Spells: Transference

 

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Transference Spells

Go anywhere or somewhen and bring your friends with you! For laughs, for luck, for the unknown! You can bend space and time to your will. Wield these powerful tools to boost yourself and your allies or punish your enemies. You can speed yourself up or slow your foes down. You can move freely around the battlefield or punish your enemies for every step they take. With these Spells, the very things that construct the universe become your playthings.

Spells

Alter Terrain
Tier: 2
Secondary l Combat l 1 Hex per Success
You summon or alter a variety of objects. You may then make the targeted hexes Obstructed or Impassible. If a character occupies that hex, they are pushed to an adjacent open hex of your choosing. You can also use this power to create passable terrain that you and other characters can walk over or through, such as a bridge over a lake or stairs to climb up a wall.
▲ The Target becomes 2 Hexes per Success.

Astral Projection
Tier: 3
Primary l 1 Hour per Success l Self
You create an intangible projection of yourself outside of your body. Your body becomes Helpless and your consciousness transfers to your Projection. During the duration, you can travel at 200 km per hour, can Fly and are Intangible. You can only observe. If you are noticed, you cannot speak but can attempt to gesture.
When the Spell ends, your consciousness immediately returns to your body. You can end this Spell at any time.
▲ Your Projection also becomes Invisible.

Blink
Tier: 1
Secondary l Self
You can teleport up to Successes × 2 hexes. You have to be able to see the target hex and it has to be unoccupied. You can carry up to 20 kg of items apart from your weapons and armor.
▲ You can now teleport up to Successes × 3 and can bring an adjacent ally and 100 kg with you. After the teleport, you can place them in any hex adjacent to you.

Conjure Item
Tier: 2
Secondary l 1 Day
You can conjure any item that does not operate on its own. You can make a crossbow, but you cannot make a golem. The items give off a distinctly magical feel and anyone touching it can roll Detection, Supernatural or Religion CR: Spike to determine that it is not a real item.
The amount of Successes determines the type and size of the item. You spend the Successes you rolled as below to determine the type of item. These Successes are divided between complexity and size. You must spend successes in both categories.

  • 0: A block of one material (a brick) | Nothing larger than a pencil.
  • 1: Simple item (sword) | 10 kg
  • 2: Complex item (clothes) | 50 kg
  • 3: Very complex item (crossbow) | 100 kg

For example, 100 kg of crossbows would require 6 Successes, 3 Successes for a very complex item and 3 Successes for 100 kgs of the item. A single crossbow (up to 10 kg) would require 4 Successes, 3 Successes for a very complex item and 1 Success for 10 kgs.
You may renew this Spell as long as you are within 10 km of the item.
▲ The Duration becomes 1 Week and you may renew it as long as you are within 100 km.

Conjure Major Items
Tier: 3
Primary l 1 Week
You can conjure any item or structure that does not operate on its own. You can make a house, but you cannot make a golem. The items give off a distinctly magical feel and anyone touching it can roll Detection, Supernatural or Religion CR: Spike to determine that it is not a real item.
The amount of Successes determines the possible size of the item.

  • 0: Any handheld item.
  • 1: A small, simple hut.
  • 2: A wagon.
  • 3: A house.
  • 4: A sailing ship.
  • 5+: A castle

You may renew this Spell as long as you are within 50 km of the item.
▲ The Duration becomes 1 Month and you may renew it as long as you are within 100 km.

Displace
Tier: 1
Primary l 1 Round l AD l 1 Foe
You force the Target to exist in more than one place at once, tearing it apart. The Target takes 1d8 + Spike damage and has Disadvantage.
▲ The Target becomes 3 Foes.

Displacement Field
Tier: 1
Secondary l 1 Round l Self
You gain Hardness: +1 and Attacks cannot Ace you.
▲ The Target becomes Self and Ally within Reach.

Disintegration
Tier: 3
Primary l Chain: 3 from Self l Nonliving Material
You can completely destroy all nonliving materials in range if you meet the CR to break these materials. You can use this Spell on nonliving enemies as well. If you hit their PD your foes take 3d12 damage.
▲ The Range becomes Medium and the Affected Area becomes Chain: 8.

Gravity Well
Tier: 1
Primary l 1 Round l AD l Blast: 2 from Self l Characters
Targets take 1d6 + Spike damage and are Slowed.
▲ Targets take 2d6 + Spike damage and fall Prone. If you miss, they take Spike damage.

Haste
Tier: 3
Free l 1 Round l Reach l Self or 1 Ally
The Target gains an extra Primary Action.
▲ The Target also gains a Secondary Action.

Invulnerability
Tier: 3
Secondary l 1 Round l Self or 1 Ally
The Target is immune to all Damage.
▲ The Target becomes Spike Allies, but the Action becomes Primary.

Journey
Tier: 2
Secondary l Self and Spike Characters
You can teleport up to Successes × 5 hexes. Each character may carry up to 100 kg of items. You do not need to teleport yourself if you do not want to. You cannot teleport into an occupied hex and will appear at the nearest adjacent hex if you attempt to do so. If you are trying to teleport an unwilling character, you must roll Strike + Transference vs. AD.
▲ You can teleport Successes x 10 hexes.

Juxtaposition
Tier: 2
Primary l 1 Round l AD l 1 Foe
The Target is displaced, existing in two places at once for the duration of the Spell. They are Confused. If they move during their Turn, at the end of their Turn they take 1d6 damage per hex moved.
▲ The target becomes 2 Foes. If you hit both of them, you can choose to immediately swap their locations.

Portal
Tier: 2
Primary l 1 Round
You open an enormous portal in any unoccupied hex in range. The endpoint can be located up to Successes km away. Massive creatures cannot pass through.
You can roll Strike + Transference vs. AD to attempt to block any foe from entering. This Spell may not be canceled early.
This Spell is renewable while you are within 5 hexes of the portal and only requires a Secondary Action to keep the portal open.
▲ The endpoint can be located up to Successes x 10 k away.

Rain of Swords
Tier: 3
Primary l 1 Round l PD l Zone: 4 l Characters*
Targets that start their Turn or move Into the Zone takes 2d8 + Spike damage. You can choose a number of hexes equal to Successes to not be affected by this Spell. This Zone cannot be moved.
▲ Increase the damage to 3d8 + Spike.

Reset Wounds
Tier: 3
Primary l Combat l Self or 1 Ally
The target gains Regeneration: +Spike. This Regeneration persists until they have healed 3d6 + Spike + Successes Vitality. They retain this Regeneration even if they are Bleeding out.
▲ All negative Status Effects affecting the Target are removed.

Reverse Effects
Tier: 1
Primary l 1 Ally or Self
The Target can remove one Status Effect for every 2 Successes.
▲ The target becomes Spike Allies and Self.

Reverse Polarity
Tier: 2
Secondary l 1 Round l Self or 1 Ally
The target gains +1 PD.
▲ You can cast this as a Free Action.

Reverse Wounds
Tier: 2
Primary l Combat l Self or 1 Ally
The Target gains Regeneration: + ½ Spike. This Regeneration persists until they have healed Spike + Successes Vitality. They retain this Regeneration even if they are Bleeding out.
▲ The healing increases by 1d6.

Reverse Gravity Wells
Tier: 2
Secondary l Combat l 1 Unoccupied Hex per Success
Any character who moves Into an affected hex is hurled 3 meters into the air and falls to the ground, taking 1d8 falling damage. These hexes also affect flying creatures that move over them. Flying creatures simply fall from the height they started at. After a Character moves Into the hex it is no longer affected by this Spell.
▲ Targets are also Prone and Stuck for 1 Round.

Scry
Tier: 2
Primary l 1 Minute l Successes x 20 km
You can throw your senses up to Successes x 20 km. You must have seen the location you are trying to Scry in person beforehand or received a detailed description from someone who has. You may view this scene within your own mind or project it onto water, fire, or another element where it can be seen by others.
You can also use this power to search for a particular person or object within range instead. Roll Strike + Transference against the CR’s below:

  • CR: 3 A person, place, or thing you know very well.
  • CR: 4 A person, place, or thing you’ve met or been to briefly.
  • CR: 5 A person, place, or thing you’ve never met or been to but has been described to you.

▲ The Range becomes Successes x 200 km and the Duration becomes Scene.

Slip
Tier: 3
Reaction l 1 Round l AD l 1 Foe
〇 A Foe Targets you or an Ally with an Attack.
You teleport the Target to a hex within range. They must attack an adjacent character of your choosing instead. If there are no adjacent foes, the attack misses instead.
▲ The Target briefly appears in two hexes and instead attacks themselves.

Slow
Tier: 2
Secondary l 1 Round l AD l 1 Foe
The amount you beat the target’s AD by determines which effects apply to them.

  • AD: Shocked and Slowed
  • AD + 1: Stunned and Stuck
  • AD + 2: Helpless

▲ The Affected Area becomes Blast: 3 from Self and the target becomes Characters.

Singularity
Tier: 3
Primary l 1 Round l AD l Blast: 2 from Self l Characters
Targets take 3d4 + Spike damage and are Shocked and Stunned. On a miss, they take Spike damage.
▲ Targets take 4d4 + Spike damage and are Staggered.

Summon Armaments
Tier: 1
Secondary l Combat l Self and Spike Allies
Before casting this Spell, you must designate up to Spike sets of gear. You can designate different items at any time, though doing so takes 10 minutes. After doing so, the equipment disappears, waiting to be summoned.
When you cast this, you can summon any of the equipment you previously designated and it is instantly equipped on you and your allies. You can return it as a Secondary Action. Returning the items does not cost Essence. You can, of course, choose to keep it with you and dismiss it later as well.
▲ This becomes a Free Action and can be used at any point, even if it is not on your Turn.

Teleport
Tier: 3
Primary l Short l Self + Spike Characters
You can Teleport Successes × 100 km. If a character is unwilling to go, you must roll Strike + Transference vs. AD.
To cast Teleport you must spend your Primary action for 3 Rounds before the Spell goes off. You may spend your Essence at any point during those 3 Rounds.
Special: You and all other characters are teleported at the end of your 3rd Turn after beginning the Spell. The other characters must remain within Short range of you from the time the Spell begins until the Spell takes effect. Failing to do so means they are not teleported. You can cancel this effect early.
▲ The Action changes to Secondary but casting still takes 3 Rounds.

Time Shield
Tier: 2
〇 A Foe Hits you with an Attack.
The Foe’s Successes on the Attack roll set the CR for this Spell. If you make the roll, you negate all damage from the Attack. If you fail, you negate half of the damage.
▲ You may reflect the negated damage onto an Adjacent Foe. This damage is done only to Tenacity.

Traveler’s Will
Tier: 2
Secondary l Scene* l Self
When you take this Spell, choose one of the following skills: Academics: History, Acrobatics, Athletics, Burglary, Detection, Investigate, Legerdemain, Navigation, Stealth, or Streetwise.
You can use your Transference 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 Transference Skill.
▲ Gain Advantage on this roll.

Warp
Tier: 2
Primary l AD l 1 Character
You can warp objects and creatures to another location within 5 × Successes hexes. You must be able to see the target hex and it has to be unoccupied solid ground. If you are using it against an unwilling target, you must roll Strike + Transference vs. AD.
▲ The Target becomes Spike Characters.

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