Wren's 2.0 Game
Dedicated Spellcaster Summons
Below are the special options that relate to summoning. Each class has their own options and rules governing these options.
Thaumaturge Specific Summons
Golem Creation (Thaumaturge)
The Thaumaturge can create a golem as per the monstrous manual, but with the following stipulations: The animating power is derived from the negative energy plane. The creator must be a 9th level thaumaturge wizard. Construction time and GP cost is cut by 90%. And finally regardless of the normal spells needed for each golem type, the thaumaturge need only cast Strength, Animate Dead, Fear, and Domination.
Summon Infernal (Thaumaturge)
The thaumaturge may summon a renegade infernal type not belonging to the blood war. This infernal is also known as a primordial demon, as they predate the blood war itself. They appear as red to black skinned, horned men and women with white hair, goat-like clawed legs, and a prehensile tail. These demons like wearing fancy clothing and armor to increase their appearance and standing with the lesser intelligent races.
In order to summon the infernal, the casting ritual must take place in a dimly lit room without any witnesses. This summoning takes 1 turn to complete and must be cast upon a permanent magical circle laid into the earth (such as a carved stone circular or rectangular seal inlayed with silver). Either way, each summoning circle must of the highest quality craftsmanship and cost no less than 1,000 gold. Only one summon may be active at a time (excluding golem creations).
Once summoned, the infernal in question is under no obligation to follow any except three stipulations that are clearly stated before it can leave the circle.
Primordial Demon (Thaumaturge)
Alignment: Any neutral or evil
Hit Dice: Same as Thaumaturge+4
Intelligence: 13-14 (Highly intelligent)
AC: 2 (4 unarmored w/ 4 from dex)
Thac0: 14 (As rogue; 3 Strength, 4 skill)
No. Attacks: Claw, Claw, Bite, (Rake if two attacks connect)
Damage: Claw 1d6+10, Bite 3d4+10, Rake 2d6+10
Immunities: Strength/Dexterity/Constitution 19; Half damage from all sources; 80% Climb, 50% HiS, 50% MS (+3% per hit dice); Gains 30 character award points per hit dice
Infernal Apparatus of Transformation (Thaumaturge)
This thaumaturge doesn’t want to merely summon demons or devils, this thaumaturge wants to become one. While this isn’t a summons in the normal aspect, the thaumaturge must summon and imprison up to three infernals (of the same type) in paralytic liquid vats. The material component for a single vat is 15,000 gold. Use the summon rules as normal to conjure an infernal then use whatever skills you have to capture it (due to the malicious nature of the summon, the infernal automatically breaks free of your control). The apparatus needed to transmogrify your body is worth 50,000 gold. Once you have all the components, you must then power the apparatus. This will take six castings of chain lightning and twelve evil aligned souls sacrificed to the apparatus in one sitting. Afterward, you can activate the device and take on the racial template and all spell abilities of the chosen infernal.
Witch Specific Summons
Alignment: As creature type
Hit Dice: Same as witch
Intelligence: As creature type +2
AC: Same as witch, with a + 5 morale bonus
Move: As creature type +4
Thac0: As creature type
No. Attacks: As creature type
Damage: As creature type
Immunities: As creature type plus Soul Link, Soul Bound, Reincarnation, & Transmigration
The witch’s familiar (in this case, a mammal only) is an often recognized trademark of the witch as much as black robes and mixing potions in a cauldron. The familiar is a spirit being that houses the witch’s soul, however it appears as some animal or other small creature. Although it’s a magical creature, it’s still the animal its reflected to be.
Soul Link: The witch can mentally command the familiar and sense what the creature senses. Despite what the natural age limit is on the creature, the creature ages as much as the witch does.
Soul Bound: Should the familiar be slain, the witch must roll a system shock check. If failed the witch is cut off from her ability to cast spells for one lunar month.
Reincarnation: Should the witch be slain by unnatural means (such as being slain by sword or spell; not poison from an adder, age, or disease), the witch may be reborn 15 years older in one lunar month under a full moon from the familiar’s skin.
Transmigration: Starting at 10th level, should you be slain (or simply wish to leave your body permanently) you become ethereal form, but with only 1 hit point and you can’t leave this form until you have a new body. In order to take a new body the recipient cannot be equal to or higher level than your level, and must be the same race and gender as you. You must have your familiar draw the breath from the victim as they lie asleep. The victim chosen must make a save: if successful the victim is immune to the attack. If the victim fails you take possession of the victim’s body and the victim is slain. As soon as you take on this new body, your physical ability scores become 6 and you take on the victim’s charisma score, but retain your own wisdom and intelligence scores. You slowly gain back one physical ability point per ability score, once a day (however there is no visible appearance of this save a pallor look). This continues until you gain the ability points you once had (minus physical aging penalties if applicable).
Infernal Blood Ritual of Transformation (Witch)
The witch isn’t merely satisfied in superficial power of spells and illusions, the witch wishes to become a terrible demon. The witch uses this ritual to gate in a succubus/incubus. After which you must capture the demon and hold it prisoner, sacrificing it in a special blood altar. All of the component cost are worth 120,000 gold. Once the sacrifice takes place, your body disintegrates and your improved form rips from the demons flesh. This lets you take on the racial template and all spell abilities of the succubus/incubus. As soon as you take on this new body, your physical ability scores become 6 and you take on the victim’s charisma score (20), but retain your own wisdom and intelligence scores. You slowly gain back one physical ability point per ability score, once a day (however there is no visible appearance of this save a pallor look). This continues until you gain the ability points you once had.