Invocation

Magic from the Invocation tradition comes from the gods themselves. Any god might grant access to it through sworn service, in addition to other traditions of the caster’s choice. Invocation spells manifest the divine in the world and can call down the fires of holy wrath, whisk the faithful to safety, and rouse the dead.

Invocation Talents

BATTLE BLESSING (Magical): You can use an action, or a reaction when you get a failure on a roll to attack, to invoke aid from your god. For 1 minute, you and each ally within 5 yards of you rolls to attack with 1 boon and becomes immune to the frightened affliction. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
DIVINE FAVOR (Magical): You can use a reaction when you make a luck roll to make the luck roll with 1 boon. Then, for 1 minute, you make luck rolls with 1 boon. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
GRANT SANCTUARY (Magical): You can use an action to target one creature you can see within 10 yards. For 1 minute, enemies must choose targets for their attacks and harmful effects from anyone other than the target of this talent. The effect ends early if the target harms another creature. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
HOLY FIRE (Magical): You can use an action to call down a column of fire to incinerate your foe. Target one creature within 10 yards. The target makes a luck roll. On a failure, the target takes 1d6 damage and becomes vulnerable (luck ends). At level 3, the target 3d6 damage on a failure or 7d6 damage at level 7.

Novice Invocation Spells


Divine Aid

Castings: 1
Target: One creature within 5 yards
Duration: Instant
Supernatural forces lend aid to the target. It heals 3d6 damage. If the target is weakened, it ends the affliction.

Divine Intervention

Castings: 1, reaction when an ally within 15 yards takes damage
Target: The ally that enabled the casting of this spell
Duration: Instant
An angelic figure briefly appears between the ally and the source of harm. Reduce the damage the target takes to 0. Then, make a luck roll. On a success, you become slowed until the end of your next turn. On a failure, you become stunned until the end of your next turn.

Genuflection

Castings: 1
Target: Up to three creatures within 5 yards
Duration: Instant
Each target falls prone and makes a Will roll. On a failure, the target takes 3d6 damage. If the target becomes injured by this damage, it becomes frightened of you (luck ends).

Sanctified Weapon

Castings: 3
Target: One weapon you are holding
Duration: 1 minute
You raise your weapon up over your head as divine power flows into it. The target weapon emits bright light for the duration. You can use Will in place of the attribute you would normally use to attack with the weapon, you roll with 1 boon, and the attack deals an extra 1d6 damage. Finally, when you get a critical success on a roll to attack with this weapon, the target of your attack makes a Will roll. On a failure, the target becomes frightened of you until the end of your next turn.

Sacred Light

Castings: 1
Target: One creature within 15 yards
Duration: Instant
A beam of holy radiance streaks from you toward the target. Make a Will roll against the target’s Strength. On a success, the target takes 2d6 damage and becomes blinded until the end of your next turn. On a critical success, the target takes an extra 1d6 damage. On a failure, regain the casting expended to cast this spell.

Shield of Righteousness

Castings: 1
Target: One Size 5 space centered on you
Duration: 1 minute
A supernatural presence comes to you and permeates the target space. The space moves with you to remain centered on you. Each ally in the space imposes 1 bane on rolls to attack them and makes luck rolls with 1 boon.

Expert Invocation Spells


Called to Serve

Castings: 1, reaction when an ally within 15 yards shouts you name
Target: You
Duration: Instant
Your divine patron whisks you to where you are needed. You teleport to an empty space within 5 yards of the ally that enabled the casting of this spell. When you reach your destination and if there’s an enemy in reach you can attack it. You can use Will in place of the attribute you would normally use, you roll with 1 boon, and the attack deals an extra 6d6 damage. On a failure, you regain the expended casting of this spell after 1 minute.

Divine Vengeance

Castings: 3, reaction when an enemy within 10 yards harms you or one of your allies
Target: The enemy that enabled the casting of this spell
Duration: Instant
A bolt of lightning strikes the target. It takes 3d6 damage, and makes a luck roll. On a failure, it takes an extra 3d6 damage.

Guiding Light

Castings: 1
Target: One enemy within 15 yards
Duration: 1 minute
Dim light shines from the target. For the duration, the target is cursed and vulnerable. You can end this spell early when you get a success on a roll to attack the target; the target of the attack takes an extra 8d6 damage.

Holy Communion

Castings: 1, perform a ritual
Target: You
Duration: Special (see the effect)
You perform the necessary rites to invoke aid. You gain three blessings and retain them until you spend them or cast this spell again. You can use a reaction to spend a blessing when any of the following conditions are met to produce the associated effect:

Holy Light

Castings: 1
Target: You
Duration: 1 hour
Bright light shines from you. The light counts as sunlight and causes enemies inside a Size 10 space centered on you, and that moves with you, to become cursed and weakened for as long as they remain there. In addition, enemy angels, demons, faeries, fiends, spirits, and undead that start their turns in the light take 3d6 damage.

Zeal

Castings: 1, reaction when you attack
Target: You
Duration: 1 minute
Religious fervor builds inside you. You make Strength rolls with 1 boon. Your attacks deal an extra 2d6 damage. You take half damage from ordinary sources. Finally, at the end of the round, if you are not incapac- itated, you heal 1d6 damage.

Master Invocation Spells


Apocalypse

Castings: 1
Target: One Size 5 space you can see
Duration: Instant
Holy fire washes through the target space, killing and turning to ash each enemy in it that has a Health score of 50 or less. Each other enemy in the target space takes 10d6 damage.

Benison

Castings: 1
Target: One creature within 5 yards
Duration: Instant
You intercede with your patron deity’s blessing to relieve another’s suffering. The target heals 10d6 damage, regains 5d6 Health, and ends all afflictions affecting it. In addition, if the target suffers the effects of infection, those effects end.

Divine Judgement

Castings: 1
Target: One creature within 50 yards
Duration: Instant
A column of holy fire strikes the target. The target takes 10d6 damage and makes a Strength roll. On a failure, the target takes an extra 3d6 damage and falls prone. If the target becomes injured by this damage, it also becomes stunned and catches fire (luck ends both).

Holy Word

Castings: 1
Target: Any number of enemies inside a Size 20 centered on you
Duration: Instant
You speak with the voice of your god, the sound of which rings out to the rue of your enemies. Each target with a Health score of 40 or less dies and collapses into a pile of greasy ashes that blow away in an ethereal wind. Targets with Health scores greater than 40 but no higher than 80 become stunned (luck ends) and make a Will roll. On a failure, that enemy becomes blinded and deafened forever. Targets with Health scores of greater than 80 but no more than 200 become frightened of you until you become unconscious or it overcomes the affliction with a success on a Will roll. Finally, all other targets make Will rolls. On a failure, they become vulnerable until the end of your next turn.

Resurrection

Castings: 1
Target: Any number of dead creatures within 5 yards
Duration: Instant
A target that died as a result of violence or mishap returns to life. A target regains 1d6 Health and becomes weakened for 24 hours. If the target is missing any body parts, they are restored. After you cast this spell, make a Strength roll. On a success, you become weakened for 24 hours. On a failure, you become weakened until you rest for a full consecutive 24 hours and, until this effect ends, your Health score is halved.

Supplication

Castings: 3
Target: Any number of creatures inside one Size 5 space within 15 yards
Duration: Instant
Your voice rings out to compel others to bow before the majesty of your god. A target makes a Will roll with 1 bane. On a failure, the target falls prone and becomes frightened of you until you become unconscious or it overcomes the affliction with a successful Will roll. While frightened in this way, the target cannot stand up. On a success, the target becomes Strength impaired (luck ends).