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Invocation is the art of charging an object with magic, allowing it to be later used to cast a specific spell, or to use a [[Calls#Damage Calls|damage call]] or some other magical ability. Much of the time, invocation is a collaboration, combining the efforts of a crafter, an alchemist and a magician. The skills [[Charm Invocation]] and [[Talisman Invocation]] grant knowledge of several [[Rites|rites]].
==Invocation==


==Using Invocation Items==
Invocation is the art of charging an object with magic, allowing it to be later used to cast a specific spell, or to use a damage call or some other magical ability. Much of the time, invocation is a collaboration, combining the efforts of a crafter, an alchemist and a magician.


Invocation items always have a limited number of '''[[Equipment and Resources#Enchantment and Investment|charges]]''' and a '''[[Equipment and Resources#Expiry|duration]]'''. Once all charges are used, or the duration expires, the invocation fades and the item is destroyed. Invocation items cannot be recharged or extended.
Standard rules for invocation follow. The various Invocation skills grant knowledge of several rites.


Using an item created by invocation follows all the same rules as casting a spell, except that the user requires neither any Invocation skill nor knowledge of the spell magics invested in it, and doesn’t spend their own [[Magic#Magic Points|magic points]].
===Using Invocation Items===

Invocation items always have a limited number of charges and a duration. Once all charges are used, or the duration expires, the invocation fades and the item is destroyed. Invocation items cannot be recharged or extended.

Using an item created by Invocation follows all the same rules as casting a spell, except that the user requires neither the Invocation skill nor knowledge of the spell magics invested in it, and doesn’t spend their own magic points.


Charged items can be activated in any level of armour.
Charged items can be activated in any level of armour.


===Types of Invocation Items===
==Invocation Items==


There are two types of invocation item.
There are two types of invocation item.


====Charms====
:*'''Charms:''' Charms are simple investments holding 1 charge of one spell. Common charms include trinkets, trifling baubles marked with mundane ink that can hold a lesser spell until the end of the day; sigil stones, stone or clay tablets marked with sigils in magical ink that can hold any spell until the end of the event; and scrolls, paper or vellum sheets inscribed with spell vocals in magical ink that can hold any spell for a year.


Charms are simple investments holding '''1 charge of one spell'''. Investing these requires knowledge of the skill [[Charm Invocation]].
:*'''Talismans:''' Talismans are more complex invocations inlaid with symbols in magical alloy and invested to hold 9 charges of one lesser (or 3 charges of one greater) spell for a year. Common types of talisman include amulets, items of jewellery invested to hold personal, defensive or information spells; brands, small or one-handed weapons invested to inflict magical damage; and wands, short batons invested to hold ranged spells.


Common charms include:
The greatest of invokers are able, with research, to create a staff, a powerful talisman invested with many spells and abilities. Every staff’s powers are different, and each staff must be invested for the individual who will wield it.


:* '''Trinkets:''' Trifling baubles marked with mundane ink and invested with the ''[[Invest Trinket]]'' rite, that can hold '''1 lesser spell''' until the '''end of the day'''.
===Tattoos===
:* '''Sigil stones:''' Stone or clay tablets marked with [[#Sigilistic Invocation|sigils]] in magical ink and invested with the ''[[Invest Stone]]'' rite, that can hold '''any 1 spell''' until the '''end of the event'''.
:* '''Scrolls:''' Paper or vellum sheets inscribed with spell vocals in magical ink and invested with the ''[[Invest Scroll]]'' rite, that can hold '''any 1 spell''' for '''1 year'''.


====Talismans====
Tattoos made with magical ink can be invested with the same rites used to invest charms and talismans. This has the advantage that a tattoo cannot be lost or stolen, although in turn it cannot be shared with allies. Specific mechanics for tattoos are given in the description for each rite.


Talismans are more complex invocations inlaid with symbols in magical alloy and invested to hold '''9 charges of one spell'''. All talismans last for '''1 year'''. Investing talismans requires knowledge of the skill [[Talisman Invocation]] and uses the ''[[Invest Talisman]]'' rite.
===Investment===


Common types of talisman include:
There are typically four parts to an invocation. The description of each rite details its specific requirements.


:* '''Amulets:''' Items of jewellery invested to hold '''personal, defensive or information spells'''.
:*'''Base:''' Invocation items are usually based on a crafted item, such as a scroll or wand – although there are exceptions, such as tattoos and spell boundaries.
:* '''Brands:''' Weapons invested to inflict '''magical damage'''.
:* '''Wands:''' Short batons invested to hold '''ranged spells'''.


The greatest of invokers are said to be able to create a '''staff''', a powerful talisman invested with many spells and abilities. Every staff’s powers are different, and this path requires considerable research and investment.
:*'''Medium:''' All invocations require a substance to convey the magic into the base, such as an ink, alloy or powder. When investing something for use the same day, a mundane ink or powder is sufficient, but longer-lasting invocations always require magically-rich mediums brewed by [[Alchemist]]s, or gems cut by jewellers.


{| class="wikitable" id="Tattoos" style="background-color: #ECE2FF"
:*'''Inscription:''' The medium is applied to the base in the form of an inscription representing the magics used: the name (or full vocal component) of the spell; a symbol, pattern or colour representing the spell; the name or image of a god the invoker associates with the invocation; or anything else that indicates the intention of the investment.
|-
| '''Tattoos'''


Tattoos made with [[Alchemy#Magical Inks|magical ink]] can be invested with the same rites used to invest charms and talismans. This has the advantage that a tattoo cannot be lost or stolen, although in turn it cannot be shared around; only the recipient of the tattoo can use it. Specific mechanics for tattoos are given in the description for each rite.
:*'''Rite:''' The investment itself takes the form of a rite; many invokers inscribe the base as part of the rite, although the inscription can be applied separately beforehand and merely invested in the rite.
|}


==Investment==
===Sigilistic Invocation===


There are typically four parts to an invocation. The description of each rite details its specific requirements.
For lesser investments, any representation of the magics invoked will suffice as an inscription; but to unlock the full potential of invocation, the magician must use the sigils, the ancient language of symbols discovered by the fae at the dawn of creation.

Sigilistic Invocation (also known as sigilism) is a powerful and versatile form of Invocation that requires knowledge of the correct combination of sigils for any given investment. Some combinations are well known; others are yet to be unlocked.


:*'''Base:''' Invocation items are usually [[Crafting#Invocation Items|crafted things]], like scrolls, stones, wands, jewellery or weapons. With [[Surgery#Procedures Known By Skill|tattoos]], the subject’s ''body'' is the base.
Two standard sigilistic investments are known to all practitioners:


:*'''Medium:''' All invocations require a magically-rich substance to convey the magic into the base. Mundane [[Crafting#Passive Materials|ink or powder]] is sufficient for an investment lasting no longer than a day, but anything longer than that requires [[Alchemy#Magical Inks|magical inks]] or [[Alchemy#Amalgams|amalgams]] brewed by alchemists.
:*'''Sigil Stones:''' A sigil stone is an inscribed tablet of stone (or clay, wood or other material) inscribed in magic ink, holding a single spell lesser, greater or exalted spell known to the Invoker, until the end of the event.


:*'''Inscription:''' The medium is applied to the base in the form of an inscription representing the magics used: this could be the name (or full vocal component) of the spell; a symbol, pattern or colour representing the spell; the name or image of a god the invoker associates with the spell; or anything else that indicates the intention of the investment. It is not necessary to use [[#Sigilistic Invocation|sigils]] for most items (except sigil stones), but invokers who master the sigils can unlock greater power and versatility through further [[Research|research]].
:*'''Spell Boundary:''' A spell boundary is a line or circle of powder placed on a surface or across the threshold of a doorway and invested with 9 charges of one lesser (or 3 charges of one greater) offensive spell known to the invoker until of the day. When anyone other than the invoker (or a person or group of people specified by the invoker) crosses the line, they are struck by one charge of the spell.


:*'''Rite:''' The investment itself takes the form of a [[Rites|rite]]; many invokers inscribe the base as part of the rite, although the inscription can be applied separately beforehand and merely invested in the rite. The standard rites are as listed below.
Other applications of sigilism abound, with creativity and research.


===Sigils===
====Invocation Rites====


{| class="wikitable"
The sigils required to invest a stone or boundary with some common spells are well-known; others will need to be uncovered, with research and experimentation.
|-
! Rite
|-
| [[Invest Scroll]]
|-
| [[Invest Stone]]
|-
| [[Invest Talisman]]
|-
| [[Invest Trinket]]
|}


==Sigilistic Invocation==
:*[[Aura of Defence]]: Sigils of Elemental, War, Mastery
:*[[Fear]]: Sigils of Spirit, War
:*[[Fumble]]: Sigils of Corporeal, Change
:*[[Lesser Healing]]: Sigils of Corporeal, Creation
:*[[Mending]]: Sigils of Elemental, Fate
:*[[Paralysis]]: Sigils of Corporeal, Solid, Infinity
:*[[Repel]]: Sigils of Elemental, Movement
:*[[Sleep]]: Sigils of Spirit, Fate, Infinity
:*[[Spirit Reading]]: Sigils of Spirit, Hope


For all standard investments other than sigil stones, any representation of the magics invoked will suffice as an '''inscription'''; but to unlock the full potential of invocation, the magician must use the '''sigils''', the ancient language of symbols discovered by the fae at the dawn of creation.
Longer-lasting investments (such as a sigil stone that stores a charge for a year) also require the Infinity sigil, while triggered investments (like spell boundaries) also require the Fate sigil.


To inscribe a sigil stone – or any invocation item one wishes to invest using the sigils – requires the correct combination of sigils for any given investment. Some combinations are well known; others are yet to be unlocked.
===Trapping Ether===


{| class="wikitable"
Invokers have been quick to grasp the potential of the newly discovered ether. Invocation is the skill of gathering magic and binding it into a physical vessel; as invokers have discovered of late, the same techniques apply to the mysterious vapour.
|-
! Spell !! Names of Sigils !! Sigils
|-
| [[Aura of Defence]] || Elemental, War, Mastery || [[File:Sigil - Elemental.png|frameless|40x40px]][[File:Sigil - War.png|frameless|40x40px]][[File:Sigil - Mastery.png|frameless|40x40px]]
|-
| [[Fear]] || Spirit, War || [[File:Sigil - Spiritual.png|frameless|40x40px]][[File:Sigil - War.png|frameless|40x40px]]
|-
| [[Fumble]] || Corporeal, Corruption || [[File:Sigil - Corporeal.png|frameless|40x40px]][[File:Sigil - Corruption.png|frameless|40x40px]]
|-
| [[Lesser Healing]] || Corporeal, Creation || [[File:Sigil - Corporeal.png|frameless|40x40px]][[File:Sigil - Creation.png|frameless|40x40px]]
|-
| [[Mend]] || Elemental, Artifice || [[File:Sigil - Elemental.png|frameless|40x40px]][[File:Sigil - Artifice.png|frameless|40x40px]]
|-
| [[Paralysis]] || Corporeal, Solid, Stasis || [[File:Sigil - Corporeal.png|frameless|40x40px]][[File:Sigil - Solid.png|frameless|40x40px]][[File:Sigil - Stasis.png|frameless|40x40px]]
|-
| [[Repel]] || Elemental, Movement || [[File:Sigil - Elemental.png|frameless|40x40px]][[File:Sigil - Movement.png|frameless|40x40px]]
|-
| [[Sleep]] || Spirit, Mastery, Stasis || [[File:Sigil - Spiritual.png|frameless|40x40px]][[File:Sigil - Mastery.png|frameless|40x40px]][[File:Sigil - Stasis.png|frameless|40x40px]]
|-
| [[Spirit Reading]] || Spirit, Hope || [[File:Sigil - Spiritual.png|frameless|40x40px]][[File:Sigil - Hope.png|frameless|40x40px]]
|}


Once an invoker has identified the correct combination of sigils to represent the spell itself, further [[Research|research]] can find sigils to enhance the investment: adding multiple charges, increasing the duration of the spell, triggering automatically when the inscription is broken or touched, altering the spell’s effects or even devising new effects entirely. Some sigils will require more than the standard amount of ink, or even require special inks that require separate research.
Capturing ether entails the [[Trap Ether]] rite, and requires a glass sphere crafted by an [[Artisan]] (although other forms of vessel may be possible, with research).

Latest revision as of 13:33, 16 November 2024

Invocation is the art of charging an object with magic, allowing it to be later used to cast a specific spell, or to use a damage call or some other magical ability. Much of the time, invocation is a collaboration, combining the efforts of a crafter, an alchemist and a magician. The skills Charm Invocation and Talisman Invocation grant knowledge of several rites.

Using Invocation Items

Invocation items always have a limited number of charges and a duration. Once all charges are used, or the duration expires, the invocation fades and the item is destroyed. Invocation items cannot be recharged or extended.

Using an item created by invocation follows all the same rules as casting a spell, except that the user requires neither any Invocation skill nor knowledge of the spell magics invested in it, and doesn’t spend their own magic points.

Charged items can be activated in any level of armour.

Invocation Items

There are two types of invocation item.

Charms

Charms are simple investments holding 1 charge of one spell. Investing these requires knowledge of the skill Charm Invocation.

Common charms include:

  • Trinkets: Trifling baubles marked with mundane ink and invested with the Invest Trinket rite, that can hold 1 lesser spell until the end of the day.
  • Sigil stones: Stone or clay tablets marked with sigils in magical ink and invested with the Invest Stone rite, that can hold any 1 spell until the end of the event.
  • Scrolls: Paper or vellum sheets inscribed with spell vocals in magical ink and invested with the Invest Scroll rite, that can hold any 1 spell for 1 year.

Talismans

Talismans are more complex invocations inlaid with symbols in magical alloy and invested to hold 9 charges of one spell. All talismans last for 1 year. Investing talismans requires knowledge of the skill Talisman Invocation and uses the Invest Talisman rite.

Common types of talisman include:

  • Amulets: Items of jewellery invested to hold personal, defensive or information spells.
  • Brands: Weapons invested to inflict magical damage.
  • Wands: Short batons invested to hold ranged spells.

The greatest of invokers are said to be able to create a staff, a powerful talisman invested with many spells and abilities. Every staff’s powers are different, and this path requires considerable research and investment.

Tattoos

Tattoos made with magical ink can be invested with the same rites used to invest charms and talismans. This has the advantage that a tattoo cannot be lost or stolen, although in turn it cannot be shared around; only the recipient of the tattoo can use it. Specific mechanics for tattoos are given in the description for each rite.

Investment

There are typically four parts to an invocation. The description of each rite details its specific requirements.

  • Base: Invocation items are usually crafted things, like scrolls, stones, wands, jewellery or weapons. With tattoos, the subject’s body is the base.
  • Medium: All invocations require a magically-rich substance to convey the magic into the base. Mundane ink or powder is sufficient for an investment lasting no longer than a day, but anything longer than that requires magical inks or amalgams brewed by alchemists.
  • Inscription: The medium is applied to the base in the form of an inscription representing the magics used: this could be the name (or full vocal component) of the spell; a symbol, pattern or colour representing the spell; the name or image of a god the invoker associates with the spell; or anything else that indicates the intention of the investment. It is not necessary to use sigils for most items (except sigil stones), but invokers who master the sigils can unlock greater power and versatility through further research.
  • Rite: The investment itself takes the form of a rite; many invokers inscribe the base as part of the rite, although the inscription can be applied separately beforehand and merely invested in the rite. The standard rites are as listed below.

Invocation Rites

Rite
Invest Scroll
Invest Stone
Invest Talisman
Invest Trinket

Sigilistic Invocation

For all standard investments other than sigil stones, any representation of the magics invoked will suffice as an inscription; but to unlock the full potential of invocation, the magician must use the sigils, the ancient language of symbols discovered by the fae at the dawn of creation.

To inscribe a sigil stone – or any invocation item one wishes to invest using the sigils – requires the correct combination of sigils for any given investment. Some combinations are well known; others are yet to be unlocked.

Spell Names of Sigils Sigils
Aura of Defence Elemental, War, Mastery Sigil - Elemental.pngSigil - War.pngSigil - Mastery.png
Fear Spirit, War Sigil - Spiritual.pngSigil - War.png
Fumble Corporeal, Corruption Sigil - Corporeal.pngSigil - Corruption.png
Lesser Healing Corporeal, Creation Sigil - Corporeal.pngSigil - Creation.png
Mend Elemental, Artifice Sigil - Elemental.pngSigil - Artifice.png
Paralysis Corporeal, Solid, Stasis Sigil - Corporeal.pngSigil - Solid.pngSigil - Stasis.png
Repel Elemental, Movement Sigil - Elemental.pngSigil - Movement.png
Sleep Spirit, Mastery, Stasis Sigil - Spiritual.pngSigil - Mastery.pngSigil - Stasis.png
Spirit Reading Spirit, Hope Sigil - Spiritual.pngSigil - Hope.png

Once an invoker has identified the correct combination of sigils to represent the spell itself, further research can find sigils to enhance the investment: adding multiple charges, increasing the duration of the spell, triggering automatically when the inscription is broken or touched, altering the spell’s effects or even devising new effects entirely. Some sigils will require more than the standard amount of ink, or even require special inks that require separate research.