Difference between revisions of "Summon Magic (Action Powers)"

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(Tap The Gifted)
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{{Template:Summon (Action Powers)}}
 
{{Template:Summon (Action Powers)}}
 
What creatures you can use this against depends on what [[Forms and Techniques (Action Powers)|Forms]] you know, read on the [[Creatures (Action)#Creatures and Forms|Creatures and Forms]] table.
 
What creatures you can use this against depends on what [[Forms and Techniques (Action Powers)|Forms]] you know, read on the [[Creatures (Action)#Creatures and Forms|Creatures and Forms]] table.
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=== Tap The Gifted ===
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Limit Break
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''The gifted are founts of power that can be tapped by unscrupulous magic.''
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Make an opposed [[Impress (Action)|Impress]] roll against a [[Gifted (Action) | Gifted]] creature. This is a ranged attack.
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On a success you inflict one [[Hit (Action)|Hit]] on the [[Gifted (Action) | Gifted]] creature and gain one [[Fortune (Action)|Fortune]] point.
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If your [[Impress (Action)|Impress]] scores an outcome matching the [[Gifted (Action) | Gifted]] creature's [[Mind (Action)|Mind]] you instead gain two  [[Fortune (Action)|Fortune]] and inflict a [[Hit (Action)|Hit]] and a [[Damage_(Action)#Damage_Setbacks|Damage Setback]] on the [[Gifted (Action) | Gifted]] creature.
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In order to gain any [[Fortune (Action)|Fortune]] points, your [[Impress (Action)|Impress]] check also beat your own [[Mind (Action)|Mind]]. If this fails you can still have the harmful effects on the target.
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If you gain [[Fortune (Action)|Fortune]] in excess of your [[Mind (Action)|Mind]] this way you must spend any excess points by the end of the scene, or they are lost.

Revision as of 14:54, 7 April 2017

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Main article: Powers (Action)

Binding Spell

Finisher

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

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

Limit Break

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 inflict one Hit on the Gifted creature and gain one Fortune point.

If your Impress scores an outcome matching the Gifted creature's Mind you instead gain two Fortune and inflict a Hit and a Damage Setback on the Gifted creature.

In order to gain any Fortune points, your Impress check also beat your own Mind. If this fails you can still have the harmful effects on the target. 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.