From Aberddu Wiki
By the Elements...
Level 1
Create Flame
| Range |
Duration |
Target |
Save
|
| Caster |
30 seconds |
None |
No
|
This spell allows the Evoker to create a small, non-magical flame to
appear on the palm of their hand. It is akin to a candle flame, and lasts for
30 seconds. (The player may use a lighter or match to represent the effect.)
Heat Weapon
| Range |
Duration |
Target |
Save
|
| 10feet |
Until Dropped |
Weapon |
No
|
This causes the target weapon within 10 feet to heat to 100°C, and the wielder of said weapon must drop it or suffer 1 point of damage to their arm for every 5 seconds they wield the heated weapon. However, once the weapon has hit the ground the heat in it dissipates harmlessly, and it may be safely picked up again. Note: This does NOT set the weapon on fire or allow the wielder to use the Flaming modifier call.
Light
| Range |
Duration |
Target |
Save
|
| 30ft |
15 minutes or 20 seconds |
Caster or Individual |
Yes/No
|
With this spell the Evoker may either provide themselves with a source of illumination (ooc: they can use a torch to phys-rep the effect) for 15 minutes, or cause a blinding light to shine in an individual’s (within 30 foot) eyes, afflicting a temporary blindness, if they fail a save, lasting 20 seconds.
Shock
| Range |
Duration |
Target |
Save
|
| Touch |
Instant |
Any |
Yes
|
With this the Evoker calls the residual static in the air into his hands, and so causes the person he touches to suffer an electrical shock to the touched location, causing 1 point of damage to that location.
Level 2
Drench
| Range |
Duration |
Target |
Save
|
| 10ft |
Instant |
Fire or Item or Individual |
No
|
This spell calls water out from the air, of an amount suitable to put out a 3 foot fire, but may also be used to soak another character, within 10 feet, for great amusement.
Magic Missile
| Range |
Duration |
Target |
Save
|
| 30ft |
Instant |
Location |
Yes
|
Unsurprisingly, this spell calls forth a missile of magic that strikes the specified location of an individual within 30 foot. This causes one point of enchanted through damage to the stated location, should the target fail a save.
Tremor
| Range |
Duration |
Target |
Save
|
| 30ft |
Instant |
Individual |
No
|
With this spell the Evoker makes the earth underneath the target individual within 30 foot to violently shake, so causing the individual to fall over.
Wind Wall
| Range |
Duration |
Target |
Save
|
| 10ft Radius |
10 seconds |
All in Range |
No
|
This spell causes the air around the caster (in a 10 foot radius) to swirl and ripple, repelling any within that area and preventing approach for 10 seconds.
Level 3
Engulf
| Range |
Duration |
Target |
Save
|
| Touch |
Instant |
Location |
Yes
|
When cast this covers the touched location in magical flames, causing two points of enchanted flaming damage to that location, should the target fail a save.
Fog
| Range |
Duration |
Target |
Save
|
| Touch |
15 minutes |
Caster or Individual |
No
|
This summons a dense fog to surround either the caster or a touched individual, 2 foot in radius. It is so dense that one cannot see to the centre of the fog clearly, but the person at the centre also cannot see out clearly. If cast on a person the fog will move with them, but if cast on an area of ground it stays centred on that spot.
Heat Armour
| Range |
Duration |
Target |
Save
|
| Touch |
Until Removed |
Metal Armour |
No
|
When the Evoker touches metal armour they may use this spell to cause it to become white hot, causing the unfortunate wearer of the armour to suffer one point of damage to each location they are wearing the armour per every five seconds until they manage to take it off. As with heat weapon (level 1), once the armour hits the ground (and is not still being worn) the heat dissipates and it may be safely picked up and worn again.
War Arrow
| Range |
Duration |
Target |
Save
|
| 30ft |
Instant |
Any |
Yes
|
This spell summons a non-magical, physical arrow from the Earth and Air elements, which strikes the location on the target, within 30 foot, specified by the caster. If the target fails a save they suffer two points of through damage to that location.
Level 4
Conduct
| Range |
Duration |
Target |
Save
|
| Touch |
Varies |
Caster or Individual |
Yes(verses Discharge)
|
With this spell the Evoker may charge the individual touched with electricity so that on the next blow landed on that individual causes the electricity to travel up the weapon that hit them and damage the person who did the hitting (if it was a ranged weapon, e.g. a thrown dagger or an arrow, then the electricity still travels up the weapon but does no damage). The unfortunate attacker gets four points of through damage to the arm that was holding the weapon, should they fail a save.
Conflagration
| Range |
Duration |
Target |
Save
|
| 30ft |
Instant |
Individual |
Yes
|
This spell causes the individual within 30 foot that the Evoker targets to burst into magical flames, so damaging the target by three points of enchanted flaming damage to every location.
Gust
| Range |
Duration |
Target |
Save
|
| 30ft |
Instant |
180 degree Arc |
No
|
When this spell is cast everything within 30ft of a 180° arc chosen by the caster
is blasted by a severe gust of wind emanating. Everyone caught in the blast takes a strike down
effect and 2 points of normal damage to the torso location (Mass Double Strike Down)
Shrapnel
| Range |
Duration |
Target |
Save
|
| 30ft |
Instant |
Individual |
Yes
|
With this spell the Evoker conjures up small, sharp pieces of metal from the earth and causes them to embed themselves in the target individual within 30 foot of the Evoker. If the target fails a save, they suffer four points of damage to the torso and two points to every other location. If they pass the save they only suffer two points of damage to the torso, and none to any other location.
Level 5
Charge Atmosphere
| Range |
Duration |
Target |
Save
|
| 10 feet |
Instant |
Metal |
No
|
This spell makes the atmosphere immediately around the caster (10 foot radius centred on the caster) to become highly electrically charged, and the electricity instantly seeks to ground itself in any metal within the area. Anyone holding something metal, including wielding a metal weapon, within the 10 foot radius takes 2 points of damage to the wielding location. Anyone wearing metal armour takes 1 point of damage to every location that they are wearing the armour.
Earth Shift
| Range |
Duration |
Target |
Save
|
| 30 feet |
Instant |
Individual |
No
|
By using this spell the Evoker causes the ground to animate and carry one individual from up to 30 feet away and bring them within touching distance. For game purposes a time freeze should be called so that the player in question can move.
Summon Earth Elemental
| Range |
Duration |
Target |
Save
|
| N/A |
15 minutes |
None |
No
|
This spell suffuses magical energy into the ground beneath the caster and animates it into a humanoid form that will serve the caster for fifteen minutes. The elemental has the following skills and abilities:
- Endurance rank IV
- Immunity to normal damage
- Double Natural damage
- Saves:
Thunderbolt
| Range |
Duration |
Target |
Save
|
| 10 feet |
Instant |
Individual |
No
|
This spell allows the caster to throw a bolt of pure lighting at the head of an individual within 30 feet. The individual suffers 4 points of through damage to the head.
Level 6
Deluge
| Range |
Duration |
Target |
Save
|
| 30 feet |
15 minutes |
Area |
No
|
The caster calls into being a wall of turbulent water that blocks movement, sight and actions (including spells). Only the caster can move through this wall without performing a mighty feat of strength (see Lesser Known Abilities). The wall is 30 feet in length, 10 feet high, and lasts for one hour.
Freeze Armour
| Range |
Duration |
Target |
Save
|
| 30 ft |
15 Minutes |
Caster or Individual |
No
|
With this spell the Evoker may cause an individual within 30 foot of themselves to become encased within a block of ice. This acts as rank 4 armour, but stops the target from moving or hearing. They can, however, see and cast spells on those they can see.
Inferno
| Range |
Duration |
Target |
Save
|
| Touch |
Instant |
Individual |
Yes
|
With a touch the Evoker may cause an undesirable to be consumed by an inferno of magical flames, causing 5 points of enchanted flaming damage on every location of the said undesirable, if they happen to fail a save.
Magic Quarrel
| Range |
Duration |
Target |
Save
|
| 30ft |
Instant |
Individual |
Yes
|
This is a stronger version of the magic missile (level 2) spell. It summons forth a missile of pure magic to strike the stated location of an individual within 30 foot, causing, if the target fails a save, 6 points of enchanted damage to that location and knock back. However, if the target passes the save they still suffer 2 points of enchanted damage to the location and knock back.
Level 7
Disintegrate
| Range |
Duration |
Target |
Save
|
| Touch |
Instant |
Individual or Item |
Yes
|
This spell is the most destructive in the Evoker entire arsenal, destroying the target utterly if the save is failed. People and creatures are destroyed body and soul along with all items they are carrying, and cannot be reincarnated or resurrected. Magical items use the saves their creator had during their enchantment, while non-magical items (like a person’s clothes...) do not have saves. If the individual passes the save any worn or carried item will save by default.
Fireball
| Range |
Duration |
Target |
Save
|
| 10 feet |
Instant |
Mass |
Yes
|
Possibly the most famous Evoker spell, this causes a 10 foot radius of air around the caster to erupt with flames. Each individual within this area has to pass a save or take 5 points of enchanted flaming damage, if they pass the save they only take 2 points of enchanted flaming damage to every location.
Petrify
| Range |
Duration |
Target |
Save
|
| Touch |
1 Hour |
Individual |
No
|
This spell causes the touched individual’s skin to turn to stone, no save
allowed, for an hour. This stone acts as rank 6 armour, and prevents
the target from doing anything, including seeing what is around them, and hearing and so forth. They are aware that they have been turned to stone. This spell can also be used to reverse petrification, and the reversal is permanent.
Resonance
| Range |
Duration |
Target |
Save
|
| N/A |
1 Hour |
Caster |
No
|
The Evoker may cast this spell upon themselves causing the air surrounding the caster to drop to very low temperatures for the period of an hour. This does not affect the caster, but any non-magical weapons that strike him will be instantly shattered. This does not, however, stop the caster taking damage from the blow.