Summon Spiritual (Action Powers)

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Revision as of 20:17, 16 January 2010 by Starfox (talk | contribs) (Invocation of Power)
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Main article: Powers (Action)

Invocation of Power

Limit Break

Until the end of the scene, when you use another power of the Spiritual origin, you can base any roll or stunt using that power on your Impress skill instead of whatever skill the power would normally be based on.


Spirit Ward

Limit Break

You create a permanent ward similar to Ward Enemy. It counts as an unnamed creature with your Mind and Impress skill and will try to ward against all creatures not aligned with your faction or faith. The ward is focused in a physical object; often a statue, stone, or pattern on the ground; destroying this object disrupts the ward.

Ward Enemy

Stance and Trigger Action

You keep hostile supernatural creatures at bay. This protects an area with your Mind meters in diameter; you must be in the warded area. At any time when a supernatural creature tries to enter the area or attack anyone inside, you are alerted to its presence and can take a trigger action to make an opposed Impress roll. The loser takes psychic damage equal to the opponent's Mind plus the absolute outcome. If you win, the creature's action fails and it is expelled from the area. If the creature wins, you have the option of dropping the ward rather than take damage; if you do so, you cannot use this power again in this scene.

This only affects supernatural creatures: Air Elementals, Earth Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, and Spectres.