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Low Magic Paths

Terrestrial Summoning

Summoning is a ritualistic magic and cannot be cast spontanously. Summoned creatures need to be given a command at the time of their summoning, generally consisting of 1-2 sentences to avoid confusion in how the creature is to go about it's task. Summoned creatures can be bound for a year and a day or until the completion of a specific task.   Summoned demons are only required to fulfill the commands of Godbound - while mortals are capable of mastering this low magic path, they must cajole, bribe or threaten their summons into agreement.   Apprentice
Apprentices of Summoning can draw out the rituals required for summoning. They are not taught any magical secrets until they are capable of naming all Demons up to the Second Circle and the Ways of Binding.
  Adept
Adepts of Summoning can summon and bind up to a (HDx1) elementals (reskinned Cinnabar Sparks) or a single First Circle Demon (HD 3 Uncreated Shade). First Circle Demons can only be summoned with a ritual that begins at sundown and ends at the stroke of midnight.
  Master
A Master Summoner is capable of binding (HDx2) elementals, a single Minor Elemental (Minor Spirit) or a dozen First Circle Demons. They can also attempt to break the bindings on another's summoning with a contested Intelligence check.
  Archmage
An archmage of Summoning can bind (HDx4) elementals, a major Elemental (Major Spirit) or a Second Circle Demon (an Uncreated). Second Circle Demons can only be summoned during the night of the new moon, or during Calibration.   Some notes:
Second Circle demons are individual entities, and require specific rites and rituals depending on which specific demon you are attempting to summon. They are more intelligent and capable than First Circle demons, and correspondingly, more proud and vengeful.   The kidnap and enslavement of major elementals can outrage the Celestial Hierarchy. Characters who mistreat their servants or who bind the subjects of a powerful spirit entity are likely to earn the ire of the spirit world.  

Weather Working

The thaumaturgical art of weather working is indispensable in the Threshold, for when the extremes of the elemental Poles stretch into Creation. Weather-working is ritualistic and cannot be cast spontaneously. As usual, low magic workings cannot directly overcome the divine gifts of the Godbound. Two weather-workers in contest should make Spirit saves, with victory going to the worker with the greater degree of success.   Apprentice
The apprentice weather-worker can read the clouds, the wind, and other factors to compose a mostly-accurate picture of the next seven days of weather. This doesn't account for any possible magical changes in the weather, however.   Adept
An adept weather-worker is able to confer with the least and lesser spirits of an area to lessen or enhance the local weather - easing rain or thickening mist, clouds and fog. They can also grant themselves immunity to the effects of one kind of weather - heat, rain, cold, etc.   Master
A master weather-worker can create weather where there was none, or cause the current weather to cease, as long as it is Plausible - they could end a storm on the sea, but not cause rain in a desert. They can also extend their protection from weather to a dozen people, or 1 large object/creature (ship, medium building, tyrant lizard), per HD.   Archmage
The archmage of weather-working may enact Master-level weather-working spontaneously. They are capable of creating impossible weather locally - rain in a desert, or heat waves in the far North, for example - as well as lessened weather effects over a region. They are never affected by mortal weather they do not wish to be.

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