Spells: Enchantment

 

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Illusions, deceptions, and mirages. Your magic cannot truly change things, but it can make people see or feel what you want them to. Rather than blow your foes to pieces or shift them through space and time, you can alter their visions and their moods or make them fall in love with you and fight by your side.

Spells

Alter Memories
Tier: 2
Primary l MD l 1 Foe
You can alter the target’s short term memory, making them forget or remember events differently that have transpired within the last hour. The version of events to be remembered must be declared before rolling, with the caster gaining Disadvantage on the roll if they are too unbelievable. If the roll fails, the target gets to see the version the caster wanted them to believe but fights them off and retains their memories.
▲ You can cast this Spell discreetly. On a failure, the target is aware that someone was trying to change their memories and is aware of what the change would have been, but is not aware of who the caster is.

Aurora Zone
Tier: 2
Primary l 1 Round l Zone: 2 l Characters
You create a Zone of beautiful dancing colors. Characters who enter or begin their Turn in the Zone gain Disadvantage and are Slowed. You can spend your Secondary to move the Zone 3 hexes.
▲ Characters are also Shocked.

Center of Attention
Tier: 2
Primary l Scene l MD l Short l Characters
The Targets are Glamoured.
▲ You can cast this Spell discreetly. On a failure, the targets are aware that the spell was cast but not where it came from.

Charm
Tier: 2
Secondary l Scene l MD l 1 Foe
The Target is Charmed. This Spell is cast Discreetly, but if it fails the target is aware that the spell was cast and where it came from.
▲ The Duration changes to 1 Day.

Compulsion
Tier: 2
Primary l 1 Week l MD l 1 Character
You may issue a command or series of commands that the target must obey sometime during the week. The Target will obey the command when the opportunity conveniently arises. After completing the command the Target will have no memory of their actions.
▲ You may cast this Spell Discreetly.

Concussion Bomb
Tier: 1
Primary l 1 Round l MD l Blast: 2 l Foes
The Targets take 1d6 + Spike damage (mental) and are Slowed.
▲ The Targets are also Shocked.

Curse
Tier: 3
Primary l 1 Day* l MD l Adjacent l 1 Foe
You curse the target, though they don’t immediately feel the effects. Beginning at dawn the next day, any time the target rolls, they must roll twice and take the worse of the two results. The effects of this spell can only be removed with Dispel Magic.
This Spell is renewable from any distance.
▲ The duration becomes 1 Week and can only be Dispelled for 1 Day.

Dismiss Enchantment
Tier: 2
Secondary l 1 Foe
You can remove all Glamoured, Dominated and Charmed Effects from the target.
▲ The Affected Area becomes Blast: 10.

Dominate
Tier: 3
Secondary l 1 Foe
Secondary l 1 Hour* l MD l 1 Foe
The target is Dominated. When the Spell ends, the target is fully aware of the Spell, who the caster was, and the actions they performed while under it.
This Spell is renewable while the target remains within 1 km.
Special: Once a character is Dominated, they must remain within 1 km of the caster otherwise the Spell immediately ends.
▲ The duration changes to 1 Day and is still renewable. They do not have to be within a Medium Range when the Spell is renewed but you must be within 1 km of the Target. You may renew the Spell without having to hit the target’s MD again.

Drowsy
Tier: 1
Secondary l MD l 1 Foe
The target is Slowed until somebody Attacks them. If nobody attacks the target, they fall asleep at the end of their 3rd Turn. At the end of the 3rd Turn, they can make an Opposed Roll, Composure + Resilience vs. Successes to stay awake and end the effect. They can be awoken by disturbances as a normal sleeping person would be. If the character falls asleep they are Helpless.
▲ The target becomes 3 Foes and this can be cast discreetly.

Emotional Intensity
Tier: 1
Secondary l Scene l MD l 1 Character
You can alter the emotional intensity of a target. This Spell can be cast discreetly, though if you fail, the Target realizes you cast this and what you were trying to do. If you make the roll, you first learn the target’s current emotional state. You can then alter the intensity of their emotions based on Successes according to the following:
MD: You can move them 1 step on the following list.
MD + 1: You can move them 2 steps on the following list.
MD + 2: You can set their emotional state to whatever you would like. At MD + 2, you could also give them complete apathy to anything.
– No strong emotions (a normal person)
– Emotional (feeling irritable, feeling blue)
– Strongly Emotional (anger, sadness)
– Intensely Emotional (fury, depression)
– Overwhelmingly Emotional (homicidal rage, crippling depression)
This Spell can only affect a target once per day. Depending on their actions while under the influence of this Spell, their emotional state may or may not return to what it previously was.
▲ The Affected Area becomes Blast: 5.

Emotional Wreck
Tier: 2
Primary l 1 Day* l MD l 1 Foe
One hour after this is cast, the target has Disadvantage on all rolls. The effects of this Spell can only be removed with Dispel Magic.
This Spell is renewable as long as the target is within 1 km of the caster.
▲ The duration changes to 1 Week.

Enchanter’s Will
Tier: 2
Secondary l Scene l Self
When you take this Spell, choose one of the following skills: Aesthetics, Animal Affinity, Convince, Deceive, Impress, Insight, Intimidate, Investigate, Stealth, Streetwise, or Perform.
You can use your Enchantment skill in place of that skill for one roll. If you do not use this power during the Scene this Spell is wasted. This Spell can be cast Discreetly. You may cast this Spell more than once per Scene.
Special: You may take this Spell more than once and choose a different Skill each time.
▲ Gain Advantage on this roll.

Evil Eye’s Gaze
Tier: 1
Reaction l MD l 1 Foe
〇 The Target Begins their Turn.
The target cannot attack you during this Turn. They can use their Actions in any other way they wish as long as they do not use an Attack against you.
▲ The target must Attack and you can decide what their target is, even an empty square The target will not attack themselves.

Faerie Blast
Tier: 1
Secondary l 1 Round l PD l Blast: 3 l Foes
The targets take 1d4 + Spike damage and are Blinded. On a miss, they take Spike damage.
▲ The Affected Area becomes Blast: 5.

Faerie Blaze
Tier: 2
Secondary l Combat l 1 Unoccupied Hex per Success
You create hexes that are burning with Faerie Fire. Any Foe that moves Into the hexes takes 1d4 damage (mental) and grants Advantage to all Attacks against them for 1 Round. After a Foe moves Into the hex it is no longer affected by this Spell.
▲ The damage increases to 3d4.

Faerie Festival
Tier: 3
Secondary l Scene l Blast: 20
You can create a festival setting from thin air or enhance an event you’re already at with decorations, music, and delicious food. You and all Allies of your choice gain Advantage on all Personality rolls for the duration of the Scene. During the festival, you may inflict Disadvantage on other characters a number of times equal to the number of Successes you got while casting this Spell. People at the festival are aware that everything has been conjured through magic and will act accordingly.
▲ You can now spend successes to peacefully compel people to leave your festival. Once you have spent one success one target will leave as quickly and politely as possible.

Faerie Fire
Tier: 1
Primary l 1 Round l PD l Blast: 5 l Characters
Any Hidden targets, including Invisible ones, immediately stop being Hidden.
All Attacks against affected targets have Advantage.
▲ The Target becomes Foes.

Flood the Senses
Tier: 3
Primary l 1 Round l AD l 1 Foe
The Target takes Spike damage (mental) directly to Health and is Blinded and Deafened.
▲ Increase the damage to 1d8 + Spike.

Fumble
Tier: 1
Secondary l 1 Round l MD l 1 Foe
The Target has Disadvantage and Aces count as Nils.
▲ The Target becomes 3 Foes.

Glamour
Tier: 1
Secondary l Scene l 1 Foe
The Target is Glamoured. This Spell is cast Discreetly, but if it fails the target is aware that the spell was cast and where it came from.
▲ The Duration becomes 1 Day.

Hallucinate
Tier: 2
Secondary l 1 Round or 10 Minutes* l MD l 1 Foe
The Target suffers from hallucinations to all senses. Inside of combat, they are Confused. Outside of combat, they react appropriately to the hallucination that you decide they are seeing. If someone tries to bring them to their senses with a Secondary Action, they can roll Composure + Resilience CR: Spike to break the effect.
You must spend a Secondary Action to renew the Spell’s duration inside of combat. You do not need to spend Essence.
This Spell is cast Discreetly, but if it fails the target is aware that the spell was cast and where it came from.
This Spell can be renewed as long as the target is within sight of the caster.
▲ The hallucinations grow stronger. When you cast the Spell and renew the Spell’s duration, you deal Spike damage (mental) to the Target. The Target has Disadvantage to the Composure roll to break the effect.

Invisibility
Tier: 3
Primary l Scene l Self
You become Invisible. If you make an Attack, you can spend 2 Essence to renew the power and remain Invisible, otherwise, the effect ends.
▲ Roll Strike + Enchantment. You can make Successes total characters within Medium range Invisible. If they make an Attack, you or the attacker can spend 2 Essence to renew the power and remain Invisible, otherwise, the effect ends.

Invisible Chains
Tier: 1
Secondary l 1 Round l MD l 1 Foe
The Target is Stuck.
▲ Increase the Duration to Combat.

Locate
Tier: 2
Primary l 1 Round* l MD l 10 km l Character
You can lightly scan the minds of all characters in range in search of 1 specific character. You must have met the character in person or received a detailed description from someone who has.
If you make the roll, you know the direction that they’re in, their distance from you, and their immediate surroundings (i.e. in a tavern). If their surroundings are a place that you are familiar with, you can roll Investigation to recognize them. You also learn their current Vitality and what they are doing at that moment. The target can roll Awareness + Supernatural CR: Spike to become aware that someone is watching them.
You may continue watching the character for more than 1 Round but must spend your Primary Action to do so. The character being watched does not get to roll Supernatural to realize they are being watched after the first roll.
▲ The target must roll Awareness + Supernatural CR: Spike + 2 to become aware of this Spell. Further, you can cast another Spell that does not deal damage. The source of the Spell is two hexes directly above the target and all ranges are based off of that location.

Memento Mori Mines
Tier: 2
Secondary l Combat l 1 Unoccupied hex per Success
Any Character that moves Into the hexes is Stunned and Slowed for 1 Round. After a Character moves Into the hex it is no longer affected by this Spell.
▲ The character is Staggered for 1 Round.

Memory Manipulation
Tier: 3
Primary l MD l 1 Character
You can change vast portions of the target’s memories, erasing or replacing important people or events from their lives. Their other memories will blend together to fill the gaps and their past will continue to make sense to them. On the other hand, the present might begin to not make sense if certain important details have been altered. They will trust their memories until they’ve been convinced otherwise.
First, roll vs. MD. The amount of information you can change is based on the number of Successes over their MD.
MD: You can alter the memory of a single person or event.
MD + 1: You can alter the memory of an entire group of people or significant event.
MD + 2: You can alter around a 5-year period of the person’s memory.
If the roll fails, the target gets to see the version the caster wanted them to believe, but fights it off and retains their memories.
▲ The Target becomes Spike Characters.

Message
Tier: 1
Free l 10 km / Success l 1 Character
You can send a short Message of up to 20 words to a target within range at any point on your Turn, even while Staggered or Helpless. The target can then respond with a 20-word Message of their own.
You have to have met the character before in person or received a detailed description from someone who has. If the target does not wish to be found, your Strike + Enchantment roll to determine distance but must also meet their MD. If you make the roll, you do not know their location but know that they are in or out of your range and can send them a message.
▲ Increase the Range to 100 km / Success.

Mind Probe
Tier: 2
Primary l MD l 1 Foe
You can pull information from another character’s mind. You can ask 1 question plus 1 for every Success over their MD. You receive a detailed answer to each question. The target is not trying to be evasive at all, succinctly stating the reply to the questions you asked with any pertinent information. The answer to the question doesn’t necessarily have to be true – it’s just important that the target believes it to be true. The target may also not understand your question or not know the answer, in which case it still counts as a question asked. These answers are not given verbally, but telepathically.
▲ You may cast this Discreetly and the Target will not be aware at the end of the Spell.
You have to have met the character before in person or received a detailed description from someone who has. If the target does not wish to be found, your Strike + Enchantment roll to determine distance but must also meet their MD. If you make the roll, you do not know their location but know that they are in or out of your range and can send them a message.

Nightmare Terrain
Tier: 2
Primary l Zone: 2 l Characters
All hexes are Obstructed. Characters who begin their Turn in or enter the Zone take 1d4 + Spike damage (mental) and are Confused for 1 Round. This Zone cannot be moved once it is in place.
▲ The Target changes to Foes.

Overwhelmed
Tier: 3
Reaction l MD l 1 Round l 1 Foe
〇 The Target Begins their Turn.
The target is Stunned and takes 2d4 + Spike damage (mental). On a miss, the target still takes Spike damage (mental).
▲ The Target is Staggered and takes 2d6 + Spike damage (mental).

Payback
Tier: 2
Primary l Combat l Self
When an Attack hits you, the Attacker takes Spike damage (mental). You then roll Strike + Enchantment vs. MD to make them Shocked and Weakened for 1 Round.
▲ The Target changes to Self or 1 Ally.

Possession
Tier: 3
Primary l Scene* l MD l Adjacent l 1 Character
You take control of the target’s body and your own body becomes Helpless while you are in control of the target’s body. The target must be a Kindred or Folk. While in control of their body you gain all of their Attributes and Body Stats but everything else about your character remains the same. If you put the target into life-threatening danger they can make a Composure + Resilience CR: Spike roll to break the possession. If the target dies or breaks the possession you are immediately returned to your own body and Staggered for 1 Round.
This Spell can be renewed as long as you are within 10 km of the Target.
▲ The Duration becomes 1 Day.

Psychic Whip
Tier: 3
Primary l MD l 1 Round l Chain: 5 from Self l Foes
The Target takes 3d4 + Spike damage (mental) and is Stunned. On a miss, Target takes Spike damage (mental).
▲ The Affected Area becomes Chain: 10 from Self.

Puppeteer
Tier: 2
Reaction l MD l 1 Foe
〇 The Target Begins their Turn.
You take control of the target, dictating how it spends its Movement. You cannot make it do complex moves like jumping or climbing and cannot make it move into dangerous hexes. Each hex must be solid ground.
If the target can Fly, Swim, or Climb, you can utilize these Movement methods as well.
▲ Actions triggered by the Targets Movement gain Advantage.

Shared Pain
Tier: 1
Reaction l MD l 1 Foe
〇 You take damage.
The target takes 1d4 + Spike damage (mental).
▲ Increase the damage to 1d10 + Spike (mental) damage.

Sleep
Tier: 3
Primary l Scene l MD l Blast: 2 l Characters
The Targets fall asleep. They can be awoken by disturbances as a normal sleeping person would be. While the Targets are asleep they are Helpless.
▲ They can only be awoken by direct attacks against them or an Ally spending a Primary Action to physically shake them awake.

Tell No Lies
Tier: 2
Primary l Scene* l MD l 1 Character
The next time the Target is asked a question, they cannot lie and must answer the question. This Spell only works for 1 question.
▲ The Target cannot lie for the duration of the Scene.

Terrify
Tier: 2
Reaction l MD l 1 Foe
〇 The Target Begins their Turn.
The Target must spend all their Movement to move away from you.
▲ The target must use all their Actions to move away from you.

Unspoken Words
Tier: 1
Secondary l Scene l MD l 1 Character
You can communicate telepathically with any single character within range. You can only use Unspoken Words to speak to one character at a time. This does not give characters the ability to speak or speak languages they would not normally be able to. If you attempt to communicate telepathically with a character that cannot speak or speak your language, you can only sense and communicate very basic ideas and emotions.
You must roll vs. MD against characters who wish to resist the telepathic communication each time you wish to speak to them. Failure on this roll means you cannot use the Spell against them again for the duration. Any character you try to use Unspoken Words recognizes who the caster is unless they are Hidden. The voice in their minds is your voice unless you try to disguise it.
While casting Unspoken Words takes a Secondary Action, using it to communicate during the duration does not cost an Action.
This Spell can be cast Discreetly.
▲ You can speak telepathically to any number of characters within Range.

Withering Path
Tier: 2
Free l MD l 1 Round l Self
You gain +3 Movement and your Movement does not trigger Actions. Every Foe you come Adjacent to or whose hex you pass through is Weakened.
▲ You receive +6 Movement and Foes are also Slowed.

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