Editing
Incarnation of the Black Goat: Magic
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== '''Summonings''' == Much magic is done by summoning magical entities whose powers are greater than the summoner's, and who will not face a risk of backlash. Those entities, however, are dangerous in themselves, and often the summoner is simply exchanging one form of risk for another. Most summonings can be performed either as spells or rituals, and have their own usual costs and risks, regardless of whether they succeed or fail. '''Working a summoning''' A summoning is cast with a set Difficulty, usually related directly to the Will of the summoned entity. Some Greater Demons and godlings can have astronomical Wills. Once the summoning is successful, the summoner can simply attempt to bind it with a Will vs Will conflict which ends when the target is Taken Out (and which risks inflicting mental Stress and Consequences on the summoner), or bargain with it via social conflicts. Deceit, Provoke and Rapport are typically used to attack; Empathy and Rapport to defend. Even Resources or some other fringe skill can at least Create an Advantage if the entity is, for example, especially avaricious, but this usually requires extensive advance knowledge. '''Failed summonings and broken pacts''' The most reliable way to secure a summoned entity's service is to make an exorbitant but postponed offer, such as the summoner's life or soul. Such entities normally have powerful Deceit skills, and will try to twist the bargain. In any case, the pact is binding, and the entity will collect. If a pact is somehow broken or a summoning fails, the following consequences can occur: [[Disappearing]]: the creature returns to its plane of origin. [[Immobility]]: the creature just sits there in the Pentacle during the entire duration of its pact. It cannot be dismissed; it just sits there. [[Flight]]: the creature escapes from the Pentacle and flies loose, fully visible, usually until the next dawn. [[Befuddlement]]: the creature executes the pact the wrong way. [[Attack]]: the creature turns its powers on the Summoner. This begins Physical Combat. If the summoner defeats the creature, the Summoned returns to its home plane. [[Capture]]: the creature turns its powers on the Summoner and begins Physical Combat as above. Should the Summoned Creature Take Out the Summoner, the Summoned Creature will attempt to carry the summoner off to its home plane. [[Possession]]: the creature turns its powers on the Summoner and begins Mental Combat. Should the Summoned Creature Take Out the Summoner, the Summoned Creature will kick them out of their body and walk off with it. The Summoned Being in the body may stay on the physical plane wreaking havoc until defeated.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information