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

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

Cost
1 Mana
Duration
1 minute, until you use Channel Beam three times, or until you end your turn without using Channel Beam

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

Cost
0 Mana
Range
120 feet
Duration
Sustained, up to 1 minute

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

Cost
1 Mana
Range
120 feet
Area
20-foot burst
Duration
Sustained, up to 10 minutes

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

Trigger
You take damage from an attack
Cost
1 Mana
Target
The creature that made the triggering attack

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

Cost
0 Mana
Area
10-foot emanation or 15-foot cone

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.

Trance

You enter a mystical trance, gaining offensive power at the cost of defense

Duration
1 minute, until you fall to 0 Mana, or until you fall unconscious

You enter a meditative state and begin trancing. While trancing:

  • You have +5 damage to all spells
  • You take a -2 penalty to Defense
  • You can’t make Strikes

Versatile Invoker

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

Prerequisites
Trance

While trancing, all of your spells have -1 cost.

Invoke Blast

You conjure a mote of energy that explodes into a large blast

Cost
3 Mana
Range
500 feet
Area
20-foot burst

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

Cost
5 Mana
Range
120 feet
Area
20-foot burst
Duration
Sustained, up to 10 minutes

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

Trigger
You cast a spell that deals damage
Target
Everything within 5 feet of any target of the triggering spell

The triggering spell deals 1d6 damage to your target.

Shieldbreaker

Your spell easily breaks through your opponent’s shield

Range
120 feet
Trigger
You damage your target with a spell

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

Trigger
You cast a spell
Requirements
Either the triggering spell is an Evoker spell or it deals damage

The triggering spell has -2 cost.

Invoke Chain

You send out a chain of energy that can hit an unlimited number of targest

Cost
6 Mana
Range
120 feet

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

Cost
6 Mana
Range
60 feet

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

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

Cost
0 Mana
Target
One weapon you can reach that isn’t being wielded by a hostile creature
Duration
1 minute

Your target’s damage type changes to the damage type of this spell.

Minor Blast

You scatter a small amount of power to deal a tiny bit of damage to several targets

Cost
0 Mana
Range
120 feet
Target
Up to ten targets you can see within range

Your target takes 1 damage.

Shatter

You send out powerful but imprecise waves of energy that shatter objects

Cost
0 Mana
Range
30 feet

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

Duration
Until the end of your next turn

The next spell you cast deals an extra 2d6 damage.