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