Invoker: The invoker is the direct antithesis to the illusionist. Where the illusionist
deals in subtleties and suggestion, the invoker deals in naked force,
summoning and controlling massive energies. The invoker requires a Constitution
(Constitution/Fitness) score of 16 or better to withstand the physical stress of this
specialty. The school of invocation is opposed by enchantment/charm and
conjuration/summoning.
In addition to the normal advantages and disadvantages of specialization, the
invoker gains an additional +1 bonus to saving throws vs. invocation/evocation
spells when he reaches 8th level, for a total of +2. At 11th level, this
increases to +3. (These bonuses also apply to magical items that simulate invocation
spells, such as a wand of fire.) At 14th level, the invoker acquires immunity
to one invocation or evocation spell of 3rd level or lower of his choice;
however, this immunity does not extend to similar magical items or breath weapons.
The invoker is a valuable asset to the party on the battlefield, where his
spectacular spells can decimate hordes of low-level monsters or severely injure
tougher opponents. Unfortunately, fear of the invoker’s firepower leads many
opponents to attack the wizard in the hope of disabling him before he can blast
them to ashes.
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