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Icon Round Invocation.png

The school of Invocation includes some of the most devastating spells available on Fractured. They are created harnessing elemental powers and mixing them with raw magic to shape them, guide them, and enhance their destructive nature.

To keep these forces under control, it is mandatory for the caster to maintain a finely balanced flow of mana, which is one thing this school has mastered to perfection. Indeed, some of its mana-controlling techniques allow the caster to store spells for later use, to combine different ones to generate new powerful effects, and to cast enchantments that take effect automatically when the right conditions are met.

The power of most abilities belonging to this school depends on the Intelligence of the caster.

Abilities[]

Chain LightningCan Crit: true
Memory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 10
Casting Range: 10
Check LOS: True
Mana Cost: 400 + (6/s)
Icon ChainLighning.png
You cast a lightning that chains between multiple enemies, dealing [INT*6] Shock damage and 1 Shocked stacks at each bounce. This spell bounces up to [INT*0.4] times. The damage of this spell can be Critical.Cooldown: 15
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Chilling TouchToggle Group: WeaponModifier
Effect Group: MagicalBuff
Can Crit: true
Memory Cost: 1
Spell Group: SelfBeneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Consume on Hit: 50
Mana Cost: 100
Icon ChillingTouch.png
Your unarmed attacks deal [INT*2] extra Ice damage plus 1 Chilled stacks, and can hit incorporeal beings.Cooldown: 10
School: Invocation
Allowed Weapons: UnarmedAllowed Armor: Any
Deep FreezeFriendly Fire: Yes
Can Crit: true
Memory Cost: 2
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 200 + (50/s)
Icon DeepFreeze.png
While channeling this spell, any enemy within 3 meters from a location of your choice takes [INT*3] Ice damage and 2 Chilled Stacks every 0.5 second for up to 3 seconds. The damage of this spell can be critical and hurt you and your allies in PvPCooldown: 15
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
EarthquakeFriendly Fire: YesNotSelf
Memory Cost: 3
Spell Group: SelfOffensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 300 + (100/s)
Icon Earthquake.png
You call forth 4 earthquake shocks, each one dealing between [INT*5] and [INT*20] Crush damage to everyone within 10 meters from you, depending on their distance. Each shock also Stuns for 1.75 seconds anyone who fails a Fortitude Save. This spell can hurt your allies in PvP.Cooldown: 30
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Fan of FlamesFriendly Fire: YesNotSelf
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 250
Icon FanOfFlames.png
Anyone within a 120°, 4-meters cone area takes [INT*12] Fire damage and 4 Warm stacks. An evasion save halves both the damage and the stacks received. This spell can hurt your allies in PvP.Cooldown: 10
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
FireballFriendly Fire: Yes
Memory Cost: 3
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 450
Icon Fireball.png
You cast a fireball at a specific location, dealing [INT*15] Fire damage and adding 4 Warm stacks to each enemy within 4 meters from the impact. A succesful Evasion Save halves both the damage and the stacks.Cooldown: 20
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
FireboltCan Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 150
Icon Firebolt.png
You cast a flaming projectile that collides with the first enemy on tis path, dealing [INT*14] Fire damage to it and adding 2 Warm stacks. The damage of this spell can be Critical.Cooldown: 5
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Frost BlastCan Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Mana Cost: 150
Icon Frost Blast.png
You cast a frozen sphere that explodes as it collides with the first enemy on its path, dealing [INT*8] Ice damage to any enemy within 2 meters from the impact and adding 2 Chilled stacks. The damage of this spell can be Critical.Cooldown: 5
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Magic MissilesCan Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: 0
Mana Cost: 250
Icon MagicMissiles.png
You can [INT*0.3] himing projectiles at your target, each dealing 80 Magic damage. Each projectile can be negated with a succesful Willpower Save.Cooldown: 10
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
PyroblastFriendly Fire: YesNotSelf
Memory Cost: 2
Spell Group: SelfOffensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 250
Icon Pyroblast.png
You release a fiery blast around you. Anyone within 3 meters takes [INT*10] Fire damage plus 2 Warm stacks, and is Knocked Back 3 meters from your position. This spell can hurt your allies in PvP.Cooldown: 10
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Shocking LashCan Crit: true
Memory Cost: 1
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: 0
Mana Cost: 100
Icon Shocking Lash.png
You discharge a jolt of electricity that deals [INT*6] Shock damage and 1 Shocked stacks to your target. This ability has 4 charges.Cooldown: 5
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Shocking TouchToggle Group: WeaponModifier
Effect Group: MagicalBuff
Can Crit: true
Memory Cost: 1
Spell Group: SelfBeneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost per Hit: 50
Mana Cost: 100
Icon ShockingTouch.png
Your unarmed attacks deal [INT*2] extra Shock damage plus 1 Shocked stack, and can hit incorporeal beings. The damage of this spell can be Critical.Cooldown: 10
School: Invocation
Allowed Weapons: UnarmedAllowed Armor: Any
Static DischargeFriendly Fire: YesNotSelf
Memory Cost: 3
Spell Group: SelfOffensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200 + (50/s)
Icon StaticDischarge.png
You channel electricity for up to 4 seconds and discharge it instantly. Depending on how long you charged the blast, anyone within 3 meters from you takes between [INT*10] and [INT*30] Shock damage, and 2 to 6 Shocked stacks. This spell can hurt your allies in PvP.Cooldown: 15
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light|Medium
Tectonic OutburstFriendly Fire: Yes
Memory Cost: 2
Spell Group: TargetedOffensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 300
Icon Tectonic Outburst.png
Any enemy within a 4-meter radius area of your choice takes [INT*12] Crush damage and is stunned for 3 seconds. A succesful Fortitude save halves both the damage and the stun duration. This spell can hurt yourself and your allies in PvP.Cooldown: 15
School: Invocation
Allowed Weapons: Spell ChannelingAllowed Armor: Light
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