Summon Magic (Action Powers)

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Main article: Powers (Action)

Summoning Spell

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon.

The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score.

You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control of the creature.

You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.

Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.

You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above.

What creatures you can use this against depends on what Forms you know, read on the Creatures and Forms table.

Tap The Gifted

Finisher

The gifted are founts of power that can be tapped by unscrupulous magic.

Make an opposed Impress roll against a Gifted creature. This is a ranged attack.

On a success you gain one Fortune point and inflict a Damage Setback on the Gifted creature.

If your Impress scores an outcome matching the Gifted creature's Mind you instead gain two Fortune and the Gifted creature takes a Mortal Wound.

In order to gain any Fortune points, the creature must have Fortune points, even it they are currently spent. Otherwise you still have the harmful effects on the target but you do not gain any Fortune points. If you gain Fortune in excess of your Mind this way you must spend any excess points by the end of the scene, or they are lost.

True Naming Spell

Finisher

You learn the True Name of the defeated or helpless creature.