Effects |
The effects of this skill depends upon the deity you serve:
- Joasri: Everyone except the cleric must make a Mental Balance Check. Allies make an easy Mental Balance check while enemies make a normal Mental Balance check. Those who succeed have nothing happen. Those who fail are driven mad for 1d3 rounds which they spend screaming about hallucinations and unable to act.
- Nikolai: All enemies are blinded by a super bright glaring light and must make hard perceive checks to move or attack. Should they fail they must make impossible brace checks to not fall down.
- Norvus: Self and allies are granted 2d20 (each) extra physical protection for 1d6 rounds.
- Ova: Self and allies are granted 1d8 poison sap on their skin that doesn't affect the protected for 1d6 rounds. They can apply this sap to their weapons or physically touch the targets to inflict them with 1d8 poison.
- Spector: Everyone has to roll a 1d6, where 6 = instant death. Allies and self get 2 tries to not roll a 6. Furthermore any undead or spirits are instantly destroyed.
- The Four Winds: Zephyr doubles all allies and self move rate, Eros gives all enemies 1d6 penalty to all checks, Tyria inflicts all enemies with sickness, Solara makes self and all allies immune to negative status effects. All of these effects happen and last for 1d6 rounds.
You can only have one successful summoning use a day. |
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