Invocation
Invocation is not a skill, nor a power, nor a feat, nor a power source. It doesn't exist. Move along, nothing to see here.
Old Invocation
Invocation
Invocation is a Skill that describes a particular way of using magic. It is distinct from Evocation and Thaumaturgy.
Binding
The art of binding spirit-beings to the material world, usually into objects or living hosts.
Rank | Ability | Description |
---|---|---|
1 | Junction |
Binds a spirit to your weapon or armor. See description for details. |
2 | Totem |
Binds a spirit to a place. See description for details. |
3 | Metamorphosis |
Bind a spirit into your own body. TBI |
Note: not just bladebounds, but shamans!
Dev Notes
Will probably prescribe sub-abilities by plane (fey, infernal, fire, earth, etc). More specific outsiders (imp, pixie, etc) may need a custom touch.
Possible rank 2: Totem: bind a spirit into a small object; they have limited ability to project into the material, and cannot move from the object's position.
Channeling
The art of channeling fundamental energies through oneself, altering the environment around you.
Rank | Ability | Description |
---|---|---|
1 | Manifest |
Using yourself as a conduit, you tap into a source of power, and emanate its energy into the world around you. Free, sustain free (focus); starts a new manifestation at one stack (ending any others), or increases current one by one stack. Max one stack per Focus reserved. Each stack adds 1/rank to the emanation radius. Effects vary by type:
|
2 | Innervation |
Channel planar energy into temporary typed Mana. |
Summoning
The art of bringing outsiders into the material world.
Rank | Ability | Description |
---|---|---|
1 | Extraplanar Minion |
You gain the service of an extraplanar minion who must obey your commands. (Stat him out; he's got half your BP) |
Old Content
Skill Uses
Rank | Use | Description |
---|---|---|
1 | Magic Circle |
You create a magical "trap", which binds energies and magical beings. |
1 | Ritual of Summoning |
You summon any named outsider, or an example of a named type. Many variables; see description. |
Feats
Rank 1
- Enhancement
- Junction: Requires Extraplanar Minion. You summon your minion not into the world, but into an item: a weapon or suit of armor. Effects vary by minion. See description for details.
- Summoning
- Extraplanar Minion: You gain the service of a permanent minion of a rank appropriate to you. See description for details.
- Various
- Channeling: 5 BP. You gain the ability to Channel at rank 1. Each new rank costs 5 more BP. See description for details.
Other Ideas
- Sigil
Pact
Some abilities require a Pact. This does not cost Build Points, it is a built-in feature of the skill. You can form only one pact with one style. You need not form any pact at all to use this skill, only those feats requiring one.
Pact Type
- Nature Pact: You can command the powers of the elements.
- Infernal Pact: You can command the powers of hell.
- Faerie Pact: You can command the powers of Faerie.
(dev note: there may someday be rules for pacting with specific entities)
Pact Style
- Dominance: You dominate pacted forces with pure willpower. (cha)
- Contract: You are skilled at making contracts with outsiders. (int)
- Harmony: You form an empathic bond with the land itself. (wis)
(Not yet implemented. Will probably affect which ability score this skill uses, and have some other modifiers. Contract only works on outsiders. Harmony only works if you have something in common: humans are from Earth, so that works; tieflings are from Hell, so they might, in theory, form a harmonious bond with Infernal forces)
Dev Notes
If this were a Power, it would work thus:
- General
- Magic Circle, Ritual of Summoning, etc
- Paths
- Minions: 5 BP per minion, extra for leadership-style buffs (S6 summoner style).
- Channeling: 5 BP per rank, just like a normal power path. Extra for more flavors? (probably not)
- Junction: Maybe something less specific to the minion? Maybe a sub-path of Minion.