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Evoker Skill List

DILATED FOCUS | Passive / Buff |

 

Your understanding of the forces that be has taken a pragmatic, and calculated stance.  Everything is a resource at your disposal.  Your own life force is included.  Force casting rates are reduced by half.


XP COST: 20

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REVERBERATE | Fast Action / Utility | x Mana |

 

Meld your mana with the characteristics of a recent spell or skill.  Recounting its effects and repeating them to a target of your choice.  Copy target skill or spell, its mana cost matching the required resource.  You may choose new targets for this ability.

(The stolen skill/spell’s attribute bonuses are pulled from the casting Evoker, not the skill/spell source.)

(Mages may call upon this ability once per 5 turns of combat.)

REQUIREMENT: 1 DEX

XP COST: 30

CHAIN LIGHTENING | Standard Action / Attack 8 Mana |

Reach to the sky and cast down fierce lightning to a target dealing 1d8+2(Int+Dex).  A second target must make a Dex saving throw of 4+Caster’s Int, if they fail, they receive half of that damage (Rounded up), and a third target will need to make the same saving throw and so on.  If all targets are struck by lightning, all targets are dazed for 1 round.

(If there are less than 4 enemy targets available, you may target the same character twice, but not multiple times in a row.)

(Mages may call upon this ability once per 4 turns of combat.)

(If there are less than 3 enemy targets available, you may target the same character multiple times.)

(If you cast this on a single target, you only need to target them twice.)

REQUIREMENT: 1 INT 1 DEX

XP COST: 40

ARCANE WORD: EMPOWER | Fast Action / Buff | 5 Mana |

In a language of your choosing, you may speak the word of power. Reciting the words, you channel additional power into an upcoming spell, giving it one of the following effects:

Add an additional +2 to its DC saving throws.

Add an additional 1d8+2(Int) of damage to the spell.

(Mages may call upon this ability once per 5 turns of combat.)

REQUIREMENTS: 2 CON 1 INT

XP COST: 50

FABRICATE ELEMENT | Standard Action / Utility | 4 Mana 

Your ability to manipulate the space around you has reached a point where you are able to create an element of your choice in an area of 1 cubic meter.

Fill a space with water, soil, or create a small fire.  This effect may be channeled.

REQUIREMENT: 2 INT 1 WIS
XP COST: 60

SIPHON |  Standard Action / Attack | 7 Mana |

 

You forcefully draw upon the life force of an enemy creature, grantering their suffering a higher purpose as their life force is turned to fuel for your magic. Make an attack against a creature within your reach.

 

The target must make a dex saving throw of 5+Int, or take 1d10+2(Int) of damage for 2 rounds. You regain mana equal to half the amount of damage dealt.

(Mages may call upon this ability once per 3 turns of combat.)


REQUIREMENTS: 2 INT 2 CON

XP COST: 80

CHAOTIC MIND | Passive / Buff |

 

Planning and repetition is not the way of the Evoker.  Their power comes from their ability to adapt.  They are difficult to predict and nearly impossible to anticipate.  Gain a +2 to all Dex saving throws.


REQUIREMENTS: 3 INT 2 WIS

XP COST: 95

IGNITION | Standard Action / Attack | 7 Mana |

Condense your power to a point.  That point taking spark and igniting the area around it in a bright arcane flame.  Target must make a Dex saving throw of 5+Int or take 1d12+2(Str) burn damage over 2 rounds.

(Mages may call upon this ability once per 5 turns of combat.)

REQUIREMENT: 2 INT 1 STR
XP COST: 70

HAVOC | Standard Action / Attack |  10 Mana​ |

 

Create an unnatural fog about an area.  Infusing it with chaos and doubt.  Up to 3 targets in that area must make a Wis saving throw against 4+Int, or be lost to the chaos, and have to roll for a random target, friend or foe to receive their next attack.  The Evoker cannot be the target of these attacks.

(Mages may call upon this ability once per combat.)



REQUIREMENT: 3 INT 2 STR

XP COST: 85

DOUBLE-CAST | Standard Action / Attack | x Mana |

Your mastery of the force of magic, and the raw power that flows through you have reached new heights.  The energy you are able to expend is far beyond to that of your fellow mages.  At the cost of your fast action / reactionary ability for the round, you are able to cast two standard attack spells at once. Cooldowns still apply, though you may cast the same spell twice when using this ability.

 

IE: Chain Lightning x2 still has a singular cooldown of 5 rounds.

(The mana cost of both spells must be paid.)

(This action takes up both your fast action and standard action for the round.)

(Mages may call upon this ability once per 5 turns of combat.)



REQUIREMENTS: 3 WIS 3 CON
XP COST: 100

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