Road of Wonders

## Overview

* **Essence Bolt-** Fire a destructive projectile across long range
* **Spell Shield-** Shield yourself against chosen attacks of Evocations

* **Summon Servant-** Summon a lesser Neverborn to serve you like a familiar
* **Unseal Passage-** Open any kind of lock, gate or entrance

* **Flame Cast-** Cast a spell as a powerful blast, possibly hitting several targets at once
* **Veil Surge-** Manipulate the Worldwalls to make casting easier or harder

* **Unbind Magic-** Remove a lasting supernatural effect
* **Warding**- Create a magical barrier to block off intruders

## Evocations

* **Essence Bolt**
	+ ***Description:*** A*llows the Evocator to bring fourth destructive energies, manifesting pure sorcerous force upon an enemy. For some this takes the form of infernal fire, a bolt of eldritch energy, a ray of purifying light or green lightning; but the outcome is equally destructive.*
	+ ***Casting Time*:** Regular
	+ ***Effect:*** After making a successful Evocation Roll the Evocator may choose a visible target. It suffers 2 points of *Physical Damage*. Against Neverborn this requires a contested Roll.
	+ ***Level Bonus***: + 2 points of *Physical Damage* per Level
	+ *Example:* The Evocator casts a 3rd level Essence Bolt on a flying Neverborn abovce them; firing a bold of green Essence. Due to the targets speed they must make a Precision + Precaution Roll against their targets Agility + Focus. They succeed with a decent margin, successfully hitting their target. It suffers 6 points of *Physical Damage*.
* **Spell Shield**
	+ ***Description:*** *Allows the Evocator to surround themselves with an invisible shield that protects them from Spells, Physical attacks, shots or an enviromental factor; creating an invisible barrier that absorbs anything harmful in an instant.*
	+ ***Casting Time*:** Regular
	+ ***Effect:*** After a successful Evocation Roll the Evocator may shield themselves or a visible target of choice against [a type of attack], which will negate any damage or effect. Keeping the shield up requires *Intense Focus*.
	+ ***Level Bonus***: Shield against an additional [concept] for any level beyond the first
	+ *Example:* The Evocator is engaged in combat with a military unit, and casts a 1st level Spell Shield to protect themselves. Since they have chosen to shield themselves against *Bullets* the Evocator can fully negate all incoming salvos. After running into safety the Evocator is engaged by a soldier with a knife. Since they have not chosen *Blades* the Evocators shield will be useless against the melee attack of the soldier.
* **Summon Servant**
	+ ***Description:*** *Allows the Evocator to summon a Lesser Spirit from their own realm. Through their connection to it they may open a direct portal, allowing one of the Spirits from their Realm to pass right into reality.*
	+ ***Casting Time*:** 1 Round
	+ ***Effect:*** After a successful Evocation Roll and preperation the Evocator may summon a [Lesser Neverborn] from their realm and to their side. They can remain in the material world in their true form for up to a scene; but the Evocator can also use a ritual to bind them to a material host through which they can remain as long as desired.
	+ ***Level Bonus***: +1 Summonable Servant for every level beyond the first
	+ *Example:* The Evocator has 2nd level Summon Servant, allowing them to summon and maintain two Lesser Spirits. They have chosen a Hellhound bound in a cat to serve as their permanent familiar. When in need they can summon their second spirit, a Hellkite in its true form, which they can mount to fly at increadible speeds. These must be chosen at the beginning of the campaign.
* **Veil Surge**
	+ ***Description:*** *Allows the Evocator to tighten or loosen the worldwalls around a target, cutting off their access to supernatural powers or granting them unlimited energies.*
	+ ***Casting Time*:** 2 Rounds
	+ ***Effect:*** After Preperation the Evocator may in- or decrease the local Veil by 1 for up to a scene.
	+ ***Level Bonus***: +1 Veil Manipulation for every level beyond the first
	+ *Example:* The Evocator is preparing to protect the dock area with a Veil of 10 from Neverborn intruders; so they choose to strengthen the Veil through their 3rd level Veil Surge. For the rest of the scene the Veil is raised to 13, making it significantly harder to successfully cast Evocations of any kind.
* **Unseal Passage**
	+ ***Description:*** *Allows the Evocator to bypass any protections that keep them from entering a chosen location, opening a direct passage no matter what it takes. This can be used to open pyhsical or electric locks, open gates or even create openings in solid walls or Wardings.*
	+ ***Casting Time*:** 1 Round
	+ ***Effect:*** After a successful Evocation Roll and preperation the Evocator may open [a type of barrier] that keeps them from entering or accessing their target. This allows them to open a passage through which they or anyone else may pass. After another successful Evocation Roll they may close the passage again without leaving a trace.
	+ ***Level Bonus***: An additional [type of barrier] for every level beyond the first
	+ *Example:* The Evocator tries to free another player from a prison. To enter it they first cast their 2nd level Unseal Passage on the outer lock to enter the prison. After searching for a while they realise the player was sealed within a wall with no entrance to prevent them from escaping by magical means. Since the Evocator chose walls as their 2nd level [type of barrier] they simply cast the Evocation again, making the wall break open until a door-sized hole has formed. After both of them escaped the Evocator simply makes two Evocation Rolls to seal the hole in the wall and lock the door, leaving no traces of their escape.
* **Flame Cast**
	+ ***Description:*** *Allows the Evocator to cast one of their spells through a gust of flame, a blast of infernal energies, a chain lighting or a bright explosion of light. Anyone within their cast will be affected by the chosen spell.*
	+ ***Casting Time*:** Instant
	+ ***Effect:*** After an additional Evocation Roll the Evocator may choose any Evocation and cast it through Flame Cast. They will send out a blast of energy with 5 meters range and the special rule *Flamethrower*. Anyone hit will be affected by the chosen Evocation.
	+ ***Level Bonus***: +5 meter to range for every level beyond the first
	+ *Example:* The Evocator is facing against a group of enemies running towards them. The Evocator casts Essence Blast through their 3rd level **Flame Cast**, sending a destructive blast of flame. After succeeding both Evocation rolls the Evocator scores 5 successes on their level 1 cast of Essence blast, causing 5 points of damage to every enemy unable to dodge the blast.
* **Unbind Magic**
	+ ***Description:*** *Allows the Evocator to unweave and cut out a supernatural influence in the world, making it return to its normal form again. This can be done to an area, an object, a mortal or a Supernatural.*
	+ ***Casting Time*:** 2 Rounds
	+ ***Effect:*** Allows the Evocator to remove any supernatural effects from a [chosen Road] after a successful Evocation Roll and preperation. Against stronger effects this may require a contested Roll. In combat this requires the Evocators full Initiative.
	+ ***Level Bonus***: Unbind magic from an additional [Road] for every level beyond the first
	+ *Example:* Another member of the Evocators group is afflicted by a Demonic Hex. Stepping besides them they can remove the curse because they chose Neverborn as [targets] and succeeded the contested Roll.
* **Warding**
	+ ***Description:*** *Allows the Evocator to ward off an area against a type of intruder, creating an invisible wall that pushes them away should the move too closely.*
	+ ***Casting Time*:** 3 Rounds
	+ ***Effect:*** After a successful Evocation Roll and preparation the Evocator may walk of the line they wish to cast Warding on. Afterwards they may choose a [type of intruder] to ward off. The effect persists for the rest of the session and can also be used between sessions for longer time.
	+ ***Level Bonus***: Ward against an additional [type of intruder] for every level beyond the first
	+ *Example:* The Evocator fears their base might be under attack and walks off the main entrance to create an impenetrable wards against Neverborn. Should these arrive it will be physically impossible to cross the line that was drawn by the Evocator.

## References

* When choosing a concept for Spell Shield the Evocator may choose things like:
	+ **Evocations**- *of a chosen Road*
	+ **Firearms**- *Bullets, Birdshot, Explosives, Rays*
	+ **Melee Attacks**- *Unarmed, Blades, Blunt Weapons*
	+ **Enviromental Factor-** *Fire, Electricity, Radiation,* (...)

* When casting Summon Servant the player needs to have developed their realm (or their ancestors realm in case of a Halfblood) and determine which lesser Neverborn inhabit it. Examples of Lesser Demons are listed below:
	+ **Hellhound-** Aggressive and animalistic Neverborn that is focussed on attacking and scouting
	+ **Hellkite-** A flying Mount for a Neverborn
	+ **Follet-** An impish creature of wicked intelligence and casting powers
	+ **Wrangler-** A Neverborn that has merged with its enviroment, making it powerful but immortal
* When choosing a [type of barrier] for Unseal passage they may choose things like:
	+ **Physical Locks**
	+ **Electric Locks**
	+ **Walls**
	+ **Wardings**
	+ **Soil**
	+ **Passwords**