Metagame Warning!
The knowledge in this page may not be accessible to the average character, as it may not be common knowledge.
Please consider if your character would know this knowledge first before using it in roleplay.
Author Note: Be careful when dealing with the devil.
"I grant power to those determined enough to use them. These are the conditions of the pact," he began, retrieving what seemed to be a sheet of paper from his briefcase and handing it to Giorno.
Evocation is the act of invoking the powers of otherworldly psychic entities with power far beyond our own, typically through the use of psychic subjugation or the formation of contracts. By binding the will of these entities, or forming mutual contracts with them, the psions are granted use of some of the entities' abilities; or the ability to summon the entity altogether.
Using neuroinvasion, it is possible to psychically dominate creatures with weaker will; certainly talented people are able to use their powers to subjugate many kinds of animals to their well, like the piper who calls upon the rats. In this way, talented psions can also dominate creatures that have more metaphysical uses, enslaving them for their own ends. In many cases, such bonds can be made permanent, adding an entity to the psion's permanent repertoire of abilities.
Common Ability: Enthrall Animal [Neuroinvasion]
The psion places a neuroinvasive curse on a non-sapient animal, making them loyal to the psion and forming a psionic bond with them until the curse is dispelled. If the animal has a psionic ability that the psion can use, it must be apped (or be pre-apped), and sometimes these abilities might use the psion's flux pool. The maximum number of curses a psion can have is decided by their grader based on the strength of the enthralled creatures and the psion's aptitude. In addition, each active curse reduces the psion's maximum flux pool based on the strength of the enthralled creature and the psion's aptitude.
In most cases, the enthralled creature is unwilling; as soon as their binds are broken, they may attack their former captor. In some cases however, the creature might be a companion of some sorts, willingly serving the psion. In this case, full enthrallment isn't necessary, and the curse is simply only to facilitate a psychic connection between companion and psion.
Examples of some creatures for an evoker to enthrall include gotongi, shamir, pistaros, and sometimes weaker defiants.
When evokers seek more powerful, complex abilities, or they have the craving for power without the desire or means to develop that potential themselves, they turn away from the lesser, pathetic creatures that can be enthralled and instead turn their gaze to more powerful creatures that lie in wait, standing ready to confer power of their own- for a price.
By forming a contract, a psionic bond is formed between contracter and contractee, enabling the psion to use some of the entity's abilities, or summon them or parts of their body for their own use. The cost however, may be great; it may demand your servitude or for you to complete a task- perhaps it shall take your eyes, or even worse, your entire being. The terms are for you and the monster you've become desperate enough to speak to decide, so the costs and what you get may be up to your own silver tongue. Whereas enthrallment uses neuroinvasion to enthrall creatures, the formation of a contract uses primarily clairsentience to form the psychic bond; as such, clairsentients will be able to make the most of their contracts.
Common Ability: Form Contract [Clairsentience]
This common ability is innately used when forming a contract with a powerful being; you do not have to learn it. The psion and another entity willingly form a mutual contract, establishing a psionic link between the two to grant the psion a unique ability in place of developing their own ability. Any abilities acquired from a contract must be apped, and each contract typically has a cost associated with it imposed by the entity the psion is contracting with. The number of contracts a psion has and the drawbacks of the contract depend on the psion's clairsentience aptitude. If the contract is broken, the psion immediatelly loses all benefits and may also suffer from certain consequences placed by the being they contracted with.
Example Contract Ability
Ability Name: The Light in Your Eyes
Subjects Used: ESP, Clairsentience
Description: The psion has contracted with a powerful entity known as the Slyrakian Wurm, a vile crystalline serpent whose powers seem to contradict known reality. The Slyrakian Wurm specializes in the manipulation of optical light, and for the price of their normal eyesight, has replaced their eyes with one of their many crystalline growths.
Abilities:
- The psion's eyes are replaced with crystalline growths that do the seeing for them. The psion has a very sharp, permanent cuilsight active. The cuilsight is sharp enough that it allows the psion to see the various ebbs in the anomalous flow present in the area and trace amounts of flux, allowing a rough outline of the environment and of people (especially of psions).
- The psion can easily recognize active abilities, and determine what subjects they use at a glance.
Weaknesses:
- The psion's eyes have been taken away from them as part of their contract, rendering them visually blind. In addition, the Slyrakian Wurm saps a small amount of flux from the psion as part of the contract's payment, causing the psion to reduce their maximum flux by 10%.
- The psion cannot normally make out heavy details such as handwriting or faces.
- The psion is blind in places with an ECF of 0 or less.
- Spots of negative cuils such as normantium simply appear as voids in the psion's cuilsight.
How It Works: The Slyrakian Wurm gifts the psion with portions of its crystals that replace their eyes, giving them a permanent and enhanced cuilsight at the cost of their own normal eyesight. An eye for an eye.