Lay Power : Ritual Power : Cosmic Power : Common Lay Invocations : Sect Invocations : Good Invocations : Neutral Invocations : Evil Invocations

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Neutral Sphere Invocations

Below you will find a list of all of the Neutral Sphere invocations for reference. If you are a player you should refer to the sect page for your character to see which invocations are available to you and how to obtain them.

Invocation List

Arm of Might 6 - 8, 9 Goodberry 6 - 8, 9 - 10 Power Meld 1 - 5, 6 - 8, 9
Assault of the Valley 9 - 10 Guardian Spirit 6 - 8, 9 - 10 Power Weapon 1, 3, 5, 6 - 8
Balanced Ground 9 Halt 1 - 8 Protection from Elements 1 - 8
Bark Skin 1 - 8 Hammerhand 6 - 8, 9 - 10 Regenerate 5
Bone Break 8 Hierophant's Protection 9 - 10 Sanctify Grove 9
Commune 3, 5, 6, 7, 8 Instant Meditation 7, 8, 9 - 10 Shillelagh 6 - 8, 9
Control Lesser Undead 5 Invoke Sphere 5 Speed Heal 4
Control Greater Undead 8 Ironwood Skin 9 - 10 Speed Meditation 6
Control Undead 9 Mass Entangle 6 Spirit Shield 5
Cure Wounds 1 - 8, 9 Mass Trip 5 Spiritual Balance 7, 8, 9
Detect Power 1 Master of the Spheres 9 - 10 Totem 6
Discern Nature of Undead 2 Meditate 1, 3 Transmute Weapons to Wood 8
Double Strength 6 Mighty Blows 3, 5 Trip 1, 2
Enduring Spirit 5, 6 Natures Healing 6, 9, 10 Turn Wood 6 - 8
Enhanced Reflexes 2, 4 6 - 8, 9 - 10 Obscurement 1, 3, 5, 7, 9 Voice of Command 9
Ensnare 7, 8, 9 Power Blows 6 - 8 Warp Shield 6
Entangle 3, 4 Power Hammer 1 - 8, 9 - 10

Invocation Descriptions

Arm of Might 6 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description This invocation increases the caster's physical damage with melee weapons by a number of ranks as shown below.

Rank Physical Damage Increase
6 +1
7 +2
8 +3

The maximum damage that may be achieved through the use of this invocation is quartz.

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Arm of Might 9

Range Self Only

Duration Special

Extendable? N/A

Description This invocation allows the High Priest to store one Arm of Might invocation of rank 6 - 8 within their body for release upon the utterance of a specific trigger phrase (such as "Weapon of Power to my hand!") without the need for the usual ritual or being invoked.

The Arm of Might 6 - 8 is cast as part of the ceremony required to cast the Arm of Might 9. The High Priest will be out between 15 and 17 power whilst the Arm of Might 9 is in effect (9 for the Arm of Might 9 and between 6 and 8 for the stored Arm of Might 6 - 8). Once the Rank 6 - 8 Arm of Might is released all power may be restored normally.

A character may only have a single Rank 9 Arm of Might invocation in effect at a time.

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Assault of the Valley 9, 10

Range Self Only

Duration Special

Extendable? N/A

Description The High Priest calls upon the Power of the Neutral Sphere to enhance the combat potential of him and his allies.

Assault of the Valley remains in effect (and the power out) until triggered through the use of a specific command phrase (such as "For the Valley!") or until the caster is slain. It provides no benefit until triggered. The triggering of this invocation should take the form of a short inspiring speech or some other role playing to show that the High Priest is encouraging his fellows to greater deeds.

At Rank 9 once triggered Assault of the Valley increase the physical damage of all characters who were within 20 ft. of the caster at the time of triggering by one rank, to a maximum of Quartz, for 15 minutes.

At Rank 10 once triggered Assault of the Valley increase the physical damage of all characters who were within 20 ft. of the caster at the time of triggering by two ranks, to a maximum of Quartz, or one rank, to a maximum of Sept (at the recipients choice), for 15 minutes.

Once 15 minutes have passed from the triggering of the invocation the Assault of the Valley ceases to be in effect.

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Balanced Ground 9

Range Touch

Duration Special

Extendable? N/A

Description This invocation allows the High Priest casting it to dedicate an area of ground to his Sphere. The area in question should be marked by a casting mat and ritual components covering an area no smaller than a 6 ft. diameter circle. The components in question should be checked with the player referee, at the start of the adventure, to ensure that they meet the minimum requirements for cosmic casting. Once set up this casting area cannot be disturbed by anyone other than the caster who can only remove it by releasing the invocation.

The Balanced area allows the High Priest to cast further cosmic invocations within it. This is the only way in which Cosmic invocations can be cast away from the Sect's ceremony areas situated outside of the Towers.

In order to cast a cosmic invocation the High Priest must first invoke within the Balanced area (requiring 5 minutes and their normal casting kit) followed by a 15 minute ritual dedicated to the cosmic invocation they are attempting to cast. No time reduction will be made on these castings as excellent casting kit and vocals are required for Cosmic Invocations.

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Bark Skin 6 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description The casters skin becomes as hard as wood granting the following physical armour class:

Rank Physical Armour Class
1 2
2 4
3 6
4 8
5 10
6 12
7 14
8 16

The protection afforded by a Bark Skin will stack with armoured dexterity to provide improved protection. It will not combine with the protection of physical armour but the recipient will gain the benefit of the higher physical armour class provided by either the physical armour plus skills, or the Bark Skin. Bark Skin will render unarmoured dexterity unusable. The recipient gains only the armour class of the Bark Skin, even if your dexterity would have normally provided a higher armour class.

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Bone Break 8

Range Self Only

Duration 15 Minutes or until used

Extendable? No

Description This invocation fills the caster with the power to crush limbs with a single blow. Within the duration of the invocation the caster may perform one Bone Break with a weapon wielded in both hands. In order to use such a Bone Break the caster must call upon the Neutral Sphere with an appropriate shout, such as "For the Sphere!", before the blow is struck. Should the blow miss or be parried then the Bone Break is wasted. If the blow strikes one of the target's limbs (head or body do not count) the caster should call "Bone Break". instead of their usual damage.

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Commune 2, 5

Range Special

Duration Special

Extendable? N/A

Description The caster petitions the Sphere for knowledge of a particular empowered item and its abilities.

This invocation takes 5 minutes to cast, which must be accompanied by a small ceremony. The item being examined must remain with the caster for the duration of the invocation. After 5 minutes have passed the Sphere will have heard the caster's request and will respond in time and the caster will learn something of the objects abilities (Referee's Discretion). This will usually be at the next appropriate time out. This invocation only works on empowered items, mundane and ensorcelled items are not affected.

The Rank 5 version of the Invocation works in the same way but allows the caster to Commune with up to 5 items at the same time. Each item must be in the caster's possession for the duration of the casting.

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Commune 6

Range 20ft

Duration Special

Extendable? N/A

Description This invocation allows the caster to commune with an empowered item in the same way as the Rank 2 Commune invocation with the exception that the caster can Commune with one item without touching or examining it provided that the item remains within 20ft of the caster for the duration of the casting time.

This invocation may not be cast at vocal length through the use of the Invoke Sphere invocation.

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Commune 7

Range Touch

Duration Special

Extendable? N/A

Description This invocation works in the same way as the Rank 2 Commune Invocation with the exception that it will reveal more information about the item and will function on more unusual or powerful items. For example a Rank 2 Commune Invocation may reveal that a ring contains three charges of Cause Mortal Wounds. Commune 7 on the same item may reveal that it is also a ritual component for a ceremony to control a Greater Spirit of Harm. A Rank 2 Commune may reveal that an item is called "The Hand of Doom" whilst a Rank 7 Commune may reveal what that actually means. Commune 7 only works on Empowered and mundane items; it has no effect upon ensorcelled items.

This invocation may not be cast at vocal length through the use of the Invoke Sphere invocation.

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Commune 8

Range Special

Duration Special

Extendable? N/A

Description This invocation works in the same way as the Rank 2 Commune Invocation with the exception that it is cast to learn more about a specific individual rather than an item. In order to cast a Commune 8 the caster must either have a personal object belonging to the individual they wish to investigate, part of the target's body (hair, blood, limb etc.) or must remain within 20ft of the target for the duration of the casting. The caster should focus on what aspect of the individual they wish to evaluate, such as their skill-at-arms or their approximate rank. This invocation does not read minds so a target's thoughts cannot be determined. As with all Commune invocations the information will be imparted to the caster during an appropriate time out, the caster should not ask the target or anyone else for an immediate answer.

This invocation may not be cast at vocal length through the use of the Invoke Sphere invocation.

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Control Lesser Undead 5

Range 20 ft

Duration 15 Minutes

Extendable? N/A

Description This invocation allows the caster to take control of a single lesser undead. The undead will follow commands given to it, but its ability to follow such instructions will depend on its intelligence. Simple undead will follow commands to the letter.

The name of the type of undead to be controlled (as normally revealed by the invocation Discern Undead) must be included in the vocals of this invocation. Only Lesser Undead may be controlled as a result of this invocation, Greater and Unique Undead are unaffected.

After the duration of the invocation has expired, control reverts to the necromancer responsible for raising the undead, unless another previous control is still running. Control of the Undead goes to the caster who cast the last control invocation still in operation.

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Control Greater Undead 8

Range 20 ft.

Duration 15 Minutes

Extendable? No

Description This invocation allows the caster to take control of a single Lesser or Greater Undead. The undead will follow commands given to it, however greater undead are more intelligent than lesser and will try to cause havoc if allowed to, via poor wording of commands. Greater undead will not obey a direct order to destroy themselves.

The name of the type of undead to be controlled (as normally revealed by the invocation Discern Undead) must be included in the vocals of this invocation. Only Lesser or Greater Undead may be controlled as a result of this invocation, Unique Undead are unaffected.

After the duration of the invocation has expired, control reverts to the necromancer responsible for raising the undead, unless another previous control is still running. Control of the Undead goes to the caster who cast the last control invocation still in operation.

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Control Undead 9

Range Self Only

Duration Special

Extendable? N/A

Description This invocation allows the High Priest to store one rank 8 Control Greater Undead invocation within their body for release upon the utterance of a specific trigger phrase (such as "Creature of Unlife you are mine to command") without the need for the usual ritual or being invoked.

The Control Greater Undead 8 is cast as part of the ceremony required to cast the Control Undead 9. The High Priest will be out 17 power whilst the Control Undead 9 is in effect (9 for the Rank 9 and 8 for the stored Control Greater Undead). Once the Rank 8 Control Greater Undead is released all 17 power may be restored normally.

A character may only have a single Rank 9 Control Undead invocation in effect at a time.

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Cure Wounds 1 - 8

Range Touch

Duration Instant

Extendable? N/A

Description The caster calls upon the Neutral Sphere to cure his wounds. Cure Wounds will restore the following amount of lost life up to the targets usual maximum.

Rank Player Life Restored (per Hand) Monster Hits Restored
1 6 2
2 12 (6) 4
3 18 (9) 6
4 24 (12) 8
5 30 (15) 10
6 50 (25) 30
7 100 (50) 50
8 150 (75) 70

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Cure Wounds 9

Range Self Only

Duration Special

Extendable? N/A

Description This invocation allows the High Priest to store one rank 8 Cure Wounds invocation within their body for release upon the utterance of a specific trigger phrase (such as "Neutral Sphere I call thee, let your Power show!") without the need for the usual ritual or being invoked.

The Cure Wounds 8 is cast as part of the ceremony required to cast the Cure Wounds 9. The High Priest will be out 17 power whilst the Cure Wounds 9 is in effect (9 for the Cure Wounds 9 and 8 for the stored Cure Wounds 8). Once the Rank 8 Cure Wounds is released all 17 power may be restored normally.

A character may only have a single Rank 9 Cure Wounds invocation in effect at a time.

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Detect Power 1

Duration Instant

Range 20 ft. diameter circle, centred on the caster

Extendable? No

Description This invocation reveals the presence of all power within 10 ft. of the caster. This includes items hidden behind other objects, or even behind or in other power items. It does not reveal innate power contained in living creatures.

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Discern Nature of Undead 2

Duration Instant

Range 20 ft.

Extendable? No

Description This invocation informs the caster as to the nature and power level of a single targeted undead.

The power level of the creature will return as "Lesser", "Greater" or nothing indicating that the undead is unusual indeed. This will be followed by the creatures name or type so a full response may be "Lesser Ghoul", "Greater Skeletal Warrior" or simply "Death Knight". The Creatures name will often give some indication of it's abilities (Ghouls often use paralysis and Skeletons can only be harmed with blunt weapons for example).

The rank of the creature is important in determining whether or not a particular Undead can be dismissed (See Dismiss Undead).

The invocation does not aid normal sight, and so can not be used to "find" an undead in the darkness.

If this invocation is targeted at a creature which is not Undead then the monster will respond "Not Undead".

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Double Strength 6

Range Self Only

Duration 15 Minutes

Extendable? No

Description This invocation grants the caster the Double Strength Skill for the duration of the invocation.

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Enduring Spirit 5, 6

Range Self Only (5), Touch (6)

Duration 15 Minutes

Extendable? No

Description This invocation protects the last point of Power with the recipients body from being taken from him by outside forces. For example if the recipient of an Enduring Spirit had eight power within his body and was hit with a Power Drain 16 he would lose seven power rather than all eight as the Enduring Spirit would preserve the last point. This prevents the recipient from being knocked unconcious by any effect that would drain or steal his power but does not protect him from overcasting.

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Enhanced Reflexes 2, 4, 6 - 8

Range Touch (see below)

Duration 15 Minutes

Extendable? Yes

Description The caster summons the power of the Neutral Sphere to quicken their reflexes, granting them additional dexterity as shown below:

Rank Additional Dexterity Granted
2 +1
4 +2
6 +3
7 +4
8 +5

This additional dexterity will stack with either armoured or unarmoured dexterity but not with the additional dexterity provided by Enhanced Reflexes potions or other instances of the Enhanced Reflexes invocation. The caster may cast this invocation upon others at an effective rank no higher than 4.

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Enhanced Reflexes 9, 10

Range Self Only

Duration Special

Extendable? N/A

Description This invocation fills the caster with the power of the Neutral Sphere which fortifies any Enhanced Reflexes invocations cast by them.

At Rank 9 any Enhanced Reflexes invocation cast by the High Priest is increased in duration by a factor of four as if the invocation had been cast down a rank. For example an Enhanced Reflexes Rank 8 cast down to a 4 would last for 64 hours, rather than 16, if the caster had an Enhanced Reflexes 9 in effect.

At Rank 10 any Enhanced Reflexes invocation cast by the High Priest is increased in duration by a factor of four as if the invocation had been cast down a rank. This increase in duration stacks with that provided by a Enhanced Reflexes 9 if the High Priest has both in effect. For example a Enhanced Reflexes Rank 8 cast down to a 4 would last for 256 hours rather than 16 if the caster had both an Enhanced Reflexes 9 and 10 in effect.

Enhanced Reflexes 9 and 10 are effectively permanent and will only cease to be in effect if the caster releases the invocation or dies. The High Priest would be out 9 Power for a Rank 9 Enhanced Reflexes in effect or 19 if he had both the rank 9 and the rank 10 in effect.

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Ensnare 7, 8

Range Touch (7), 20 ft (8)

Duration 15 Minutes

Extendable? N/A

Description The caster summons quick growing vines to hold the target fast to the ground. The target may not move their feet and their dexterity is halved whilst they are affected by the Ensnare.

If the target has "Double Strength" then they may pull out of the Ensnare at the rate of five seconds for each foot stuck to the floor. Even if the target's hands, or any other part of their body, are touching the ground only the feet are affected. See the skills descriptions page for further details on Double Strength.

It is not uncommon to see undead creatures pulling out of Ensnares even if they lack double strength; this is because the Undead feel no pain and are willing to leave parts of their bodies behind if required. Ensnare may only be cast on targets outside. It will have no effect within a building of any sort.

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Ensnare 9

Range Self Only

Duration Special

Extendable? N/A

Description This invocation allows the Hierophant to store one rank 7 Ensnare invocation within their body for release upon the utterance of a specific trigger phrase (such as "Nature I call thee, take him in your grasp!") without the need for the usual ritual or being invoked.

The Ensnare 7 is cast as part of the ceremony required to cast the Ensnare 9. The Hierophant will be out 16 power whilst the Ensnare 9 is in effect (9 for the rank 9 and 7 for the stored Ensnare). Once the Rank 7 Ensnare is released all 16 power may be restored normally.

A character may only have a single Rank 9 Ensnare invocation in effect at a time.

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Entangle 3, 4

Range Touch (3), 20 ft (4)

Duration 15 Minutes

Extendable? No

Description The caster summons quick growing vines to hold the target fast to the ground. The target may not move their feet and their dexterity is halved whilst they are affected by the Entangle.

If the target has "Strength" then they may pull out of the Entangle at the rate of five seconds for each foot stuck to the floor. Even if the target's hands, or any other part of their body, are touching the ground only the feet are affected. See the skills descriptions page for further details on Strength.

It is not uncommon to see undead creatures pulling out of Entangles even if they lack strength; this is because the Undead feel no pain and are willing to leave parts of their bodies behind if required. Entangle may only be cast on targets outside. It will have no effect within a building of any sort.

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Goodberry 6 - 8

Range Touch

Duration 15 Minutes

Extendable? Yes

Description The caster encourages the plants around where he casts to sprout berries which, when consumed, will cure injuries. Each berry will cure 48 points of player life damage when consumed. The amount of berries produced varies with the rank of the invocation as shown below:

Rank Berries Produced
6 1
7 2
8 3

The summoned berries may be consumed at any time within the next fifteen minutes. The caster must provide an appropriate physical representation of the berries (such as grapes). The caster may choose to extend the invocation as normal; a Rank 8 Goodberry cast to an effective Rank 6 would produce 1 berry with a duration of 4 hours for example. Goodberry may only be cast outside in an area containing natural foliage such as plants, shrubs and trees (grass alone is not enough). It may never be cast in buildings.

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Goodberry 9, 10

Range Touch

Duration Special

Extendable? N/A

Description The caster encourages the plants around where he casts to sprout a berry which, when consumed, will cure injuries. The berry will cure 150 points of player life damage when consumed.

The summoned berry may be consumed at any time and will remain in effect until the caster releases the invocation or is slain. The caster must provide an appropriate physical representation of the berries (such as grapes).

Goodberry 10 has the same effect as Goodberry 9. You may only have one Cosmic Goodberry of each rank out at a time.

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Guardian Spirit 6 - 8

Range Other Only

Duration 15 Minutes

Extendable? Yes

Description Through the use of this invocation the caster summons a protective spirit over the recipient. If the recipient is injured to the point of death (below 0 life) then the spirit will preserve their life. Regardless of how badly injured they are they will only require tending by one person to revive them from the brink of death (see First Aid). Even effects that would normally kill a person outright (such as a Death invocation) would only reduce them to a dying state when under the effects of a Guardian Spirit. The Rank 7 and 8 versions of the invocation provide no additional benefits but do allow the invocation to be extended.

A Caster may only have a single Ritual Rank Guardian Spirit in effect at a time.

A Character may only gain the benefit from the Guardian Spirit invocation (of any rank) once per sleep period. A second instance of the Guardian Spirit invocation cast on a target in the same day will fail to take effect. A Guardian Spirit whose duration expires without being triggered does not count towards this limit.

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Guardian Spirit 9, 10

Range Touch

Duration Special

Extendable? N/A

Description Through the use of this invocation the caster summons a protective spirit over the recipient. If the recipient is injured to the point of death (below 0 life) then the spirit will preserve their life. This will put the character into the same state as though they had just been tended after they were dying.

Guardian Spirit 9 and 10 are effectively permanent until triggered or until the caster is slain.

A Character may only gain the benefit from the Guardian Spirit invocation (of any rank) once per sleep period. A second instance of the Guardian Spirit invocation cast on a target in the same day will fail to take effect. A Guardian Spirit whose duration expires without being triggered does not count towards this limit.

A Caster may only be out one Guardian Spirit of each rank 9 and 10.

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Halt 1 - 8

Range 20 ft

Duration 10 Seconds

Extendable? No

Description This invocation will immobilise a target for 10 seconds or until damaged. An affected target may not move, speak or perform any other action. Halt affects creatures of various ranks as shown below:

Rank Player Ranks Affected Monster Hits Affected
1 2 20
2 4 40
3 8 60
4 16 80
5 32 100
6 64 200
7 128 400
8 256 600

Halt is unusual in that it only requires 1 line of vocals ("Halt I command thee be still") to cast although if the invocation is being cast without the use of an Invoke Sphere invocation then the 15 minute casting time is still required.

Halt will affect Undead creatures normally.

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Hammerhand 6 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description This invocation increases the damage limit for spells and invocations (such as Arm of Might or Mighty Blows) from Quartz to Sept. The Rank 7 and 8 versions provide no additional benefits but do allow the invocation to be extended.

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Hammer Hand 9, 10

Range Self Only

Duration Special

Extendable? N/A

Description The High Priest becomes embodied with the essence of the Neutral Sphere allowing his fighting abilities to be further increased by invocations.

At Rank 9 Hammer Hand allows the character damage to be enhanced by invocations to a maximum damage of Sept rather than Quartz as is usually the case.

At Rank 10 Hammer Hand allows the characters damage to be enhanced by invocations to a maximum damage of Sept rather than Quartz as is usually the case. Should the caster have both a Hammer Hand 10 and a Hammer Hand of rank 6, 7, 8 or 9 in effect at the same time then the maximum damage achievable through the use of invocations is further increased to Oct.

Hammer Hand 9 and 10 will remain in effect until released or until the caster is slain.

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Hierophant's Protection 9, 10

Range Touch

Duration Special

Extendable? N/A

Description The Hierophant places the recipient under nature's protection providing them with increased physical resistance.

At Rank 9 Hierophant's Protection provides +1 Physical Armour Class which stacks with all other forms of Physical Armour Class.

At Rank 10 Hierophant's Protection provides +2 Physical Armour Class which stacks with all other forms of Physical Armour Class.

A character may only have a single Hierophant's Protection in effect at a time.

Hierophant's Protection is usually named after the caster, so becoming Piskey's Protection or similar. It is effectively permanent unless the caster releases the invocation or is slain. The caster is "out" the power used to cast the Hierophant's Protection until it ceases to be in effect.

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Instant Meditation 7, 8

Range Self Only (7), Touch (8)

Duration Instant

Extendable? N/A

Description At the completion of the casting of an Instant Meditation the caster recovers all of his Power to his usual maximum as if he had meditated normally. This counts as the character's use of the Meditate skill for that day. This invocation may be cast at Vocal Length using the Invoke Sphere invocation. When cast upon another at Rank 8 the recipient gains back half of their maximum Power total rather than all. This counts as the recipients use of the Meditate skill for that day.

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Instant Meditation 9, 10

Range Self Only

Duration Special

Extendable? N/A

Description At Rank 9 this invocation allows the High Priest to store one rank 7 Instant Meditation invocation within their body for release upon the utterance of a specific trigger phrase (such as "Spirit's of the Neutral Sphere fill this man!") without the need for the usual ritual or being invoked.

The Instant Meditation is cast as part of the ceremony required to cast the Instant Meditation 9. The High Priest will be out 16 power whilst the Instant Meditation 9 is in effect (9 for the rank 9 and 7 for the stored Instant Meditation). Once the Rank 7 Instant meditation is released all 16 power may be restored normally.

At Rank 10 this invocation allows the High Priest to store one rank 8 Instant Meditation invocation within their body for release upon the utterance of a specific trigger phrase (such as "Spirit's of the Neutral Sphere fill this man!") without the need for the usual ritual or being invoked. The Instant Meditation is cast as part of the ceremony required to cast the Instant Meditation 10. The High Priest will be out 18 power whilst the Instant Meditation 10 is in effect (10 for the rank 10 and 8 for the stored Instant Meditation). Once the Rank 8 Instant meditation is released all 18 power may be restored normally.

A character may only have a single Rank 9 Instant Meditation and a single Rank 10 Instant Meditation invocation in effect at a time, although you may have one of each Rank 9 and 10.

Invoke Sphere 5

Range Self Only

Duration 15 Minutes

Extendable? No

Description This invocation takes a full 5 minutes to cast and requires a consistent and appropriate ceremony to be performed centred upon a casting mat (see the high level casting page). Upon completion the caster has called directly on the Neutral Sphere for aid and so may cast a single Neutral Ritual Invocation, at normal use of power, using vocals only, without the normal 15 minutes casting time. The Ritual invocation must be cast within 15 minutes of the Invoke, and until it is cast no invocations from other Spheres can be cast nor can another Invoke Sphere be cast. The caster may only cast a Ritual Invocation that he is already capable of casting, no additional casting ability is granted by this invocation.

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Ironwood Skin 9, 10

Range Self Only

Duration Special

Extendable? N/A

Description This invocation fills the caster with the power of Nature, fortifying any Barkskin invocations cast by them.

At Rank 9 any Bark Skin invocation cast by the Hierophant is increased in duration by a factor of four as if the invocation had been cast down a rank. For example a Barkskin 8 cast down to a 5 would last for 64 hours, rather than 16, if the caster had an Ironwood Skin 9 in effect.

At Rank 10 any Barkskin cast by the Hierophant is increased in duration by a factor of four as if the invocation had been cast down a rank. This increase in duration stacks with that provided by Ironwood Skin 9 if the Hierophant has both in effect. For example a Barkskin Rank 8 cast down to a 5 would last for 256 hours rather than 16 if the caster had both Ironwood Skin 9 and 10 in effect.

Ironwood Skin is effectively permanent, it will only cease to be in effect if the caster releases it or dies. The Hierophant would be out 9 Power for a Rank 9 Ironwood Skin in effect or 19 if he had both the rank 9 and the rank 10 in effect.

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Mass Entangle 6

Range 20 ft long Cone, 90 degrees to the casters front

Duration 15 Minutes

Extendable? No

Description This spell has the same effect as the Rank 2 Entangle Invocations with the exception that it affects everyone in a cone 20ft long to the caster's front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.

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Mass Trip 5

Range 20ft long cone 90 degrees to the caster's front

Duration Instant

Extendable? No

Description This spell has exactly the same effect as the Trip Invocation with the exception that it affects everyone in a cone 20ft long to the casters front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.

Master of the Spheres 9, 10

Range Self Only

Duration Special

Extendable? N/A

Description The High Priest calls upon the Power of the Neutral Sphere to emulate invocations from the Good or Evil Spheres.

Master of the Spheres remains in effect (and the power out) until triggered through the use of a specific command phrase (such as "In Balance shall I prove Strength!") or until the caster is slain. It provides no benefit until triggered.

At Rank 9 once triggered the Master of the Spheres allows the High Priest to cast all of the Common Lay invocations of the Good or Evil Sphere (chosen at the time of triggering) as Neutral Sphere invocations. This effect lasts for 15 minutes at which point the Master of Spheres ceases to be in effect.

At Rank 10 once triggered the Master of the Spheres allows the High Priest to cast all of the common lay invocations of the Good or Evil Sphere (chosen at the time of triggering) as Neutral Sphere invocations. Furthermore if invoked in the Neutral Sphere the character may cast any one Ritual rank invocation from the Dark Path or White Path invocation lists as a Neutral Invocation. The casting of this Ritual invocation requires vocals as usual and uses up the Invoke Sphere. This effect lasts for 15 minutes at which point the Master of Spheres ceases to be in effect.

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Meditate 1, 3

Range Self Only (1), Touch (3)

Duration Instant

Extendable? No

Description This invocation will place a willing target into a meditative trance provided they have the Meditate skill. Once per day this invocation will allow a character with the Meditate skill to regain all of their power by remaining in a trance for 30 minutes.

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Mighty Blows 3, 5

Range Touch

Duration 15 Minutes or until used

Extendable? No

Description This spell will increases the physical damage dealt by the caster by +1 rank for 8 blows at rank 3 or 20 blows at rank 5. The caster should utter a distinctive shout prior to calling his damage to show that he is expending a use of the Mighty Blows, "Hunter!, Quad" for example. The maximum damage obtainable when using this spell is Quartz.

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Nature's Healing 6

Range Self Only (6), Touch (9)

Duration Special

Extendable? N/A

Description The caster becomes closer to the healing aspect of nature. Whenever the caster casts a Neutral Cure Wounds invocation of Rank 1 - 5 on himself, or another person with a Nature's Healing in effect, the Cure Wounds invocation will take effect as a Good Sphere Cure Wounds invocation of the same rank.

For example; a Druid with Nature's Healing casts a Cure Wounds 5 on himself which would normally cure 30 points of lost life. However because of Nature's Healing the invocation will have the same effect as a Cure Mortal Wounds (Good Sphere Cure Wounds Rank 5), curing back 48 points of damage instead. The same would be true if the cure was cast upon them by their Druid friend who also had Nature's Healing in effect.

Note that the cures do not become Good Sphere invocations; they merely have the same effect.

Nature's Healing is effectively permanant unless the caster releases the invocation, or is slain.

A Hierophant may only have one Nature's Healing of each rank 9 and 10 in effect at a time.

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Obscurement 1, 3, 5, 7

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description The casters summons Nature's protection to blend into the background becoming harder to hit with damaging effects. Obscurement provides additional physical, magical and power armour class as shown on the table below.

Rank Additional Armour Class
1 +1
3 +2
5 +3
7 +4

The armour class of Obscurement will stack with any other armour class regardless of source; except another Obscurement. Obscurement may only be cast outside in an area containing natural foliage such as plants, shrubs and trees (grass alone is not enough). It may never be cast in buildings.

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Obscurement 9

Range Self Only

Duration Special

Extendable? N/A

Description This invocation allows the Hierophant to store one rank 7 Obscurement invocation within their body for release upon the utterance of a specific trigger phrase (such as "Nature I call thee, grant me your protection!") without the need for the usual ritual or being invoked.

The Obscurement 7 is cast as part of the ceremony required to cast the Obscurement 9. The Hierophant will be out 16 power whilst the Obscurement 9 is in effect (9 for the rank 9 and 7 for the stored Obscurement). Once the Rank 7 Obscurement is released all 16 power may be restored normally.

A character may only have a single Rank 9 Obscurement invocation in effect at a time.

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Power Blows 6 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description This invocation increases the caster's power damage with weapons by a number of ranks as shown below.

Rank Power Damage Increased
6 +1
7 +2
8 +3

The maximum damage that may be achieved through the use of this invocation is Power Six.

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Power Hammer 1 - 8

Range 20 ft

Duration Instant

Extendable? No

Description The caster hurls an invisible missile of spiritual force at his target which strikes automatically for the damage shown below.

Rank Player Life Damage Monster Hits Inflicted
1 5 1
2 10 3
3 15 9
4 20 12
5 25 15
6 50 40
7 60 50
8 70 60

The damage from a Power Hammer is reduced by Power Armour Class only. Dexterity does not reduce the damage from a Power Hammer.

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Power Hammer 9 - 10

Range Self Only

Duration Special

Extendable? N/A

Description The High Priest calls upon the Power of the Neutral Sphere to aid him in smiting his enemies.

Power Hammer 9 remains in effect (and the power out) until triggered through the use of a specific command phrase (such as "I call forth the Power of the Hammer!") or until the caster is slain. It provides no benefit until triggered.

At Rank 9 once triggered the Power Hammer allows the High Priest to cast rank 6 Power Hammer invocations at vocal length, without the need for an Invoke or the usual Ritual. This ability lasts for 15 Minutes at which point the Power Hammer 9 ceases to be in effect.

At Rank 10 once triggered the Power Hammer allows the High Priest to cast rank 7 Power Hammer invocations at vocal length, without the need for an Invoke or the usual Ritual. This ability lasts for 15 Minutes at which point the Power Hammer 10 ceases to be in effect.

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Power of the Gauntlet 9, 10

Range Self Only

Duration Special

Extendable? N/A

Description The High Priest calls upon the Power of the Neutral Sphere to enhance the combat potential of him and his allies.

Power of the Gauntlet remains in effect (and the power out) until triggered through the use of a specific command phrase (such as "For the Valley!") or until the caster is slain. It provides no benefit until triggered. The triggering of this invocation should take the form of a short inspiring speech or some other role playing to show that the High Priest is encouraging his fellows to greater deeds.

At Rank 9 once triggered Power of the Gauntlet increase the power damage of all characters who were within 20 ft. of the caster at the time of triggering by one rank, to a maximum of Power 6, for 15 minutes. This will allow characters not doing Power damage previously to do Power 1.

At Rank 10 once triggered Power of the Gauntlet increase the power damage of all characters who were within 20 ft. of the caster at the time of triggering by two ranks, to a maximum of Power 6, or one rank, to a maximum of Power 7 (at the recipients choice), for 15 minutes. This will allow characters not doing Power damage previously to do Power 2.

Once 15 minutes have passed from the triggering of the invocation the Power of the Gauntlet ceases to be in effect.

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Power Meld 1 - 5

Range Touch

Duration Until contact is broken

Extendable? No

Description This invocation allows the caster to transfer Power from one willing person of choice (unconscious characters are not “willing”) at the rate of Power every thirty seconds detailed below. The caster must concentrate for the duration of the transfer and remain in constant physical contact with the target. Once contact or concentration is broken the invocation is ended, but until then any amount of Power can be transferred, subject only to the amount the donor is willing to give up. The Power so melded enters the casting character himself.

Rank Power Melded Per 30 Seconds Approx. Time In Seconds For 1 Point
1 1 30
2 2 15
3 4 8
4 8 4
5 16 2

This invocation causes no damage (due to Power loss) to the donor. The caster cannot receive Power above his normal maximum; and the donor cannot be taken below zero power.

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Power Meld 6 - 8

Range Touch

Duration Instant

Extendable? N/A

Description The caster may instantly take power from a willing target up to the caster's usual maximum limit. The maximum amount of Power taken depends on the rank at which the Power Meld is cast as shown below:

Rank Maximum Power Taken
6 50
7 100
8 150

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Power Meld 9

Range Self Only

Duration Special

Extendable? N/A

Description Whilst this invocation is in effect the High Priest may meld Power (as per the Power Meld 1 - 8 invocation) instantly from any willing being. He need only touch his target with both hands and the desired amount of power is transferred.

Power Meld 9 remains in effect until released or the caster is slain.

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Power Weapon 1, 3, 5, 6 - 8

Range Touch

Duration 15 Minutes

Extendable? Yes

Description One blunt weapon can be empowered to do spiritual damage as shown below;

Rank Power Damage Inflicted
1 Power 0
3 Power 1
5 Power 2
6 Power 3
7 Power 4
8 Power 5

Note that the rank 1 Power Weapon inflicts no Power Damage. A weapon with a Power Weapon Rank 1 in effect is considered Empowered for the purposes of spells and invocations that target the weapon, such as the Black Magic Spell Destory Weapon. Note that the Lay Rank Power Weapon invocations may be cast on daggers in addition to blunt weapons.

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Power Weapon 9

Range Self Only

Duration Special

Extendable? N/A

Description This invocation allows the High Priest to store one Power Weapon invocation of rank 6 - 8 within their body for release upon the utterance of a specific trigger phrase (such as "Weapon of Power to my hand!") without the need for the usual ritual or being invoked.

The Power Weapon 6 - 8 is cast as part of the ceremony required to cast the Power Weapon 9. The High Priest will be out between 15 and 17 power whilst the Power Weapon 9 is in effect (9 for the Power Weapon 9 and between 6 and 8 for the stored Power Weapon 6 - 8). Once the Rank 6 - 8 Power Weapon is released all power may be restored normally.

A character may only have a single Rank 9 Power Weapon invocation in effect at a time.

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Protection from Elements 6 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description The caster summons a shield of druidic power about them to stave off elemental attacks. Protection against Elements provides armour class against one colour of magic, chosen when the invocation is cast, as shown below;

Rank Magical Armour Class
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8

The caster may have more than one Protection against Elements in effect at a time but each must protect against a different colour of magic.

The magical armour class provided by a Protection against Elements will stack with armoured dexterity but not with the magical armour class provided by magical skins or unarmoured dexterity, in each case only the higher magical armour class is used.

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Regenerate 5

Range Touch

Duration 4 Hours

Extendable? No

Description This invocation will cause a severed limb to grow back in four hours. It is possible to cast this invocation on a corpse in order to replace destroyed limbs but only if the invocation is cast on the largest portion of the corpse. If only part of a limb has been severed then the time taken to regrow it may be reduced at the referee's discretion.

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Sanctify Grove 9

Range Touch

Duration Special

Extendable? N/A

Description This invocation allows the Hierophant casting it to dedicate an area of ground to his Sphere. The area in question should be marked by a casting mat and ritual components covering an area no smaller than a 6 ft. diameter circle. and must be situated outside preferably surrounded by foliage. The components in question should be checked with the player referee, at the start of the adventure, to ensure that they meet the minimum requirements for cosmic casting. Once set up this casting area cannot be disturbed by anyone other than the caster who can only remove it by releasing the invocation.

The Grove area allows the High Priest to cast further cosmic invocations within it. This is the only way in which Cosmic invocations can be cast away from the Sect's ceremony areas situated outside of the Towers.

In order to cast a cosmic invocation the Hierophant must first invoke within the Sanctified Grove (requiring 5 minutes and their normal casting kit) followed by a 15 minute ritual dedicated to the cosmic invocation they are attempting to cast. No time reduction will be made on these castings as excellent casting kit and vocals are required for Cosmic Invocations.

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Shillelagh 6 - 8

Range Touch

Duration 15 Minutes

Extendable? Yes

Description The caster may empower a blunt weapon so that it inflicts power damage as shown below. Shillelagh may not be cast on a weapon made from any other material than wood nor may it be cast upon an ensorcelled weapon of any kind.

Rank Power Damage
6 Power 3
7 Power 4
8 Power 5

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Shillelagh 9

Range Self Only

Duration Special

Extendable? N/A

Description This invocation allows the Hierophant to store one rank 7 Shillelagh invocation within their body for release upon the utterance of a specific trigger phrase (such as "Nature I call thee, grant me your strength!") without the need for the usual ritual or being invoked.

The Shillelagh 7 is cast as part of the ceremony required to cast the Shillelagh 9. The Hierophant will be out 16 power whilst the Shillelagh 9 is in effect (9 for the rank 9 and 7 for the stored Shillelagh). Once the Rank 7 Shillelagh is released all 16 power may be restored normally.

A character may only have a single Rank 9 Shillelagh invocation in effect at a time.

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Speed Heal 4

Range Touch

Duration 1 Hour

Extendable? No

Description The caster summons the healing spirit of nature to inhabit the caster, augmenting their natural healing ability. A Speed Heal cast immediately following a Regenerate 5 invocation on the same target will reduce the time taken to regrow the limb to 1 hour from 4. A Character with a Speed Heal invocation in effect upon them receives twice the amount of life from the Field Medicine Skill as usual.

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Speed Meditation 6

Range Self Only

Duration Instant

Extendable? N/A

Description This invocation may not be cast at vocal length through the use of the Invoke Sphere invocation.

At the completion of the casting of a Speed Meditation the caster recovers all of his Power to his usual maximum as if he had Meditated normally. This counts as the character's use of the Meditate skill for that day.

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Spirit Shield 5

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description This invocation creates an invisible shield completely surrounding the caster that makes him immune to Power Hammers of any Rank up to 5. It provides no protection at all against Power Hammers of rank 6 and above.

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Spiritual Balance 7, 8

Range Self Only (7), Touch (8)

Duration 15 Minutes

Extendable? No

Description The caster makes a pact with the Neutral Sphere to protect the target from spiritual extremes. The target becomes immune to all Evil and Good Sphere invocations of Rank 5 or below for the duration of the invocation.

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Spiritual Balance 9

Range Self Only

Duration Special

Extendable? N/A

Description The High Priest becomes one with the Balance of the Neutral Sphere isolating them from the Good and Evil Spheres.

Once per day whilst the Spiritual Balance 9 is in effect a rank 7 Spiritual Balance cast by the High Priest will be effective against all Good and Evil Sphere invocations up to Rank 8, rather than 5 as would usually be the case.

Spiritual Balance 9 remains in effect until released or the caster is slain.

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Totem 6

Range Touch

Duration Special

Extendable? N/A

Description The caster dedicates himself to a chosen Totem Animal, Plant or other natural phenomena. Before departing on an adventure the caster prepares his Totem at the Druids Grove. Once cast the Druid may release his Totem, through the use of a unique and consistent shout, ("I unleash the strength of the Bear", for example). The Totem will remain stored within the caster indefinitely unless released. A Totem will have a variety of effects depending on what Totem the caster has chosen to dedicate themselves to.

The caster is 6 power out for the Totem until it is triggered. Totem may only be cast a Druids Grove and as such it would not be possible to cast Totem on a normal adventure. Some examples of Totems are given below;

Totem Effect
Cat Caster Gains +4 Dexterity for 1 Hour
Wolf Immunity to Fear and the ability to cast the Evil Sphere invocation Fear as a Neutral Sphere invocation for 1 Hour.
Bear Caster Gains Double Strength as per the skill for 1 Hour
Hedgehog Any Bark Skin that the caster has in effect upon themselves provides power armour class equal to its physical armour class for 1 Hour.
Oak Caster gains 50 points of temporary life for 1 Hour. The caster effectively gains the benefit of the Grey High Magic Spell Endurance 8.

These Totems are merely examples. Druids are encouraged to think of their own Totem and its effects. The examples are included to show what sort of effects would be possible. If you intend to choose a Totem please send your ideas to SFB for approval; even if it is listed here.

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Transmute Weapons to Wood 8

Range 20 ft long cone 90 degrees to the caster's front

Duration 15 Minutes

Extendable? No

Description All metal weapons in the area of effect count as being wooden for the duration of the invocation. The damage inflicted with the weapons does not change and the invocation will affect ensorcelled or empowered weapons.

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Trip 1, 2

Range Touch (1), 20 ft (2)

Duration3 Seconds

Extendable? No

Description The caster summons vines to grow quickly from ground to catch the feet of his target. The Target must stumble as if they had tripped, good role-playing is compulsory, it takes three seconds for them to regain their balance but they are then free to act normally.

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Turn Wood 6 - 8

Range Self only

Duration 15 Minutes

Extendable? No

Description Turn Wood protects the caster from all weapon blows, melee and ranged. It provides the following armour classes:

Rank Physical Armour Class Power Armour Class Magical Armour Class
6 20 0 0
7 20 20 0
8 20 20 20

Turn Wood provides protection from the blows of wooden weapons only. It provides no armour class against metal weapons, claws or any sort of attack that does not involve being hit with a weapon

Turn Wood does not provide AC against invocations or spells that are delivered by a weapon; only against the weapon blow itself.

All weapons are assumed to be made of metal unless obviously wooden (brown with wood grain texture usually). Staffs with a small decorative metal band around the top are wooden weapons; maces with wooden handles but a metal head are not.

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Voice of Command 9

Range Self Only

Duration Special

Extendable? N/A

Description The High Priest speaks with such authority that he cause almost anyone to stop in their tracks.

Voice of Command remains in effect (and the power out) until triggered through the use of a specific command phrase (such as "Hear my words and know the power of the Balance!") or until the caster is slain. It provides no benefit until triggered.

At Rank 9 once triggered the Voice of Command allows the High Priest to cast rank 6 Halt invocations at vocal length, without the need for an Invoke or the usual Ritual. This ability lasts for 15 Minutes at which point the Voice of Command 9 ceases to be in effect.

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Warp Shield 6

Range 20 ft

Duration Permanent (see below)

Extendable? No

Description Warp Shield will instantly render useless one shield targeted by the caster. It will work on Empowered or Ensorcelled Shields but this will reduce the duration from Permanent to 15 minutes. A warped shield may be repaired through the use of a Mend Spell but only after 15 minutes has elapsed from the warping.

Lay Power : Ritual Power : Cosmic Power : Common Lay Invocations : Sect Invocations : Good Invocations : Neutral Invocations : Evil Invocations