Evoker {{ currentPage ? currentPage.title : "" }}

Evokers are magicians that channel the terrible power of nature into elemental attacks. In some circles, they are known as ‘war-wizards’, because their skills are highly sought after by professional armies.

Example Backgrounds: Seeker of the Great Chalice of Fire, Storm Chaser, Blizzard-Soul Sorcerer, Initiate of the Thunderclap School, Disciple of the Monsoon.

Level 1 Talent

Nature’s Wrath: Your study of magic has brought the destructive power of wildfires, lightning storms, and blizzards to your fingertips. You can perform great deeds of natural disaster magic, related to summoning storms and other natural calamities on a small scale. Additionally, you can apply your magic to achieve certain minor magical effects at will. You can make your voice boom at five times normal volume, cause the earth to shake under certain people, you may shoot fire, frost, and lightning from your fingertips in small short bursts.  When the use of this power requires you to make a skill check the relevant attribute will ordinarily be learning and you may add your proficiency bonus as thought you had a relevant background.

Level 2 Talent

Sorcery of the Land: You’ve gained the power to magically evoke the land in a way that enhances your abilities. You may spend 1 adventure point and choose a landform: mountains, forests, swamps, grasslands, deserts, caves, rivers, or coasts. When you do, your appearance magically changes in a way thematically appropriate to the terrain you evoke and determined by you. If you chose forests or swamps, you have advantage on any checks you make to conceal yourself and are considered proficient in such checks. If you chose rivers or coasts, you have advantage on any checks you make to swim, are considered proficient in such checks, and you can swim at twice the speed you otherwise could. If you chose mountains or caves, you have advantage on any checks you make to climb, are considered proficient in such checks, and you can climb at twice the speed you otherwise could. If you choose deserts or grasslands, you have advantage on any checks you make to spot hiding creatures or hidden objects, and are considered proficient in such checks. This benefit lasts until you evoke another landform or until you refresh.

Level 6 Talent

Conjure Elemental: You may spend 1 adventure point to conjure an elemental through a process that takes ten minutes to complete. You may only have one elemental at a time. The elemental is made up of earth, wind, fire, water, or some combination thereof (per your choice) and is approximately 2m tall. It follows you and obeys your commands for the next two hours or until you refresh, and can fit through spaces as small as 1cm across by squeezing its form through them, and can fly or levitate while carrying several people. If your elemental would make a skill check, it has a fitness of 2 if an earth elemental or a 2 in dexterity otherwise (and a 0 in all other attributes) and can add your proficiency bonus to checks where that attribute is the relevant attribute.

Level 10 Talent

Storm Form: You’ve gained the ability to transform into a storm. You may spend 3 adventure points to assume your storm form. While in your storm form, you have no corporeal body but exist instead in a 1km area. You may move that area as you like, at about the same rate you could walk in your humanoid form. You focus your attention on a point in that 1km area to sense things there as though you could if you were standing there, and while doing so you may revert to your humanoid form and appear in the area you are focusing on for no cost. You may have your voice appear in the area where your attention is focused as well. While in your storm form you may control the weather in your 1km area, creating blizzards, lightning storms, clear skies, or etcetera, per your will. While you are in your storm form you do not age, nor do you require food, water, or sleep to survive.  

{{{ content }}}