Summon Sorcery (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Seal of Power
Finisher
You learn the True Name of the defeated or helpless creature.
Seal of Summons
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. You can summon any type of elemental or a demon:
- Demons, are linked to the Sorcery Form.
- Air Elementals, are linked to the Air Form.
- Earth Elementals are linked to the Earth Form.
- Electric Elementals, are linked to the Electricity Form.
- Fire Elementals are linked to the Fire Form.
- Ice Elementals are linked to the Ice Form.
- Metal Elementals are linked to the Metal Form.
- Plant Elementals are linked to the Plant Form.
- Water Elementals are linked to the Water Form.
Tap Demon
Basic Action
Demons are founts of power that can be tapped by the unscrupulous.
Make an opposed Impress roll against a Controlled Demon.
On a success you inflict one Hit on the Demon and gain one Fortune point with an Impress greater than your Mind.
If your Impress scores an outcome matching the Demon's Mind you instead gain two Fortune and inflict a Hit and a Damage Setback on the Demon.
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.