Domain of Light

• Illuminations
With this Evocation, the Demon can Illuminate the area surrounding himself. This illumination is bright enough to read by, but easy on the eyes. The Demon can create Light of any spectrum (the ST is the final arbiter of what this effect can do, usually bonus dice on Investigation rolls, but the light can never be used to damage or injure a target).
Cost: None
Dice Pool: Stamina + Expression + Light
Action: Instant
Duration: One Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: The Demon can illuminate up to an area equal to his Dominion + Domain in cubic yards per success for 1 scene.
Exceptional Successes: No further benefit is gained.
Turmoil: The Demon’s light blazes out in a searing flash in every direction blinding any within yards equal to the Demon’s Dominion. Anyone seeing the light is blinded for 1 round per success on the Turmoil roll, and is subject to the rules for blind fighting.

•• Scintillating Cloak
The Demon can wrap himself in a cloak of warped light making him almost impossible to see.
Cost: None (or 1 Faith)
Dice Pool:Wits + Subterfuge + Light
Action: Instant
Duration: Concentration or 1 Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: Even 1 success is sufficient to evoke the effect which reduces dice pools to perceive the character by 1 per dot in this Domain. If spotted it still provides 1 pt of Armor for each dot in this Domain, but only against ranged attacks. Normally this effect is of Concentration duration but for the expenditure of 1 point of Faith it can be made to last a scene.
Exceptional Successes: A Concentration effect needn’t be concentrated on and a Scene long variant has no cost.
Turmoil:The coruscating patterns of angry light that surround the Demon confuse his position to any who look toward him. The camouflaging effect is not evoked but the evocation functions as Armor against all attacks not just ranged.

••• Phantasmic Masquerade
The Primary use of this Domain is to create momentary illusions to distract or beguile.
Cost: None or 1 Faith or 1 Faith and 1 Willpower
Dice Pool: Presence + Expression + Light
Action: Instant or Extended
Duration: Concentration or 1 Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success:If the Demon wishes to fabricate a single illusion and direct its action with an instant action from round to round the evocation is free.
For 1 Faith the Demon can “script” a series of actions the illusion will perform for the scene. Successes on the Evocation roll become the number of success required on a Wits + Composure roll to pierce the deception. Opponents that are close enough to hear the illusion gain a bonus die since the illusion makes no sound. If the subject attempts to engage or physically interacts with the illusion he immediately sees through it, it is not however dispelled he simply passes through harmlessly.
For 1 Faith and a Willpower the Demon can script an entire scene with multiple actors. This effect can be performed as an extended action rolling once per turn until the target number is met. Each Actor beyond the first requires a success and the amount of action they take requires a certain number as follows:
Somber (sleeping, chilling, smoking dope) 1 success
Average (chatting quietly walking around) 2 successes
Active (working out, street fighting, triathlon) 3 success
Movie Kung Fu, 4 successes
Exceptional Successes: No further benefit is gained.
Turmoil: The Phantoms are tainted and careen from target to target silently howling and twisting their images into visages of horror. Witnesses must succeed on a Resolve roll or lose 1 die from all pools until the phantoms abate. The evoking Demon himself is not immune to this effect unless he spends a Willpower point.

•••• Wrath of the Sun
The Demon has sufficient control over Light to gather it into a tightly focused destructive force.
Cost: None or 1 Faith
Dice Pool:Dex + Athletics + Light
Action: Instant
Duration: One turn.
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success:This is a targeted ranged attack that deals 1 bashing damage per success.
For the cost of 1 Faith this damage can be made Lethal.
Exceptional Successes: No further benefit is gained.
Turmoil:The gathered energy rages out of control searing glyphs and patterns onto everything within a radius of Yards equal to the Demon’s Dominion (bashing or lethal depending on Faith spent).

••••• Chimerical Legion
The pinnacle of achievement for the Incarnate it allows them to extend the same refined control they have over their own forms to Light in their area. Gathering the light and shaping it into nearly any form imaginable.
Cost: 1+ Faith
Dice Pool: Intelligence + Expression + Light
Action: Instant
Duration: One Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success:The Demon spends 1 Faith per Creation to the Limit of their Dominion.
Creations can be up to Dominion + Domain in Size. Each success becomes 1 pt of durability for objects or 1 pt of Armor for “creatures“. So 2 Successes grants each object a durability of 2.
Regardless of size or appearance, objects have only 1 point of Structure and creatures have only 1 health point. The Demon can direct up to their Wits in constructs each round as an Instant action, but if he directs more than 1 he cannot move and loses his defense. Undirected constructs either stand still or fall to the floor. Switching constructs to be directed is a reflexive action.
Creations must all be of a similar type, so a Demon could summon a few swords, but not a horse and a sword. However there can be infinite variation within those confines, so the Demon might summon a katana, scimitar and rapier all with the same Evocation. Weapons created only gain their damage bonus if wielded physically by a character. Attempts to physically wrest control of an object or creature from the Demon automatically fail.
Creations are directed with the Demon’s Intelligence + Appropriate skill (specialties may apply). So a Demon directing a sword to attack uses Intelligence + Weaponry. (At ST discretion working examples of complex machinery are possible but the Demon would have to load a shotgun or put gas in a motorcycle).
Creations have only the defense their Armor or Durability affords them. The Demon can direct them to evade as their action in which case they have a defense equal to of the Demon’s Wits.
Exceptional Successes: No further benefit is gained.
Turmoil: The Demon must roll Resolve each round to direct constructs. Undirected constructs attack the nearest animate target whether the Demon succeeds on his roll or not.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License