Summoning Power
The First Call
Make a mythic summons tied to a name, bloodline, place, gate, oath, lost companion, army, or extraplanar power. Define its principle with the GM: the call no ally can refuse, the gate that opens once, the host that comes at the end, or the guardian bound to a world. It can be ended only by Tier 10 summoning magic, divine intervention, or a story condition set when called.
Power Text
Make a mythic summons tied to a name, bloodline, place, gate, oath, lost companion, army, or extraplanar power. Define its principle with the GM: the call no ally can refuse, the gate that opens once, the host that comes at the end, or the guardian bound to a world. It can be ended only by Tier 10 summoning magic, divine intervention, or a story condition set when called.
Linking Notes
This power has its own stable page so it can be linked from any character, item, location, story post, bargain, curse, or future reward.