Summoning

From World of Charun

All spellcasters are able to summon a variety of creatures to aid their cause. The creatures summoned depends on the characters deity, culture and/or class.

A summoned creature is conjured forth, but not created out of nothingness. The creature, whether it's an outsider, an animal or a construct, actually exists elsewhere. What the spellcaster does is call the creature to his side, temporarily bound to do his bidding. Most summoned creatures do this against their will, while others readily aid the character. When the spell duration runs out, the creature is sent back. If the creature is killed, then it stays dead - but the corpse is still sent back to where it originated from.

Contents

Mechanics

Up to two creatures can be summoned at any given time. Should a summoning spell be cast when the caster already has two summons, the oldest of the summons is revoked and replaced by the new summon.

This limit is raised to three summons for Dryw and Wizards with the Conjuration specialization.

Summoning Themes

Default

  • 1. Wolf
  • 2. Bandi
  • 3. Troll Spawn
  • 4. Phase Spider

Animal Temperate

  • 1. Wolf
  • 2. Cougar
  • 3. Boar
  • 4. Dire Wolverine

Animal North

  • 1. Young Snow Ape
  • 2. Snow Leopard Cub
  • 3. Ice Worm Hatchling
  • 4. Winter Wolf

Animal South

  • 1. Axebeak Chick
  • 2. Lion Cub
  • 3. Raptor
  • 4. Great Ape

Ambition

  • 1. Dretch
  • 2. Imp
  • 3. Hellhound
  • 4. Succubus

Arcane

  • 1. Homunculus
  • 2. Bandi
  • 3. Cartplosion
  • 4. Animated Armour

Benevolence

  • 1. Celuam Hound
  • 2. Arepian Sylph
  • 3. Arepian Lantern
  • 4. Celuami

Binding

  • 1. Snarling Rope
  • 2. Stunning Slime
  • 3. Small Gelatinous Cube
  • 4. Spinner

Chaos

  • 1. Rendar Cub
  • 2. Storm Child
  • 3. Air Elemental
  • 4. Storm Lizard

Constructs

  • 1. Animated Miniature Tower
  • 2. Clockroach
  • 3. Blade Spider
  • 4. Clay Golem

Cold

  • 1. Young Snow Ape
  • 2. Ice Imp
  • 3. Frozen
  • 4. Winter Wolf

Darkness

  • 1. Shadow Bat
  • 2. Night Spider
  • 3. Shadow Man
  • 4. Prowler

Fire

  • 1. Animated Flame
  • 2. Fire Imp
  • 3. Fire Elemental
  • 4. Fire Spirit

Growth

  • 1. Fey
  • 2. Young Woodwife
  • 3. Sapling
  • 4. Small Tree-Litter Man

Knowledge

  • 1. Lesser Seer
  • 2. Lesser Oracle
  • 3. Lesser Profet
  • 4. Oracle

Malevolence

  • 1. Quasit
  • 2. Fiendish Rat
  • 3. Putrid Demon
  • 4. Fiend

Necromancy

  • 1. Animated Corpse
  • 2. Animated Corpse
  • 3. Risen
  • 4. Wraith

Opulence

  • 1. Nine Lives
  • 2. Nymph
  • 3. Panther
  • 4. Clouding Fog

Order

  • 1. Demarian Inevitable
  • 2. Demarian Inevitable
  • 3. Demarian Inevitable
  • 4. Demarian Inevitable

Travel

  • 1. Travelling Boots
  • 2. Moonchild
  • 3. Guiding Light
  • 4. Janni

War

  • 1. Ancient Warrior
  • 2. War Hound
  • 3. War Horse
  • 4. Ethreal Warrior

Water

  • 1. Puddle of Slime
  • 2. Frog-Man
  • 3. Water Elemental
  • 4. Sea Lizard


List Allocation: Mystic

ALLURING: Opulence
BINDING: Binding
BOLSTERING: War
BURNING: Fire
DRAINING: Necromancy
FLOWING: Water
FREEZING: Cold
GUSTING: Chaos
HEALING: Benevolence
LURKING: Darkness
CORRUPTING and MADDENING: Malevolence

More about: Mystical Powers


List Allocation: Priest

AIRI: Cold
BRUNIR: Benevolece
DESTIANA: Knowledge
GARAGOR: Ambition
GESANIS: Default
GIARDAIN: Benevolence
HAERIAN: Order
HEDONIA: Opulence
KIAZZAR: Darkness
RANDAR: Chaos
SAINDAM: Growth
SIRINE: Travel
SLAINE: War
THILIAS: Constructs
ZIMARA: Malevolence
ZURKAN: Arcane

More about: Old Gods


List Allocation: Wizard

EIOTHAR: Knowledge
MUBULUKI: Constructs
NIEMATHAR: Growth
ULUTHAR/OTHER: Arcane

More about: Wizard


List Allocation: Dryw

Dryws use the Animal list of the region they are in.

More about: Dryw


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