Chapter III · Traditions

Invocation — a school of magic —

An ancient and rarely seen tradition, Invocation magic encompasses the art of calling forth the essence of a powerful being and temporarily binding it to the caster’s physical form.

20 of 42 Common Class Has Talents
Sigil Nº 20
Class Common
Invocation Traditions
[ sigil plate · invocation ]
The Spellbook Traditions

Invocation Spells listed by level

Reference during play

An ancient and rarely seen tradition, Invocation magic encompasses the art of calling forth the essence of a powerful being and temporarily binding it to the caster’s physical form.

As a result of these bindings, the casters usually assume the physical qualities of the beings they call upon, often becoming strange and monstrous in appearance, and sometimes also in mind.

The daemons bound by Invocation spells are not akin to the demons of the Void; they are echoes of significant people, gods, and monsters, all of whom have left an impression on the world. Typically, the more significant the impression, the more powerful the spell needed to capture the daemon’s essence.

Invocation Talisman: To cast an Invocation spell, you must have a talisman associated with it. When you learn an Invocation spell, you also acquire one copy of the necessary talisman and the knowledge of how to create the device yourself. If you lose your talisman, you can make a new one. A talisman for a rank 0 spell costs 5 ss in special materials, and talismans for spells of a higher rank cost 1 gc per rank of the spell.

Growing Madness: Each time you learn an Invocation spell, you gain 1 Insanity. You cannot remove Insanity gained in this way. If your Insanity total from learning spells ever equals your Will score, you become permanently defenseless.

One Invocation at a Time: If you cast an Invocation spell while you’re under the effect of another Invocation spell, the older effect ends immediately.