Summoning3

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

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