Evocation

Burning Hands(Evocation, Cost): Flames leap from your hands, engulfing your targets. When you cast, choose one option: 1. Target one or two creatures in your zone. 2. Target all creatures except you in your zone—including allies and bystanders. In either case, make one attack roll, each target defends individually. Attack action, caster’s Charisma vs. target’s Dexterity, attack does physical stress.

Chain Lightning(Evocation, Cost, Requires three other evocation spells): Cast a crackling lightning bolt at a target you can see in your zone or an adjacent zone. If this attack succeeds with style, you may choose to reduce the value of your hit by one and make another attack against a different target you can see; make a new attack roll vs. their defense. You may chain up to 4 total attacks this way. Attack action, caster’s Charisma +2 vs. target’s Dexterity, attack does physical stress.

Darkness(Evocation, Transmutation, Cost, Persistent): A supernatural darkness envelops a zone you can see, applying the situation aspect Impenetrable Darkness to that zone. No light source can penetrate this darkness.

Delayed Blast(Evocation, Cost, Per Scene, Requires Fireballand three other evocation spells): Choose a zone you can see. Place an aspect Delayed Blaston that zone; then as a free action, resolve the attack at any point in the scene. Like Fireball, attack every creature in that scene. Also, add On Fireas a situation aspect in that zone. Attack action, caster’s Charisma +2 vs. target’s Dexterity, attack does physical stress.

Fireball(Evocation, Cost, Requires magic missile and burning hands): Conjure a mighty burst of white-hot fire, engulfing everything nearby. Once per scene, choose a zone you can see. Attack every creature in that scene. Also, add On Fireas a situation aspect in that zone. Attack action, caster’s Charisma +2 vs. target’s Dexterity, attack does physical stress.

Lightning Shield (Evocation, Abjuration, Persistent, Per Scene): Spend an action to activate this spell. Once per scene, if you defend against a melee attack and you succeed with style, you may forgo your boost and instead cause 2 shifts of physical stress against your attacker.

Magic Missile (Evocation): Launch a bolt of pure arcane energy at a single target in your current or an adjacent zone. You must be able to see the target. Attack action, caster’s Charisma vs. target’s Dexterity, attack does physical stress.

Meteor Swarm (Evocation, Cost, Per Session, Requires Delayed Blast and five other evocations): Choose two zones you can see. Attack every creature in both zones, friend or foe. Targets may not invoke any aspects related to having cover or wearing armor. This spell is devastatingly destructive; both zones now have the aspect On Fire, and likely additional aspects like Destroyed Buildingsand Rubble, at the GM’s discretion. Attack action, caster’s Charisma +2 vs. target’s Dexterity, attack does physical stress.

Scorching Ray (Evocation, Cost, Requires Burning Hands or Magic Missile): Cast a beam of blazing flame at a target you can see in your zone or an adjacent zone. Attack action, caster’s Charisma +2 vs. target’s Dexterity, attack does physical stress.

Shatter(Evocation, Cost): You have a chance to break a solid object in your zone using an Overcome action. The GM will set the target number, from Mediocre (0) for a flimsy door to Fantastic (6) for a cast iron cannon, or even higher for other objects. Living matter cannot be shattered. Overcome action, caster’s Charisma vs. target number.

Wall of Fire (Evocation, Cost, Persistent, Requires Burning Hands): Conjure a wall of flames, creating a barrier between two zones. This barrier automatically makes an attack with a bonus equal to your Charisma against any creature that attempts to cross it

Evocation

Adventures in Freeport and Beyond josh61980