Evocation Spells
Evocation Spell Features
Magimatter
Evocation has the ability to produce a dull material deemed magimatter. Magimatter is a non-conductive, magically resistant material that resembles rigid, dense clay; always a flat gray color. Magimatter can be summoned by the kilogram; 4 kilograms of magimatter is equal to 1 liter, or 1,000 cubic centimeters. It is a Crude material.
Summon Magimatter (5X PP)
- The caster produces X kilograms of magimatter centered on the spell's maw, taking a form that the caster can vividly imagine. The magimatter exists for the spell's duration. Upon being dispelled, it disintegrates into fine particles and ultimately disappears with no trace.
Elemental Matter (30 PP)
- The caster produces a material, refinement, or power component made out of pure elemental matter. One or more can be conjured into an item as rare as Common that requires a similar number of components. Items created this way cannot be Consumables or have the Spelltech feature. The caster does not need to be able to craft a given item normally in order to create an item this way. The elemental matter exists for the spell's duration. Upon being dispelled, the elemental matter dissipates with no trace.
Destruction
Evocation produces damaging force in magic. Just about all spells capable of physical harm include the Art of Evocation.
Instant Elemental (15 PP)
- Upon casting, affected creatures and objects are dealt an additional 1d4 damage. The type may be chosen between Energy, Heat, or Chill. Damage dice may be redistributed in any fashion as long as the maximum damage per type is the same.
Lingering Energy (25 PP)
- Upon casting and at the beginning of each turn for the duration of the spell, affected creatures and objects are dealt an additional 1d4 Energy damage. Damage dice may be redistributed in any fashion as long as the maximum damage per damage type is the same.
Lingering Thermal (30 PP)
- Upon casting and at the beginning of each turn for the duration of the spell, affected creatures and objects are dealt an additional 1d4 Heat or Chill damage. Damage dice may be redistributed in any fashion as long as the maximum damage per damage type is the same. The effects of this feature may vary environmentally, based on GM discretion. For instance, 1d4 Heat damage may be exchanged for harmlessly warming a creature or lighting a small fire, while 1d4 Chill damage may be enough to freeze a barrel of water for the spell's duration.
Imbuement
Imbuement is a form of evocation that extends past a spell's natural duration, a temporary form of rune carving. These runes leave an effect on a weapon that expels upon its next attack.
Elemental Imbue (15 PP)
- All weapons and creatures affected become imbued, dealing an additional 1d4 damage on its next attack. The type may be chosen between Energy, Heat, or Chill. Damage dice may be redistributed in any fashion as long as the maximum damage per damage type is the same. Each creature affected receives additional damage during its next weaponless attack. Imbuement damage does not gain the features of the weapon, such as ignoring SHP or ignoring defenses. Weapons and creatures that are already imbued cannot be affected this way.