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.

Tier 10Action1/EverSummon / StoryLimited use

On this page

This is ready for resource tracking.

This has enough structure for a sheet action with a use limit or recharge rule.

Read power
ReadPublicSheetOpenVTT hookOpenResourceOpen
Power doors

Read

The readable rule text and summary are available.

Public

Sheet

This can appear on a character sheet.

Open

VTT hook

Resolution fields are ready for future table actions.

Open

Resource

Frequency can feed a future resource tracker.

Open

Rules State

This is ready for resource tracking.

This has enough structure for a sheet action with a use limit or recharge rule.

Limited use
Rule fields
Action: ActionFrequency: 1/EverRange: 1 MileDuration: Until ResolvedDice: UniqueDamage: Summon / StoryAttack: VariesSave: Varies

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.