Spells: Evocation

 

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Evocation Spells

Kaboom! Ever feel like you just wanna blow up stuff? Evocation has just what you’re looking for. It covers fireballs to flash freezes and everything in between that lets you lay down the hurt on your enemy. But don’t let the damage fool you, you can also shield yourself and your friends from certain types of damages with these Spells as well.

Spells

Acid Rain
Tier: 2
Primary l Combat l PD l Blast: 3 l Characters
All characters take 3d4 + Spike damage (acid) and are Wounded: 3 (acid).
▲ The Affected Area becomes Blast: 5 and the damage increases to 3d6 + Spike damage (acid).

Acid Splash
Tier: 1
Reaction l Combat l PD l Blast: 3 from Self l Foes
〇 A Foe Hits you with a Melee Attack.
The Targets take 1d4 + Spike damage (acid) and are Wounded: 2 (acid).
▲ The Targets take 2d6 + Spike damage (acid) and are Wounded: 5 (acid).

Acid Spray
Tier: 1
Primary l Combat l PD l Cone: 5 l Characters
Characters take 1d4 + Spike (acid) damage and are Wounded:1 (acid).
▲ Characters are Wounded: 5 (acid).

Chill
Tier: 2
Primary l Combat l PD l Combat l 1 Foe
The target takes 1d10 + Spike damage (cold), has Vulnerable (all): 1, and is Slowed.
▲ The Target becomes Vulnerable (all): Spike.

Elemental Armor
Tier: 2
Secondary l Combat l Self
You gain Resistance: Successes against one energy damage type of your choice. Any character who hits you with a Melee Attack during the duration takes Spike damage (energy).
▲ The Resistance increases to Successes × 3. The damage increases to 1d4 + Spike (choice).

Elemental Protection
Tier: 2
Secondary l Combat l Self
You gain Resistance: Successes against one type of energy damage.
▲ The Target becomes Self and Spike Allies.

Elemental Weapon
Tier: 3
Primary l Combat l Self
Choose one Energy type when you take this Spell. Change your melee or ranged damage to that energy. You gain + ½ Successes damage on any Attack with that weapon.
▲ The Target becomes 1 Ally.

Energy Lance
Tier: 1
Primary l PD l 1 Foe
The target takes 1d8 + Spike damage (choice).
Special: Choose an energy type when you take this Spell. It only deals damage of that energy type.
▲ The Affected Area becomes Chain: 3.

Energy Missile
Tier: 1
Primary l PD l 1 Foe
The target takes 3d8 + Spike damage (energy). If you miss the Target still takes Spike damage (energy).
Special: Choose an energy type when you take this Spell. It only deals damage of that energy type.
▲ The Affected Area becomes Blast: 3.

Energy Zone
Tier: 2
Primary l Zone: 2 l Characters
You create a Zone of energy. Any character who begins their Turn In or Enters the Zone takes 1d4 + Spike damage (energy). They can only take this damage once per Round.
Special: Choose an energy type when you take this Spell. It only deals damage of that energy type.
▲ The damage becomes 2d6 + Spike damage (energy)

Evoker’s Will
Tier: 2
Secondary l Scene* l Self
When you take this Spell, choose one of the following skills: Acrobatics, Archery, Athletics, Burglary, Construction, Legerdemain, Melee, or Intimidate.
You can use your Evocation 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.

Explosion of Sound
Tier: 1
Primary l 1 Round l PD l Blast: 3 from Self l Characters
Targets take Spike damage and are Confused.
▲ The damage becomes 1d4 + Spike damage (sonic). All Targets hit by the Spell are moved to a hex Adjacent to the edge of the Blast.

Fissures
Tier: 2
Secondary l Combat l 1 Unoccupied Hex per Success
Any character who moves Into an affected hex takes 1d6 + Spike damage (fire) and is Wounded: 1 (fire) until they spend a Primary Action to put the flames out. After a Character moves Into the hex it is no longer affected by this Spell.
▲ Increase damage to 2d6 + Spike and Wounded: 2.

Fireball
Tier: 3
Primary l 1 Round l PD l Blast: 3 l Characters
Targets take 3d8 + Spike damage (fire) and are Wounded: 1 (fire). Characters you miss take Spike damage (fire).
▲ The Affected Area is now Blast: 5 and the targets are also Wounded: 3 (fire) until they or an ally spend a Primary Action to put out the flames.

Flash Freeze
Tier: 3
Primary l 1 Round l PD l 1 Foe
The Target is Helpless. The next successful Melee or Ranged Attack against the target automatically Aces. If you miss, the target takes Spike damage (cold) and is Slowed.
▲ The Affected Area becomes Blast: 2 from Self and the target changes to Characters.

Freeze
Tier: 2
Reaction l 1 Round l PD l 1 Foe
〇 A Foe Hits you with a Melee Attack.
The target is Weakened and takes 1d6 + Spike damage (cold).
▲ Increase damage to 2d6 + Spike damage (cold). The Duration increases to Combat.

Ice Sheet
Tier: 2
Primary l Combat l PD l Blast: 3 l Characters
Characters take 1d8 + Spike damage (cold). The Affected Area is slippery; requiring an Acrobatics or Athletics CR: Spike roll to not fall Prone. Targets must make this roll if they begin their Turn In or Enter the Affected Area.
▲ When characters miss the roll and fall Prone, they take Spike damage (cold).

Immolate
Tier: 2
Secondary l Combat l PD l 1 Foe
That target is Wounded: 2 (fire).
▲ The Affected Area is now Cone: 3 and the damage is Wounded: 4 (fire).

Jagged Path
Tier: 1
Secondary l 1 Round l Affected Hexes l Self
You affect every hex you move through this Round. Any character who passes through these hexes takes Successes damage (energy).
▲ Increase the damage to 2 x Successes.

Lightning Bolt
Tier: 1
Primary l 1 Round l PD l 1 Foe
You deal 1d10 + Spike damage (electric) and the Target is Shocked.
▲ All Characters Adjacent to the Target take 1d4 + Spike damage (electric) and are Shocked.

Lightning Storm
Tier: 3
Primary l Combat l PD l 1 Foe
You conjure a lightning storm. The target takes 2d10 + Spike damage (electric) and is Shocked for 1 Round. If you miss, the target takes Spike damage (electric). After casting the Spell, you can make a Special Magic Attack every Round as a Secondary Action but the damage changes to 1d10 (electric) and the target is Shocked for 1 Round. This attack costs no Essence.
▲ Your Special Magic Attack becomes a Free Action.

Living Sound
Tier: 3
Free l 1 Round l PD l Self
You turn into sound waves. Your Movement does not trigger Actions. You can pass through Occupied and Obstructed hexes without penalties. You can roll Strike + Evocation vs. PD against every Foe whose hex you pass through to deal 3d4 + Spike damage (sonic) and make them Stunned. If you miss, they take Spike damage (sonic). Foes can only take this damage once.
▲ You gain +6 Movement. Foes are also Deafened.

Stone Shield
Tier: 2
Reaction l 1 Round l Self
〇 A Foe Hits the Target with a Melee Attack.
You gain Hardness: +Successes.
▲ The Target becomes Self or Adjacent Ally.

Stonewall
Tier: 3
Primary l 1 Day l PD l Chain: Successes l Characters
You create a wall in a Chain: Successes hexes. The wall is made of rough earth and stone, rising up from the ground, and is 3 hexes high. If there is a character in a hex that the wall rises up from, roll Strike + Evocation vs. PD. If you make the roll, they take 1d8 + Spike and you move them to an adjacent hex. If you miss, they can choose to stay on top of the wall or move to any adjacent hex. The walls take an Athletics CR: Spike roll to climb.
▲ The walls become permanent.

Sonic Cone
Tier: 1
Primary l 1 Round l PD l Cone: 3 from Self l Characters
All Targets take 1d8 + Spike damage (sonic) and are Deafened. Characters you miss take Spike damage.
▲ The Affected Area becomes Cone: 5.

Stream
Tier: 1
Primary l PD l Chain: 5 from Self l Characters
You hit the Targets with a blast of water dealing 1d6 + Spike damage and move the targets up to 3 hexes.
▲ The Targets also fall Prone.

Telekinetic Lift
Tier: 2
Secondary l Scene l Self
During the duration, you can move up to 30 × Successes kilograms up to 8 hexes horizontally and 2 hexes vertically with a Secondary Action. Doing so does not cost Essence. You can affect multiple objects or characters, up to the weight limit. Hitting characters with these objects does not deal damage unless dropped from above them. In that case, it deals 1d4 damage per 30 kg.
If you try to use it against a resisting character, you must roll Strike + Evocation vs. PD to Restrain and Move them. If you are lifting them into the air, failure on subsequent rolls drops them.
▲ You can now throw objects that you lift as a Primary Action. Doing so does not cost Essence. You can make a Strike + Evocation vs. PD roll to hit, dealing 2 x Successes + Spike damage. If the object you are throwing is a character, both the object and target take this damage.

Telekinetic Shield
Tier: 2
Reaction l PD l 1 Foe
〇 A Foe Hits you or an Ally with an Attack that targets PD.
The Attack misses.
▲ The target also falls Prone.

Telekinetic Slam
Tier: 2
Primary l 1 Round l PD l Blast: 3 l Characters
Targets take 1d8 + Spike damage and are Stuck. If you miss Targets take Spike damage.
▲ The Target changes to Foes.

Tornado
Tier: 3
Primary l Combat l PD l Zone: 2 l Characters
You create a tornado. Any character that begins their Turn In or moves Into the Zone takes 1d8 + Spike damage and is moved 3 hexes outside of the Zone’s area. You must move the area 3 hexes as a Secondary Action or the Spell ends.
▲ The area becomes Zone: 5

Tremors
Tier: 1
Primary l Combat l PD l 1 Foe
The Target takes 1d6 + Spike damage. The Target’s hex is Obstructed and the Target falls Prone.
▲ All adjacent hexes become Obstructed as well.

Wave
Tier: 2
Free l 1 Round l Self
You turn into water. Your Movement does not trigger Actions and you can move through Occupied hexes without penalty. You can roll Strike + Evocation vs. PD against every Foe whose hex you pass through to deal 1d4 + Spike damage and move them 3 hexes. Foes can only take this damage once.
▲ Increase damage to 3d4 + Spike.

Wind Rider
Tier: 2
Free l 1 Round l Self
You turn into wind. Your Movement does not trigger Actions and you can move through Occupied and Obstructed hexes without penalty. You can Fly during this Movement. At the end of the Movement, you float back to the ground and land gently.
You can move any character that you were Adjacent to or whose hex you moved Into to any hex that you moved through.
▲ You gain +6 Movement.

Wind Wall
Tier: 2
Secondary l Combat l Chain: 8 l Characters
You create a wall of wind up to 8 hexes long. You designate which direction the wind is blowing. Characters passing through the wall in the direction of the wind gain Speed: +2. Characters passing through the wall against the wind must roll Brawn + Athletics CR: Spike. If they succeed, they can move through the wall normally. If they fail, you can move them Spike hexes away from the wall and they fall Prone.
▲ Characters passing through the wall with the wind gain Speed: +2 and can Fly. At the end of their Turn, they float back to the ground and land gently. Characters who fail their Athletics roll when trying to pass through the wall against the wind get moved Spike x 2 hexes away from the wall, take 1d8 damage and fall Prone.

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