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 scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.

A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.

When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.

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.