracle roll” on a natural 20 to survive at 1 HP—check your DM’s house rule.)
Step-by-Step: Casting a Spell with Internal Aether
Pick the Spell & Level
- Determine the spell level you want to cast (or upcast). Check its spell point cost from the DMG table.
Calculate Base HP Cost
- Multiply the cost in points by 5 HP.
- Example: A 3rd-level spell costs 5 points → 25 HP if fueled entirely by internal Aether.
Choose Augmentations
- By default, if you cast a spell purely with internal points, you get 1 augmentation for free (the “base” benefit).
- Additional augmentations cost +2 internal points (i.e., +10 HP each). You can buy up to 2 more (for a total of 3 augmentations).
- Tally the final IP cost → multiply by 5 HP = your total HP burn.
Pay the HP Cost
- Subtract that HP from your current total.
- If this brings you to 0 or below, finish casting, then suffer the consequences (unconsciousness or possible death).
Apply the Augmentation Effects
- Use the list below to determine how your spell is enhanced. Each augmentation you purchase or get from internal casting adds an extra effect.
Augmentation Menu
When you fully power a spell with internal Aether, you gain one of the following effects for free. For each additional 2 IP (10 HP) you spend, you can select one more effect, up to a total of three.
If multiple effects logically conflict, the DM may decide how they combine or if they’re disallowed.
Augmentation | Effect |
Augmented Damage |
You add +1 damage die per spell level to the spell’s damage. (e.g., a 3rd-level spell that deals 6d8 would deal 6d8 + 3d8 = 9d8 total.) |
Heightened Save |
Targets have disadvantage on their first saving throw against the spell or you gain +2 to your Spell Save DC (pick one). |
Enlarged Area |
The spell’s area of effect (radius, length, cone, etc.) is increased by 50% (round to a convenient measurement). |
Extended Duration |
If the spell’s duration is at least 1 minute, double it (up to a 24-hour max). |
Quickened Casting |
If the spell’s casting time is 1 action, you can cast it as a bonus action instead. (Remember normal 5e restrictions on bonus-action spells in the same turn.) |
Lingering Effect |
After the spell’s initial effect, it deals half damage (or a partial effect) again at the start of your next turn. The DM decides how this applies to spells without direct damage. |
Piercing Magic |
The spell ignores resistance to its damage type(s immunity is treated as resistance. |
Subtle Casting |
The spell requires no verbal or somatic components (and no non-costly material components). |
Range Increase |
If the Spells Range is Self or Touch it's range becomes 30 feet. If the spell’s range is ≥ 30 feet, double it (e.g. 60 ft. → 120 ft.). |
Focused Force |
For a single-target spell, a natural 1 on the target’s save counts as a critical fail, or a spell attack crits on a 19–20 (pick one). |
Example: 5th-Level Wizard Casting Fireball with Internal Aether
- Base Spell: 3rd-level fireball = 5 points.
- Base IP Cost: 5 IP × 5 HP/IP = 25 HP. That yields 1 free augmentation.
- Choose Additional Augmentation: The wizard wants 2 total augmentations—maybe Augmented Damage and Heightened Save. Each extra augmentation beyond the first is +2 IP → 2 more points = +10 HP.
- Total: 7 IP → 35 HP.
- Result: The fireball deals 8d6 + 3d6 = 11d6 damage, and enemies have disadvantage on their first save. If the wizard’s max HP was 40 and they drop to 5 HP, that’s risky but potentially battle-winning.
Safety & Setting Notes
- High Risk: This system is meant for dramatic moments. Overuse can kill or severely weaken a caster mid-battle.
- DM’s Discretion: Some DMs restrict how often you can do this, or add exhaustion effects if you do it multiple times per day.
- Non-Damaging Spells: The augmentation menu clarifies potential boosters (e.g., Extended Duration, Heightened Save, etc.). The DM can adjudicate tricky cases.
- Healing Loops: Party healers might offset the HP cost, but time and spell slots are still a resource. The DM may limit or monitor synergy to avoid abuses.