Mists Invocations
Filter:
| Invocation | Level | Other Requirements | Augmentable |
|---|---|---|---|
| Loading... | |||
Aggressive Agility
Requirements: High Invocation.
Energy Cost: 4.
Mistsfire surrounds and covers you, granting you explosive speed.
You cast the spell Ashardalon’s stride. As you cast it, you may choose to have it deal cold instead of fire damage.
Augment: For each additional Energy spent, increase the spell’s level by 1.
Ancient Echo
Requirements: Level 2.
Energy Cost: 0.
Your whispers are carried to realms beyond, and echo back into the ears of another.
You point your finger toward a creature within 120 feet and whisper a message. Carried over the wind by spirits long since departed, the target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can use this invocation through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The invocation doesn’t have to follow a straight line and can travel freely around corners or through openings.
Augment: If you spend 4 Energy, you instead cast the spell speak with dead. If you use this Augment, you cannot do so again until you finish a long rest.
Banish Enchantment
Requirements: Legendary Demon Stance, High Invocation.
Energy Cost: 4.
Drawing upon Mallyx’s contempt, you tear away the magic before you.
You cast the spell dispel magic. If you successfully dispel one or more spells, you gain temporary hit points equal to twice the level the highest spell among them was cast at.
Augment: For each additional Energy spent, increase the spell’s level by 1.
Beguiling Haze
Requirements: Legendary Assassin Stance, Level 3.
Energy Cost: 2.
You draw forth a measure of Shiro Tagachi’s skill, seamlessly blending into the crowd.
You cast the spell disguise self.
Call to Anguish
Requirements: Legendary Demon Stance, Epic Invocation.
Energy Cost: 6.
Special: This invocation requires concentration, as if it were a spell.
You leap into the fray, calling a maelstrom of anguish from the Realm of Torment.
Choose a point on the ground you can see within 60 feet. You teleport to that point, and cause a 30-foot-radius swirling whirlpool of energy, 5-foot-deep, to form around a rift to the Realm of Torment. For 1 minute, that area is difficult terrain, and any creature other than you that starts its turn there must succeed on a Strength saving throw or take 6d6 necrotic damage, and be pulled 10 feet toward the center.
Once you use this invocation, you cannot do so again until you finish a short or long rest.
Chilling Isolation
Requirements: Level 2.
Energy Cost: 2.
You call a deathly chill to suddenly stab through the air around you.
Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, a target takes 2d6 cold or fire damage (your choice) and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. Additionally, if only one creature is within the area of effect, increase that damage by 2d4 (which is also halved on a successful saving throw).
Augment: For each additional Energy spent, increase the damage by 1d6.
Essence Sap
Requirements: Level 2.
Energy Cost: 0.
You manifest and throw a glob of coagulated Mists at your target, weighing them down.
Make a ranged spell attack against one creature you can see within 30 feet. On a hit, it takes 1d6 cold or fire damage (your choice), and its speed is reduced by 10 feet until the start of your next turn.
This invocation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Eternity's Requiem
Requirements: Epic Invocation.
Energy Cost: 6.
You spin around once with your weapon held high, then smash it into the ground, causing a deluge of roiling Mists to fall around you.
You cast the spell destructive wave. Instead of dealing either radiant or necrotic damage, the spell deals cold or fire damage (your choice).
Once you use this invocation, you cannot do so again until you finish a long rest.
Field of the Mists
Requirements: Level 6.
Energy Cost: 3.
You create a churning field of Mists, guarding you and those around you.
You cast the spell warding wind.
Flesh of My Flesh
Requirements: Legendary Centaur Stance, Epic Invocation.
Energy Cost: 5.
Casting Time: 1 round.
Special: As an additional cost to use this invocation, spend any number of hit dice—minimum 7.
“Do not fear difficulty. Hard ground makes stronger roots.”
You touch the corpse of a creature that died within the past 24 hours. By expending some of your own vital force, you return it to life. Roll the hit dice you spent to use the invocation; the creature regains a number of hit points equal to the total rolled, plus your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this invocation, you cannot use it again until you finish a long rest.
Forced Engagement
Requirements: Legendary Dwarf Stance, Level 3.
Energy Cost: 2.
You lash an ethereal chain at your target, and taunt them into striking you.
You cast the spell compelled duel. Additionally, the spell’s target takes cold or fire damage (your choice) equal to a roll of your Mistsfire die (no save).
Impossible Odds
Requirements: Legendary Assassin Stance, High Invocation.
Energy Cost: 4.
You empower yourself with Shiro’s incredible speed and destructive prowess.
You cast the haste spell, targeting only yourself.
Once you use this invocation, you cannot use it again until you finish a short or long rest.
Invoke Torment
Requirements: Legendary Demon Stance, Level 3.
Energy Cost: 2.
You invoke one of the countless curses that fill the Realm of Torment, and force it upon your foes.
You cast the bane spell, requiring no material components. Additionally, each of the spell’s targets takes necrotic damage equal to a roll of your Mistsfire die, which is halved if they succeeded on their saving throw against the spell.
Augment: For each additional Energy spent, increase the spell’s level by 1. For every two additional Energy spent, roll an additional Mistsfire die.
Jade Winds
Requirements: Legendary Assassin Stance, Epic Invocation.
Energy Cost: 6.
You unleash the Jade Winds, petrifying those around you.
Jade-green energy sweeps out from you in a 10-foot radius sphere. Each creature other than you in the area must make a Constitution saving throw. On a failed saving throw, a creature takes 5d6 force damage and is turned into jade, becoming petrified for 1 minute. At the end of each of its turns, a creature so petrified can make a new Constitution saving throw to end the effect on itself. On a successful saving throw, a creature takes half that damage, and isn’t petrified.
Once you use this invocation, you cannot use it again until you finish a long rest.
Mist Unleashed
Requirements: Legendary Alliance Stance, Level 3.
Energy Cost: 2.
With a heavy swing of your weapon, you create a shockwave of Mists.
You cast the spell thunderwave.
Augment: For each additional Energy spent, increase the spell’s level by 1.
Natural Harmony
Requirements: Legendary Centaur Stance, Level 6.
Energy Cost: 3.
“You cannot expect the world to give you peace. You must find it… within yourself.”
You cast the spell prayer of healing.
Augment: For each additional Energy spent, increase the spell’s level by 1.
Patient Spirit
Requirements: Legendary Alliance Stance, Level 3.
Energy Cost: 2.
Casting Time: 1 bonus action.
You beckon a wisp of healing magic, which slowly coalesces around an ally.
Choose a creature you can see within 60 feet. At the beginning of your next turn, that creature regains hit points equal to 1d6 + your Wisdom modifier.
Augment: For each additional Energy spent, the healing increases by 1d6.
Phase Smash
Requirements: Level 6.
Energy Cost: 3.
You leap through the Mists, smash your surroundings, and step back to whence you came.
Choose a point you can see within 60 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 cold or fire damage (your choice) on a failed save, or half as much on a successful one. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the area.
Augment: For each additional Energy spent, the damage increases by 1d8.
Phase Traversal
Requirements: Level 6.
Energy Cost: 3.
You step through the Mists, emerging somewhere else.
You cast the spell misty step.
Project Tranquility
Requirements: Legendary Centaur Stance, Level 3.
Energy Cost: 2.
“We must renew ourselves!”
You cast the spell cure wounds.
Augment: For each additional Energy spent, increase the spell’s level by 1.
Renewing Wave
Requirements: Legendary Centaur Stance, High Invocation.
Energy Cost: 4.
You release a burst of healing Mists energy, enveloping your allies.
You cast the spell mass healing word.
Augment: For each additional Energy spent, increase the spell’s level by 1.
Augment: If you spend 2 additional Energy and choose to do so, you cast mass cure wounds instead.
Rite of the Great Dwarf
Requirements: Legendary Dwarf Stance, Epic Invocation.
Energy Cost: 5.
You call upon the ancient Rite of the Great Dwarf, turning flesh to solid stone.
You cast the spell stoneskin.
Once you use this invocation, you cannot use it again until you finish a long rest.
Scavenger Burst
Requirements: Legendary Alliance Stance—Luxon, High Invocation.
Energy Cost: 4.
Alliance Tactics: This invocation is exchanged with Tree Song.
You unleash your rage at an area, causing a violent explosion.
Choose a point you can see within 60 feet. A burst of energy erupts in a 20-foot-radius sphere centered on that point; each creature other than you within it must make a Dexterity saving throw. Each target takes 8d4 cold or fire damage (choose when you invoke this power) on a failed save, or half as much damage on a successful one. The burst spreads around corners.
You gain temporary hit points equal to 3 times the number of creatures other than you in the area, which last for 1 minute.
Augment: For each additional Energy spent, increase the damage by 1d6.
Searing Fissure
Requirements: Level 2.
Energy Cost: 2.
Slamming your weapon into the ground, you unleash fierce flames from the Mists.
You cast the spell burning hands.
Augment: For each additional Energy spent, increase the spell’s level by 1.
See the Unseen
Requirements: Level 2.
Energy Cost: 1.
Magic causes vibrations and ripples to form in the Mists. You tune your senses to detect them.
You cast the spell detect magic. If you have the Sight Beyond Sight feature, the spell’s effect extends into any parts of the Ethereal Plane you can see.
Augment: If you spend 5 additional Energy, you instead cast true seeing, targeting only yourself. The spell lasts only for 1 minute.
Shackling Wave
Requirements: Level 6.
Energy Cost: 3.
You slice through the air, unleashing a wave of energy from the Mists, which coalesce into chains around your foes.
Each creature in a 30-foot cone emanating from you must make a Strength saving throw. On a failed save, a creature takes 3d6 cold or fire damage (your choice) and is held in place by chains for 1 minute, or until it or another creature within reach uses an action to break the chains. A creature held in chains has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t enchained.
Augment: For each additional Energy spent, increase the damage by 1d8.
Soothing Stone
Requirements: Legendary Dwarf Stance, Level 3.
Energy Cost: 2.
Casting Time: 1 bonus action.
Infusing your flesh with Mists, you heal your wounds.
Roll a Mistsfire die. You regain hit points equal to the result, plus your proficiency bonus.
Augment: For each 2 additional Energy spent, roll an additional Mistsfire die.
Spear of Anguish
Requirements: Legendary Demon Stance, Level 6.
Energy Cost: 3.
You create a spear of seething corrosion, and launch it at your foe.
You cast the spell Melf’s acid arrow, requiring no material components. If the target is suffering the curse of your Seething Malice, or a bane spell cast by you, you make the spell attack with advantage.
Augment: For each additional Energy spent, increase the spell’s level by 1.
Spear of Archemorus
Requirements: Legendary Alliance Stance—Luxon, Epic Invocation.
Energy Cost: 6.
Casting Time: 1 bonus action.
Special: This invocation requires concentration, as if it were a spell.
Alliance Tactics: This invocation is exchanged with Urn of Saint Viktor.
You enchant your weapon with Archemorus’s martial prowess, granting it incredible power.
A weapon you touch becomes imbued with destructive power. For 1 hour, weapon attacks made with it deal an additional 2d8 cold or fire damage (choose upon casting this invocation) on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this invocation and summon a ghostly version of Archemorus, who pierces one creature that you can see within 30 feet of you with his spear. That creature must make a Dexterity saving throw. On a failed save, the creature takes 5d10 cold or fire damage (same as your first choice), and it is restrained for 1 minute, held down by ghostly chains. On a successful save, the creature takes half as much damage, and isn’t restrained. At the end of each of its turns, a restrained creature can make a Dexterity saving throw, ending the effect on itself on a success.
Once you use this invocation, you cannot use it again until you finish a long rest.
Spirit Light
Requirements: Level 2.
Energy Cost: 0.
You wreathe an object in harmless Mistsfire, shedding light for your allies.
An object you touch becomes sheathed in a harmless layer of grey-red Mistsfire for 1 hour. Until the flames fade, the object sheds bright light in a 20-foot radius, and dim light for an additional 20 feet. The flames fade if you use this invocation again, or when you dismiss them as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the invocation.
Augment: If you spend 4 Energy, you instead cast the spell daylight.
Spirit's Gift
Requirements: Level 2.
Energy Cost: 0.
You draw on the gravitas and knowledge of the many legends who came before you.
You cast the thaumaturgy spell.
Augment: If you spend 2 Energy, you cast guidance instead.
Temporal Rift
Requirements: High Invocation.
Energy Cost: 4.
You slice into the Mists, tearing open a rift in a 50-foot line extending from you, which then violently collapses. Each creature within that line must make a Constitution saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one.
Each creature within 5 feet of the line but not inside it must succeed on a Constitution saving throw or take 6d6 force damage and be pulled 5 feet toward the line.
Augment: For each additional Energy spent, the damage increases by 1d6.
Tree Song
Requirements: Legendary Alliance Stance—Kurzick, High Invocation.
Energy Cost: 4.
Casting Time: 1 bonus action.
Alliance Tactics: This invocation is exchanged with Scavenger Burst.
From the petrified groves of Echovald echo the cleansing music of House Lutgardis.
You cast the spell aura of vitality.
Once you use this invocation, you cannot use it again until you finish a short or long rest.
Unrelenting Assault
Requirements: Epic Invocation.
Energy Cost: 6.
Dashing through the Mists, you strike faster than any can see.
You cast the spell steel wind strike.
Once you use this invocation, you cannot use it again until you finish a long rest.
Urn of Saint Viktor
Requirements: Legendary Alliance Stance—Kurzick, Epic Invocation.
Energy Cost: 6.
Alliance Tactics: This invocation is exchanged with Spear of Archemorus.
You summon the sacred urn that holds Saint Viktor’s ashes for 1 minute, which shines with holy light. When it appears, and as an action on each of your turns while the urn remains, you can channel your life into the urn, reducing your current hit points by 1d10. Whenever you do so, each other creature of your choice within a 30-foot radius of the urn regains 2d4 hit points. When the urn disappears, each creature of your choice within the same area gains 4d4 temporary hit points.
The urn shatters and dissipates if you become incapacitated, if you drop it, or if you choose to release your grip on it (no action required). When you take damage while holding the urn, you must succeed on a Constitution saving throw, as if you were concentrating on a spell, to keep your grip on the urn. If you fail the save, you drop the urn.
Once you use this invocation, you cannot use it again until you finish a short or long rest.
Vengeful Hammers
Requirements: Legendary Dwarf Stance, High Invocation.
Energy Cost: 4.
You invoke hammers to circle around you, smashing your foes as they spin.
You cast the spell spirit guardians. Instead of dealing either necrotic or radiant damage, the spell deals cold or fire damage (your choice), and the spirits take the form of ghostly hammers.
Augment: For each additional Energy spent, increase the spell’s level by 1.