Spirit Summoning, a Venture City power

Spirit Summoning

You can call forth spirits to heed your words.

 

Basic Spirit Summoning: Choose a type of spirit (natural, elemental, animal, ghost, etc.). Calling forth spirits is no easy feat. Depending on the nature of the spirit, it may be downright hostile and attempt to psychically leech the summoner or try to possess the individual. You gain a +2 on Lore rolls to overcome the natural barriers that keep the physical and spiritual worlds separated to bring forth the spirit you call upon.

“Type” is left as a broad category. The main reason for this is balance as different spirits have different capabilities depending on their nature and areas of influence. Another consideration is how often that type of spirit will come into play, the more common and useful it is, the smaller the definition of type should be. Also, not all spirits are created equally, however, and the difficulty in calling forth some beings may be beyond even that of accomplished summoners or they end up with more than they bargained for.

 

Enhancements

 

Master Spirit Summoning: You know especially powerful methods for calling forth spirits, adding +2 to Lore rolls.

Spirit Bind: Not all ephemeral beings wish to cooperate or stay within their defined limits. You have learned how to force such creatures to remain within a zone or item of your choosing. The spirit may not leave the area until they can break free with a Will roll with your level of success as the obstacle. You get a +2 to Will rolls to attempt the binding. Even if successful, the spirit can make Will rolls against an obstacle equal to your success to break free.

Contractual Limiters: You’ve summoned enough spirits that you know how to limit their actions, especially concerning their ability to turn against you. Should a spirit you’ve summoned attempt to attack you, it must make a Will roll against a Fair (+2) obstacle to overcome the conditions restricting its actions.

 

Common Power Synergies

 

Spirit Control: Your powers come directly from your ability to call forth and dominate spirits who carry out the tasks for you.

Arcane Power: You broker in power what most mortals fear to tread, trucking with beings beyond mortal ken.

 

Disadvantages

 

  • Summoning spirits leaves you a little bit more drained than the last time. Even if you haven’t lost your soul, you Don’t Feel Human more often than not.
  • The methods you use to call up these entities is to use yourself as a gateway. The psychic echoes means you are Spirit Ridden and can’t fully close the door you opened.
  • You have grown so used to having unseen servants on hand that you scarcely register the difference between beings of flesh and those of spirit. You Expect to be Catered to by those to whom you speak.

 

Collateral Damage Effects

 

Spirit Wrack: Given the power you have, you can let go of your control and perform an act that is as egregious as it is effective in getting others to concede to your dictates. Few within a zone up to one zone away from you can withstand having their souls temporarily wrenched from their mortal shell. Nameless NPCs pass out, while named NPCs and PCs make a Will roll against a Fair (+2) obstacle or suffer 3 mental stress from the excruciating mental pain from disjointing one’s soul. If the roll is successful, they suffer 1 mental stress instead.

Hellstorm: In a moment of unmitigated power, you call up a host of infernal spirits to cause wanton chaos within a zone up to two zones away. The resultant spree by the poltergeists you unleash wreaks havoc on the minds of those within the affected zone. Nameless NPCs are die of fright, while named NPCs and PCs make a Will roll against a Fair (+2) obstacle or suffer a moderate mental consequence from the torment the spirits inflict on their victims.

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