Summoning Spells
Introduction to Summoning
Many who dabble in the arcane become rather knowledgeable at calling upon monsters, spirits, demons, and different entities from the farthest reaches of the planes. None are more skilled than the class labeled as a summoner. The summoner shares a sort of close bond with the entity that he has chosen. Every creature demands a different type of circumstance to be summoned. Over time, the summoner and his summons become linked, evenly some shared by a shard of the same soul. But this power does come at a price, the summoner’s spells and abilities are limited to the time he/she spends on trying to enhance their power and exploring more natures of their summons in understanding them.
Many who dabble in the arcane become rather knowledgeable at calling upon monsters, spirits, demons, and different entities from the farthest reaches of the planes. None are more skilled than the class labeled as a summoner. The summoner shares a sort of close bond with the entity that he has chosen. Every creature demands a different type of circumstance to be summoned. Over time, the summoner and his summons become linked, evenly some shared by a shard of the same soul. But this power does come at a price, the summoner’s spells and abilities are limited to the time he/she spends on trying to enhance their power and exploring more natures of their summons in understanding them.
Summoner Ranks
Adept
Apprentice Neophyte Dedicate Magician Mage Archmage Arcane Master |
Action Skill Check
1 - 5 = Easy
6 - 10 = Average 11 - 15 = Hard 16 - 20 = Legendary |
Quirk :
You cannot summon Jesus, the Devil, Allah, etc. By gods, I would mean like Odin, Bahamut, and Gilgamesh.
Spells
Adept:
Summon Pixie
Description: Commonly confused with Fairies, Pixies appear as miniature elf-like creatures, with pointed ears and slender features, but no wings. Pixies are drawn to horses and sparkly objects.
Effect: They cast light healing spells on their summoner or chosen ally. The Pixie may be summoned for one round.
Purchase Cost: 600 Deras
Summon Imp
Description: Imps are tiny, vile, malicious pranksters who love nothing more than when their pranks not only succeed, but if someone gets hurt because of them. Tiny in size with sharply pointed bat like ears and skin tones ranging between green to red, and thin whip like tails.
Effect. They cast light damage fire ball on the summoners chosen target. The Imp may be summoned for one round.
Purchase Cost: 600 Deras
Apprentice:
Summon Leprechaun
Description: The midgets legend, the green suited, red bearded, 1 ½ foot tall men are not quite as malicious as previously believed. While they do have a fascination with gold and are easily bribed with it, they aren't the monsters occasionally portrayed.
Effect: The Leprechaun cast light “luck” on the summoner, upping their casting dice by a light amount. A Leprechaun may be summoned for two rounds.
Purchase Cost: 800 Deras
Summon Goblin
Description: Highly destructive tinkerers, Goblins have an extremely unhealthy obsession with things that go boom. Masters of making things explode; Goblins do have a malicious streak in that they really don't care who or what gets hurt by their explosions. No magical capabilities, but prone to cause explosions of various sizes.
Effect: The Goblin causes a small explosion. A Goblin may be summoned for two rounds.
Purchase Cost: 800 Deras
Summon Member
Description: Summons a single ally to safety.
Effect: A useful spell or summon. In dire times of need, the summoner is able to get a party member out of danger.
Purchase Cost: 800 Deras
Neophyte:
Summon Undead
Description: Zombies, Ghouls, anything that has the term "The living dead" would be the easiest thing to summon. Most of the time, a dead body is needed around the arena to bring it to your side, with some sort of mind to not attack the caster. When its job is finished, the creature would return back to its original state of being; Dead.
Effect: The Undead minion may attack for light damage. Also affecting the target with a disease that causes light damage for two (2) rounds. The Undead minion may be summoned for two (2) rounds.
Purchase Cost: 1,600 Deras
Summon Satyr
Description: The mythical merrymakers, with the upper torso of a man and the lower torso of a goat, these bards are the masters of songcraft, using their pan pipes to weave their magical effects into being.
Effect: The Saytr’s songcraft can ensnare two (2) enemies into the casters command for two rounds, making all of their attacks available to the summoner. The Saytr may be summoned for three rounds.
Purchase Cost: 1,600 Deras
Summon Harpy
Description: Voracious sky terrors, their head and torso are that of a woman, while their arms are wings and their lower body becomes feathered and taloned. Single-minded and bloodthirsty, what these creatures lack in magical ability they more than make up for in sheer ferocity.
Effect: The Harpy can attack for light damage. The Harpy may be summoned for three (3) rounds.
Purchase Cost: 1,600 Deras
Dedicate:
Summon Centaur
Description: The half-man half-horse legendary archers, centuars have supposedly been the teachers of heroes from ages long forgotten. Masters of all forms of comabt, they excel the most at archery and will pepper an enemy force with arrows long before engaging in close quarters with spear and sword.
Effect: The Centuar can deal medium damage or use their bow and arrows for light damage. They may NOT use both in a single attack. The Centaur may be summoned for three (3) rounds.
Purchase Cost: 2,500 Deras
Summon Minotaur
Description: The body of a man and the head of a bull, the stories of these creatures’ origins are uncertain. Superhuman strength and raw brutality make this creature a near unstoppable force. Known to wield a massive battle axe, this creature is extremely dangerous with or without its favored weapon.
Effect: The Minotaur attack for medium damage. Their bellowing roar can stop an enemy in their tracks for two rounds. The Minotaur may be summoned for four rounds.
Purchase Cost: 2,500 Deras
Magician:
Summon Gryphon
Description: Noble yet ferocious, the half-eagle half-lion lords of the sky have been an icon of nobility for ages. Known for their fierce fighting with beak and talon, the eldest of these creatures have been rumored to be capable fight and even defeat dragons in combat. While this is merely rumor, it speaks volumes for the fighting skill and determination of these beasts.
Effect: The Gryphon may attack for medium damage or take their summoner for a flight away from combat. [This counts as a flee.] The Gryphon may be summoned for four (4) rounds.
Purchase Cost: 5,000 Deras
Summon Wyvern
Description: Frequently mistaken for the legendary Manticore, these creatures are reclusive and rarely seen by anyone or anything other than their victims. With the body of a lion, webbed wings stretch from their front legs along the sides of their body giving them flight capabilities. Their most powerful weapon is the scorpion like tail that is used to inject a paralyzing poison into their victims.
Effect: The Wyvern may attack for medium damage or paralyze their victims for up to five (5) rounds. The Wyvern may be summoned for four (4) rounds (paralysis rounds are determined by the DM).
Purchase Cost: 5,000 Deras
Mage:
Summon Unicorn
Description: One of the most legendary of the mythical creatures, the horned horses possess astounding magical capabilities, but are very stubborn about how and when their magic is put to use. Remarkable creatures either way, thier magic, if they find the summoner worthy, is nearly unparallel.
Effect: The Unicorn may either heal the summoner or allied party member for a medium amount of health, OR return a medium amount of power to the summoner. They may NOT use both of these at the same time. The Unicorn is summoned for five (5) rounds.
Purchase Cost: 7,500 Deras
Summon Nightmare
Description: The only feasible name for this creature, this presumed horse is every ounce the Nightmare its name implies. Mane and hooves of flame, obsidian skin and razor sharp teeth, this man-eating monstrosity is fierce and wields dark magics to paralyze it's victims with fear.
Effect: The Nightmare may paralyze the summoners chosen target for three (3) rounds AND attack during those rounds for light damage in a row. The Nightmare is summoned for five (5) rounds.
Purchase Cost: 7,500 Deras
Arch Mage:
Summon Demon Guard
Description: Risen up from the depths of hell with unholy armor and a weapon, this Guards once sole purpose is to just protect the summoner by any means necessary. It doesn't use magic, but it does have a weapon: a sword, hammer, bow and arrow, anything it can get its hands on to protect its "master" so to speak.
Effect: The Demon Guard may attack for heavy damage. The Demon Guard may be summoned for seven (7) rounds.
Purchase Cost: 15,000 Deras
Arcane Master:
Hydra
Description: The typical hydra is a 7 headed serpent like creature with two front legs and a long torso that elongates into a tail that it drags behind it. With highly toxic poison breath and a bad habit of not dying, the Hydra is almost virtually immortal. Decapitating a head from the Hydra only results in the hydra growing two more to take its place.
Effect:The Hydra is summoned with the mages dice, and then 1d6 (rolled by the DM) determines the number of heads. Each head may attack for heavy damage. The Hydra may be summoned for six rounds.
Purchase Cost: 25,000 Deras
You cannot summon Jesus, the Devil, Allah, etc. By gods, I would mean like Odin, Bahamut, and Gilgamesh.
Spells
Adept:
Summon Pixie
Description: Commonly confused with Fairies, Pixies appear as miniature elf-like creatures, with pointed ears and slender features, but no wings. Pixies are drawn to horses and sparkly objects.
Effect: They cast light healing spells on their summoner or chosen ally. The Pixie may be summoned for one round.
Purchase Cost: 600 Deras
Summon Imp
Description: Imps are tiny, vile, malicious pranksters who love nothing more than when their pranks not only succeed, but if someone gets hurt because of them. Tiny in size with sharply pointed bat like ears and skin tones ranging between green to red, and thin whip like tails.
Effect. They cast light damage fire ball on the summoners chosen target. The Imp may be summoned for one round.
Purchase Cost: 600 Deras
Apprentice:
Summon Leprechaun
Description: The midgets legend, the green suited, red bearded, 1 ½ foot tall men are not quite as malicious as previously believed. While they do have a fascination with gold and are easily bribed with it, they aren't the monsters occasionally portrayed.
Effect: The Leprechaun cast light “luck” on the summoner, upping their casting dice by a light amount. A Leprechaun may be summoned for two rounds.
Purchase Cost: 800 Deras
Summon Goblin
Description: Highly destructive tinkerers, Goblins have an extremely unhealthy obsession with things that go boom. Masters of making things explode; Goblins do have a malicious streak in that they really don't care who or what gets hurt by their explosions. No magical capabilities, but prone to cause explosions of various sizes.
Effect: The Goblin causes a small explosion. A Goblin may be summoned for two rounds.
Purchase Cost: 800 Deras
Summon Member
Description: Summons a single ally to safety.
Effect: A useful spell or summon. In dire times of need, the summoner is able to get a party member out of danger.
Purchase Cost: 800 Deras
Neophyte:
Summon Undead
Description: Zombies, Ghouls, anything that has the term "The living dead" would be the easiest thing to summon. Most of the time, a dead body is needed around the arena to bring it to your side, with some sort of mind to not attack the caster. When its job is finished, the creature would return back to its original state of being; Dead.
Effect: The Undead minion may attack for light damage. Also affecting the target with a disease that causes light damage for two (2) rounds. The Undead minion may be summoned for two (2) rounds.
Purchase Cost: 1,600 Deras
Summon Satyr
Description: The mythical merrymakers, with the upper torso of a man and the lower torso of a goat, these bards are the masters of songcraft, using their pan pipes to weave their magical effects into being.
Effect: The Saytr’s songcraft can ensnare two (2) enemies into the casters command for two rounds, making all of their attacks available to the summoner. The Saytr may be summoned for three rounds.
Purchase Cost: 1,600 Deras
Summon Harpy
Description: Voracious sky terrors, their head and torso are that of a woman, while their arms are wings and their lower body becomes feathered and taloned. Single-minded and bloodthirsty, what these creatures lack in magical ability they more than make up for in sheer ferocity.
Effect: The Harpy can attack for light damage. The Harpy may be summoned for three (3) rounds.
Purchase Cost: 1,600 Deras
Dedicate:
Summon Centaur
Description: The half-man half-horse legendary archers, centuars have supposedly been the teachers of heroes from ages long forgotten. Masters of all forms of comabt, they excel the most at archery and will pepper an enemy force with arrows long before engaging in close quarters with spear and sword.
Effect: The Centuar can deal medium damage or use their bow and arrows for light damage. They may NOT use both in a single attack. The Centaur may be summoned for three (3) rounds.
Purchase Cost: 2,500 Deras
Summon Minotaur
Description: The body of a man and the head of a bull, the stories of these creatures’ origins are uncertain. Superhuman strength and raw brutality make this creature a near unstoppable force. Known to wield a massive battle axe, this creature is extremely dangerous with or without its favored weapon.
Effect: The Minotaur attack for medium damage. Their bellowing roar can stop an enemy in their tracks for two rounds. The Minotaur may be summoned for four rounds.
Purchase Cost: 2,500 Deras
Magician:
Summon Gryphon
Description: Noble yet ferocious, the half-eagle half-lion lords of the sky have been an icon of nobility for ages. Known for their fierce fighting with beak and talon, the eldest of these creatures have been rumored to be capable fight and even defeat dragons in combat. While this is merely rumor, it speaks volumes for the fighting skill and determination of these beasts.
Effect: The Gryphon may attack for medium damage or take their summoner for a flight away from combat. [This counts as a flee.] The Gryphon may be summoned for four (4) rounds.
Purchase Cost: 5,000 Deras
Summon Wyvern
Description: Frequently mistaken for the legendary Manticore, these creatures are reclusive and rarely seen by anyone or anything other than their victims. With the body of a lion, webbed wings stretch from their front legs along the sides of their body giving them flight capabilities. Their most powerful weapon is the scorpion like tail that is used to inject a paralyzing poison into their victims.
Effect: The Wyvern may attack for medium damage or paralyze their victims for up to five (5) rounds. The Wyvern may be summoned for four (4) rounds (paralysis rounds are determined by the DM).
Purchase Cost: 5,000 Deras
Mage:
Summon Unicorn
Description: One of the most legendary of the mythical creatures, the horned horses possess astounding magical capabilities, but are very stubborn about how and when their magic is put to use. Remarkable creatures either way, thier magic, if they find the summoner worthy, is nearly unparallel.
Effect: The Unicorn may either heal the summoner or allied party member for a medium amount of health, OR return a medium amount of power to the summoner. They may NOT use both of these at the same time. The Unicorn is summoned for five (5) rounds.
Purchase Cost: 7,500 Deras
Summon Nightmare
Description: The only feasible name for this creature, this presumed horse is every ounce the Nightmare its name implies. Mane and hooves of flame, obsidian skin and razor sharp teeth, this man-eating monstrosity is fierce and wields dark magics to paralyze it's victims with fear.
Effect: The Nightmare may paralyze the summoners chosen target for three (3) rounds AND attack during those rounds for light damage in a row. The Nightmare is summoned for five (5) rounds.
Purchase Cost: 7,500 Deras
Arch Mage:
Summon Demon Guard
Description: Risen up from the depths of hell with unholy armor and a weapon, this Guards once sole purpose is to just protect the summoner by any means necessary. It doesn't use magic, but it does have a weapon: a sword, hammer, bow and arrow, anything it can get its hands on to protect its "master" so to speak.
Effect: The Demon Guard may attack for heavy damage. The Demon Guard may be summoned for seven (7) rounds.
Purchase Cost: 15,000 Deras
Arcane Master:
Hydra
Description: The typical hydra is a 7 headed serpent like creature with two front legs and a long torso that elongates into a tail that it drags behind it. With highly toxic poison breath and a bad habit of not dying, the Hydra is almost virtually immortal. Decapitating a head from the Hydra only results in the hydra growing two more to take its place.
Effect:The Hydra is summoned with the mages dice, and then 1d6 (rolled by the DM) determines the number of heads. Each head may attack for heavy damage. The Hydra may be summoned for six rounds.
Purchase Cost: 25,000 Deras