Hero Wars Tips & Techniques
 
Magic


1)
Augmentation limits: Abilities can be augmented (bonus or edge) by only one mundane ability, or any number of magical abilities - but only once per magical ability. i.e. You can't keep casting the same spell over and over to raise your skill.

2) Touch range improves magic effectiveness: If a spell is cast at touch range the resistance is lowered by 5 points. Spells that can only be cast at touch range do not have this advantage. Examples of magic that can benefit from physical contact are empathy powers, instilling emotions, evaluating an object's qualities, or just about any enhancement. Examples of magic that requires touch, and thus receives no benefit from touch range casting, are: changing shape, crafting objects, or healing wounds.

3) Divine Intervention: If you get in a tight spot you can call upon your god for assistance! To get your god's attention, succeed in a simple contest of your piety ("initiate of <deity>, "Devotee of <deity>", ect) vs. a resistance of 20W. The aid must be consistent with the deity's sphere of influence. The more difficult the request, the higher the target number may be.

4) You can cast spells in advance that activate on a trigger. An example of a trigger might be "My Flaming Sword feat will activate when I say the trigger phrase 'By all the Fires of Yelm!'" To create a Delayed Magic effect, you must defeat a resistance of 14. If you win a complete victory when casting the spell, then it is permanently embedded in the item. The actual effect of the spell is determined at the time of use. Finally, anyone who possesses the item containing the spell who meets the conditions (says the magic word, whatever) can use its magic -even if he could not normally cast the spell.

5) You can cast spells or feats with a lengthened duration - possibly lasting a generation! The increased duration adds a penalty to the casting roll (ie added to the resistance you have to overcome). A spell lasting one day is cast with a +20 penalty. If you are a sorcerer, the penalty for a duration of one day is only +10.

6) A spell can be cast on multiple people at a penalty. You could use a feat to augment a group of six people with a penalty of +15.

7) You can cast spells at a distance. You can cast a spell at a target up to a mile away with a target number penalty of +20. If you are a sorcerer, the penalty for a mile is only +10.

8) Rituals make casting easier: You can get a (possibly really large) bonus to your casting roll by performing a ritual. Performing a ritual requires an ability test of "Mythology of <deity>". The ritual provides a bonus of 1-10 points to the magical effect (spell) being created. The more potent the ritual, the longer it takes to perform (five minutes to an hour per point).

9) Rituals can be made more effective if performed at certain times (i.e. your god's high holy day), in certain locations (temple), with certain special items. If you can get other people to assist you, they can also provide additional potency to the ritual based on their numbers and devotion to your cause.

So... If you are casting a spell (feat) on the entire party and making it last the whole day, you could perform a ritual to make the casting easier. This is why most folk attack their enemy on an auspicious day - they magic themselves up before the battle using rituals.

10) Enchanting: A magical effect can be permanently embedded in an item. This is done by using the "enchant <material>" feat/spell, and then casting the spell into the item. Each material has a different resistance to enchantment. Regular stuff has a resistance of 14. Bronze has a resistance of 4W and Iron has a resistance of 14W2. Once enchanted, the item contains the effect (bonus, edge, AP pool, ect) rather than the actual spell.

10/04/01