Disciplines of Summoning (Air)

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Jewel
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Disciplines of Summoning (Air)

Post by Jewel » Tue Apr 20, 2021 6:42 am

Jinn

Touch the Immortal Mind
TN: 10
Range: 20‘
Area of Effect: Target Seal
Duration: Six Hours
Raises: Effect (+1k0 per two raises)
Effect: You have learned something of the esoteric motivations of the Jinn and can better predict what they will ask of you. When summoning a Jinn, this spell grants you an additional number of rolled dice on your Commerce/Intelligence roll to bargain with the Jinn equal to your School Rank.

Summon the Smokeless Fire
TN: Special
Range: 20’
Area of Effect: One Jinn
Duration: Three Hours
Raises: None
Effect: This spell allows the sahir to call forth across the gap of the realms and bring forth one of the mighty Jinn of Smokeless Fire to entreaty for aid. The rules for summoning a Jinn may be found in the LBS 3rd edition book, page 291. If you have the Servant of the Smokeless Flame Advantage you gain 4XP upon learning this spell.

Banish the Immortal
TN: 20
Range: 100’
Area of Effect: One Jinn
Duration: 30 days
Raises: Duration (+1 week).
Effect: You have learned the secret of manipulating the bond between sahir and jinn. After this spell has been cast, the jinn targeted must make a Void roll with a TN equal to the result of the spellcasting roll or be banished from the realm.


The Primal Elements

Bring Into Being
TN: 10
Range: 50’
Area of Effect: A cubic half foot of material
Duration: Permanent
Raises: Range (+10’), Quantity (+cubic half foot), Composition of material (1-2 raises)
Effect: Named for its most common usage of bringing forth water for a thirsty soul, this spell allows a sahir to summon or destroy material made from any of the four basic elements. The amount is not great but it is enough to start a fire if tinder has already been collected, or slack a man’s thirst. In addition if you are suffocating you may summon air directly into your lungs to forestall the effects of suffocation for 3 rounds. This particular effect is only usable on yourself and only with air however. In addition, with raises you may summon or destroy more specific types of the element such as stone or wood for earth and ice for water. Rare or precious materials (Such as gold, Jade, or Crystal) may not be summoned or destroyed using this spell.

Call upon the Elements
TN: 15
Range: 100’
Area of Effect: One Element
Duration: Concentration
Raises: Range (+10’), Element effected(+1 element), Mass/Volume (+1 unit/+1k0 damage)
Effect: The elements move at the sahir’s command. Causing water to flow uphill, or fire to sweep across the sky. When making their spellcasting roll the sahir must declare which element or elements they are going to affect. After the spell has been cast, the element(s) move at the command of the sahir. A sahir may move an amount of an element equal to his own weight, though he may call raises for more. For the elements of air and fire, translate this to a volume no larger than his own instead. This spell may be used to magically heave rocks, water, air, or fire at a target, resolving it as an Athletics/Agility roll against the target’s ArmorTN. This damage is 2k2 for Fire and Earth, and 1k1 with a Knockdown check as an Earth Roll (TN 15) for Air and Water.

Ride the Desert Sands
TN: 20
Range: Personal
Area of Effect: Caster
Duration: One Hour
Raises: Duration (+10 minutes), Area of Effect (Any one target for two raises)
Effect: Perhaps the strangest of the elemental spells, Ride the Desert Sands allows for the target to take on an aspect of one of the four basic elements. If Air is chosen the target no longer needs to breathe, and may ignore any weather related conditions they choose. In addition, the affected Sahir may take to the sky, though doing so requires a complex action to maintain flight, otherwise your movement is limited by your Water ring. If earth is chosen, the target may pass through non-magical barriers so long as they can pass through in one step and suffers no fall damage from hitting stone, sand, or wood. If Fire is chosen, the target takes no damage from any type of fire, does not suffer from smoke inhalation or heat stroke, and suffers no penalties from bright lights. If Water is chosen, the target need not breathe underwater, suffers no damage from intense water pressure, and cannot be moved by water currents. The Sahir may end this effect at any time.


Implements

Bend the Inanimate Will
TN: 10
Range: 50’
Area of Effect: One object
Duration: Concentration
Raises: Target (Additional object per two raises)
Effect: The sahir may temporarily bend or warp objects. The object in question cannot be larger than the sahir and he must be able to see it. When cast, this spell allows a Sahir to twist and deform the object in question as long as they maintain Concentration. The change in the object cannot break it, but can manipulate it in virtually any other way. In addition, the object is incapable of piercing or crushing or in any way directly causing injury or damage to a target.

Summon Forth
TN: 15
Range: One Mile
Area of Effect: One object
Duration: Instantaneous
Raises: Range (+1 mile)
Effect: The sahir may now call objects to him or send them elsewhere with a gesture. You must have intimate knowledge of the object (requiring examination for at least one hour) if you are summoning it, or be familiar with the place to which you are banishing it (having been there for at least one hour). If you are sending it away you must touch the object in order to banish it. If the object is being held and the holder does not voluntarily give the item up you must make an attack using the brawling skill as a free action while calling the appropriate raises for a disarm attempt. If this attack is successful the object is immediately transported, with no contested Strength roll involved or any damage dealt to the person who was wielding the object. The object summoned or banished cannot be living and cannot exceed you in size.

Control the Æther
TN: 20
Range: 50’
Area of Effect: One target
Duration: Concentration
Raises: Range (+10’), Size (+100 lbs)
Effect: This spell allows the sahir to now move any inanimate object that he can see with merely his force of will. You may manipulate any object up to 100 lbs in weight. Using whatever object you are moving with this spells will use your Air Ring in place of whichever Trait would normally apply.
GM • City of Stories

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