RS-Invocations

Invocations, or “spells,” as infidels call them, are not protocols (though they are mechanically similar). Rather, they are ancient prayers that cross between the mortal world and the Spiritrealm to ask an Immortal ancestor for aid.

Unlike protocols, invocations do not require components. Invocations also cannot be overkast. Most invocations have greatly expanding effects, depending on the result of a successful kast.

Claws of Stone

Shaman Invocation
Nonlethal Damage: 1d6
Kast Check DC: 16
Kasting Time: 1 standard action
Range: Close (25 ft. + 5 ft. for every 2 points of Kast check)
Target: Up to one creature per kaster level + 1 for every point over the Kast Check DC
Duration: Kast check result x 1 minute
Saving Throw: N/A
Sorcery Resistance: No

Shamans use this invocation to great effect in areas where weapons are forbidden. Claws of stone has two versions; a shaman must choose which one while kasting the invocation. Recipients can be affected by just one of the effects at a time.

The first version turns bare fists into lethal weapons, though there is no outward change in appearance. All targets increase their unarmed attack damage to 1d6 points of lethal damage. On a Kast check result of 40 or more, they do 1d6+1 lethal.

The second version grants the melee weapons of all targets held at the time of the invocation to deal +2 points of damage on a successful attack. If the Kast check was 40 or more, the damage bonus is +3.

Dance of the Desert

Shaman Invocation
Nonlethal Damage: 1d12
Kast Check DC: 25
Kasting Time: 1 full round
Range: Medium (100 ft. + 10 ft. for every point of Kast check)
Target: Number of creatures equal to Kast check result; if Kast check is 50 or more, the number of targets becomes 10 times the Kast check.
Duration: Kast check result x 1 round; see text
Saving Throw: Will negates
Sorcery Resistance: Yes

The spirits shield the faithful as they race along the border of the Spiritrealm, flickering in and out of the mortal world. All targets “blink” in and out of the battlefield, appearing and disappearing as they move. All attacks against those under the effects of Dance of the Desert have total concealment (granting a 50% miss chance). Affected individuals also suffer half damage from area attacks.

Affected creatures strike as invisible creatures, with a +2 bonus to attack rolls, and their opponents are denied their Dexterity bonus to Defense.

Using dance of the desert counts as a move action. It is impossible to attack with ranged weapons while using the Dance. Affected individuals must remain in contact with the land at all times. If an individual loses contact with the ground while under the effects of the Dance, the invocation ends for that person or creature only, though others affected retain the effects of the spell.

Fury of the Sands

Shaman Invocation
Nonlethal Damage: 1d10
Kast Check DC: 18
Kasting Time: 1 full round
Range: Extreme (1000 ft. + 100 ft. for every point of Kast check)
Area: 500 ft x Kast check result
Duration: 10 Minutes x Kast check (D)
Saving Throw: No, see text
Sorcery Resistance: No

The shaman calls up a fierce sandstorm to scourge his enemies or obscure an area he wants undisturbed. The storm forces all living creatures within its path to succeed a DC 15 Fortitude check or be unable to move forward into it.

Within the storm, ranged attacks are impossible. All beings within the storm take 1d3 nonlethal damage for each round they remain in the open without shelter. The storm’s passage leaves dust a meter or taller in its wake.

If the result of the Kast check was 40 or more, the shaman may increase the severity of the storm, at his discretion. Such a storm deals 1d6 points of nonlethal damage every round and requires a DC 20 Fortitude check to advance.

Grasping Earth

Shaman Invocation
Nonlethal Damage: 1d10
Kast Check DC: 17
Kasting Time: 1 full round
Range: Long (400 ft. + 40 ft. for every point of Kast check)
Area: Kast check result x 25 ft. radius circle, centering on spot of Kaster’s choosing
Duration: 10 Minutes x Kast check (D)
Saving Throw: Reflex negates for individuals; no save for vehicles
Sorcery Resistance: No

The shaman asks the spirits to thwart infidels by slowing their passage. The land transmutes into mud, absorbing feet and treads. All affected creatures in the area of effect can take a single move action or a standard action each turn, but not both. All creatures suffer a –1 penalty on attack rolls, Defense and Reflex saves while in the area. Grasping earth also slows vehicles to their Alley speed.

On a Kast check result of 50 or more, the spirits truly show their anger. Large portions of the land turn into quicksand. All characters in the area of effect must succeed a Reflex save, or sink. On the following round, they must succeed a DC 15 Swim check or start drowning. An unaffected character can pull a comrade out of the quicksand by succeeding a DC 15 Strength check. A failed Strength check requires the sinking character to make a DC 20 Swim check or go under completely. All vehicles in the quicksand halt and cannot move, but they do not sink.

Mantle of Stone

Shaman Invocation
Nonlethal Damage: 1d10
Kast Check DC: 19
Kasting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round x Kaster level
Saving Throw: Will negates
Sorcery Resistance: Yes

When this invocation is cast, the target’s skin becomes as hard as the core of the Land’s Teeth. Visible mottling appears on the recipient’s skin, reminiscent of marble or granite. The spell bestows damage reduction 10/–, stacking with other forms of armor. The target’s base speed slows by 10 ft. and they take a –1 penalty to attack rolls and Reflex checks.

Oasis of Faith

Shaman Invocation
Nonlethal Damage: 1d6
Kast Check DC: 16
Kasting Time: 1 full round
Range: Medium (100 ft. + 10 ft. for every point of Kast check)
Area: Kast check result x 10 ft.
Duration: 1 minute x Kaster level
Target: All kaster allies with the allegiance “The Law of the One True God” within the area of effect
Saving Throw: Will negates
Sorcery Resistance: Yes

RS-Invocations

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