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Signed in as:
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Category
Tier
DC Modifier
Notes
Magnitude
Trivial
+0
Cosmetic, sensory, negligible effect
Minor
+2
Single small effect, limited impact
Moderate
+4
Standard combat or utility spell
Major
+6
High damage, strong control, or multi-target
Extreme
+8
Battlefield-altering
Legendary
+10
Catastrophic or mythic power
Range
Self / Touch
+0
Direct contact
Close
+2
Within immediate area
Medium
+4
Typical combat distance
Long
+6
Beyond normal engagement
Distant
+8
Extreme range
Sight / Beyond
+10
Line of sight or farther
Duration
Instant
+0
Immediate effect
Rounds
+2
Short-lived
Minutes
+4
Sustained
Hours
+6
Long-lasting
Days
+8
Persistent
Permanent
+10
Requires narrative justification
Complexity
Simple
+0
Single, direct effect
Layered
+2
Multiple effects
Conditional
+4
Triggers, choices, or branching
Reactive
+6
Responds dynamically
Living / Intelligent
+8
Autonomous behavior
Reality-altering
+10
Self-modifying or unstable magic
Casting Time
Reflex (<1 sec)
–0
Instant casting
Action
–2
Standard
10 seconds
–4
Brief preparation
1 minute
–6
Focused ritual
10 minutes
–8
Extended casting
1 hour+
–10
Major ritual
Components
None / Improvised
–0
Risky, unstable
Common
–2
Mundane or reusable
Uncommon
–4
Specialized or costly
Rare
–6
Consumed or difficult to obtain
Unique / Sacrificial
–8 to –10
Permanent loss or major cost
Assistants (Optional)
None
–0
Solo casting
1–2 Trained
–2
Relevant spell skill
Small Circle
–4
Coordinated ritual
Large / Dedicated Circle
–6 to –10
All share backlash risk
Building a Spell’s Difficulty Class
Each spell begins at Base DC 10.
The caster then:
Adds difficulty factors (Magnitude, Range, Duration, Complexity)
Subtracts mitigating factors (Casting Time, Components, Assistants)
Then the caster rolls 1d20 and adds their skill for the type of spell effect they are attempting to invoke and attempt to overcome the dc.
Final Spell DC Formula
Spell DC =
10 + Magnitude + Range + Duration + Complexity – Casting Time – Components – Assistants
Most functional spells should land between DC 15–30.
DCs above 30 should be rare, dangerous, or campaign-defining.
Backlash (On Failure: Natural 1, or fail by 10+)
If the Spellcasting Check fails, apply backlash based on margin of failure.
D10
Backlash Severity
1–4
Minor strain, stamina loss 1d4 levels
5–9
Moderate backlash, misfire, morale loss 1d4 levels
10+
Severe backlash, injury, corruption, spell reversal
SPELLCRAFTING SYSTEM (REFINED)
Magic in Heroes Bane is constructed, not memorized.
Casters combine:
to produce a spell.
Two different activities exist:
Spell Design (Spellcrafting)
Creating or learning a spell formula.
Spell Casting
Actually invoking the spell during play.
1. SPELL DESIGN (SPELLCRAFTING)
Spellcrafting represents researching or inventing a spell.
This is a downtime activity.
Use:
d12 + Spellcrafting skill
Spell creation uses the Spell Difficulty Formula.
Spell Design DC
Spell DC =
10
+ Magnitude
+ Range
+ Duration
+ Complexity
- Casting Time
- Components
- Assistants
Designing a spell usually requires multiple successful checks.
Spell Tier
Progress Needed
Minor
2
Moderate
4
Major
6
Extreme
8
Legendary
12+
Each check usually represents days or weeks of magical study.
Failure may produce:
2. SPELL CASTING
Once a spell formula exists, casting uses a Spellcasting Check.
Use:
d20 + Relevant Spell Skill
Relevant skills may include:
The roll must meet or exceed the Spell DC.
3. SPELL DIFFICULTY FACTORS
These factors determine how powerful or complex a spell is.
Magnitude
Power of the effect.
Tier
Modifier
Trivial
+0
Minor
+2
Moderate
+4
Major
+6
Extreme
+8
Legendary
+10
Examples:
Trivial – light spark
Minor – small push or minor heal
Moderate – combat spell
Major – battlefield control
Extreme – mass destruction
Legendary – mythic magic
Range
Range
Modifier
Self / Touch
+0
Close
+2
Medium
+4
Long
+6
Distant
+8
Sight / Beyond
+10
Duration
Duration
Modifier
Instant
+0
Rounds
+2
Minutes
+4
Hours
+6
Days
+8
Permanent
+10
Permanent magic usually requires ritual casting.
Complexity
Complexity
Modifier
Simple
+0
Layered
+2
Conditional
+4
Reactive
+6
Living / Intelligent
+8
Reality Altering
+10
Examples:
Layered – damage + stun
Conditional – trigger on event
Reactive – auto defense
Living – autonomous magical construct
4. SPELL MITIGATION FACTORS
These reduce the difficulty.
Casting Time
Casting Time
Modifier
Reflex (<1 sec)
+0
Action
-2
10 seconds
-4
1 minute
-6
10 minutes
-8
1 hour+
-10
Long casting times represent ritual magic.
Components
Components help stabilize magic.
Component
Modifier
None / improvised
+0
Common
-2
Uncommon
-4
Rare
-6
Unique / sacrificial
-8 to -10
Examples:
Common – chalk, herbs
Uncommon – gemstones
Rare – monster parts
Unique – relic sacrifice
Assistants
Assistants
Modifier
None
+0
1–2 trained
-2
Small ritual circle
-4
Large ritual circle
-6 to -10
Assistants must possess relevant spell skills.
5. SPELL DC GUIDELINES
Typical spells fall into these ranges:
Spell Power
DC
Minor spell
12–15
Moderate spell
16–20
Major spell
21–25
Extreme spell
26–30
Legendary spell
31+
Spells above 30 should be rare.
6. CONCENTRATION AND FOCUS
Some spells require Concentration.
While concentrating:
Example:
DC = 10 + spell magnitude
Failure ends the spell.
7. VIGOR COST OF SPELLS
Casting powerful magic drains the body.
Suggested rule:
Spell Magnitude
Vigor Cost
Trivial
0
Minor
1
Moderate
1
Major
2
Extreme
3
Legendary
4+
If Vigor reaches 0 during casting, the caster collapses.
8. BACKLASH SYSTEM
Magic is dangerous.
Backlash occurs when:
Roll 1d10.
d10
Result
1–4
Minor strain – lose 1d4 Vigor
5–7
Misfire – spell altered
8–9
Major backlash – lose 1d4 Morale, spell corruption
10
Catastrophic surge – injury or magical anomaly
Possible results include:
9. SPELLBOOKS
Spellbooks store spell formulas.
They allow players to skip the design process.
Spellbooks contain:
Using a spellbook reduces Spell DC by 2–4.
Rare spellbooks may contain lost magic.
10. SPELL RECIPES (FOR QUICK PLAY)
To speed gameplay, players may use prebuilt spells.
Example format:
Firebolt
Magnitude: Moderate (+4)
Range: Medium (+4)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Common (-2)
Spell DC = 14
This allows quick casting.
11. RITUAL MAGIC
Rituals are large spells requiring time.
Examples:
Characteristics:
Rituals often require downtime preparation.
12. MAGIC AND ENCHANTMENT CONNECTION
Enchanting is binding a spell into an object.
The process is:
This connects:
13. SPELL SPECIALIZATIONS
Favored specialization applies here.
Examples:
Specialization grants:
+2 to casting checks
SPELL COMPONENT SYSTEM
Spell components are material catalysts that stabilize, empower, or focus magical effects.
In Heroes Bane, components are consumed during casting unless otherwise specified.
Components determine:
Powerful magic requires sacrifice.
COMPONENT TIERS
Components are categorized by rarity and potency.
Tier
Rarity
Typical DC Modifier
0
Improvised
+0
1
Common
–2
2
Uncommon
–4
3
Rare
–6
4
Legendary
–8
5
Mythic
–10
Higher tiers often require:
COMPONENT TYPES
Components fall into several broad categories.
Natural Components
Plants, minerals, and natural substances.
Examples:
Component
Uses
Mandrake root
vitality magic
Nightshade
toxins
Moonstone dust
illusion magic
Salt
warding
Obsidian
fire magic
Stormglass
lightning magic
These are the most common magical reagents.
Creature Components
Harvested from magical beasts.
Examples:
Component
Uses
Dragon blood
elemental/destruction magic
Griffon feather
flight spells
Basilisk eye
petrification magic
Kraken ink
water magic
Phoenix ash
fire rebirth magic
Monster parts become valuable magical commodities.
Alchemical Components
Processed magical materials.
Examples:
Component
Uses
Arcane salts
stabilizing spells
Distilled ether
teleportation
Sunfire oil
light magic
Void resin
shadow magic
Philosopher dust
transmutation
These are typically crafted through Alchemy.
Sacred / Ritual Components
These are tied to divine or spiritual magic.
Examples:
Component
Uses
Blessed incense
holy spells
Consecrated oil
protection magic
Saint bone fragments
miracle magic
Relic shards
powerful rituals
Often tied to Theology or religious orders.
SPECIAL COMPONENTS (SETTING SPECIFIC)
These are unique to Beldora and define its magical ecology.
Auravita Water
Rare water infused with life energy.
Effects:
Often found near:
Amber of the World Tree
Fossilized sap from the primordial world tree.
Effects:
Typical uses:
Rare and heavily guarded.
Dragon Blood
One of the most potent magical reagents.
Effects:
However:
Sylvara Bloodsap
Sap from ancient Sylvara trees.
Effects:
Also used for:
Diamonds and Gemstones
Crystalline matrices store magical energy.
Examples:
Gem
Magical Use
Diamond
resurrection / restoration
Ruby
fire magic
Sapphire
water / divination
Emerald
life magic
Amethyst
psychic magic
Gemstones are often consumed in powerful spells.
COMPONENT POTENCY
Some components enhance spells beyond just reducing DC.
Potency levels:
Potency
Effect
Weak
only reduces DC
Moderate
increases effect slightly
Strong
increases spell magnitude
Mythic
dramatically enhances effect
Example:
Dragon blood used in a fire spell may:
COMPONENT BUNDLES
Some spells require multiple components.
Example:
Firestorm ritual
Requires:
These combinations allow very powerful magic.
COMPONENT STORAGE
Components degrade if stored improperly.
Storage
Result
Loose pack
spoilage risk
Alchemy case
safe
Arcane container
preserves potency
Improper storage may:
COMPONENT DISCOVERY
Components enter the game through:
This makes magic tied to the world and adventure.
NECROMANCY (SPECIAL RULES)
Necromancy is fundamentally different magic.
In Beldora:
Necromancy does not create life.
It summons spirits or demons to inhabit corpses.
This makes necromancy extremely dangerous.
Necromancy Risks
Necromantic spells have increased backlash risk.
When casting necromancy:
Backlash severity increases by +2.
Possible consequences:
Becoming a Shade
If necromantic corruption accumulates, the caster risks transformation.
Signs include:
Eventually the caster may become:
a Shade
A being between life and death.
RESURRECTION AND TELEPORTATION RISKS
Some magic tears holes in reality.
Dangerous spells include:
Failure risks:
This keeps powerful magic rare and frightening.
COMPONENT COMPENDIUM
Your final book should contain a component listsimilar to this:
Component
Tier
Uses
Mandrake
Uncommon
vitality
Dragon blood
Legendary
destruction
Auravita water
Rare
restoration
Amber of world tree
Legendary
enchantment
Sylvara bloodsap
Rare
life magic
Diamond
Rare
resurrection
Stormglass
Uncommon
lightning
Phoenix ash
Legendary
rebirth
This becomes a loot and economy system.
DESIGN BENEFITS
This component system:
Magic becomes dangerous, rare, and earned.
Suggested Next Step
Now that spellcrafting and components exist, the next thing that would complete the magic system is:
Sample Spell Compendiums
For example:
These will help players who don’t want to design spells every time, just like you mentioned.
Below is a structured Spell & Crafting Components Compendium for Heroes Bane. It integrates with:
Components are consumed during casting unless noted otherwise.
For crafting materials (metals, woods, leather, etc.), they usually modify Crafting DC rather than Spell DC.
COMPONENT RARITY SCALE
Tier
Rarity
Spell DC Reduction
Crafting DC Reduction
Typical Source
0
Improvised
+0
+0
found anywhere
1
Common
–2
–1
market or wilderness
2
Uncommon
–4
–2
specialists or rare locations
3
Rare
–6
–3
monster parts or rare trade
4
Legendary
–8
–4
powerful creatures or relic sites
5
Mythic
–10
–5
world-defining artifacts
Spell DC reductions come from the Components modifierin your spellcrafting formula.
NATURAL COMPONENTS
Component
Tier
Spell DC
Crafting DC
Uses
Ashwood
Common
–2
–1
wands, staffs
Salt
Common
–2
–1
wards, protection
Sulfur
Common
–2
–1
fire magic
Quartz
Common
–2
–1
basic arcane focus
Iron filings
Common
–2
–1
magnetism, control magic
Moonflower
Uncommon
–4
–2
illusion magic
Mandrake root
Uncommon
–4
–2
vitality magic
Nightshade
Uncommon
–4
–2
toxins
Stormglass
Uncommon
–4
–2
lightning spells
Obsidian shard
Uncommon
–4
–2
fire magic
Sunpetal
Rare
–6
–3
radiant magic
Shadowcap fungus
Rare
–6
–3
shadow magic
Void salt
Rare
–6
–3
anti-magic rituals
CREATURE COMPONENTS
Harvested from magical creatures.
Component
Tier
Spell DC
Crafting DC
Uses
Wolf fang
Common
–2
–1
hunting spells
Bear claw
Common
–2
–1
strength magic
Giant spider silk
Uncommon
–4
–2
binding magic
Griffon feather
Uncommon
–4
–2
flight spells
Basilisk scale
Rare
–6
–3
petrification
Kraken ink
Rare
–6
–3
water magic
Phoenix ash
Legendary
–8
–4
rebirth magic
Dragon blood
Legendary
–8
–4
elemental destruction
Dragon scale
Legendary
–8
–4
protective enchantments
Leviathan bone
Mythic
–10
–5
sea rituals
PLANT AND FOREST COMPONENTS
Component
Tier
Spell DC
Crafting DC
Uses
Sylvara bloodsap
Rare
–6
–3
healing, fertility magic
Worldroot bark
Rare
–6
–3
growth magic
Feyleaf
Uncommon
–4
–2
illusion spells
Sunbloom pollen
Rare
–6
–3
radiant magic
Dreamvine
Rare
–6
–3
sleep magic
CRYSTALS AND GEMSTONES
These stabilize magic.
Component
Tier
Spell DC
Crafting DC
Uses
Quartz crystal
Common
–2
–1
spell focus
Amethyst
Uncommon
–4
–2
psychic magic
Ruby
Rare
–6
–3
fire magic
Sapphire
Rare
–6
–3
water magic
Emerald
Rare
–6
–3
life magic
Diamond
Legendary
–8
–4
resurrection
Black diamond
Mythic
–10
–5
necromancy
Diamonds are usually consumed in resurrection rituals.
SPECIAL WORLD COMPONENTS (BELDORA)
Unique to your setting.
Component
Tier
Spell DC
Crafting DC
Uses
Auravita Water
Rare
–6
–3
healing magic
Amber of the World Tree
Legendary
–8
–4
enchantment, life magic
Sylvara Bloodsap
Rare
–6
–3
restoration, fertility
Dragon Blood
Legendary
–8
–4
elemental spells
Celestial Dust
Legendary
–8
–4
divine rituals
Void Ember
Mythic
–10
–5
shadow magic
ALCHEMICAL COMPONENTS
Produced through Alchemy crafting.
Component
Tier
Spell DC
Crafting DC
Uses
Arcane salts
Uncommon
–4
–2
stabilizing spells
Distilled ether
Rare
–6
–3
teleportation
Sunfire oil
Rare
–6
–3
radiant magic
Void resin
Rare
–6
–3
shadow magic
Philosopher dust
Legendary
–8
–4
transmutation
SACRED / DIVINE COMPONENTS
Component
Tier
Spell DC
Crafting DC
Uses
Blessed incense
Uncommon
–4
–2
holy spells
Consecrated oil
Rare
–6
–3
protection
Saint bone fragments
Legendary
–8
–4
miracle rituals
Relic shard
Legendary
–8
–4
divine enchantments
Holy water
Uncommon
–4
–2
undead banishment
NECROMANTIC COMPONENTS
Necromancy requires dark reagents.
Component
Tier
Spell DC
Crafting DC
Uses
Grave dust
Uncommon
–4
–2
raising undead
Black candle
Uncommon
–4
–2
spirit summoning
Blood sacrifice
Rare
–6
–3
necromantic rituals
Demon ichor
Legendary
–8
–4
demon binding
Heart of a Shade
Mythic
–10
–5
powerful necromancy
Necromantic components increase corruption risk.
CRAFTING MATERIALS
Used for weapons, armor, and tools.
Material
Tier
Crafting DC Reduction
Notes
Iron
Common
–1
basic weapons
Steel
Uncommon
–2
durable arms
Mithril
Rare
–3
light armor
Adamant
Legendary
–4
indestructible
Worldsteel
Mythic
–5
legendary weapons
Dragonbone
Rare
–3
strong enchantment base
Sylvara wood
Rare
–3
magical staffs
COMPONENT STORAGE
Components degrade if poorly stored.
Storage
Effect
Loose pack
spoilage risk
Component pouch
safe
Alchemy kit
preserves potency
Arcane container
prevents degradation
Rare components may require special containers.
COMPONENT ECONOMY
Components become valuable trade goods.
Typical pricing bands:
Tier
Typical Cost
Common
cheap
Uncommon
moderate
Rare
expensive
Legendary
priceless
Mythic
quest-level item
COMPONENT HARVESTING
Monsters can provide components.
Example harvest check:
d12 + Survival or Medicine
Failure may ruin the component.
Spellbook Compendium
Chapter 34
Magic Components
D100 MAGICAL COMPONENTS TABLE
(usable as loot, ingredients, or ritual reagents)
d100 Component Description / Source Use & Effect
1 Angel’s Feather Shed from celestial beings +2 to Faith rituals
2 Abyssal Ash Residue of a demon’s death +3 Corruption to use
3 Alchemical Mercury Refined quicksilver Catalyst; +1 DC reduction
4 Ancient Bone Dust Ground relic bones Stabilizes necromancy
5 Azure Lotus Flower found near ley lines Extends spell duration
6 Basilisk Eye Crystallized organ Petrification focus
7 Blood Amber Resin with trapped soul motes Power storage (1 charge)
8 Bone Charcoal Burned undead remains Cheap necrotic fuel
9 Bottled Moonlight Condensed silvery glow +2 to Divination checks
10 Chimeric Scale Hybrid creature remnant +1 Tier resistance vs mutations
11 Cloud Silk Woven from air elementals Featherweight armor cloth
12 Cold Iron Dust Anti-fey shavings Cancels glamours nearby
13 Corpse Moss Grave fungus Reanimates dead insects
14 Crystallized Mana Pure ley-energy crystal Core reagent (–5 DC)
15 Demon Horn Powder Ground infernal bone +1d6 Corruption if inhaled
16 Dragon Blood Essence of true dragons Power magnifier ×2
17 Dream Sand Harvested from sleepers Sleep & illusion medium
18 Echo Glass Reflects sound & thought +2 to countercasting
19 Ember Pearl Lava-born gem Fire focus component
20 Essence of Frost Distilled blizzard core Cold focus component
21 Feywine Sap Sweet forest nectar Causes mild hallucinations
22 Flame Salt Volcanic crystal Ignition catalyst
23 Ghost Ichor Collected from apparitions Spirit tether material
24 Ghoul Fingernail Carrion crawler token Disease crafting reagent
25 Giant’s Sweat Condensed muscle oil Strength potion base
26 Glassvine Transparent plant fiber Component binding cord
27 Goblin Pitch Tar mixed with fungus Sticky explosive (DC 12)
28 Goldleaf Dust Ground auric leaf Focus medium (+1 Faith)
29 Grave Wax Rendered from corpse fat Candle component for rituals
30 Heartseed Sprouting from corpses Plant necromancy catalyst
31 Hollow Bone Flute Animal bone carved hollow Summons weak spirits
32 Hydra Blood Regenerative toxin Healing elixirs or corruption fuel
33 Ink of the Deep Octopus extract Writes self-moving sigils
34 Iron Rose Metal flower Symbol of endurance
35 Kraken Ink Sac Abyssal fluid Darkness component
36 Leviathan Scale Oceanic monster scale Water & pressure wards
37 Lightning Sand Fused desert glass Shock focus
38 Living Clay Self-moving soil Constructs & golems
39 Luminite Shard Glowstone from caves Light spells (+1 range)
40 Mage’s Bane Herb Dampens mana flow +5 DC to target’s cast
41 Mandrake Root Screaming root Transmutation medium
42 Memory Crystal Holds one memory +2 to summoning precision
43 Miasma Spores Toxic air fungus Poison brewing reagent
44 Mindspore Coral Grown in psychic seas Telepathy amplifier
45 Moon Silver Pure lunar metal Anti-corruption alloy
46 Mortal Blood Basic life essence Universal reagent
47 Moth Dust From dream moths Induces sleep (DC 10)
48 Necrotic Tar Ooze of decay Strong necromantic flux
49 Nether Coal Burns cold blue Sustains rituals longer
50 Nightshade Berry Deadly poison Instant toxin (DC 15)
51 Obsidian Shard Volcanic glass Scrying focus
52 Oracle’s Tear From prophetic trance +3 to Divination DCs
53 Phoenix Ash From reborn flame Resurrection reagent
54 Plasma Resin Bio-arcane secretion Biomancy catalyst
55 Prism Sand Spectrum crystal dust Illusion focus
56 Pure Water Blessed spring Cleanses corruption (–5 CP)
57 Quicksilver Thread Threads moving on own Energy conduits
58 Raven Feather Symbol of fate Adds omen to ritual
59 Rune Slate Engravable rock Holds single rune (Tier I)
60 Salt of Tears Alchemic salt Stabilizes enchantments
61 Serpent Venom From giant snake Paralysis toxin
62 Shade Essence Distilled shadow Darkness crafting
63 Shard of Dawn Sunlight crystal Holy magic focus
64 Shard of Dusk Twilight crystal Corruption anchor
65 Shark Tooth Ocean predator relic Used in blood rituals
66 Silverthorn Rare plant Antidote base
67 Singing Ore Emits tones Sonic & resonance casting
68 Siren Scale From aquatic temptress Charm reagent
69 Sky Iron Meteoric metal Weapon forging (+1 Tier)
70 Slime Core Gelatinous heart Alchemy stabilizer
71 Smoke Pearl Trapped vapor sphere Concealment tool
72 Soul Thread Spun from ghosts Used in resurrection
73 Spellglass Semi-transparent quartz Stores one spell use
74 Spider Silk Alchemical fiber Trapwork & scroll binding
75 Spirit Bone Fossilized soul structure Necromancy component
76 Spirit Oil Distilled ectoplasm Lubricates relic machinery
77 Star Dust Meteoric powder Astral component
78 Starlight Vial Bottled beam +2 to light magic
79 Stoneflower Blossoms from cliffs Earth magic focus
80 Sunfruit Rare glowing fruit Restores 10 HP & 1 Fatigue
81 Thunderstone Condensed storm core Shock catalyst
82 Titan Bone Fragment From ancient giant Structural enchantment
83 Treeheart Resin From ancient trees Natural healing (+5 HP brew)
84 Unicorn Horn Dust Purity symbol Cleansing rites
85 Venom Sac From giant spider Poison brewing
86 Void Crystal Absorbs light Antimagic focus
87 Void Water Collected in shadow wells Nullifies enchantment
88 Warlock Ink Used in pact scrolls Pact magic only
89 Warp Silk Shifts color and mass Teleport rituals
90 Whisper Leaf Speaks secrets Divination aid
91 Wight’s Ash Burned undead ash Enhances necromancy
92 Wildfire Seed Bursts into flame Trap or explosive
93 Windvine Plant that moves in wind Air magic focus
94 Witch Hazel Soothing plant Reduces fatigue effects
95 Wraith Core Bound spirit sphere Power gem (+1 Tier use)
96 Zephyr Stone Trapped wind spirit Speed enchantment
97 Crimson Ink Blood-mixed pigment Writing cursed contracts
98 Parchment of Skin Human or demon flesh Used for forbidden grimoires
99 Tears of the Veil Liquid veil matter Cross-realm focus
100 Philosopher’s Spark Impossible alchemical relic Alters reality once; DC +30
Usage Notes
• Tiering: Common (1–30), Uncommon (31–60), Rare (61–80), Legendary (81–100).
• Market Price: 10 × Tier² gold baseline.
• Crafting Modifier:
• Common: ±0 DC
• Uncommon: –2 DC
• Rare: –5 DC
• Legendary: –10 DC, +1d6 Corruption
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