Domain of the Soul

Demons deal with souls on a regular basis. Whether it is to collect them or save them depends upon the Demon. Those on the Modus of Merging alter the soul and Daemon to blend into one. This blending grants the Demon an intimate understanding of the human soul. Speaking with, commanding and imprisoning souls all fall within this Domain.
The Domain of the Soul is slightly different than other Domains. Because souls, ghosts, spirits and Daemons are so very much alike, yet still different, a Demon may learn the Domain of the Soul so that he may affect these other types of beings as well. With the expenditure of an additional 3 experience per Evocation level, the Demon may affect ghosts, spirits or disembodied Daemons as if they were souls using the Evocation. Thus, if the Demon player wishes to learn the first level Evocation for all four beings, it would cost him an additional 9 experience points to affect ghosts, spirits and Daemons after he has already learned to affect souls. If the effects of the Evocation change with the type, it will be noted in the Evocation.

• Speak with Soul
This Evocation allows the Demon to communicate with a person's detached soul. Souls addressed in this way are compelled to respond, and they must answer the Demon’s questions to the best of their ability. Souls do not communicate well and most communication will be in the form of a yes or no answer. Note that this Evocation does not confer any ability to see souls, only to speak with them.
Cost: None
Dice Pool: Manipulation + Occult + Spirit versus the soul's Resistance
Action: Instant
Duration: Until questions have been answered (max. 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: Any soul within the reach of his voice must answer the Demon’s questions. One question may be asked per success on the Evocation roll.
Exceptional Successes: No further benefit is gained.
Turmoil: Detached Souls, Spirits, Ghosts and Daemons do not answer the Demon’s questions. Instead, they get so irritated that they will lash out at everyone they encounter for days afterward (if they are able). They become hostile to all for a number of days equal to the Demon’s Dominion score.

•• Summon Soul
Demons can use this Evocation to summon a free roaming disembodied soul to their presence, their influence reaching across entire city blocks and possibly into the afterlife. Souls summoned in this fashion must come to the Demon whether they wish to or not, and they remain until dismissed. There are not that many souls roaming free and available for summoning. This Evocation is normally used to capture departing souls of the recently dead.
Cost: 1+
Dice Pool: Manipulation + Empathy + Soul versus the soul's Resistance
Action: Instant / Extended
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 summon one soul, if there is one present in the area. The Evocation affects 10 yard radius per success rolled multiplied by the character’s Dominion score. Example: A Demon with 3 Dominion and 2 successes will have an effective radius of 60 yards (10 x 2 x 3 = 60). A soul within the affected area is drawn to the Demon’s presence immediately. The soul remains until the effects of the Evocation expire or the Demon dismisses them. If the Demon does not specify what soul he is summoning, the closest one is summoned.
Exceptional Successes: The summoning spans to nearby realms (ones that still have physical resemblances, like the Shadow).
Turmoil: This version of the Evocation cannot summon a soul, but instead banishes them from the affected area. If a soul enters the area during the Evocation's duration, it will take Bashing damage equal to the number of success on the Turmoil roll each round. This damage bypasses any armor. Note: This Turmoil effect can be made permanent with the expenditure of a permanent Willpower point.

••• Command Soul
A Demon may command a soul to do her bidding, forcing it to perform actions that the Demon desires, if her will proves greater than its. Obviously, if a soul is not capable of performing an action, the Demon cannot force it to such an action.
Cost: None or 1 Faith
Dice Pool: Manipulation + Empathy + Soul versus the soul's Resistance
Action: Instant
Duration: A number of turns equal to the Demon’s Dominion score.
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 command any single soul that can hear her voice. The soul must obey the Demon’s commands to the best of its ability. With the expenditure of 1 point of Faith, the duration my be extended to the scene.
Exceptional Successes: The duration is extended to a scene without the need to spend Faith.
Turmoil: Souls that are commanded to perform an action with this effect of the Evocation do not have to obey. However, every turn they do not obey, they take a number of bashing points of damage equal to the number of successes on the Turmoil roll. This can destroy souls (or ghosts, spirits and Daemons) if the damage is severe enough (full aggravated).

•••• Anchor the Soul
This powerful evocation allows a Demon to anchor a soul to a physical object, creating a type of soul infused item that traps the soul in the physical world. Soul infused items are traded by Demons as currency and are valued higher than the Faith that they trade between them.
Cost: 1 Faith
Dice Pool: Stamina + Occult + Soul versus the soul’s Resistance
Action: Instant
Duration: A number of days equal to the Demon’s Dominion score.
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: One success is enough to anchor a soul into an object. To affect a Spirit or Daemon, a number of successes greater than or equal to the spirit's rank or Daemon's Dominion must be gained to bind a spirit or Deamon into an object. If a spirit or ghost is forced into the object, the Demon may use one of their Numina like a Fetish (See: Fetishes). Note: The Demon can make the Evocation permanent by the expenditure of a permanent Willpower point.
Exceptional Successes:No further benefit is gained.
Turmoil: When a soul is forced into an object in this fashion, the soul is twisted and warped in such a way the the soul is imprisoned in torment. Souls are trapped in these objects until the object is destroyed (ignore normal duration), but any powers that the victim possesses cannot be used by the prisoner or the Demon.

••••• Invest Soul
The Demon can invest a soul into a living vacant (soulless) body. A true resurrection or simply the return of a missing soul. If the Demon invests a Spirit into a body, they can create what is called a Duguthim (a being that is half spirit and half human). Souls, ghosts or spirits placed into dead vacant bodies create a Revenant (See: Revenants). Daemons affected by this Evocation work as a Modus of Return (Revivication or Reanimation depending on the state of the body).
Cost: None
Dice Pool: Strength + Occult + Soul versus the soul’s Resistance
Action: Instant
Duration: A number of days equal to the Demon’s Dominion score.
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: This Evocation does not give the Demon control of the creation. If control is desired, the Demon must use another Evocation. Note: The Demon can make the Evocation permanent by the expenditure of a permanent Willpower point.
Exceptional Successes: No further benefit is gained.
Turmoil: The Demon creates a killing machine lacking any Morality (or modified Morality) rating. While most of these creations are slobbering monsters, some maintain their rational minds (if they had them) becoming cold calculating killers. These creatures desire nothing more than to obliterate anything and everything (even if it was a spirit of love and understanding). They last until they are destroyed or run out of power, whichever comes first. Note: Demons placed in a new host using this version of the Evocation reduce their Psyche rating by the number of successes on the Torment roll and automatically gain any derangement(s) from that Psyche loss.

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