Summon Ward Bind

Category
Subcategory
hedge

Summoning, binding and warding are perhaps the most dangerous of spells. All summoning, binding, and warding powers are rituals; the sorcerer must properly prepare and incant to make the effect happen. This Path can affect animals, humans, and technical devices.

System

1) Creatures Affected: Simple creatures. The sorcerer can affect small, unintelligent animals (rats, bats and insects). This also functions upon simple nature spirits or basic technological devices. Binding Intensity: The creature cannot act against the sorcerer. Duration: One turn 2) Creatures Affected: Large creatures. The summoner may affect large animals like wolves. The summoner may also affect ghosts of the dead or larger technical devices like televisions. Binding Intensity: The creature must truthfully answer any single question put to it. Duration: Three turns 3) Creatures Affected: Humans. The summoner's magic functions upon /normal/ humans or upon self-willed natural spirits. Computers and complex electronics may be affected. Binding Intensity: The creature truthfully answers questions and must perform any one service demanded, though it may twist the intent of the service. Duration: One scene 4) Creatures Affected: Paranatural. The summoner can affect ghouls, other sorcerers and similar supernatural entities. Technomagical devices may be affected. Binding Intensity: The creature performs a task for the caster as directed, following the orders closely. Duration: One day 5) Creatures Affected: Supernatural. The summoner's powers reach beyond to affect truly supernatural material being such as vampires, werewolves, and the like. Binding Intensity: The sorcerer may command the creature to perform one task on behalf of another person and order it to answer any questions put to it by other. Duration: One month ** SEE +info/numina summon_ward_bind_2 for more information **

Freebie Cost
7
Prerequisites
Mortal+
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