Summoning
Focus: Calling creatures, spirits, or objects from elsewhere.
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Spirit Call – Summon a spirit or guide. Guides will provide guidance and can offer instruction in magical skills. Spirits can provide information. Most information will be concerning their experiences during life. Some may be able to provide deeper answers that they have gleaned from the spirit world. The roll to summon the spirit will determine the amount of information it can give. Spirits will not engage in spying or combat. (This falls with the realm of Necromancy)
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Familiar Binding – Create permanent links to lesser beings (animal/construct/imp). Familiars can only be called once. If they are killed (Depending upon the cause) they will return to their summoner the next day. If your familiar is killed, contact a storyteller.
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Familiars will return to their summoner if they die. This usually takes one day, however, if the reason for their death was mistreatment or abuse it will take longer.
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Familiars have minds and wills of their own. They cannot be forced to obey. Generally speaking, the familiar that responds to the Summoner’s call will be like minded.
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You may only have ONE familiar.
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Beginner: Beginner familiars have 8 attribute points to spend in their five attributes and eight skills. They may only select magical abilities from ONE school of magic. They advance as their Summoner advances in power.
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Moderate: Moderate Familiars have 10 attribute points to spend in their five attributes and 10 skill points. They may only select magical abilities in two schools of magic. They advance with their summoner.
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Advanced: Advanced familiars have 12 attribute points and 12 skill points. They may only select magical abilities in two schools of magic. They advance with their summoner.
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*Creature Summoning – Call beasts or constructs to fight or defend. (Types of creatures available: Brownies, Normal Animals with mundane abilities (Snow White’s mice and birds making a dress), Mythical Good Aligned Animals (Unicorn, Pegasi))
Beginner: May summon up to 10 normal animals/constructs, or brownies to aid them. If the creatures are required to put themselves in harm’s way, the Summoner will have to roll to maintain control of them (Roll their soul score + Summoning in d10). They will need to roll over 15 total to maintain control each round. ( WARNING: This will likely be considered an EVIL act, depending on circumstances. [ When in doubt contact a storyteller ]. If it is considered an evil act, there will be consequences. ) Otherwise, the creatures will be able to assist the character in achieving a goal whether it is in constructing shoes, making dresses, helping with tasks, gathering herbs/flowers/stones, or what have you. (Contact storytellers for the results).
Moderate: May summon up to 15 normal animals/constructs, or brownies to aide them. If the creatures are required to put themselves in harm’s way, the Summoner will have to roll to maintain control of them (Roll their soul score + Summoning in d10). They will need to roll over 20 total to maintain control each round. ( WARNING: This will likely be considered an EVIL act, depending on circumstances. [When in doubt contact a storyteller]. If it is considered an evil act, there will be consequences. ) Otherwise, the creatures will be able to assist the character in achieving a goal whether it is in constructing shoes, making dresses, helping with tasks, gathering herbs/flowers/stones, or what have you. (Contact storytellers for the results).
Advanced: May summon up to 20 normal animals/constructs, or brownies to aid them. If the creatures are required to put themselves in harm’s way, the Summoner will have to roll to maintain control of them (Roll their soul score + Summoning in d10). They will need to roll over 20 total to maintain control each round. ( WARNING: This will likely be considered an EVIL act, depending on circumstances. [When in doubt contact a storyteller]. If it is considered an evil act, there will be consequences. ) Otherwise, the creatures will be able to assist the character in achieving a goal whether it is in constructing shoes, making dresses, helping with tasks, gathering herbs/flowers/stones, or what have you. (Contact storytellers for the results).
Summoning Mythical Creatures may ONLY be done by advanced Summoners. Each type of Mythical Creature has its own special requirements. ( Unicorns may only be summoned by Pure of heart, for example. ) Contact a storyteller when using this ability.
*If summoning creatures to fight, SEE NECROMANCY: Summon Undead for numbers and requirements. Be aware, this is likely to be considered an evil act and could have lasting consequences for the Summoner. [ Consequences will be determined by storytellers. ] Creatures remain for one day before returning to their homes.
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Object Summoning -
Beginner: At this level the enchanter is able to call simple (non-magical) tools and objects to themselves from a distance of up to five miles. The object being called must be prepared both by a ritual and marked with the enchanter's sigil. Beginner Enchanters may have a total of three such objects that they can summon at will. The total weight of the object summoned may not exceed ten pounds.
Moderate: At this level the enchanter is able to call simple magical tools, complex mundane tools and objects to themselves from a distance of up to ten miles. The object being called must be prepared both by a ritual and marked with the enchanter's sigil. Moderate Enchanters may have a total of four such objects they can summon at will. The total weight of the object being summoned may not exceed twenty pounds.
Advanced: At this level the enchanter is able to call complex magical tools, complex mundane tools and objects to themselves from a distance of up to 50 miles. The object being called must be prepared both by a ritual and marked with the enchanter's sigil. Moderate Enchanters may have a total of five such objects they can summon at will. The total weight of the object being summoned may not exceed two hundred pounds.
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Planar Gate – Open rifts to other dimensions, teleportation.
Beginner: At this level, Summoners are able to teleport up to one mile away from their current location. They may only carry 10lbs of non-living weight with them at a time and must have been in the location they are teleporting to in person. Upon a successful roll of 1d10+Soul+Summoning the character immediately vanishes from sight and reappears in the new location.
Moderate: At this level, Summoners are able to teleport up to five miles away from their current location. They may only carry 100lbs of non-living weight with them (assuming they are strong enough to do so) /or/ one living being, at a time and must have been in the location they are teleporting to in person. Upon a successful roll of 1d10+Soul+Summoning the character immediately vanishes from sight and reappears in the new location.
Advanced: At this level, Summoners are able to either teleport themselves and two other people up to ten miles away from their current location. Upon a successful roll of 1d10+Soul+Summoning the character immediately vanishes from sight and reappears in the new location. Additionally, Advanced level Summoners are able to create portals into other planes of existence. Doing so requires a complex ritual (Ritual must take at least one full scene to complete and needs to be cast in a location that is imbued with the Summoner's power). Note that while opening portals of this type can allow groups of people to travel great distances, creating one requires the Summoner to spend half their total mana to create and pass through. The portal will remain open allowing a return trip, but the return trip will /also/ cost the Summon half their total mana.