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Old Feb 25th, 2012, 06:28 AM
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How to use the Summoner's Circle

The Summoner's Circle

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“No one who conjures up the most evil of those half-tamed daemons that inhabit the nether reaches, and seeks to wrestle with them, can expect to come through the struggle unscathed.”

This area is run by a dhampir summoner named Awen Kallika. The summoner's circle is used for summoning familiars, eidolon's, psi-crystals, bonding with objects and all other similar class/race features and feats.

The Circles of Summon, Shape and Bond form an epic spell whose outer circles touch all consecutive realities, much like Eternity's End.

Upon request, it can forge a stronger object bond, summon a new familiar or change the shape and bond of a familiar or animal companion to match any of the infinite alternative realities, where the creature may have been born or made into a different creature. The familiar or animal companion immediately assumes a shape of it's master's choosing, but it must match the strength of it's current 'bond'.

The familiar retains all personality and memories except knowing how to use special abilities or feats it no longer possesses. It gains knowledge of it's new special attacks and feats accordingly. An ex-owl familiar would recall it had Weapon Finesse, but would not remember how to use it unless it's new form has Weapon Finesse as well.

This means a new familiar can be summoned, or an old one can be dismissed and replaces, or the same familiar can have it's essence transferred to a new body. The cost for this is standard and has no time requirements as outlined in RAW.

Only Bonds and Familiars (or similar) gained after character creation (including if this occurred mid adventure) must still be reported here.

Bonded ItemsAt 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed in an adventure, it is restored upon returning to Eternity's End. A wizard can designate an existing magic item as his bonded item. The new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. This is done at the Summoner's Circle with a cost of 200 EM per wizard level.

Last edited by Quori; Feb 7th, 2013 at 07:33 PM. Reason: Updated EE Links
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