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