
The previously invoked ability is moved to the fifth slot in the process, while the previous ability in the fifth slot is lost.New invoked abilities are always placed in the fourth ability slot.When already having two abilities invoked, invoking a new ability replaces the older ability.The arrangement of element instances does not matter.Invoke interrupts Invoker's channeling abilities upon cast.
It opens a list that shows the required combination for every invoked ability.
A SPELLS button is located right above the ability icon. This is an innate ability and does not need to be learned. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth.as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days. Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. One such spell was the Sempiternal Cantrap-a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one-with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it.īut among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. The most devoted might hope in a lifetime to have adequate recollection of three spells-four at most. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power.
It required no technology, no wands or appurtenances other than the mind of the magician. In its earliest, and some would say most potent form, magic was primarily the art of memory. Whatever magic he chooses, one thing is certain: All shall come to bow before the Arsenal Magus. And last but not least, predicting enemy movement and using the Sun to Strike enemies from anywhere on the map. Pulling down a gigantic Meteor from space to crush enemies along a path while at the same time unleashing a Deafening Blast to push them along meteor's path. Lifting enemies off the ground with a Tornado that reaches through half the battlefield, while charging up an Extractive Mana Pulse for the whirling foes to land into. Conjuring an Ice Wall to stop foes in their paths before vanishing into thin air, chilling nearby enemies like a Ghost Wandering through their ranks. Forging Spirits of ice and fire to melt away the armor of enemies with great Alacrity while Snapping their heat-deprived cold bodies. Wielding the elements of Quas, Wex and Exort, the Invoker surpasses them all. Weaves magic with an array of spell combos.Ī competent wizard knows perhaps two spells an exceptional one, three or four.