Summoning Spells
By drawing upon the power of various higher beings, the Summoner can perform feats of magic beyond the dreams of even most sorcerers. The gods are fickle however. Every time a spell of summoning is invoked, the power lent to the Summoner can be one of three degrees, common, uncommon, and ultimate.
In game terms, each time a Summoner casts a spell of summoning, roll a percentile. On a 01-50, see the Common spell in the Summon entry. On a 51-85, see the Uncommon spell in the Summon entry. On an 86-00, see the Ultimate spell in the Summon entry. The Summoner can select to use a lower strength spell than what they rolled if they so choose.
Certain circumstances can modify the spell casters roll.
Note: If modifiers bring the casters roll over 100, then the result starts over, but the result gained is at double strength. Example: You roll a 95 for Ramuh, but your GM deems a life or death situation, therefore granting a +10% Bonus, thus starting things over at 05, meaning that the Summoner could either choose Staff of Judgement at normal strength, or Shockwave at double strength.
Summoning Spells & Mazoku
Against Mazoku MRF, the Common summoning spell counts as a level
5 spells, the Uncommon counts as a level 10, and the Ultimate
counts as a level 15.
Alexander
Holy creation of unknown origins. Considered a supreme
accomplishment of techno-wizardry, combining holy power and
fusing the soul of a man known as Alexander to the machine,
Alexander protects all of the good people with holy might.
Alexander is the second most powerful summon known to the mortal
world. Magic Points: 125.
Common: Aura Gatling
The summoner calls the power of Alexander's Aura Gatling. A
strange device, the half the width of a barrel (as in the kind
you store good beer in), and half over the length, made of white
gleeming metal, is delivered to the summoner. This weapon can
clear out nearly a score of men (or daemons) in less than a
minute if necessary. In the hands of any but the Summoner, this
weapon is impossible to carry, yet when held by both hands of the
Summoner, it seems to weigh only 5kg. The Summoner has a magical
understanding of the weapon upon touching it, gaining a +3 to
strike on an aimed shot, and +1 to strike when burst firing.
Range: The Aura Gatling has a range of 100m
(330ft)
Damage: 1d4x10 damage per aura bolt.
Rate of Fire: This may sound crazy, but see the
Machinegun rules in my House Rules.
Saving Throw: Dodge against the Summoner's
strike roll.
Penetration: +8, will instantly shatter
any black magic spells of defense also.
Payload: 500 Aura Bolts, once the payload is
used up, the Gatling disappears.
Uncommon: Pearl Beam
Alexander delivers the power of his
Pearl Cannon, designed to take out targets from great distances.
Known especially for it's effectiveness against undead. The Pearl
Beam will only harm those of evil alignment.
Range: Can be directed at any target, as long as
the Summoner can see them somehow (even through magical means or
through a telescope).
Area of Affect: Even though the beam barely
seems to be an arm in thickness, anything within a 1m radius of
the beam also takes half damage.
Damage: 2d8x10+10 damage per level of
experience. Automatically obliterates the undead (even master
vampires, does double damage to Vampire Intelligences - if you
use those stupid things in your game). Supernatural evil take
double damage!
Saving Throw: Target has no dodge, you're boned,
those getting caught in the beam wake need to make a dodge of 16
or higher.
Penetration: Automatic, will instantly
shatter any black magic spells of defense also.
Ultimate: Holy Judgment
The righteous power of Alexander is brought to bear. Beams of
holy energy lance down from sky, smiting all evil within a target
area determined by the Summoner. Only those of evil alignment,
even if they happen to be current allies of the Summoner(!) will
be hit.
Range: The target area may be up to 60m (200ft)
away.
Area of Affect: 10m (33ft) radius from the
center of the target area.
Damage: 3d4x10+10 damage per level of experience
to all those of evil alignment in the area. Supernatural evil
& undead take double damage!
Saving Throw: Dodge of 18 or higher.
Penetration: Automatic, will instantly shatter
any black magic spells of defense also.
Bahamut
The most powerful summon known to the mortal world. Bahamut is a
dragon king, with many rumors wandering about his heritage. Some
say he is the twin of Flare Dragon Ceipheid, or his
reincarnation, or a Dragon God from another world, or a dragon
with a fragment of Ruby-Eye Shabranigdu. The last rumor is
because Bahamut is not seen as exactly the most benevolent of
dragons, known for smiting mortals in pure, unsolicited rage. Magic
Points: 200
Common: Flare
Summons the flames of the dragon king to
smite the Summoners target.
Range:30m (100ft)
Damage: 3d4x10+5 damage per level of experience.
Saving Throw: Dodge of 20 or higher.
Penetration: Automatic, except against those in full iron
body armour. Those in said armour, take no damage, their armour
taking only half damage.
Uncommon: Mega Flare
Pumped up version of Flare, calling upon even more of the dragon
kings breath.
Range: 60m (200ft)
Area of Effect: 10m (33ft) radius from the center of the
target area.
Damage: 3d8x10+5 damage per level of experience.
Saving Throw: None, all those in the area are toast.
Penetration: Automatic, except against those in full iron
body armour. Those in said armour, take no damage, their armour
taking only half damage.
Ultimate: Dragu Slave
His ultimate spell is the main reason that Bahamut is linked to
Ruby-Eye Shabranigdu. Bahamuts strength is channeled into
one powerful crimson beam. This is the strongest spell that
humans can cast without a talisman of some kind; its effect is
broad and destructive enough to level a city. The target at the
center is automatically destroyed (except in the case of Mazoku,
they can very possibly resist the power of this spell thanks to
their MRF), however, those in the surrounding area of 1km+100m
per level of experience, will really only find themselves covered
in dirt and rubble, despite the property damage wrought.
Range: 1km(1000m/3300ft)+500m(330ft) per level of
experience.
Damage: Target is obliterated.
Saving Throw: Can only dodge by teleporting, roll of 18
or higher.
Carbuncle
A curious little creature, holding sway over light and color, and
the sun. Magic Points: 50
Common: Pearl Light
A white light bathes the area, giving the Summoners allies
magical protection. Note: Does not affect the Summoner.
Area of Affect: Affects a 3m (10ft) radius around the
Summoner.
Affect: Gives all allies of the Summoner in the area a
magical force field of protection, 25 S.D.C. + 5 S.D.C. per level
of experience, with an A.R. of 15, which takes half damage from
magically fire, lightning or cold.
Duration: One melee per level of experience.
Uncommon: Emerald Light
A green light bathes the area, causing a miraculous increase in
the speed of all of the Summoners allies. Note: Does
not affect the Summoner.
Area of Affect: Affects a 3m (10ft) radius around the
Summoner.
Affect: All allies within the area of affect see their Speed
attribute increased by 50%, Physical Prowess and Attacks per
melee are increased by 25%, fractions/decimals are rounded down.
Duration: One melee, plus one additional melee at levels 5,
10, and 15.
Ultimate: Ruby Light
A crimson light shines on the
area, protecting the Summoner and his allies from magic. Note:
DOES affect the Summoner.
Area of Affect: Affects a 3m (10ft) radius around the
Summoner.
Affect: Reflect is cast on all within the radius. For further
information, see the White Magic spell Reflect.
Choco/Mog
The simplest of summons drawing on the lower denizens of the
godly plane. This is the only case that the Summoned actually
appear. Magic Points: 25
Common: Moggle
Mog appears, floating in midair, covering the area with magic
Moggle dust, healing all in the area.
Area of Affect: Affects all within a 3m (10ft) radius of the
Summoner.
Affect: Heals 3d6 S.D.C. & 2d4 H.P.
Uncommon: Kamikaze!
Mog appears riding a golden chocobo, bearing the symbol of
kamikaze, the rising sun headband. They charge into a target of
the Summoners choosing, delivering the damage of the divine
wind.
Range: Kamikaze! can be directed against any target up to
20m(66ft)+2m(6ft) away per level of experience.
Damage: 2d6+1d6 damage per level of experience, plus
automatic knockdown.
Saving Throw: None, chocobo moves far to fast for anyone to
possibly dodge.
Penetration: +3
Ultimate: Fat Chocobo
A giant chocobo is conjured and dropped on the target
area, squashing anything under it.
Range: Can be dropped on an area up to 10m(33ft)+1m (3ft)
away per level of experience, squashing all within a 6m(20ft) by
3m(10m) area of the target.
Damage: 5d6+2 damage per level of experience, plus automatic
knockdown, and knockout (10% chance)
Saving Throw: Dodge of 18 or higher.
Penetration: Automatic
Feiyu
A goddess of wind from the far eastern lands. Is responsible for
the torrent winds that cause tornadoes and coriolis storms in the
deserts. Magic Points: 50
Common: East Wind
A powerful wind blows from the east, strong enough to lift most
people off their feet and send them flying! The wind is hurricane
force, but only lasts for a mere 15 seconds (one melee). All
things weighing under 200lbs are lifted up and tossed around like
crazy. Anything weighing 200lbs-250lbs suffers knockdown unless
it makes a successful maintain balance roll, and even if they
succeed, they are unable to move, and the slightlest push or
impact might cause them to lose their balance and be carried off
by the wind. Those weiginh over 250lbs are able to move, but do
so at 1/4 their usual Speed. Flyers must be able to reach speeds
of over 150mph or they will be tossed about haphazardly by the
wind.
The spell lasts an additional 15 seconds (one melee) at level's
6, 12, and 15.
Uncommon: Coriolis
Storm
A powerful whirlwind blows from the east, bringing with it the
sand and dust of the desert, at speeds fast enough to scour the
skin.
Range: Can be cast on an area up to 30m (100ft)
away.
Area of Affect: Affects a 10mx10mx10m area,
doubling at levels 4, 8, 12, and 15.
Affect: Those without proper eye protection
(goggles work) will not be able to open their eyes during the
storm without causing severe damage to their retinas. If they do
open their eyes, they will be blinded by searing pain for 5d6
minutes, and their vision will be reduced by 25% for 3 days while
their eyes heal up. All unprotected areas of the
body are also seared by the strong wind, taking
Duration: The whirlwind lasts for 15 seconds (one
melee), plus an additional 15 seconds at levels 8 and 15.
Ultimate: Tornado
A tornado, caused by causing the collision of a high pressure and
low pressure system.
Range: 1km+1km per level of experience; requires
line of sight.
Area of Affect: Variable, see below
Affect: This creates a massive tornado, with
winds of incredible force, nearing 200-300kmph. These winds will
suck up, hurl, and blow around anything nearby. The Tornado has a
height of 1d4x100m, a diameter of 1d4x10+10m at it's base,
and a 1d4km diameter at it's peak. All
those caught up will be constantly hurled about until the Tornado
ends. While inside the Tornado is 6d6 damage every melee. Damage
from the fall is 1d6x10, with automatic knockout.
Duration: One minute at level one, plus one additional
minute at levels 5, 10, and 15.
Penetration: Automatic
Golem
Gentle cousin of Titan. Created to protect all human life from
evil persecution. Magic Points: 50.
Common: Golem Fist
The power of Golem enchants one hand of the Summoner. This
hand suddenly transforms into a rocky fist. This fist, while
capable of flexing and grabbing, cannot be used for any manual
tasks requiring two hands, (all such tasks are done at -10%).
This hand has a Supernatural P.S. equal to twice the Summoners
normal P.S. The rocky limb has an A.R. of 16, with 150 S.D.C.
Nearly any form of attack can be parried with it, with all the
characters natural parry bonuses of course. If the character
tries to perform any attacks with this arm though, it must only
be in the defense of oneself or loved ones, or the power is
automatically revoked.
Duration: 1 minute per level of experience.
Uncommon: Golem Shield
The power of Golem forms a strong shield made entirely out of
stone. Strangely enough, this shield is as light as a feather!
The shield up to 2m long and 1m wide. The shield in the right
hands can parrely nearly any form of attack, and has an A.R. of
16 and an S.D.C. of 300. While incredibly strong, the apparently
low mass of the shield makes it very impractical as any kind of
weapon.
Duration: Lasts until destroyed.
Ultimate: Golem Armour
The power of Golem forms a suit of armour made entirely out of
stone, around the Summoner, or, one of his allies. This suit
doubles the recipients P.E., P.S., and Spd. attributes,
increasing P.S. to Supernatural. The suit has an A.R. of 16 and
an S.D.C. of 400. Note however, that if the Summoner attacks
anyone ACCEPT in the defense of their friends and loved ones,
that the suit will automatically crumble to dust.
Duration: 2 melees (30 seconds) per level of
experience.
Hades
Dark king of the underworld, holding dominion over the souls of
the damned, and the spirit of evil. Magic Points: 100.
Common: Hell on Earth
The power of Hades creates a massive inverted pentacle in an
area determined by the strength of the Summoner. This is a truely
horrific spell which opens a gate to the Underworld. All within
the pentacle are subjected to a variety of visual shocks, coming
from both the 'universal' image of hell (burning, toiling, lakes
of fire, suffering), and the images of the victim's own PERSONAL
hell. Also, the flames of the underworld burn all those within
the pentacle, doing horrible damage.
Range: Can be cast on an area up to 100m (330ft)
away.
Area of Affect: The massive pentacle has a
radius of up to 30m (66ft)+1m (3.3ft) per level of experience.
Can be made smaller at will by the Summoner.
Affect: The horrific images of the underworld
along with the personal hell of the victim has a horror factor of
20. A fail to save vs. horror factor will literally drive the
person temporarily insane. They will be reduced to a catatonic
state for 5d4 minutes, as close to dead as their minds can be,
ignoring all around them, even the painful flames of the
undeworld that sears their flesh. The flames of the underworld do
6d6 damage, and while they may only last a few moments in real
time, but to the victim, the pain is practically endless, opting
for a save vs. insanity if the first save vs. Horror Factor is
made. If the save is failed, the character will have an aversion
to fire, sunlight, or anything involving heat for 5d6 days.
Duration: Instant
Saving Throw: vs. Horror factor, then insanity,
see above.
Penetration: Automatic
Uncommon:
Blast Ash
The caster makes a black void appear in a certain area, and
anything alive or possessing a spirit is turned into ash.
Inanimate objects such as the ground, buildings, and equipment
are not affected; the spell has an effect of a relatively large
area, making this one of the few black magic spells which can be
used in cramped alleys and town squares.
Range: Can be centered on an area up to 20m
(67ft) away.
Area of Affect: Sphere affect from the center,
5m (18ft) radius from the center.
Duration: Instant
Saving Throw: Standard vs. Magic
Penetration: Does not affect those in full iron body
armour.
Ultimate:
The Seventh Seal
The sky in an area surrounding the
Summoner grows black...as an magical solar eclipse is created!
The Summoner is surrounded by seven small pentacles, marking the
points of an even larger septacle (that's a shape with seven
points surrounded by a circle)! The Summoner next rolls on the
following table, to see what boon the dark lord Hades will grant
to them. Note: The artificial eclipse only
affects the power of the spells granted to the Summoner, as noted
below. No other sorcerer can take advantage of the eclipse.
01-15 How dare you!: Hades does not wish to be
bothered, he is busy or just lazy at the moment, and strikes the
Summoner back for trying to draw upon his power. The Summoner
takes 3d6 Spiritual & H.P. damage, 6d6 S.D.C. damage, and
must make a save vs. magic or pass out for 1d4 hours.
16-45 Black Hole: The Black Magic Black Hole is called
by the power of Hades. The radius and damage of this spell are
increased by 50%
46-75 Dark Matter: Creates a powerful rip in
space-time to rip enemies apart by the tremendous gravity from
the 'dark matter' in the universe.
76-90 Shadow Flare: The dark energies of the
evil eclipse, brings the power of this spell to it's zenith.
Range and area of affect are trippled.
91-98 Laguna Blade: The dark sword, formed by
the power of the Lord of Nightmares, is given unto the Summoner.
All rules for the Laguna Blade apply to the Summoner as normal.
99 Giga Slave: The unbridled power of the Giga
Slave, which calls upon the essence of the Lord of Nightmares, is
given unto the Summoner.
00 GOTCHA!: Hades exacts an evil joke upon the
Summoner, for daring to try and tap his power, the lord of the
Underworld drags the Summoner's soul kicking and screaming into
infinite oblivion. No saving throw, you're fucked. Roll a new
character.
Ifrit
One of the three most common summons. Resides in the Underworld,
Lord of the Inferno. Magic Points: 35
Common: Raze
Suddenly, all nearby flammable materials burst into flames. This
includes hair & fur, however, those wearing full metal armour
will find their bodies protected.
Area of Affect:Affects all within a 3m(10ft)+1m(3ft).
Damage: The fires do 2d6 damage per action.
Saving Throw: None
Penetration: Full metal body armour stops the magic affect.
Uncommon:
Inferno Shot
The Summoner calls forth a blazing blast of fire from the bowels
of Hell to incinerate its target.
Range: 20m (66ft).
Damage: 1d4x10+3 damage per level of experience.
Saving Throw: Dodge of 14 or higher.
Penetration: +10
Ultimate:
Hellfire
Calls forth the flames of hell, the breath of Ifrit, causing a
rolling wave of fire to cover an area directed by the Summoner.
Range: The wave travels a path straight from the font of the
Summoner, being 10m(33ft) wide and traveling for 30m(100ft) at
Spd. 30 before it disappears.
Damage: 2d4x10+4 damage per level of experience.
Penetration: Automatic, metal armour takes half damage.
Saving Throw: None, get out of the way before it hits you.
Kirin
A beautiful dragon-stag beast god, holding dominion
over the peace of nature, prosperity, and healing. Serves under
Kwanyin. Magic Points: 30.
Common: Natures Blessing
A gentle mist settles in the area around the Summoner, increasing
the healing of all good people within it.
Area of Affect: Affects a 6m (20ft) by 6m(20ft) area around
the Summoner.
Affect: All people of good or unprincipled alignment within
the healing mist recover 2d4 S.D.C. and 1d4 H.P. every melee.
Duration: 2 melees per level of experience.
Saving Throw: None
Uncommon: Heavenly Calm
The unidentifiable call of a wild animal echoes throughout the
land, carrying with it an unearthly feeling of calm and peace to
all who hear it.
Area of Affect: Affects all within 15m (50ft) radius of the
Summoner.
Affect: Those who fail the saving throw will suddenly feel
peaceful and tranquil. All wild animals will stop any aggressive
actions and actually act friendly (this also applies to
non-intelligent creatures of magic). Even if the save is made,
humans will suddenly feel a pang of doubt or regret for any
aggression or evil, and animals will flee.
Saving Throw: Standard.
Ultimate: Instill Life
In a brilliant flash of light, healing energy passes through both
the living and the undead.
Area of Affect: 9m (30ft) radius from the Summoner.
Affect: All characters of good alignment are suddenly healed
for 5d6 S.D.C. & 3d4 H.P. Undead take double in direct to hit
point damage.
Saving Throw: Undead make a save vs. magic 3.
Kwanyin
A goddess from the Far East, Goddess of Mercy, the Protector who
answers the cries of the needy, no matter their status. Also
holds power over fertility and nuturing, and the like. Considered
to be the direct opposite of Hades. Magic Points: 100
Common:
Heaven on Earth
The power of Kwanyin creates a massive hectacle (six-pointed star
in a circle; aka The Star of David) centered on the Summoner.
This spell opens a gateway to an unknown place. Some call it
'Heaven', others call it 'Paradise', but all that is known to
anyone in the area is a feeling of perfect passive bliss, that
all is good and all should be made good in the world. People who
have seen this 'Heaven', cannot recall it even through psychic
Total Recall.
Area of Affect: The massive hectacle has a
radius of up to 30m (66ft)+1m (3.3ft) per level of experience.
Can be made smaller at will by the Summoner.
Affect: All those of evil alignments
(unprincipled counts as good here), must roll a saving throw vs.
an Awe Factor of 20. If they fail, they are awe-struck by the
sheer magnitude of what they have just seen. Such a powerful
force of good battering their minds at once, can give the evil
one cause for serious pause. Of course, this state of shock only
lasts for 1d4 minutes. The massive surge of posistive energy from
the gateway, also causes all those of good alignment in the area,
to recover 6d6 S.D.C. and 3d8 H.P., and feel incredibly lively
and energetic (+1 to initiative).
Duration: Instant
Saving Throw: vs. Awe Factor (see above).
Uncommon:
Bless the Innocent
Kwanyin in her infinite compassion, reaches her hand to touch the
mortal world, being called by the Summoner. The power of Kwanyin
creates a massive circle bearing an odd eastern character meaning
"Mercy", and a blessing infuses all those with a
rigtheous power to destroy all that would kill innoncents and
snuff compassion from the world.
Area of Affect: The circle covers a
15m(49ft)+1m(3.3ft) radius per level of experience.
Affect: All those of good alignment with a good,
rigtheous purpose in mind, within the circle, find all of their
weapons and possessions blessed by mercy and holy power. All
weapons now count as holy weapons, doing especially great damage
to evil. All of the possession of the blessed now count as 'holy
items', and are enough to ward off the undead (such as vampires).
Duration: The Blessing lasts for 5 minutes plus
1 minute per level of experience.
Ultimate:
Divine Mercy
The most powerful barrier spell short of Thoth's Barrier. The
barrier is glimmering white, and painful for all those of evil
alignment to behold (save vs. magic +2 or suffer the same
penelties as a Blinding Flash, only for the first gaze upon the
shield). The barrier can be moved about the Summoner at it's
will, to protect all those the Summoner holds dear.
Area of Affect: The shield can be moved by the
Summoner's will to protect any point within a 15m (49ft) radius
of the Summoner.
Area of Barrier:3m(10ft) long and wide, +1m per
level of experience. Can easily be curved or alternatively be
used to form a wall.
S.D.C. of the Barrier: 200 S.DC. + 50 S.D.C. per
level of experience.
Duration: The barrier has a duration of 30
minutes per level of experience.
Bonuses: The movement of the barrier is
controlled soley by the will of the Summoner, take the Summoner's
M.E. attribute and apply P.P. bonuses for parrying (i.e. M.E. of
16, +1 to parry, M.E. of 21, +3 to parry, etc.).
Leviathan
Serpent beast god of the oceans, holding dominion over the
tropical waters. Magic Points: 80
Common: Water Slam
Water is condensed from the air and drawn up from the
ground...right above a target area of the Summouner's choosing!
This can be a great way to take out a big unruly torch wielding
mob, or even douse out a big fire elemental.
Range: 100m+10m per level of experience
Area of Affect: 15m radius per level of experience
Duration: Instant
Affect: The force of the massive ammount of
water suddenly smashing down can be quite painful, and will
definatly toss a person around. 4d6 damage plus automatic
knockdown with a 50% chance of automatic knockout. Objects
weighing less 200kg will be automatically knocked around by the
force of the impact.
Fire Elementals take 4d6x10 damage from this, and Earth
elementals take 1d4x10. Air elementals take no damage, and Water
elementals recover 4d6x10 damage.
Uncommon: Serpent's Wrath
This attack summons the power of the sea serpents. Through a
magical charge, water takes the shape of several mid-sized sea
serpents, who will follow all orders the summoner may give. This
spell summons 1d6+4 serpents, and they have the following stats.
H.P.: 50 S.D.C: 100
Spirit Points: 30
Attributes: I.Q. 10, P.S. 20 (supernatural),
P.P. 19, speed 50kmph (31mph) on land, 100kmph (63mph) in water
Natural Abilities: 4m (13ft) long, nightvision
60m (200ft), see the invisible, doesn't fatigue, takes half
damage from physical attacks and Earth Shamanism, is unaffected
by Air Shamanism spells, healed by Water Shamanism, and takes
full damage from Fire & Spirit Shamanism aswell as Black and
White Magic. Obeys only the Summoner.
Bonuses: +3 on initiative, +4 to strike and
auto-dodge. Four attacks per melee, deals 2d6 damage from a tail
slap and 4d6 damage from a bite.
Ultimate: Tsunami
The ultimate wrath of the oceans is called up in the Tsunami. A
massive wave is summoned up INFRONT of the summoner, sweaping the
area, doing some major property damage.
Range: Travels in straight line for 100m+10m per
level of experience
Area of Affect: The Tsunami wave has a width of 30m+3m
per level of experience, and a heigh of 10m+1m per level of
experience
Duration: Travels with a Spd. 15 not stopping until it
has acceeded the spell range
Affect: All caught up in the path of the tremendous wave
suffer automatic knockdown and 6d6 damage, with a 75% chance of
automatic knockout. All those caught in the wave are unable to
perform any actions until the wave stops, as they are caught up
in it's incredible force. Creatures with natural aquatic affinity
(certain humanoid and amphibious creatures) will have half their
usual actions and combat bonuses. Fire Elementals take 6d6x10
damage from this, and Earth elementals take 1d6x10. Air
elementals take no damage, and Water elementals recover 6d6x10
damage. Stationary objects in the path of the wave will suffer
tremendous damage, depending on the size (if it's bigger, then
more water hits it, which equals more force). Objects larger than
than 9 cubic meters take 2d6x10 damage, objects larger than 18
cubic meters take 3d8x10 damage, and anything larger than 30
cubic meters will take an astounding 4d10x10 damage!
Odin
Norse Lord of the Heavens riding a six-legged dragon-steed.
Possesses divine knowledge, having sacrificed half of his mortal
vision. Magic Points: 100
Common: Rider on the Storm
Thunderclouds darken the sky, and the cry of Odins
steed Sleipnir is heard. The godly mount charges across the sky and
then travels across the sky to trample all in its path.
Range: Odins dragon-steed touches the ground straight
in front of the mage, and continues in a straight line for 1km
(3,333ft), traveling with a Spd. of 100. After that distance is
crossed, the dragon-steed takes off and disappears into the
clouds.
Damage: Anyone in the path of the dragon-steed is trampled
and takes 4d6x6 damage.
Saving Throw: Dodge of 20 or higher.
Penetration: +4
Uncommon: Spear of Gungnir
From the heavens, Odins lance, the Spear of
Gungnir, is delivered to the hands of the Summoner. This spear
has the power to pierce anything. Note: This spear may be
given to another person, but only of the Summoners
choosing.
Range: The Summoner can hurl the spear up to 100m (330ft).
The spear disappears after it is thrown and strikes.
Damage: The spear does 2d8x10 S.D.C. to whatever is struck by
it. Anyone of evil alignment struck by the spear takes double
damage.
Saving Throw: Dodge against casters strike roll
(javelin W.P. throwing bonuses count) 3.
Penetration: Automatically penetrates anything, including
dragon scales or stonewalls.
Ultimate: Sword of Ragnarok
From the heavens, Odins blade, the Sword of
Ragnarok, also known as the Zantetsuken, is delivered to the
hands of the Summoner. This blade is more powerful than the Sword
of Light or Ruby-Eye Blade, and is truly indestructible, even if
it crosses the Ruby-Eye Blade or Laguna Blade. Note: This
sword may be given to another person, but only of the
Summoners choosing.
Range: The sword has a length of 2m (7ft).
Damage: 3d8x10+10 S.D.C. Anyone of evil alignment struck by
the sword takes double damage.
Duration: The sword lasts for one melee before it disappears.
Saving Throw: Dodge against casters strike roll.
Penetration: Automatically penetrates anything, including
dragon scales or stonewalls.
Phoenix
Spirit of life and rebirth, not a common summon, only
a special ritual can invoke Phoenix. First, the Summoner may only
invoke the power of Phoenix once a year. Second, the remains of
whoever is to be resurrected must be relatively whole (all limbs
attached or reassembled) for the ritual; hand full of the
persons ashes will also suffice (if the persons body
is burnt during the ritual, add +10% to the roll). Next, a magic
circle is to be dawn, in four-quarter sections. The circle may
only be drawn with a piece of charcoal, or a peacock quill dipped
in holy water (the latter adds +10% to the roll). In each
quadrant of the circle, the life cycle of the Phoenix is drawn:
youth, life, death, and rebirth. A personal object of the
deceased is placed in each quadrant. Now, this circle must be
drawn near or on a ley line nexus (add +10% to the roll if the
ritual is performed at a super nexus point). The remains of the
deceased are now placed in the center, and the ritual begins. The
Summoner must deliver a five-minute elegy, being sure to note all
the good things the person did, and the injustice of their death,
while weaving magic energy into the circle. After the elegy is
delivered, the G.M. rolls a percentile, adding bonuses or
penalties depending on the quality of the elegy. On a 01-50, the
ritual fails, Phoenix does not appear. On a 51-75, Phoenix
appears, but does not deem the dead worthy of revival, but
instead rebirth. From the remains, the dead is born again as an
infant, to lead a new and perhaps better life. 76-00, Phoenix
appears in a blaze of flaming glory, and grants life back
into the deceased, resurrecting the person in a magnificent
flame. Phoenix will not resurrect the same person twice, and will
not resurrect a person after the first attempt has failed.
Ramuh
One of the three most common summons. Lord of judgment, thunder,
and lightning, right hand man to Odin. Magic Points: 35
Common: Shock Wave
A wave of weak, shocking electricity explodes forth from the
Summoner.
Area of Affect: 5m (16ft) radius from the caster plus 1m
(3.3ft) per level of experience.
Affect: 2d6 damage to all enemies of the Summoner in the
area, plus a save vs. magic, or the victim loses one
attack/action per melee & his/her initiat,ve and is at
2 to strike, parry, and dodge. Allies of the Summoner are
not affected.
Saving Throw: Standard.
Penetration: Automatic, metal armour takes no damage, hide
armour (leather, etc.) and the wearer take half damage.
Uncommon: Bolt Fist
The Summoners hand becomes charged with magic lightning,
and can either be shot out, or used in a fist strike.
Range: If shot out, 20m (66ft).
Damage: 1d4x10+3 damage per level of experience if shot out,
1d6x10+5 per level of experience if used in a fist strike.
Saving Throw: Dodge of 14 or higher against a blast, dodge
against Summoners strike roll if a punch.
Penetration: Automatic, same as Shock Wave.
Ultimate: Staff of Judgment
A staff of pure electrical energy is channeled into the hands of
the Summoner. With it they can strike the ground sending a
powerful rain of lightning down.
Range/Area of Affect: The staff itself can be hurled up to
40m (132ft). The lightning rain affects a 10m (33ft) radius from
where the staff strikes the ground.
Damage: 2d4x10+4 damage per level of experience. Anyone
speared by the staff takes 2d6x10+6 damage per level of
experience.
Saving Throw: Dodge vs. Summoners strike roll for staff
hurl, otherwise, dont be caught in the area.
Shiva
One of the three most common summons. Queen of the ice, holding
dominion over the north and south winds. Magic Points: 35
Common: Cold Wind
A strong freezing wind blows across the land, affecting all
caught in its path. The Summoner chooses if the wind comes from
the north or south.
Range: The wind travels in a straight path from the north or
south. The wind may be targeted at an area up to 100m (330ft)
away. The wind blows over a 20m (66ft) by 20m (66ft) by 10m
(33ft) area.
Effect: All caught in the cold take 3d6 damage. All water no
larger than a pond will freeze. Also, a large amount of ice will
end up accumulating on the ground, causing feet to become
trapped. Those with a P.S. of 9 or less will have to work for one
minute before they free themselves. Those with a P.S. of 10 to 15
will spend a melee freeing them. Those with a P.S. of 16 or
higher, or any kind of supernatural P.S., need only spend on
action freeing them.
Saving Throw: Dont get caught in the area.
Uncommon: Antarctic Spear
A powerful cold wind from the south brings a large 3m (10ft)
spear of ice from the frozen Antarctic to impale against a target
of the Summoners choosing.
Range: Can be directed at a target up to 20m (66ft) away
Damage: 1d4x10+3 damage per level of experience.
Saving Throw: Dodge of 18 or higher.
Penetration: +10
Ultimate: Diamond Dust
A supernatural blizzard covers the area, striking all enemies of
the Summoner within it, with frozen shards and even the
occasional massive icicle. Also, the enemies of the Summoner will
find themselves completely frozen in ice after the blizzard ends.
Area of Affect: A 10m (33ft) radius around the Summoner.
Damage: All enemies of the Summoner caught within the
enchanted blizzard take 1d6x10+5 damage per level of experience,
as well as finding themselves trapped in a block of ice after the
blizzards duration. Being trapped in a block of ice will have
lethal affects after 1 hour of being frozen. Those who are
resistant to cold, or come from a naturally cold environment,
will instead find themselves in frozen stasis until they are
thawed.
Duration: 1 melee (15 seconds).
Saving Throw: Dont be inside the blizzard.
Penetration: The ice shards and icicles penetrate
automatically.
Titan
Holds dominion over the Earth, considered more powerful than
Ifrit, Shiva, or Ramuh. Magic Points: 75
Common: Wall of Earth
The ground in a specific area starts to tremble, and then
opens up, with a massive wall of dirt and rock erupting from the
opening. The Summoner can do two things with the wall: bury
enemies by causing the wall to topple onto them, or bring it up
in the proper area to protect the Summoner or simply obstruct his
enemies.
Range: The wall can erupt from any part of the ground up to
10m (33ft) away.0
Statistics on the Wall: The wall is 1m (3.3ft) by 5m (16ft)
by 3m (10ft) in area, and gains an additional +1m (3.3ft) to
length and width for every even level of experience. The wall of
earth has 25 S.D.C. for every cubic meter segment. Lightning does
no damage to the wall, slashing and piercing attacks will only do
¼ damage and stick into the wall. Blunting, smashing, or impact
blasts will however do full damage. If crushed under a wall of
earth, a person will take 4d6 damage, plus an additional 1d6
damage at levels 3, 8, 12, and 15 (more sharp or nasty rocks are
added as the Summoner gains more skill). The wall breaks apart on
impact, however those crushed will find themselves buried under
atleast 1m (3.3ft) of dirt, and may have been knocked out by the
toppling obstruction (25% chance).
Penetration: Those in full plate armour will take no damage
from a crushing wall, all damage is automatically done to the
suit, however they are still just as likely to be knocked out.
Uncommon: Gaia Crush
Out of nowhere, a small, perfectly round rock starts rolling
across the ground, and starts gathering dirt and stone around
its surface, until it becomes a massive rolling ball of
rock and soil.
Range: The ball rolls in a straight line for 15m (49ft) at
Spd. 25 before it shakes and breaks apart from its own momentum.
Damage: Anyone caught in the path of the ball takes 6d6
damage, plus 1d6 damage at levels 3, 6, 9, 12, and 15. This is a
perfect sphere up to the fifth digit of pi, with a radius of
3m(10ft)+1m(3.3ft) at levels 4, 8, 12, and 15. Those who are
crushed have a 50% chance of knockout and an immediate knockdown.
Anyone trying to destroy the ball, note it 60 S.D.C.+10 S.D.C.
for every additional meter of radius past 3m, same rules for the
Wall of Earth in terms of damaging it apply to the Gaia Crush
ball.
Ultimate: Terra Rage
The spirit of Earth actually causes a tectonic
upheaval in a specific area, where a surge of pressure beneath
the crush actually causes a segment of the ground to move up, and
then land on the other side like flipping a hamburger on the
grill.
Range: The upheaval can be direct at an area up to 100m
(330ft) away.
Affect: The upheaval affects a 20m(66ft) by 20m(66ft) area,
+5m(16ft) at levels 3, 6, 9, 12, and 15. All those caught in the
area are either flung (01-60% chance), or crushed (61-00%
chance). Those flung by the upheaval fly 5d8 meters from the area
of destruction, taking 5d6 damage when they land, with a good
(35%) chance of breaking some bone, and automatic knockout. Those
who end up crush are in a much worse pickle. Simply put, anything
human or mortal, is crushed under well over several tons of
earth. However, there are ways to save oneself. Magical barriers
or armour (Armour of Ithan or an Energy Field), will protection
the character from the crushing force. However, the protection is
automatically shattered, and then the character will still find
themselves buried, and getting out of that is a whole other story
we wont go into here. Monstrous, magic, or supernatural
creatures are a bit more likely to survive, but not by much,
taking 3d4x10+30 damage, automatically bypassing any natural
A.R., and still burying the creature under a massive amount of
rock and dirt.