Evocation
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The School of Evocation involves the study of raw energy, which is unleashed as directed attacks. The Evocation is the simplest form of magic, popular because it is not an aimed attack.
Evocations are a direct assault on a person's Traits, the magic shaped and formed as needed to inflict harm to the Trait in question. Evocation magic is rarely given a duration, as sustaining such a potent effect is difficult.
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Damage
The character chooses one Spell Effect that they know, and direct it as an assault against an opponent. The caster must be able to see the target, or must have some sort of sympathetic link to the target for the Spell to work.
Evocations do not require the character to aim the Spell. If the target is available, the Spell automatically strikes the target. Armour Soak is not applied to the Soak of the target for resisting the Damage of this attack.
Health
The Spell is cast at a physical target. The attack has a Damage equal to the caster's Growth + Potency of the Spell. The Difficulty is equal to either the Resistance or the Hardness of the target, and is soaked by the target's Physical Attribute and any Innate or Natural Soak the target has.
Essence
The Spell is cast either on a target which has Essence, or upon an ongoing Effect which required Essence to use and which has a Potency. The attack has a Damage equal to the caster's Growth + Potency of the Spell.
If the target has a Resistance Trait, the Difficulty is equal to that Trait, and is soaked by the target's Spiritual Attribute (and Grounding if the target has this Power). If the Effect has a Potency, the Difficulty is equal to the target's Potency, and is soaked by the Potency of the target. Damage reduces the target's Potency.
| Spell | Cost | Difficulty |
|---|---|---|
| Essence | 3 | Resistance or Potency |
| Health | 2 | Resistance or Hardness |
Attributes
The Spell attempts to cripple a target in some manner. For the Physical Attribute, the attack usually manifests as extreme damage to the body. When attacking the Mental Attribute, the Spell is usually causing extreme pain or fatigue. Attacking the Social Attribute is a vicious spiritual attack which frustrates and traumatizes, or the character deliberately scars the victim. Attacks on the Spiritual Attribute are an attempt to stifle the flow of the target's Essence, or an attempt to rend the soul of the target.
The Damage of such a Spell is equal to Half Growth + Half Spell Potency. The character can Soak this attack using the Attribute in question, plus the Grounding Power if they have it. If the Attribute is reduced to 0, the character must make a Death Save or die immediately. Attributes heal at one point per day of rest.
Initiative and Speed
The Spell attempts to cripple the target, reducing either their ability to react, or their ability to move. The Damage of such a Spell is equal to Growth + Spell Potency. The target can Soak this attack using their Physical Attribute for Speed, or their Mental Attribute for Initiative, plus the Grounding Power if they have it. If the Trait is reduced to 0, the target is rendered immobile. These Traits 'heal' at the end of the Scene.
Soak
The Spell attempts to wear down the target's ability to absorb damage, by causing traumatic wounds to the target. The Damage of such a Spell is equal to the Spell's Potency, and is Soaked using the target's Soak Trait plus the Grounding Power if they have it. This Trait heals at one point per day. This can not be used to reduce the Grounding Power.
Inanimate Objects
The Spell can damage the Damage, Defence Bonus, or Soak of an object. The Trait is reduced by the Potency of the Spell. Under most circumstances, the target rolls Hardness in an attempt to soak the damage. The Spell usually warps or shreds the target of the attack. The damage is permanent until the item is repaired. If the attacks is against an item's Hardness, the damage is equal to the Growth + Potency of the Spell, and is soaked by the Hardness of the object.
| Spell | Cost | Difficulty |
|---|---|---|
| Attribute | 3 | Resistance |
| Initiative | 2 | Resistance |
| Speed | 2 | Resistance |
| Soak | 2 | Resistance or Hardness |
| Hardness | 3 | Hardness |
| Defence Bonus | 2 | Hardness |
| Damage | 2 | Hardness |
Shaping Evocations
A Shaping is the drawing out of an Effect and transforming it into a shape or effect as part of a spell. This can be a part of other Evocation effects (such as damage), and can add modifiers or abilities to the Evocation.
Gear
The character can craft the Effect into simple equipment, like a rope, or even armour, weapons, or shields. The item has a Hardness equal to the character's Might and will not harm the caster. Weapons which will inflict Damage have a Damage equal to the Potency of the Spell, Shields grant a Defence Bonus equal to Half Potency, and Armour has a Soak equal to the Spell's Potency. If the Shaping has a Range, the weapon's Range is equal to (Half Might x 10) yards. Shaping Spells have no Bulk. Coming into contact with a shaped item triggers the Effects unless the caster desires otherwise.
| Spell | Cost | Difficulty |
|---|---|---|
| Shaping | ||
| Damages Essence | 3 | 4 |
| Damage Health | 4 | 3 |
| Non-Damaging Shaping | 3 | 3 |
| Special Effects | ||
| +Entangle | +1 | +1 |
| +Reach | +1 | +1 |
| +Range | +3 | +3 |
| +2 (Optional) | +1 | +1 |
Spell Effects
All Evocations are composed of a single Spell Effect. This Effect determines the how the Spell manifests and what it can do to the target of the Spell. The Spell may have additional Effects, but each Effect increases the Essence Cost and Difficulty by one. A Spell may only have a number of Effects equal to half the caster's Might.
Ongoing Evocations
Evocations are not intended for duration. The Difficulty and Essence Cost for an extended Evocation is higher than that of other Spells. Ongoing Effects are weaker than Instant Effects. The Potency of the Spell is halved, and those who are subject to it must roll their Soak at the beginning of each Round that they are subject to the effect. The exception is Shaping Evocations, which use full Potency.
| Duration | Cost | Difficulty |
|---|---|---|
| Instant | ||
| Instant Effect | +0 | +0 |
| Concentration | ||
| Active Until Broken | +3 | +3 |
| Self-Sustaining | ||
| (Half Might) Rounds | +2 | +2 |
| (Half Might) Minutes | +4 | +4 |
| (Half Might) Hours | +6 | +6 |
| (Half Might) Days | +8 | +8 |
| (Half Might) Weeks | +10 | +10 |
Sample Evocation
Shackles of Flame (Fire Effect Shaping Evocation)
The character launches out a ring of fire which wraps around the target's ankles, tripping them. This is a Non-Damaging Shaping Evocation, but has the ability of Entangle and Range. The Spell uses Fire Effect (which acts as normal). If the Spell is effective, the target is Entangled, and tripped for the Spell's Duration.
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