Spells: Universal

 

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Universal Spells

Looking for something that doesn’t quite fit into the other types of magic? Maybe something simple like just taking less falling damage or making a wall. Or maybe you just want to remove curses or see auras. These Spells have exactly what you’re looking for.

Spells

Communicate
Tier: 1
Primary l Scene l Self
You can communicate fluently in any language.
▲ The Target becomes 1 Character.

Control Weather
Tier: 3
Primary l 1 Day per Success l Blast: 10 km from Self
You can change the weather in a 10-kilometer Blast to be anything normal within that area. You cannot create extreme weather that can instantly damage or harm people, but over a long period of time storms could cause flooding or other damage.
▲ You can cause one extreme weather event, such as a tornado, during the duration of this Spell.

Death Visions
Tier: 2
Primary
You may cast this Spell on a deceased head that has not completely decomposed. You can see the final Successes x 10 seconds of the head’s life.
▲ For every success you may see 5 minutes of the final moments of the head’s life.

Gentle Landing
Tier: 1
Reaction l Long l Self or 1 Character
〇 The Target begins falling.
No matter how far the Target falls they only take 1d4 damage.
▲ The target becomes Self + Spike Allies.

Illumination Control
Tier: 1
Secondary l 1 Round l 1 Hex per Success
You can set the level of light in the affected hexes to Dark, Normal, or Bright.
▲ You can now make the affected hexes Magically Dark or Magically Bright.

Magical Flight
Tier: 3
Primary l Scene l CR: 3 l Self or 1 Character
The Target gains the Flight Movement Method. If you fail this roll the Target still gains the Flight Movement Method (Clumsy).
▲ The target becomes Self + Spike Allies.

Magical Mobility
Tier: 2
Primary l Scene l Self or 1 Character
The Target gains the Swim or Climb Movement Method.
▲ The target becomes Self + Spike Allies.

Non-Detection
Tier: 2
Primary l Scene l 1 Character, Hex, or Item per Success
Within the area, magical sight of any means fails and characters or items cannot be found through magical means. This can be cast on items, hexes, or characters. If it is an item or a character, the area moves with them.
This Spell can be renewed so long as the caster is within range.
▲ The Duration becomes 1 Day.

Seal
Tier: 1
Secondary l 1 Day l Blast: 30 from Self l 3 Hexes of Walls per Success
The targeted walls cannot be teleported through or walked through by Intangible characters. Increase the CR of all locks in these hexes by 1. Increase the CR to break down these walls by 1.
▲ The Duration becomes 1 Week.

See Invisibility
Tier: 1
Secondary l Scene l Self or 1 Ally
You can see Invisible creatures clearly. You are not hindered by Invisibility nor do they gain advantages from it against you.
▲ The Duration becomes 1 Day.

Shadow Form
Tier: 2
Reaction l 1 Round l Self
〇 A Foe hits you with an Attack targeting PD.
You become Intangible. You can cancel this effect as a Free Action.
▲ All hexes in a Blast: 3 from Self area become Magically Dark for the Combat and you gain Night Vision for 1 Round.

Silence
Tier: 1
Reaction l 1 Round l Self
Secondary l Scene l 1 hex per Success
Nothing can make sound within the affected hexes.
▲ The Duration becomes 1 Day.

Touch the Untouchable
Tier: 1
Secondary l Scene l Self or 1 Character
You can now target and hit Intangible characters and objects.
▲ The target becomes Self + Spike Allies.

True Sight
Tier: 3
Primary l Scene l Self
The Target can see through Illusions as well as see the true form of a creature that has altered its appearance with magic.
▲ The target becomes Self + Spike Allies.

Walk on Waves
Tier: 2
Primary l Scene l Self and Spike Allies
The Targets can walk on water or other liquids.
▲ The Duration becomes 1 Day.

Wall
Tier: 2
Primary l Combat l Chain: Successes
You create a 3 hex high wall out earth, stone, plants, or any other mundane, valueless material in the Affected Area. These walls are Impassible and can be dismissed on your Turn as a Free Action. If a character is occupying a hex where you want to create a wall, roll vs. their PD. If you make the roll, they take 1d8 damage and are pushed to an adjacent hex. If you fail, they start their Turn on top of the wall.
▲ The wall’s height increases to 8 hexes and you receive two free Successes on the roll.

Questions, Comments, Thoughts, Concerns?

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