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Magic and Spells

Magic is an inherent part of the world, and can be harnessed to create a wide variety of unique and useful effects. Magic can be wielded directly as spells, or used in the form of enchanted items.

Mana

Mana is a source of magical energy that is used to fuel both spells and magical items. Your mana pool begins with a value based on your race plus your Lore. Exactly how your mana must be invested in order to use spells depends on what type of magic you are using. You cannot share the same mana between multiple effects at the same time.

Supplying mana to magical items works differently. You can choose to add mana from your pool into a magical item in your possession at any time, but you can only return the mana to your pool after a long rest. You do not need to have the item in your possession to do so. Most magical items require a minimum amount of mana to be stored in them in order to function, and have increased potency with additional mana. You can use an item that is powered by someone else's mana, but if they later die or choose to reclaim the mana after a long rest, then the item loses any mana they put into it. If an item has mana from multiple sources powering it, only the single greatest value from all sources is used to determine the item's strength.

Spellcasting

There are several different methods by which characters can cast spells, but in order to use any of them, you must first have an ability that gives you access to a type of magic. Each method has its own strengths and limitations, as well as its own associated spell list. You cannot cast a spell on a list for which you do not have the associated skill.

General Rules

Some rules apply to all types of magic. Regardless of which system you use to cast a spell, if it references any of these rules, it is always handled the same way.

Learning Spells

Spells are divided into different schools of magic. In order to learn a spell, you must have the school's associated skill at a level equal to the level of the spell you wish to learn. Learning a new spell costs 10 AP per level of the spell.

Disrupting a Spell

Disrupting a Spell
Wound Level TN
Light10
Moderate12
Severe15
Critical20

Spellcasting requires intense focus and is easily interrupted. Any time you take damage while you are casting or preparing a spell, you must make a Focus (Vit) check with a TN based on the level of wound received as indicated in the table to the right. If you fail the check, your action is interrupted. Certain highly distracting situations may also call for a check, at the GM's discretion.

Spell Descriptions

Spell descriptions include several pieces of information. Some are included in every spell, while others only apply to certain spells and may or may not be included. The different headings are described below. After all applicable headings for a spell is the effect description, which details exactly what the spell does.

Trigger

If the spell requires a certain condition before it can be used, this is listed here.

Speed Class

The speed class of the action to cast the spell. If it says "Instantaneous," the spell takes no time to cast and can be combined with another action or with its trigger.

Target

The creature, object, or area affected by the spell and the maximum range of the spell. Often, this can be modified by spending additional stamina or mana on augmentations.

Duration

How long the spell lasts. If no unit is specified, the duration is measured in counts. If the duration includes the words "up to" in the text, then you may end the spell at any time before the duration expires if you choose. Otherwise, it continues until the end of its duration or until interrupted or dispelled.

Cost

How much stamina must be spent to activate the spell and how much mana must be invested into the spell.

Augmentations

If this entry is included, then you may spend the listed stamina or invest the listed mana in order to improve the effect of the spell as described. Each augmentation must be purchased individually for each casting, and you may purchase the same augmentation multiple times, stacking the effect. Costs for augmentations that increase the duration are paid when the spell would normally expire due to reaching the end of its duration, while other costs are paid when the spell is cast.

Spell List

Spells below are listed alphabetically by school and level.

Blade Magic

Level 1

Speed Class: C+
Target: One bonded weapon
Duration: 30
Cost: 2 mana, 1 stamina
Augmentations: 1 stamina: +20 counts

Your bonded weapon transforms into pure fire, except where you are holding it. All damage dealt by the weapon becomes fire damage for the duration.

Speed Class: C+
Target: One bonded weapon
Duration: 30
Cost: 2 mana, 1 stamina
Augmentations: 1 stamina: +20 counts

Your bonded weapon transforms into a chilling, misty vapor and absorbs heat from anything it touches. All damage dealt by the weapon becomes cold damage for the duration.

Speed Class: C+
Target: One bonded weapon
Duration: 10
Cost: 2 mana, 1 stamina
Augmentations: 1 stamina: +10 counts

You increase the maximum reach of one of your bonded weapons by 1 yard + 1 yard for every additional 3 mana invested. You may optionally increase the optimal reach by up to the same amount.

Speed Class: C+
Target: One bonded weapon
Duration: 30
Cost: 2 mana, 1 stamina
Augmentations: 1 stamina: +20 counts

Your bonded weapon transforms into pure energy visible as sparks of electricity. All damage dealt by the weapon becomes lightning damage for the duration.

Level 2

Trigger: You hit a target with your bonded weapon.
Speed Class: Instantaneous
Target: One target struck by your attack
Duration: Instantaneous or 5 minutes (see text).
Cost: 5 mana, 3 stamina

Make an Arcana (Rsn) check and compare it to the mana cost of each persistent magical effect currently affecting the target. If you know a specific effect, you may target that effect before others; otherwise, the effects are targeted in order of increasing cost. If the check result is greater than or equal to the effect's mana cost, that effect is dispelled and the check result is reduced by that value before being compared to the next effect.

A dispelled spell effect is treated as if the duration of the spell used to create it had expired. Continuous effects granted from magical items are instead suppressed for 5 minutes, after which they begin functioning normally.

Speed Class: C
Target: One bonded weapon
Duration: 30
Cost: 3 mana, 2 stamina
Augmentations: 1 stamina: +15 counts

Your weapon becomes invisible to everyone but you. If you make a melee weapon attack against your opponent's standard defense, his defense is reduced by the number of yards from you to your target, down to a minimum of his passive defense value.

Level 3

Speed Class: A
Target: One bonded weapon
Duration: 60
Cost: 5 mana, 3 stamina
Augmentations: 1 stamina: +15 counts

Choose a bonded weapon. You gain a +1 bonus to the speed class of all attacks with this weapon.

Speed Class: C+
Target: One bonded weapon
Duration: 30
Cost: 6 mana, 3 stamina
Augmentations: 1 stamina: +10 counts

When you deal a wound with your bonded weapon, the target gains 1 fatigue per level of the wound dealt and loses the same amount of stamina.

Trigger: You hit a target with your bonded weapon.
Speed Class: Instantaneous
Target: One target struck by your attack
Duration: 30
Cost: 3 mana, 4 stamina
Augmentations: 1 stamina: +10 counts

After hitting your target, your weapon emits binding tendrils of energy that hold the target in place. Until the spell ends, the target is unable to move on its own. If another creature attempts to move the target, it must make an Athletics (Str) check against your Arcana (Rsn) to do so. Once it has made the check, it can move the target freely as normal. Moving the creature does not end the spell.

The target may escape by taking the escape action against a TN of your passive Arcana (Rsn). On a success, the spell ends.

Trigger: You make an attack with your bonded weapon.
Speed Class: Instantaneous
Target: A space within 10 yards
Duration: Instantaneous
Cost: 3 mana, 3 stamina
Augmentations: 1 mana: +3 yards

You conjure two invisible portals, one at a location within range and one immediately adjacent to you. You do not need to be able to see the target, but it must be known to you or else precisely specified. Your bonded weapon can be used to attack through the portal, but nothing else may pass through. Make your attack as if your space and the space with the target portal were adjacent to each other. You cannot see through the portal, so if you are unable to see the target, you take a -5 penalty to your attack roll as if you were blinded.

Level 4

Trigger: You make a ranged attack with a bonded weapon that uses ammunition.
Speed Class: Instantaneous
Target: All creatures within 1 yard of your target
Duration: Instantaneous
Cost: 5 mana, 4 stamina
Augmentations: 2 stamina: +1 yard
4 mana: +1d6 damage

If you hit the target with your attack, the ammunition explodes on impact. The target and all creatures within range of the target are subject to an unblockable Arcana (Rsn) attack against their Reaction (Spd) defense that deals 1d6 damage of the same type as the original ammunition. You can increase the damage dealt by 1d6 for every additional 4 mana invested.

Trigger: You make an attack with your bonded weapon.
Speed Class: Instantaneous
Target: Self
Duration: Instantaneous
Cost: 6 mana, 3 stamina

Your attack ignores the target's defense and threshold modifiers from armor, shields, and weapons, and you treat the target's armor class as unarmored, regardless of armor worn or natural armor.

Bloodline Magic

Level 1

Speed Class: A+
Target: One object within 3 yards
Duration: Instantaneous
Cost: 1 mana, 1 stamina
Augmentations: 1 stamina: +1 object
1 mana: +1 yard

You immediately ignite an easily flammable object, such as a candle, a torch, or tinder. If the object is in another creature's possession, you must succeed on an Arcana (Rsn) attack against their Reaction (Spd) in order to ignite the object.

Level 2

Speed Class: D+
Target: Self or one creature touched
Duration: 20 minutes
Cost: 5 mana, 3 stamina
Augmentations: 4 mana and 4 stamina: +1 target
1 stamina: +10 minutes

The target treats ambient light as one step brighter and all light sources as having double their normal range.

Level 3

Speed Class: B
Target: Self or one creature touched
Duration: Up to 10 minutes
Cost: 4 mana, 3 stamina
Augmentations: 5 mana and 1 stamina: +1 target
1 stamina: +1 minute

The target becomes invisible for the duration and remains completely undetectable by sight as long as he moves no faster than a walking pace (half his base speed) and does not speak above a whisper or generate other sounds of a similar or greater volume.

If the target fails to follow these restrictions, such as by running, making a melee attack, clapping his hands, and so on, he temporarily becomes visible, though somewhat distorted and translucent. This lasts for as long as the target continues to move quickly or make noise plus for 5 counts afterwards. While distorted in this way, the target is not considered invisible, but still gains a +2 bonus to Defense and to Stealth checks to avoid being seen.

Tome Magic

Level 1

Speed Class: C+
Target: One target within 30 yards
Duration: Instantaneous
Cost: 3 mana, 1 stamina
Augmentations: 1 mana: +10 yards

You launch a magical bolt of fire at a target. Make an Arcana (Rsn) attack against the target's Defense. On a hit, you deal 2d8 + Reason fire damage.

Speed Class: A
Target: 1 orb within 3 yards
Duration: Up to 10 minutes
Cost: 1 mana, 1 stamina
Augmentations: 1 mana: +1 orb
1 mana: +3 yards
1 stamina: +20 minutes

You conjure small, glowing orbs that appear within range. Each orb emits a pale blue or green light, granting dim light within 5 yards and shadowy light for another 5 yards. If the dim light of two or more orbs overlap, that area has moderate light.

The orbs are weightless and intangible, floating and moving as you direct them, including through solid objects, at any speed you desire. You may extinguish any or all lights and recreate them at any time as long as the spell has not ended. Controlling the lights does not require an action and can be done at any time, provided you are conscious.

If a light is ever farther from you than the maximum range, you lose control over it until you move within range again. Uncontrolled lights remain in place and cannot be extinguished except by the spell ending.

Speed Class: D
Target: All magic within 10 yards of you
Duration: Instantaneous
Cost: 1 mana, 1 stamina
Augmentations: 1 mana: +3 yards

You immediately become aware of the presence of any magical objects, ongoing spells, or other magical effects within range. You can pinpoint specific sources of magic within line of sight and you learn the approximate distance and direction to other effects that you cannot see (such as "a few yards ahead and a little to the left").

Effects that specifically block magical detection methods prevent this spell from revealing any protected magic sources. Invisible targets can be detected but not pinpointed.

Level 2

Speed Class: C+
Target: A 15-foot-radius sphere centered on a point within 30 feet of you
Duration: 30
Cost: 3 mana, 3 stamina
Augmentations: 1 stamina: +10 counts
1 mana: radius +5 feet
1 stamina: range +15 feet

A cloud of thick black smoke erupts from the point you choose within range, filling the area and blocking all sight. Solid barriers prevent the smoke from passing through, but it can spread around corners and through crevices to reach the full area.

Creatures and objects in the area when the spell is cast are coated with a black sooty substance that persists after the spell ends. It can be washed away normally. All creatures that breathe within the area must make a Focus (Vit) check against the caster's passive Arcana (Rsn). On a failure, they begin coughing, suffering a -2 penalty to Dexterity for a number of counts equal to the margin of failure. On a success, they are immune to the coughing effect for a number of counts equal to the margin of success. At the end of this time, if they are still in the smoke, they must make the check again.

Level 3

Speed Class: D+
Target: Self or one creature within 5 yards
Duration: Up to 10 minutes
Cost: 4 mana, 3 stamina
Augmentations: 5 mana and 1 stamina: +1 target
1 stamina: +5 yards
1 stamina: +1 minute
1 mana: +1 TN

The target is protected from being noticed by others. Anyone who can see or hear the target when the spell is cast is not affected, but all other creatures must make an Arcana (Prc) check against a TN equal to your passive Tome Magic (Rsn) or else be unable to perceive the target either visually or auditorily for the duration. You may invest additional mana when casting the spell to increase the TN of the check by the amount of mana invested.

If the target performs any action that can be perceived by an affected creature (such as attacking another creature within sight, opening a door, and so on), the creature is allowed to make a new check immediately to see the target, with a cumulative +2 bonus for each time this check is made. If the triggering action directly affects the creature, such as a push or attack, the effect immediately ends with respect to that creature.

If you attempt to cast this spell on an unwilling target, you must succeed on a Tome Magic (Rsn) attack against its Arcana (Prs) or the target is unaffected.