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 caster’s 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.

Emploring the Gods for Knowledge & Guidance: By paying half the M.P. of a normal summon, the Summoner may call the summoned force down and ask of them one question that is within the realm of their knowledge. For example, if you wished to know more about whether you needed virgin blood for that potion of vile immortality, you might Emplore Hades. Or if you need a prophetic clairvoyance, you might call Odin (however Odin will only bestow clear vivid prophecy to those who have plucked out an eye as he did, and then they are sworn to speak of the vision only to others who have done the same). If you needed help on weather, you might ask Ramuh, Shiva, or Feiyu, etc. You may only emplore a god for knowledge once a day, and doing it three days in a row or more than eight times within a month may anger the god.


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 Summoner’s 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 king’s 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. Bahamut’s 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 Summoner’s 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 Summoner’s 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 Summoner’s 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: Nature’s 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.

Duration: These creatures last for five minutes per level of experience.

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 Odin’s steed Sleipnir is heard. The godly mount charges across the sky and then travels across the sky to trample all in its path.
Range:
Odin’s 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, Odin’s 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 Summoner’s 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 caster’s 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, Odin’s 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 Summoner’s 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 caster’s 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 person’s ashes will also suffice (if the person’s 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 grant’s 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 Summoner’s 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 Summoner’s 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. Summoner’s strike roll for staff hurl, otherwise, don’t 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:
Don’t 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:
Don’t 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 it’s 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 won’t 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.

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