11.17 Summoning

Summon creatures to fight with you.

11.17.1 Cantrips

Summon Distraction

Usage time: Standard action.

Manifestation, Sustain (standard)

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This spell functions like the summon monster spell, except that it has the Sustain (standard) tag instead of the Attune (deep) tag. In addition, it only has a single hit point.

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The attack’s accuracy increases by +1 for each rank beyond 1.

11.17.2 Spells

Ramming Summon

Rank 1

Usage time: Standard action.

Manifestation

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Make an attack vs. Armor against anything that is grounded within Short (30 ft.) range.

Hit: 1d6 damage +1 per 2 power. If the target loses hit points, you knockback it up to 15 feet horizontally away from you.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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You summon a creature with a large horn or horns, such as a moose, that rams into the target with great force before disappearing.

Summon Annoying Insects

Rank 1

Usage time: Standard action.

Manifestation

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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: A swarm of insects surround the target as a condition. While it is below its maximum hit points, it is stunned (-2 defenses).

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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It’s hard to concentrate on a fight when you keep being distracted by a swarm of mosquitoes that buzz right into your ears.

Summon Horde Bees

Rank 1

Usage time: Standard action.

Manifestation, Sustain (standard)

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A horde of bees appears in a Small (15 ft.) cone-shaped zone from your location. The bees disappear shortly after they reappear, so they do not block movement and attacking them is pointless, but they last long enough to sting your enemies.

When you cast this spell, and during each of your subsequent actions, make an attack vs. Armor against all enemies in the area. You gain a stacking +1 accuracy bonus each time that you sustain this spell, to a maximum of +4.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

Summon Monster

Rank 1

Usage time: Standard action.

Manifestation, Attune (deep)

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You summon a creature in an unoccupied square on stable ground within Medium (60 ft.) range. It visually appears to be a common Small or Medium animal of your choice, though in reality it is a manifestation of magical energy. If a summoned creature gains a vital wound or has no hit points remaining at the end of a phase, it disappears. Regardless of the appearance and size chosen, the creature’s statistics use the values below.

Each round, you can choose the creature’s actions by mentally commanding it as a free action. There are only two actions it can take. As a movement, it can move as you direct. As a standard action, it can make a melee strike against a creature adjacent to it. If it hits, it deals 1d4 damage +1 per 2 power.

If you do not command the creature’s actions, it will continue to obey its last instructions if possible or do nothing otherwise. Summoned creatures have no mind or independent agency, and will not act on their own even if attacked.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Trampling Summon

Rank 1

Usage time: Standard action.

Manifestation

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Make an attack vs. Reflex against everything that is grounded in a Medium (30 ft. long), 5 ft. wide line from you. You summon a Medium creature that tramples through the area before disappearing. The length of this spell’s area is affected by difficult terrain and similar movement impediments.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Summon Defensive Monster

Rank 2

Usage time: Standard action.

Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the summoned creature is more defensively inclined. It gains a +1 bonus to all defenses.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Summon Offensive Monster

Rank 2

Usage time: Standard action.

Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the summoned creature is more offensively inclined. Its strikes deal 1d6 damage +1 per power. However, its hit points are halved.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Summon Water Elemental

Rank 2

Usage time: Standard action.

Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the summoned creature appears to be an water elemental. Its attacks deal 1d6 damage +1 per 2 power, and have the atWater tag. It has a 30 foot swim speed. In addition, it is immune to atWater attacks. However, it is vulnerable to atElectricity attacks.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Summon Bear

Rank 3

Usage time: Standard action.

Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the creature appears to be a Medium bear. Its attacks deal 1d6 damage +1 per power. As a standard action, it can use the grapple ability against a creature adjacent to it (see Grapple). While grappling, the manifested creature will automatically use the maintain grapple ability (see Maintain Grapple).

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The attack’s accuracy increases by +1 for each rank beyond 3.

Summon Fire Elemental

Rank 3

Usage time: Standard action.

Fire, Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the summoned creature appears to be a fire elemental. Its attacks deal 1d6 damage +1 per power, and have the atFire tag. In addition, it is immune to atFire attacks.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Summon Horde Dogs

Rank 3

Usage time: Standard action.

Manifestation, Sustain (standard)

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A horde of dogs appears in a Medium (30 ft.) radius zone from your location. The dogs disappear shortly after they reappear, so they do not block movement and attacking them is pointless, but they last long enough to bite your enemies.

When you cast this spell, and during each of your subsequent actions, make an attack vs. Armor against all enemies in the area. You gain a stacking +1 accuracy bonus each time that you sustain this spell, to a maximum of +4.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

Summon Weapon

Rank 3

Usage time: Standard action.

Manifestation, Sustain (minor)

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You summon a weapon in an unoccupied square on stable ground within Medium (60 ft.) range. It takes the form of a weapon of your choice that you are proficient with, though in reality it is a manifestation of magical energy. It is sized appropriately to be wielded by a creature of your size. If a summoned weapon gains a vital wound or has no hit points remaining at the end of a phase, it disappears. The summoned weapon’s statistics use the values below.

You cannot control the summoned weapon’s actions. Each round, the weapon automatically moves towards the creature closest to it during the movement phase, following that creature to the best of its abilities. During your action, it makes a melee strike against a creature adjacent to it. The weapon prefers to avoid accuracy and damage penalties that would be imposed by cover or special weapon grips. It choses randomly if all possible targets are equally easy to attack.

When the weapon hits, it deals damage appropriate for your chosen weapon. This damage is improved by your magical power as normal for magical ✨ attacks.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Massive Trampling Summon

Rank 4

Usage time: Standard action.

Manifestation

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Make an attack vs. Reflex against everything that is grounded in a Huge (90 ft. long), 10 ft. wide line from you. You summon a Large creature that tramples through the area before disappearing. The length of this spell’s area is affected by difficult terrain and similar movement impediments.

Hit: 1d6 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Summon Air Elemental

Rank 4

Usage time: Standard action.

Air, Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the summoned creature appears to be an air elemental. Its attacks deal 1d8 damage +1 per power, and have the atAir tag. It has a 30 foot fly speed with a 30 foot height limit. In addition, it is immune to atAir attacks.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Summon Asp

Rank 4

Usage time: Standard action.

Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the summoned creature appears to be a snake. Its attacks deal 1d8 damage +1 per power. Whenever its strike causes a living creature to lose hit points, the damaged creature becomes poisoned with asp venom (see Table ??: ??). Its stage 1 effect makes the target stunned (-2 defenses) while the poison lasts. Its stage 3 effect makes the target blinded (50% miss chance, -2 Armor and Ref) while the poison lasts.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Summon Ballista

Rank 4

Usage time: Standard action.

Manifestation, Sustain (minor)

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This spell functions like the summon weapon spell, except that it creates a fully functional Large ballista instead of a weapon. The ballista functions like any other weapon, with the following exceptions.

The ballista cannot move, and it makes projectile strikes instead of melee strikes. Its attacks deal 1d6 damage +1 per powerand have range limits of 90/270. The ballista chooses to attack the creature farthest from it instead of the creature closest to it, though it avoids taking longshot penalties unless there are no valid targets within close range.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Aerial Weapon

Rank 5

Usage time: Standard action.

Manifestation, Sustain (minor)

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This spell functions like the summon weapon spell, except that the weapon’s maximum height above the ground is increased to 120 feet, and you can initially summon it in midair. This allows the weapon to fly up to fight airborne foes.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Efficient Ramming Summon

Rank 5

Usage time: Standard action.

Manifestation

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Make an attack vs. Armor against anything on solid ground within Short (30 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power. If the target takes damage, you knockback it up to 15 feet horizontally away from you.

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The attack’s accuracy increases by +1 for each rank beyond 5.

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You summon a large creature with a large horn or horns, such a rhinoceros, that rams into the target with great force before disappearing.

Intense Summon Annoying Insects

Rank 5

Usage time: Standard action.

Manifestation

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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: A swarm of insects surround the target as a condition. While it is below its maximum hit points, it is confused (-2 defenses, randomly attack or defend).

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Summon Earth Elemental

Rank 5

Usage time: Standard action.

Earth, Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the summoned creature appears to be an earth elemental. Its attacks deal 1d6 per 2 power, and have that atEarth tag. It has damage resistance equal to half its maximum hit points. In addition, it is immune to atEarth attacks.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Summon Horde Wolves

Rank 5

Usage time: Standard action.

Manifestation, Sustain (standard)

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A horde of wolves appears in a Medium (30 ft.) radius zone from your location. The wolves disappear shortly after they reappear, so they do not block movement and attacking them is pointless, but they last long enough to bite your enemies.

When you cast this spell, and during each of your subsequent actions, make an attack vs. Armor against all enemies in the area. You gain a stacking +1 accuracy bonus each time that you sustain this spell, to a maximum of +4.

Hit: 1d8 damage +1 per power. Each Large or smaller creature that loses hit points from this damage falls prone (half speed, -2 Armor and Ref).

Miss: Half damage.

Summon Pegasus

Rank 5

Usage time: Standard action.

Manifestation, Attune (target)

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This spell functions like the summon mount spell, except that the summoned creature appears to be either a Large or Medium pegasus. It has a 30 foot fly speed with a height limit of 30 feet, and is trained as a mount (see Flight).

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Rank 7: The creature gains a +1 bonus to its defenses.

Empowered Summon Defensive Monster

Rank 6

Usage time: Standard action.

Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the summoned creature is much more defensively inclined. It gains a +2 bonus to all defenses, and its hit points are doubled.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Empowered Summon Offensive Monster

Rank 6

Usage time: Standard action.

Manifestation, Attune (deep)

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This spell functions like the summon monster spell, except that the summoned creature is more offensively inclined. Its strikes deal 1d8 damage plus 1d8 per 2 power. However, its hit points are halved.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Summon Horde Ravens

Rank 6

Usage time: Standard action.

Manifestation, Sustain (standard)

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A swarm of bees appears in a Small (15 ft.) radius zone from your location. The bees disappear shortly after they reappear, so they do not block movement and attacking them is pointless, but they last long enough to sting your enemies in the eyes.

When you cast this spell, and during each of your subsequent actions, make an attack vs. Armor against all enemies in the area. You gain a stacking +1 accuracy bonus each time that you sustain this spell, to a maximum of +4.

Hit: 1d6 per 2 powerEach damaged creature is dazzled (20% miss chance, no special vision) as a condition.

Miss: Half damage.

Summon Horde Bears

Rank 7

Usage time: Standard action.

Manifestation, Sustain (standard)

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A horde of bears appears in a Large (60 ft.) radius zone from your location. The bears disappear shortly after they reappear, so they do not block movement and attacking them is pointless, but they last long enough to maul your enemies.

When you cast this spell, and during each of your subsequent actions, make an attack vs. Armor against all enemies in the area. You gain a stacking +1 accuracy bonus each time that you sustain this spell, to a maximum of +4.

Hit: 1d8 damage plus 1d8 per 2 power.

Miss: Half damage.

11.17.3 Rituals

Summon Mount

Rank 2

Casting time: One minute.

Attune, Manifestation

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Choose a ritual participant. This ritual summons your choice of a Large light horse or a Medium pony to serve as a mount for the chosen creature. The creature appears in an unoccupied location on stable grond within Medium (60 ft.) range. It comes with a bit and bridle and a riding saddle, and will only accept the chosen creature as a rider. It has the same statistics as a creature from the summon defensive monster spell, except that it follows its rider’s directions to the extent that a well-trained horse would and it cannot attack.

This ritual requires one fatigue level from its participants.