Before the advent of controlling one’s own flow, the Fibblans learned to control the flow around them. Invocations invented in ancient times drew upon the forces of nature, which by proxy drew upon the sealed powers of the goddess Flow herself. Although most invocations were invented for pure convenience, some invocations were created for more battle-oriented purposes. Since these invocations called forth power from an external force and not the innate energies of an individual, even those without the trained ability to manipulate their flow are capable of casting invocations. In spite of this, most common folk are only capable of learning the simpler convenience invocations. Considering the caster’s body is used as the catalyst in which the power of the invocation is channeled through, an individual requires greater might and fortitude to use more powerful invocations, which most common people would not train to have. However, in modern times where one would train their self to manipulate their flow, casting these ancient invocations could become second nature if given the time to learn them.
The biggest advantage of invocations is that, much like daily skills, the caster may use them even if their flow pool has been exhausted. The caster also does not need to be holding any sort of weapon to cast an invocation since the body is the catalyst instead of an object. However, this is not to say it doesn’t have its disadvantages. Since the caster is using their own body as a catalyst to call upon external forces, they will become immediately fatigued by the invocation upon use. In addition, more powerful invocations require lengthy incantations that will leave the caster vulnerable to attack while they chant. Ironically, individuals with great stamina and vitality are more suited to casting invocations than those who strictly focused on increasing their spiritual might. However, they are capable of increasing the potency of some invocations by adding in their own flow. Ideally, those who have large flow pools in addition to high stamina can draw out the most power from their invocations.
Invocations come in two parts: the incantation and the power phrase. An incantation is a series of sentences that request the power for an invocation, while the power phrase is what actually activates the invocation. While invocations have ancient names, they have been given modernized names. For this reason, power phrases must be spoken with intent, so that invocations are not accidentally cast. Not every invocation has an incantation, but all invocations have a power phrase. If an invocation does not have an incantation, the player only needs to say the power phrase aloud to cast it successfully. If a invocation does have an incantation, the player may choose to recite the incantation for a Full Cast, or elect to skip the incantation for a Short Cast. By choosing the Full Cast, the player gains the full potency of an invocation by subjecting their self to reciting the incantation for one or more rounds. By choosing the Short Cast, the player may immediately say the power phrase aloud to quickly cast an invocation at the cost of reducing the invocation’s potency, increasing their fatigue, or both. Players must spend their entire Action Phase reciting an incantation or performing an invocation. Some simpler invocations, however, can be cast as a Quick Action. Upon casting an invocation, the player’s fatigue is immediately increased, and they are subject to any harmful effects for having high fatigue.
Since all invocations call upon the forces of nature, they are categorized into the seven elements that they originate from. Fire, Wind, Lightning, Earth, Water, and Holy invocations call upon the sealed powers of the goddess Flow. Dark invocations, on the other hand, are extremely dangerous and risky spells that call upon the powers of the imprisoned spirit of Jarr, the Dragon of Tragedy. Although dark invocations are considered the most powerful of all invocations, attempting to channel the power of the dragon’s spirit from the Depths can cause the invocation to backfire on the caster even when properly performed. While dark invocations were once used to defeat monsters created by the Great Shadow in ancient times, they are now considered taboo in modern society. Each category of invocations is further separated into three tiers. The first tier of invocations is available at level 1 while the second and third tiers are available at levels 5 and 10 respectively.
Although a player’s character may certainly carry around some sort of book with them to recite invocations from, the character can commit an invocation to memory so they can recite the invocation whenever they want. Similarly to learning class skills from training scrolls, the player’s character can study a 1st tier invocation for an hour each day for 3 days, a 2nd tier invocation for 5 days, and a 3rd tier invocation for 7 days to commit the invocation to memory. While 1st tier invocations are commonly found in most institutes, 2nd and 3rd tier invocations are much rarer to find. However, if a player can demonstrate to the GM that they can recite the incantation, ancient power phrase, and modern power phrase of an invocation without looking, then the GM will allow the player’s character to commit that invocation to memory.
As a final note, since these invocations borrow their power from an external force, a character’s attributes do not affect the potency of the spell. Only some invocations are empowered by adding one’s flow to the spell, but follow their own rules in doing so. A full list of the invocations can be found near the end of this guide.