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Invocation
An Invocation is a type of Ritual. Unless otherwise specified, an Invocation will require a number of Checks to perform, indicated by the Severity. It will additionally cost Mana, which will be specified by the Invocation. Invocations, like most Actions, require both LoS and LoE. Much like a Ritual, an Invocation will require Multitasking Saves if required to perform other actions mid Invocation or to maintain concentration after being attacked or otherwise startled, lest the Invocation will Fail.
Should an Invocation Fail due to a Critical Failure while invoking or any other reason, the caster must immediately generate a Miscast Test, consulting the Miscast Table.
In addition, 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 Invocation cannot be cast if the caster cannot speak, such as when they are gagged or frozen in place.
Furthermore, 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 Invocation.
Please Note: A Weapon with Two-Handed requires two [Hands] to be used, but only requires one [Hand] to hold it.
The Mana cost of an Invocation is spent when it is fully resolved. Should an Invocation resolve and the caster does not have the required Mana, they suffer a Miscast.
An Invocation may be freely cancelled by performing another Action that would provoke a Multitasking Save, and instead of performing the Save you may choose to cancel the Invocation instead. You may only cancel an Invocation on your Turn. If you are forced to take a Multitasking Save, from being forcibly moved, damaged or by performing a Quick or Free Action, then you must take the Multitasking Save or choose to suffer the effects of Failing the Invocation.
