Divine Invocation

Celestial Invocation - Summoning and Blessings

Curses and Summoning Practices

This path is often practiced by infernal priests but any arcane practitioner can learn to become an Infernal Invoker.

  • Stamina 1 (1-3)
  •  Klutz Cure- A blessing which makes someone very graceful and which cures klutz curses.
  •  Singular Focus - Makes one able to perform a single, physical act, such as jumping a wall, riding a horse, speaking a language, throwing a dart, any single physical act, always come off perfectly without a hitch
  •  Luck - Person will succeed in one single, key act (called at any time during play) once per day.
  •  Bewitching Visage - No matter how hideous or grotesque, target will appear extremely attractive to anyone who sees them, while they look normal to themselves. Lasts 1 day per success.
  •  No Need for sleep - One with this blessing has no need to rest but can rest when the whim to do so strikes them.
  •  Celestial Lore - The practice of summoning very particular Tsetar, Sephiroth and even fallen angels and other Celestial beings by using their seals, correct offerings, and arrangement of correct elements (such as fire or candle light, blood, water, sand, dirt, flowers, ashes, herbs, essential oils, etc.) This ability set demands discipline, research, and effort and is not for the faint of heart or the idle.
  •  Circle of the Divine - Learn circle seal of one particular Celestial  (as listed on the Bestiary under Celestials page) and unlock its secrets through research (with two successful rolls vs. LoD=Level of Celestial as set by page or GM) or through a mission to uncover a rare seal and unlock its secrets (as arranged by GM).
  •  List of the Divine: (list Celestials here by name and race which you can summon and their elements, offering and basic powers, for example: Androalphus the Peacock Demon, elements = any; tributes = wine and a bowl of fresh whole grains; powers = astronomy, math, elements, control fate, morph others into birds.)  Circle Seal Roll - determines if seal is correctly drawn during the Arcanum (use with Arcanum Rites below) If seal is incorrectly drawn (roll fails) then it attacks the summoner. If a Celestial attacks, it might be placated if the invoker offers it their life in service or some tribute the Celestial is willing to accept (as set by GM) but this will ONLY stop the being from attacking, nothing more, so the more powerful Celestials are the most dangerous to learn the seals of and to summon.
  •  Arcanum Rites - The knowledge of how to summon a Celestial has been gained (as each seal is unlocked). Invoker draws a seal circle of one particular Celestial (the size of the circle must be large enough to accommodate the being summoned and its offerings) and places the correct elements and tributes around and inside the seal in the correct arrangement. Invoker then takes the correct stance (standing, kneeling, siting, crouching, prostrating correctly) outside the seal and invokes the entity by name, speaking its name clearly and correctly. If all has gone well (Seal and Arcanum rite rolls succeed) the Celestial summoned rises from the center of its seal which acts a sort of temporary prison it cannot escape. The entity must then obey one request or grant one favor in the form of power or a single act within its power to give. In doing this favor it is freed from the circle and seal, and often from its netherworld itself for that duration. This is a dangerous power to use, for if Celestial is summoned incorrectly (roll fails) then it attacks the summoner, so the more powerful entities are the most dangerous to summon. If a Celestial attacks, it might be placated if the invoker offers it their life in service or some tribute the being is willing to accept (as set by GM) but this will ONLY stop the Celestial from attacking, nothing more.
     Duration of a Demand -- knowledge gained dictates that no demand made of a Celestial can exceed 200 years. Less well known is that if a demand exceeds 7 years, an Celestial is VERY likely to seek some kind of vengeance once it is freed IF the demand was unsavory to it, for although bound not to kill or attack those who they are summoned by, immortals can be very clever and have all sorts of ways to retaliate which do not include physical harm. This knowledge of duration is often unclear in the unearthing and the seven year clause is rarely discovered but through trial and error or knowing someone who is privy to that information. If a Celestial serves a full term of 200 years, there is a chance that they shall do all in their power to ruin or bring terrible misery to whoever summoned them, unless it actually enjoyed its duty to the invoker.

    Stamina 2 (4-6)
  •  Blessing of Memory - No one can meddle with the memory of the one with this blessing and may even prove to have a far better memory than they did before.
  •  Forgetfulness of the Curse  - cures curses by making the curse itself disconnect with what its intention and solution is, thereby dissolving the curse. Does not work on Fixed Curses (which only DM can assign for SL hooks),
  •  Timelessness - The one with this blessing ceases to age and will not age so long as this blessing remains. If lost they continue to age normally.
  •  Kindness Compulsion - Those effected are kind towards everyone, including anyone who vexes, bothers, upsets, or crosses them no matter how much, and is compelled to be generous, kind and forgiving in spite of everything. This compulsion ends however while they are being attacked and harmed.
  •  Karmic Balance - This blessing can be good or bad, depending on one's conduct. With this blessing, for every action, there is a reaction. If they do something good, something equally as good happens to them, if they do something bad, something equally as bad happens to them.
  •  Undivided Joy -  one affected is always joyful about everything and has a forgiving, loving, cheerful and even temper.

    Stamina 3 (7-9)
  • Star Crossed - Make someone fall hopelessly in love with a single person and be very loving and adoring of them at ALL times. Can lead to obsession.
  •  Touch of the Humble - does away with the vanity of another with a single touch. The one touched suddenly realizes how unreasonable and full of themselves they are being and begins to see things in a new light.
  •  Thoughts to the Wise - the one blessed has solid good sense at most tines and very seldom if ever makes any error in judgment.
  •  Nimble Limbs - one marked by this blessing are very nimble and very rarely falter.
  •  Net of Positive Reinforcement - with a touch the one receiving this power hears every positive thought and feeling around them and hears nothing negative giving them a deep sense of serenity. Has a very calming effect on the one affected.
  •  Delectable Palate- Everything the one touched by this power eats or drinks tastes wonderful beyond belief.
  •  Divine Tradeoff - Seek a single favor from an Celestial by invoking them by name and stating your request. If the request is within the Celestial's power, it shall answer and ask a favor in return, and when that favor is fulfilled, the Celestial shall grant the favor requested of it, be it a deed they agree to or the lending of a single power. (use Celestial pages on Bestiary as a guide to names of Celestials and the powers they have. If roll fails, the target invoked does not answer and backlash occurs damaging the invoker.

    Stamina 4 (10-12)
  •  Immunity to Infatuation - No one will ever become hopelessly infatuated with the one touched by this power.
  •  Sight to the Blind - Makes the  blind able to see clearly.
  •  Cure for Rage - A person cursed or otherwise afflicted with rage is cured of that fury,  sees things more clearly and becomes calm.
  •  Industry - a person who is filled with sloth and hasn't the will to be industrious becomes more energetic and industrious and is willing and eager to do their part.
  •  Luck Child - Person has seriously good luck, +1 saves, +1 save per ace, +1 d10 to all check rolls per success.

    Stamina 5 (13-15
  • Humble - One touched by this power is unable to brag to others on their own behalf and find themselves unable to primp and dress up in fancy outfits, but choose only the most humble of plain garb to wear.
  •  Blessing of Obsession - curse someone of being absolutely obsessed with another person.
  •  Infestation Cure - if someone is infested by insects, which crawl all over their body, and no matter what efforts they make to rid themselves of the creepy crawlies, they keep manifesting, this will cure them of that infestation and make them immune to such infestations.
  •  Appearance of Youth - Person under this power look quite young (14-30 years of age) but retains all other aspects of old age.
  •  Divine Daredevil - this power protects those who try dangerous stunts, and are always thinking up dangerous things to try by keeping them alive if mortally injured until they mend.

    Stamina 6 (16-18)
  •  Cure the Insane - one who is insane is no longer insane.
  •  Blessing of Wealth - A person comes by a generous amount of wealth whenever they really need it.
  •  Alter Gender - Turns a male into a female, and a female into a male. etc.
  •  Oracular Sight -  person gains the ability to foresee of something from the future or the past once a day,

    Stamina 7 (19-21)
  •  Blessed by Progress - all obstacles between the blessed and their goal disappears, once a day.
  •  TRUE Generosity - If person under this power has something someone else needs they will give it willingly and in return something good happens to them.
  •  Covet Virtue - This blessing makes the one touched fall in love with virtue, and act out every virtue they can imagine no matter how small or great.
  •  Halcyon Heart - one under this power never looses their cool, is calm amidst the most insane of circumstances and cannot be shaken by anything, rendering them immune to fear and other emotions affecting their sense of well being.
  •  Divine Embodiment - the one blessed by this touch gains a sephiroth or primordial form they can assume which becomes a part of them while they retain their own form. It is a form of symbiotic possession but one which the blessed can reject if they so desire.

    Stamina 8 (22-24)
  •  Companion from the Hell of Upside-down Sinners - the one touched by this power gains a loyal companion that can be called from Acheron and this hellish environment where dying people and corpses hang from chains from a cavernous ceiling, the stench and cries of despair and misery as overwhelming as the gruesomeness of the atmosphere. The one summoned is so grateful to be pulled from that purgatory of hell that there is nothing they will not do in service to their invoker.  The one summoned might be any kind of being but is one hundred percent loyal to the invoker.
  •  Purge Curse  - Purges any kind of curse from anyone with exception of Fixed Curses which can ONLY be cured by fulfilling their solution.
  •  Blessed Fortune - Victim comes into a fantastic fortune, and every time they spend any of it, something wonderful happens to anyone receiving anything of, or from that wealth, the one blessed aside, being the cause to other people's fortunes makes the one blessed very popular.
  •  Strange Luck - Person with this blessing has the strangest kind of luck, and every time something bizarrely good happens to them, something equally as good happens to someone (the closest people to them) they know.
  •  Fortune in Luck - The one blessed has incredible  luck, and for every bit of unusually good luck they have, someone they know (the closest people to them) comes into quite a bit of money.
  •  Divine Vampires - A vampire who receives this blessing  craves only the blood of animals, which tastes as ambrosia to them, and not people, and the sun causes them no harm, and neither can bane items affect them (wood, garlic, crosses, etc). The vampire can also enjoy food and drinks though it still requires blood to remain healthy and strong. If the vampire has no wings, or bat or dragon wings, it gains feathered wings that can heal, shield and radiate their presence with a +2 bonus. 

    Stamina 9 (25-27) 
  • Murphy's Law Redaction - what one believes cannot happen, will not happen, but they must believe it.
  •  Divine Ambulation - the one touched has haste, improved reflexes, is stronger, has greater stamina, a greater will and intelligence and resists magical and or elemental attacks by 80%.
  •  Innate Navigation - Person with this blessing is very unlikely to ever get lost.
  •  Liberate - frees one enslaved from servitude and places them in a safe place to begin anew, makes them resistant to domination, charms and possession by 80%.
  •  Karmic Gifts- Any good deed is paid back excessively.

    Stamina 10 (28-30)
  •  Diabolic Retrogression Curse - The demon Ahriman must be invoked, and incurring his wrath is very dangerous. One must request his presence and inquire what offering he would like, and meet that request. The curse causes the victim's mind and strength to gradually regress until they are in a child like state both in mind and strength of body, and if the curse is not broken, their mind will regress to nothing, with their strength.
  •  Diamond Luck - The power of fate is invoked, and anyone with this blessing will have the best of luck. Yes, anything that can go right will go right until the Diamond luck blessing is broken. +2 saves, +2 check rolls, +2 HB, 75% chance of success on any action or instance.
  •  Sublime Fate - Subject of this blessing is turned into a deity (as called).
  •  Hight IQ - Person with this blessing is a genius
     Blessing Check Adjustments:
     Physical: Strength-normal, Stamina-normal, Movement +50%, Stealth+2, Reflexes+0, Dexterity+2
     Willpower+5, Charisma+2, Intelligence+5, Wisdom-+10, Logic-+10, Courage+5 (based on willpower), Focus+2, Alertness+2 (based on instincts) 
  • True Genius - One with this blessing is so super-intelligent, that there is little they can't figure out within their fields of knowledge and skills.  They learn twice as fast as others and in doing so learn everything at once but must have the energy to do so (The XP to level up all Powers at once. Cannot advance levels of Powers in any other way ). Like Accelerated knowledge but this comes from genius rather than from being a sensitive medium of knowledge.)

    Stamina 11 (31-35) 
  • Divine Weaver - Invoker has the ability to either; harness any blessing, invoke, harness and channel the aspects required to weave their own power, or to invoke powerful Celestials to lay blessings and beneficial power on someone. They can also create divine items.

    Stamina 12 (36-40)
  •  Improved Power

Note: Duration without permanency factors is up to +1 day, +1 per success as called. With permanency blessings will last until broken by someone else. Each blessing leaves a runic mark on the subject which is the source of its power. These marks can be hidden if done so in active play.