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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.

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 ability.

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 specialization 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 adding 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.

Augmentations

If this entry is included, then you may improve the effect of the spell as described by spending one or more augmentations. The manner by which you add augmentations to a spell is determined by the spell's school. Each augmentation applies only to a single casting, and you may purchase the same one multiple times, stacking the effect. You can apply a maximum of 5 + your Reason augmentations to a single spell.

Spell List

Spells below are listed alphabetically by school and level.

Blade Magic

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).

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.

Level 3

Trigger: You make an attack with your bonded weapon.
Speed Class: Instantaneous
Target: A space within 10 yards
Duration: Instantaneous
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
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

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
Augmentations: 1: +1 object
1: +3 yards

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
Augmentations: 2: +1 target
1: +10 minutes

The target treats ambient light as one step brighter, up to bright, 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
Augmentations: 2: +1 target
1: +3 minutes

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.

Summoning Magic

Level 1

Speed Class: D
Target: Self
Duration: 1 hour
Augmentations: 1: +3 yards to attack's range
1: +2 damage

You gain the ability to breathe fire as an action for the duration.

Action: Breathe Fire

Speed class: B

Stamina cost: 1

You exhale flames in a line 3 yards long. Make an Arcana (Rsn) attack against the Reaction (Dex) defense of the first target in the line. On a hit, you deal 4 fire damage. On a miss, repeat the attack against the next target in the line until it hits or reaches the limit of its range. You may choose to ignore an adjacent friendly target when making attacks.

Tome Magic

Level 1

Speed Class: C+
Target: One target within 30 yards
Duration: Instantaneous
Augmentations: 1: +10 yards
1: +2 damage

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 8 fire damage.

Speed Class: A
Target: 1 orb within 3 yards
Duration: Up to 10 minutes
Augmentations: 1: +1 orb
1: +3 yards
1: +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 a movement rate up to 18 (3 yards per count). Controlling the lights does not require an action and can be done at any time. You may extinguish or recreate any or all lights at any time before the spell ends as a speed class A action.

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
Augmentations: 1: +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 in range 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 5-yard-radius sphere centered on a point within 10 yards of you
Duration: 30
Augmentations: 1: +10 counts
1: radius +1 yard
1: range +5 yards

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. Any creature that breathes within the area must make a Focus (Vit) check against the caster's passive Arcana (Rsn). On a failure, it begins coughing, suffering a -2 penalty to Dexterity for a number of counts equal to the margin of failure. On a success, it is 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
Augmentations: 2: +1 target
1: +5 yards
1: +3 minutes
1: +1 detection 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 Arcana (Rsn) or else be unable to perceive the target either visually or auditorily for the duration.

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 an Arcana (Rsn) attack against its Arcana (Prs) or the target is unaffected.