Post by Phsycodelic on May 4, 2017 23:23:51 GMT
Summoning / Binding / Warding
Mystic Sorcerers
Mystic Sorcerers
Summoning, Binding, and Warding are perhaps the most dangerous of spells. Attempts to bind creatures almost inevitably make them hostile. A sorcerer may not know that a ward is unsuccessful until an enemy attacks! And, of course, many hapless sorcerers learn to summon creatures long before learning to bind and control them. Worse still, many extradimensional beings possess will too strong to be easily bound.
All Summoning, Binding, and Warding powers are rituals; the sorcerer must properly prepare and incant to make the effect happen. The aspects determine the sorts of creature that the sorcerer can summon and for how long. Each type of creature requires a separate ritual: Summon Rats, Bind Rats, and Ward Against Vampires are all separate rituals.
Summoning, Binding, and Warding covers many different areas of study. Material Summoning refers to physical creatures, like the summons of rats or bats. Daimonic Summoning affects angelic or demonic entities. Ephemera refers to the practice of dealing with spirits in general; Necromancy covers dealings with ghosts of the dead. Coiling or Technomantic Summoning refers to the practice of summoning or binding technological items - some modem sorcerers might even call their cars to them or ward their computers against viruses!
Roll: Intelligence + Occult.
Cost: One Willpower.
Modifiers: None.
Duration: See below.
Price Of Failure: The price of failure should be self-evident for Summoning, Binding, and Warding. Those who meddle in the affairs of demons eventually get what they deserve. A creature may arrive and pretend to be under control; a warding circle might hedge against the sorcerer; a binding may simply enrage the target and even make the subject resistant to the sorcerer's spells.
[ 1 - 6 ] Summoning / Binding / Warding Levels 1 - 6 ( XXX - Page X )
Creatures Affected: See Rituals below, for what can be affected at any given level. A number of successes equal to the level needed must be scored.
Binding Intensity: Binding levels are cumulative. Note that a creature may expend a point of Willpower to resist a Binding (if the creature type has Willpower points it can spend), though the sorcerer may recast it.
Number: Each dot of Summoning allows the sorcerer to summon one creature of the appropriate type or one swarm for small animals and insects.
Warding Strength: Each dot causes the subject to lose one die from all actions against the sorcerer. With Warding at three or above, the sorcerer may create a Warding Circle; unless the creature scores more successes on a Willpower roll than the sorcerer's player scored on the Ward roll, the creature cannot pass into or out of the circle.
Level | Binding Intensity |
1 | The creature cannot act against the sorcerer. |
2 | The creature must truthfully answer any single question put to it. |
3 | The creature truthfully answers questions and must perform any one service demanded, though it may twist the intent of the service. |
4 | The creature performs a task for the caster as directed, following the orders closely. |
5 | The sorcerer may command the creature to perform one task on behalf of another person and order it to answer any questions put to it by others. |
6 | The creature follows the spirit as well as the letter of the sorcerer's commands. |
Level | Duration |
1 | One turn. |
2 | Three turns. |
3 | One scene. |
4 | One day. |
5 | One story (or about a month). |
6 | Permanent(?). |
[ 1 - 6 ] Summoning / Binding / Warding Rituals ( XXX - Page X )
Since there's some confusion as to what defines a 'species' for anything other than a basic animal, we've written up some guidelines and examples for what can be affected and what you'd call it for each level of Summoning, Binding, and Warding. Essentially, each ritual would be 'Summon (listed)', 'Ward against (listed)', etc. Each level also has other rituals possible at those levels, converted from the paths that were combined into this one for Revised. They're separated by the 'practice' but that's just for organizational purposes, they're all the same Path, and this Path only needs to be bought once.
[ 1 ] Level 1 ( XXX - Page X )
Ephemera / Necromancy / Daimonic: Minor Naturae, Imps, Minor Epiphlings / Stereotypes, Minor Banes, Nonsentient Chimera, Minor Celestials (lunes, for instance), etc. 'Minor' means Gaffling / Minion level.
Material: Any given minor animal (don't feel the need to go down to specific subspecies) – Rats, Bats, Spiders, Lizards, Flies, etc.
Coiling: Basically, separate mostly-mechanical or simple electronic devices for the rituals - Toasters, Lighters, Blenders, Clocks, etc. Can also be used for Digital Web programs - Minor Data Beasts, Minor Attack Progs, Viruses.
Other Rituals:
See Naturae: This ritual allows the sorcerer to perceive entities in the penumbra. Despite the name, this applies to all Middle / High Umbral spirits. The casting time is only one minute, and this has no cost.
See Chimera: This ritual works like See Naturae, but allows the sorcerer to see Chimera in the Near Dreaming instead of spirits in the penumbra. The memory loss of the Mists still apply, but there's no Coma.
See Ghosts: As See Naturae, except this applies to Ghosts, in the Shadowlands, instead.
[ 2 ] Level 2 ( XXX - Page X )
Ephemera / Necromancy / Daimonic: Ghosts.
Material: As for Level 1, no need for detailed species - Wolves, Dogs, Dolphins, Monkeys.
Coiling: As mentioned, larger technological devices, and more complex. Televisions, Monitors, Radios, Printers / Scanners, Intercoms, Phones, Cameras.
Other Rituals:
Spirit Speech: This ritual lets the sorcerer speak to spirits that don't understand human languages and understand them in turn.
Grant Spirit Sight: As See Naturae, but applied to another person instead.
Grant Chimerical Sight: As See Chimera, but applied to someone else.
Grant Ghost Sight: As See Ghosts, but applied to someone else.
[ 3 ] Level 3 ( XXX - Page X )
Ephemera / Necromancy / Daimonic: Naturae, Astral Preceptors, Astral Angels, Minor Astral Deities, Astral Demons, Celestials, Epiphlings, Sentient Chimera, Banes, Chaos Spirits (Wyld Spirits), Paradox Spirits (bad idea), Nephracks, etc. Generally up to minor jagglings / Servitors in level of power.
Material: Humans. This affects mediums, and 'Dabblers' in numina if they have no other templates.
Coiling: Computers, Alarm Systems, Entertainment Systems, Internet Hubs, etc. Can also be used for Digital Web programs- Data Beasts, Attack Progs, Viruses, Virii.
Other Rituals:
Dolor: This is actually a very short ritual, taking only 3 turns to cast, and each success does one damage to a spirit's Essence / Power, or one health level of damage if Materialized. Separate rituals are purchased for Umbral Spirits, Ghosts, Chimera, and any other entity existing in a separate realm.
See Shadowlands: This ritual takes about 3 minutes to cast, and allows the sorcerer to look across the Shroud into the Shadowlands, seeing the entirety of it rather than just the ghosts within. The difficulty is equal to the local Shroud, and a single success will replace the caster's sight with the new realm while five or more allows dual perception of both realities.
See Penumbra: As See Shadowlands, but applying to the Penumbra and using the Gauntlet as the difficulty.
[ 4 ] Level 4 ( XXX - Page X )
Ephemera / Necromancy / Daimonic: Familiars, Bygones, Risen, Spirit-Possessed, etc.
Material: Kinain, Kinfolk, Sorcerers, Consors (human ones), Ghouls, Thralls.
Coiling: Trinary Computers, Devices, Gadgets, VR systems.
Other Rituals:
Fetter: This ritual allows a sorcerer to make himself into a Fetter for a specific, named ghost, for a length of time as specified by the usual Aspect for this Path, with all inherent benefits and drawbacks to the Wraith and Sorcerer.
[ 5 ] Level 5 ( XXX - Page X )
Ephemera / Necromancy / Daimonic: Fallen Demons, Denizens (Adhene), Elementals (Inanimae).
Material: Vampires (Cainites), Kuei-Jin, Mages, Changelings, Hsien, Werewolves, Other shifter types (individual rituals per type), Imbued.
Coiling: Automobiles, Airplanes, Security Systems (Would affect everything in a building, basically), Boats, etc.
Other Rituals:
Possession: This ritual grants a temporary version of the 'Possession' charm to a present spirit (of any kind), allowing them to possess the mage for the duration of a scene.
[ 6 ] Level 6 ( XXX - Page X )
Ephemera / Necromancy / Daimonic: Demon Lords, High Umbrood Gods, Incarna, Celestine Avatars, Malfeans, Earthbound.
Material: Antediluvians / Methuselahs, Archmages, Legendary Shapeshifters (Rank 6), Arcadian Fae.
(Note that these rituals will be extremely hard to find and learn if you get to this level of power, and god forbid if you try to Bind anything at this level and don't do it perfectly. Remember that 5-6 dot rituals need ST permission to buy, just like the Path itself)