Summoning
Witches' Summoning Table
1st Level 2nd Level 3rd Level 4th Level
1 Aerforce Animal Tongue Call Lightning Animate Dead
2 Affect Normal Fires DarkSprite Charm II Charm III
3 Charm Person Darts of Wood Clairaudience Conjure Elemental
4 Control Vapor Detect Illusion Clairvoyance Continual Light/Dark
5 Cure Wounds Detect Poison Continual light Control Liquid
6 Dancing Light Earth Power Disguise Detect Enemy
7 Darkness/Light EarthSprite Dissipate Vapor Disguise II
8 Entangle Find Snares Entrapment Distant Speak
9 Faerie Fire FireSprite Flame Finger Divination
10 Find Familiar Gust of Wind Heal Wounds Icestorm
11 FireForce Heal All Influence Lower Water
12 Forcebar Hold Person Insect Plague Major Disguise
13 Howl Hold Portal Mirror Sight Predict Weather
14 Mend Knock Nature Force Protect LAW/CHAOS 10' r.
15 OerthForce Magic Mouth NatureSprite Protection From Lightning
16 Protection L/C Minor Disguise Neutralize Poison Pyrotechnics II
17 Read Languages Pacify Animal Phantasmal Force Savior III
18 Resist Fire Produce Flame Protect N. Missiles Summon Minor Servitor
19 Spirit Birds Purify Savior II Wizard Eye
20 Stealth Pyrotechnics I Wall of Fire
21 StormForce Savior I Water Breathing
22 Tongues Trance Wound Healing
23 Unseen Servant WaterSprite
24 WaterForce WindSprite
25 Windwatch WindWall

Level: 1

Summoning Descriptions (Level 1)


AerForce

Increases Evasion Point by 20-80% (2d4).

Duration Five minutes per level
Saving Throw N/A
Range Touch
Speed Slow

Control Vapor

Using this summoning, a witch can control the movements of any mist, vapor, fog or smoke in calm or slightly windy environment within a range of thirty feet per level of the witch. She can control a 1000 cubic foot area of vapor and move it at a rate of ten feet per melee.

Intelligent mists or vapors receive a saving throw versus magic to not be controlled.

Duration Five minutes per level
Saving Throw N/A Standard if sentient or under another’s control
Range Thirty feet per level
Speed Fast

Cure Wounds

By laying hands on an injured human (oid), a witch can cure 1d4+1 points of damage.

Duration N/A
Saving Throw N/A
Range Touch
Speed Slow

Entangle

This summoning will cause small plants to hinder, trip, and entangle an opponent. All creatures man sized or smaller must save versus their Dexterity-Strength average on 3d6 or be hindered. If hindered, they attack at -2 To Hit, and their movements are slowed by 50%, for small opponents, and 25% for man sized ones.

Duration Five minutes plus five minutes per odd level
Saving Throw See above
Range Thirty feet per level
Speed Fast

FireForce

This summoning draws upon the natural fascination of fire to increase Charisma by 1d6 points.

Duration Ten minutes per level
Saving Throw N/A
Range Touch
Speed Slow

Forcebar

A simple summoning which increases natural forces (gravity, friction, inertia, etc.) in a very localized area to increase or decrease by 25% plus 5% per level after First. Forcebar can thus make a box easier to lift, a door more difficult to open, a large rock to heavy to throw or too light to do damage.

Duration One minute plus 2 melee per level after First
Saving Throw N/A
Range Thirty feet plus 5 feet per level after First
Speed Fast

Forcebar can target a creature, but that creature would get a saving throw


Howl

With this summoning, a person can vocalize all those primeval wilderness sounds which make nights so terrifying, thereby filling the listeners(s) with such mortal fear that the person will flee.

Since the summoning does not affect the person’s visual appearance, the listener is allowed a saving throw at plus 2. If the saving throw fails, the person must flee for one minute before they may save again. Two persons may be affected per level. If the witch chooses to affect fewer, the difference can be applied as a negative to the saving throws (not to exceed -2).

Duration See above
Saving Throw See above
Range One hundred feet
Speed Medium

OerthForce

The strength, solidity, and power of the earth is imparted to the recipient of this summoning, increasing
Strength 1d4+1 points.

Duration Five minutes per level
Saving Throw N/A
Range Touch
Speed Fast

Read Language

This spell will translate most non-magical scripts.

Duration Forty minutes per level
Saving Throw N/A
Range Touch
Speed Slow

Spirit Birds

When a witch chants this summoning, an ethereal bird limned in light is summoned. Each summoned Bird sings so enchantingly that one person per Bird will become so involved in its song as to become oblivious to all else.

One Bird is summoned plus one per every two levels of the summoner after First.

Duration One minute
Saving Throw Standard, unless the witch chooses to affect fewer opponents than her maximum The difference can be applied as a negative modifier
Range One hundred feet
Speed Medium

Stealth

This allows an individual to Move Silently and Hide in Shadows as a thief of the witch’s level.

Duration Ten minutes per level
Saving Throw N/A
Range Touch
Speed Fast (self) Slow (others)

StormForce

The fury of storm elements is channeled into the recipient causing her to fly into a berserkergang. The target either attacks twice per melee or gets +3 to hit and +2 on damage (in either case armor class drops by 3).

Since the body is filled with such turbulence, the violence may also leak into the mind, disorienting thoughts and views of reality. This confusion can be so strong as to make it impossible for the target to differentiate friend from foe. A person’s chance to control her actions is determined by rolling 4d6 (3d6 for witches) less than the average of Intelligence-Wisdom or succumb to the mental storm. Each time an individual is exposed to this summoning the save improves by 1 (up to a maximum of 6).

Duration One minute plus one minute per two levels after First
Saving Throw N/A
Range Touch
Speed Medium

WaterForce

By harnessing the vital, CHAOTIC nature of water, the witch can boost the Dexterity of the recipient by 1d4+1 points (with concomitant improvement in Evasion Point and Armor Class).

Duration Ten minutes per level. One minute per level in combat
Saving Throw N/A
Range Touch
Speed Fast

Wind Watch

If successfully summoned, a witch can speak with Wind Spirits and ask them questions. She can get these Spirits to search for an item, person or thing within the Summoning’s area of effect and report its location and disposition. This summoning does not work indoors (where Wind Spirits cannot enter) or in calm weather (when they drowse).

Certain magical creatures or beings who are versed in hiding can avoid discovery. Also, the subject of a Wind Watch may notice that they are being observed by hearing the faint whispers and titters of the Wind Spirits. All creatures have a 5% chance per two levels of noticing the Wind Spirits, with mages getting +3% every level, and druids and witches receiving +5% per level.

Wind Spirits tend to be craven and will thus refuse to go into areas of great magic or danger.

Duration One request/quest, and the time it takes for the Spirits to cover the area of the spell
Saving Throw Special. See above
Range Square of the witch’s level in miles plus two
Speed About twenty minutes to an hour
Ingredients Small portable brazier, aromatic herbs, coal, food scraps, and wine.
Cost Brazier—around 4 copper pieces; all else is variable.


Level: 2

Summoning Descriptions (Level 2)


Animal Tongue

This summoning is the same as the mage spell Speak with Animals.

Duration Thirty minutes
Saving Throw N/A
Range Voice
Speed Slow

Darts of Wood

This summoning is similar to the mage spell Magic Missile. A witch gets one 1d4+1 dart per level plus one additional per level after Third.

Duration N/A
Saving Throw N/A
Range Sixty feet
Speed Fast

EarthSprite

A witch can call forth a minor earth spirit which appears as a short, humanoid conglomeration of rocks and soil. The 3½ foot tall creatures have 2d4 Hit Points and 1d4 Evasion Point, with an Armor Class of 8. The EarthSprites are totally unaffected by blunt or impaling weapons. The ‘Sprites can lift up to 100 pounds.

Because of their slow speed, EarthSprites are not terribly effective in combat. They can only attack an opponent by surprise or if boxed in a corner; in these cases they attack as a Second Level fighter and do 1d10 points of damage.

These entities are more useful for their ability to extrude portions of themselves into small openings, crevices, and cracks and gradually fracture objects with applied pressure. This can weaken buttresses, jam doors, break bars from their housings, etc.

Duration Thirty minutes
Saving Throw N/A
Range N/A
Speed Slow
Ingredient Dirt

Minor Disguise

Minor Disguise can change the appearance of a person by making them seem as much as a foot taller/shorter, fifty pounds lighter/heavier, alter skin color, shift facial features, etc. Unfortunately, this summoning is relatively limited in its effect and is best used in dim surroundings, mist, or at a distance. Under good visual conditions, the disguise is easily penetrated.

Duration Twenty minutes per level on others; 12 hours plus one hour per level of the witch
Saving Throw N/A
Range Touch
Speed Slow

Pacify

By summoning calming spirits which will soothe angry animals within a 50 foot vicinity. For the duration of this summoning the witch may perform no other activity, except walking slowly.

Duration Ten minutes per level
Saving Throw -2
Range Fifty foot radius
Speed Medium

Savior I (Wilderness)

A witch in the wilderness can summon 2d6 small animals of helpful demeanor. These creatures tend to be common woodland animals, such as chipmunks, squirrels, and small birds. The animals arrive in 1d10 melees.

Duration Thirty minutes
Saving Throw N/A
Range N/A
Speed Slow

Trance

With this summoning, a witch can control bodily functions—slow heart rate, reduce respiration, modulate temperature and pupil dilation, etc. With these abilities, a witch can appear dead or unconscious, slow metabolism to conserve oxygen, food or water, even regulate healing and blood loss.

When using the healing or blood flow controlling aspects, the witch is near comatose, but healing rate is tripled and blood loss can be reduced to one blood point every three hours. A more modest use doubles the normal length of time a witch may hold her breath. Poison can also be slowed with this summoning.

Duration See above, and 1 day per level after Third for effects requiring a coma
Saving Throw N/A
Range Touch
Speed Slow

WaterSprite

A WaterSprite is a two foot tall, vaguely humanoid creature which leaves a trail of water behind it when it moves. They resemble the color of the water from which they are summoned; if called from sea water, they are clear green-blue in color and make the sound of waves climbing a beach.

WaterSprites have 2-3 Hit Points and 1d8 Evasion Point, with an Armor Class of 8. Edged weapons do only 1 point of damage and cannot critical, and impaling weapons do no damage. They attack with a blinding spray of water or a suffocating glove of water. Any opponent under six feet must save versus Dexterity on 4d6 or be blinded by spray 1-2 melees. If it blinds an opponent, it can suffocate. It suffocates an opponent by throwing a globe of “viscous” water about the head of its victim. It takes four successive To Hit rolls for the ‘Sprite to make an opponent go unconscious and by the sixth melee die. After the first melee, the ‘Sprite has a cumulative +1 bonus to hit, and the Dexterity of the victim is not counted.

During the suffocation attack, the victim is at -2 To Hit.

Duration Ten minutes
Saving Throw See above
Range N/A
Speed Slow
Ingredient A source of water


Level: 3

Summoning Descriptions (Level 3)


Charm II

A witch needs a Charisma of 13 or better for this summoning. It will charm 1-3 human(oids). In all other respects, it is the same as the First Level summoning.

Duration One minute plus one per level after Fourth
Saving Throw Standard
Range Sixty feet
Speed Medium

Disguise

In most respects, this summoning is similar to the First Level summoning, Minor Disguise. It is more effective, though, allowing not only the sex to be changed, but it is effective in all bet the vest viewing conditions and close inspection. See Minor Disguise for the specifics.

Duration Twenty minutes per level on others; 12 hours plus one hour per level of the witch
Saving Throw N/A
Range Touch
Speed Slow

Entrapment

By controlling the anima of living plants, a witch can cause plants (up to the size of medium trees—twenty feet tall) to hinder, grab, and hold beings within a sixty foot area. Further, by summoning the residue of anima found in wooden objects, a witch can get carts to roll into the paths of pursuers, boxes to block exits, etc. This summoning is wholly defensive.

Duration Ten minutes plus ten minutes per level after Fourth
Saving Throw N/A
Range Sixty foot range plus ten feet per level after Fourth, and a sixty foot area of effect
Speed Medium

Flame Finger

A shaft of coruscating flame will leap from the finger of the witch and automatically strike a target. A witch gets one Flame initially, with an additional one per level after Fourth. Each stream of flame does 7 points of damage.

When a witch has the ability to wield multiple Flames, she can either concentrate them on one target or aim them at multiple targets. Creatures with special magical resistance (demons, etc.) or creatures of flame receive saving throws versus this summoning, as do creatures with a Dexterity of 17 or greater (4d6 less than Dexterity).

Duration N/A
Saving Throw None. See above
Range One hundred feet
Speed Medium

Influence

Requiring a Charisma of 14 of better, Influence can manipulate the mood and attitude of crowds. From 3d6 individuals can be affect per level.

Duration Twenty minutes plus ten minutes per level
Saving Throw Standard
Range 100 foot distance with a sixty foot radius (increased ten feet per level after Fourth)
Speed One minute per ten people

Mirror Sight

By gazing into any reflective surface (a calm pool of water, mirrors, polished silver, etc.), a witch can view distant places and persons known or experienced by the witch. It has a thirty mile radius which cumulatively doubles for each level after Fifth. A witch may tune the summoning so that the observed will be aware of the scrutiny.

Duration Half hour plus ten minutes per doubling in area of effect
Saving Throw N/A
Range Sixty mile radius doubled for each level after Fifth
Speed Slow

NatureForce

This summoning allows the casting of any other of the Force summonings (OerthForce, AerForce, WaterForce, FireForce, StormForce).

Duration N/A
Saving Throw N/A
Range N/A
Speed Fast

NatureSprite

With this summoning, a witch may summon any of the other five elemental Sprites (WaterSprite, EarthSprite, FireSprite, DarkSprite, WindSprite).

Duration See ‘Sprite spell relating to the summoned sprite
Saving Throw N/A
Range N/A
Speed Slow
Ingredients Element of the Sprite to be summoned

Savior II

A witch in the wilderness can summon 2d6 animals the size of wolves. These creatures tend to be common animals of the environment. It can be used in wilderness, cities, or underground. The animals arrive in 1d10 melees.

Duration Thirty minutes
Saving Throw N/A
Range N/A
Speed Slow

Wound Healing

With this summoning, a witch can heal 2d6 points of damage.

Duration N/A
Saving Throw N/A
Range Touch
Speed Slow


Level: 4

Summoning Descriptions (Level 4)


Charm III

Similar to the Second Level summoning Charm II, except that the witch must have a Charisma of 15 or greater and it will effect 2d3 human(oids) or 1d3 monsters.

Duration One minute plus one minutes per level after Second
Saving Throw Standard
Range Sixty feet
Speed Medium

Conjure Elemental

This summoning allows one of four elemental types (Fire, Water, Earth, Air) to be brought to the Material plan. All elementals are of the 8th level variety i.e.,

Earth Air Water Fire
Attack 8th level fighter
Evasion 8d10 EP
Hit points 15 HP
Initiative +5
Armor Class 2
Affected by normal weapons
Speed 6" 36" 6"/ /18" 12"
Damage 4d8 2d10 5d6 3d8

Every round there is a 5% (non cumulative) that the elemental will go rogue and attack the caster.

The witch must concentrate on the elemental to maintain control. Disruptions to the witch's concentration will have a 75% chance of causing the elemental to go rogue.

Large amounts of the element summoned must be present for the summoning to succeed.

Duration One minute plus one minute per level after 5th
Saving Throw N/A
Range 100 feet
Speed Slow

Control Liquid

This summoning will allow a witch to part water, dam rivers, super charge tides, etc.

Duration One minute plus one minute per level after 5th
Saving Throw N/A
Range Sixty feet distant + 30' radius. +10 feet distance and 5' radius per level after 5th
Speed Slow

Detect Enemy

Detect enemies (must be sentient) within a radius

Duration One minute plus one minute per level after 5th
Saving Throw N/A
Range 30' radius +10 feet after 5th
Speed Medium

Distance Speak

This lets a Witch converse with someone at a great distance. The Witch does not have to see the person, but must at least know them vaguely. The recipient can choose not to answer and the Witch will not be aware whether the summoning failed to find the person or if it is a refusal of contact. This summoning may not be used to locate unwilling parties.

Duration 30 minutes plus 30 minutes per level after 5th
Saving Throw N/A
Range 5 miles + 5 miles per level after 5th
Speed Medium

Major Disguise

This summoning encompasses all the attributes of the two lesser Disguises, as well as working in full light, and it can make an individual appear as a different race or a specific individual.

Duration Twenty minutes plus ten minutes per level on others; 24 hours plus one hour per level of the caster
Saving Throw N/A
Range Touch
Speed Slow

Pyrotechnics II

This powerful summoning lets a witch control fire elements, spirits, and sprites, thus giving her great control over conflagrations. With this summoning, a witch can whip a smoldering or dying flame into a roaring bonfire, cause it to wash across a landscape at her whim, and just as easily snuff it out. Twenty-five square feet of flame may be controlled by the witch per level after Third.

Further, a witch can use this summoning to control even sorcerous magicks. It takes two melees to rest control from the wielder, and on the following round she may manipulate it as she wishes (though the original caster may choose to cancel the spell). Chance of success is 40% plus 5% modifier per level of difference between the two opponents.

With any large fire source the witch controls, she can summon one FireSprite per melee up to her level, as long as she is concentrating.

Duration Ten minutes plus five minutes per level after Second with non-magical fires and if not summoning FireSprites; otherwise one minute plus one minutes per level after Second
Saving Throw See above
Range Sixty feet
Speed Slow

Savior III

A witch in the wilderness can summon 2d4 large (horse/bear sized) animals. These creatures tend to be common animals of the environment. It can be used in wilderness, cities, or underground. The animals arrive in 1d10 melees.

Duration Thirty minutes
Saving Throw N/A
Range N/A
Speed Slow

Summon Minor Servitor

This let's the Witch summon a minor daemon of nature. This creature, which will be most closely aligned with the elements found in the summoning area, will serve the Witch for up to 1 week. As a servitor, it will carry objects, climb walls (if applicable), sneak, clean gear and generally act as a servant. It will not participate in combat; though it can be forced to take a blow in place of its master (this will immediately disrupt the Servitor). The specific abilities of the Servitor will be affected by the environs from which it was summoned.

The creatures will often resemble the summoning environs, e.g., one summoned in a pine forest might resemble a short humanoid figure constructed of pine bows, moss, mushroom and leaf mold.

Duration On week + one week per level after 5th
Saving Throw N/A
Range Must stay within 100' of the summoner
Speed Slow


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