Invoker
The Invocation tradition stands apart from others, for the magic it offers comes not from the world or from within, but from the gods themselves. Studying its magic opens a supernatural connection between yourself and the divine, and you become a doorway through which it works. You attained this connection after con tact with one of the gods’ servants or by acquiring a holy relic. You could serve one deity, some, or even all. However, you might wield divine power without committing yourself to any god.
Level 7 Invoker
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Invocation, Spells: One master
Minor Miracle (Magical): You can use an action to produce one of the following effects:
- Anoint: Target one creature within 5 yards. The target’s Health increases by 10 for 1 hour.
- Divine Shield: Target one creature within 5 yards. A nimbus envelops the target for 1 hour and imposes 1 bane on rolls to attack the target and rolls made against the target.
- Holy Sign: Target one ally within 5 yards. You produce a sign of the gods that the target can perceive—a rainbow in the sky, the sudden appearance of a white dove, or a freshening of the air. The target ends one affliction.
- Purge Sickness: Target one creature within 5 yards. You end one infection affecting it.
- Succor: Target one creature within 5 yards. The creature heals 3d6 damage.
You can use this talent a number of times equal to half your level. You regain expended uses after you rest.
Level 8 Invoker
Health: +6
Spells: One master
Crown of Light (Magical): You can use an action to cause bright light to shine from your head for 8 hours or until you become unconscious. While this light shines, you make luck rolls with 1 boon and you take half damage from magical sources. Enemy angels, demons, faeries, fiends, spirits, and undead in this light are weakened for as long as they remain there. Once you use this talent, you lose access to it until after you rest.
Wrath of the Gods (Magical): You can use a reaction to use this talent when an enemy harms you or one ally you can see. Make a luck roll. On a success, a bolt of lightning strikes that enemy and deals 2d6 damage to it. On a failure, you lose access to this talent for 1 hour.
Level 10 Invoker
Health: +6
Spells: One master
Angelic Aspect (Magical): You can use this talent when you are under the effects of your Crown of Light talent and you use an action to attack. You assume an angelic appearance until the Crown of Light effect ends. Your natural Defense becomes 16, you become immune to the confused and frightened afflictions, you gain the Fly trait if you don’t have it already, and you increase your supply of Bonus Damage by +3d6. When this effect ends, you heal all damage and regain 3d6 Health. You can use this talent once. You regain the use of it after you rest.