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Evocation

Evocation

Hidden within every tongue spoken or written lie fragments, syllables, and sounds that survive from the moment of creation, when powers ancient and terrible imposed order on substance. The Evocation tradition allows casters to extract the secret words of power and give voice to them. The spells presented here are but a fraction of those that exist, producing effects useful to those who explore dangerous places and confront deadly challenges.

Novice Evocation spells offer the ability to voice sounds, mere syllables of words of power. Expert spells give casters the ability to speak words, while master spells string words together into phrases capable of producing devastating outcomes.

Evocation Spells

You must be able to hear in order to cast an Evocation spell, and creatures must be able to hear your voice. In addition, when you cast a spell, you choose to whisper, speak, or shout. The volume at which you pronounce the syllable, utterance, or recitation determines its effects as noted in the spell’s descriptions.

Novice Evocation spells, and only such spells, enable you to cast them without having to use an action to do so. In fact, you need do nothing more than speak the syllable. While you remain free to do other things on your turn, after you cast any Evocation spell, you must wait until the start of your next turn before you can cast another one.

A caster is never subject to the effects of an Evocation spell they cast.

Talents

Command: If you can speak and you lack the con fused, controlled, stunned, and unconscious afflictions, you can use this talent at the start of your turn. Target one creature within 5 yards. The target makes a Will roll. On a failure, you can issue one command to the target. Choose one of the activities that normally require the use of an action from those described in Chapter 2. On the target’s next turn, it must use an action to perform this activity. If it cannot, the target becomes confused (luck ends). You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.

Numinous Benediction: The study of the uncanny has fortified your psyche. You can use a reaction when you would become confused, controlled, or stunned to make a luck roll. On a success, you do not gain the affliction.

Polyglot: You can speak, understand, read, and write in any language.

Word of Breaking: You can use an action to speak the Word of Breaking. Target one creature or object within 5 yards. The target takes 1d6 damage. At level 3, the target takes 2d6 damage. At level 7, the target takes 4d6 damage.

Novice Spells

Novice Evocation Spells Bolstering Syllable

Novice Evocation Spells Bolstering Syllable

Tradition: Evocation

Rank: Novice

Castings: 1 at level 1, 2 at level 3, or 4 at level 7, on your turn, no action required when you lack the confused, controlled, stunned, and unconscious afflictions

Duration: Instantaneous

The sound you make uplifts those who hear you. Until the end of your next turn, a target makes attribute rolls with 1 boon if you whispered, 2 boons if you spoke, or 3 boons if you shouted.

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Harmful Syllable

Harmful Syllable

Tradition: Evocation

Rank: Novice

Castings: 1 at level 1, 2 at level 3, or 4 at level 7, on your turn, no action required when you lack the confused, controlled, stunned, and unconscious afflictions

Duration: Instantaneous

You make a sound that sends painful ripples through those who hear it. A target takes 1d6 damage if you whisper, 2d6 damage if you speak, or 3d6 damage if you shout.

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Hateful Syllable

Hateful Syllable

Tradition: Evocation

Rank: Novice

Castings: 1 at level 1, 2 at level 3, or 4 at level 7, on your turn, no action required when you lack the confused, controlled, stunned, and unconscious afflictions

Duration: Instantaneous

The sound spilling from your lips awakens intense hatred in your audi ence. A target must use a reaction to attack the creature nearest to it. If there's more than one eligible creature, determine the target at random. If the creature cannot use a reaction, it instead becomes confused until the end of your next turn. A target rolls to attack with 3 banes if you whispered, 2 banes if you spoke, or 1 bane if you shouted.

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Healing Syllable

Healing Syllable

Tradition: Evocation

Rank: Novice

Castings: 1 at level 1, 2 at level 3, or 4 at level 7, on your turn, no action required when you lack the confused, controlled, stunned, and unconscious afflictions

Duration: Instantaneous

Pain washes away from people who hear your vocalization. A target heals 1d6 damage if you whisper, 2d6 damage if you speak, and 3d6 damage if you shout.

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Hindering Syllable

Hindering Syllable

Tradition: Evocation

Rank: Novice

Castings: 1 at level 1, 2 at level 3, or 4 at level 7, on your turn, no action required when you lack the confused, controlled, stunned, and unconscious afflictions

Duration: Instantaneous

Confidence drains out from people who hear the sound you make. Until the end of your next turn, a target makes attribute rolls with 1 bane if you whispered, 2 banes if you spoke, or 3 banes if you shouted.

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Mobilizing Syllable

Mobilizing Syllable

Tradition: Evocation

Rank: Novice

Castings: 1 at level 1, 2 at level 3, or 4 at level 7, on your turn, no action required when you lack the confused, controlled, stunned, and unconscious afflictions

Duration: Instantaneous

A sudden urgency drives your audience to move. Until the end of your next turn, a target increases its Speed by 2 if you whispered, 4 if you spoke, or 8 if you shouted.

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Expert Spells

Binding Utterance

Binding Utterance

Tradition: Evocation

Rank: Expert

Castings: 2 at level 3, 4 at level 7

Duration: Instantaneous

You speak a word to freeze others in their tracks. A target makes a Will roll. The target rolls with 1 bane if you whispered, 2 banes if you spoke, or 3 banes if you shouted. On a success, the target becomes immune to this spell for 24 hours. On a failure, the target becomes held (luck ends).

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Frightful Utterance

Frightful Utterance

Tradition: Evocation

Rank: Expert

Castings: 2 at level 3, 4 at level 7

Duration: Instantaneous

The word escaping your lips carries feelings of dread and anxiety. A target makes a Will roll. The target rolls with 1 bane if you whispered, 2 banes if you spoke, or 3 banes if you shouted. On a success, the tar get becomes immune to this spell for 24 hours. On a failure, the target becomes frightened of you for 1 minute or until it overcomes the afflic tion with a success on a Will roll.

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Killing Utterance

Killing Utterance

Tradition: Evocation

Rank: Expert

Castings: 2 at level 3, 4 at level 7

Duration: Instantaneous

With but a single word, you can kill. A target takes 3d6 damage if you whispered, 4d6 damage if you spoke, and 5d6 damage if you shouted.

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Painful Utterance

Painful Utterance

Tradition: Evocation

Rank: Expert

Castings: 2 at level 3, 4 at level 7

Duration: Instantaneous

Members of your audience experience shock ing pain on hearing the word you speak. A target makes a Will roll. The target rolls with 1 bane if you whisper, 2 banes if you speak, or 3 banes if you shout. On a success, the target becomes immune to this spell for 24 hours. On a failure, the tar get becomes weakened (luck ends) or until it overcomes the affliction with a success on a Strength roll.

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Stunning Utterance

Stunning Utterance

Tradition: Evocation

Rank: Expert

Castings: 2 at level 3, 4 at level 7

Duration: Instantaneous

People who hear the word you speak find all rational thought driven from their minds. A target makes a Will roll. The target rolls with 1 boon if you whisper, or 1 bane if you shout. On a success, the target becomes immune to this spell for 24 hours. On a failure, the target becomes stunned until the end of your next turn.

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Wrathful Utterance

Wrathful Utterance

Tradition: Evocation

Rank: Expert

Castings: 2 at level 3, 4 at level 7

Duration: Instantaneous

Bloodthirsty rage comes boiling up in response to the word you utter. A target rolls to attack with 1 boon and its attacks deal an extra 1d6 dam age if you whispered, 2d6 damage if you spoke, and 3d6 damage if you shouted. A target regards all other creatures as enemies. The effect lasts until the end of your next turn if you whispered, or 1 minute if you spoke or shouted.

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Master Spells

ALL-Consuming Sphere

ALL-Consuming Sphere

Tradition: Evocation

Rank: Master

Castings: 1

Duration: 1 minute

Darkness bleeds from you to form a perfect sphere with a radius of one-and-a-half times your height. You can see normally from within the sphere, but it blocks all light from reaching inside. The sphere reduces damage from thrown weapons or projectiles used against you to 0 and destroys them.

The sphere moves with you when you move, carving a groove on any surface you cross. When the sphere moves to within 1 yard of a creature or into an object in your path, an object loses 10d6 Health and a creature makes an Agility roll. On a failure, the creature takes 10d6 damage. Anything whose Health is reduced to 0 by the sphere disappears, erased from existence.

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Annihilation Stone

Annihilation Stone

Tradition: Evocation

Rank: Master

Castings: 1

Duration: 1 minute

A sinister, black stone appears in the space. It throbs. At the end of each round, the rock pulses and releases energy that deals 8d6 damage to each object within 5 yards of it. Each creature within 5 yards of it takes 4d6 damage, and makes a Strength roll. On a failure, the creature takes an extra 4d6 damage. Anything incapacitated or destroyed by this damage evaporates into mist that disperses at the end of the next round.

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Disintegration

Disintegration

Tradition: Evocation

Rank: Master

Castings: 1

Duration: Instantaneous

You fling a black beam from your hand. Make an Intellect roll against the target's Agility. On a success, the target takes 30d6 damage. If it is incapacitated or destroyed by this damage, the target disappears, erased from existence. On a failure, the beam misses but sweeps through a Size 5 space centered on the target, dealing 10d6 damage to each other creature and object in the space, also erasing from exis tence anything incapacitated or destroyed by this damage. A creature makes a luck roll. On a success, the creature takes no damage.

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Entropic Doom

Entropic Doom

Tradition: Evocation

Rank: Master

Castings: 1

Duration: Instantaneous

For each creature inside the target space, separately make an Intellect roll against its Agility. On a success, the target becomes confused and vulnerable for 1 minute. On a critical success, it also becomes cursed for as long as it is vulnerable. Until these afflictions end, it takes 5d6 damage at the end of each of its turns. Any creature incapacitated by this damage collapses into a puddle of black liquid and dies.

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Greater Ruin

Greater Ruin

Tradition: Evocation

Rank: Master

Castings: 1

Duration: Instantaneous

You level your finger at the target and speak a word of terrible ruin. The target takes 15d6 damage.

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Singularity

Singularity

Tradition: Evocation

Rank: Master

Castings: 1

Duration: 1 minute

Light bends around the target space as a 1-foot-radius black sphere appears and hovers there. Anything that touches the sphere loses 30 Health and disappears utterly if reduced to 0 Health.

The sphere gobbles up the air around it, causing strong wind (see Chapter 2) to blow toward it from 10 yards away until the spell ends. The wind is sufficient to carry lightweight unsecured objects in the area toward the sphere. Larger, heavier unsecured objects slide toward the sphere at the end of each round. Make a luck roll and, on a success, the objects fall into the sphere.

The wind makes the affected area challenging terrain. Any creature in the area that attempts to leave makes a Strength roll and, on a failure, stops at the edge of the area and becomes held until the start of their next turn.

Each creature in the affected area at the end of each round until the spell ends makes a Strength roll. On a failure, it is pulled toward the sphere and becomes held until it overcomes the affliction with a suc cessful Strength roll. If the target was already held, it ends the affliction and falls into the sphere.

Any creature that touches the sphere and has Health remaining tele ports to an empty space of its choice within 15 yards of the sphere. For an object that touches the sphere and is not destroyed, you decide where it appears in range.

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Recitation of Creation's Undoing

Recitation of Creation's Undoing

Tradition: Evocation

Rank: Master

Castings: 1

Duration: Instantaneous

You call to mind and voice in reverse the words spoken during the cre ation of all things. Each creature in the target space takes 10d6 dam age and becomes vulnerable (luck ends). Each time that a creature fails a luck roll to end the affliction, it takes an extra 10d6 damage. Then, each ordinary object in the space that is neither worn nor carried loses all Health and disappears.

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Recitation Of Divine Creation

Recitation Of Divine Creation

Tradition: Evocation

Rank: Master

Castings: 1

Duration: Instantaneous

You give voice to the words spoken that gave form to substance. An ordinary structure of your own design from stone or a base metal appears in the target space.

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Recitation of the Hero's Journey

Recitation of the Hero's Journey

Tradition: Evocation

Rank: Master

Castings: 1

Duration: Instantaneous

Your words recall the trials of a great hero from the past. Each crea ture in the target space gains the following benefits for 1 hour: The creature imposes 1 bane on rolls to attack it, increases its Health by 20, increases its Speed by 2, makes attribute rolls with 1 boon, and its attacks deal an extra 1d6 damage. Finally, when an affected creature would gain an affliction, it can make a luck roll. On a success, the creature ends the affliction.

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Recitation Of The Unraveling Mind

Recitation Of The Unraveling Mind

Tradition: Evocation

Rank: Master

Castings: 1

Duration: Instantaneous

You give voice to all the doubts and misgivings experienced by mortal minds. Each creature in the target space becomes confused (luck ends). At the start of each of the confused creature's turns, it rolls a d6 to see what it does on its turn.

d6Result
1The creature harms itself and takes 3d6 damage.
2The creature moves 3d6 yards in a random direction.
3The creature makes a melee attack against a random target within its reach; if there are no eligible targets, the creature falls prone instead.
4The creature becomes weakened until the start of its next turn.
5The creature falls prone and becomes stunned until the start of its next turn.
6The creature automatically overcomes being confused. For 24 hours, it rolls to attack you with 3 boons, and its attacks against you deal an extra 3d6 damage.
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Recitation of the Void's Lament

Recitation of the Void's Lament

Tradition: Evocation

Rank: Master

Castings: 1

Duration: Instantaneous

You vocalize the rage of the One Without, the Dread in the Darkness, the Hunger in the Void. Each creature in the target space makes a Will roll. On a failure, the creature becomes blinded and deafened (luck ends both). Each time the creature makes a luck roll to end these afflictions, it takes 10d6 damage.

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Recitation Of Wondrous Recovery

Recitation Of Wondrous Recovery

Tradition: Evocation

Rank: Master

Castings: 1

Duration: Instantaneous

You speak of new beginnings, new realities, and new possibilities. Each creature in the target space heals 10d6 damage.

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