Magical Shields. You provide magical shields that protect and defend.
Shield Shatter. Shatter your shields to trigger an effect. Whenever a Shield Shatter is triggered, it deals critical damage. For instance, if a Shield Shatter is triggered and it says it would deal 2×BD Force Damage, it would deal 4×BD Force Damage as a critical.
Invocations. Prior to a battle, you may select any three Invocations to ready for Instant use in combat. Invocations cost no AP, start with three charges, and, as long as the final charge is not used, regain a charge at a cost of 2 AP.
Scepter of Force
Energy Burst. +5 to hit for this Attack. 1×BD Force Damage to all nearby enemies. Enemies are pushed away from you if they are in melee range. Roll two d20s and take the highest roll to hit.
Static Wave. +2 to hit for this Attack. 2×BD Force Damage to one target. If you would hit, you and your enemy both roll d20s. If your roll is greater by 5 or more, then the enemy is knocked down.
Energy Pierce. -2 to hit for this Attack. 3×BD Force Damage to one enemy. The enemy is pierced by an energy blade from behind.
Invocations are Instant. Choose up to 3 while not in combat. These can only be readied outside of combat. Each has 3 charges or uses once made ready. You may regain one charge back by spending 2 AP. If the final charge of an Invocation is used, the effect is powerful, but it cannot be used again until combat is over.
Enveloping Flame. A wall of light surrounds the area in which you stand and moves inward. As it passes over enemies, it lights them with blue, magical fire, dealing 2×BD Fire Damage. As it passes over allies, it applies a shield layer to them equal to 10% of your health. If a shield is not consumed by your next turn, it Shatters, dealing critical damage to all enemies and healing allies for 1×Spirit, for each shield layer.
If it is your last use of this invocation, the magical fire burns for 4×BD Fire Damage, the shields this applies are equal to 100% of your current health and the healing allies receive is instead 3×Spirit, for each shield layer.
Rising Brilliance. Choose a target. Starting at the target's feet, dim blue light rises, increasing in intensity, ending in a brilliant flash as a halo above the target's head. The target's Base Health is increased by 1×Spirit for one turn. If this is your last use of this Invocation, the target's Base Health is doubled for one turn instead.
Stand Firm. If a target would be knocked down by an ability, they are not. If this is your last use of this Invocation, a knockdown is reflected back at the attacker, causing them to be knocked down instead, if able.
Blinding Light. Cause your target's vision to blur from intense, focused light. Target receives -10 on its next roll to hit. If this is your last use of this Invocation, cause your enemy to gain +10 to hit on their next attack and to make an attack against either themselves or one of their allies on their next attack.
Impending Illumination. Glow with faint blue flame and Daze yourself, losing all your AP. Critical hits triple instead of double your damage until the end of the round. If this is your last use of this Invocation, Critical hits quadruple instead of double your damage until the end of the round.
Levitate. Cause target to lift off the ground by 1d4 feet for one round, elevated by pulsing blue energy that lifts the target. If this is your last use of this Invocation, you may cause up to ten targets to Levitate this way. Targets affected by Levitate cannot move in any direction unless pushed or propelled in some way. Targets that are affected by Levitate fall slower and stop falling before they reach the ground.
Telekinetic Tether. Send out a rope of light to tether a target. As an Instant, you may pull your target to yourself or pull yourself to it. If this is your last use of this Invocation, you may select up to five targets.