Any spellcaster can summon any being if they know one of the names it uses. (A True Name is more powerful than this, and is not required.) They can only summon creatures by type from their realm of power: priests can call up servitors of their deity— angels, in the technical term of messengers, even if the deity is evil— while wizards pull up nature spirits, elementals, or the undead depending on their realm of power. (Deities who channel power from a particular realm also provide access to the other beings of that realm: gods of fire allow calling up fire elementals, gods of nature nature spirits, and so on.)
Angels will be disposed toward a summoner based on their standing with the deity; calling on one is like asking for a performance review at work. Wizards need to be ready to appease or control any spirit they call up.
Banishment. Works against the Creature Powers AV. +0: abort their action and lose 3 shots; +3: halt and go on the defensive for a sequence; +6: retreat or hold still when they’d rather back off; +9: flee; +12: banish to home plane. A +3 can also be used to get a triangle number of extra time on the current effect: a +3 can make a creature abort for nine shots, a +6 abort for 18 shots or halt for 3 sequences. Priests cannot usually banish angels from their own deity. Wizards have a –3 penalty to banishing angels.
Bargaining. (T3.) You can communicate with supernatural creatures, and expect them to answer rather than eat you. If you make inciting offers and plead well, you may get them to perform services for you. This should be role-played, but with this effect you can use your Sorcery Action Value in place of your Charisma for such dealings.
Typical bargaining chips include using Corruption, spending Magic points, making sacrifices and other favors of different kinds. Many supernatural creatures are strongly aligned; with Law, Chaos, Good or Evil and for or against different groups of supernatural, and will not respect a sorcerer who is not. Supernatural creatures often make strange demands and have strange favorites. Sorcerers who bargain with them will find it much easier if they know what they like. Certain sorcerers live very eccentric lives because this makes it easier for them to deal with the supernatural, while others become summoners to gain excuses and outlets for their bizarre tastes.
Corruption. Sorcery check of 8 to warp a sphere of radius equal to Outcome in meters to resonate to your sphere of power. Aligned demons gain a +2 AV bonus. Lasts for a number days equal to your Outcome or until permanent until dispelled by Purification if you spend a Magic point.
Domination. Vs. the Creature Powers AV; use Influence as a guideline for effect. (It’s easier to make demons do evil than good...) (T3.) The sorcerer may impose his will on an abomination, entity or spirit, forcing it to obey spoken instructions. The sorcerer must be able to see the creature and have a Magical Link to it; the creature must be able to hear the caster. If the Sorcery check is successful, the creature must obey the letter of the sorcerer’s instructions to the best of its abilities for a number of Sequences equal to the Outcome. If the Sorcerer spends a Magic point immediately before the check is made, the creature must obey for a period equal to the Outcome in hours.
Exorcism. (T3.) The sorcerer may remove magical taint or a lingering creature power effect from a subject, such as an individual suffering from domination, possession or arcanowave mutation. If the condition was created by a supernatural creature or user of an Arcanowave Device, use that being’s Action Value in the relevant skill as the Difficulty. If you’re curing arcanowave mutation, the Difficulty is the victim’s current mutation point total. In an unwilling subject, or one who wishes to keep using arcanowave, the effect lasts for a number of Sequences equal to the Outcome. In a willing subject, the effect is permanent. This can’t be used on supernatural creatures, abominations or other beings in order to stop them from being monsters or to suppress their powers.
Invocation. A deity may respond by sending local allied creatures to get you out of trouble, rather than a supernatural servant. (T3.) You can seize an entity through space and dimension and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can invoke several creatures of the same type with a multiple target stunt.
Merely invoking a creature does not ensure its cooperation. In fact, in most cases it is a guarantee of the creature’s displeasure.
Invocation has a number of prerequisites; symbolic conditions that must be fulfilled before the invocation can work. All vary widely depending on the creature’s type, elementals demand very different types of appeasement than demons.
For each prerequisite that is not fulfilled, the sorcerer must compensate by spending one Magic point.
Summon Lesser Spirit. Nameless spirits can be conjured more easily than the named spirits handled under Invocation. Once you know the invocation for a class of nameless spirit, you can summon them in a short time (take a few minutes to draw a simple summoning circle or other such appropriate rituals) at the cost of a Magic point or an appropriate bribe (varies with the spirit, but usually not that expensive). The Difficulty of summoning a nameless spirit is their summoning AV (usually their highest combat AV) plus five.
Naming. (T3.) This effect works only against an unresisting creature. It is usually cast on a creature that has recently been defeated in combat, and works on a creature even as it is dematerializing or dying after a failed Death Test. It can only be tried once on a particular creature each scene. The sorcerer gains a Magical Link to the creature. This allows him to use a greater range of effects against it in the future.
Object Bind. (TotL.) This allows you to trap an extraplanar supernatural creature inside an item. Typical examples include gems, bottles, lamps, and such. The creature remains inside the item until it is broken or some other appropriate trigger is fulfilled. If combined with Dominate, the creature must then obey the commands of the person releasing them. The base difficulty is equal to the target’s Creature Power AV, –2 if they have the Transformation schtick, –5 if they have Insubstantial. Note: while bound into the object, the creature has a limited ability to sense their surroundings.
Vision Quest. Popular among shamanic styles of magic. This enables the magician to enter the spirit world or even the transcendental plane on a metaphorical search for knowledge. Vision Quests are potentially lethal. Anyone with Summoning I can enter a Vision Quest; the target number for taking anyone else along is 3 × the number of guests. This is not full-fledged astral travel: navigation is haphazard.
Purification. Sorcery 8 check to create a ward; the radius is equal to your Outcome in meters. The duration is your Outcome in days or until dispelled if you spend a Magic point. Supernatural creatures not aligned with your realm of power must make a willpower check against your Action Result to get in.
Spirit Sight. (T3.) On a successful Sorcery task check, the caster can divine the true forms of supernatural creatures who are using the Transformation schtick or other means of magic disguise. Spirit sight can also identify purified or corrupted areas, as well as the work of supernatural creatures, particularly if they have used Creature Powers to achieve their ends. Also spots regio boundaries, invisible spirits, astrally projecting shamans, etc.
Lifekeeping. Keep a person’s spirit from departing to distant realms until you can bring them someplace for resurrection.
Familiar. You may establish a magical link to a creature willing to become a familiar by spending experience...
This is where you learn to really get in touch with your chosen force.
Channeling. You can feed your power source directly into your other magicks, often imitating many priestly effects. A wizard channeling chaos into the four elements can, with great preparation, meddle with living beings, creating chimerical creations. A wizard channeling nature into the elements can repair broken once-living items as easily as purely elemental ones, and even reshape trees and flesh. Unlife and illusion can combine to create an ethereal darkness that only those who work with the energies of unlife can penetrate.
Conjuration. This directly brings you a servant of a deity or some other representative of power, such as an elemental lord.
Open Regio Boundary. Can break into a regio or make it difficult to get in for someone else.
Enter Shadow Road. Some islands have a network of roads that exist at a different level of reality; said roads are sometimes involved in a a standing stone network, while others are better hidden. You can take up to your Magic attribute in people with you with a single spellcast, or spend a Magic point and open a gateway. Shadow roads are usually much faster and much more dangerous than mundane travel.
Astral Projection. Detach your spirit from your physical form and go wandering in the risky realms of spirit. You won’t be able to cross Summoning I wards or other magical barriers; on some islands, you may find yourself trailing a silver cord that is vulnerable to attack.
Infusion. You can charge an object with power from your realm. This is a major step in creating golems...
Playing with the fabric of reality itself.
Advisor. Especially powerful tutelary spirits may be invited to this world for brief consultations.
Astral pocket. This is where all those nifty extradimensional spaces come from. Massive rituals can create regiones on some islands. Several Magic points can create small ones for a party to hide in for the night.
Gateway. You can open a gateway between ritually prepared areas that are attuned to your realm of power (druid grove, temple sanctuary, sacred tree, bone circle, elemental node). Teleportation between islands is notoriously unreliable. Teleportation without a prepared gateway at both ends is extremely difficult on most islands.
Possession. On some islands, a sufficiently powerful astral projector can throw someone out of their own body and take over...
Transference. You can send up to your Magic stat in travellers to the astral world. (Quest for extinct species, ...)
Soul Swap. Swaps souls between a pair of bodies (or allows tenanting of a vacant one). Usually involves permanent Magic points, though binding a spirit permanently into a vacant body usually just requires a ritual. (This can be used to forcibly incarnate demons.)
Power Shape. (T3.) If you desire, you can turn yourself fully into a creature of your chosen channeled power: elementalists often choose flame. The cost is three Magic points.
You keep your own basic shape, and cannot move through cracks and such, but you do become effectively weightless, able to walk along even a thin thread. You have a damage aura much like that mentioned under Interdiction in blast. Your unarmed attacks do Magic + 4 damage, and you can use your Sorcery to make such attacks. Normal physical attacks have little effect on you, causing at most a single Wound Point. This includes bullets, arrows, swords and fists, but not most Blast variants or enchanted weapons.
You do become susceptible to various forces hostile to your power; you cannot use your Toughness to soak damage from these sources, and take damage from even mundane quantities of them. (e.g.: an elementalist in Fire Shape would take 8 from a fire hose, 5 from a bucket of snow, water or sand, or 3 from a wet blanket.)