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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Magic / Evocation

Evocation

Evocation is raw power made immediate: elemental forces and focused energy channeled into direct, physical effects. It produces fire, lightning, frost, thunder, radiant light or pure force, shaped into blasts, beams and bursts, and sometimes protective surges that push danger back. It's the school for a clear, measurable result right now: break the obstacle, scatter the attackers, end the threat. Its signature is unmistakable: heat, shock, glare, impact.

Evocation Spells at a Glance

SpellComplexityStrainSummary
Arc FlashCantrip0Each target makes a Reflex save; failure: Dazed until the end of its next turn.
LightCantrip0A mote of cool magical light sheds dim light in 10 ft and moves with the chosen point or object. Not sunlight; casting again ends the previous one.
SparkshotCantrip0Choose a damage type with your trappings. One target makes a Reflex save; failure: 1d6 damage, +1d6 per 3 Mysticism ranks.
Darkness12Reduce illumination in the delivered area by a step (bright to dim, dim to darkness).
Evoke Damage12Choose a damage type with your trappings. Each target makes a Reflex save; failure: 2d6 damage.
Havoc12AOE only. Every creature affected is Off-Guard until the end of its next turn; each makes a Fortitude save (airborne: 1 Disadvantage) or is hurled 2d6×5 ft from the origin, taking 1d6 per 10 ft travelled on impact or landing (normal fall mitigation applies).
Lanternlight12Bright light fills the delivered area for 10 minutes.
Stun12Each target makes a Fortitude save; failure: Stunned. At the end of each of its turns it repeats the save to recover.

Spells

Arc Flash

Cantrip · Strain 0 · Invocation, 2 AP · Duration 1 round · Save: Reflex
Burst, Control, Disrupt

Each creature in your delivery makes a Reflex save opposed by your Channeling result. On a failure it is Dazed until the end of its next turn. A creature that critically fails is also Slowed 10 until the end of its next turn.

Area deliveries cost double Strain for this spell.

Push: take 1 Strain to cast for 1 AP instead of 2.

Critical Success: Choose one target that failed; it is also Blinded until the end of its next turn.

Light

Cantrip · Strain 0 · Invocation, 2 AP · Duration 5 rounds
Concentration, Creation, Light, Concentration

You create a small mote of magical light at a point or object in your delivery. It sheds dim light in a 10-foot radius and moves with that point or object. The light is cool, can't ignite anything and isn't sunlight. Casting Light again ends your previous one. Requires Concentration.

Push: take 1 Strain to cast for 1 AP instead of 2.

Critical Success: The light flares to sunlight intensity in a 10-foot radius until the start of your next turn.

Optional Modifiers

  • Longer Light (+1): The duration becomes 10 minutes.
  • ★ Lasting Light (+2): The duration becomes 1 hour. [School Mastery, 3+ ranks]
  • Larger Glow (+1): The dim light radius becomes 20 feet.
  • ★ Broad Glow (+2): The dim light radius becomes 30 feet. [School Mastery, 4+ ranks]

Sparkshot

Cantrip · Strain 0 · Invocation, 2 AP · Duration Instant · Save: Reflex
Damage

Your trappings set the damage type. One target in your delivery makes a Reflex save opposed by your Channeling result; on a failure it takes 1d6 damage, plus 1d6 for every 3 Mysticism ranks (0–2 ranks 1d6, 3–5 2d6, 6–8 3d6, and so on). On a critical failure it takes double damage.

Delivery restriction: no area deliveries.

Push: take 1 Strain to cast for 1 AP instead of 2.

Critical Success: A target that fails takes +1d6 damage.

Optional Modifiers

  • Kickback (+1): On a failed save, push the target 5 feet.
  • ★ Twin Spark (+2): Resolve the spell twice. Each bolt can target the same or a different creature in your delivery and forces its own save. [School Mastery, 5+ ranks]
  • ★ Chain Spark (+3): Resolve the spell three times, each bolt with its own target choice and save. [School Mastery, 10+ ranks]

Darkness

Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Creation

You reduce the light in the area of your delivery by one step: bright light becomes dim, and dim light becomes darkness.

Critical Success: The area becomes full darkness instead.

Optional Modifiers

  • True Darkness (+2): The darkness also blocks infravision, low-light vision and darkvision (but not magical sight such as Detect Arcana).
  • Mobile (+1): Once per round you can move the darkness up to your Mysticism modifier × 5 feet, or attach it to an object when you cast it.
  • Umbral Shroud (+2): Cast it as a Chant (1 minute); the duration becomes 1 stretch (10 minutes).

Evoke Damage

Complexity 1 · Strain 2 · Invocation, 2 AP · Duration Instant · Save: Reflex
Damage

Your trappings set the damage type. Each creature in your delivery makes a Reflex save opposed by your Channeling result; on a failure it takes 2d6 damage. A creature that critically fails takes double damage.

Delivery restriction: no area deliveries unless modified.

Critical Success: Targets that fail take 3d6 damage instead.

Optional Modifiers

  • Area Casting (+1): You can use area deliveries.
  • Increased Damage (+2): +1d6 damage (3d6; 4d6 on your critical success).
  • Greater Damage (+4): +2d6 damage and the spell gains Heavy (4d6; 5d6 on your critical success).
  • ★ Disintegrate (+4): +1d6 damage. A creature destroyed by the spell disintegrates and leaves no body; a destroyed object vanishes. [School Mastery, 8+ ranks]

Havoc

Complexity 1 · Strain 2 · Invocation, 2 AP · Duration Instant · Save: Fortitude
Damage

Every creature in your delivery is Off-Guard until the end of its next turn, and each makes a Fortitude save opposed by your Channeling result (airborne creatures save with 1 level of Disadvantage). On a failure it is hurled 2d6 × 5 feet directly away from the spell's point of origin.

If it would hit a solid obstacle or creature first, it stops in the last open space and takes falling damage for the distance actually traveled (1d6 per 10 feet); the GM may apply the same to whatever it hit. If it flies through open space and lands, it takes the same falling damage. Normal ways of reducing fall damage (such as Acrobatics) apply.

Delivery restriction: area deliveries only.

Optional Modifiers

  • Greater Havoc (+2): Targets are hurled 3d6 × 5 feet instead.

Lanternlight

Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 10 minutes
Creation, Light

You fill the area of your delivery with bright light for 10 minutes; the delivery sets its shape and placement.

Area deliveries cost double Strain for this spell.

Critical Success: You also create a focused beam using Line delivery from you, at no extra delivery Strain (the GM may cap its length at your standard delivery range).

Optional Modifiers

  • Mobile (+1): Once per round you can move the light up to your Mysticism modifier × 5 feet, or attach it to an object when you cast it.
  • Sunbeam (+3): The light counts as sunlight and affects creatures harmed by it; the duration becomes 5 rounds.

Stun

Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 5 rounds · Save: Fortitude
Control

Each creature in your delivery makes a Fortitude save opposed by your Channeling result. On a failure it is Stunned. At the end of each of its turns while Stunned by this spell, it makes a Fortitude save opposed by the same result; on a success it recovers. A creature that critically fails its first save rolls its first recovery save twice and takes the worse.

Area deliveries cost double Strain for this spell.

Critical Success: Creatures make the initial save with 1 level of Disadvantage.

Optional Modifiers

  • ★ Focused Stun (+2): Touch or Remote delivery only (no area). Recovery saves against this Stun roll twice and take the worse. Extra Remote targets still cost Strain as normal. [School Mastery, 5+ ranks]

Evocation Wild Surges

Roll on Wild Surge — Evocation: 1d30 on a failed Channeling check; 2d8 on a critical failure (negative entry 2 × roll − 3) or critical success (positive entry 2 × roll − 2). Use the severity for the triggering spell's Total Strain: Minor 0–4, Moderate 5–9, Major 10+.

1d302d8SurgeMinor (0–4)Moderate (5–9)Major (10+)
12Backblast (−)Take 1d6 damage of the spell's type.Take 2d6.Take 3d6.
22Power Surge (+)+1d6 to the spell's primary damage.+2d6.+3d6.
33Wild Arc (−)A random creature within 10 ft of the target takes 1d4 of the same type.Within 15 ft, 2d4.Within 20 ft, 2d6.
43Chain Spark (Surge) (+)A second creature of your choice within 10 ft of the target takes 1d4.Within 15 ft, 2d4.Up to two creatures within 15 ft take 2d4 each.
54Flashbang (−)You and creatures within 5 ft are Dazed until the end of your next turn.Within 10 ft.Within 10 ft, and you're Off-Guard until the end of your next turn.
64Blinding Flare (+)One creature is Blinded until the end of its next turn (Fortitude negates).Its save has 1 Disadvantage.Up to two creatures (Fortitude negates).
75Heat Haze (−)Sight checks within 10 ft suffer 1 Disadvantage until the start of your next turn.15 ft, 2 Disadvantage until the start of your next turn.20 ft, 2 Disadvantage until the end of your next turn.
85Perfect Clarity (+)Ignore 1 Disadvantage from concealment until the start of your next turn.Ignore 2 until the start of your next turn.Ignore 2 until the end of your next turn.
96Crackling Recoil (−)You're pushed 5 ft.Pushed 10 ft.Pushed 10 ft and Off-Guard until the end of your next turn.
106Shockwave (+)Push one creature 5 ft (Fortitude negates).Push 10 ft.Push up to two creatures 10 ft.
117Element Swap (−)The spell's damage type becomes random.…and you can't choose the type for your next spell this turn.…and the spell can't gain HEAVY.
127Element Focus (+)Choose the spell's damage type after rolling.…and ignore 1 level of circumstantial resistance interactions.…and the damage counts as HEAVY.
138Thunder Report (−)A boom heard a mile off; no stealth until the end of your next turn.Heard 3 miles; Stealth fails until the end of your next turn.Heard 5 miles; Stealth fails until the end of your next turn.
148Silent Casting (+)1 Advantage on Stealth until the start of your next turn.2 Advantage until the start of your next turn.2 Advantage until the end of your next turn.
159Burned Channel (−)Your next spell this turn costs +1 Strain.Your next two spells cost +1.Your spells cost +1 until the end of your next turn.
169Smooth Channel (+)Your next spell this turn costs −1 Strain.Your next two spells cost −1.Your spells cost −1 until the end of your next turn.
1710Singe Gear (−)A worn item is scorched: 1 Disadvantage on checks using it for 1 hour.2 Disadvantage for 1 hour.2 Disadvantage for 1 stretch; visibly scorched.
1810Hardened Edge (+)A held weapon deals +1 on its next hit within 1 minute.+2.+2 on its next two hits.
1911Overcharge (−)Your delivery costs +1 Strain this casting.+2 Strain.+2 Strain, and your next spell this turn can't use AOE.
2011Free Shaping (+)Your delivery costs −1 Strain this casting.−2 Strain.−2 Strain and shift the origin 5 ft.
2112Radiant Tell (−)You glow: attacks against you gain 1 Advantage until the start of your next turn.2 Advantage until the start of your next turn.2 Advantage until the end of your next turn.
2212Cloaking Smoke (+)Attacks against you suffer 1 Disadvantage until the start of your next turn.2 Disadvantage until the start of your next turn.2 Disadvantage until the end of your next turn.
2313Fizzle Pop (−)Reduce the spell's damage by one die (min 1).By two dice.By two dice, and no HEAVY.
2413Maximum Charge (+)Increase the spell's damage by one die.By two dice.By two dice, and it counts as HEAVY.
2514Seared Nerves (−)Slowed 10 until the end of your next turn.Slowed 20 until the end of your next turn.Speed halved until the end of your next turn.
2614Adrenal Spark (+)+10 ft Speed until the end of your next turn.+20 ft.Speed doubled until the end of your next turn.
2715Detonation (−)A 5-ft burst on you: 1d4 damage (Reflex halves).10-ft burst, 2d4.10-ft burst, 2d6.
2815Afterglow (+)One ally within 10 ft resists the spell's damage type until the start of your next turn.All allies within 10 ft until the start of your next turn.All allies within 15 ft until the end of your next turn.
2916Unstable Core (−)If the spell dealt damage, take 1d6 of the same type.Take 2d6.Take 2d6 and become Dazed.
3016Heavy Discharge (+)If the spell dealt damage, it counts as HEAVY.HEAVY and +1d6.HEAVY and +2d6.

− negative (odd), + positive (even).