Invocation is the art of requesting a spirit or ghost’s presence. This is merely a plea for help at its basic level, while advanced magicians are able to aid the supernatural entity that opts to answer by offering a gateway through which to interact with the physical world. The mystic chooses ghosts or spirits as the Merit’s focus, though the thaumaturge may learn both versions separately. Spirits or ghosts answering an invocation are generally much better disposed toward the caster than those summoned via Evocation (p. 108). The Invocation Merit does not grant a thaumaturge the power to perceive Twilight.
The two-dot version allows the performer to attract the attention of a specific entity, or to send out a general call to the nearest entity. In either case, the respondent must be within range to sense the thaumaturge or the respondent does not perceive the request. The invoker may call an entity personally known to him, or may specify a type of entity of his choosing (any available member among his own ancestors, or any spirit of Erzulie, for example). The entity called may choose to ignore the request or answer it. If the entity responds, it comes to the caster at its own speed, although the entity cannot violate any normal limitations (such as leaving the maximum distance from an anchor or defying a spiritual Ban). Invocation does not grant any control over an entity; the character must strike a deal of some kind in order to accomplish her goals.
The four-dot version acts as the first with the added benefit that the targeted entity gains the Possession Numen (World of Darkness Rulebook, p. 212) if the entity does not normally have that power. The entity may possess the thaumaturge automatically without the normal contested roll, as the thaumaturge actively opens the way with magic (although use of the Possession power still costs one Essence). Of course, the entity could decide to possess someone else, although the attempt requires a normal contested roll. The ritual does not grant any control over the being, but the offer of Possession is a valuable bargaining chip.
Dice Pool: Presence + Persuasion
Ritual Length: 10 minutes
Duration: One scene
Roll Results
Dramatic Failure:
The thaumaturge attracts the attention of the wrong spirit or ghost, probably one with mischievous or malicious intent.
Exceptional Success:
The mystic’s performance pleases the target. For ghosts or spirits of very negative bent, this may simply mean the thaumaturge’s Invocation is ignored. Otherwise, apply a +1 bonus to Social rolls made with the entity for the duration of the scene.
Suggested Equipment: Appropriate sacrifice offered as part of ritual (+1), entity linked by ancestry (+1)
Possible Penalties: Location not appropriate for entity called (–1 to –3), entity dislikes thaumaturge (–1 to –3)
Ritual Details: The thaumaturge seeks to enter a trance. Rituals include objects attractive to the target, with sacrifices of such things being particularly effective.
Drawback: Invocation calls the attention of spirits or ghosts to the thaumaturge, but doesn’t exert any control over them. The entity called could make life difficult if it’s malevolent or antagonistic.