Spells

Spells

Spells are a set of Persona powers that use up Spirit. They have a variety of different effects, most notably recovery, elemental attacks and area augmentations. They make up a highly useful part of an Evoker's arsenal.

Each Spell has its own card, shown below, that details what it can do. Each spell may have the following fields:

  • Test. If the spell requires a test to activate, then this entry outlines what test is to be made and any inherent modifiers it possesses.
  • Keywords. This lists the keywords of the spell, which are explained in detail below.
  • Action. The action required to activate the spell.
  • Effect. If the spell has a numerical effect, such as damage, healing or other things, it will be listed here.
  • Range. The range at which the spell can be cast.
  • Qualities. If the spell is an offensive one, then the attack qualities will be listed here.
  • Opposed. If the spell is Opposed, then this field lists which characteristic or skill the target uses to oppose the test; if the field is blank, then it is not opposed.
  • Duration. Spells that remain in play after being cast do so for a set number of turns, recorded here.
  • Description. This outlines the instructions on how the spell actually operates.
  • Critical Effect. Spells that roll damage dice can Critical as normal; this lists the Spell's effect.
  • Surge Bonus. Spells cast on Surge sometimes can offer the user the chance to choose a Surge Bonus.
  • Special Notes. This outlines any other special usage notes as necessary.

All spells are divided into one of up to five tiers. The higher the tier, the more powerful and rare the ability is. Casting a spell requires using Spirit equal to the spell's Tier- thus a Tier 1 Spell uses up 1 Spirit.

Using Spells

To use a Spell, you must first have the Spirit to cast it, as well as enough actions left to perform the action. Spells with the keywords 'attack' and 'concentration' count as per normal toward your once-per-turn limitations on actions with those keywords.

When you activate a Spell, you must first decide whether to cast it at Regular strength, or at Surge strength.

At Regular strength, the spell is cast as shown on its card, using the listed actions and using normal values.

At Surge strength, however, the spell is more powerful but also more strenuous. Firstly, the spell takes an extra Half Action to activate (unless it's a Reaction spell) and costs twice as much Spirit. In exchange, you may add a single Surge Bonus to the spell.

Many spells have their own Surge Bonuses listed on their profile- you may choose one of these. Alternatively, there are a handful of generic Surge Bonuses which may be applied instead:

  • Damage boost. Spells that deal damage with dice may add your Evoker Rank to the Spell's Damage and Penetration.
  • Test boost. Spells that require passing a test to use may add +20 to your test.
  • Heal boost. Spells that heal wounds may add your Evoker Rank to the amount healed.
  • Range boost. Spells increase their range by one step.
  • Duration boost. Spells with a duration increase that duration by one round.

Finally, certain spells- such as Megido- have the keyword 'Surge Only', and may only be cast at Surge strength. Follow the rules for Surges normally, although you cannot apply a Surge Bonus. The spell's listed action cost on its profile accounts for the extra Half that Surges demand, so don't add another half on top of that!

Special Spell Mechanics

Below is a list of specific mechanics unique to Spells.

Attack types. Several Spells deal damage to enemies and use the following descriptors to determine how the attack is performed. All of these are subject to the same modifiers as a normal melee or ranged attack as appropriate.

  • Bolt. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the target is struck by a single hit. The target may dodge this as normal. May be called.
  • Barrage. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the user strikes the target, but for every DoS strikes a different target, so long as that target is in range and hitting them would be no harder than hitting the original target. Any DoS in excess of targets produces wasted hits.
  • Storm. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the user generates a single hit, plus another hit per 2 DoS, up to a total equal to their MCB. One hit must be allocated to the target, but the other hits may be allocated to different targets, so long as the other targets were not any harder to hit than the first one. The targets may dodge these as though it were a burst/flurry, negating one hit per DoS.
  • Chain. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the user is struck by a single hit, but the attack also arcs and strikes another target within 5m. It will then arc to a target within 5m of the second-struck target, and so on, until it is unable to strike an enemy who has not yet been struck. The targets may dodge this as normal.
  • Wave. This attack acts as though it has the Spray quality, automatically hitting everything in range within a 30 degree cone. The target may dodge this as normal.
  • Blast. This attack acts as though it has the Blast quality. The user nominates a single location within range and Line of Sight, then makes the listed test. On a success, then everything within the radius of the power is struck by the attack. The target may dodge this as though they were dodging a Blast attack.
  • Line. This attack acts as though it has the Line quality. The user nominates a single location within range and Line of Sight, then makes the listed test. On a success, the power hits everything between the user and the location, unless negated or blocked (eg deflected, parried or sacrificed against). The target may dodge this as normal. May be called.
  • Opposed. This power is an Opposed test against a target. The user nominates a target (or more, if the power allows) and makes the listed test. The target then opposes with the 'Opposed Test' listed. If you win, you apply the effects to the target. Opposed tests may not be Parried or Dodged.

Magic Characteristic. (MC/MCB)
Most spells list using 'MC' or 'MCB', which stands for Magic Characteristic or Magic Characteristic Bonus respectively. This means that one of your normal characteristics also doubles as the characteristic you use to activate and power spells. The characteristic in question is determined by your Primary Arcana, listed on that Arcana's profile.

Power Duration.
Some Spells remain in play even after they are cast. When this happens, they remain in play until certain conditions are met- for most spells, it's a number of turns to pass.

When calculating how long a spell lasts turn-wise, start counting at the end of the caster's turn, and tick down one at the end of their subsequent turns. So if a character casts a 3-turn spell on Round 1, the spell will apply for Round 2 and 3, before ending at the end of the character's turn on Round 4.

If the spell has the Ailment spell, then the Duration refers to how long the Ailment persists.

Cancels.
Some spells 'cancel' another spell out, often competing augments and hexes. For example, the Firebreak spell improves fire resistance, whilst Firewall weakens fire resistance. When a spell is cast and cancels another spell out, they are both negated instantly, meaning that your effect does not apply, and the other spell's ends.

Keywords.
Spells often have Keywords. Keywords tell the user about the spell's behaviour in a way- its role, its element and so on. By and large, keywords don't do anything by themselves (with a few exceptions), but are important for interacting with other abilities: if an Evoker has a passive ability that adds +2 damage to all spells with the 'Fire' keyword, for example, then any spells with the Fire keyword benefit from that ability. A list of common Keywords is below.

  • Attack. This means the spell is an attack-type action, meaning that it is covered under the 'one attack action only per turn' rule- the Evoker may only use a single attack-type action per turn.
  • Concentration. Similar to above, this means the spell is a concentration-type action, meaning that it is covered under the 'one concentration action only per turn' rule- the Evoker may only use a single concentration-type action per turn.
  • Element. This is actually a family of keywords that state the spell as belonging to one of the nine magic elements: Fire, Ice, Electricity, Wind, Psy, Nuclear, Light, Dark and Almighty.
  • Restoration. This means the spell restores wounds to the target.
  • Augment. This means the spell augments the capability of its target.
  • Hex. This means the spell applies a penalty of some kind to the target.
  • Ailment. This means the spell inflicts the target with an ailment.
  • Mental. This means the spell counts as a 'mental' attack.
  • Duration. This means the spell remains in play after cast until certain conditions are met (usually turns running out).
  • Surge Only. This means the spell can only be used as part of a Surge casting, meaning its Spirit cost is always Tier*2.

Elemental Spells

Tier One

Name: Agi
Test: MC+10 Keywords: Attack, Fire Action: Half Range: Medium (60m)
Effect: 1d10+MCB E. Fire Damage Qualities: - Opposed: - Duration: -
Description
Bolt attack that deals the above damage.
Critical Effect
Confirmed Criticals inflict the Burn status on the target(s).
Surge Bonuses
Maragi: The attack becomes Blast 3.

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Tier Two

Name: Agilao
Test: MC+0 Keywords: Attack, Fire Action: Half Range: Medium (60m)
Effect: 1d10+MCB+4 E. Fire Damage Qualities: Vengeful (-1) Opposed: - Duration: -
Description
Bolt attack that deals the above damage.
Critical Effect
Confirmed Criticals inflict the Burn status on the target(s).
Surge Bonuses
Maragion: The attack becomes Blast 5.

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Tier Three

Name: Agidyne
Test: MC-10 Keywords: Attack, Fire Action: Half Range: Medium (60m)
Effect: 2d10+MCB+4 E. Fire Damage Qualities: Vengeful (-1) Opposed: - Duration: -
Description
Bolt attack that deals the above damage.
Critical Effect
Confirmed Criticals inflict the Burn status on the target(s).
Surge Bonuses
Maragidyne: The attack becomes Blast 7.
Heat Wave: The attack becomes Wave and its range drops by one step.

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Tier Four

Name: Inferno
Test: MC-20 Keywords: Attack, Wind, Surge Only Action: Full Range: Medium (60m)
Effect: 2d10+MCB+4 E. Fire Damage Qualities: Blast (6), Vengeful (-2) Opposed: - Duration: 2 Rounds
Description
Blast 6 attack that deals the above damage. However, after all damage and hits have been allocated, the spell creates a persistent vortex of flame that lasts for 2 rounds on the target square. This vortex has a radius of 3 metres and will move in a random direction 1d5m at the start of each round. Anyone who passes through or starts their turn within the vortex may dodge it as normal, but if they fail they take damage as above, and are subject to Critical Hits as normal.
Critical Effect
Confirmed Criticals inflict the Burn status on the target(s).

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Restoration Spells

Tier One

Name: Dia
Test: - Keywords: Restoration Action: Half Range: Close (30m)
Effect: MCB Wound Recovery Qualities: - Opposed: - Duration: -
Description
Single target spell that recovers the above wounds to the target. It doesn't affect Evokers' personal wounds, just their Personas, and it cannot remove Lethal Damage.
Surge Bonuses
Media: The spell affects all allies in range.

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Tier Two

Name: Diarama
Test: - Keywords: Restoration Action: Half Range: Close (30m)
Effect: MCB*2 Wound Recovery Qualities: - Opposed: - Duration: -
Description
Single target spell that recovers the above wounds to the target. It doesn't affect Evokers' personal wounds, just their Personas, and it cannot remove Lethal Damage.
Surge Bonuses
Mediarama: The spell affects all allies in range.

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Tier Three

Name: Diarahan
Test: - Keywords: Restoration Action: Half Range: Close (30m)
Effect: MCB*3 Wound Recovery Qualities: - Opposed: - Duration: -
Description
Single target spell that recovers the above wounds to the target. It doesn't affect Evokers' personal wounds, just their Personas, and it cannot remove Lethal Damage.
Surge Bonuses
Mediarahan: The spell affects all allies in range.

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Tier Four

Name: Samarecarm
Test: MC-20 Keywords: Restoration, Surge Only Action: Full Range: Close (30m)
Effect: Full Restoration Qualities: - Opposed: - Duration: -
Description
Single target spell that recovers all Lethal Damage and wounds to the target. This doesn't affect Evokers' personal Lethal Damage, just their Personas. If used on a Persona that suffered a Lethal Damage result that killed them, the Persona is revived at full wounds.

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Tier Five

Name: Salvation
Test: - Keywords: Restoration, Surge Only Action: Full Range: Close (30m)
Effect: Full Restoration Qualities: - Opposed: - Duration: -
Description
Affects all allies in range, removing all Lethal Damage and restoring all wounds to their equipped Personas.

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Augment Spells

Tier One

Name: Tarukaja
Test: - Keywords: Augment Action: Half Range: Close (30m)
Effect: +MCB/2 Damage Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell that improves all damage the target deals by your MCB/2. Cancels Tarunda.
Surge Bonuses
Matarukaja: The spell affects all allies in range.
Taru Plus: The spell improves the target's damage by MCB.

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Tier Two

Name: Edge Builder
Test: - Keywords: Augment Action: Half Range: Close (30m)
Effect: +MCB Damage to weakness Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell: whenever the target strikes a weakness, they deal MCB extra damage.
Surge Bonuses
Team Edge: The spell affects all allies in range.

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Tier Three

Name: Certain Blow
Test: - Keywords: Augment Action: Half Range: Close (30m)
Effect: MCB Proven Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell that applies the Proven (MCB) Quality to the target's attacks.
Surge Bonuses
Proven Team: The spell affects all allies in range.

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Tier Four

Name: Triumphant Revelry
Test: - Keywords: Augment, Surge Only Action: Full Range: Close (30m)
Effect: Full Augment Qualities: - Opposed: - Duration: 2 Rounds
Description
A spell centered on you that creates a bubble which affects all allies in range. Whenever an ally within the bubble Staggers an enemy, all allies within the bubble gain the Vengeful (-1) Quality, which stacks with itself up to (-4). Effect lasts until the spell runs out.

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Hex Spells

Tier One

Name: Dekaja
Test: - Keywords: Hex Action: Half Range: Close (30m)
Effect: Nulls -Kaja on enemy Qualities: - Opposed: - Duration: -
Description
Single target spell that cancels the Tarukaja, Sukukaja and Rakukaja spell effects on the target.
Surge Bonuses
Madekunda: The spell affects all enemies in range.

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Tier Two

Name: Negation
Test: MC-10 Keywords: Hex Action: Half Range: Close (30m)
Effect: Chance to null spell Qualities: - Opposed: MC Duration: 2 Rounds
Description
Single target spell: whenever the target casts a spell, you may expend a reaction to make the above test; should you win, the target's spell is negated and they waste their actions.

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Tier Three

Name: Fortune Theft
Test: - Keywords: Hex Action: Half Range: Close (30m)
Effect: Steals rerolls Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell; whenever the target fails a test whilst affected by the spell, you gain a free reroll which may be used at any time or given to an ally. The rerolls persist until the end of the battle. Rerolls can be stockpiled up to your MCB.
Surge Bonuses
Misfortune 500: The spell affects all enemies in range.

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Tier Four

Name: Catastrophise
Test: - Keywords: Hex Action: Half Range: Close (30m)
Effect: Staggered enemies vulnerable Qualities: - Opposed: - Duration: 2 Rounds
Description
Single target spell; if the target is suffering from the Staggered ailment during the duration of this spell, they take +3 damage from all sources and a -20 penalty to all tests.
Surge Bonuses
Masstrophise: The spell affects all enemies in range.

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Ailment Spells

Tier One

Name: Dazzler
Test: MC-10 Keywords: Ailment Action: Half Range: Close (30m)
Effect: Dizzies enemy Qualities: - Opposed: Toughness Duration: -
Description
Single target spell; if you win the above test, the enemy is Dazzled.
Surge Bonuses
Blinding Flash: The spell affects all enemies in range, but your test becomes MC-20.

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Tier Two

Name: Dormina
Test: MC-10 Keywords: Ailment Action: Half Range: Close (30m)
Effect: Drowses enemy Qualities: - Opposed: Toughness Duration: Up to 3 rounds
Description
Single target spell; if you win the above test, the enemy is Drowsed.
Surge Bonuses
Lullaby: The spell affects all enemies in range, but your test becomes MC-20.

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Tier Three

Name: Calamitous Word
Test: MC-10 Keywords: Ailment Action: Half Range: Close (30m)
Effect: Despairs enemy Qualities: - Opposed: Willpower Duration: 2 Rounds
Description
Single target spell; if you win the above test, the enemy is Despaired.
Surge Bonuses
Banishing Wave: The spell affects all enemies in range, but your test becomes MC-20.

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