Evocation

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Those who study the art of Evocation harness raw power, dominating any battlefield with destructive attacks. Evokers direct the energy that surrounds them, channelling it and shaping as they desire before unleashing it against their enemies. The benefit of Evocation is that the spells created do not need to be aimed – the sorcerer can manifest their magic in any location they are aware of. As such, Evocation magic uses the target’s Resistance Trait, rather than their Defence Trait.

Unique Modifier

Evocations are not suitable for extended spells, and is severely weakened the longer the sorcerer wishes to stretch out the power of the spell. The victim of an ongoing evocation spell rolls their Soak at the beginning of each Round that they are subject to the effect. The exception for this modifier is shaping evocations, which do not suffer from this modifier.

  • Shaping Evocations do not use this table. Instead they use the table found in Spell Modifiers
Duration
Difficulty Essence Cost Potency Modifier
Concentration Active Until Broken +4 +4 –4
Self-Sustaining (Half Might) Rounds +2 +2 –1
(Half Might) Minutes +4 +4 –3
(Half Might) Hours +6 +4 –5
(Half Might) Days +8 +6 –7
(Half Might) Weeks +10 +6 –9

Spell Effects

All Evocation spells use the sorcerer’s Spell Effects. One Effect is chosen, which determines the type of spell and the form of damage the spell manifests as.

  • The sorcerer may add additional Effects, increasing the Difficulty and Essence Cost by one.
  • An Evocation spell is limited to (Half Growth) Effects.

Harming Spells

The most obvious use of Evocation magic is to create spells which inflict harm. The sorcerer must be able to sense the target, or have a sympathetic link to the target for the spell to work. The spell is not aimed, relying on the target’s Resistance to avoid the spell effect.

  • Evocations bypass Armour Soak completely (Exception: Some Exotic Materials may provide soak)
  • The sorcerer must choose between Manifestation, Enervation, or Crippling spells.

Manifestation Spells

The spell damages the target’s Health as (Potency) D (Might). Manifested spells appear as the Spell Effect chosen, and normally engulfs the target, radiating out from the target themselves. The spell is resisted using Natural and Innate Soak.

Enervation Spells

The spell damages the target’s Essence as (Potency) D (Might). Enervation spells appear normally as a ghostly image, rather than a physical effect. The spell is resisted using (Spiritual + Might). Against spells or other effects created with the expenditure of Essence, the Potency of the effect is reduced by the damage of the enervation spell. Effects Soak this damage by rolling (Potency + Creator’s Might).

Crippling Spells

The spell damages a specific Trait. Damage depends on the Trait that is targeted by the spell, and is resisted using (Spiritual + Growth). The sorcerer may choose to target Attributes, Natural Soak, Initiative, Speed, Hardness, Weapon Damage, Armour Soak, or Shield Defence.

Attributes

Damage is (Half Potency) D (Might), and reduces the target Attribute by the damage inflicted. All Traits which rely on the damaged Attribute are re-adjusted, though Health or Essence lost from the damage recovers at a normal rate. If the Attribute is reduced to 0, the target must make a Death Save using the full Attribute value, or die. Attributes recover at a rate of one point per day of rest once the duration expires.

Initiative and Speed

Damage is (Potency) D (Might), and reduces the Trait by the damage inflicted. If either Trait is reduced to 0, the target is incapable of movement. These Traits recover at a rate of one point per Round once the duration expires.

Natural Soak

Damage is (Potency) D (Might), and reduces the Trait by the damage inflicted. This Trait recovers at a rate of one point per day of rest once the duration expires.

Inanimate Objects

Damage is (Potency) D (Might), and is Soaked using (Hardness + Bulk). Any damage inflicted reduces the Trait, and is considered permanent damage, usually warping or shredding the target of the spell. Damage done in this fashion can usually be repaired unless the item’s Trait is reduced to 0.

Type Difficulty Essence Cost
Manifestation Resistance or Hardness 2
Enervation Resistance or Potency 3
Crippling Attributes Resistance 4
Initiative Resistance 2
Speed Resistance 2
Natural Soak Resistance 3
Hardness Hardness 3
Armour Soak Hardness 2
Weapon Damage Hardness 2
Shield Defence Hardness 2


Shaping Spells

An Evoker may take the raw power of a Spell Effect and shape, transforming it into tools or weapons. The sorcerer designs the shape they desire. Shaping spells have (Might) Hardness and begin with no Bulk. Coming in contact with the shaping triggers the Spell Effect unless the sorcerer deliberately chooses otherwise, though the sorcerer themselves are never harmed by their own shaping spell. All shaping spells begin with a Difficulty of 3 and Essence Cost of 3. The shaping is then modified as the Evoker desires, to end with the final Difficulty and Essence Cost. Because a shaping spell is designed as an object, it uses the normal Duration Modifiers, rather than the Unique Modifier listed at the beginning of the Evocation section.

A sorcerer is capable of choosing more than one category of shaping, blending them into unique effects. Armour can grow blades used for combat, or a rope could double as a whip, entangling opponents. While held, the shaping is controllable, directed by the sorcerer’s will, thus allowing the shaping to do things a mundane item can not. The sorcerer may also blend a Harmful Evocation into a shaping, increasing the cost of the Harmful Evocation by the traits of the shaping that are used. The shaping manifests as normal, but can release the Harmful Evocation when the Spell Effect would be released. The sorcerer spends two Essence each time they wish to release the Evocation.

Shaping Traits

Trait Difficulty Essence Cost
All shaping spells begin with a Difficulty of 3 and Essence Cost of 3.
Uses normal Duration modifiers rather than the table earlier
Acts as Weapon: (Potency) Damage Difficulty +1 +0
Inflicts no Damage +0 –1
Damages Health +1 +0
Damages Essence (as Enervation Spell) +0 +0
Damages Traits (as Crippling Spell) +1 +1
#m Trait: Ranged Weapon, (Might x 10) m +2 +2
2O Trait: Two-Handed Optional +0 +1
E: Entangling Trait +1 +1
I: Impaling Trait +1 +1
K: Knockback Trait +0 +1
P: Parrying Trait +0 +1
R #: Reach (Half Might) Weapon +1 +1
S: Stunning Weapon +1 +0
Acts as Shield: (Half Potency) Shield Defence +0 +1
U: Can use the Unarmed Skill for Active Defence +0 +1
Acts as Armour: (Potency) Armour Soak +1 +1
Equipment +0 +0

Weapons

All weapons are considered Light category equipment and provides normal Damage. Damage inflicted by a shaped weapon is Soaked as a normal weapon of the given type, but trigger a Spell Effect upon contact. If the weapon uses ammunition, it immediately reloads by spending one Action and one Essence.

Shield

All shields are considered Light category equipment and provides normal Shield Defence. Successfully defending with a shield triggers a Spell Effect upon the attacker.

Armour

All armour is considered Light category equipment and provides normal Armour Soak. Being struck while wearing shaped armour triggers a Spell Effect upon the attacker.

Equipment

Manifests as a normal piece of equipment of the given type. This equipment is shaped in the manner of the Spell Effect in use, but does not trigger a Spell Effect when touched unless the sorcerer desires it and spends one Essence per Instant Action spent to trigger the Effect.