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.