Old Invocation

Invocation

Invokers are so named because they call upon extant forces, whether in this plane (earth, air, fire, etc) or beyond (infernal, faerie, etc). Where evokers create something from nothing, invokers harness what already exists, potentially allowing them to wield powers far beyond their station, though not without caveat.

The most important attribute for an Invoker is willpower: the ability to command the force in question. Demons, faeries, and earth spirits are not known for being weak-willed, so one can imagine what it takes to bind them. Of course, invokers need not maintain a hostile relationship with the forces they command; one might enter complex, legally-binding contracts with them, or establish a harmonious co-existence. That choice is left to the Invoker. But in any case, willpower is the ultimate determining force; these forces simply don't respect a practitioner without willpower in spades.

Creating an Invoker

Pacts

(As for who/what you're pacting with, well, TBD.)

Style

  • Dominance: You dominate pacted forces with pure willpower. Use Cha for magic skills.
  • Contract: You are skilled at making contracts with outsiders. Use Int for magic skills.
  • Harmony: You form an empathic bond with the land itself. Use Wis for magic skills.

(Not yet implemented. Will probably affect which ability score you favor, 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)

Skills

General

All mages have access to the skills below, but Invokers have special uses and feats available to them.

Fire Magic

Uses
  • Intensify Flames: Recharge 33%, swift, medium range; you target one discrete fire, up to huge in size, including an ongoing fire effect from one of your spells. You increase the ongoing damage by 50%. Natural fires increase in size by one category.
  • Consume Flames: Recharge 33%, swift, medium range; you consume one discrete fire, up to huge in size, including an ongoing fire effect from one of your spells. You regain XYZ Energy.

Rank 1 Feats
  • Immolate: At-will, standard, medium range; you cause target object or creature to burst into flames, inflicting XYZ damage instantly, plus the same ongoing for 3 rounds. If target is naturally flammable, replace 3 round duration with normal expected duration of natural fire.
  • Combustion: Recharge 33%, swift, medium range; you cause an ongoing fire effect to instantly burn for the remainder of its duration, or up to 5 rounds, inflicting all the damage it would have over that duration. If this reduces the duration to 0, the fire goes out.

Rank 2 Feats

Water Magic

Earth Magic

Air Magic

Uses
  • Maelstrom: At-will, free, sustain free, emanation 3; winds swirl around you. Dark clouds cover the area, and the air is thick with ozone and electric potential.
    • You gain Resist 50% to Air Magic effects, including all forms of lightning damage.
    • All Air Magic effects you cast gain one stack of Empower automatically.
    • Each time you sustain this power, the radius increases by 1 square, and the Empower effect adds an additional stack. Max two extra stacks.
    • If you use Wild Growth or Rimefire, Maelstrom ends immediately.

Rank 1 Feats
  • Static Charge: Whenever you inflict lightning damage with Air Magic, you cause the subject to gain 1 stack of Static Charge per skill point. Static Charge is a magic debuff, which lasts 3 rounds, or until triggered; it is triggered by movement (specifically while adjacent to the ground or a solid surface). Each square of movement causes the subject to suffer 1d6 lightning damage (plus normal modifiers), expending one stack of Static Charge.
  • Wind Mastery: While using Maelstrom, you control the winds in the area. You may cause them to blow in a particular linear direction, or to blow radially inward or outward (centered on you). Any creature moving against the wind suffers -50% movement rate, and creatures moving with it gain +50%. Physical missile weapons (except siege weapons) suffer -50% damage if flying against the wind, and gain +50% damage if flying with it. Your allies are immune to the harmful effects listed (but not the beneficial ones).

Rank 2 Feats
  • Levitation: While using Maelstrom, you may direct winds to cause you to levitate. You gain a fly speed equal to your normal ground movement rate (if using linear winds, you can magnify that rate); climbing costs 2 squares of movement (falling costs 0.5). Your maximum altitude is equal to 3 squares per rank of Air Magic.
    • Special: taking this feat increases the maximum number of Maelstrom stacks by 1.
  • Static Cling: Whenever two subjects are affected by your Static Charge, they are attracted to one another (the effect has a radius of 1 square). Moving away from an attracted target requires a Strength check. Moving past an attracted target causes that target to be pulled along in tandem unless it passes a Strength check; if the creature is moving itself, attached creatures cause each subsequent square of movement to cost double; if you are moving the creature with Air Magic, there is no penalty to distance moved. While targets are attached, they suffer -1 to Dodge per total number of attached targets. Furthermore, their total number of stacks of Static Charge are merged into a single pool, and each time their movement triggers it, it expends only one charge, affecting everyone. Should anyone leave, all charges are split evenly among all targets (including the one that just left).
    • Note: you can reverse the polarity of Static Cling for any given Air Magic spell you cast. Repulsed targets cannot enter a 1 square radius of each other without passing a Strength check (upon entering, and on turn start each round). Forced movement of one repulsed target into another causes a fully elastic collision (see old-school Lightning Bolt for reflection rules).
    • Note: polarity is either "repulsive" or "attractive" for any given target. Two "repulsives" will repulse each other, and two "attractives" will attract each other. Two of opposite polarity will have no effect. (I know, this is in total disregard of Physics. It's magic, what do you want?)

Rank 3 Feats
  • Greater Wind Mastery: While using Maelstrom, you may, as a free action once per round, cause any or all subjects within the radius to slide horizontally 1 square per stack. Also, the bonus/penalty to movement changes to 100% in either direction; missile attacks are improved by +100% or decreased by 90%, depending on the situation.
    • Special: taking this feat increases the maximum number of Maelstrom stacks by 1.

Rank 4 Feats
  • Greater Levitation: While using Maelstrom, you may impart your fly speed on others; they may use it only while within the area. Also, your fly speed (but not theirs) increases by +100%.
    • Special: taking this feat increases the maximum number of Maelstrom stacks by 1.

Infernal Pact

Faerie Pact

Powers

Special Seeds

Air Magic

  • Ball Lightning: (2 BP, MR 2) Encounter, short range, std; you create a ball of lightning, which can fly up to 10 squares/rd, and, once/rd, inflicting 2d6 lightning damage to subjects within 1 square. In a given round, instead of moving, it may stay in place, inflicting twice the lightning damage it inflicted last round to a single target within 1 square. Lasts 3 rounds.

Powers (Deprecated)

Automatic Powers

You get these automatically at 1st level for no cost. They are all supernatural and require no components, unless otherwise stated.

Nature

Infernal

Faerie

Energy Types

Your powers may use the following energy types (per flavor):

  • Nature: earth (physical), lightning, fire, water (physical), frost
  • Infernal: fire, poison, acid, chaos (peculiar)
  • Faerie: fire, frost, arcane

Nature

Type Damage Type Permission

Earth

Impact

Allowed

Plant

Impact

Allowed

Water

Impact

Allowed

Bio

Bio (Internal)

Peculiar

Lightning

Thermal

Preferred*

Fire

Thermal

Preferred*

Frost

Thermal

Preferred*

  • Choose one preferred element of the options presented.

Infernal

Type Damage Type Permission Special

Fire

Thermal

Preferred

Poison

Bio (Internal)

Allowed

Acid

Bio

Allowed

Physical

Slashing

Allowed

Chaos

Thermal

Peculiar

As Fire, but not subject to Fire resistance or immunity, can't be put out

Faerie

Type Damage Type Permission Special

Faerie Fire

Thermal

Preferred

Can either heat or cool, doesn't harm natural vegetation

Chromatic

Varies

Allowed

Too complex to explain here...

Prismatic

Varies

Peculiar

Too complex to explain here...

Modified Seeds

Unique Seeds

Modified Extras

  • Curse: Only costs +1 BP for you. Also, any power with this extra changes from Spell-like to Supernatural, and requires no components.

Unique Extras

files
  • (up)
  • (cur)
  • 7.1 Overview
  • 7.1
  • 7.2.1
  • 7.2.1a
  • 7.2
  • 7.3.1
  • 7.3.2
  • 7.3.3
  • 7.3
  • 7.4.1
  • 7.4.2
  • 7.4.2b
  • 7.4.3
  • 7.4
  • 7.5
  • 7.6 Advancement
  • 7.6 Feats
  • 7.6 Gating
  • 7.6
  • 7.8 in 5e style
  • 7.8
  • 8.0
  • Ability Scores
  • Absorb
  • Action Points
  • Action
  • Actions
  • Adventuring Gear
  • Affinity
  • Affliction
  • Agility
  • Air
  • Alchemy
  • Alertness
  • All Powers alphabetically
  • All Powers by Category
  • Angel
  • Animal Companion
  • Animal Empathy
  • Arcane Magic
  • Armor Penetration
  • Armor
  • Armortech
  • Arms
  • Aspirations
  • Attributes
  • Aura
  • Avoidance
  • Awareness
  • Ball Lightning
  • Binding
  • Biology
  • Biotech
  • Blacksmithing
  • Block Rating
  • Block
  • Blood Calls to Blood
  • Blood
  • Blue Steel
  • Build Points
  • Call Animals
  • Call Lightning
  • Challenges
  • Change Log
  • Change Notes
  • Channeling
  • Charge
  • Classes
  • Clothing
  • Cold Iron
  • Combat Encounters
  • Combat Insight
  • Combat Skills
  • Combat Styles
  • Combat
  • Command Plants
  • Commune with Nature
  • Concentration
  • Consecrate
  • Control Air
  • Control Weather
  • Cooldown
  • Courage
  • Create Phylactery
  • Creating Encounters
  • Custom Powers Test
  • Custom Powers
  • Cybernetics
  • DM Tips
  • DM Tools
  • Damage Threshold
  • Damage Type
  • Damage Types
  • Darksteel
  • Dazed
  • Dazzled
  • Death
  • Defenses
  • Descriptors
  • Detect Magic
  • Difficulty Class
  • Dlarun
  • Dodge
  • Dominance
  • Dragon
  • Druid
  • Duration
  • Dwarf
  • Earth
  • Effects
  • Electric Loop
  • Elemental Control
  • Elemental
  • Elf
  • Empathy
  • Enchanting
  • Endurance
  • Energy
  • Enervation
  • Equipment
  • Evocation
  • Extraplanar Minion
  • Factions
  • Faerie
  • Fairy
  • Falling Damage
  • Fatigue
  • Feats (pre 7.5)
  • Feats (pre-7.3)
  • Feats
  • Fighter
  • Fire (Scratch Space)
  • Fire
  • Fooble
  • Force (pre-7.5)
  • Force (scratch space)
  • Force
  • Fortitude
  • Frost Armor
  • Frost
  • Fury
  • Futuristic Weapons
  • Gear
  • General Skills
  • Grab
  • Gravity
  • Grip
  • Hardness
  • Harry Dresden
  • Healing
  • Hedgecraft
  • Hero Points
  • Heroic Traits
  • Hit Points
  • Holy (old)
  • Holy Light
  • Holy Word
  • Holy
  • Human Potential
  • Idea Bin
  • Ideas
  • Illusion
  • Implements
  • Infighting
  • Initiative
  • Injuries
  • Inscription
  • Invocation
  • Jewelcrafting
  • Jewelry
  • Judgment
  • Junction
  • Knowledge Skills
  • Legacy
  • Let Blood
  • Light
  • Lightning Rod
  • Lightning Shield
  • Lightning
  • Luck
  • Magic Circle
  • Magic-User
  • Magic
  • Meditation
  • Melee Weapons
  • Melee
  • Mentalism
  • Mercy
  • Minor Creation
  • Mist Form
  • Mithral
  • Mobility
  • Modern Weapons
  • Monster Rules
  • Movement
  • Nauseated
  • Necromancer
  • New List
  • New RP
  • Object Defenses
  • Old Custom Powers
  • Old Invocation
  • Opposed Skill Checks
  • Pact Magic
  • Pact
  • Parry
  • Perception
  • Persuasion
  • Pin
  • Plant Growth
  • Power Skill
  • Power Skills
  • Power Source
  • Power Sources
  • Power
  • Powers (7.4.2b)
  • Priest
  • Primal Magic
  • Protection
  • Psionics
  • Purity
  • Push (Power)
  • Push
  • Pyrite
  • Race Points
  • Race
  • Races
  • Range Increment
  • Range
  • Ranged Weapons
  • Ranged
  • Reflex
  • Reserve
  • Resilience
  • Resource Points
  • Rewards
  • Rewind Time
  • Ritual Casting
  • Ritual of Summoning
  • Rogue
  • Scale
  • Security
  • Senses
  • Shadow (Power Source)
  • Shadow (old)
  • Shadow
  • Shields
  • Shifter
  • Silver
  • Size
  • Skill Challenges
  • Skill
  • Skills (old 7.1)
  • Skills
  • Sleep
  • Sorcerer
  • Sorcery
  • Soul
  • Space
  • Special Attacks
  • Special:Menu
  • Special:Style
  • Spell Penetration
  • Spellcraft
  • Spront
  • Starting Equipment
  • Static Charge
  • Stealth
  • Summon
  • Summoning
  • Sunder
  • System
  • Table Test
  • Targeting
  • Technomancy
  • Telepathy (pre-7.5)
  • Telepathy
  • Temp
  • Terrain
  • Test Page
  • Test
  • Thaumaturgy
  • The Fifth Element
  • The Sight
  • The Unifying Force
  • Time
  • To-Do
  • Totem
  • Trade Skills
  • Transmutation
  • Trinkets
  • Trip
  • Truesilver
  • Type
  • Unarmed
  • Vampire
  • Vehicles
  • Version History
  • Vessels
  • Vigilance
  • Wall of Blood
  • Warg
  • Warlock
  • Water
  • Weapons
  • Wielding
  • Wild Aspect
  • Willpower
  • Wind Shaping
  • Windrider
  • Witch
  • Wizard
  • World
  • Wound Points
  • Wounds and Injuries
  • _badge
  • _home
  • _menu
  • _style
  • img
  • nominal
  • powers
  • sys_ui_related_list_entry_67d125c6a3d0121078c78b48b51e61c4
  • tempfeats