Theurgy and Invocations
Only Godbound, mighty supernatural creatures, and archmages of
profound learning are capable of wielding theurgy. Godbound must
know the gifts of the Sorcery Word in order to invoke it, while su-
pernatural entities might have learned it in ages past or simply have
it inscribed upon their souls. Archmages who learn it often do so
only through terrible pacts and abominable promises to the powers
of Uncreated Night. In the end, many of these wretched mortals are
not so much wielders of theurgy’s power, but mere tools through
which their patron’s will is done.
Theurgy is divided into three degrees of initiation. A theurge of
the Gate has mastered the beginning of celestial wisdom, and has
engraved the necessary pacts of entrance upon the bones of his spirit.
A theurge of the Way has taken in the deep patterns of Heaven’s ways
and begun to understand the truths that underpin all creation. A
theurge of the Throne has turned their vision upward to the empty
seat of the One, and has encompassed as much of the world’s secret
meaning as any lesser mind can hope to bear.
Each degree of initiation allows the theurge to master invocations,
special spells that draw from the deep laws of the world. Each invoca-
tion is burdensome to learn and master, but once mastered it remains
forever with the theurge. Some mortal sorcerers find it necessary to
have additional tomes or impedimenta to call on their theurgy, but
Godbound and like creatures need no such things.
Learning an invocation of the Gate requires a week’s effort under
the tutelage of a theurge who knows the invocation, or a week’s study
of an instructional grimoire. An invocation of the Way requires a
month of such practice, while an invocation of the Throne can only
be mastered with a full three-month season of effort.
Once an invocation has been mastered, it may be used whenever the
circumstances permit. If the invocation is cast slowly, with care and
focus, it requires no expenditure of Effort. Such casting requires an
hour for an invocation of the Gate, half a day for an invocation of the
Way, and a full day’s casting for one of the Throne. Any disturbance
to the caster while this is being done will spoil the invocation.
There are times when a theurge doesn’t have the leisure for such care-
ful preparation. They can instead cast more quickly, taking only one
round per tier of initiation, with the invocation activating at the start
of their next turn after the casting is done. This swift use of power
requires them to Commit Effort for the scene, however, and the spell
will be spoilt and the effort wasted if they are hurt while casting it.
When nothing but immediate results will do, the theurge may cast
instantly, hurling the invocation as their action for the round. While
this cannot be interrupted, it requires that they Commit Effort for
the day, and suffer a variable amount of damage as the unmediated
fires of creation roar through their unprepared forms. It inflicts a 1d6
damage die for invocations of the Gate, 1d12 for those of the Way,
and 1d20 for the Throne. No gift or power can negate this damage
without simultaneously spoiling the invocation.
Theurgy Capabilities
Theurgy is much more powerful than low magic. Things it creates
and enchantments it lays will persist indefinitely unless otherwise
indicated. It can reach beyond the boundaries of a single realm and
even plumb the depths of Uncreated Night. It can create new forms
of life and alter old ones, bringing forth new races of creatures that
breed true. There seems to be no limit to the power that theurgy is
theoretically capable of accomplishing.
The practical limit of theurgy is that even Godbound find it almost
impossible to devise new invocations. To do so is an enormous work,
one requiring grim focus, great expenditures of Dominion, and voy-
ages deep within the ruins of Heaven and Hell. Almost all theurges
are forced to rely upon the invocations they have learned from existing
arts, either from the rare instructor in its deep mysteries or from
tomes and instructional relics found in lost places.
Theurgy is also no substitute for Influence or gifts in working large,
long-term alterations upon a place or situation. The marvels created
by theurgy may be long-lasting, but they are rarely so perfectly suited
to a theurge’s needs that they obviate other forms of effort to attain
their ends. More work must be done if its changes are to be stable.
Theurgy and Gifts
While theurgy is far more powerful than low magic, it is still no match
for divine gifts. Theurgy may be dispelled as mortal magic is dispelled,
and its powers cannot banish the workings of gifts unless specified
otherwise by the invocation. Some invocations truly can be used to
overpower gifts, but these tend to be very specific arts or very focused
in their application. Unless otherwise specified, theurgy is treated as
mortal magic for all interactions with gifts.
Arcane Connections
Some theurgic invocations require the use of an “arcane connection”
with the target. Such connections include hair, blood, spittle or other
bodily fluid, or possessions of intimate significance to the target. At
least an ounce of the substance must be obtained to be of use in
magic. As some low magic traditions require their use as well, most
educated persons of import know not to allow such things to leave
their possession or go unburnt.
An arcane connection goes stale rapidly, and must come into a sor-
cerer’s possession within a day and a night after it is taken from the
subject. Once in hand, the sorcerer can conduct the necessary minor
rituals to keep it spiritually potent for as long as it’s required. Such
preserved connections can be stolen from them, however, and used
by a different sorcerer.
An arcanist can acquire multiple arcane connections to a single target,
but they must be taken from them on different occasions at least a
day and a night apart. Using an arcane connection in a spell usually
spoils it, rendering it useless thereafter.
Type
Metaphysical, Arcane
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