KING

Invoker

Twice the ready spells of a wizard and no way to change them. Heritage, arcane, and throne abilities split the tree three ways.

Core Mechanic: PATRON SYSTEM

Invokers draw power from a patron, a mighty being whose essence flows through you. This patron might be currently active or an ancestor from the distant past. In either case, they have imparted an irrevocable power unto you. Your magic is raw and intuitive, granted directly rather than learned from books.

Casting Stat: Heart

When you invest in the Invoker tree, you cast spells using your Heart stat:

  • In combat: Spells just work with no check, only disruption when damaged
  • Out of combat: Ability Test (d20 + Heart die + Tier vs DC). Fail allows stamina buyout
  • Spell saves: Target rolls saving throw (dice pool)

Stamina Pool: See core Stamina rules. Invoker uses Heart as primary stat.

Disruption (Combat Only): If damaged after declaring but before your turn, make an Ability Test (d20 + Heart die + Tier) vs DC based on spell tier: DC 11/13/15/17/19 for Tier 1-5. Fail = spend 1 stamina to maintain, or spell is lost.

PATRON'S WRATH (Disruption Recovery): When your spell is disrupted and lost, your patron's anger lashes out. One enemy who damaged you within 30 feet takes your Heart die + Tier damage (no save). Your patron protects their investment. Those who interrupt your magic feel divine displeasure.

Spell Access: Invokers cast from the Arcane spell list. Unlike Wizards, you don't maintain a spellbook. Your patron grants you direct access to specific spells.

Spells Known:

  • Initial ability grants 5 spells
  • Deed abilities (grant new deeds) give 3 spells each
  • Other abilities give 2 spells each
  • All known spells are always available with no preparation needed

The Trade-off: Wizards can learn unlimited spells but prepare only Mind mod + Tier. Invokers have twice the ready spells but can never change their selection.

Tier Access:

  • Levels 1-2: Tier 1 spells
  • Levels 3-4: Tier 2 spells
  • Levels 5-7: Tier 3 spells
  • Level 8+: Tier 4 spells
  • Level 12: Tier 5 spells

Patron's Will (Invoker Deeds)

Invokers channel raw power through their patron's nature. These deeds represent letting that power flow more freely with less refined than a wizard's precision, but potent. Using a deed requires a check: roll stat dice + Tier dice, needing [Tier] successes.

Starting Deeds: SURGE, BURN (gained with Heritage Awakening)

DeedEffect
SURGEPush more power through to increase effect by one tier at +1 Stamina cost. Raw amplification.
BURNCollapse duration to instant for maximum intensity. Everything that would happen over time, now.
CHANNELLet your patron guide the spell. You choose target and tier; patron's personality shapes the result.
UNLEASHRemove targeting limits. The spell affects everything: allies, enemies, yourself. Pure power, no discrimination.
ECHOThe effect persists or repeats. Flames linger, cold spreads, your patron's mark remains.
MANIFESTYour patron briefly appears (a shadow, a voice, an impression of presence. Witnesses know who you serve.
SEARLeave permanent arcane mark on target or location. Your patron claims what you touch.
OVERWHELMBypass resistances and immunities through sheer force. Your patron's power recognizes no barriers.

Invoker Abilities (12 Total)

Choose abilities in any order. Requirements listed where applicable.

Mystic Level: Your Invoker level = number of Invoker abilities purchased (1-12)

Ability Categories:

  • Heritage (4): Your connection to your patron
  • Arcane (4): Harnessing inherited magical techniques
  • Throne (4): Championing your principle

Heritage Abilities

1

Heritage Awakening

HERITAGE Initial - 1m + 1s

Required: Must be your first Invoker ability.

Something vast stirs in your blood. You've always been different: the way animals watch you too long, the way magic bends toward you unbidden, the way strangers sense something behind your eyes.

Choose your Throne and name your Patron. Your spell list forms from your patron's nature.

Passive - Patron's Blood: You carry undeniable proof of your patronage.

Passive - Throne's Favor: Your moral principle grants you insight (see Throne list below).

Throne List:

  • Justice: Sense lies (cold weight in chest)
  • Vigilance: Cannot be surprised while conscious
  • Necessity: Ask GM which of two bad options causes fewer deaths
  • Liberation: Slip free of non-magical bindings in 10 minutes
  • Duty: Know if protected person is in mortal danger
  • Faith: Cannot be compelled to doubt beliefs
  • Honor: Both parties know instantly if word is broken
  • Zeal: Need half as much sleep
  • Discovery: Once/day, sense direction of most interesting thing in new location
  • Conquest: Defeated foes are more cooperative on next meeting
  • Redemption: Sense genuine remorse in others
  • Innovation: Understand what's wrong with broken objects
  • Beauty: Perceive illusions and forgeries
  • Nature: Animals understand your intent
  • Home: Always know direction to designated Home
  • Tradition: Touch old objects to glimpse significant moments

Starting Deeds: You know SURGE and BURN.

Learn: 5 spells

2

Patron's Mark

HERITAGE 1m + 1s

You bear your patron's symbol, and you can share it with others.

Passive: You have a mark on your body. Creatures loyal to your patron recognize it instantly.

Action: Brand (1 Stamina) - Mark a creature or object. You always know its direction within 1 mile. Creatures loyal to your patron's Throne won't harm it. Maintain up to Heart modifier marks.

Learn: 2 spells. Choose 1 Patron's Will from the list.

3

Patron's Whisper

HERITAGE 1m + 1s

Requires: 4+ Invoker abilities.

Your patron's voice reaches you across the distance. Sometimes you hear it in dreams.

Passive: Once per day, your patron sends you a warning, hint, or cryptic message (GM decides).

Action: Commune (2 Stamina) - Reach out to your patron with a question. They may answer clearly, cryptically, or remain silent.

Learn: 2 spells

4

Patron's Vessel

HERITAGE 1m + 1s

Requires: 8+ Invoker abilities.

Your patron can act through you. You become an extension of their will.

Maneuver: Channel Patron (6 Stamina) - For 1 minute: Size becomes Large (optional), take on patron's characteristics, spells cast one tier higher, patron's loyal creatures obey you, opposing creatures must save or be frightened. Afterward: Exhausted until you rest.

Learn: 2 spells. Choose 1 Patron's Will from the list.

Arcane Heritage Abilities

Your patron's bloodline carries echoes of ancient magical traditions.

5

Wand Wielder

ARCANE 1m + 1s

Your patron's power resonates with stored magic. Wands recognize you as worthy.

Passive: Use wands as a Wizard. Ability Test (d20 + Heart die + Tier) vs DC 10 + spell tier.

Active (1 Stamina) - Auto-succeed on wand Ability Test.

Learn: 2 spells

6

Scroll Savant

ARCANE 1m + 1s

Requires: 4+ Invoker abilities.

Written magic speaks to your blood.

Passive: Add Tier to scroll damage/healing. Can read magical script.

Action: Preserve (2 Stamina) - After using a scroll, Heart test (DC 12 + tier). Success: scroll returns after 1 hour.

Learn: 2 spells. Choose 1 Patron's Will from the list.

7

Stolen Interpretations

ARCANE 1m + 1s

Requires: 4+ Invoker abilities.

Your patron's lineage includes wizards. Their techniques echo in your blood.

Passive: Choose one wizard interpretation you may apply to Invoker spells.

Learn: 2 spells

8

Arcane Reservoir

ARCANE 1m + 1s

Requires: 6+ Invoker abilities.

Your patron's power can be stored and released in controlled bursts.

Passive: After each rest, you have an arcane stamina reservoir with a number of points equal to your Tier. Spend as Stamina for spells/magic items only.

Drain Wand - During a recovery, destroy a SINGLE wand to gain Reservoir equal to its tier. This drained magic will last until your next recovery, increasing your resvoir above its maximum.

Learn: 2 spells. Choose 1 Patron's Will from the list.

Throne Abilities

9

Moral Compass

THRONE 1m + 1s

Your principle guides you to friend and foe.

Passive: Spend 1 action to sense if creature shares your Throne, opposes it, or is neutral.

Action: Seek Opposition (1 Stamina) - For 1 hour, know direction to nearest creature serving an opposing Crown (within 1 mile).

Learn: 2 spells

10

Principled Presence

THRONE 1m + 1s

Your Throne radiates from you. People sense your moral weight before you speak.

Passive: Creatures sharing your Throne are extremely favorable. Opposing Crown servants are nearly hostile.

Action: Overwhelming Presence (2 Stamina) - For 1 minute: allies within 30 feet have advantage vs fear/charm/control. Opposing Crown servants in 30 feet must save or have disadvantage on attacks/checks.

Learn: 2 spells. Choose 1 Patron's Will from the list.

11

Throne Empowerment

THRONE 1m + 1s

Requires: 4+ Invoker abilities.

Your principle and your magic are one.

Passive: Spend Stamina instead of Fate points for Throne abilities (1:1).

Action: Bless (1 Stamina) - When someone acts in accordance with your Throne, touch them: advantage on next related check. Once per creature per day.

Learn: 2 spells

12

Invoke Opposition

THRONE 1m + 1s

Requires: 6+ Invoker abilities.

Turn the servants of darkness against themselves.

Action: Invoke (3 Stamina) - Target opposing Crown servant within 60 feet. They save or suffer one (your choice):

  • Paralysis: Cannot act for 1 round
  • Confession: Must speak their greatest violation of their Crown's tenets
  • Reversal: For 1 minute, acts as if they held YOUR Throne (GM interprets)

Learn: 2 spells. Choose 1 Patron's Will from the list.

Invoker Ultimates

1st Ultimate (Free at 4 abilities)

Choose one:

A. Patron's Favor

Your patron grants you a unique gift. Work with your GM to determine what. It should reflect your patron's nature.

B. Spell Mastery

Gain access to 5 more spells.

C. Throne's Champion

Passive: Your Throne abilities cost 1 less Fate point to activate (minimum 0 for the first use each combat). Additionally, your Throne's Favor passive becomes more potent (GM adjudicates).


2nd Ultimate (Free at 8 abilities)

Choose one:

A. Patron's Servants

You can spend 3 Stamina to summon a minor creature loyal to your patron (GM determines stats, roughly a Minor of half your Tier, rounded up). It serves you for 1 hour or until destroyed. You can have one such servant at a time.

B. Principled Sovereign

Creatures who share your Throne treat you as a leader by default. When you give commands aligned with your shared principle, they must save to refuse. This doesn't work on creatures of a higher Tier than you.

C. Arcane Prodigy

Your Reservoir doubles in size. When you use a wand or scroll, you may choose to pay from your Reservoir first. Additionally, you gain one additional wizard interpretation of your choice (from those available to Stolen Interpretations).


3rd Ultimate (Free at 12 abilities)

Choose one:

A. Patron's Heir

Creatures of your patron's Throne treat you as they would treat your patron. You can command minor creatures of that Throne without question. Major creatures will negotiate with you as an equal.

B. Living Principle

When you die championing your Throne, you don't simply pass on. You become a minor spirit of your principle, able to be summoned by anyone who shares your Throne to provide guidance once per day for 1 minute. Your legacy continues.

C. Vessel of Power

When you use Channel Patron, you no longer become Exhausted afterward.


Total at 12 abilities: 27 spells known (plus 3 per deed ability taken), Patron connection abilities, Arcane heritage powers, Throne powers, 3 Ultimates
Power Fantasy: Channel divine heritage through arcane mastery and moral conviction, a living vessel of your patron's will