Perks: Magic

 

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Magic Perks

These Perks allow you to enhance your Cantrips, learn Spells, or give you ways to get more Essence. You can really define the way your character uses magic and gain all the bonuses for customizing your own casting style.

Cantrip Mastery
Tier 3
You can cast Cantrips as a Secondary Action by spending +1 Essence.

Counterspell Defense
Tier 2
Attempts to Counterspell you have Disadvantage and the CR to Counterspell is increased by the Tier of the Spell you are casting.

Counterspell Efficiency
Tier 1
You spend one less Essence when you Counterspell.

Craft Consumables
Tier 2
You can craft Consumables.

Craft Items of Power
Tier 3
You can craft Items of Power.

Craft Trinkets
Tier 1
You can craft Trinkets.

Dance Caster
Tier 2
Before you cast a Spell you receive Bonus Movement equal to the Tier of the Spell. Cantrips also give you 1 Bonus Movement. Actions triggered by this Bonus Movement have Disadvantage. If you end your Movement with no Adjacent foes you do not have Disadvantage on your attack.

Enchanter
Tier 1
Enemies have Disadvantage when rolling to end Status Effects from your Enchantment Spells.

Energy Caster
Tier 2
Choose a type of energy. When you cast any Spell, your energy type manifests around you and an anima banner appears. When you spend Essence, Adjacent Foes take Spike damage (choice of energy).

Energy Master
Tier 2
When you take this Perk, choose one energy type. Any time deal damage with your chosen Energy type you are Strengthened. You also gain the following Maneuver:
Energy Overflow
3 / Combat l Free l 1 Spell
When you cast a Spell with your chosen energy type you deal +4 damage and may apply a Wounded: +1 until the end of the Combat.

Essence Increase, I
Tier 1
You gain +1 Essence.
Special: You cannot take this and the Essence Increase, II or III Perks.

Essence Increase, II
Tier 2
You gain +2 Essence.
Special: You cannot take this and the Essence Increase, I or III Perks.

Essence Increase, III
Tier 3
You gain +3 Essence.
Special: You cannot take this and the Essence Increase, I or II Perks.

Essence Borrower
Tier 1
1 / Combat l Secondary l Medium l up to 3 Allies
You can take a total of up to Spike Essence from willing Allies.

Familiar
Tier 1
You have a Familiar. This can be any creature from the following list: Flame Fox, Ghost Fox, Gremlin, Monkey, Raven, Scamp, Cat, Dog, Viper, Drude, or Mirth Drake.
Your Familiar acts immediately before or after you in combat. It has its own set of Actions and generally does not draw enemy attention unless it is involved in an Attack. The exception to this would be those with knowledge of how Familiars and casting work.
You can cast Spells through your Familiar and use their hex as if it were your position when casting Spells as long as the familiar is within Short range. When doing so, you do not suffer from negative Status Effects that would hinder casting the Spell. Your familiar has 1 Essence that it can give you once per Combat. You can access it with a Secondary Action when your familiar is within Short Range.
If your Familiar dies, you can replace it with a new one. Doing so takes a week to bond to the new animal.

Familiar Retrainer
Tier 1
Your familiar has 1 additional Essence that it can lend you. You can access all of your familiar’s Essence with the same Secondary Action.

Familiar Training, I
Tier 1
Your familiar gains 3 XP. You may spend this XP on Stats, Skills, or Perks.

Familiar Training, II
Tier 2
Your Familiar gains +3 Health, +6 Tenacity, and +1 to all Defenses. It gains a Tier 1 Perk of your choosing.
Your familiar has 1 additional Essence that it can lend you. You can access all of your familiar’s Essence with the same Secondary Action.
You can now use your Familiar’s hex as a base hex to Counterspell or Dispel from.

Primal Magic Mastery
Tier 2
You have Mastery in all Skills when you roll for Primal Magic Rituals.

Psychic Caster
Tier 1
You gain Advantage on Spells that Target MD. You are Strengthened when dealing mental damage. Attempts to perceive you when casting have Disadvantage.

Psychic Master
Tier 2
Requires: Psychic Caster
You gain the following Manuever:
Mental Hurricane
3 / Combat l Free l 1 Spell
Change the Targeted Defense of the Spell to Mental Defense. Change all damage done to mental damage.

Rapid Essence Recovery
Tier 2
You regain 2 Essence per hour instead of 1.

School Mastery
Tier 3
Requires:  The School Training Perk
Choose Enchantment, Evocation, Life, Transference, or Universal. You have Mastery in Magic when casting Spells from that school.

School Specialist
Tier 3
Requires:  The School Training Perk
Choose Enchantment, Evocation, Life, Transference, or Universal. You have Advantage when casting Spells from this school.

School Training
Tier 3
You learn a Tier 3, 2, and 1 spell from one school of magic. Choose Enchantment, Evocation, Life, Transference, or Universal.

Song Caster
Tier 2
You sing songs when casting. You can use the following two abilities.
Audible Damage
Secondary l 1 Spell
When you cast a Spell, you can change the Spell’s damage type to Sonic and the Target becomes Confused. The Spell’s targeted Defense also changes to Anima Defense.

Spell Thief
Tier 1
When you successfully Counterspell you gain 1 Essence and Advantage on a Magic Skill roll on your next Turn.

Traveler
Tier 1
When you cast a Spell that teleports you or another character, you increase the distance by ½ Spike hexes.
Special: You can take this Perk up to 3 times.

Vitamancer
Tier 1
When you cast a Spell, one ally within Medium range or you heals 2 Vitality per tier of the Spell.

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