Invoker Class
Skills
Level Skills
1 Dagger Staff Whip
3 Meditation
7 Haggle
11 Trance
15 Fast Healing
19 Parry
23 Hand to Hand
28 Second Attack
36 Mana Charge
Base Spells
Level Spell
1 Armor
2 Detect Magic
3 Detect Invisibility
4 Invisibility
6 Faerie Fire
7 Comprehend Language
8 Create Water
9 Infravision
10 Create Food
13 Teleport
14 Create Spring Faerie Fog
15 Identify Locate Object
16 Protective Shield
18 Cancellation
19 Dispel Magic
20 Shield Control Weather
23 Pass Door
25 Word of Recall
27 Mystic Tendrils
35 Sanctuary
Spheres of Study (Chosen at Rank 20) (12 Specialty Spells Based on Focus)
**Pyromancer - **
20 Fireball
24 Flame Arrow
28 Blistering Wave
30 Flare Summon Salamander
35 Combust Wildfire
38 Circle of Ash Tinder
40 Pillar of Flame
45 Crown of Rays
50 Inferno
Blistering Wave
Syntax: cast ‘blistering wave’
Callers of Fire rely heavily on their ability to sear their foes with blasts of flame. By calling forth a wave of blistering heat, an Invoker of this path can singe a foe and oftentimes blind them with this. It also causes the target of the spell much anguish.
Flare
Syntax: cast ‘flare’
Using their mystical tendencies to bring about fires, a young Pyromancer can often bring about a large blast of flame. Using this spell, they do harm to an enemy physically, but they also melt their armor and weapons, often having adverse affects on them.
Summon Salamander
Syntax: cast ‘Summon Salamander’
Using their strong ties to the plane of fire, a Pyromancer can call forth a powerful elemental-kin of said plane to do its bidding. These half-human, half-snake beings forged of flame aid in battle.
Combust
Syntax: cast ‘combust’
This spell is directed at enemy weapons, which the Pyromancer attempts to destroy. They heat the weapon until it literally combusts and crumbles to dust or melts in their foe’s hand. Even if not destroyed, the heated weapons are often too hot to hold and are dropped into the enemy’s inventory.
Wildfire
Syntax: cast ‘wildfire’
Using this spell, the Pyromancer can summon engulfing flames around their foes, doing moderate damage, but often burning through the flammable wares in their inventory. This is often used to deadly affect against enemies who rely on using curative potions and scrolls, which the Pyromancer easy turns to ash.
Circle of Ash
Syntax: cast ‘circle of ash’
Always meddling with flame, these fire conjurers can disperse ashes into the air about them, using the heat of their fiery spells to swirl them about. Though not often damaging, it can often cause limited visibility in combat if not total blindness on a foe.
Tinder
Syntax: automatic
After years of study, Pyromancers learn better ways to conjure flame for greater effect. This ability reflects such. All fire-based spells become a fraction stronger, they also gain a mild resistance to fire-based weapons and spells.
Pillar of Flame
Syntax: cast ‘pillar of flame’
Of their most powerful of fire attacks, this can do horrendous damage to an enemy, however, it relies on them not moving, nor the Pyromancer moving, from their location. The Pillar of Flame consumes a room in flame and every round causes substantial damage, yet if the enemy flees the room, it does no damage to them. If the Pyromancer leaves the room, it dies out and must be recast when the enemy returns.
Crown of Rays
Syntax: cast ‘crown of rays’
The height of protection from fire-based spells, as well as the highest of augmentation spells a Pyromancer gains, the Crown of Rays is a wondrous and powerful. Casting down rays of searing light, this has a high chance each round of damaging a foe, also, it deflects a massive portion of fire damage directed at them.
Inferno
Syntax: cast ‘inferno’
Pyromancers have learned the ability to call forth a stream of flame, engulfing the victim with the energy of the stream. This is one of the most powerful spells known in the realm, rumored to be able to kill opponent in just a few castings. The power of the inferno is so intense that equipment meant to protect against it or infused with magical forces often shatters under the intense stress of energy.
**Geomancer - **20 Earthquake
22 Quicksand
24 Pummel
27 Harden
30 Upheaval Summon Sandling
35 Envelope
38 Skewer
40 Wall of Granite
45 Shroud of Stone
50 Fissure
Quicksand
Syntax: cast ‘quicksand’
This is a strong attack that becomes the fundamental of a Geomancer. It opens a hole in the ground, filling it with swirling quicksand that drags a victim in and slows them as they sink deeper and deeper. It has a short duration, but it can often tip the balance in the Geomancer’s favor.
Pummel
Syntax: cast ‘pummel’
Summoning stones and boulders, a Geomancer’s most basic of spells simply hurls them at a foe. Every few ranks, a Geomancer can summon a few more stones to their arsenal. This spell is a useful and easy to cast damage spell.
Harden
Syntax: cast ‘harden’
Using their powerful connections with the elemental plane of Earth, a skilled Geomancer can harden themselves, however, depending on the level of hardening, they lose a large fraction of their mobility.
Upheaval
Syntax: cast ‘upheaval’
Much in the manner of Pummel, this is a conjuring of large mounds of earth that slam into a foe, sometimes knocking them senseless and paralyzing them. Though not overly damaging, it does hurt the enemy some.
Summon Sandling
Syntax: cast ‘summon Sandling’
With close ties to the plane of earth, a skilled Geomancer can summon a being forged of sand, it can be used to slide under doors and unlock them or trail a foe. Also, it does aid in combat.
Envelope
Syntax: cast ‘envelope’
By conjuring blinding clouds of dust, a powerful Geomancer can envelope a target in a storm that has a large chance of blinding them as well as drowning out their surroundings.
Skewer
Syntax: cast ‘skewer’
By conjuring a giant spike of stone, this is a horrendously powerful attack that can cause substantial damage. It is impossible to deflect, but it requires extensive amount of Mana and cannot be cast quickly. Often, this is used to finish a foe.
Wall of Granite
Syntax: cast ‘wall of granite’
In doing this, a Geomancer draws upon the ground and forges a giant wall, this often blocks a large fraction of attacks during battle, but it does not last very long and is heavily draining.
Shroud of Stone
Syntax: cast ‘Shroud of Stone’
This, much in the manner of the Wall of Granite, is a protective spell. However, this Shroud gives the Geomancer amazing abilities to deflect and absorb physical blows. Most often, they hardly feel bashing, slashing, and piercing attacks. Exotic and magical weapons tend to do a slightly reduced amount of damage.
Fissure
Syntax: cast ‘fissure’
This is the pinnacle of spells for a Geomancer. It opens a giant fissure underneath the enemy and causes ridiculous damage. Nearly impossible to deflect, even flying creatures can be hit as the bedrock churns high into the sky and shards of stone are flung to and fro.
**Aeromancer - **20 Gust Spark
24 Call Lightning
26 Stifle
30 Summon Aerial Servant
35 Chain Lightning
38 Tornado Air-first
40 Column of Lightning Whirlwind
45 Halo of Winds
50 Tempest
Gust
Syntax: cast ‘gust’
A simple, but effective spell, Gust allows and Aeromancer to throw wind at a foe, doing some damage, but this spell is often dwarfed later on. Though somewhat weak as an Aeromancer advances, its low mental drain and quick casting might prove useful for a fighting retreat or finishing a foe.
Spark
Syntax: cast ‘spark’
Another simple and effective spell, using spark, the Aeromancer calls on the electricity in the air and simply jolts a foe. The charge can be great or weak, much in the manner of a fireball.
Stifle
Syntax: cast ‘stifle’
By denying a foe the ability to breath, it can shorten his stamina and often lower their dexterity greatly. Every hour it is maintained on a foe, it has a large chance of making them black out. Though not very useful for killing an enemy, it can allow a dying Aeromancer to get away from battle without a pursuer.
Summon Aerial Servant
Syntax: cast ‘summon aerial servant’
Aerial Servants are gaseous forms that aid their masters in combat and also can pass through doors. They are blurred in form and when they take the lead, most enemies have great trouble hitting them.
Tornado
Syntax: cast ‘tornado’
This hurls an enemy to the ground, tearing from them any held items and sometimes things within their inventory. It sends them spinning into the sky and as they drop to the ground, they can be collected by anyone. It does fair damage, but is a draining spell to cast.
Air-fists
Syntax: cast ‘air-fists’
Creating two giant fists of air about them, they can use them to knock their foe around for great damage. Often, enemies in flight suffer greatly as they are knocked hard to the ground by these giant fists of wind. The upkeep for this spell is high, though most agree it is worth it to gain such powerful attacks.
Column of Lightning
Syntax: cast ‘column of lightning’
Creating a giant column of swirling lightning, any in the area wearing conductive materials suffer highly. Though weather-dependant, this spell can devastate all in the vicinity, especially those clad in layer upon layer of dense metal armor. The spell falls when the Aeromancer moves and is easily avoided should the foe flee.
Whirlwind
Syntax: cast ‘whirlwind’
This is a strong wind-based attack that hurls foes about and does much collateral damage to them. Not only impacts, but the sheer force of the wind often hurts. Though not quickly cast, it is a highly effective damage spell.
Halo of Winds
Syntax: cast ‘halo of winds’
This is the greatest protection an Aeromancer can gain. By conjuring a halo of winds, they can protect against those who near them, especially flying foes, and it adds a degree of protection from air-based attacks and has a chance of deflecting weapon attacks.
Tempest
Syntax: cast ‘tempest’
Summoning both strong winds and powerful lightning bolts, this is the pinnacle of damaging spells for an Aeromancer. It can often throw a foe in all directions, deafen them with clapping thunder and damage them outright with shocks. This is a powerful and quick spell to cast, yet it is very draining.
**Hydromancer - **20 Icicle
22 Frost
26 Drown
30 Jet Steam Summon Water Weird
33 Flood
36 Downpour
40 Cape of Waves
44 Deluge Freeze
49 Rain Dance
50 Ice Storm
Deluge
Syntax: cast ‘deluge’
The lowest of spells in the Hydromancy sect of the Invoker Guild. Simply put, it is a large deluge of water hurled at a foe and causing moderate damage. It is not very draining, but it is not a knock-out punch.
Summon Water Weird
Syntax: cast ‘summon water weird’
Calling on a bizarre being of the plane of water, Hydromancers gain a useful servant. They fight, they seep through locks and under doors, and can even augment a Hydromancer’s spells in and outside of combat.
Frost
Syntax: cast ‘frost’
Another basic spell, this coats a foe in frost, damaging them greatly. It is not draining and easy to cast, however, a foe takes less and less damage from the spell the more it is cast upon them. This has much to do with the effects of cold on an already cold person being less than effective after time.
Flood
Syntax: cast ‘flood’
This hurls a massive wave of water into the area, damaging everyone around highly and it can often loosen their armor and move it into their inventory, as well as disarming their weapon and carrying it off. This is useful, but dangerous should beings more powerful than the Hydromancer be present for the attack.
Rain Dance
Syntax: automatic
Using their skills at maximizing their spells effectiveness in certain weathers, this boosts their power when it is raining or snowing as well as their effectiveness when on or near water. Also, it protects them somewhat from ice and water attacks.
Downpour
Syntax: cast ‘downpour’
This is blinding rain, often making it difficult to see the Hydromancer and hard to discern who is near them, but only if they are present for the downpour. It does minimal damage, but can often allow a Hydromancer the chance to take less damage from their foe, a good trade-off.
Cape of Waves
Syntax: cast ‘cape of waves’
This is a churning mass of water that surrounds the Hydromancer. In keeping this spell up, they are often able to hit a foe with a band of water or deflect an attack coming at them.
Drown
Syntax: cast ‘drown’
By submerging their enemies, a skilled Hydromancer can keep them from speaking or yelling in any fashion and also diminish their stamina, dexterity, and speed. This is a devastating spell and can easily turn a battle in the favor of the Hydromancer.
Freeze
Syntax: cast ‘freeze’
Another spell that affects the enemies ability to fight, this gives them horrendous frostbite that damages them over a period of time until they warm back up. Also, it lowers their ability to hit their foe, as they are too busy shivering.
A departure from the current all-encompassing element-based Invoker now, but it is just an idea.