Spellcasting
- MP = 5 + your casting stat modifier.
- Spell Save TN = caster’s full stat score (target’s saving throw).
Confirmed casting procedure
The current v0.12 draft consistently supports the following spellcasting loop:
- Choose a spell.
- Pay its MP cost.
- If the spell calls for a saving throw, the target rolls a saving throw against the caster’s Spell Save TN.
- If the spell gives a direct effect, range, duration, or damage step, use that spell text.
The current draft does not define a universal casting roll, a universal failed-casting rule, or a universal spell-attack rule outside specific spell text.
Rules review required: The current source material does not define this procedure consistently.
MP recovery
At the start of each new day (after an 8-hour long rest), a character automatically recovers 1d4 MP. This represents the natural replenishment of magical energy through rest and focus.
HP-to-MP conversion
During a short rest or as a free action, you may choose to sacrifice a portion of your HP to recover additional MP. Use the conversion:
- For every 2 HP sacrificed, you recover 1 MP.
This optional sacrifice must be used judiciously during encounters when extra MP is needed, balancing the immediate cost of HP loss against the benefit of increased magical capability.
Casting paths
- Ash-Binder: +1 MP, always roll 1 Risk Die.
- Veilwalker: 1/day ignore a failed spell.
- Whisperbound: +1 die, take 1 HP.
- Runesmith: Store 1 spell in an item (1/day).
Concentration, duration, and summoning
The current published draft only references concentration explicitly in individual spell text such as Grave Hunger. It does not define a universal concentration subsystem.
The draft also uses summoning effects in individual spells such as Bone Golem and Raise Dead, but it does not define a separate global minion or summoning procedure outside those spell entries.
Rules review required: The current source material does not define this procedure consistently.
Spells (Ideas)
This table lists 50 spells available in One Hero Engine. The Paths column indicates which archetypes or class concepts can adopt the spell (e.g., Arcane for general magic, Necromancer for dark/death magic, Veilwalker for illusions/shadow, Whisperbound for mind/forbidden lore, and a composite group for Cleric/Paladin/Monk/Ranger). MP costs, ranges, and effects are intended as guidelines and may be adjusted to fit your campaign.
| Name | MP Cost | Range | Effect | Paths (Example Archetypes) |
|---|---|---|---|---|
| Arcane Grasp | 2 | 30 ft | Telekinetically pull or push the target; target must succeed on a STR save to resist. | Arcane, Ranger |
| Arcane Lance | 2 | 60 ft (line) | Fires a line attack that deals Step 3 damage. | Arcane, Paladin |
| Arcane Recall | 2 | Self | Recovers a just-cast spell (usable once per session). | Whisperbound, Arcane |
| Arcane Shield | 1 | Self | Grants +1 Soak until your next turn. | Arcane, Cleric, Paladin |
| Bless (entry A) | 2 | 30 ft | Bestows a +1 bonus on allied rolls for 3 rounds. | Cleric, Paladin, Monk |
| Blur | 1 | Self | Forces attackers to roll with Disadvantage until your next turn. | Veilwalker, Monk |
| Bone Armor | 1 | Self | Grants +1 Soak for 3 rounds. Cannot be cast if you are wearing physical armor or if another defensive (armor) spell is active. | Necromancer, Paladin, Cleric |
| Bone Golem | 4 | 30 ft | Summons a large undead ally (2 HD, deals Step 3 damage) for 1 scene. | Necromancer, Cleric |
| Bless (entry B) | 2 | 30 ft | Grants Advantage on self or allies’ rolls for 3 rounds | Cleric, Paladin, Monk |
| Counterspell | 2 | 30 ft | Cancels an enemy spell (check vs. the caster’s stat). | Arcane, Cleric |
| Cloak of Silence | 1 | Self/Area | Mutes all sound in a 10 ft radius for 1 minute. | Veilwalker, Ranger |
| Compel Truth | 2 | 30 ft | Forces target to answer truthfully (target must pass a WIS save, or the effect applies). | Whisperbound, Cleric |
| Dazzling Veil | 1 | 30 ft cone | Blinds enemies in a cone for 1 round (target must pass a WIS save). | Veilwalker, Ranger |
| Deathgate | 3 | 60 ft | Opens a portal to summon skeletal arms; restrains target (target must pass a STR save). | Necromancer, Cleric |
| Death Whispers | 1 | 60 ft | Frightens the target (target must pass a WIS save to avoid panic). | Necromancer, Whisperbound |
| Detect Magic | 1 | 30 ft | Reveals magical auras around objects and creatures. | Arcane, Ranger, Cleric |
| Divine Light | 1 | 30 ft | Deals Step 2 radiant damage and slightly heals nearby allies. | Cleric, Paladin, Ranger |
| Drain Life | 2 | 30 ft | Deals Step 2 damage and heals you for an amount proportional to the damage dealt. | Necromancer, Cleric |
| Dream Echo | 2 | Touch | Implants a false memory; the target is confused for 1 round. | Veilwalker, Whisperbound |
| Eldritch Bolt | 2 | 60 ft | Deals Step 3 psychic damage. | Whisperbound, Arcane |
| Eye of the Void | 2 | Self | Grants vision of invisible or magical auras for 1 minute. | Whisperbound, Arcane, Ranger |
| Forbidden Words | 1 | Self | Enhances the next spell’s Target Number by +1, making it harder for targets to resist. | Whisperbound, Cleric |
| Ghoul Claws | 2 | Melee | Deals Step 3 damage; target must succeed on a save or be paralyzed for 1 round. | Necromancer |
| Grave Hunger | 2 | 30 ft | Summons spectral jaws dealing Step 2 damage per round (requires concentration). | Necromancer |
| Healing Word | 1 | 30 ft | Restores 1d4 plus stat bonus HP to one ally. | Cleric, Paladin |
| Invisibility | 3 | Touch | Grants invisibility for 1 minute, or until you attack. | Arcane, Veilwalker |
| Lightning Ray | 2 | 60 ft | Fires a ray that deals Step 3 damage and may arc to a second target. | Arcane, Paladin |
| Life Ward | 2 | Self | Absorbs up to 1d6 damage for a short duration. | Cleric, Paladin |
| Mage Step | 1 | 10 ft | Teleports you to a visible point. | Arcane, Veilwalker, Ranger |
| Magic Missile | 1 | 60 ft | Automatically hits and deals Step 2 damage. | Arcane, Paladin, Ranger |
| Mental Probe | 1 | 30 ft | Reads surface thoughts; deeper insight requires a WIS save. | Whisperbound, Arcane |
| Mirror Image | 2 | Self | Creates 2 illusory duplicates that can confuse attackers. | Veilwalker, Arcane |
| Mind Shatter | 3 | 60 ft | Deals Step 4 psychic damage and stuns the target on a failed save. | Whisperbound, Necromancer |
| Phantom Blade | 2 | Melee | Deals Step 3 damage; bypasses some armor bonuses. | Veilwalker, Arcane, Paladin |
| Primal Roar | 2 | 30 ft | Forces enemies within 10 ft to make a fear check (WIS save required). | Ranger, Paladin |
| Radiant Burst | 3 | 30 ft radius | Deals Step 3 radiant damage to all enemies within the area. | Cleric, Paladin, Ranger |
| Raise Dead | 2 | 10 ft | Animates an undead minion (1 HD, 1 HP); lasts 1 scene. | Necromancer, Cleric, Paladin |
| Sacred Barrier | 2 | Self | Grants +3 Soak for 1 minute. | Cleric, Paladin |
| Smite | 2 | Melee | Deals extra radiant damage (Step 3) and forces a saving throw. | Paladin, Cleric |
| Soul Leech | 3 | 30 ft | Deals Step 2 damage; if target dies, you regain 1 MP. | Whisperbound, Necromancer |
| Spell Echo | 3 | Self | Recasts your last spell at -1 MP cost (usable once per scene). | Arcane, Whisperbound |
| Spirit Sense | 1 | Self | Detects nearby undead and lingering souls. | Necromancer, Cleric |
| Shadow Grasp | 2 | 60 ft | Deals Step 2 damage and restrains the target (target must pass a STR save). | Veilwalker, Necromancer |
| Shadowstep | 1 | 30 ft | Teleports you between shadows. | Veilwalker, Arcane |
| Thought Thief | 2 | 30 ft | Steals a spell from the target (they lose it for 1 hour; target must pass an INT save to resist). | Whisperbound, Necromancer |
| Tranquil Mind | 1 | Self | Reduces incoming damage by 1 Step for 1 round. | Monk, Ranger |
| Umbral Chains | 3 | 60 ft | Binds up to 3 enemies; targets must pass a WIS save to escape. | Veilwalker, Necromancer, Ranger |
| Whispering Madness | 2 | 30 ft | Confuses the target for 1 round (target must pass a WIS save). | Whisperbound |
Rules review required: The current published v0.12 source contains two different published Bless entries with conflicting effects. They are preserved above as separate draft entries because the repository does not provide a newer authoritative correction.
Draft spell-design ideas
The following notes are preserved as published design ideas rather than confirmed core spellcasting rules:
To add depth and strategic flexibility during casting, consider these options for “overcharging” spells:
- Overcharge for Increased Damage: Spend 1 extra MP on a damage spell (e.g., Magic Missile) to upgrade its damage one Step higher than normal.
- Extended Duration: For buff or defensive spells (like Arcane Shield or Sacred Barrier), spending an extra MP increases the duration by one round.
- Widened Area: For spells with an area effect (e.g., Radiant Burst or Nature’s Wrath), an additional MP cost may expand the area of effect or allow the spell to affect an extra target.
- Chain Casting: Some spells (such as Spell Echo or Arcane Recall) can be boosted by extra MP to allow immediate recast or restoration of another cast spell during the same turn.
- Enhanced Save Difficulty: For spells imposing conditions (like Mind Shatter or Forbidden Words), spending extra MP can force targets to suffer a harsher penalty on their saving throws.
These MP boost options add a layer of resource management and tactical choice, letting players decide when it is worth sacrificing extra MP for an amplified effect.
Use this spells table and MP boosting ideas to create a rich and varied magical repertoire for your One Hero Engine games, tailoring spell choices to your character’s flavor and the challenges of your story.
Mythic Spells
- Use once per session.
- Cost: 3+ MP. Always succeeds (no roll).
Examples:
- Chronoseal - Take 2 turns in a row.
- Ashgate - Open a portal.
- Wound the World - Corrupt a location.