T3

Sorcery / Schticks / Summoning

The sorcerer can perform a range of spells and rituals relating to SupernaturalCreatures and Spirits. In order for this schtick to be meaningful, there has to be such creatures in the world – consult your GM if you are at all uncertain about this.

The difficulty of all Summoning effects is the target's Powers Action Value unless otherwise noted.

On a backlash, the sorcerer can no longer use Summon against that particular type of creature for the rest of the session, and all such spells that are currently active end. As Summoning is often the most powerful weapon a sorcerer has against these powerful monsters, this can be bad indeed.

Certain effects require the sorcerer to have a Magical Link to his target. This means that he must have a magical connection to it. A large part of an adventure involving a supernatural creature may well revolve around finding a Magical Link to it. A magical link can be a true name, a fetish, a numismatic or cabalistic formula, a poem, verse or password, a tie of blood (I am the descendent of Mabrou, who tamed you! Obey Me!) or a former body part. It all depends on the setting, creature and the GMs whim.

Summoning Effects

Bargaining

You can communicate with SupernaturalCreatures, and expect them to answer rather than eat you. If you make inciting offers and plead well, you may get them to perform services for you. This should be role-played, but with this effect you can use your Sorcery Action Value in place of your Charisma for such dealings.

Typical bargaining chips include using Corruption, spending Magic points, making sacrifices and other favors of different kinds. Many supernatural creatures are strongly aligned; with Elements, Law, Chaos, Good or Evil and for or against different groups of supernatural, and will not respect a sorcerer who is not. Supernatural creatures often make strange demands and have strange favorites. Sorcerers who bargain with them will find it much easier if they know what they like. Certain sorcerers live very eccentric lives because this makes it easier for them to deal with the supernatural, while others become summoners to gain excuses and outlets for their bizarre tastes.

Bless Weapon

The sorcerer blesses a weapon, usually a gun or a melee weapon, imbuing it with magical power against a specific type of SupernaturalCreatures. It costs a Magic Point. The difficulty is the damage rating for a gun or other fixed-damage weapon, the damage adds for a melee weapon. The effect lasts one day per point of Outcome. The weapon can now damage supernatural creatures with Damage Immunity to the type of weapon affected.

Slaying Weapon

For three Magic points, a summoner can make a weapon the bane of a SupernaturalCreature to whom he has a Magical Link. That weapon can then harm the creature, regardless of what defenses it has, and it is not even allowed to use its Toughness to soak damage.

Domination

The sorcerer may impose his will on a SupernaturalCreature, forcing it to obey spoken instructions. The sorcerer must be able to see the creature and have a Magical Link to it; the creature must be able to hear the caster. If the Sorcery check is successful, the creature must obey the letter of the sorcerer's instructions to the best of its abilities for a number of Sequences equal to the Outcome. If the Sorcerer spends a Magic point immediately before the check is made, the creature must obey for a period equal to the Outcome in hours.

Dismissal

Sends a Spirit native to another dimension or juncture back to it's point of origin. A Spirit that is banished and can no longer interact with the material world. In many ways, it is the reverse of Invocation. The creature must be willing, or a Magical Link is required.

Exorcism

The sorcerer may remove magical taint or a lingering Creatures powers effect from a subject, such as an individual suffering from domination, possession or arcanotech mutation. If the condition was created by a Powers user, use that being's Action Value in the relevant skill as the Difficulty. This can't be used on supernatural creatures, abominations or other beings in order to stop them from being monsters or to suppress their powers.

Imprisonment

Forcing a Spirit into an object. A Magical Link is required. The object must be specially prepared to hold this specific type of creature, and the effect lasts one day per point of Outcome. While inside the object, the creature can do nothing but communicate with whoever holds the object and manifest its Creatures powers on those touching the object. If the sorcerer uses a point of Magic, the creature is bound to the object for one year times the Outcome. If the object is destroyed or the magic dissipated, the creature is free.

Invocation

You can seize a Spirit 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 invoke several unnamed creatures of the same type with a multiple target stunt.

Merely invoking a creature does not ensure its cooperation. In fact, in most cases it is a guarantee of the creature's displeasure.

Invocation has a number of prerequisites; symbolic conditions that must be fulfilled before the invocation can work. All vary widely depending on the creature's type, elementals demand very different types of appeasement than demons.

For each prerequisite that is not fulfilled, the sorcerer must compensate by spending one Magic point.

Calling

A SupernaturalCreature that is not a Spirit cannot be invoked, but if it is physically within a number of kilometers equal to your Attributes/Magic, it can be called. The same applies to a [Creatures/Limitations/SupernaturalCreature that is already in your plane of existence. A called creature uses whatever movement abilities it has to move towards you at a reasonable speed. Otherwise, this works just like Invocation, above, including the magic point cost.

Commune

Similar to Invocation, but used only to establish a link between the sorcerer and a Spirit, allowing them to speak to one another. Priests sometimes use this effect to talk to their patron. It is often prudent to commune with an entity before invoking it, making some sort of bargain in advance. This has no prerequisites and no Magic point cost. If the creature is willing, it can lower the difficulty of Commune, but no lower than it's Magic attribute.

Naming

This effect works only against an unresisting creature. It is usually cast on a creature that has recently been defeated in combat, and works on a creature even as it is dematerializing or dying after a failed Death Test. It can only be tried once on a particular creature each scene. The sorcerer gains a Magical Link to the creature. This allows him to use a greater range of effects against it in the future.

Often used together with the Binding, and only has a difficulty equal to the creature's Magic in this case.

Purification

The sorcerer can ritually cleanse an area, making it very difficult for SupernaturalCreatures to enter it or affect anything in it. Purification requires a Sorcery check with a difficulty of 8. If there is a supernatural creature inside the circle when it is created, it is forced out if the Sorcery action result matches it's Powers Action Value. The area purified is a sphere centered on the sorcerer, with a diameter equal to the Outcome in meters. The area is stationary; once cast, it does not follow the sorcerer. The area remains purified for a number of minutes equal to the Outcome; if the sorcerer spent a Magic point before resolving the check, it lasts hours instead of hours.

Supernatural creatures attempting to break down the purification must succeed at Powers checks, with the Sorcery Action Value as the Difficulty. If they fail, they are not only unable to enter the area or affect anyone within, but suffer Wound Points equal to the negative Outcome of the check. If the creature succeeds, you have the option to either abandon the ward (in which case it goes down) or spiritually maintaining it (I which case you take Wound Points equal to the Outcome).

A successful Purification can cancel out the effects of a Corruption and vice-versa, but the Difficulty of such attempts is the original purifier's Sorcery Action Value. A ritually created purification or corruption in holy and unholy places can gain much-enhanced strength, effectively having very high Sorcery values. Even successful negation might last but a short time.

Corruption

The sorcerer can ritually desecrate an area, making it especially amenable to SupernaturalCreatures. If the sorcerer spent a Magic point before resolving the check, the area remains corrupted for the rest of the night. Supernatural creatures within the area of effect gain a +2 bonus on their Creature Powers Action Value.

In many cases, a corruption will only aid a certain faction of creatures, such as Vampires, Demons, Air elementals or whatever.

Ward Creature

This is a Purification or Corruption effect that moves along with the sorcerer. It lasts as long as the sorcerer maintains it (a continuous action).

Warding Circle

This is a Purification designed to keep creatures in rather than out. SupernaturalCreatures are often invoked inside such circles, to keep them from harming the sorcerer while he dominates them. A creature inside the sphere once it is created will be unable to leave or affect anyone outside while the circle is intact. Most summoners have a permanent Warding Circle in their lab, created at their maximum ability (Sorcery + Magic).

True Sight

On a successful Sorcery task check, the caster can divine the true forms of supernatural creatures who are using Transformation or other means of magic disguise. True sight can also identify Purified or Corrupted areas, as well as the work of SupernaturalCreatures, particularly if they have used Powers to achieve their ends.