Summon Outsider: Difference between revisions

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   | Range ||  Self
   | Range ||  Self
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   | Area ||  Special
   | Area ||  1 Outsider
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   | Duration ||  24 hours
   | Duration ||  24 Hours
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   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic, Material (Summoning Circle, 4 yards wide)
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   | Cast Action ||  Special
   | Cast Action ||  10-Minute Ritual
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   | Mana Cost ||  1
   | Cost ||  Summoned Outsider Rank x 1 Mana
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   | Push ||  +1 Rank (2 Pushes) (+2 to Outsider’s roll per push), +1 Dice, +1 Duration
   | Push ||  +1d10 to cast roll per Push
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   | Effect || Each Rank of Seed Summon allows the caster to learn 1 type of Outsider to summon for that rank.
   | Effect || The caster performs a 10-minute ritual to summon and gain control of an Outsider. This ritual includes the preparation of a summoning circle in an open space that is at least 4 yards wide. When summoning an Outsider, the caster makes a Casting Roll (Willpower + Sorcery + Seed: Summon Rank) in an attempt to form a gate to the caster's chosen plane and pull an Outsider of the desired Rank to the current plane, where it is then bound to the sorcerer's will. The Rank of the desired summon must be declared and, if a specific Outsider is desired, its name must be invoked before the Casting Roll is made. If no name is invoked during the summoning ritual, the species of the summoned Outsider is determined by the Storyteller. Outsiders' names can be learned organically through gameplay or by compelling a bound Outsider to reveal a name it can be summoned with, however, a bound Outsider cannot be compelled to reveal any names that are not its own. A sorcerer cannot summon an Outsider that is actively bound to another.  


The caster performs a 10-minute ritual to summon and bind a chosen Outsider to their will. This ritual includes the preparation of a summoning circle in an open space at least 8 yards wide. The ritual draws on the planar energy and forms a bridge between the caster's chosen Sorcery plane, and calls a chosen outsider to the current plane. The outsider chosen may have a rank of the caster's Summon rank or lower, plus any relevant pushing. The caster makes an opposed roll vs the outsider's Rank x 2 to bind the outsider to their will.
'''A maximum of Rank Outsiders may be bound at one time, and only one may be manifested at a time.''' This does not include the sorcerer's [[Familiar]].  


If the binding is not successful, the outsider may return across the bridge to the source plane, or may remain in the plane it was drawn to. IF the outsider remains in the circle, it may return across the bridge for as long as the caster is alive, however the bridge collapses if the caster is killed. If the outsider is successful in killing the summoner, it may make an instant free action to ride the collapsing bridge back to the plane it was drawn from. Failure to exercise this option leaves the outsider trapped in the current plane until killed or banished.
If at least one success is rolled (and the spell is not blocked by something like [[Dimensional Lock]]) an Outsider is successfully summoned, however, the number of successes it takes to actually control the summoned Outsider depends on the ''Caster's Rank in [[Seed: Summon]]'' and also the ''Rank of the Summoned Outsider'' (see table below). More successes are required for Outsiders that are a higher Rank than the summoner's rank in the Seed. Outsiders above Rank 5 may '''not''' be forced to appear with this spell, although they may choose to answer the Summon - often to the caster's detriment.  


If the binding is successful, the outsider is placed under the control of the caster for the duration of the spell, and the bridge becomes maintained and mobile with the caster. The outsider may be dismissed or manifested across the bridge as a Fast Action. If a dismissed outsider is manifested, that outsider may not act until the following round due to the time needed to adjust to their surroundings. When the spell duration expires, the outsider is sent back across the bridge to the plane it was drawn from, then the bridge collapses and the bindings are removed. If the caster is killed with the outsider dismissed, the bridge is gone and the outsider may not return. If the caster is killed with the outsider manifested, it may choose to follow the bridge back as a free action. Failure to exercise this option leaves the outsider trapped in the current plane until killed or banished.
{|
| '''Outsider Rank''' || Below Seed Rank || At Seed Rank || Seed Rank +1 || Seed Rank +2 || Seed Rank +3
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| '''Successes Required''' || 1 || 2 || Outsider Rank || Outsider Rank + 1 ||Outsider Rank + 3
|}
 
'''If the binding is successful''', the Outsider is placed under the control of the caster for the duration of the spell. The Outsider may be dismissed to its own plane or manifested (returned from its plane) as a Standard Action.  
*If a dismissed Outsider is manifested, it may not act until the following round due to the time needed to adjust to its surroundings. When the spell's duration expires, the caster may choose to attempt continued control over the Outsider by making another Casting roll with a -1 penalty for each time the duration has been extended in this manner. If the roll is successful, the duration is refreshed. If unsuccessful, the Outsider breaks free of the caster's binding in the same manner as failing the initial ritual.
*If the duration ends without being extended, the Outsider is sent back to the plane it was drawn from, and the bindings are removed.  
*If the caster is killed with an Outsider manifested, the Outsider may either return to its home plane or remain for the remainder of the spell's duration.
*At any time, the caster may choose to send the Outsider back to its plane permanently, and release its binding, as a Free Action. This allows the caster to then summon and bind another Outsider in its place.
 
'''If the binding fails''', the Outsider may either return to its home plane or remain for up to 24 hours. If the Outsider remains, it may torment or kill the caster, but it may also choose return to its own plane at will.


A maximum of Rank Outsiders may be bound at one time.
|}
|}



Latest revision as of 12:56, 8 July 2024

Required Seed: Summon 2
Range Self
Area 1 Outsider
Duration 24 Hours
Casting Verbal, Somatic, Material (Summoning Circle, 4 yards wide)
Cast Action 10-Minute Ritual
Cost Summoned Outsider Rank x 1 Mana
Push +1d10 to cast roll per Push
Effect The caster performs a 10-minute ritual to summon and gain control of an Outsider. This ritual includes the preparation of a summoning circle in an open space that is at least 4 yards wide. When summoning an Outsider, the caster makes a Casting Roll (Willpower + Sorcery + Seed: Summon Rank) in an attempt to form a gate to the caster's chosen plane and pull an Outsider of the desired Rank to the current plane, where it is then bound to the sorcerer's will. The Rank of the desired summon must be declared and, if a specific Outsider is desired, its name must be invoked before the Casting Roll is made. If no name is invoked during the summoning ritual, the species of the summoned Outsider is determined by the Storyteller. Outsiders' names can be learned organically through gameplay or by compelling a bound Outsider to reveal a name it can be summoned with, however, a bound Outsider cannot be compelled to reveal any names that are not its own. A sorcerer cannot summon an Outsider that is actively bound to another.

A maximum of Rank Outsiders may be bound at one time, and only one may be manifested at a time. This does not include the sorcerer's Familiar.

If at least one success is rolled (and the spell is not blocked by something like Dimensional Lock) an Outsider is successfully summoned, however, the number of successes it takes to actually control the summoned Outsider depends on the Caster's Rank in Seed: Summon and also the Rank of the Summoned Outsider (see table below). More successes are required for Outsiders that are a higher Rank than the summoner's rank in the Seed. Outsiders above Rank 5 may not be forced to appear with this spell, although they may choose to answer the Summon - often to the caster's detriment.

Outsider Rank Below Seed Rank At Seed Rank Seed Rank +1 Seed Rank +2 Seed Rank +3
Successes Required 1 2 Outsider Rank Outsider Rank + 1 Outsider Rank + 3

If the binding is successful, the Outsider is placed under the control of the caster for the duration of the spell. The Outsider may be dismissed to its own plane or manifested (returned from its plane) as a Standard Action.

  • If a dismissed Outsider is manifested, it may not act until the following round due to the time needed to adjust to its surroundings. When the spell's duration expires, the caster may choose to attempt continued control over the Outsider by making another Casting roll with a -1 penalty for each time the duration has been extended in this manner. If the roll is successful, the duration is refreshed. If unsuccessful, the Outsider breaks free of the caster's binding in the same manner as failing the initial ritual.
  • If the duration ends without being extended, the Outsider is sent back to the plane it was drawn from, and the bindings are removed.
  • If the caster is killed with an Outsider manifested, the Outsider may either return to its home plane or remain for the remainder of the spell's duration.
  • At any time, the caster may choose to send the Outsider back to its plane permanently, and release its binding, as a Free Action. This allows the caster to then summon and bind another Outsider in its place.

If the binding fails, the Outsider may either return to its home plane or remain for up to 24 hours. If the Outsider remains, it may torment or kill the caster, but it may also choose return to its own plane at will.