Summoning1

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.

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