Perks: Spell Enhancers
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Have your normal Spells or Religious Perks ever let you down? Do you wish they could shoot farther, last longer, or just do more damage? These Perks have the answer for you. These allow you to maximize the usefulness of every Essence you spend.
You can take each of these Perks multiple times and may also use them at the same time when casting Cantrips, Spells or using Religious Perks. You must declare you are using these Perks before you make any rolls unless it says otherwise in the description of the Perk.
Unless otherwise noted, a Spell Enhancer adds +1 Essence to the cost of the modified action. Therefore, a Tier 1 Spell with the Accurate Spell Enhancement would cost 2 Essence to cast.
When you cast a Spell, you gain Advantage on the roll.
1 / Combat l Free l 1 Spell
When you cast an area Spell, you can choose 3 hexes that are not affected by your Spell. If that spell is a Zone you can also select 3 new unaffected hexes every Turn you move the Zone.
When you cast a Spell, you can set a trigger condition. When this trigger condition is met, the Spell will go off as directed.
When you cast a Spell, you can change the damage type to any other type.
When you cast a Spell, you can increase the Affected Area. A Blast / Zone increases by 1, a Cone increases by 2, and a Chain or Line increases by 3.
When you cast a Spell, you can change the range of the Spell to Long.
When you cast a Spell, it cannot be Counterspelled.
After you cast a Spell you may add all Aces rolled to the total number of Successes.
When you cast a Spell, you can cast it more quickly. A Spell that normally takes a Primary Action instead takes a Secondary Action. One that normally takes a Secondary Action can instead be cast as a Free action.
When you cast a Spell, you can cast that Spell Discreetly.
When you cast a Spell, you are Strengthened. You may apply this to healing as well as damaging spells.