The Path of the Summoner Reworked in The Magitech Chronicles | World Anvil

The Path of the Summoner Reworked

*Intriguing Description of the Summoner*      

Why the Rework?

      As of the Main Book the mechanics of the Summoner and the Greater Path of Summoning were very much left open to interpretation. There was no clear explanation of how it works, what limits exist and what is possible. The goal of this rework is to change that.     We want to give clearer descriptions of how summoning functions, an understanding of possibilities and limitations, and more examples to spark your own creativity.
   

How does Summoning work?

    There are two types of Summoning: Synthesis  Summoning and Pact Summoning.   The combined magnitude of creatures you summon can not be higher than your magic.  

Synthesis Summoning

  Everyone who learns the Greater Path of Summoning gains access to Synthesis Summoning. It allows you to summon the spirit of a primal and put it into a fitting material. The best example is the Rock Elemental. You summon the primal and then let it manifest from a nearby source of stone. It will then follow your commands until it dies or you release it. And while it is able to fight and do basic tasks, it isn't intelligent and can't do complicated things on its own. To Synthesis Summon a primal you need to learn the spell, have a catalyzation of its aspect and your magic needs to be equal or higher than its magnitude.
   

Pact Summoning

  The other, even rarer type of Summoning is Pact Summoning. The Summoner makes a Pact with an individual or a tribe to summon them for aid. When they cast the spell a portal opens which connects to the place the Pact was made. The summoned creature then steps through the portal. It will also follow commands but has its own memories and thoughts. A sense of duty to fulfill the Pact, but also a desire to well ... not die. That also means it can follow more complicated commands, and if intelligent enough, even make strategies on its own. To Pact Summon a creature you need to learn the spell, have a pact and your magic needs to be equal or higher than its magnitude.    

Path of the Summoner

 

Masteries

  Summoners receive Spellcasting and Negotiation as masteries.    

Extra Skills

  Summoners gain Negotiation at 3.      

Summoning Pact

  The Summoner gains the ability to make a Pact with any willing creature or tribe. The details of this pact are between the summoner and the creature/tribe making the pact, but most creatures will only agree if they owe a life debt, or greatly fear the summoner.     Summoners start with a pact with one tribe.    

More Summons

  The Summoner gets half their magic, rounded down, as a bonus to their summoning maximum.      

Tribes

  Possible Tribes:   Demons of Xal   Marid of Hotep   Ifrit of Nebiat

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