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Invocation

The Stormcallers of Qabir are said to have the emptied the Sea of Hafir during the Great War.


Soldiers and Workhorses

Invocation is perceived as the least sophisticated school of magic, relying on the manipulation of raw elemental forces. Despite that, such powers are versatile and useful in a wide variety of industries and practices. such as agriculture, construction, fabrication and overland/oversea travel. Since the mass movement of troops and goods by Conjuration is difficult without widespread cooperation and expense, the ability to move a ship with the wind or forge a path through the mountains is of immense use to the merchant guilds and militaries of Geron. For this reason, Invokers are sometimes dismissively referred to as 'Lowconjurers' despite their significant power and utility. Invocation is frequently the means by which arcane powers first manifest amongst the general population of the Bastions, and the Invoker is perceived as the 'Working Mage', often found in quarries, mines and aboard trading ships.  

Sect of Stone

The Sect of Stone deals primarily with magic surrounding stone, sand, and other solids, using fire, water and wind only as an end to the means of manipulating stone. While the Sect has varying belief systems throughout the bastions, most of their rituals surround the permanence and perseverance of stone other the other elements, sharing spells and rituals with the Abjurers who are especially concerned with protective magic. The Sect of Stone

Mark of Hekmo


5 - Pebbles, sand, and small dense objects find their way into the mage's clothing or shoes. Mildly annoying, but not harmful unless running or trying to swim.

10 - The mage's bones turn stonelike, and even their skin begins to ossify. Swimming is now unwise, as the mage is much heavier than they appear. Crossing delicate bridges or trying to step lightly would be unlikely to generate positive results. It is difficult to move quickly.

15 - The mage's limbs are entirely ossified, and as a result their body weighs triple what they would appear to. Activities that include a component of weight - jumping, crossing ice, travel by boat, are impacted. The mage spends more time stationary, often appearing deep in thought. There is little lightness about them in any regard, and their lack of humor may make them less approachable.

20 - The heft of the Mark takes its toll on the Mage's energy. Speech is slow, heavy, and only of simple character. The mage's will has become rigid, and changing their course or position on a topic is almost impossible.

25 - The mage will almost certainly drown if required to swim. Boat voyages, air travel, and crossing ice or soft mud is ill advised. Even crossing sand is difficult as the mage is drawn down almost magnetically to the earth. Their physical strength is much increased, but they are no longer capable of running.

Sect of Fire

The Sect of Fire deals primarily with magic surrounding fire, heat, embers and other sources of warmth. While fire is clearly as disruptive and destructive force, the Sect of Fire also celebrates the good fire can do for purification and alteration. The Sect of Fire and adherents of the School of Alteration often cooperate to perform important arcane rituals where elemental magic can be a great boon.

Mark of the Charred


5
- The mage has a distinct odor of smoke, making them easily detectable to predators or enemies who hunt by smell.

10 - The mage finds that their destructive capabilities have grown. 50% of the time, this new power exceeds the mage's ability to control it, with sometimes disastrous consequences

15 - Permanent bubbled scars begin to appear on the mages hands, wrists, and arms, making it apparent to all that see them the nature of their destructive power. Stealth and the ability to lie are impacted. Strangers do not trust the mage.

20 - Increasingly preoccupied with the urge to burn and 'purify' organic materials, the mage will start to rid themselves of objects made of anything except metal, crystal, or stone.

25 - Obsessed with purity and cleansing, the mage has difficulty maintaining any possession made of flammable materials.

Sect of Water

The Sect of Water is perhaps the most viscerally connected to the notion of the living things and the forces of nature.

Mark of the Elemental

 
5 - Living things are attracted to the mage's location. Easy hunting, but there are also lots of pests. The mage is followed by flies. Minor decrease in stealth.
Larger living things can feel the mage's presence. This can be dangerous when in areas with predators, or when trying to escaped detection. Stealth is moderately decreased.
The mage has so many orbiting insects that they draw attention from others. The mage's presence is tangible and trackable to larger living things unless specifically masked by spells or talismans. Stealth is greatly decreased.
The mage experiences difficulty with mosses and lichens growing on their belongings. Even plants can feel and track the mage's energies.
The mage is almost entirely unable to avoid being detected by living things.

Type
  • Arcane School

Archane Schools
Type
Education, Magic

Invocation Spells
 

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