====== Invocation ====== An [[:Game Mechanics:Invocation#Invocation|Invocation]] is a type of [[:Game Mechanics:Definitions:Ability:Ritual]]. Unless otherwise specified, an [[:Game Mechanics:Invocation#Invocation|Invocation]] will require a number of [[:Game Mechanics:Check|Checks]] to perform, indicated by the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]]. It will additionally cost [[:Ratings:Mana]], which will be specified by the [[:Game Mechanics:Invocation#Invocation|Invocation]]. [[:Game Mechanics:Invocation#Invocation|Invocations]], like most [[:Game Mechanics:Actions]], require both [[Game Mechanics:Line of Effect & Line of Sight|LoS and LoE]]. Much like a [[:Game Mechanics:Definitions:Ability:Ritual]], an [[:Game Mechanics:Invocation#Invocation|Invocation]] will require [[:Game Mechanics:Multitasking|Multitasking Saves]] if required to perform other actions mid [[:Game Mechanics:Invocation#Invocation|Invocation]] or to maintain concentration after being attacked or otherwise startled, lest the [[:Game Mechanics:Invocation#Invocation|Invocation]] will [[:Game Mechanics:Success and Failure:Failure|Fail]]. \\ \\ Should an [[:Game Mechanics:Invocation#Invocation|Invocation]] [[:Game Mechanics:Success and Failure:Failure|Fail]] due to a [[:Game Mechanics:Success and Failure:Critical Failure]] while invoking or any other reason, in addition to failing the [Ritual] the caster must immediately generate a [[:Game Mechanics:Miscast]] [[:Game Mechanics:Test]], consulting the [[:Game Mechanics:Miscast#Miscast Table]]. \\ \\ The [[:Ratings:Mana]] cost of an [[:Game Mechanics:Invocation#Invocation|Invocation]] is spent when it is fully resolved. Should an [[:Game Mechanics:Invocation#Invocation|Invocation]] resolve and the caster does not have the required [[:Ratings:Mana]], they suffer a [[:Game Mechanics:Miscast]]. While an [[:Game Mechanics:Definitions:Appropriate]] [[:Game Mechanics:Definitions:Target]] is require to start an [[:Game Mechanics:Invocation#Invocation|Invocation]], the caster is allowed to change to a different [[:Game Mechanics:Definitions:Appropriate]] [[:Game Mechanics:Definitions:Target]] when it resolves.\\ \\ An [[:Game Mechanics:Invocation#Invocation|Invocation]] may be freely cancelled by performing another [[:Game Mechanics:Actions|Action]] that would provoke a [[:Game Mechanics:Multitasking|Multitasking Save]], and instead of performing the [[:Game Mechanics:Save]] you may choose to cancel the [[:Game Mechanics:Invocation#Invocation|Invocation]] instead. You may only cancel an [[:Game Mechanics:Invocation#Invocation|Invocation]] on your [[:Game Mechanics:Turn Order:Turn]]. If you are forced to take a [[:Game Mechanics:Multitasking|Multitasking Save]], from being forcibly moved, damaged or by performing a [[:Game Mechanics:Actions:Quick Action|Quick]] or [[:Game Mechanics:Actions:Free Action]], then you must take the [[:Game Mechanics:Multitasking|Multitasking Save]] or choose to suffer the effects of [[:Game Mechanics:Success and Failure:Failure|Failing]] the [[:Game Mechanics:Invocation#Invocation|Invocation]]. ==== Changelog ==== Version 0.5c - Aug 2026 * Removed the need to speak or use free hands to perform an invocation, as the Ability itself will specify if this is required