By Nelson Cheng (scheng@gil.com.au)
This art works a little differently. When you initially buy up to a certain level with freebies, XP or initially, you choose which of the summons for that level you wish. Then you have one and that only one summoning power for that level. But, using freebies or XP, you can choose to 'repurchase' that level to gain another of that summon of that level. You must have Summons on at least this level or more the 'repurchase.' The cost is normal. For example, if a character wishes the repurchase a level 2 summon with XP, he must pay the current rating x 4 cost. (i.e. as though he were upgrading from level 1 to 2, which ends up being 4XP)
Attribute: Manipulation
This cantrip summons an armada of small, harmless creatures which cover, distract and generally harass the target. These insects, of ST's choice, can be ants, flies, small spiders, cockroaches etc. They should be small, numerous and non-deadly. Basically they are too small and numerous to get rid of, but don't do any lasting damage.
When rolling as to the success of the cantrip:
Successes | Dice Pool Penalty |
1-2 | -1 |
3-4 | -2 |
5+ | -3 |
"Then why is it that I feel watched. . . ."
The Mystical Messenger is a chimerical creature that can be summoned to find, observe and/or communicate with a certain target. Unlike most creatures, the Mystical Messengeer is more of an essence than a true creature, having very little detail other than the basic shape of a bird.
The Mystical Messenger communicates telepathically and thus all the Messenger sees is instantly relayed to the changeling. However, the changeling cannot be doing anything, or if the changeling expends one Willpower at the casting of the spell, can move around and perform with a -3 to dice pool as a result of the split concentration.
The ability and duration of the Messenger depends on the amount of successes.
Successes | Duration | Notes |
1 | 1 hour | |
2 | 1 hour | Can communicate a set message. |
3 | 2 hours | Can communicate set message. |
4 | 2 hours | Can communicate freely. |
5 | 3 hours | Can communicate freely and is invisible. |
The drow smiled wickedly.
Aegis-fang suddenly appeared in Wulfgar's waiting hands.
With this spell, the changeling can summon a unique weapon of his/her choice back into his waiting hands. To do this is a simple rite upon the weapon which involves the placement of some personal item onto the weapon (e.g., a personal pendant upon the hilt). This rite must be done before the weapon gains the ability to return to the hand. Although the rite takes no Glamour, remember that the recalling to the hand takes Glamour. The rite takes a little time, approximately an hour in total for preparation and execution.
This cantrip requires no roll for success.
The weapon can be either real or chimerical.
If the weapon is a treasure of some kind then the rite takes 2 Glamour from the changeling, but the changeling in turn loses one temporary Banality when being linked with such an icon of the Dreaming.
There is also a rite in which the weapon of choice can be changed. The rite is similar to the initial rite; however, the rite of changing requires one Glamour.
If the rite changes from a treaure to a treasure, the rite is the same, only the temporary Banality point is not lost as it is in the original rite.
A chosen weapon which is a treasure cannot be changed to that of a normal weapon. However, a normal weapon can be changed to a treaure by enacting the rite of choosing a treasure and expending 3 Glamour instead of 2. The tempory Banality point is still lost.
If the personal item embedded in the chosen weapon, or the weapon itself is destroyed then the power is lost. Another weapon cannot be chosen without 'repurchasing' the "Chosen Weapon" power again and the sacrifice of another personal item.
Remember that summoning the weapon still requires a bunk so the weapon cannot be summoned if your hands are tied or engaged.
With this cantrip the changeling can summon a number of large hounds that will fight for the changeling during the rest of the scene. They are generally approximately 3&1/2 foot tall, with dark, dirty fur, blood red eyes and fangs that resemble those of a dragon, not of a hound. In general, they are not pleasant to look at.
When they are summoned, the number of successes gained depends on how many appear and how many Physical points can be given to each. They are mindless beasts, so they act simultaneous to that of the summoner, and have only Physical attributes, which can be distributed as the changeling sees fit.
They will stay for a full scene, then disappear.
Assume that all hounds have Dodge 2, Brawl 2 and Athletics 1. They also begin with the normal 1 dot per stat. They also have a maximum of 6 in each attribute, not 5
The target of this cantrip is the changeling himself, identifying himself as the hound's master.
Number of Hounds | Physical Points per Hound |
1 | 3 |
2 | 6 |
3 | 3 |
4 | 5 |
5 | 4 |
6 | 6 |
7 | 7 |
The three trolls snickered and continued on, eager for their prize.
Yet out of the fog emerged not a frightened eshu childling, but three dark knights, riding mounts of hellish power and clad in nightmares of cold steel and fire. They were armed with great lances of bronze blackened with dried blook and tipped with the wicked bones of their enemies.
Long before the Shattering, when the world was timeless, there reigned five Barons, called the Barons of Drephai. The souls and deeds of the Barons of Drephai were as black as the clouded night. And so it came to pass that nine heroes were summoned together and banished the Barons and scattered their former power to the four winds, though it cost them their lives. The Barons were exiled deep into the Dreaming, caged in a cell of Mist, locked forever in a Geas to come to the call of the descendants of the nine Heroes should they call. . . .
Summoning the Fallen Ones is a dangerous practise, as the consequences of failure are great. The Fallen Ones where powerful fae-demons who resided in this world before the Shattering. Exiled to the farthest corner of the fae realm, much of their power was scattered to the four winds and they are forever bound to answer the call to combat. If the attempt succeeds then the rewards are great as their battle prowess is renown. However, if the attempt fails then the Fallen Ones break free, once again forever free to recollect their former power and once again wage war on the fae.
There is no one target of this cantrip, so the Realm is Scene and the base difficulty is 10
When rolling as to the success of the cantrip:
Successes | Number of Knights |
1-2 | 1 |
3-4 | 2 |
5+ | 3 |
Each knight charges at different targets. No target can be charged twice. Each knight automatically hits, doing 9 damage dice diff 6. The knights then vanish, as to stay any longer would free them of their bounds.
And I stood upon the sand, and saw a beast rise from the waters, having seven heads and ten horns, and upon it's horns ten crowns and upon each of it's heads the name of Blasphemy.
When the changeling chooses this summon, the changeling must also choose the god in which the changeling will beseech his aid to. This can be anything from Odin of Norse, the God of the Christians, Olympians, Egyptians or even from the Dreamtime.
The effects of the Divine aid is debatable, and should be defined or allowed by the storyteller. However, here are some samples.
Successes | Extra Actions | Duration (turns) |
1 | 1 | 1 |
2 | 2 | 1 |
3 | 1 | 3 |
4 | 2 | 2 |
5 | 2 | 3 |
6+ | 3 | 3 |
Today I looked into the gates of Hell
And saw that it was naught but a mirror.
This opens a gate from the realms of Hell, letting loose a stream of damned spirits, who surround the victim and open the floodgates of the victim's guilt and evil, filling her consciousness.
Roll a Willpower roll, at difficulty (7 + the number of successes the changeling rolled for this cantrip - the victim's stamina).
Successes | Effect |
0 | The victim looses a scream of pure agony, then collapses, his body nothing more then an empty husk left over. His soul is ripped screaming into the depths of hell. |
1-2 | The victim falls to his knees, eyes seeing nothing around him but instead the pain and agonies which he himself has hidden within his soul. He has no actions for the next 2 turns. |
3-4 | The Victim is shaken by what he has seen within himself. -2 to his dice pool on initiatives for rest of the scene/battle. |
5+ | The Victim is unaffected (Perhaps the character callously laughs at the face of his own evil). |
However, Chaslcek's prayer drifted unheard.
The great, ebony coloured dragon opened its eyes, and with a booming laughter, reared to his full height of many hundreds of feet. As the dragon opened its gaping maw, Chaslcek prepared to die.
With this cantrip, the caster summons a great dragon to lay fiery waste upon an enemy. Using this summon, however, is not a simple light affair and the dragon's fiery blast affects of radius of approximately 15 feet.
The dragon's breath deals 4+ (number of successes) flame (aggravated) damage.
The Phoenix, with a spread of its wings, unleashes the killing power upon the enemy, while simultaneously healing friendlies. Each enemy takes 4+ (number of successes) damage dice, while all friendlies are healed levels = number of successes scored.
Any friendly who has been dead for only 3 or less battle turns makes a Willpower roll diff = their permanent Banality.
Successes | Effect |
0 | The character is beyond redemption and stays dead. |
1-2 | The Character is on the border-line of death. The Character must make an extended Willpower roll (diff his Banality) over three turns. He must score (3 - number of successes on the first roll [i.e, 1-2] ) x 5 successes. If the character survives, see below. |
3-4 | The character is revived. He/she is however, only reduced to Crippled and and must spend at least 3 weeks in bed resting before any healing begins. This means no Heather Balm quickfixes or use of Blood Pool etc. for at least 3 weeks. |
5+ | The character seemingly wakes up from a strange dream without even scars to show for her brush with death. Likely as not she will not believe any attempt to make her believe she was almost killed. |
Another glabrezu emerged out of the fire to land on the floor between Baenre and her adversary. K'yorl hit it with a psionic barrage, but she was no match for such a creature and she knew it.
She took note that the pillar was still dancing wildly, that another fiend was forming within the flames. Lloth was against her! she suddenly realized. All the Abyss seemed to be coming to Matron Baenre's call!
The Call to the Blasphemous is the single most dreaded, scorned and unused invokation of all the kithain. All, even the Shadow court loath to use it. To use the Call to the Blasphmous is to summon the most dreaded beings residing in the Abyss and attempt to gain control over them to do your bidding. Without the use of proper Circle of Protection, rites and not a small amount of power on your part, the character can find him/herself with a not very happy Lord of Darkness on his/her hands.
(Sorry, folks, but this is all i have gotten up to. But fear not: rules for demon summoning and other summoning powers to come are being worked on)