All invokers have the basic spell "Make Things Go Boom" which is the basis of the
Invocation Magic Chart.
Some invokers learn a few a non-combat applications of their school, many others don't bother.
First Circle Spells
Finger Candle: The casters finger or thumb carries a flame like a candle for one minute per success rolled. The tiny flame won't harm the caster, but it will put off light like a candle and more usefully it can be used to quickly and easily light lanterns, torches, kindling.
Stamina
Light: The caster glows with light roughly equivalent to a standard torch for one hour per success roll. The caster can make an inanimate object or a willing person glow instead of himself, but the spell difficulty goes up by 1. The light produces no heat.
Stamina
Second Circle Spells
Sky Flare (Light): Any invoker can choose to shoot nondamaging sparks but an an invoker with this spell can create sparks of any color and can shoot them very far into the sky so that they can be seen for miles away
Stamina
Third Circle Spells
Fireworks (Light, Sky Flare): This spell functions as Sky Flare but the caster can cause the flares to take the form of recognizable symbols or shapes. The more successes rolled the more beautiful and complicated the explosions can be.
Intelligence
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