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Feat

Sealed Order

Trades every later command for one mission that cannot be corrupted

When casting Summon, the caster may replace the creature's normal command structure with one immutable complex order. The order may contain stages, conditions, named targets, routes, and a final objective. The summon knows the entire order upon creation and pursues it for the spell's duration without further communication.

Once sealed, the order cannot be changed, suspended, or replaced—not even by the caster. The summon ignores later commands, false voices, illusions that imitate its master, and magical interference intended to insert or distort an order. Breaking the communication link does not affect the mission. The caster can still dismiss the summon normally.

Sealed Order does not make the creature more intelligent, reveal information it cannot perceive, or protect it from illusions about the world itself and direct mind control. Its intelligence and knowledge still determine how it interprets unforeseen obstacles. Once the objective is complete, it accepts no new mission; it remains in place and defends itself until dismissed or until Summon ends.

A casting cannot use both Sealed Order and Command Seal.

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