The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane
  • Sign In
  • Create Account

  • Orders
  • My Account
  • Signed in as:

  • filler@godaddy.com


  • Orders
  • My Account
  • Sign out

  • Home
  • Ttrpg Core Rules
    • Skill Engine
    • Vigor and Morale
    • Encumbrance
  • Combat
    • Combat Framework
    • Combat Maneuvers
    • Reaction Maneuvers
  • Damage Tables
    • Conditions
    • Damage Tables
    • Blunt Damage Tables
    • Cutting Damage Tables
    • Piercing Damage Tables
    • Crushing Damage Tables
    • Fire Damage Tables
    • Cold Damage Tables
    • Electric Damage Tables
    • Acid Damage Tables
    • Toxins and Poisons
    • Madness
    • Diseases and Illness
  • Downtime
    • Downtime
    • Crafting
    • Training
    • Food and Water
    • Recovery
  • Spellbook
    • Spellcrafting
    • Spellbook 1
  • Compendiums
    • Compendiums
  • Character Creation
    • Character Creation
    • Universal Races
    • Beloran Races
    • Backgrounds
    • Feats
    • Flaws
  • Monsters
    • mounts and pets
    • Universal Monsters
    • Beldoran Monsters 1
  • GM Section
    • Npcs
    • Dungeons
    • Worldbuilding
    • Other
  • Beldora
  • More
    • Home
    • Ttrpg Core Rules
      • Skill Engine
      • Vigor and Morale
      • Encumbrance
    • Combat
      • Combat Framework
      • Combat Maneuvers
      • Reaction Maneuvers
    • Damage Tables
      • Conditions
      • Damage Tables
      • Blunt Damage Tables
      • Cutting Damage Tables
      • Piercing Damage Tables
      • Crushing Damage Tables
      • Fire Damage Tables
      • Cold Damage Tables
      • Electric Damage Tables
      • Acid Damage Tables
      • Toxins and Poisons
      • Madness
      • Diseases and Illness
    • Downtime
      • Downtime
      • Crafting
      • Training
      • Food and Water
      • Recovery
    • Spellbook
      • Spellcrafting
      • Spellbook 1
    • Compendiums
      • Compendiums
    • Character Creation
      • Character Creation
      • Universal Races
      • Beloran Races
      • Backgrounds
      • Feats
      • Flaws
    • Monsters
      • mounts and pets
      • Universal Monsters
      • Beldoran Monsters 1
    • GM Section
      • Npcs
      • Dungeons
      • Worldbuilding
      • Other
    • Beldora

The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

Signed in as:

filler@godaddy.com

  • Home
  • Ttrpg Core Rules
    • Skill Engine
    • Vigor and Morale
    • Encumbrance
  • Combat
    • Combat Framework
    • Combat Maneuvers
    • Reaction Maneuvers
  • Damage Tables
    • Conditions
    • Damage Tables
    • Blunt Damage Tables
    • Cutting Damage Tables
    • Piercing Damage Tables
    • Crushing Damage Tables
    • Fire Damage Tables
    • Cold Damage Tables
    • Electric Damage Tables
    • Acid Damage Tables
    • Toxins and Poisons
    • Madness
    • Diseases and Illness
  • Downtime
    • Downtime
    • Crafting
    • Training
    • Food and Water
    • Recovery
  • Spellbook
    • Spellcrafting
    • Spellbook 1
  • Compendiums
    • Compendiums
  • Character Creation
    • Character Creation
    • Universal Races
    • Beloran Races
    • Backgrounds
    • Feats
    • Flaws
  • Monsters
    • mounts and pets
    • Universal Monsters
    • Beldoran Monsters 1
  • GM Section
    • Npcs
    • Dungeons
    • Worldbuilding
    • Other
  • Beldora

Account


  • Orders
  • My Account
  • Sign out


  • Sign In
  • Orders
  • My Account

Spellcrafting Difficulty Class

Spellcrafting DC Table

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 Difficulty Class

Spellcrafting DC Table

  

SPELLCRAFTING SYSTEM (REFINED)

Magic in Heroes Bane is constructed, not memorized.

Casters combine:

  • magical      training
  • components
  • time
  • risk
  • focus

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:

  • unstable      spells
  • corrupted      formulas
  • dangerous      miscasts

  

2. SPELL CASTING

Once a spell formula exists, casting uses a Spellcasting Check.

Use:

d20 + Relevant Spell Skill

Relevant skills may include:

  • Focus
  • Divination
  • Wardcraft
  • Summoning
  • Restoration
  • Enchanting
  • Necromancy
  • Biomancy
  • Technomancy
  • Theology

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:

  • caster      cannot perform complex actions
  • taking      damage may force a Concentration Save

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:

  • Natural      1 on casting roll
  • Failure      by 10+
  • unstable      spell

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:

  • reversed      spell
  • wild      surge
  • summoned      entity
  • magical      corruption

  

9. SPELLBOOKS

Spellbooks store spell formulas.

They allow players to skip the design process.

Spellbooks contain:

  • spell      instructions
  • component      lists
  • casting      notes
  • safety      precautions

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:

  • summon      storms
  • raise      structures
  • open      portals
  • resurrect      dead

Characteristics:

  • long      casting times
  • multiple      assistants
  • rare      components
  • high      DC

Rituals often require downtime preparation.

  

12. MAGIC AND ENCHANTMENT CONNECTION

Enchanting is binding a spell into an object.

The process is:

  1. Craft      the item
  2. Design      the enchantment
  3. Perform      ritual binding

This connects:

  • crafting      system
  • spellcrafting      system
  • component      system

  

13. SPELL SPECIALIZATIONS

Favored specialization applies here.

Examples:

  • fire      magic
  • warding      magic
  • healing      magic
  • summoning
  • divination

Specialization grants:

+2 to casting checks

Componants

Experience the Adventure with The Heroes Bane!

  

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:

  • spell      reliability
  • spell      potency
  • spellcrafting      DC reduction
  • access      to rare magic
  • ritual      capability

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:

  • monster      hunting
  • dangerous      locations
  • rare      trade networks
  • quests

  

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:

  • increases      restoration potency
  • improves      healing potions
  • reduces      restoration spell DC by 2–4
  • prevents      healing backlash

Often found near:

  • sacred      springs
  • ancient      forests
  • divine      sites

  

Amber of the World Tree

Fossilized sap from the primordial world tree.

Effects:

  • amplifies      life magic
  • stabilizes      enchantments
  • prevents      magical corruption

Typical uses:

  • enchantment      rituals
  • fertility      magic
  • sacred      relic creation

Rare and heavily guarded.

  

Dragon Blood

One of the most potent magical reagents.

Effects:

  • increases      elemental power
  • reduces      destruction spell DC
  • enhances      fire, lightning, or storm magic

However:

  • unstable
  • dangerous      to store
  • may      cause magical surges

  

Sylvara Bloodsap

Sap from ancient Sylvara trees.

Effects:

  • healing      magic amplification
  • growth      and fertility magic
  • plant      manipulation

Also used for:

  • life      rituals
  • druidic      magic
  • restorative      alchemy

  

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:

  • increase      damage tier
  • extend      duration
  • increase      area of effect

  

COMPONENT BUNDLES

Some spells require multiple components.

Example:

Firestorm ritual

Requires:

  • dragon      blood
  • sulfur
  • obsidian      dust
  • sacrificial      offering

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:

  • weaken      components
  • cause      magical contamination
  • attract      magical creatures

  

COMPONENT DISCOVERY

Components enter the game through:

  • monster      harvesting
  • exploration
  • trade
  • crafting
  • religious      rites
  • ancient      ruins

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:

  • spirit      possession
  • soul      corruption
  • becoming      a Shade
  • attracting      hostile entities

  

Becoming a Shade

If necromantic corruption accumulates, the caster risks transformation.

Signs include:

  • pale      skin
  • cold      aura
  • spiritual      whispers
  • loss      of empathy

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:

  • resurrection
  • summoning
  • planar      travel
  • teleportation

Failure risks:

  • wrong      soul entering body
  • spirit      possession
  • body      corruption
  • temporal      distortion

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:

  • encourages      exploration
  • makes      magic expensive and meaningful
  • creates      trade networks
  • supports      monster hunting
  • balances      powerful spells
  • reinforces      your gritty world tone

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:

  • 25      common spells
  • 25      advanced spells
  • 10      legendary rituals

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:

  • Spellcrafting      DC reductions
  • Crafting      materials
  • Alchemy      and antidotes
  • Enchantments
  • Monster      harvesting
  • Exploration      and trade

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.

Componants

Experience the Adventure with The Heroes Bane!

  

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

Componants

Experience the Adventure with The Heroes Bane!

We are dedicated to providing the most thrilling and captivating RPG games in the industry. Our games feature richly detailed worlds, complex characters, and exciting storylines that will keep you engaged for hours. Our team of developers is passionate about bringing your favorite RPG themes to life with innovative gameplay mechanics and stunning graphics.

The Heroes Bane

Copyright © 2026 The Heroes Bane - All Rights Reserved.

Powered by

This website uses cookies.

We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.

DeclineAccept