Invocations

Invocations
An invocation takes at least 1 round to cast, They require a spell caster who knows the invocation to begin the spell at which point any number of other spell casters can join, Each spell caster may contribute energy to the spell equal to their skill in the relevant spheres each round, as soon as the total is met the spell takes effect.

Casters cannot move while casting an invocation and any melee attack that strikes the primary caster between the time they start and the time the last point of energy is added will disrupt the spell and cancel it.

Invocations are loud and bright with energy spinning around the caster and as such are VERY obvious to anyone within audible or visual range

Sphere of Safety
Range: 5 hexes

'''Energy: 20 Abjuration, 20 Elemental'''

'''Area of effect: 1 Target'''

'''Duration: 1 Round per Highest rank in Abjuration'''

Save/Defence: Mind DC 10 + Abjuration if unwilling

Resistance: None

This spell creates a glowing sphere of protective energy around your target, any offensive rolls made in or out of the sphere get a penalty equal to the highest abjuration rank among the casters, This penalty applies to To Hit checks and Damage checks.

Simoon
'''Range: 1 Hex per evocation rank'''

'''Energy: 20 Evocation, 10 Pyromancy, 10 Aeromancy'''

Area of effect: up to 1 Hex radius per evocation rank

Duration: Instant

'''Save/Defence: Reflex DC 10+evocation for half'''

Resistance: Fire or Air whichever is higher

This spell creates a roiling inferno of air stoked flames, this spell deals 1D6 per rank the primary caster has in evocation to anyone caught in the blast

Permashift
'''Range: 1 Hex per transmutation rank'''

'''Energy: 20 Transmutation, 20 of the element being made permanent'''

Area of effect: up to 1 Hex radius per evocation rank

Duration: Permanent

Save/Defence: None

Resistance: N/A

This spell will make any transmuted elemental shift permanent, the spell targeted must be in effect at the time of the permashift.

Diviners Insight
Range: Touch

'''Energy: 20 Divination, 20 elemental'''

Area of effect: one item

Duration: Instant

Save/Defence: None

Resistance: N/A

This spell reveals the exact nature of the enemy you are facing, For a single round you may discover the creatures AC, DR, To hit, Damage, Resistances and Saving throws, You also discover any special abilities the creature has.

The Weapon of Hues
Range: Touch

'''Energy: 20 Enchantment, 10 Pyromancy, 10 Aeromancy, 10 Cryomancy, 10 Geomancy, 10 Shadow, 10 Illumancy'''

'''Area of effect: One Weapon'''

'''Duration: 1 strike per primary casters skill in enchantment within 1 round per skill in enchantment'''

Save/Defence: None

Resistance: All

This spell Infuses a weapon with the properties of all the basic elements, when an enemy is hit with it they will suffer an additional 1D6 damage from fire, water, Air, Earth, Shadow and Radiance, each element is rolled separately and each is reduced by resistance.

Bound Summoning
'''Range: 1 hex per conjuration rank'''

'''Energy: 40 Conjuration'''

Area of effect: N/A

Duration: Instant

Save/Defence: N/A

Resistance: N/A

This spell will bind a living creature with 0 or less HP into a figurine that can be used to summon it in the future to fight for you in combat, The creature must make a Soul save with DC equal to 15 + the primary casters skill in conjuration to avoid being bound to the figurine, this effect is single use as they figurine is destroyed in the summoning.

Simulation
Range: Special

'''Energy: 20 Illusion, 20 Elemental'''

Area of effect: Special

'''Duration: 1 round per Illusion rank'''

'''Save/Defence: Perception to see through '''

'''Resistance: Target must elect to make a perception check'''

Create an illusionary copy of yourself with all the same abilities, This simulation can take all the same actions you can but can only deal non-lethal damage, If your target makes a perception check they may realise that the double is an illusion and ignore all damage from it, You may direct your double however you see fit