Summoning Elementals
"It is known that the one can summon an elemental so easily, it can happen by accident," the teacher said.
"It is known," the students intoned.
"So it is important to know how to create circles of protection."
The teacher picked up a piece of chalk from the table next to him, and held it up.
"The simplest circle can be done with nothing more than a piece of chalk, or if one is most desperate, a finger drawn in the sand or dirt." He gets down on the ground at the front of the courtyard the class was sitting around, his knees creaking. He pauses for a moment and looks up to the class with an amused grin on his creased face. "It is said the witches of the north use very sharp knives for this, so that they may draw one anywhere!"
He returns to his focus on the ground, and draws a simple circle, then a second one centered inside the first, half the height of a man, with a band a hand-span wide separating them. Then he starts inscribing characters within the band as he chants their the Meheed Afidri phonemes in his croaking voice, for three minutes. Then he goes silent, as he draws a small arc around himself, connected to the circle. He nods, then looks up, satisfied.
"The words do not need to be spoken." He pauses, wiping his hands on a loose red cloth, leaving streaks of pale chalk. "It is important to draw the words perfectly, if one wishes to be protected, and the chanting helps with the focus."
"Now, I will show you how to call forth an imp, so that you may recognize if someone else is doing so."
* * *
Safely summoning an elemental is a simple process:
- Draw a circle of containment. Make sure to include a node of control at its base for the summoner to stand in. Standing with the node of control ensures that the elemental appears within the circle. If the name of a particular elemental is known, writing it inside the node of control ensures that particular elemental is summoned. Until something is summoned within, it is just an elaborate circle, but the more powerful the elemental that is to be safely summoned, the larger and more elaborate the circle must be.
Mechanically, to determine if the circle's integrity was successfully inscribed, when it matters, upon completion of the summoning, the summoner's intelligence is tested, with a penalty equal to the hit dice of the elemental to be summoned. - Ritually gather mystic energy. This empowers the summoning. The most minor of elementals can be summoned in this manner by accident, with the barest wisp of intent, while powerful outsiders require proper visualization and harnessing of intent. This merely requires focus and time, but for particularly powerful elementals, the time may be hours or even days.
Mechanically, how long it takes depends on the strength of the elemental: - Tier 1: A minor elemental of 1-3 hit dice will take ten minutes per hit die.
- Tier 2: A lesser elemental of 4-6 hit dice will take an hour per hit die.
- Tier 3: An intermediate elemental of 7-9 hit dice will take four hours per hit die.
- Tier 4: A greater elemental of 10-12 hit dice will take twelve hours per hit die.
- Tier 5: Elementals of more power will take a full day per hit die to summon.
- Sound the call to summon the elemental. This is a loud shrieking call. The words don't matter, just the intent. At this point, the summoner performs a simple test of their charisma.
Mechanically, if it's successful, an elemental is called forth. If it's not successful, the summoner takes damage from the release of the gathered energy equal to the hit dice of the intended elemental. - Test the Circle's Integrity. If the summoning was successful, the integrity of the inscribed circle now matters. The elemental will test the circle to try to find a crack through which it can escape.
Mechanically, roll an intelligence test for the character with a penalty equal to the hit dice of the outsider to be summoned.- If successful, the elemental is successfully bound by the circle and cannot escape.
- If unsuccessful, this process ends, as the elemental will spend an action erasing the circle, then will attack the summoner.
- Dismiss the Elemental. At this point, the summoner can will the contained elemental to return to its home.
- Negotiate with the Elemental. If the summoner is willing, they can try to negotiate with the elemental, to obtain a service.
Mechanically, this takes a number of hours equal to the tier of the elemental, followed by a simple charisma test. - If successful, you will get a service from the elemental in return for you performing a service for it.
- The details of services will be provided in the next post.
- If unsuccessful, you may dismiss the elemental, or try again. Subsequent negotiations take half the time of the first try.
- Upon starting negotiation, the elemental cannot be dismissed.
- Leaving the circle breaks it, causing the elemental to attack.
Notes
- Staying conscious: A healthy and rested summoner can make it through sixteen hours of the summoning process without trouble. Each additional four hours requires a simple constitution check to remain conscious.
- On passing out, there is a 4-in-6 chance of breaking the circle.
- Other outsiders may also be summoned with these methods.
- There's a simple reason certain spell-casting classes do this with spells instead of this method: it's safer.
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