You start with two of these known, see the Invocation Starting Move on Page 45 for details. Only one Ongoing invocation or spell can be maintained at a time. The Risk of an Invocation usually only happens when you choose it on a 7-9, but something like it or worse may happen when the GM says what happens on a 6-. An Invocation’s Greater effect only happens when certain Advanced Moves unlock it.
Bestow Curse
A foe you touch has their Armor reduced to 0 or is struck by some supernatural disease, blindness, or another affliction for a few minutes. Risk: You also suffer the effects of the curse. Greater: On a 12+, the effect lasts as long as you’d like, including permanently.
Bless
For the remainder of this scene, an ally gains Advantage Forward and either +1 Armor or +1 condition inflicted the next time they hurt someone - you choose when you Bless them. Risk: You also receive Disadvantage Forward. Greater: They have Advantage Ongoing for the scene, instead of just Forward.
Cause Fear (Ongoing)
Name an individual or a type of mortal creature. While they can see you they are filled with dread, causing them to recoil and back away - the weak and cowardly among them must outright flee. Risk: Instead of simply recoiling or fleeing, they might act aggressively, rashly, or unpredictably. Greater: On a 12+, even the mighty and strong-willed must flee.
Contact Spirits
You speak with a departed soul whose body is nearby or whom you knew when they were alive. Their spirit manifests for the scene, and will answer any one question you ask to the best of its ability before it returns. Risk: Their answers are vague or veiled, as they are either unable or unwilling to answer you clearly. Greater: On a 12+, you can ask them any number of questions for the scene.
Dismiss
A nearby otherworldly entity or spirit is banished from the world or back to whatever tethers it here. Risk: As it leaves it manifests a curse, harm, or a way to return later, the GM will say how. Greater: On a 12+, ordinary entities are utterly destroyed, and the strongest are driven away with whatever tethers them here destroyed.
Empower (Ongoing)
Filled with your deity’s power, you or an ally treats one stat as +3 and ignores conditions on it (both for rolls and for XP). Risk: Once the effect ends, the one(s) who benefited suffers two conditions from exhaustion. Greater: You can affect both yourself and ally. The same stat is empowered for both of you.
Illuminate (Ongoing)
A magical light emits from you or something you touch, piercing darkness, illusions, and trickery. Risk: The enemies of your deity can sense this light from a great distance. Greater: The light is blinding to all who look at it and enemies of your deity can’t bear to be near it.
Message
A message you speak is instantly delivered to a person of your choosing, no matter where they are. Risk: It won’t be delivered instantly. Greater: When they receive the message, they can also respond with a single message in kind to you.
Procure
You miraculously have just the mundane item you need, as if you had spent 1 use of Adventuring Gear. Perhaps it was in your pack or sitting nearby. Risk: You don’t have exactly what you need, but something similar. Greater: The item is of superb make, perhaps with an additional feature or quality.
Safeguard (Ongoing)
An ally either gains Advantage Ongoing to Defy or is protected from something pertaining to your deity’s domains (you choose when this is invoked). Risk: When this effect ends, those affected must fulfill a demand of your deity or suffer a condition. Greater: On a 12+ all your allies are affected.
Sanctuary (Ongoing)
As you perform this invocation, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within this area, you know when someone enters it or when someone within it acts with malicious intent. Risk: You only know when someone within the area acts with malicious intent, but not when someone enters. Greater: On a 12+, none can enter the sanctuary without your express knowledge and consent.
Speak in Tongues
You can clearly speak with and understand any sentient creature for the scene. Risk: You can understand them, or they you, pick one. Greater: Nearby allies can also be affected.
Transcend Surroundings (Ongoing)
A nearby physical obstacle, hazard, or environment no longer poses any threat to you. Risk: It does still pose a threat but you have Advantage Ongoing to Defy it. Greater: The effect extends to nearby allies.
Unleash Wrath
Your deity’s power harms an enemy, usually inflicting a condition (Forceful, Distinctive, Piercing). Risk: It isn’t Piercing. Greater: On a 12+ they are also briefly stunned.