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The College of Summoning is generally concerned with summoning, conjuring, and binding entities of the same plane as the Adept and with establishing communications with such entities. All summonings and bindings of this College are a form of spell magic. Conjurations are a form of ritual magic, and establishing communication can be accomplished by either spell or talent magic.
1. Summoning Spell: This is the act of calling entities who inhabit the same general area as the Adept. The controlled input of mana along with the utterance of the name of the entity to be summoned allows the call to travel to the spot where the entity can be found. The summoned entity hears the call and appears in the location from which the Adept issued his summons (even if the Adept has since moved to another location) .The mana flow also creates a magical path over or through which the entity travels, thus allowing it to traverse the distance in much less time than normal. The entity to be summoned must be native to the area the Adept occupies and be within range of the call. Thus, an Adept in the middle of an expansive grassy plain, and not within range of an area of caverns, would be unable to summon a Dragon (which is native to caverns, not plains). Summoned entities are always controlled by the GM. Summonings can take the form of general calls (e.g., summoning all Wraiths within range) or specific calls (e.g., summoning the wraith Catio, if he is within range). Unintelligent summoned entities who are not bound will, at the GM's discretion, remain in the area until they choose to leave (due to natural wanderlust) or are driven away. Intelligent summoned entities who are not bound will stay or leave as they choose. In either case, the GM should perform a reaction roll to aid him in choosing. Once bound, an intelligent entity will remain until no longer bound and then immediately attempt to leave.
2. Conjuring Ritual: This is the act of detecting entities occupying the same Plane as the Adept (but not necessarily the same area) and physically and instantly transporting them into the presence of the Adept. The entity to be conjured need not be native to the area the Adept occupies. All conjuration rituals must be performed from within a circle of protection. All Adepts of the College are presumed to acquire, as part of their basic equipment during their studies, an 8 ounce box of multicolored chalks for the purpose of drawing protective circles (value for replacement purposes is 50 Silver Pennies). An adept preparing to perform a conjuration ritual first draws the protective figure. Then the Adept (and his companions) stand within the circle. Within its bounds, the Adept and his companions are safe from any attack by the conjured entity. Conjured entities always materialize outside the circle, unless the conjuration ritual backfires, in which case the entity materializes within the circle, breaking it and negating the protection it 'affords. Conjured entities are always controlled by the GM. A conjured entity will remain with the Adept for a number of hours equal to the Adept's Rank with the conjuration ritual. At the end of that time, it will immediately return whence it came. The circle is not necessary, nor does it provide any benefit, in summoning,
3. Binding: This is the act of forcing an entity (whether summoned, conjured, or appearing naturally) to obey the commands of the Adept in all things. Bound entities are controlled by the GM, although he refers to the player whose Adept controls the entity to ascertain orders for the entity. An entity need not have been summoned or conjured to be bound, nor need it have been summoned or conjured to be communicated with via spell or talent. The spells, talents, and rituals of this College affect particular classes of entities. These classifications match those appearing in, monsters sections, with the following exceptions: 1. Creatures of Light: These are entities that the GM designates as having an affinity with the Powers of Light, which are normally associated with what we would term "good:' Any member of a character race can be known as a Servant of Light, which means he will value the doing of good and the prevention of evil above all other things. This allegiance can be declared in any manner the GM desires within his world. Certain creatures have a history of affinity with the aims of Light, and those creatures in the following list are denoted with an L. 2. Creatures of Darkness: These are entities that the GM designates as being aligned with the Powers of Darkness, which are normally associated with what we would term “evil.” These creatures will be in addition to the Creatures of Night and Shadow (Monster section), which are known to be aligned with Darkness. Any member of a character race can be known to be aligned with Darkness, in which case he will be inherently evil. As with Light, certain creatures in addition to those listed in the monster section have a history of affinity with Darkness, and those creatures are denoted in the following list with a D.
Any sentient being can choose to be aligned with Light, Darkness, or neither (being considered neutral for all game purposes). Beings that refuse to take a stand will be in the vast majority in any DragonQuest game world. The GM is the final arbiter as to which creatures in his world are aligned with what (the indications on the following list are but a guide). See the Magic Colleges of Celestial Magics and Necromantic Conjurations for more information on this subject. Classifications include the following: Apes and Prehumans: Baboons, Gorillas, Neanderthals, Orang-Outangs, Sasquatch Felines: Cheetahs, House Cats, Leopards, Lions, Sabretooth Tigers, Tigers, Wild Cats Great Land Mammals: Bears, Boars, Camels, Elephants, Oxen, Stags, Wooly Mammoths Small Land Mammals: Dingoes, Hyenas, Jack als, Mongooses, Rats, Weasels, Wolves Common Avians: Buzzards, Eagles (L) , Goshawks, Owls Fantastical Avians: Gargoyles (D), Gryphons, Harpies, Hippogriffs, Pegasi, Phoenixes, Roc Fish: Barracuda, Manta Rays, Pike, Piranha Sharks Aquatic Mammals: Dolphins (L),Great Whit Whales, Killer Whales, Merfolk Other Aquatics: Eels, Kraken, Octopi, Squid Lizards and Kindred: Basilisks, Crocodiles, Giant Land Turtles, Hydras, Land Iguanas Salamanders, Suarime, Wyverns Snakes: Asps, King Cobras, Mambas Pythons, Spitting Najas Insects and Spiders: Black Widow Spiders, Fi Ants, Killer Bees, Scorpions, Tarantulas Giant Humanoids: Cloud Giants, Fire Giants Hill Giants, Frost Giants, Stone Giants, Sto Giants, Ogres, Titans, Trolls Fairy Folk: Brownies (L), Dryads, Elves, Fossergrims, Leprechauns, Nixies, Nymphs Pixies, Satyrs, Sylphs Earth Dwellers: Dwarves, Gnolls, Gnomes Goblins (D), Halflings, Hobgoblins, Kobolds Orcs Fantastical Monsters: Centaurs, Chimerae Giant Amoebae, Gorgons, Manticores, Min taurs, Nagas (L), Sphinxes, Unicorns (L) Creatures of Darkness (including Creatures of Night and Shadow): Bats, Dire Wolves, Doppelganger, Weres (D) Summonables: Djinni, Efreeti, Air Elementals Earth Elementals, Fire Elementals, Water Elementals, Hellhounds (D), Imps (D) Lesser Undead: Ghosts, Ghouls, Revenant Skeletons, Zombies Greater Undead: Night-gaunts, Vampires (D) Wights, Wraiths Dragons: Black Dragons, Blue Dragons, Golden Dragons (L), Green Dragons (0), R Dragons, Yellow Dragons Riding Animals: Donkeys, Draft Horses Mules, Mustangs, Palfreys, Ponies, Quarterhorse, Warhorses
Adepts of the College of Summoning are restricted in several ways.
An entity cannot be summoned or bound by an adept it is already bound by another Adept. In addition, an entity cannot be summoned to leave its natural habitat and enter some other habitat that it does not normally frequent. Sufficient space must be available in which an entity could can be conjured. An entity can be conjured into an environment in which not survive, but arrives in that environment dead or dying. A fish conjured from the ocean onto dry land, for instance, would arrive near death. The time required for a conjured creature to arrive is never 0. However if the spell parameters would seem to allow this, the summoned entity arrives in the next lowest time (i.e. creatures summoned by S-1 can arrive in a minimum of 30 seconds). Note that summoning times are generic averages and can be altered by the GM to fit special circumstances. An adept can be successfully communicate commands to a bound entity only if the adept has also cast a spell of communication or the talent of communication with lesser beast. When an adept attempts a summoning spell, there is a chance (determined by the entity’s class) that the summoned entity will attack someone, something, and/or the adept and his party. This reaction chance can be modified if the GM feels the characters have taken actions that would either antagonize or appease the entity.
The base chance of performing any spell or ritual of the College of Summoning is affected by a variety of factors. The following numbers are added to base chance of performing any spell of the College of Summoning:
Adept is attempting to summon a very rare monster -15% Adept is attempting to summon a rare monster -10% Adept is attempting to summon an uncommon monster -5% Adept is attempting to summon a common monster +5% Adept knows the entity’s name +10% TALENTS
Communicate with Lesser Beasts (T-I) The Adept can always communicate with monsters belonging to the following ups: Apes and Prehumans, Felines, Great land Mammals, Small land Mammals, Common Avians, Fish, Aquatic Mammals (except merfolk), Other Aquatics, Lizards and Kin- d, Snakes, Insects and Spiders, Creatures of Night and Shadow, and Riding Animals. A monster of these groups with which the Adept wishes to communicate must be within 75 feet (+2O/Rank) of the Adept. Communication takes the form of telepathically communicating thoughts (including orders) to the subject of reading the subject's mind. Base Chance is 40% ( + 3/Rank) .The Experience Multiple this talent is 150, and it cannot be resisted.
Detect Aura (T-2) Whenever confronted by an object or being whose nature is unknown to him, the adept's player can tell the GM that he is attempting to detect the Aura of the being or object. The GM rolls D100. If the resulting number is less than or equal to the modified perception of the Adept, the Aura is detected. The adept's Perception is subject to modification the same manner as any Base Chance. The talent cannot be resisted, but ones aura can be masked or altered. In addition to any other modifications, the adept’s perception is modified as follows: -1% for every 10 feet separating the adept from the being or object, +5 per rank in this talent. The experience point multiple is 75. Please see college of Binding Incantations for more information on this ritual.
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GENERAL KNOWLEDGE SPELLS
1. Spell of Summoning Small Land Mammals (G-l) RANGE: 40 miles (+ 5/Rank) DURATION: Immediate EXPERIENCE MULTIPLE: 100 BASE CHANCE: 60% RESIST: Cannot be resisted. EFFECTS: The Adept can summon one monster ( +2/Rank) from the Small Mammals group. Only one type from this class can be summoned per cast. The monster summoned must be native to the area. The summoned monster will appear in 5 minutes ( -30 seconds/Rank) after the spell is cast. The monster appears in an uncontrolled state, and there is a 20% chance that it will attack someone or some- thing upon appearance.
2. Spell of Summoning Fish and Other Aquatics (G-2) RANGE: 40 miles (+ 5/Rank) DURATION: Immediate EXPERIENCE: MULTIPLE: 125 BASE CHANCE: 35% RESIST: Cannot be resisted. EFFECTS: The Adept can summon one aquatic non-mammal ( + I/Rank), or 10 pike or piranha ( + 10/Rank). The summoned monster (s) must be native to the area, and only one type can be chosen per cast. The summoned monster (s) will appear in 10 minutes ( -30 seconds/Rank) after the spell is cast. The monster (s) appears in an uncontrolled state, and there is a 90% chance that it will attack some- one or something upon appearance. There is a 100 % chance that piranha will attack upon appearance.
3. Spell of Summoning Lizards and Kindred, Snakes, Insects and Spiders (G-3) RANGE: 40 miles ( +5/Rank) DURATION: Immediate EXPERIENCE MULTIPLE: 100 BASE CHANCE: 35% RESIST: Cannot be resisted. EFFECTS: The Adept can summon one monster (+ 1/Rank) from among the three classes: Lizards and Kindred, Snakes, or Insects and Spiders. Note that Killer Bees and Fire Ants appear in groups of 30, each group counting as one monster for purposes of this spell. Only one type of monster from among those subsumed under these three classes can be summoned per cast. The monster summoned must be native to the area. It will appear in 30 minutes ( -1/Rank) after the spell is cast. The monster appears in an uncontrolled state, and there is an 85% chance (100% for killer bees and fire ants) that they monster will attack someone or something upon appearance.
4. Spell of Summoning Common Avians (G-4) RANGE: 40 miles (+5/Rank) DURATION: Immediate EXPERIENCE: MULTIPLE: 125 BASE CHANCE: 55% RESIST: Cannot be resisted. EFFECTS: The Adept can summon one monster (+1/two Ranks or fraction) from the Common Avians group. Only one type from this class can be summoned per cast. The monster summoned must be native to the area. The summoned monster will appear in 5 minutes (-1/Rank) after the spell is cast. The monster appears in an uncontrolled state, and there is a 40% chance that it will attack someone or something upon appearance.
5. Spell of Summoning Riding Beasts (G-5) RANGE: 40 miles ( + 5/Rank) DURATION: Immediate EXPERIENCE: MULTIPLE: 125 BASE CHANCE: 55% RESIST: Cannot be resisted. EFFECTS: The Adept can summon one beast (+ 1/Rank) from among Riding Animals. Only one type from this class can be summon- ed per cast. The beast summoned must be native to the area. The summoned beast will appear in 10 minutes ( -30 seconds/Rank) after the spell is cast. The beast appears in an uncontrolled state, and there is a 35% chance it will attack someone or something upon appearance.
6. Spell of Summoning: Apes and Prehumans (G-6) RANGE: 40 miles ( + 5/Rank) DURATION: Immediate BASE CHANCE: 50% EXPERIENCE: MULTIPLE: 125 RESIST: Cannot be resisted. EFFECTS: The Adept can summon one monster ( + 1/Rank) from among the Apes and Pre-humans. Only one type from this class can be summoned per cast. The monster summoned must be native to the area. The summoned monster will appear 20 minutes ( -1/Rank) after the spell is cast. The monster will appear in an uncontrolled state, and there is a 65% chance that it will attack someone or some- thing upon appearance.
7. Spell of Summoning Felines (G-7) RANGE: 40 miles (+5/Rank) DURATION: Immediate EXPERIENCE: MULTIPLE: 150 BASE CHANCE: 45% RESIST: Cannot be resisted. EFFECTS: The Adept can summon one monster (+ 1/Rank) from among the Felines. Only one type of monster from this class can be summoned per cast. The monster summoned must be native to the area. The summoned monster will appear in 15 minutes (-1/rank) after the spell is cast. The monster appears in an uncontrolled state, and there is a 75% chance that is will attack someone or something upon appearance.
8. Spell of Binding Lesser Beasts (G-8) RANGE: 20 feet (+10/Rank) DURATION: D10 hours x Rank (x 1, if unranked) EXPERIENCE: MULTIPLE: 200 BASE CHANCE: 40% RESIST: Can be resisted. EFFECTS: The Adept can bind to his will anyone ( + I/Rank) monster that is within range and is a member of one of the following groups: Apes and Pre-humans, Felines, Small Land Mammals, Common Avians, Fish, Other Aquatics, Lizards and Kindred, Snakes, Insects and Spiders, Lesser Undead, and Riding Animals. Upon casting this spell, the Adept must announce what type of monster he wishes to affect with this spell. Only one type of monster from among all of these classes will be affected by each cast, though any number of binding spells can be in effect at the same time. A monster bound by this spell immediately ceases all action at the moment the spell takes effect. It becomes stationary and remains so until given orders by the Adept who is exercising the binding. If the Adept cannot communicate with a bound monster, the monster remains stationary until the binding is broken. Once communication is established (via T-I or G-10), the Adept can order the monster to do his bidding, and it will obey his orders without hesitation. However, a bound monster will obey orders literally. If told to attack another monster, for instance, it will attack immediately and continuously until told to stop. If the object of the attack is killed, the bound monster will continue to attack the corpse. Similarly, if told to march west, the monster will march in the direction ordered, even over a precipice, without complaint, unless told to stop upon reaching such a precipice. Bound entities need not remain within range of the Adept for the binding to remain in effect.
Note: This spell requires a good deal of interaction between the GM and the Adept's player. It is recommended that the GM require the Adept's player to state aloud the exact wording of any order, even if it is communicated telepathically. The GM then determines case by case what interpretation is to be placed upon the order by the bound subject. There is no rule that all bound subjects must react in the same manner to the same order, so much is left to the creativity of the GM. A binding of this type is broken whenever a General Knowledge Counter spell of this College is successfully cast over the bound subject or the space they occupy as part of a Ritual of Dissipation (Q-l of the College of Binding Incantations) or whenever a counter spell is cast over the bound subject or the area they occupy by the Adept controlling it. This type of binding does not require that the Adept maintain concentration upon the subject to maintain the spell. Once bound, the subject cannot break the binding alone. Unless the binding is dissipated as described herein, the subject will remain bound for the duration of the spell. An Adept can have bound at anyone time a number of subjects equal to his Rank (+ 1) with this spell. He can have bound at the same time subjects of any number of classes, so long as he does not have bound more subjects than he is capable of controlling. Whenever an Adept attempts to bind one or more subjects that would cause him to exceed his Rank + 1, the spell automatically fails (no backfire), and any previously bound subjects are released as though the Adept had performed a Counter spell over them. In all cases, every 10 pike or piranha, and every 30 killer bees or fire ants, count as one monster for purposes of this spell. Whenever a binding is broken, there is a 70% chance that the bound monsters will attack someone or something, usually the closest entity.
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