Domain of Portals

• Open/Close
With this Domain the Demon can cause any portal within reach to fly open or slam shut.
Cost: None
Dice Pool: Dexterity + Larceny + Portals
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: Only one success is required to open or close any portal, although locks may provide a penalty. A simple house hold door’s lock might subtract 1 die, a dead bolt -2, while a coded key pad or key card controlled door might be as much as -4. Magically sealed portals can be opened, but impose a penalty of the spell’s Potency.
Exceptional Successes: Doors and windows are shut and lock or become tightly sealed (-1 to open) and opening portals stick them open (-1 to close).
Turmoil: Turmoil magnifies the potency of this Evocation violently. A portal opened is blasted to splinters and any door shut becomes sealed shut as if welded or fused to the jamb.

•• Create Ward
The Demon can bar entry or egress from a location with this Evocation.
Cost: None or 1 Faith
Dice Pool: Resolve + Survival + Portals
Action: Instant
Duration: One Scene or 24 hours
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: The target area must have defined borders and the Demon must ward the entire area, making it difficult to ward whole parks or forests, but easy for small rooms or cars. A password or key can be specified during the creation of the Ward to allow those who know it to pass. If the Demon wants to specify individuals he may assume dice penalties, -1 per target exemption. The area effected is equal to the Demon’s Dominion in yards radius. A Demon may increase the area effected by taking a -1 penalty per yard added to the radius.
Any who wish to enter without the password or a key must roll Resolve + Dominion and gain more successes than the ward’s rating to enter, failure means the aggressor cannot attempt to intrude until the ward expires. Attempts by those outside to use Domain on targets within the ward’s area must exceed the ward rating to be effective. If successful they have their full effect. This Ward has no effect on Twilight beings or objects hurled into the area. The normal duration of this Evocation is 1 scene, but for a point of Faith it can be increased to 24 hours.
Exceptional Successes: No further benefit is gained.
Turmoil: Wards are infused with such intense power that they deal their Ward rating in bashing damage to any being that passes their borders. This damage can be reduced by armor.

••• Teleport
The Demon may now move between geographically disparate regions without having to traverse the intervening space.
Cost: 1+ Faith
Dice Pool: Wits + Survival + Portals
Action: Instant
Duration: Lasting
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 may travel anywhere within “sensory range” for 1 Faith. This is effectively a 200 yard radius and the ST may determine penalties based on the Demon’s knowledge of the area and ability to see where he‘s going but the Demon can name a target Distance and direction without penalty suffering consequences on arrival. No knowledge of his destination fails as does any attempt to travel into a solid object.
Each additional point of Faith increases the distance a Demon may travel as follows:
+1 Faith- up to 1 mile per success.
+2 Faith- up to 10 miles per success
+3 Faith- up to 100 miles per success
+4 Faith- up to 1000 miles per success
Exceptional Successes: No further benefit is gained.
Turmoil: The Evocation wreak havoc upon the Demon’s departure, waves of heat and force that scorch walls and turn over furniture radiate outward doing bashing damage equal to the Turmoil successes. Armor and Durability reduce this damage.

•••• Egress
The Demon may now tie 2 locations together by means of a special gateway. The gateway’s one way nature has resulted in the Evocation being known as Egress though it could be used to allow others in a known location to come to the Demon. The gate is invisible from the exit side but those entering can see their destination clearly. Usually this Evocation is used on an existing Portal of some sort, doorway, window etc. tying it to another elsewhere but the Demon can use any portal that leads from one place to another such as a toilet or a sink drain.
Cost: 1+ Faith
Dice Pool:Intelligence + Crafts + Portals
Action: Instant
Duration: Number of turns equal to Demon's Dominion Score or 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 gateway allows one object of Size 5 to pass through each round. This gateway lasts only moments but the Demon may spend 1 willpower to extend its duration to 1 scene. The distance this gateway can cover is determined the same as Teleport as are the penalties associated with familiarity of destination. With this Evocation the Demon cannot simply designate distance and direction, he must have a location in mind.
Exceptional Successes: No further benefit is gained.
Turmoil: The gateway is dangerous and injures those that pass through them. Spitting them out at significant speed into walls or the ground, while dealing bashing damage equal to successes on the Turmoil roll to anything that passes through. Armor and durability functions as normal against this damage.

••••• Gate
The Demon conjures a Gate that allows 2 way passage between 2 locations.
Cost: 3+ Faith
Dice Pool:Intelligence + Crafts + Portals
Action: Instant
Duration: Varies
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success:The default duration is 1 scene, but can be extended to 1 day by expending a point of willpower or be made permanent with the expenditure of 1 Permanent Willpower (that can be replaced by spending 8 experience points). This Gate requires no existing portal, it can be made to manifest in the middle of a field or in mid air. Its dimensions can be reduced without cost, but at its base it can allow 1 size 20 object through per turn, Each additional Faith spent can increase that by Dominion + Domain Level. The distance the Gate can cover is determined as it is for the Teleport Evocation.
Exceptional Successes: No further benefit is gained.
Turmoil:Gateways chew on whatever passes through doing Successes on the Turmoil roll as bashing damage to everything that passes through it. With the expendature of an additional point of Faith, this damage can be incresed to Leathal levels.

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