Wellsprings and Invocations
Determining Available Wellsprings
During each scene, your surroundings grant you two different
wellsprings. The Game Master tells you what these are. Remember to
describe how wellsprings manifest in the scene; they may be natural
features, objects, or even creatures.
Example: During a battle taking place on a
steam-powered airship amidst stormy clouds, any two of
air,
fire,
lightning and
water would make sense.
Performing an Invocation
When you perform an invocation, choose one option you have access to among
those in the table below (provided the corresponding wellspring is
available in the scene); then, apply its effects to one creature you can
see.
Determining Access
-
Skill Level Check: Your Skill Level in the Invocation
Skill determines which invocations you have access to:
- (SL 1) enables “blast” invocations.
- (SL 2) enables “blast” and “hex” invocations.
- (SL 3) gives you access to all invocations.
Example: If air and
earth wellsprings are available and
your Skill Level is 2, you have access to Aero Blast, Aero Hex, Geo Blast,
and Geo Hex.
Scaling Effects (Level Bonuses)
Invocation effects scale with character level:
-
If an invocation deals damage, it will deal
5 extra damage if you are level 20 or
higher, or 10 extra damage if you are
level 40 or higher.
-
Similarly, if an invocation causes the target to recover Hit Points or
lose Mind Points, the amount will increase by
10 if you are level 20 or higher, or
by 20 if you are level 40 or higher.
Wellsprings and Invocations
Air Wellspring (Damage Type: Air)
-
Aero Blast: You deal 20 air damage to the target.
-
Aero Hex: Until the start of your next turn, the
target suffers 5 extra damage from all sources that deal bolt and fire
damage.
- Breeze: The target recovers 30 Hit Points.
-
Twister: You deal 10 air damage to the target, and
they suffer dazed.