Evocation

The school of evocation credits it's creation to the dragons, the breath and magic of the warring factions have been passed down, refined and codified into the 7 destructive elements.

Cantrip: Elemental Blast

Slow

You may throw one of the 7 destructive magics as a blast of energy, as if it were a regular ranged weapon with no tags, however you may attack with your INT or CHA in place of DEX. The attack deals 1d8 damage of your choice of; Fire, Cold, Lightning, Acid, Plague, Thunder or Light.

Destructive Spells

Destruction magic functions differently to the way most spells do, they are flexible in a way, their simple nature allows for casters to adapt the spell to the situation. Instead of spells you have forms and elements. Each element has a unique effect on the spell, while each form changes how the spell is expressed. Each element counts as a spell, with the forms being easily adapted for said element.

Element

The elements effects can be negated or reduced by certain effects, eg. dousing yourself in water, drinking an antidote, redirecting the lightning with a metal cable.

  1. Fire

    Sets hit targets Burning.

  2. Cold

    Creates icy ground, in the area of the spell + a [dice]×5ft radius, characters who walk through the icy ground must save or fall prone and end their movement (p) and take 1d6 damage (f).

  3. Lightning

    The attack chains, dealing half damage to [dice] additional targets in close range of a character being damaged by the spell. Spreads in water and damages all characters standing in the water.

  4. Acid

    The attack also reduces the enemies armor by [dice].

  5. Thunder

    The attack knocks the target(s) back [dice]×5ft and deafens them.

  6. Plague

    The attack also reduces the targets maximum health by [sum] (after dealing damage) until they recover.

  7. Light

    The attack also blinds the target until the end of their next turn.

Forms

The spell forms alter the targets of the spell.

  1. Blast

    Slow

    Deals [sum] damage to all targets in a [dice]×5 ft. radius around a point you chose within Medium Range. Save PHYS for half damage.

  2. Ray

    Slow

    Deals [sum] damage to [dice] targets within Far Range. Save PHYS for half damage

  3. Wall

    Slow

    Create a wall 5ft thick and up to [dice]×40ft long. This wall can be in any shape you choose. This wall blocks line of sight and deals [sum] damage to any creature that passes through it or is within the area of the spell when it is cast. Any character within the effect when the spell is cast must move out of the effect, they may save PHYS to avoid taking damage.

  4. Armor

    Slow, Concentration

    Conjure an elemental barrier about a close ally (including yourself), this grants a base armor of [dice] and any character who enters melee range of the character must take [sum] damage or save PHYS for half.

  5. Breath

    Slow

    You grant a creature you touch the ability a breath weapon. They may, as a fast action, exhale a [dice]×10ft. cone of elemental force, dealing [sum] damage to all character within. The ability ends when it has been used or at the end of the scene.

  6. Storm

    Slow, Concentration

    You conjure a massive storm over [dice]×40 ft. radius centered on yourself, characters you choose take [dice]d4 damage each turn they remain within the radius.

  7. Call

    Ritual(1)

    You call down an almighty elemental force centered on a single target you can see within far range. When the ritual completes, the target takes [dice]×[sum] damage.

Magical Secret: Prismatic Beam

Slow

This powerful spell is as uncontrollable as it is powerful. For each character, including yourself, within medium range roll a d6 twice for a form and element of the destruction school of magic, the rolled spell is cast targeting or centered on that character. Each spell is cast with the [sum] and [dice] you cast this spell with. Any concentration spells last [dice] rounds.