Summoning (Hedge Magic)

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Hedge Magic -S- Summoning, Binding & Warding (Hedge Magic)

Description: After a long series of recitations, entreaties and preparations, the wizard rolls his Charisma + Occult with the usual difficulty. He must accumulate twice as many successes as his target's (permanent) willpower rating, making one roll per hour. The range used; a Path level three summoning, for example, has a reach of three miles. Once the call is sent forth, the first such being within the area of enchantment will be compelled to go to the wizard as rapidly as possible.

  • Simple creatures: The sorcerer can affect small, unintelligent animals, like rats, bats and insects. This also functions upon simple nature spirits or basic technological devices.
    • 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.
      • Humans: The summoner’s magic functions upon normal humans or upon self-willed natural spirits. Computers and complex electronics may be affected.
        • Paranatural: The summoner can affect ghouls, other sorcerers and similar supernatural entities. Technomagical devices may be affected.
          • Supernatural: The summoner’s powers reach beyond to affect truly supernatural material beings such as vampires, werewolves and the like. The sorcerer could use techno summons against airplanes, wards across entire buildings and so on.

This magic does not instantly conjure a creature out of thin air. The Summoned one comes at his or her own speed. If there isn't a suitable being in range, the wizard may have to continue until he finds one. For each willpower spent, he may add another mile to the range. This is a dangerous tactic, because if it works...