Difference between revisions of "Call"

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|School: [[Summon|[Summon]]]
 
|School: [[Summon|[Summon]]]
 
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| Check: Resilience+[[Ritual]]+Call (Avatar Summon) -OR- Attunement+[[Ritual]]+Call (Channelling) vs Target # of Spirit or Item to be Summoned.  For Flash Summons only, roll Attunement+[[Channelling]]+Call
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| Check: Resilience+[[Ritual]]+Call (Avatar Summon) -OR- Attunement+[[Ritual]]+Call (Channelling) vs Target # of Spirit or Item to be Summoned.  For Flash Summons only, roll Attunement+[[Channeling]]+Call
 
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| Duration: Varies
 
| Duration: Varies

Revision as of 23:01, 9 July 2013

The 'Call' of a Summoner is the heart of their abilities, the connection they have to the Spirit Realms and the beings that they have bargained for in order to use their power on the mortal realm.  Not every summoner is the same.  Some can only bring them forth for an instant, to deliver a heavy blow on the battlefield.  Some are granted an aspect of the Spirit that they manifest as an item to be used in battle.  Others can even bring an Avatar of the Spirit to the physical world to fight by their side.  Subtle and powerful, this is what makes them one of the most feared and beloved magic users known.


System:
School: [Summon]
Check: Resilience+Ritual+Call (Avatar Summon) -OR- Attunement+Ritual+Call (Channelling) vs Target # of Spirit or Item to be Summoned.  For Flash Summons only, roll Attunement+Channeling+Call
Duration: Varies
Cost: Varies
Area of Effect: Varies
Status: Varies



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