Post by Head Moderator on Sept 4, 2013 19:54:46 GMT -5
MAGIC INVOCATIONS and EVOCATIONS
This section was created to give the arcane members of our world the ability to wield their magic as others wield their weapons or unarmed techs. Remember, that this is for use with NON-REGGED SPELLS & MAGIC ATTACKS, and REGGED SPELLS. The DM has the right to say that your regged spell does not make sense to be used with certain spells, such as trying to do a healing spell, while using your invocation at the same time. It has to make sense, be logical. There are many effect spells that do not include taking damage and would not make sense to be used with your invoc/evoc.
You do not use invocations or evocations with unarmed techs, or weapons unless you have a skill that allows it. Any skill that states "invocation" in it's title or description, includes both invocations and evocations.
There are two types:
1) Evocations that manipulate visible physical substances and energies.
Most purchases will be evocations, and include such things as ice, fireballs, wind, earth, sand, lightning, magical energy missiles, solidified shadowstuff or chronoplasm, etc. These substances are already in existence but they are being manipulated, and the target CAN always use his mundane defense against it. If your magic picks up rocks and pummels your target, it is an evocation as well.
2) Invocations that manipulate the unseen, or bypass mundane armor.
These invocations cost a bit more gold, because they completely bypass a target's mundane defenses and armor, and can only be defended against by magical defense. These are things that completely magically created and are unseen to the eye such as a ghostly attack, bloodstream manipulation, psychic manipulations, sonic attacks. Logically anything that you cannot see that is effecting the target beneath the armor. The only exception to this is shadow attacks, which are seen but bypass mundane armor.
We are leaving the actual descriptions and wording of these evocations and invocations up to each individual mage, so it fits perfectly with your personal character. You can even rename them if you like, as long as it's clear which tech you've purchased on your dossier. If you are unsure if your attack is an invocation or an evocation, speak to either Andy (psionicwanderer) or Pamela (tesarikone).
Invocations and Evocations can only be crafted by individuals who take CMI: Invocation/Evocation Scroll.
They do not follow the size category rules, whatever they are stated to have damage, that is the damage it has.
For instance an elemental mage could take Arcane Bolt, and rename it "Lightning Bolt" and have it be a bolt of lightning as the attack. A black mage could take Arcane Blast and rename it to "Touch of Necrosis" and have it be an attack that causes necrosis to the flesh when it hits.
NOTE: You MUST have Magical Affinity, or Psionic Affinity to purchase any of these invocations or evocations.
Some require you be in the Arcane Class, make sure you meet all prerequisites.
USING INVOCATIONS / EVOCATIONS
Each invocation or evocation is treated like a weapon or armor. You may enchant it with up to THREE (3) points of enchantments, slightly lower than a regular weapon. This is due to the fact mages have quite a bit of leeway with spells and what they wish to do, so only get 3 points of enchantments.
You may have as many invocations and evocations as you like, since they are your own arcane energy, switching from one to another in combat does not take up a turn.
Switching enchantments DOES take a turn to "power up" that invocation or evocation so the enchantment in the new one takes effect. So changing invocations/evocations does not take up a turn, but switching "on" a new enchantment on a different one DOES take a turn. The only exception is a legacy weapon.
Yes, you may have an invocation/evocation as a legacy weapon. Scroll down to the bottom of this thread to find out how to make an invocation or an evocation a legacy weapon.
PURCHASING INVOCATIONS or EVOCATIONS
Fill out the following form and send all requests for your evocation or invocation to the Treasury Moderator. You must decide upon purchase WHAT yours does, and you cannot change it once it has been purchased. Choose carefully, unlike weapons you cannot sell evocations or invocations back to the Emporium when you no longer wish them. Fill this out for EVERY invocation or evocation you are purchasing at the time.
Character Name:
Screen Name:
Magical or Psionic Affinity?:
Are you a member of the Arcane Class?:
Are you purchasing an Evocation or Invocation?
Name and Dice of your Purchase:
Please give a detailed description of exactly what your Invoc or Evoc does:
Cost:
Example:
Character Name: Indrila
Screen Name: indrila
Magical or Psionic Affinity: Magical
Arcane Class? Yes
Invocation or Evocation: Invocation
Name and Dice: Arcane Retort 1d8
Description: "Shadow Orb" - This invocation calls upon the blessing of Kanesh to form a sphere of pure shadow from the shadow plane, bypassing any mundane armor and doing darkness damage.
Cost: 5500gp
PARAGON INVOCATIONS & EVOCATIONS
If you take the skill, "Paragon Invocations" you are allowed to paragon invocations and evocations that you or others own, which means it will be boosted +1 or +2 dice sides, for example a (1d3) would become a (1d4) or (1d5). You must already own the invocation before you make it paragon.
Full Cost | Crafter Cost | Crafter CP
+1 Boost = 8,000gp | 2,000gp | 16CP
+2 Boost = 16,000gp | 4,000gp | 32CP
If you purchase a +1, and then in the future wish to make it +2, you need only pay the difference.
GENERAL MAGE ATTACK EVOCATIONS
You must have Magical Affinity to "learn" these evocations. Those marked with a star * can be used for the Double Invocation Skill.
* Magic Ray [1d3] 1000gp
* Magic Cone [1d4] 1500gp
* Magic Sphere [1d5] 2000gp
Magic Blast [2d4] 3000gp
Magic Fist [2d5] 4000gp
Magic Burst [2d6] 5000gp
GENERAL MAGE ATTACK INVOCATIONS
You must have Magical Affinity to "learn" these invocations. Those marked with a star * can be used for the Double Invocation Skill.
* Magic Fang [1d3] 3000gp
* Magic Word [1d4] 3,500gp
* Magic Symbol [1d5] 4000gp
Magic Might [2d4] 5000gp
Magic Smite [2d5] 6000gp
Magic Ruin [2d6] 7,000gp
GENERAL PSION ATTACK EVOCATIONS
You must have Psionic Affinity to "learn" these invocations. Those marked with a star * can be used for the Double Invocation Skill.
* Psionic Ray [1d3] 1000gp
* Psionic Cone [1d4] 1500gp
* Psionic Sphere [1d5] 2000gp
Psionic Blast [2d4] 3000gp
Psionic Fist [2d5] 4000gp
Psionic Burst [2d6] 5000gp
GENERAL PSION ATTACK INVOCATIONS
You must have Psionic Affinity to "learn" these invocations. Those marked with a star * can be used for the Double Invocation Skill.
* Psionic Thrust [1d3] 3000gp
* Psionic Whip [1d4] 3500gp
* Psionic Push [1d5] 4000gp
Psionic Strike [2d4] 5000gp
Psionic Wave [2d5] 6000gp
Psionic Turmoil [2d6] 7000gp
ARCANE ATTACK EVOCATIONS
You must be part of the Arcane Class and have Magical Affinity to "learn" these invocations. Those marked with a star * can be used for the Double Invocation Skill.
* Arcane Arrow [1d4] 1500gp
* Arcane Bolt [1d6] 2500gp
* Arcane Orb [1d8] 3500gp
Arcane Hammer [2d4] 3000gp
Arcane Demise [2d6] 5000gp
Arcane Storm [2d8] 7000gp
ARCANE ATTACK INVOCATIONS
You must be part of the Arcane Class and have Magical Affinity to "learn" these invocations. Those marked with a star * can be used for the Double Invocation Skill.
* Arcane Edge [1d4] 3500gp
* Arcane Trigger [1d6] 4500gp
* Arcane Retort [1d8] 5500gp
Arcane Agony [2d4] 5000gp
Arcane Disruption [2d6] 7000gp
Arcane Crush [2d8] 9000gp
PSIONIC ATTACK EVOCATIONS
You must be part of the Arcane Class and have Psionic Affinity to "learn" these invocations. Those marked with a star * can be used for the Double Invocation Skill.
* Psychic Arrow [1d4] 1500gp
* Psychic Bolt [1d6] 2500gp
* Psychic Orb [1d8] 3500gp
Psychic Hammer [2d4] 3000gp
Psychic Demise [2d6] 5000gp
Psychic Storm [2d8] 7000gp
PSIONIC ATTACK INVOCATIONS
You must be part of the Arcane Class and have Psionic Affinity to "learn" these invocations. Those marked with a star * can be used for the Double Invocation Skill.
* Psychic Edge [1d4] 3500gp
* Psychic Trigger [1d6] 4500gp
* Psychic Retort [1d8] 5500gp
Psychic Agony [2d4] 5000gp
Psychic Disruption [2d6] 7000gp
Psychic Crush [2d8] 9000gp