Spells: Life

 

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Life Spells

You are mortal and all of your friends are mortal. You are full of tears, and hunger, and the fear of death. You can control that mortality though. With these miraculous Spells, you can control the flow of life and necrotic energies. Heal your friends or hurt your enemies. You can even change your form and size to best fit the environment around you.

Spells

Bodily Harm
Tier: 3
Primary l Combat l AD l 1 Foe
You deal Spike damage directly to Health. The Target is Wounded: 3 (necrotic) and is Slowed, Deaf, Blinded or Confused until they make a Resilience CR: Spike roll or an ally makes a Medicine CR: Spike roll.
▲ The target becomes 3 Foes.

Death Cloud
Tier: 3
Primary l Combat l AD l Zone: 2 l Characters
You deal 1d6 + Spike damage (acid or necrotic) to characters who begin their Turn in or move Into the Zone. The hexes are Obstructed and Magically Dark.
Special: Choose acid or necrotic when you take this Spell. It only deals damage of that energy type.
▲ The Zone now does 1d12 + Spike damage (acid or necrotic).

Defensive Stink
Tier: 2
Reaction l 1 Round l AD l Blast: 2 from Self l Characters
〇 A Foe Targets you with an Attack.
Targets are Stunned and Weakened.
▲ Targets are now Staggered.

Disguise
Tier: 2
Secondary l Scene l Self
You can make small changes to your physical appearance and voice. The changes are only cosmetic and have no effect on Stats. The amount you can change is dependent upon how many Successes you roll.

  • 3: You can change one aspect of your appearance; such as your hair color or the tint of your skin.
  • 4: You can change multiple aspects of your physical appearance but cannot change to look exactly like another character.
  • 5: You can change multiple aspects about yourself and even your gender and height and weight. You still cannot look like another character.
  • 6: You can now change your physical appearance enough to look like any other character of your race.

You may renew this power at the beginning of every Scene.
▲ The duration changes to 1 Day.

Drain Life
Tier: 2
Primary l AD l Reach l 1 Foe
You deal 1d8 + Spike damage to the Target and heal yourself for an equal amount of Tenacity.
▲ You instead deal 2d8 + Spike damage and heal yourself for an equal amount of Vitality.

Drain Soul
Tier: 3
Primary l Combat l AD l 1 Foe
The Target is Shocked. While they are affected by this Spell, you gain an additional Secondary Action. They can roll Resilience CR: Spike to break the effect as a Free Action. If they break the effect, they can act normally that Round.
▲ The target becomes Stunned instead of Shocked. You still only gain a Secondary Action.

Drain Vigor
Tier: 2
Primary l Combat l AD l Reach l 1 Foe
The target is Weakened. While they are affected by this Spell, you are Strengthened. They can roll Resilience CR: Spike to break the effect as a Free Action. If they break the effect, they can act normally that Round.
▲ The target also has Disadvantage on all rolls. While they are affected by this Spell, you gain Advantage on all rolls.

Flourish
Tier: 2
Primary l Blast: 10 l Plants
Plants in the Blast grow at an accelerated rate depending on the number of Successes.

  • 1-2: 1 week’s growth
  • 3: 1 month’s growth
  • 4: 3 months’ growth.
  • 5: 1 year’s growth.
  • 6: 5 years’ growth.

▲ The area changes to Blast: 100 from Self.

Grow
Tier: 2
Primary l Combat l Self or 1 Ally
The target grows to a new size based on Successes. Any equipment that they are holding grows with them. They gain benefits according to their new Size. The effects supersede those of smaller sizes. When the Spell ends, you shrink to your normal size and lose the extra Health gained from this Spell. If this puts you at 0 Health, you immediately begin Bleeding Out.

  • 3: Large: +5 Health, Hardness: +1, Reach: +1
  • 4: Huge: +10 Health, Hardness: +2, Speed, +2, +2 Weapon Damage, Reach: +2
  • 5: Massive: +20 Health, Hardness: +3, Speed: +2, +4 Weapon Damage, Reach: +3

▲ You receive 1 free Success on the roll.

Hand of Death
Tier: 3
Primary l 1 Day* l PD l Long l 1 Foe
Exactly 1 Day after the target is hit by this Spell they are reduced to 0 Vitality but do not begin Bleeding Out. They cannot recover Vitality by magical or mundane means for 1 week while this Spell is in effect. Add +2 to the CR to Dispel the effects of this Spell.
▲ You become completely aware of where the Target is when this Spell takes effect.

Healing Zone
Tier: 2
Primary l Zone: 2 l Allies
You create a Zone that stores your magical healing. The Zone stores a number of points equal to Successes x 2. Allies who begin their Turn In or Enter the Zone can use these points to heal Vitality as a Free Action. When all the points have been used the Zone disappears.
▲ The number of Vitality points stored in the Zone becomes Successes x 4.

Injure
Tier: 2
Primary l 1 Round l AD l 1 Foe
You deal Spike damage directly to Health and they are Slowed.
▲ The target becomes 3 Foes.

Magical Illness
Tier: 2
Primary l 1 Week l PD l Reach l 1 Foe
The target has Disadvantage on all rolls. They do not regain Health or Tenacity naturally and any Regeneration they have stops working. This Spell can be cast Discreetly. Any Spell that heals Vitality or removes Status Effects also removes this disease but it cannot be removed with non-magical treatments.
▲ The area becomes Blast: 2. The Target becomes Foes.

Major Healing
Tier: 3
Secondary l 1 Ally
You return the Target to max Vitality. Any negative Status Effects are cleared from them.
Special: Casting this Spell more than once in a single Combat adds +1 Essence to its cost every time.
▲ The Target stands and gains 5 Bonus movement they can spend immediately.

Minor Healing
Tier: 2
Secondary l 1 Ally or Self
You heal Successes + Spike Health.
▲ You also heal Successes + Spike Vitality.

Necrotic Blast
Tier: 1
Primary l AD l Blast: 2 from Self l Characters
All Targets take 1d6 + Spike damage (necrotic).
▲ The Affected Area changes to Blast: 4 from Self.

Necrotic Darts
Tier: 2
Primary l Combat l PD l up to 3 Foes
You shoot three necrotic darts. You can choose to target the same foe or multiple foes with them. Each dart does 1d6 damage (necrotic).
▲ If you hit the Target’s hex becomes Magically Dark for the Duration of the Combat.

Poison Darts
Tier: 3
Primary l Combat l PD l 3 Foes
The Targets are affected by poison. They are Wounded: 3 and are Weakened.
▲ The Targets are now Wounded: 4 (necrotic) and are Weakened and Slowed.

Poison Spray
Tier: 2
Primary l Combat l PD l Cone: 3 from Self l Characters
The target is affected by poison. They are Wounded: 1 and are Weakened.
▲ The Affected Area becomes Cone: 5 from Self.

Poison Thorns
Tier: 2
Secondary l Combat l PD l 1 Hex per Success
Any character who begins their Turn In or Enters an affected hex takes 1d4 + Spike damage. They must make a Brawn + Resilience CR: Spike roll or take the Spike damage to Health. After a Character moves Into the hex it is no longer affected by this Spell.
▲ Increase the damage to 1d6 + Spike and increase the Resilience roll to CR: Spike.

Protection from Death
Tier: 2
Secondary l Combat l Self or 1 Ally
When the target is reduced to 0 Health they are Moved up to 10 hexes to a hex of their choice. They also regain 1 Health.
▲ The Target regains 1d8 + Spike Health.

Thorns and Vines
Tier: 2
Primary l Combat l PD l 1 Foe
The target takes 1d6 + Spike damage and is Stuck for 1 Round. All adjacent hexes to the target are Obstructed for the duration of the Combat but can be dismissed as a Free Action.
▲ The Target takes 3d6 + Spike damage.

Quick Fix
Tier: 1
Secondary l Self or 1 Ally
You roll Strike + Life CR: 2 + the Tier of the Status Effect you want to remove. The target also heals ½ Spike Tenacity even if you fail to remove the Status Effect.
▲ Roll Strike + Life CR: 2 + the Tier of the highest Status Effect affecting the Target. On a Success you remove all Status Effects from the Target. You also heal Spike Tenacity even if you fail the roll.

Remove Ailment
Tier: 1
Primary l 1 Character
You can roll Strike + Life to remove an illness or toxin from Target. The CR for this roll is the CR of the illness or toxin you want to remove. On a Success, the target is not affected by the illness or toxin and regains 1d4 Vitality.
▲ When you remove the illness or toxin from the character they become immune to the same illness or toxin for 1 Day.

Shrink
Tier: 3
Primary l Combat l Self or 1 Ally
The Target shrinks. Any equipment that they are holding shrinks with them. They gain benefits according to their new Size. The effects supersede those of smaller Sizes.

  • 3: Small: The target can move through Occupied hexes without expending Movement penalties.
  • 4: Tiny: The target gains advantage and on Stealth rolls, deals ½ damage on their Melee and Ranged Attacks and can move through Occupied hexes without Movement penalties.
  • 5: Miniscule: The target gains +1 Success on Stealth rolls, +1 PD, can move through Occupied hexes without Movement penalties, and only deals Brawn or Reflex damage on their Melee and Ranged Attacks.

▲ You receive 1 free Success on the roll.

Stasis
Tier: 3
Reaction l Combat l Self
〇 You are reduced to 0 Health.
You form a protective shell around yourself. You gain Hardness and Resistance (all): + Successes × 3. You gain Regeneration equal to Successes × 2 while in the shell. You are Helpless while in the shell. Coming out of the shell takes your Secondary and all of your Movement.
▲ You can cast this on an Ally. The Trigger changes to An Ally is reduced to 0 Health.

Stink
Tier: 1
Primary l 1 Round l MD l Blast: 2 from Self l Characters
The Targets are Confused.
▲ The Targets are also Weakened.

Stoneskin
Tier: 3
Secondary l Combat l 1 Ally or Self
The target gains Hardness: + ½ Successes. You can only cast this Spell on a target once per Combat.
▲ The Target becomes 1 Ally and Self.

Strengthen
Tier: 2
Primary l Combat l 1 Ally or Self
The Target is Strengthened.
▲ The Target becomes 1 Ally and Self.

Surge
Tier: 1
Reaction l 1 Ally
〇 Your Ally Hits with a Melee or Ranged Attack.
The Target is Strengthened.
▲ The Target’s attack also gains + Spike damage.

Toxic Cloud
Tier: 3
Primary l Combat l Zone: 3 l Characters
Targets take 1d4 + Spike damage (acid or necrotic) and are Blinded for 1 Round if they begin their Turn In or move Into the Zone.
Special: Choose acid or necrotic when you take this Spell. It only deals damage of that energy type.
▲ Increase the damage to 3d4 + Spike (acid or necrotic).

Toxic Resistance
Tier: 1
Secondary l Combat l Reach l Self or 1 Ally
The target gains +1 Success and Advantage on all rolls to Resist or Shrug Off the effects of toxins.
▲ The target becomes Self and 3 Allies.

Vitamancer’s Will
Tier: 2
Secondary l Scene l Self
When you take this Spell, choose one of the following skills: Acrobatics, Animal Affinity, Athletics, Detection, Insight, Legerdemain, Martial Arts, Medicine, Melee, Ride, or Stealth.
You can use your Life 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.
You may take this Spell more than once. Every time you do you may choose an additional skill that you can replace with your Life Skill.
▲ Gain Advantage on this roll.

Webs
Tier: 2
Secondary l Combat l 1 Hex per Success
Any characters who enter or start their Turn in an affected hex must roll Acrobatics or Athletics CR: Spike or become Stuck. They can make this roll again each Round as a Secondary Action to stop being Stuck. They are not subject to Forced Movement.
At any time after you cast this, you can use a Primary Action and spend 2 Essence to deal 1d6 + Spike damage (necrotic) to all foes Stuck in your webs.
▲ You can use this as a Reaction. The Trigger becomes A Foe moves.

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