Perks: Advanced Spells

 

Fray

NEWSLETTER!

Sign up for news on Fray, system updates, and for news on when we launch our Kickstarter!

Advanced Spells

Ready to make some zombies or constructs? Maybe summon some helpful spirits or other creatures? These Perks allow you to master the most difficult forms of magic. Each Perk is very powerful but comes with a cost. Most of them are dangerous to use.
Advanced Spells are used for Magic that goes beyond normal spells. These are used to create long term effects that are not normally covered in the scope of normal spells.
Advanced Spells may also be augmented by other Perks designed specifically for that purpose. These Perks will be listed after the Advanced Spell. Advanced Perks cannot be augmented by Spell Enhancers.

AntiMagic Field

AntiMagic Field
Tier 3
1 / Scene l Primary l Strike + Magic Skill, or Mythology l Scene* l Number of hexes equal to Successes*
You create hexes in which magic ceases to function. Characters or creatures wishing to use Spells, Magic Perks, Religion Perks, Essence Abilities, and Magical Attacks or Abilities must make a Strike + Magic Skill or Mythology roll CR: Successes. If a Character or creature has an ongoing Magical Effect they need only make this roll once when entering the AntiMagic Field. Any undead, constructs, or magical items within these hexes cease to function until the duration has ended or they leave the hexes.
This spell costs 3 Essence to initiate. You may increase the Duration to 1 Day by spending one additional Essence. You may add one extra hex to hexes affected by spending 1 Essence per hex.
You can only use this ability once per Scene. If you wish to reroll you may spend Essence and roll again. The hexes you created with your previous casting are destroyed in place of your new ones.
You may recharge this spell while within 500 km for 3 Essence once per day. When you recharge this spell the initial hexes and CR to use magic within the AntiMagic Field remain the same. You do not need to reroll.

Drain
Tier 2
Characters entering the AntiMagic Field must make a Strike + Magic Skill, or Mythology CR: Successes roll or lose all of their Essence. Even on a successful roll they still lose half of their Essence. Creatures which fail the roll cannot use Magic Attacks or Abilities at all. Creatures that Succeed on the roll can only use Magic Attacks or Abilities once per Combat.

Long Lasting
Tier 2
For 3 Essence the Duration becomes 1 Day. For 4 Essence the Duration becomes one month. You only need to recharge the Spell once per month to maintain it.

Create Undead

Create Undead
Tier 3
Primary l Combat* l Strike + Life l Adjacent l 1 Corpse*
You must have the corpse of the creature you wish to animate.
You must roll Strike + Life CR: Deadliness of the creature you wish to animate. If you succeed at animating the corpse you may apply the Zombie, Skeleton, or Mummy template to the creature.
To maintain control of the undead you must use Essence equal to the creature’s Deadliness (minimum 1). This Essence does not replenish until your undead is released or destroyed.
You may create undead that you do not have the Essence to maintain control of. These undead will act according to their nature and may very well attack you.
If you release your undead you can regain your Essence immediately but can never regain control of that undead. If you are killed your undead is considered released.
Released undead will wander around attacking any living thing they come in contact with.

Thrifty
Tier 2
You use 1 less Essence to maintain an Undead. You must always spend at least 1 Essence.

Return to the Earth
Tier 1
When you release your undead you can immediately destroy them.

Construct Creation

Construct Creation
Tier 3
Intellect + Academics / Crafting l Adjacent l Construct*
You can create your own creatures. These creatures are magical in nature and considered unliving but may have any appearance you want.
First, you must spend at least 1 Gold Coin to craft a Construct. After you spend the Gold Coin you must also imbue the construct with 3 of your own Essence. This Essence does not replenish until the Construct is destroyed.
Your Construct begins life with 2 Tiers in Brawn, Finesse, Reflexes, Awareness or Composure. You may increase one these stats to Tier 5. Your Construct is a mindless being and does not have access to the other stats. It also has 4 Skills at T1. It does not have Essence. All other Attributes are filled out as per normal character creation. Your Construct does not receive racial bonuses and may be size Small or Medium.
When you create your construct roll Intellect + Academics or Crafting. Each Success counts as 1 XP that you can use to modify your Construct. You may also spend up to 5 additional Gold Coins. Each Gold Coin spent gives your construct 1 more XP.
You are in complete control of your Construct and can order it to do anything. It will act independently to complete your orders if you are not around and if it cannot complete its task it will return to you.
Constructs do not heal naturally over time. You can roll your Intellect + Academics or Crafting in place of a Medicine roll to heal them. Magical Healing Spells also affect Constructs the same way they affect normal characters.
Constructs do not suffer from Poisons, Venoms or Illnesses and do not need to breathe or sleep.
If your Construct is destroyed you immediately regain your Essence and keep it until you rebuild your Construct. It takes one week to rebuild your Construct.

Awakening
Tier 2
Every month your Construct is active you spend 1 less Essence to maintain them. When your Essence expenditure reaches 0 the Construct is an awake and sentient being and may become a Follower. Upon achieving sentience the construct gains 1 Tier in Intelligence, Wits, Charisma and Persuasion.

Enhanced
Tier 2
You must spend 1 additional Essence but you can increase 2 of your construct’s Stats to Tier 2 and it gains 2 additional skills at Tier 2.

Helpful Spirits

Helpful Spirits
Tier 3
Scene l Strike + Transference l Creatures/Spirits
You summon magical creatures to aid you. These creatures cannot be Targeted during combat but can be seen. You can decide how you want your creatures to look and what form they take.
First, roll Strike + Transference and spend 1 Essence per Success with your Primary Action. You may use these Successes throughout the Combat or Scene to perform the actions listed below. Every action costs a number of Successes. When you reach 0 Successes your summoned helpers disappear.
Aiding Spirits (1 Success)
Free l Medium l 1 Ally
〇 An Ally targets a Foe with an Attack.
The Target has Advantage on their roll.
Hindering Spirits (1 Success)
Free l Medium l 1 Foe
〇 A Foe targets an Ally with an Attack.
The Target has Disadvantage on their roll.
Healing Spirits (1 Success)
Free l Medium l 1 Ally or Self
The Target heals 3 Vitality.
Strengthening Spirits (1 Success)
Free l Medium l 1 Ally or Self
〇 Your or an Ally hit a Foe.
The Target is Strengthened.
Weakening Spirits (1 Success)
Free l Medium l 1 Foe
〇 A Foe hits You or an Ally.
The Target is Weakened.

Guiding Spirits
Tier 2
You gain access to the following actions:
Blinding Spirits (2 Successes)
Free l 1 Round l Medium l 1 Foe
The Target is Blinded.
Moving Spirits (2 Successes)
Free l 1 Round l Medium l 1 Character
You can move the Target 5 hexes.
Restorative Spirits (2 Successes)
Free l Medium l 1 Ally or Self
The Target heals 9 Vitality.
Wounding Spirits (2 Successes)
Free l Combat l Medium l 1 Foe
The Target is Wounded: +1.

Polymorph

Polymorph
Tier 3
Scene l Strike + Life l Self
You can change your form into that of another creature. You cannot use this power to change your form into that of another character. You may only take the form of Beasts when you take this Perk.
First roll Strike + Life. The amount of Successes you get is the max Deadliness rating of the Beast you can turn into. You must spend Essence equal to 2 x Deadliness rating of the Beast you wish to turn into to complete the transformation.
While you are in your Polymorphed Form you retain all of your Skills. You lose access to all of your Perks. All of your Stats and Attributes become the same as those of the creature you are Polymorphed into.
When you take damage in your polymorphed form that damage goes to that form’s Vitality total. If you are reduced to 0 Health while polymorphed you are immediately returned to your original form with the same amount of Vitality you had when you cast this Spell. Also, if you are reduced to 0 Health while polymorphed you are Staggered for 1 Round when you revert to your natural form.
You may revert back to your normal form as a Free action at any time during your Turn.

Otherworldly Form
Tier 2
You may also take the form of Echoes.

Polymorph Ally
Tier 2
The Target of your Polymorph becomes Self or 1 Ally.

Polymorph Enemy
Tier 3
The Target of your Polymorph becomes Self or 1 Foe. You must pay Target’s Deadliness + 3 Essence instead of the normal cost. The Target may attempt to resist the Polymorph by rolling Resilience CR: Successes.

Sorcerous Form
Tier 2
You do not lose access to Spells or Essence while Polymorphed.

Summoning

Summoning
Tier 3
Primary l Scene l Strike + Transference l Characters*
Choose one type: Ancients, Beasts, Dragons, Echoes or Folk. You can only summon those types of creatures.
Roll Strike + Transference. You must spend 1 + Successes Essence to activate your Summoning Spell. The number of Successes you get determines how powerful and how many creatures you can summon. Subtract each creature’s Deadliness from the number of Successes until you are at 0 or have all the creatures you want, this the number of creatures you can control with your Primary action every Round. It is up to you whether you want your summoned creatures to be real creatures from within the world or magical entities you conjure into being. These creatures may appear in any unoccupied hex within range.
To control your summoned creatures you must spend your Primary action to roll Strike + Enchantment CR: Deadliness. You only make this roll once per Turn and the CR is the highest Deadliness out of the creatures you have summoned. If you fail, you lose control of them for the Round.
To dismiss your summoned creatures you must spend your Primary action to roll Strike + Transference CR: Deadliness. If you fail, you cannot dismiss them for that Round. They are not automatically dismissed at the end of the combat.
Summoned creatures do not wish to be summoned and will attack the person who summoned them if they can. If you lose control of your creatures or fail to dismiss them they will turn on you.
If you are unable to use your Primary action the creatures will turn on you. The creatures will only be dismissed or returned to their homes if you dismiss them or if you die, and the creatures are aware of this.

Commanding
Tier 2
You can spend 1 Essence to automatically control your summoned creatures as a Free action.

Dismissive
Tier 2
You can spend 1 Essence to automatically dismiss your summoned creatures as a Free action.

Diversified
Tier 2
You may summon one additional type of creature.
Special: You may take this Perk multiple times, each time gaining access to a different type of creature.

Questions, Comments, Thoughts, Concerns?

Menu