Spam Fighting, No Mail Notifications


Das ist der Inhalt des Beschwörungs-Spruchs, welchen ihr entdeckt habt. Die Tabellen und Details sind nicht drauf, das erfahrt ihr, falls ihr es schafft, das Ritual auszuführen.

Bitte schaut auch nicht im Netz nach mehr Details nach - ihr wisst, was hier unten steht!

Magic fundamentally works by ripping a hole in the fabric of space and time and pulling out energy that interacts with and warps our reality. Various mages have managed to consistently capture specific energy in exact amounts to produce replicable results: Spells.

The Summon spell opens the rift between the worlds a little bit more and forces an inhabitant From Beyond into our world to do the Magic-User’s bidding. What exactly comes through the tear, and whether or not it will do what the summoner wishes, is wholly unpredictable.

Once the Summon spell is cast, there are a number of steps to resolve:

Step One

The caster must decide how powerful a creature— expressed in terms of Hit Dice—he will attempt to summon. This cannot be more than two times the caster’s level, but this effective level for this purpose can be modified by Thaumaturgic Circles and Sacrifices—see below.

Step Two

The caster must make a saving throw versus Magic. Failing this saving throw means a more powerful creature than anticipated might come through the tear in the fabric of reality, which can have dire consequences for all present.

Step Three

The creature’s form and powers will be randomly determined on the following tables, with different results altering the creature’s basic stats. To determine the creature’s basic form, roll 1d12 if the original casting save was made, 1d20 if it was not.

Each basic form that is not from the Abstract Forms category will have a number of additional features. The base Hit Dice of the creature that the caster wished to summon determines the die type used to determine additional features.

Step Four

To determine the number of powers that a creature has, use the base Hit Dice of the creature that the caster wished to summon to determine which die type to use.

Roll the indicated die type… This is the Base Number. Roll that die again. If the initial saving throw in Step Two was successful, the entity has a special power if the second roll is less than the Base Number. Roll again and keep adding special powers until a new roll greater than, or equal to, the previous roll is made.

However, if the initial saving throw was failed, a new power is gained on a roll less than, or equal to, the Base Number, so the creature will have a greater chance to have more powers than if the casting was more controlled. If a 1 is rolled, however, no further rolls can be made.

The possible powers of a summoned entity can be randomly determined.

Step Five

The Domination roll requires two 1d20 rolls, one on behalf of the caster, the other on behalf of the summoned entity.

The caster’s level, Thaumaturgic Circle Modifiers, and Sacrifice modifiers are added to his roll.

The creature’s Hit Dice is added to its roll, and it also receives +1 to the roll for every Power it has.

Domination roll results

If the Magic-User wins, the margin of victory determines how many d10s to roll to determine how many Rounds the creature will be under the caster’s control. The caster must concentrate on controlling the creature for this period of time, and if the caster’s concentration is broken (by being damaged, or casting another spell, for instance), there must be another Domination roll to determine if the creature will remain under control (this second roll can only confirm the original term of control, not extend it, and at most the creature can only win a basic victory in this second contest). The creature returns to its dimension when this time ends.

If the Magic-User wins by a Great Margin (equal to, or greater than, 5 + creature’s Hit Dice + the number of its Powers), the caster can demand a longer service from the creature without needing to consciously direct it. The details of this service must be communicated in a clear and succinct manner.

If the caster wins by a margin of 19 or more (or double a Great Margin), the creature is bound permanently in our world, and under the complete control of the caster, with no direct concentration required to maintain this control.

If the creature wins the Domination roll, it will simply lash out, attempting to kill and maim all living creatures while it is stable in this reality (a number of Rounds equal to d10 × the margin it won the Domination contest, minimum number of Rounds equal to its Hit Dice).

If the creature wins by a Great Margin (equal to, or greater than, 5 + Magic-User’s Hit Dice + Sacrifice +Thaumaturgic Circle modifiers), the caster is completely at the mercy of the creature, mind, body, and soul. Roll 1d6 and consult the Dominating Creature table below to determine what happens.

If the creature wins the roll by 19 or more (or double a Great Margin), it must make a 1d20 roll. On a 1–19 it is empowered by energy from its own dimension and multiplies its Hit Dice by 1d4+1. Re-roll its powers using its new Hit Dice as a base. It will then go on a killing rampage.

If this extra roll is a 20, the barrier between reali- ties is sundered, and innumerable monstrosities begin dropping through. Hundreds of them will come through in the first hour, then about a hun- dred a day for the next week, then just a few each day. All will be hostile, as their passage to this world is accidental and our reality will be unfamiliar and unpleasant to their sensibilities.

If the domination roll is a tie, then roll again, but this time, the caster uses a d12 instead of a d20, and Thaumaturgic and Sacrifice modifiers do not apply.

Thaumaturgic circles and sacrifices

Using Thaumaturgic Circles and offering Sacrifice while casting the spell makes the portal between worlds more interesting, attracting greater creatures to the summoning point and so allowing them to be summoned. It also numbs the consciousness of these creatures, such as it is, allowing a Magic-User to more easily control greater creatures.

Each full 2 Hit Dice of sacrifices gives the caster a +1 bonus to the Domination roll, or 1 Hit Die for a +1 bonus if the sacrifice is the same race as the caster. To count as a sacrifice, the victim must be helpless at the time of the slaying and purposefully slain for just this purpose. Combat deaths do not count.

Thaumaturgic Circles are magical diagrams (or mathematical equations which are nonsense in our world, but important in some other) used to focus magical energy and give the caster greater control over his summoning. The diagrams are not enough, though. The materials used to draw and decorate the circles are crucial to communicating their infor- mation to the summoned creatures. 500 sp worth of materials is required to invest in a circle for every +1 bonus to the caster’s Domination roll, and this is consumed with every casting.