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

(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

Rank 1 Feats

Rank 2 Feats

Water Magic

Earth Magic

Air Magic

Uses

Rank 1 Feats

Rank 2 Feats

Rank 3 Feats

Rank 4 Feats

Infernal Pact

Faerie Pact

Powers

Special Seeds

Air Magic

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

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*

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

Unique Extras