Almost all people in Aroen can cast rituals. But being an Evoker means you can command and direct the fundamental elements of the world around you, limited only by your creativity!
Well, okay, it's a little more limited than that. Evocation is line-of-sight only, and it does have an "elemental" requirement, but so long as you can work it into your character's world-view... it's good.
here's what you need to build an Evocation-Casting character:
Prerequisites
An
Evocation casting-type character must have:
- At least one rank in the Lore skill
- At least one Aspect that reflects the use of magic
The existence of this Aspect justifies the introduction of a Mana Stress-Track
Mana Stress-Track
The Mana Stress-track is based on Lore. Just by virtue of being an Evoker, you have a mana pool of 2 shifts. Each rank in Lore adds one additional shift to the mana-pool.
Lore Rating | Track length | Example: |
Lore(+0) | 2 dots | Mana OO |
Lore(+1) | 3 dots | Mana OOO |
Lore(+2) | 4 dots | Mana OOOO |
Lore(+3) | 5 dots | Mana OOOOOO |
Lore(+4) | 6 dots | Mana OOOOOOO |
Magical Consequences
Magical Consequences are an inevitable result of living in a magical world and having a mana stress-track.
Magic Costs
This assumes that the caster is drawing upon his own Mana stress-track or Mental stress-track to fund the magic. Other sources of power are available. Most notably
other people.
I want magic to cost something. The mage may be very talented, but he should still have to weigh whether the casting is worth cost.
Outlying Stat Possibilities
UNAWAKENED ADEPT
Lore(+0) with a Mana Stress-track.
This guy has enormous potential that has never been realized...
MAGICAL SCHOLAR
Lore(+4) but no Mana Stress-track
He's done all the research... and he can cast ritual magic with the best of them (perhaps better than them, actually)... but he still can't cast evocation.
The Evoker mantle
The Evoker "Mantle includes the following:
Core Stunts:
By virtue of being an Evoker, you get this stunt for free.
Evocation:
As an evoker, you can cast magical spells comprising the five elements: fire, air, earth, water, "force", gravity, magnetism, lightning, etc...
In game terms, you may perform any of the four basic actions with spectacular magical effects such as defending with a shield of ice or creating an advantage by shifting earth beneath the opponent’s feet.
If desired, you may push yourself to increase the spell’s effect by marking a stress-box +1 or two boxes for +2 on any one magical action. The Stress-Track used must make narrative sense.You may not mark more than 2 stress-boxes at a time for this purpose.
These benefits are cumulative: if you mark two stress boxes and both conditions, you could do a single magical action at +8, and then have +2 to all magical actions for the rest of the scene
Unique Conditions:
Exhausted
You may add +4 to
any single magical action or to attack multiple targets magically without dividing your roll by taking on the
Exhausted consequence.
When you are
Exhausted, the GM has a boost to use against you in any scene in which your fatigue may be used against you. Clearing
Exhausted, of course, requires an active effort to rest. The GM may allow this recovery to occur between any two scenes involving a sufficient time jump.
Burned Out
You may really push your magic and gain +2 to
all magical actions for the rest of the scene, but you must take on the
Burned-Out Consequence. Afterward, you cannot use magic,
at all, until
Burned Out is fully recovered. Begin recovery by eating, meditating, or otherwise deliberately resting as per the
Exhausted condition.
This message was last edited by the GM at 06:34, Fri 10 July 2020.