Difference between revisions of "Summoning, Binding, Warding"

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* Roll: Intelligence + Occult vs (3 + level) <!-- house rule -->
 
* Roll: Intelligence + Occult vs (3 + level) <!-- house rule -->
 
<!-- house rule: Willpower cost is waived -->
 
<!-- house rule: Willpower cost is waived -->
* Duration of casting: 1 turn (level 1-2) / 2 turns (level 3-4) / 3 turns (level 5-6). <!-- house rule --> Each additional roll doubles total casting time.
+
* Duration of casting: 10 minutes. <!-- Sorc Rev 61 --> Each additional roll doubles total casting time.
 
* Duration of effect: By aspect
 
* Duration of effect: By aspect
  
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|Simple creatures: The sorcerer can affect small, unintelligent animals, like rats, bats and insects. This also functions upon simple nature spirits (gafflings) or basic technological devices.
 
|Simple creatures: The sorcerer can affect small, unintelligent animals, like rats, bats and insects. This also functions upon simple nature spirits (gafflings) or basic technological devices.
 
|1 creature (or swarm of small animals or insects)
 
|1 creature (or swarm of small animals or insects)
| -1 die on all actions against the sorcerer
+
| -1 die on all actions against the sorcerer, or a sorcerer with S/B/W 3+ may create a Warding Circle: target(s) can't cross it in either direction unless they roll Willpower and get more successes than the sorcerer got when casting the ward
 
|The creature cannot act against the sorcerer.
 
|The creature cannot act against the sorcerer.
 
|1 turn
 
|1 turn
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|-
 
|-
 
|[[file:Fav-SBW.gif|x16px]][[file:Fav-SBW.gif|x16px]][[file:Fav-SBW.gif|x16px]]
 
|[[file:Fav-SBW.gif|x16px]][[file:Fav-SBW.gif|x16px]][[file:Fav-SBW.gif|x16px]]
|Humans: The summoner's magic functions upon ''normal' humans (Race = Mortal) or upon self-willed natural spirits (jagglings). Computers and complex electronics may be affected.
+
|Humans: The summoner's magic functions upon ''normal'' humans (Race = Mortal) or upon self-willed natural spirits (jagglings). Computers and complex electronics may be affected.
 
|3 creatures (or swarms)
 
|3 creatures (or swarms)
| -3 dice, or the sorcerer may create a Warding Circle: target(s) can't cross it in either direction unless they roll Willpower and get more successes than the sorcerer got when casting the ward
+
| -3 dice
 
|The creature must truthfully answer the sorcerer's questions and perform one service for them, though it may twist the intent of the service.
 
|The creature must truthfully answer the sorcerer's questions and perform one service for them, though it may twist the intent of the service.
 
|1 scene
 
|1 scene

Latest revision as of 19:12, 25 January 2020


Basics

  • Summoning/Binding/Warding by itself doesn't do anything, only its rituals do.
  • Each ritual targets one specific type of creature or object, e.g. Summon Insects.
    • Wraiths/spectres count as a single creature type.
    • Sorcerers/psychics count as a single creature type.
    • In case of questions about how finely to draw these boundaries, ask staff.
  • Roll: Intelligence + Occult vs (3 + level)
  • Duration of casting: 10 minutes. Each additional roll doubles total casting time.
  • Duration of effect: By aspect

Aspects

  • See main Numina page for summary of aspect mechanics
  • Summoned creatures must appear to the sorcerer, becoming visible if possible
  • Summoned creatures must move under their own power, they are not teleported
Creatures Affected Number (only applies to Summoning) Warding Strength (only applies to Warding) Binding Intensity (only applies to Binding; cumulative) Duration
Fav-SBW.gif Simple creatures: The sorcerer can affect small, unintelligent animals, like rats, bats and insects. This also functions upon simple nature spirits (gafflings) or basic technological devices. 1 creature (or swarm of small animals or insects) -1 die on all actions against the sorcerer, or a sorcerer with S/B/W 3+ may create a Warding Circle: target(s) can't cross it in either direction unless they roll Willpower and get more successes than the sorcerer got when casting the ward The creature cannot act against the sorcerer. 1 turn
Fav-SBW.gifFav-SBW.gif Large creatures: The summoner may affect large animals like wolves. The summoner may also affect ghosts of the dead (wraiths/spectres) or larger technical devices like televisions. 2 creatures (or swarms) -2 dice The creature must truthfully answer one question asked by the sorcerer. 3 turns
Fav-SBW.gifFav-SBW.gifFav-SBW.gif Humans: The summoner's magic functions upon normal humans (Race = Mortal) or upon self-willed natural spirits (jagglings). Computers and complex electronics may be affected. 3 creatures (or swarms) -3 dice The creature must truthfully answer the sorcerer's questions and perform one service for them, though it may twist the intent of the service. 1 scene
Fav-SBW.gifFav-SBW.gifFav-SBW.gifFav-SBW.gif Paranatural: The summoner can affect ghouls, other sorcerers (or psychics) and similar supernatural entities (Race = Mortal+). Technomagical devices may be affected. 4 creatures (or swarms) -4 dice The creature must perform a task for the sorcerer as directed, following orders closely. 1 day
Fav-SBW.gifFav-SBW.gifFav-SBW.gifFav-SBW.gifFav-SBW.gif Supernatural: The summoner's powers reach beyond to affect truly supernatural material beings such as vampires, werewolves and the like. The sorcerer could use technosummons against airplanes, wards across entire buildings and so on. 5 creatures (or swarms) -5 dice The sorcerer may specify others, and the creature must truthfully answer their questions and perform one task on behalf of them. 1 story (a month or so)
Fav-SBW.gifFav-SBW.gifFav-SBW.gifFav-SBW.gifFav-SBW.gifFav-SBW.gif Celestial: The summoner can invoke his powers against gods, demons and angels. 6 creatures (or swarms) -6 dice The creature follows the spirit as well as the letter of the sorcerer's commands. Permanent (?)