Summons are typically non-corporeal beings that have been brought into the physical world at the behest of a magic user. Dungeons and Dragons does it dull, summoning a 10 step heirarchy of basically animals rising up to celestial and planar beings. Final Fantasy delves into the quasi-religious side, with Aeons (FFX) being the avatars of humanity fighting a timeless evil, with the summoners themselves being clerics and pilgrims of the highest importance. I rather disliked the painfully common approach of the typical pen and paper RPG where the hero summons a celestial badger. I prefer the notion that performing a summon is more than just casting a magic spell. The summoner is drawing for a creature from the immaterial, a servant of light, a powerful elemental being, or a minion of great and terrible evil. For the summoner it isn't something done lightly, not a parlor trick to be rolled out for the local children. To witness a powerful summon should be a near religious experience. The mundane sort of summoning can certainly still be used to call lesser creatures, and to assemble the physical likeness of animals and beasts from ephemera or cosmic ectoplasm. This system is for the more dramatic and epic sort of summoning.
Power
Summons have a scale of power, running 1 through 5.
1. non-combatant summons, specialist summons, mentors and magical tutors. These are few and far between as they typically are of very limited usefulness. A level one summon would have access to basic non-combative magic, and would be more likely to use buffing spells, healing, or would be consulted for divination purposes or some other non-awesome display of power.
2-3. The majority of summons fall into this range and range from 8 to 20 feet in height and have a wide range of powers and abilities. More physically aspected summons have decreased magical aptitudes, while the reverse is true, magically potent summons tend to not be melee fighters.
4. The strongest of the common sort of summons, these beings can be as large as 50 feet in height, and have the magical potence to wipe a battlefield clear, topple a fortress, or in a modern/futuristic setting, crush a mech in hand to hand combat. These are rare, often treasures of Faiths, or organizations, and are seldom used as the appearance of the summon being defeated could outweigh its usefulness in battle.
5. Often called Aeons,or Eidolons, these summons are the most potent beings, and each level 5 is a unique being, a treasure of a Empire, a figurehead of a world faith, or totem of myth and legend.
Affinity:
Each summon has a basic affinity, which affects the magic it uses, what it is weak against, and what it is strong against. A summon cannot be in opposition to the summoner, thus an evil character cannot summon a Light aspected summon, and vice versa. The most common aspects are: Air, Fire, Water, Earth, Light, and Dark. There are also non-aspected or neutral summons, but these are never more than level 4 in strength, and are uncommon. Without a strength, they lack a basic weakness, and can be summoned by anyone. Most neutral summons are not magic users.
Innate Ability:
Basic Weapon Immunity: Even the weakest summon is able to ignore mundane weapons, be they swords or handguns. As the summon increases in power, their innate invulnerability increases. Breaching this basic defence requires either magical weaponry, arcanotechnology, or increasingly heavy firepower. A level 1 summon would be vulnerable to high power rifles, while a level 4 summon could ignore tank cannon rounds, and a level five would only be vulnerable to bombs in the thousands of pounds range, massive artillery, and so on.
Basic non-physical Immunity: being summoned creatures, summons cannot be poisoned, physically blinded, or suffer critical wounds as they do not have actual blood, bones or organs that function as vital points. They do not make morale checks, do not suffer from fear effects, and cannot be intimidated.
Stability:
Being artificially projected into reality, there is only so long that a summon can be present before its hold on reality falters and it disincorporates back into the aether. This is represented in the number of rounds the being can remain automatically. Once this time threshold is passed, the summoner has to make sustained concentration check each turn to hold the summon in reality. Ideally the summon should run out of time, rather than be destroyed and dissipate. Often more powerful summons have shorter stabilities as their level of power is hard to maintain for prolonged periods of time.
Special Abilities:
A summon typically has 3-5 special abilities, be they special melee actions, movement actions, or magical attacks. Physically aspected summons tend to have fewer abilities, but exchange diversity for brute force. Magically attuned summons have a larger bag of tricks. Some special abilities require a certain amount of stability to use, such as final attacks that burn remaining stability for a final stab of power.
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Codex
Ar'ael
By: Scrasamax
( Lifeforms ) Constructed -
Any
Potentially the most powerful summon created, the Final Judge of Man and Earth
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We were fighting the MiGou, and their Neo-Soviet soldiers, it looked grim. The line along the Polish Soviet border had broken, and if Krakow's defences fell, it would create a major salient for the MiGou. The mecha brigade was down to a handful of battered machines, the infantry were close to breaking, and even worse, our fleet support was gone. We started the battle with a small task force, a pair of Frigates and a trio of destroyers. The Scorpio took the brunt of the Soviet airfleet and went down in flames, while the Cameron took some sort of weapon into a heat exchanger and the whole rear of that destroyer blew itself to pieces. The Destroyers didn't fair much better, honestly. It looked like it was curtains for us, for the whole damned Krakow garrison.
Then I heard bells. Damn me I heard bells. Not any bells, but the bells from the church where I went to service twice a week for damned near 20 years. it was impossible, but that is what I heard. The church has been gone for close to five years, the bells were probably reclaimed for their metal, and the building itself, well its just a concrete foundation. The gunfire faded, the other men looked the same direction I was. Our gunnery officer gaped like a fish, can you hear it, can you hear it, he kept asking. Then there was the light, like the Jesus is coming, say hi to the other side kind of light, but this wasn't from a movie, this was real life. There was a flash then. I was pretty sure we were all dead then, the gamma flash from a nuke, the high command having decided that if they couldn't win or hold Krakow they would wipe it, and the alien invaders and their allies off of the map in a blast of thermonuclear fire.
I was wrong. I saw an angel, as big as a skyscraper, with six wings sprouting from her back. She was made of light and I could feel chills running up and down my legs, my heart was in my throat and I could feel the bells ringing, all through my body. I was light headed, giddy as the day when I was married, when my first son was born... I wept openly. She was beautiful, her face was calm and serene, and light came from her. Make fun of me if you want, but its true.
Ar'ael, the Final Judge
Power Level: 5, epic unique summon
Affinity: Light
Stability: 6
Appearance: Ar'ael appears as a non-descript woman of great size, typically 100 to 150 feet in height, with three pairs of golden wings rising from her back. There is no consistant appearance of her face, as all witnesses of the Summon describe her as looking like a specific woman that they knew, usually a mother, grandmother, beloved sister, daughter, or niece. The woman in question was typically worthy of admiration or respect. The summon seems to be wearing a simple style of white robe that blows slowly in a wind that cannot be felt by mortals or measured by scientific device at this time. Unlike most summonings, Ar'ael never appears with any weapons, armor, or other objects in her possession. It is worth noting that close observation both by eye witnesses and electronic devices reveal that under the robe there do appear to be mechanical and biomechanical features on the summon. There is speculation that this is a byproduct of the fact that Ar'ael is a synthetic summon, rather than an extra-planar summon.
11:59AM, Ar'ael manifestation engine deployed to Krakow HQ, activation approved and system is engaged.
12:01:12PM, allied forces cease fire within 1.2 km of the manifestation engine. Enemy forces continue to engage, damage is minimal as most defenders have taken protected positions.
12:01:18PM, main MiGou command ship engages Ar'ael with forward batteries. Summon manifests defensive paling, defeating all incoming rounds.
12:01:22PM, Ar'ael counter attacks MiGou command ship with energized strike. Forward section of the ship is destroyed, structural damage estimated at 66%, ship begins to burn and rapidly looses altitude until crashing, there are no survivors.
12:01:30PM, Ar'ael begins high energy particle bombardment of Neo-Soviet ground forces. Estimated loss of enemy material 17 mecha, 112 tanks and armored vehicles, 300 power armor soldiers, unknown number of unarmored combatants.
12:01:36PM, surviving Neo-Soviet fleet, three Citadel class assault craft engage Ar'ael with conventional missile barrage and particle beams. Ar'ael manifests paling defence. Missiles destroyed, but particle beams strike the summon, causing some disruption to the entity.
12:01:40PM, Ar'ael engages Citadel class assault craft with raking strike from energized strike, two ships are crippled and crash with heavy damage while the lead ship is consumed by a massive internal explosion.
12:01:52PM, Ar'ael levitates to 1000 meters above the manifestation engine, obvious draw of ambient power. After sevens seconds a high energy wave bursts from the entity. Optic sensors are knocked offline, and observers are temporarily blinded. Damage is extensive, fires are widespread from the event, and enemy forces suffer near total annihiliation within 3 km of the summon core. Friendly forces suffer approximately 23% casualties from summoning event, mostly due to secondary explosions, burning debris, or unexplained reasons.
Innate Abilities:
Defensive Paling: Ar'ael is invulnerable to non-capital weaponry. Anything smaller that siege weaponry, capital weaponry or ordinance smaller than 1000 pounds of explosive cannot harm the summon. Should the summon focus its power on defence, the paling can withstand direct bombardment from heavy naval weaponry and area saturation attacks. The paling can only be penetrated by very high power particle beams or Dark aspected magic.
Flare Strike: Most often a counter strike, or reflex action. This is a high energy armor piercing and area attack strike. Anything less than 80 tons is left in unrecognizable pieces. Bunkers, warships, and other objects take damage similar to a broadside of heavy naval particle cannons. Warships less than 200 meters in length are usually outright destroyed, cruiser sized craft are crippled if not outright destroyed, and a fortress or bunker complex would almost certainly be breached. The flare strike can penetrate up to 300 feet of earth to strike hidden or underground objects.
Holy Smite: Similar to a sustained bombardment, Holy Smite is a high energy attack that inflicts saturation damage. Unarmored or protected victims are vaporized, while protected victims are still likely to suffer major burns from the explosions. On a curious note, the 'explosions' from Holy Smite do not have any sort of blast component, but rather are assumed to be some sort of transdimensional energy expression. Holy Smite typically doesn't harm humans in a prostrate or non-aggressive stance.
Final Revelation: Only demonstrated in the Battle for Krakow, Final Revelation generates a massive energy phase shift event, creating damage and carnage similar to a small yield thermonuclear device. Similar to Holy smite's lack of blast wave, and general lack of harm to those in certain positions (kneeling, prostrate, etc), still causes fire, heat, and kinetic damage to physical non-organic objects in the blast area. Non-humans, or humans that have been corrupted, such as the Neo-soviet slaves of the MiGou are typically incinerated or vaporized.
That day, the sky turned to brilliance and the earth turned to fire. The MiGou fell back in confusion and disarray. We were still alive and most of those poor bastards the space fungus mind raped into attacking us were ash and dust in the wind. I saw her for a few seconds, her form outlined against the pillars of black smoke boiling up from wrecked warships. I saw hope. I saw something pure and beautiful. I saw something worthy of worship and devotion. She saved us all, she gestured with a hand and missils shattered uselessly, explosions couldn't even blow her hair back. The worst the aliens could throw at her wasn't enough to cause her to even grimace, she always had that little odd serene smile, like the Mona Lisa...
Origins
Ar'ael was among the first of the artificial summons to be created by arcanotechnology backed by a near bottomless budget. By combining the known precepts of planar summoning and binding, and the best materials and minds that could be found the central government created the one of the most powerful weapons devised. Ar'ael is principally composed around the ideals of purity, devotion, and protection. As the project proceded, it was found that by adopting elements associated with angels the entity created by the manifestation engine became more composed, stable and powerful. It was almost by accident that the Summon was intertwined with ideas of Revelation, and the Apocalypse. Such themes and beliefs have had poweful sway over the populace, but in light of the wars following the MiGou occupation and psychic dominance of the Neo-Soviet Union such End Times thinking grew in power. The Ar'ael summon taps into this collective belief and draws its power from it. As such, it is literally a being that comes into existence to bring an end to things.
The initial tests of the entity were of moderate success, retaining stability but never demonstrating any major potential. It was surmised that the entity did nothing because it didn't percieve any threats to itself or to those around it. Thus it was decided that rather than continue work on it, or relocating the manifestation engine and engramatic crystal containing the summon that it would be deployed to the Krakow salient. Military planners were desperate, and it was thought if it worked that would be grand, but they expected nothing from it. There were already plans to reinforce secondary lines and bring up the North Atlantic fleet as well as accepting naval assistance from the Atlantic Federation to stop the MiGou incursion.
Then Ar'ael happened. Drawing on the massive amount of fear and despair of the soldiers who activated her, and the millions huddled in terror, waiting to be assimilated or exterminated by the MiGou, she appeared as something twice the size of the largest mecha. It was in retrospect realized that in the presence of rational, largely atheistic, arcanotheistic, and otherwise agnostic viewers the summon isnt very strong, and not at all motivated to do anything. In the presence of 'believers', the summon can increase exponentially in power. Witnesses all report events like hearing bells, or a feeling of great peace and tranquility when the Final Judge is summoned. This is assumed to be some sort of psychic feedback, as no electronic devices record any sounds from the summon, even when it is discharging its attack abilities.
They can all go to hell. That's what I saw to those scientists and arcanowhateverists.
They can all go hoot and holler about how there is no God, that there is no truth to faith, and that blah blah blah the soul is just a 7th dimensional shadow cast by a living being. They refer to her as an entity, as a weapon, as something they made in a laboratory like Doctor Frankenstein. I've seen here, I heard her bells ringing and seen her face, and felt her peace in my heart. There are things in this world that are greater than what can be measured or photographed.
It's called Faith.
For a decade I didn't have any. I believed the nay sayers who pointed out every fault and flaw in the holy books. I saw the lies and the other things that made people feel enlightened and made fun of those who knelt in prayer. I don't need a book, or a man in a silly robe telling me shit written down thousands of years ago, stories for sheperds and farmers. I have SEEN it, I've seen HER.
In her, I have Faith.
The Cult of Ar'ael
There is something of a problem for the Eurasian Alliance and it's wonder weapon. She has a fan club slash religious cult. The core of the cult are veterans of the Battle of Krakow, and refugees and civilians who witnessed the summons appearance and how it decimated the MiGou and the Neo-Soviets but almost completely spared the beleagered Alliance soldiers, civilians, and innocents. The typical cult is usually centered around a dark god or exploiter of magic and shamanism. The cult of Ar'ael is centered around a weapon created by the military that is the object of devotion and worship. The cult is not so much a problem, as they do not worship a chaos being, dont practice magic, or do the other subversive things that most cults do. Instead, they are regularly petitioning to see the manifestation engine that houses Ar'ael's crystal, or to even see and touch the crystal itself.
The government doesn't want the crystal to be seen, noticed, photographed or otherwise observed. It would much rather the weapon sit unnoticed until it is needed and then rolled out and activated, and once the carnage is over, dusted off and wheeled back to its hidden bunker. Instead it is petitioned to put the thing on display by a rather large number of people. The more the government attempts to make the issue go away, the more it makes them look paranoid and insecure. Some have gone so far as to start acusing the government of discriminating against the good will of the cult since it generally has no compunction against sending out the mecha for parades and field exhibitions and recruitment drives for the military.
Writer's Notes
This is principally written for my CthulhuTech setting, a futuristed world at war mixing aliens, arcanotechnology and things like summons. As mentioned in the submission Of Summons, things like the highest power summons are unique, and a fixture of a nation or culture. The seed of Ar'ael is the idea of a summon being a quasi-religious experience. To see something like Ar'ael manifested is like seeing the face of God. There is no longer doubt, or worry, it is something that is simply a fact. Those who haven't seen it, havent heard the carillion of bells long since gone, cannot and will not understand. The CthulhuTech core setting is fairly up front about the fact that the appearance of aliens, a massive war, and arcanotechnology have lead to the complete abandonment of religion. Humanity is fairly predisposed to believing in something larger than itself. In times of fat and plenty, this faith becomes rather plastic and cosmetic in nature, only embraced in earnest once the threat of eventual death is knocked at the door to the Nursing Home. In times of duress, such as in major conflict, that faith becomes something that can move mountains. The Cult of Ar'ael is the beginning of a new sort of faith. Rather than dusty books and centuries of repetition and deeply ingrained automatic beliefs, it is a return to the ideal of the divine actually communing with man, face to face with things that can be called divine by their power and their appearance. Ar'ael is indeed something divine. While she was created in a laboratory, she became something far more than component parts should have created.
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Avatar of Pain
By: Scrasamax
( Lifeforms ) Constructed -
Any
Some things come from places so dark they don't have names
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Appearance: The Avatar of Pain appears as a blood stained giant of a man, standing a frightful 8 feet tall. His pale gore splattered body is thickly muscled with ropey veins and criss crossed with scars and brands. The avatar is clad is dingy white tattered clothing. The avatar's face cannot be seen, ever. It's head is covered with a massive rusted iron great helm. The helm is crafted in a brutally crude fashion, raw iron plates welded together haphazardly. Blood trickles down the avatar's shoulders where the rusted helm bites into its flesh. The Avatar carries a heavy iron melee weapon far larger than it should be able to wield believably. It stinks of spoiled meat and blood, and groans in dull agony.
Power Level: 2
Affinity: Dark/Evil
Innate Abilities:
Immune to non magical weapons, immune to small arms and rifles.
Fear: causes a powerful fear effect in opponents fighting it. To fight the Avatar of pain, a morale/courage check has to be made, unless the attacker has a drastic advantage (tank, mecha, magical armor, etc)
All-Seeing: The Avatar cannot be flanked or surprised in combat, lacking sight, it cannot be hidden from and non magical camoflage is ineffective. Anything less than full cover doesn't affect the accuracy of the Avatar of Pain.
Stability: 10
This summon is very stable once summoned, almost feeding off of the fear of the foes it mercilessly slaughters with its bloody sword or hammer.
Special Abilties:
Power Cleave: The Avatar of Pain can make a power attack that is intended to destroy inanimate objects such as obstructing doors, shields, power armor suits, and load bearing structural members. It will also use this is a coup'de'grace attack. If it does, it regains 2 points of stability.
Rend: Using its off hand, the Avatar of Pain can make a grappling attack. This can be used to disarm a foe, inflict crippling pain and injury to an unarmored target, or rip something apart. This can be pulling a door apart, ripping the skin off of a victim or pulling out a foes heart or guts.
Brutality: This is a favorite ability, but hard to use. Once the Avatar of Pain has subdued or otherwise incapacitated a foe it will exectute them in such a horrendous fashion that units within a certain radius are shocked, stunned and otherwise unable to act, possibly forced to make a morale check to continue fighting or even to hold their ground.
Notes:
The Avatar of Pain is a melee fighter intended for infantry level combat or to be unleashed by an infiltraitor in a base, lab, or bunker.
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Meles the Tenacious
By: EchoMirage
( Lifeforms ) Unique -
Forest/ Jungle
Meles, the eyes in midnight bands
the plagues would see him dead
yet Meles, his brood unchained
they ate the plagues instead
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In burrows in the lands of mortals, the minions of the Wyrm-Watcher fulfil their duty, unrecognized and unthanked. They care little, for they know that if the Worm from Below should send out its vile spawn, they will be the first line of defense.
They are badgers.
Humble animals close to the lands of men, they grow to prodigious size where the border to the spirit-lands is thin. Yet, the greatest of their number dwells in the Beast-Courts - Meles himself, the father of badger-kind.
When the roots of the Tree of Life were beset by the teeming brood of the Devourer, none dared to descend into the depths to bring the fight to the Lord of Maggots, save Meles.
The badger having descended into a hole of his own making, the other spirits stood uneasily at the dark entrance, listening to sounds of battle from below. Then, silence fell. All thought Meles dead, and only after a week passed, they dared to venture below to retrieve his corpse. Alas, they found him bloated and merry, feasting upon the corpse of Dwyr-Fuldnach, the Seven-Headed Worm. "It's not like I would not share, but he was too heavy to carry up!" the badger-spirit teased. The others were apalled, yet ever so grateful, and made Meles and his kin the Guardians of the Roots.
With his crushing jaws and razor claws, Meles is a fearsome combatant; driven by a strong sense of what is proper and what is just, his honor is infallible and implacable. Summoners who seek to send him on a dishonorable errand will find the spirit stubborn as a mule; should they not heed this warning, Meles could even turn on them.
Also known as the Raging Sage, Meles would make a valuable spirit advisor, yet his temper often keeps him from using his wisdom. Still, his knowledge of nature sorcery and fey tricks is extensive.
***
Appearance:
A stout bipedal badger some ten feet tall, Meles wears armor of stone, bone and leather inset with spirit sigils. His face is shadowed by a wide-brimmed leather hat decorated with bones and claws. From his belt, a fearsome silver sword hangs, along with pumpkins filled with wondrous brews. His gaze is intense normally, and flares up to a red glow in combat.
Meles in combat:
*With his powerful claws, Meles can dig through earth and rock. He may be summoned to break down fortifications, bore tunnels or trenches. In battle, he may burrow, only to appear in unexpected places, or withdraw underground to recuperate.
Also, earth creatures, such as elementals or stone golems, cannot use their armor against his strikes. Against metal armor, such as of knights or tanks, Meles ignores only a part.
*Tenacious to the extreme, Meles is able to lock onto foes and hold them fast, or rip them to shreds. Especially magically inclined summons fear his clingy nature.
*The brood of Meles can aid him, too (and is available as a separate, lesser, summoning) - badgers of various sizes will pop up from holes, harass his foes, ferret out infantry, and help hold enemies fast.
*Wyrm-Foe: Meles and his brood have a keen sense of smell for decay, and can detect foul creatures and aberrations, especially worms and their ilk, with great accuracy. They are immune to poison, disease and attribute-draining attacks based on death energy.
Swarms of insects and their likes do no harm to Meles and his brood, moreover such swarms take damage themselves, and restore the health of the badgers (nothing like a tasty grub!)
*Two Minds: while a sage of great learning, Meles has a short temper. Thus, when grievously wounded, his combat tactics change. While healthy, he may use his magic and potions, as his vitality fades, he will turn into a merciless berserker (his stats and move list will change to reflect this).
*Fey Friend: when not too angry, Meles has an array of fey tricks at his disposal. With honey potions, he may cure allies, heal afflictions or lob them at enemies to glue them to the ground. Various kinds of marvelous funghi provide him with spores to confuse enemies or act as lures. Last but not least, his brazen and provocative nature lends itself readily to taunting to disconcert an otherwise intelligent foe, force a confrontation, or draw away a dangerous foe from a more vulnerable target.
*Battle Rager: hurt, Meles becomes implacable. The more harm he suffers, the more powerful and swift his moves and attacks become; he even grows taller with rage. Summoners should take care, for a grievously wounded Meles may fail to distinguish friend from foe, especially is some abomination managed to splatter its ichor over said allies.
To earn the allegiance of Meles, a would-be summoner must defend a place of natural power from encroachment by ruinous powers, and be anointed by forest spirits and fae. Even when not summoned, Meles will be vigilant, and make his summoners aware of approaching plagues. If a summoner avoids confrontation with the powers of decay for too long, Meles may abandon him, especially if he sensed cowardice.
Affinity: Life/Earth
Power level: 3 (Brood of Meles 1-2, depending on number)
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December 7, 2011, 17:32
While I like the basic premise, this system doesn't hold much that inspires me to use it.
The good: When compared to D&D, it definitely condenses things and offers a tiered system that is better for "rules lite" games. I appreciate the distinction you are trying to make between mundane summons and epic summons, and agree that summoning should be generally more awesome. I also like the stability mechanic as a way of restricting their power.
The "bad": I guess I would just like to see the system fleshed out a little more. Exactly how does one perform a summoning? Are there any materials/preparations that are needed? How common is this sort of magic? Is there any agreement that has to be reached with a particular being before you can attempt to summon it?
Other thoughts: Given the power of level 4 and 5 summons, I would almost expect that an entire group of seers/casters would be required to bring them forth and maintain their stability. I'm also a little concerned about the sheer amount of power that you give in immunities, but I guess that I can see the reasons for doing so.
December 7, 2011, 22:25
To answer the 'Bad' questions: One performs a summoning by declaring that the Summoner is going to call his summon as an activated ability. There are no materials or preparations needed. Summons are basically 'attached' to the summoner like a piece of equipment or weapon. This sort of magic is not at all very common. The most epic level summons generally have an ethos that has to be followed, but there isn't really a level of interaction between the summoner and summons.
Summon spells are attached to physical items, typically large crystals/materia. Common summons can be held in artificially made crystals, while the major summons can only be held by large natural crystals. As such, the summon crystals can be stolen, and a level 5 summon is basically a national, possibly a cultural treasure as well as a weapon.
December 8, 2011, 16:44
The crystal idea is neat, by the way, and provides enough of a disadvantage to summoning (the character must carry around a large-ass, possibly fragile piece of equipment) that it satisfies my inner concerns.
December 8, 2011, 22:30
December 8, 2011, 5:28
I like the basic premise, but the execution is ... incomplete. Especially from an RPG perspective.
Personally, I am all for named summons that a caster must actually gain through deeds, and not by learning Summon Fiendish Dire Weasel.
December 8, 2011, 6:59
December 8, 2011, 5:30
December 12, 2011, 12:32
Revoting to reflect new information.
May 17, 2013, 22:01