Summoning

Summoning

SUMMONING

The sorcerer can perform a range of spells and rituals relating to supernatural creatures. For the purpose of this spell description, “supernatural creatures” are defined as any characters with supernatural creature powers (as described on p. 100 of the Creature Abilities chapter) or arcanowave mutations (as described in the Arcanowave Devices chapter). Unless otherwise indicated, the Difficulties for all effects listed below are the Willpower ratings of the target creatures.

Summoning Backlashes involve the sorcerer summoning all manner of unintended, vile creatures who
usually proceed to attack him and his buddies.

Summoning Special Effects

Banishment. The sorcerer may drive supernatural creatures from her presence. The sorcerer must be able to see the creature and vice versa. If the Sorcery task check is successful then the subject creature must—for a number of sequences equal to the Outcome—travel at its top speed away from the sorcerer in any direction it finds convenient. The creature may stop to defend itself from actual attacks, but may take no other action (other than attempting to flee) while the spell remains in effect. It must attempt to overcome any barriers in its path by any means including the selection of a new route. It is not obliged to endanger itself in surmounting these obstacles, however. If a creature is banished but cannot leave (because it’s in a small enclosed area, for example), it will cower as far away as it can and will avoid the sorcerer until the effect of the spell ends.

Corruption. The sorcerer can ritually desecrate an area, making it especially amenable to supernatural creatures. Doing so requires a Sorcery check with a Difficulty of 8. The area corrupted is a sphere centered on the sorcerer, with a radius equal to the Outcome in meters. The area is stationary; once cast, it does not follow the sorcerer. The area remains corrupted for a number of days equal to the Outcome; if the sorcerer spent a Magic point before resolving the check, the effect is permanent. Supernatural creatures within the area of effect gain a +2 bonus on all Action Values.

Corruption only works on an area of space, not an item. You could cast Corruption in a room of a building, but not on a medallion. A successful Corruption can cancel out the effects of a Purification (p. 99), but the Difficulty of such attempts is the Action Result of the original Purification check.

Domination. The sorcerer may impose his will on a supernatural creature, forcing it to obey spoken instructions. The sorcerer must be able to see the creature; 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.

Exorcism. The sorcerer may remove the taint of the monster from a living subject, such as an individual suffering from possession or arcanowave mutation. If the condition was created by a supernatural creature or user of an Arcanowave Device, use that being’s Action Value in the relevant skill as the Difficulty. If you’re curing arcanowave mutation, the Difficulty is the victim’s current mutation point total. In an unwilling subject, the effect lasts for a number of sequences equal to the Outcome. In a willing subject, the effect is permanent. 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.

Invocation. The sorcerer can seize a supernatural creature through time and space and bring it into her presence. The sorcerer must have in her possession a former body part of the creature, such as a claw, piece of hair, scraping of skin, or severed hand. Or the creature must be one that the sorcerer has successfully used the Domination effect on in the past. The base Difficulty is the creature’s Willpower; add 7 to the Difficulty if the creature is in another juncture or the Netherworld when the spell is cast. Add 5 to the Difficulty if the creature has had an arcanowave device installed since the sorcerer’s last encounter with it. To perform a summoning, the sorcerer must spend 2 Magic points. If the Sorcery check is successful, the creature immediately materializes in front of the caster. Merely summoning a creature does not ensure its cooperation. In fact, in most cases it is a guarantee of the creature’s displeasure.

Purification. The sorcerer can ritually cleanse an area, making it very difficult for supernatural creatures to enter it. Doing so requires a Sorcery check with a Difficulty of 8. The area purified is a sphere centered on the sorcerer, with a radius 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 days equal to the Outcome; if the sorcerer spent a Magic point before resolving the check, the effect is permanent. Supernatural creatures attempting to enter an area of active purification must succeed at Willpower checks, with the Action Result of the sorcerer’s check as the Difficulty. If they fail, they are not only unable to enter the area, but suffer a point of Impairment for a number of sequences equal to the Outcome of their Willpower checks.

Purification only works on an area of space, not an item. You could cast Purification in a room of a building, but not on a medallion. A successful Purification can cancel out the effects of a Corruption (p. 98), but the Difficulty of such attempts is the Action Result of the original Corruption check.

Summoning

Feng Shui: The Lost Island DJSchotte