Where the illusionist deals in subtleties and suggestion, the
invoker deals in naked force, summoning and controlling massive
energies. The invoker requires a Constitution/Fitness score of
16 or better to withstand the physical stress of this specialty.
The school of invocation is opposed by enchantment/charm and conjuration/summoning.
In addition to the normal advantages and disadvantages of specialization,
the invoker gains an additional +1 bonus to saving throws vs.
invocation/evocation spells when he reaches 8th-level, for a total
of +2. At 11th-level, this increases to +3. (These bonuses also
apply to magical items that simulate invocation spells, such as
a wand of fire.) At 14th-level, the invoker acquires immunity to one invocation
or evocation spell of 3rd-level or lower of his choice. However,
this immunity does not extend to similar magical items or breath weapons.
The invoker is a valuable asset to the party on the battlefield,
where his spectacular spells can decimate hordes of low-level
monsters or severely injure tougher opponents. Unfortunately,
fear of the invokers firepower leads many opponents to attack
the wizard in the hope of disabling him before he can blast them
to ashes.