Evoker
Evokers are combat mages who excel in causing massive magical destruction. They blast creatures and structures to pieces with long-range advanced combat magic and elemental explosions. Evokers are often employed as soldiers or warmages, as their explosive area spells can devastate entire formations of mundane soldiers.
Evoker talents focus entirely on causing damage. Most of these talents are different kinds of magical blast attacks, and the rest buff other magical attacks. Evoker talents include almost no defensive or utility abilities, which can make blasters into glass cannons. Evoker ribbons give them minor utility abilities to support their offense.
Examples of evokers in fiction include the black mages from Final Fantasy, any D&D caster that specializes in evocation, and most combat-oriented mages and sorcerers from RPGs.
Novice Talents
Critical Invocations
You inflict additional effects when you critically succeed on a invocation
You inflict additional effects when you critically succeed on a invocation
When you critically succeed on an Invocation attack, you apply an additional effect to your target depending on the attack’s element.
- Bludgeoning
- Your target falls prone
- Cold
- Your target is slowed until the end of their next turn
- Electricity
- Your target can’t use
powers until the end of the next round
- Fire
- Your target takes 1d6 Fire damage at the start of your next turn
- Necrotic
- Your target can’t heal until the end of their next turn
- Radiant
- Your target is dazzled until the end of their next turn
- Sonic
- Your target can’t hear for 1 minute
- Toxic
- Your target takes 1d6 Toxic damage at the start of your next turn
Invoke Beam
You begin to emanate a beam of energy that continuously zaps enemies
You begin to emanate a beam of energy that continuously zaps enemies
You can use the Channel Beam power.
Heightened
For each +1 Mana, the damage of Channel Beam increases by 1d6.
Invoke Burn
You conjure an elemental arrow that continues damaging after it hits
You conjure an elemental arrow that continues damaging after it hits
Make a Magic attack roll against your target’s Agility DC.
- Critical Success
- Double damage
- Success
- Your target takes 1d6 damage
Heightened
For each +1 Mana, this spell’s damage increases by 1d6.
Invoke Hazard
You cover the ground nearby with a dangerous elemental field
You cover the ground nearby with a dangerous elemental field
You can use the Trigger Hazard power.
Heightened
For each +1 Mana, the damage of Trigger Hazard increases by 1d6.
Invoke Vengeance
You retaliate against an attack with a pulse of elemental energy
You retaliate against an attack with a pulse of elemental energy
Make a Magic attack roll against the target’s Agility DC.
- Success
- Your target takes 3d10 damage
- Failure
- Half damage
Heightened
For each +2 Mana, the damage increases by 3d10.
Invoke Wave
You emit elemental energy in a wave all around you
You emit elemental energy in a wave all around you
Make a Magic attack roll against your target’s Agility DC.
- Success
- Your target takes 1d6 damage
- Failure
- Half damage
Heightened
For each +1 Mana, the damage increases by 1d6.
Versatile Invoker
You can modify your spells to deal damage of any type you want
You can modify your spells to deal damage of any type you want
Whenever you use an Invocation power, you can change the damage type of the power to be any one of the options given by the Invocation trait.
Veteran Talents
Empowered Trance
Your trance further enhances all of your magic, lowering mana costs
Your trance further enhances all of your magic, lowering mana costs
While trancing, all of your spells have -1 cost.
Invoke Blast
You conjure a mote of energy that explodes into a large blast
You conjure a mote of energy that explodes into a large blast
Make a Magic attack roll against your target’s Agility DC.
- Success
- Your target takes 4d6 damage
- Failure
- Half damage
Heightened
For each +1 Mana, the damage increases by 1d6.
Invoke Cloud
You conjure a cloud of elemental energy that damages creatures inside
You conjure a cloud of elemental energy that damages creatures inside
You conjure a cloud of elemental energy in the spell’s area. The cloud completely blocks vision inside its area. When you sustain this spell, you can move the cloud up to 30 feet in any direction.
At the end of each of your turns, make a Magic attack roll against the Agility DC of everything inside the cloud.
- Success
- Your target takes 3d6 damage
- Failure
- Half damage
Heightened
For each +2 Mana, the damage increases by 1d6.
Secondary Blast
Your spells explode in secondary blasts, damaging everyone caught nearby
Your spells explode in secondary blasts, damaging everyone caught nearby
The triggering spell deals 1d6 damage to your target.
Shieldbreaker
Your spell easily breaks through your opponent’s shield
Your spell easily breaks through your opponent’s shield
Your target takes additional damage from the triggering spell equal to half their remaining amount of Shield against the triggering spell.
For example, imagine you deal 4 Fire damage with a spell, and your target has 6 Fire Shield remaining out of 20 Fire Shield total. Then the spell deals an extra 6/2 = 3 damage, for a total of 7 Fire damage. You break through your target’s Shield and deal 1 damage to their health.
Master Talents
Eldritch Might
You empower a spell, increasing its damage beyond normal limits
You empower a spell, increasing its damage beyond normal limits
Invoke Chain
You send out a chain of energy that can hit an unlimited number of targest
You send out a chain of energy that can hit an unlimited number of targest
Use the Leaping Chain effect on your target. No matter how many times you use Leaping Chain, you can’t choose the same target twice.
Heightened
For each +1 Mana, the damage of Leaping Chain increases by 1d6.
Invoke Disintegrate
You disintegrate a material, turning it entirely to dust
You disintegrate a material, turning it entirely to dust
Make a Magic attack roll against your target’s Strength DC.
- Critical Success
- Double damage
- Success
- Your target takes 14d8 damage
- Failure
- Half damage
If your target has the same trait as this spell’s damage type, this spell deals double damage.
For example, this spell deals double damage if you Cold Disintegrate a Elemental Wall of ice or if you Fire Disintegrate a Fire Elemental.
Heightened
For each +1 Mana, the damage increases by 2d8.
Epic Talents
Ribbons
Awesome Destruction
Your destructive magic awes and scares everyone who can see it
Your destructive magic awes and scares everyone who can see it
You have advantage on Spirit+Provoke rolls to intimidate people who have seen you deal damage with a spell in the past minute.
Enchant Weapon
You cover a weapon in elemental energy, changing its damage type
You cover a weapon in elemental energy, changing its damage type
Minor Blast
You scatter a small amount of power to deal a tiny bit of damage to several targets
You scatter a small amount of power to deal a tiny bit of damage to several targets
Shatter
You send out powerful but imprecise waves of energy that shatter objects
You send out powerful but imprecise waves of energy that shatter objects
If your target is an inanimate, unattended object, it takes 2d8 damage.
Heightened
If you add +1 Mana, this spell gains an area of a 10-foot burst. For each additional +1 Mana, the burst’s radius increases by 10 feet.
Ultimate Destruction
You brag about the ultimate destructive power of your spellcasting
You brag about the ultimate destructive power of your spellcasting