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| game_mechanics:invocation [2026/06/28 10:13] – ms_wuntch | game_mechanics:invocation [2026/08/10 16:22] (current) – ms_ash |
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| ====== Invocation ====== | ====== Invocation ====== |
| An [[:Game Mechanics:Invocation#Invocation|Invocation]] is a type of [[:Game Mechanics: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: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: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]]. \\ | 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]]. \\ |
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| 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, the caster must immediately generate a [[:Game Mechanics:Miscast]] [[:Game Mechanics:Test]], consulting the [[:Game Mechanics:Miscast#Miscast Table]]. \\ | 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]]. \\ |
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| In addition, [[:Game Mechanics:Invocation#Invocation|Invocations]] require the caster to speak aloud phrases of power. This means that while the magic being performed may not cause sound, the caster may alert others when invoking. An [[:Game Mechanics:Invocation#Invocation|Invocation]] cannot be cast if the caster cannot speak, such as when they are gagged or frozen in place. \\ | 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.\\ |
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| Furthermore, [[:Game Mechanics:Invocation#Invocation|Invocations]] require that the caster also perform a series of short but complex hand movements. This means that they require one [Hand] free to cast an [[:Game Mechanics:Invocation#Invocation|Invocation]]. \\ | 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 ==== |
| **Please Note**: A [[:Items:Equipment:Weapons|Weapon]] with [[:Traits:Two-Handed]] requires two [Hands] to be used, but only requires one [Hand] to hold it. \\ | <WRAP changelog center 800px> |
| \\ | Version 0.5c - Aug 2026 |
| 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]]. \\ | * Removed the need to speak or use free hands to perform an invocation, as the Ability itself will specify if this is required |
| \\ | </WRAP> |
| 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]]. | |