Summon Monster
Summon Monster
Rank: Novice
Power Points: Special
Range: Smarts
Duration: 5
Example Trappings: Tattoos, strange capsurles with a shrunken version of the beast inside, trading cards.
Conjuring a mindless ally or simple beast is one thing. But summoning a monster is a true display of a sorcerer’s power!
Summoned monsters are loyal to the caster, understand simple commands, and act on the caster’s Action Card.
Monsters return from whence they came when the spell expires.
Monster | Rank | Cost |
—————– | —- | —- |
Basilisk | S | 6 |
Burrower | S | 7 |
Chimera | S | 5 |
Cockatrice | N | 4 |
Crocotta | N | 3 |
Darkmantle | N | 3 |
Drake | V | 10 |
Elemental (Elder) | V | 10 |
Elemental (Small) | N | 2 |
Elemental | S | 6 |
Brownie | N | 3 |
Fire Salamander | S | 5 |
Gargoyle | S | 5 |
Griffin | S | 5 |
Hippogriff | S | 6 |
Khazok | N | 4 |
Manticore | S | 5 |
Minotaur | S | 6 |
Owlbear | S | 6 |
Peryton | S | 5 |
Rust Monster | N | 4 |
Wyvern | S | 8 |
Modifiers
Increased Trait (+1)
The caster can increase the monster’s Trait one die type for one Power Point. She may do this for as many Traits as she likes, but only once per Trait.
Mind Rider (+1)
The caster can communicate and sense through any of the monsters conjured in this casting.
Epic Modifiers
✪ Additional Monsters (+)
Additional allies of the same type may be summoned at the same time for half the Power Poitns cost of the original summons (total cost including modifiers, rounded up).