Wizardry: New Summoning Spells
If you've seen my rant about summoning, then you know that I've made some new spells there. The new ones will be repeated here for convenience, and all the old ones that were based on the Ally advantage have been rewritten (including Animate Dead). However, I also needed to make some new ones, and you can find them here. GCS libraries will be updated soon.
Ensnare Elemental
Keywords: Resisted (Will).
Components: V, S.
Cost: 1 FP or more + character points, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
Casting this spell attempts a dangerous act: to lure an elemental to the caster. This spell cannot be used to lure an elemental that is currently on the caster’s plane of existence, and there are other countermeasures that can prevent you from ensnaring a creature (see the description of the Symbol Drawing (Summoning Circles) skill for details). Usually, the caster prepares a trap, where the called elemental will be held until it agrees to perform on service in return for freedom. The type of elemental to be ensnared must be chosen upon learning this spell. Thus, Ensnare Air Elemental and Ensnare Earth Elemental are two different spells. If the caster would like to ensnare a specific elemental instead of a random elemental of the chosen type, the specific, proper, or given name must be used in the casting of this spell. The initial casting roll is resisted by the called elemental’s Will, but if the caster rolls an unmodified 14 or higher, the spell automatically fails, and the called elemental becomes aware of the ensnarement attempt. It does not learn the identity of the caster, but may do preparations to avoid future attempts. In addition, on a failure, the caster takes a cumulative -2 penalty to cast this spell until he waits one day before the next casting. The elemental that successfully resisted Ensnare Elemental gets a permanent cumulative +2 bonus to resist Ensnare Elemental cast by the same caster.
If the elemental fails to resist, the caster must spend a number of unspent character points equal to the point total of the called elemental / 200, rounded up, and the elemental is transported from its plane of existence to the caster’s plane along with everything it is carrying. If it was shifted from a coexisting plane (such as from the Plane of Shadow to the Material plane), it appears on the corresponding spot on the caster’s plane. If it was shifted from a non-coexisting plane, it appears in a random safe place within 1dx50 miles of the caster.
Then, the caster must make another uncontested casting roll to transport the elemental to any safe spot that can support the ensnared elemental within 10 yards, usually into a prepared trap. This additional roll does not require any extra time – it is done effectively simultaneously with the first roll, so the elemental does not get any chance to act between shifting planes and teleporting to the caster’s location. The distance between the elemental and the caster penalizes this casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher. Since the distance between caster and the elemental may be unknown to the caster, the exact penalty also may be unknown.
|
Distance |
Skill Penalty |
|
10
yards |
0 |
|
20
yards |
-1 |
|
100
yards |
-2 |
|
500
yards |
-3 |
|
2
miles |
-4 |
|
10
miles |
-5 |
Add an additional -1 for each 10x
increase in distance.
Apply a bonus of +1 to this second casting roll per 2 additional FP spent. You must declare this before you cast the spell, and you lose the FP whether you succeed or fail.
If this second casting roll fails, the elemental remains where it was, but catches a glimpse of the caster’s face and surroundings, and learns the direction towards the caster. If this roll is a critical failure, then the elemental also learns the distance towards the caster. If the roll succeeds, the elemental is instantly transported to the designated space. It may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. Usually, the caster follows-up with a casting of Planar Binding, Bind Elemental, or Exaction to persuade the ensnared elemental to perform a service in exchange for freedom. In any case, many elementals react at least at -3 to the caster of Ensnare Elemental, or at least -4 if ensnared into a trap.
Statistics: Affliction 1 (Will; Advantage, Ensnare Elemental, +900%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 5, Variant, -50%; Magical, -10%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%; Requires Gestures, -10%; Requires Magic Words, -10%) [25]. Note: “Ensnare Elemental” is Jumper (World; Accessibility, Only elementals of a specific type, -60%; Cannot Escort, -10%; Cannot Follow, -20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Limited Access, Only to the summoner, -20%; Magical, -10%; Warp Jump, +10%) [50] + Warp (Accessibility, Only elementals of a specific type, -60%; Anchored, Only to the summoner, -60%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Magical, -10%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Warp Jump, +10%) [40].
Apply a bonus of +1 to this second casting roll per 2 additional FP spent. You must declare this before you cast the spell, and you lose the FP whether you succeed or fail.
If this second casting roll fails, the elemental remains where it was, but catches a glimpse of the caster’s face and surroundings, and learns the direction towards the caster. If this roll is a critical failure, then the elemental also learns the distance towards the caster. If the roll succeeds, the elemental is instantly transported to the designated space. It may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. Usually, the caster follows-up with a casting of Planar Binding, Bind Elemental, or Exaction to persuade the ensnared elemental to perform a service in exchange for freedom. In any case, many elementals react at least at -3 to the caster of Ensnare Elemental, or at least -4 if ensnared into a trap.
Statistics: Affliction 1 (Will; Advantage, Ensnare Elemental, +900%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 5, Variant, -50%; Magical, -10%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%; Requires Gestures, -10%; Requires Magic Words, -10%) [25]. Note: “Ensnare Elemental” is Jumper (World; Accessibility, Only elementals of a specific type, -60%; Cannot Escort, -10%; Cannot Follow, -20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Limited Access, Only to the summoner, -20%; Magical, -10%; Warp Jump, +10%) [50] + Warp (Accessibility, Only elementals of a specific type, -60%; Anchored, Only to the summoner, -60%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Magical, -10%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Warp Jump, +10%) [40].
Keywords: Resisted (Will).
Components: V, S.
Cost: 1 FP or more + character points, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
Casting this spell attempts a dangerous act: to lure an extraplanar creature to the caster. This spell cannot be used to lure an extraplanar creature that is currently on the caster’s plane of existence, and there are other countermeasures that can prevent you from ensnaring a creature (see the description of the Symbol Drawing (Summoning Circles) skill for details). Usually, the caster prepares a trap, where the called creature will be held until it agrees to perform on service in return for freedom. The type of creature to be ensnared must be known and stated, and if the caster would like to ensnare a specific being instead of a random creature of the chosen type, the specific, proper, or given name must be used in the casting of this spell. The initial casting roll is resisted by the called creature’s Will, but if the caster rolls an unmodified 14 or higher, the spell automatically fails, and the called creature becomes aware of the ensnarement attempt. It does not learn the identity of the caster, but may do preparations to avoid future attempts. In addition, on a failure, the caster takes a cumulative -2 penalty to cast this spell until he waits one day before the next casting. The creature that successfully resisted Ensnarement gets a permanent cumulative +2 bonus to resist Ensnarement cast by the same caster.
If the creature fails to resist, the caster must spend a number of unspent character points equal to the point total of the called being / 200, rounded up, and the creature is transported from its plane of existence to the caster’s plane along with everything it is carrying. If it was shifted from a coexisting plane (such as from the Plane of Shadow to the Material plane), it appears on the corresponding spot on the caster’s plane. If it was shifted from a non-coexisting plane, it appears in a random safe place within 1dx50 miles of the caster.
Then, the caster must make another uncontested casting roll to transport the creature to any safe spot that can support the ensnared creature within 10 yards, usually into a prepared trap. This additional roll does not require any extra time – it is done effectively simultaneously with the first roll, so the outsider does not get any chance to act between shifting planes and teleporting to the caster’s location. The distance between the creature and the caster penalizes this casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher. Since the distance between caster and the creature may be unknown to the caster, the exact penalty also may be unknown.
|
Distance |
Skill Penalty |
|
10
yards |
0 |
|
20
yards |
-1 |
|
100
yards |
-2 |
|
500
yards |
-3 |
|
2
miles |
-4 |
|
10
miles |
-5 |
Add an additional -1 for each 10x
increase in distance.
Apply a bonus of +1 to this second casting roll per 2 additional FP spent. You must declare this before you cast the spell, and you lose the FP whether you succeed or fail.
If this second casting roll fails, the creature remains where it was, but catches a glimpse of the caster’s face and surroundings, and learns the direction towards the caster. If this roll is a critical failure, then the creature also learns the distance towards the caster. If the roll succeeds, the creature is instantly transported to the designated space. It may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. Usually, the caster follows-up with a casting of Planar Binding or Exaction to persuade the ensnared creature to perform a service in exchange for freedom. In any case, many extraplanar creatures react at least at -3 to the caster of Ensnarement, or at least -4 if ensnared into a trap.
Statistics: Affliction 1 (Will; Advantage, Ensnarement, +1,900%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 5, Variant, -50%; Magical, -10%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%; Requires Gestures, -10%; Requires Magic Words, -10%) [45]. Note: “Ensnarement” is Jumper (World; Accessibility, Only extraplanar creatures, -10%; Cannot Escort, -10%; Cannot Follow, -20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Limited Access, Only to the summoner, -20%; Magical, -10%; Warp Jump, +10%) [100] + Warp (Accessibility, Only extraplanar creatures, -10%; Anchored, Only to the summoner, -60%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Magical, -10%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Warp Jump, +10%) [90].
Summon Demon
Keywords: Summoning.
Full Cost: 14/28/41/68/136 points for levels 1-5.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 30 seconds.
Summon a demon to serve you. Choose a creature to summon from the table below, using its standard statistics with the addition of Enhanced Unnatural [-100] that makes the summoned creature “die” once it reaches 0 HP. You may always choose to summon a creature from a list of a lower spell level. You cannot summon a specific individual.
Level 1: Dretch (MCII, p. 29), quasit (MCII, p. 44).
Level 2:
Babau (MCII, p. 18).
Level 3:
Evistro (MCI, p. 44), succubus (MCII, p. 50).
Level 4:
Hezrou (MCII, p. 35), vrock (MCI, p. 49).
Level 5:
Bebilith (MCII, p. 25).
The demon obeys your verbal commands,
if it can understand your language, but will refuse suicidal orders, taking the
Do Nothing maneuver. If not given a task, it acts normally but will never harm
you. It may harm your allies unless ordered otherwise. A summoned demon cannot
summon other creatures, use abilities that cost character points, or use
teleportation or planar travel.
The target creature senses the destination and may refuse the call if the environment cannot support it (e.g., aquatic creatures require water). If one refuses, an identical creature is summoned instead.
The summoned creature is vulnerable to Dispel Magic, Banishment, and similar effects. In a no‑mana zone, it vanishes but returns if mana is restored before the spell ends. You may still command it from a no‑mana zone but cannot dismiss it early.
You may dismiss the creature as a
free action. When the spell ends—or if it is dismissed, banished, or killed—the
creature returns to its home plane intact, retaining its memory and original
gear. Items given to it during the summoning are left behind. If killed, it
reforms after 24 hours.
Dimensional Anchor does not prevent its return upon death but blocks active banishment or dismissal.
Casting multiple Summoning spells per day is difficult - each Summoning spell you cast imposes a cumulative -3 penalty on all subsequent Summoning spells cast that day. In addition, if a summoned creature is killed, you cannot cast this spell again for 24 hours; if dismissed, you must wait five minutes.
Statistics: Ally (Demon; Built on 25%; Constantly; Adjustable, +100%; Conjured, +100%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Minion, +50%; Nuisance Effect, Summoning Penalties, -5%; Ranged, +40%; Reduced Duration, 1/2, -5%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Special Abilities, +50%; Takes Extra Time 1, -10%) [14]. Other versions increase the point percentage.
Summon Devil
Keywords: Summoning.
Full Cost: 14/28/41/68/136 points for levels 1-5.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 30 seconds.
Summon a devil to serve you. Choose a creature to summon from the table below, using its standard statistics with the addition of Enhanced Unnatural [-100] that makes the summoned creature “die” once it reaches 0 HP. You may always choose to summon a creature from a list of a lower spell level. You cannot summon a specific individual.
Level 1: Imp (MCII, p. 86), lemure (MCII, p. 89).
Level 2: Bearded
devil (MCII, p. 61).
Level 3: Barbed
devil (MCII, p. 58), chain devil (MCII, p. 68), erinyes (MCII, p. 71).
Level 4: Bone
devil (MCII, p. 64), hellcat (MCII, p. 75).
Level 5: none
yet.
The devil obeys your verbal commands,
if it can understand your language, but will refuse suicidal orders, taking the
Do Nothing maneuver. If not given a task, it acts normally but will never harm
you. It may harm your allies unless ordered otherwise. A summoned devil cannot
summon other creatures, use abilities that cost character points, or use
teleportation or planar travel.
The target creature senses the destination and may refuse the call if the environment cannot support it (e.g., aquatic creatures require water). If one refuses, an identical creature is summoned instead.
The summoned creature is vulnerable to Dispel Magic, Banishment, and similar effects. In a no‑mana zone, it vanishes but returns if mana is restored before the spell ends. You may still command it from a no‑mana zone but cannot dismiss it early.
You may dismiss the creature as a
free action. When the spell ends—or if it is dismissed, banished, or killed—the
creature returns to its home plane intact, retaining its memory and original
gear. Items given to it during the summoning are left behind. If killed, it
reforms after 24 hours.
Dimensional Anchor does not prevent its return upon death but blocks active banishment or dismissal.
Casting multiple Summoning spells per day is difficult - each Summoning spell you cast imposes a cumulative -3 penalty on all subsequent Summoning spells cast that day. In addition, if a summoned creature is killed, you cannot cast this spell again for 24 hours; if dismissed, you must wait five minutes.
Statistics: Ally (Devil; Built on 25%; Constantly; Adjustable, +100%; Conjured, +100%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Minion, +50%; Nuisance Effect, Summoning Penalties, -5%; Ranged, +40%; Reduced Duration, 1/2, -5%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Special Abilities, +50%; Takes Extra Time 1, -10%) [14]. Other versions increase the point percentage.
Apply a bonus of +1 to this second casting roll per 2 additional FP spent. You must declare this before you cast the spell, and you lose the FP whether you succeed or fail.
If this second casting roll fails, the creature remains where it was, but catches a glimpse of the caster’s face and surroundings, and learns the direction towards the caster. If this roll is a critical failure, then the creature also learns the distance towards the caster. If the roll succeeds, the creature is instantly transported to the designated space. It may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. Usually, the caster follows-up with a casting of Planar Binding or Exaction to persuade the ensnared creature to perform a service in exchange for freedom. In any case, many extraplanar creatures react at least at -3 to the caster of Ensnarement, or at least -4 if ensnared into a trap.
Statistics: Affliction 1 (Will; Advantage, Ensnarement, +1,900%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 5, Variant, -50%; Magical, -10%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%; Requires Gestures, -10%; Requires Magic Words, -10%) [45]. Note: “Ensnarement” is Jumper (World; Accessibility, Only extraplanar creatures, -10%; Cannot Escort, -10%; Cannot Follow, -20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Limited Access, Only to the summoner, -20%; Magical, -10%; Warp Jump, +10%) [100] + Warp (Accessibility, Only extraplanar creatures, -10%; Anchored, Only to the summoner, -60%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Magical, -10%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Warp Jump, +10%) [90].
Summon Demon
Keywords: Summoning.
Full Cost: 14/28/41/68/136 points for levels 1-5.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 30 seconds.
Summon a demon to serve you. Choose a creature to summon from the table below, using its standard statistics with the addition of Enhanced Unnatural [-100] that makes the summoned creature “die” once it reaches 0 HP. You may always choose to summon a creature from a list of a lower spell level. You cannot summon a specific individual.
Level 1: Dretch (MCII, p. 29), quasit (MCII, p. 44).
The target creature senses the destination and may refuse the call if the environment cannot support it (e.g., aquatic creatures require water). If one refuses, an identical creature is summoned instead.
The summoned creature is vulnerable to Dispel Magic, Banishment, and similar effects. In a no‑mana zone, it vanishes but returns if mana is restored before the spell ends. You may still command it from a no‑mana zone but cannot dismiss it early.
Dimensional Anchor does not prevent its return upon death but blocks active banishment or dismissal.
Casting multiple Summoning spells per day is difficult - each Summoning spell you cast imposes a cumulative -3 penalty on all subsequent Summoning spells cast that day. In addition, if a summoned creature is killed, you cannot cast this spell again for 24 hours; if dismissed, you must wait five minutes.
Statistics: Ally (Demon; Built on 25%; Constantly; Adjustable, +100%; Conjured, +100%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Minion, +50%; Nuisance Effect, Summoning Penalties, -5%; Ranged, +40%; Reduced Duration, 1/2, -5%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Special Abilities, +50%; Takes Extra Time 1, -10%) [14]. Other versions increase the point percentage.
Summon Devil
Keywords: Summoning.
Full Cost: 14/28/41/68/136 points for levels 1-5.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 30 seconds.
Summon a devil to serve you. Choose a creature to summon from the table below, using its standard statistics with the addition of Enhanced Unnatural [-100] that makes the summoned creature “die” once it reaches 0 HP. You may always choose to summon a creature from a list of a lower spell level. You cannot summon a specific individual.
Level 1: Imp (MCII, p. 86), lemure (MCII, p. 89).
The target creature senses the destination and may refuse the call if the environment cannot support it (e.g., aquatic creatures require water). If one refuses, an identical creature is summoned instead.
The summoned creature is vulnerable to Dispel Magic, Banishment, and similar effects. In a no‑mana zone, it vanishes but returns if mana is restored before the spell ends. You may still command it from a no‑mana zone but cannot dismiss it early.
Dimensional Anchor does not prevent its return upon death but blocks active banishment or dismissal.
Casting multiple Summoning spells per day is difficult - each Summoning spell you cast imposes a cumulative -3 penalty on all subsequent Summoning spells cast that day. In addition, if a summoned creature is killed, you cannot cast this spell again for 24 hours; if dismissed, you must wait five minutes.
Statistics: Ally (Devil; Built on 25%; Constantly; Adjustable, +100%; Conjured, +100%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Minion, +50%; Nuisance Effect, Summoning Penalties, -5%; Ranged, +40%; Reduced Duration, 1/2, -5%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Special Abilities, +50%; Takes Extra Time 1, -10%) [14]. Other versions increase the point percentage.
DIVINE SPELL
Keywords: None.
Full Cost (Short-Range): 45 points.
Full Cost (Ranged): 50 points.
Casting Roll: Skill.
Components: V, S, M, DF.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: Instantaneous.
The spellcaster must know something about the creature to exact service from it, or else he must offer some fair trade in return for the service. That is, if the priest is aware that the creature has received sane favor from someone of the priest's alignment, then the exaction spell can name this as cause; if no balancing reason for service is known, then some valuable gift or service must be pledged in return for the exaction. The service exacted must be reasonable with respect to the past or promised favor or reward, and with the being's effort and risk. The spell then acts, if the subject is willing and able to understand the priest’s command, as a quest upon the being that is to perform the required service. Immediately upon completion of the service, the being is transported to the vicinity of the priest, and the priest must then and there return the promised reward, whether it is irrevocable cancellation of a past debt or the giving of some service or other material reward. After this is done, the creature is instantly freed to return to the last place it has been to on its home plane along with everything it is carrying.
The GM adjudicates when an equitable arrangement has been reached. If the caster requests too much, the creature is free to depart or to attack the priest (as if the agreement were breached) according to its nature. If circumstances leave the situation unbalanced (for example, the creature dies while achieving a result that was not worth the creature dying), then this might create a debt owed by the caster to the creature's surviving kith and kin, making the caster vulnerable to a future Exaction from that quarter, even if he is not an extraplanar creature. Agreeing to a future Exaction or release in the event of catastrophic failure or death are common caster pledges in securing an exaction.
Failure to fulfill the promise to the letter results in the priest being subject to exaction by the subject creature or by its master, liege, etc., at the very least, and counts as a violation of the priest’s code of conduct for the purpose of losing divine powers. At worst, the creature may also attack the reneging priest. If this spell is cast on a creature trapped in a magic circle created with the Symbol Drawing (Summoning Circles) skill or a similar trap, it fails, and this also counts as a violation of the code of conduct.
If you fail your casting roll, you cannot cast this spell on the same subject again within 24 hours.
Material Component: Some matter or substance from the plane of the creature from whom an exaction is expected, and knowledge of the creature's nature or actions that is written out on a parchment that is burned to seal the pledge.
BLOOD MAGIC VERSIONS
Summon Demon
Keywords: Summoning.
Full Cost: 15/30/45/74/148 points for levels 1-5.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 30 seconds.
Summon a demon to serve you. Choose a creature to summon from the table below, using its standard statistics with the addition of Enhanced Unnatural [-100] that makes the summoned creature “die” once it reaches 0 HP. You may always choose to summon a creature from a list of a lower spell level. You cannot summon a specific individual.
Level 1: Dretch (MCII, p. 29), quasit (MCII, p. 44).
The target creature senses the destination and may refuse the call if the environment cannot support it (e.g., aquatic creatures require water). If one refuses, an identical creature is summoned instead.
The summoned creature is vulnerable to Dispel Magic, Banishment, and similar effects. In a no‑mana zone, it vanishes but returns if mana is restored before the spell ends. You may still command it from a no‑mana zone but cannot dismiss it early.
Dimensional Anchor does not prevent its return upon death but blocks active banishment or dismissal.
Casting multiple Summoning spells per day is difficult - each Summoning spell you cast imposes a cumulative -3 penalty on all subsequent Summoning spells cast that day. In addition, if a summoned creature is killed, you cannot cast this spell again for 24 hours; if dismissed, you must wait five minutes.
Statistics: Ally (Demon; Built on 25%; Constantly; Adjustable, +100%; Conjured, +100%; Costs Hit Points, 1 HP, -10%; Lesser Mana Sensitivity, -5%; Minion, +50%; Nuisance Effect, Summoning Penalties, -5%; Ranged, +40%; Reduced Duration, 1/2, -5%; Reduced Range, 1/10, -30%; Requires Will Roll, -5%; Special Abilities, +50%; Takes Extra Time 1, -10%) [15]. Other versions increase the point percentage.
Summon Devil
Keywords: Summoning.
Full Cost: 15/30/45/74/148 points for levels 1-5.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 30 seconds.
Summon a devil to serve you. Choose a creature to summon from the table below, using its standard statistics with the addition of Enhanced Unnatural [-100] that makes the summoned creature “die” once it reaches 0 HP. You may always choose to summon a creature from a list of a lower spell level. You cannot summon a specific individual.
Level 1: Imp (MCII, p. 86), lemure (MCII, p. 89).
The target creature senses the destination and may refuse the call if the environment cannot support it (e.g., aquatic creatures require water). If one refuses, an identical creature is summoned instead.
The summoned creature is vulnerable to Dispel Magic, Banishment, and similar effects. In a no‑mana zone, it vanishes but returns if mana is restored before the spell ends. You may still command it from a no‑mana zone but cannot dismiss it early.
Dimensional Anchor does not prevent its return upon death but blocks active banishment or dismissal.
Casting multiple Summoning spells per day is difficult - each Summoning spell you cast imposes a cumulative -3 penalty on all subsequent Summoning spells cast that day. In addition, if a summoned creature is killed, you cannot cast this spell again for 24 hours; if dismissed, you must wait five minutes.
Statistics: Ally (Demon; Built on 25%; Constantly; Adjustable, +100%; Conjured, +100%; Costs Hit Points, 1 HP, -10%; Lesser Mana Sensitivity, -5%; Minion, +50%; Nuisance Effect, Summoning Penalties, -5%; Ranged, +40%; Reduced Duration, 1/2, -5%; Reduced Range, 1/10, -30%; Requires Will Roll, -5%; Special Abilities, +50%; Takes Extra Time 1, -10%) [15]. Other versions increase the point percentage.
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