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Help|Classes|Invoker

invoker The invoker is a master of the very elements. Commanding the forces of fire, air, earth, water, ice, ooze, and lightning, this wizardly profession is a walking engine of destruction. Eventually learning to render themselves and their allies immune to the potent forces of these same elements, a powerful invoker is formidable indeed.

Strengths of the invoker class include:
  • Invokers can customize their magical arsenal by setting their affinities for the elements. Create a wild master of frost and flame, or perhaps a mage with a more rounded gift for the elements. Supremacy with a few elements or a dilettante's greater versatility? It's up to you.


  • Invokers learn ever more powerful spells as they progress in their studies. Mastering the nuances of basic spells unlocks the secrets of spells of greater and greater power. Even an invoker unable or unwilling to seek companions at a given point has options to increase their power by continuing this learning of elemental magic.


  • The invoker's ability to throw raw elemental damage is unmatched. Where many classes will depend on their opponents failing to dodge or parry their blows, invokers have no such concern -- the damaging spells of an invoker may be resisted via a saving throw for reduced damage, but only in a very few cases can their effects be avoided entirely. If you want to cast spells to inflict massive direct damage, even to a dozen or more victims at a time, the invoker is for you.


  • Invokers have many powerful spells (often called "area spells") that damage or otherwise affect all opponents or all others in a room. Where most classes are forced to deal with their opponents one at a time, invokers are capable of damaging and killing many foes simultaneously. No matter how many adversaries come for an invoker, all must fear her wrath.


  • Invokers possess an ability to reduce damage that few other classes can match. Their elemental shields protect the invoker or her allies entirely from one type of elemental damage, and reduce slightly damage of all other kinds. This makes an invoker an invaluable ally, even against opponents not in her PK range, to say nothing of pivotal in group exploration and cabal raids. It also means the invoker's defense and lasting power in a fight is fairly predictable; they tend to simply soak up damage rather than try to avoid strikes with elaborate parries.


  • Invokers have a variety of defensive spells, each with their own particular strengths, enabling to choose one that best fits their current situation. They might raise the shield of slime to combat a grappling foe, then replace it with a shield of flames to deal with a more stealthy adversary.


  • Invokers have large reserves of magical energy and tend to replenish it quickly. This allows them to make greater use of cabal powers and other abilities dependent on mana than most other characters.


  • Invokers learn many spells useful for setting arcane traps or modifying the conditions in a room. They might call down conglaciation to freeze an area, or command the ground to soften into quicksand, ensnaring their foes. Few characters have any ability of this kind, and none have such variety as the invoker.


  • Invokers are trained in all of the device magic skills, such as scrolls, staves, and wands. These magical devices augment their already considerable magical arsenals.

Of course, any successful master of the elements must also be prepared to counteract or minimize the weaknesses of the invoker, including:
  • No class is as dependent on the ability to cast spells as the invoker is. Abilities that deny a character the ability to cast spells have a devastating effect upon invokers. Some of these abilities include the assassin's silencing tiger claw strike or the Blood Tribunals' manacles power.


  • Similarly, abilities that deny a character the ability to execute commands, such as bash and trip, are often very effective against invokers -- they possess more effective countermeasures to such skills than any other class, but when these "command denial" attacks do strike home, the invoker may be in trouble.


  • Invokers will find themselves hunted by those associated with the Battlerager cabal. Even the most inoffensive invoker will find he has a group of enemies seeking his blood.

Extra Experience Cost per Level: 0
Empowerment Required: No
Alignment: Any
Ethos: Any

See Also:

Invokers are trained in the following skills:

Level Skill Skill Skill
Level 1DaggerMaceWhip
ScrollsStavesWands
SpellcraftRecall
Level 5Meditation
Level 8Haggle
Level 13Trance
Level 15Fast HealingParry
Level 20LashPen
Level 23Hand to Hand
Level 28Mystical Armor Use
Level 30Second Attack


Invokers are versed in the following spells:

>
Level Spell Spell
Level 1Acidic Secretion*Create Water*
Channel Heat*Frost Fingers*
Shocking Touch*Earthquake*
Cyclone*
Level 2Detect Magic
Level 3Detect Invis
Level 4Invis
Level 5Sheen of Stone
Level 6Flare
Level 9Infravision
Level 11Create Spring
Level 12Wall of FireGrease
Level 13Charge WeaponIcicle
Teleport
Level 14Faerie FogStoneshatter
Level 15IdentifyElemental Attunement
Level 16Wind Wall
Level 18Cancellation
Level 19Dispel MagicSiltscreen
Level 21FireballLightning Bolt
Level 22AvalancheIce Shards
Level 23Adhesive Web
Level 24Pass Door
Level 25Word of Recall
Level 26Drown
Level 27BuffetEarth Ripple
Level 28Tsunami
Level 29Gel
Level 30Controlled FireballForked Lightning
Level 32Cone of ColdPebble to Boulder
Level 34Noxious Cloud
Level 35Nova
Level 36Vitriolic Stream
Level 37Ice Needles
Level 38AirshieldEarthshield
FireshieldFrostshield
LightningshieldWatershield
Oozeshield
Shield of EarthShield of Electricity
Shield of FlamesShield of Ice
Shield of WavesShield of Winds
Shield of Slime
Level 39Iceslick
Level 41DigVortex
Level 43ConglaciationEngulf
Level 44Improved InvisPillar of the Heavens
Level 45GeyserImmolation
Level 46Quicksand
Level 47Incendiary Cloud
Level 48Rain of Stone
* Invokers gain new spells in each of their elemental paths as they become masters of the spells in those paths.

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