
The Summoner has the unique ability to call magical beings to do his will. He can call on powerful entities to attack enemies, protect him, or render other forms of aid.
| Step 1: Attributes | ||
| Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level. | ||
| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Knowledge Artifacts Knowledge Astral Knowledge Demons Knowledge Geomancy Knowledge Magic Knowledge Planar |
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| Step 3: Abilities | ||
| Summoners gain all the
following free; Spellcast - The first sphere the Summoner learns from is free and must be from Summoning, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Summoning, Faerie, Psionic and Common. Summoners can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 4, 7, 10, 13, 16 and 19. +1 Sanity save at levels 2, 5, 8, 11, 14, 17 and 20. +1 Willpower save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Spell Bonus at levels 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19. Additionally Summoners start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Anchor | 5 | The character cannot be forcibly removed via banishment, dimensional transport, gateway, portal, or any form of time displacement. |
| Banish | 5 | This power only affects summoned beings, the character can remove the magical anchor holding it here. This can be done by touch or if the being enters a INT x1 metre radius. Any summoned are instantly dispelled back to their origin point. |
| Bind | 5 | This power only affects summoned beings, the character can attempt to bind them to his will. This requires a Will save and can even be used against summoned beings controlled by another Summoner. |
| Damage Bonus | 10 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Familiar Link | 5 | The Summoner may summon and permanently psionically link with a companion of the character's choice, traditionally it is a small animal. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. |
| Range Boost | 10 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Transfer Damage | 5 | The Summoner can transfer any damage done to him to any being he has summoned that remains within 10 metres per WIS of him. |
| True Sight | 5 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. Further the Summoner can learn the true name of whoever he looks at. |
| True Speak | 5 | The Summoner instantly learns the language of any summoned being he comes into contact with and he can then converse with it. This only lasts until they are separated, at which point he forgets the language. |
| Step 4: Careers | ||
| Possible related careers include; Librarian, Antique seller, Archaeologist, Museum representative, Historian, Stage Magician and Academic Researcher (specialising for instance in Demonology, etc). | ||