Sleight Summons are a simple approach to summoning that rely on pledged Essence to bind summoned entities to the will of the summoner within a specific form. The {basic} Ritual of Sleight Summons uses the Ritual of Summoning and invokes the simple, fundamental duality of Chaos and Order to build upon the Spark of Fiend or Virtue to be wielded as a weapon. The process requires the specific ritual knowledge, free Essence to pledge, the creation of a Binding Object, and the enactment of the ritual. Various materials and knowledge may adjust the chance of a successful outcome. These entities are simple and meant to manifest a limited range of power.
Power Measure: Sleight Summonings have 3 orders of power, based on how much Essence is pledged to contain the entity summoned, doubling each measure; The measures are 1, 2, or 4 Essence.
This ritual is a common ritual. This Ritual is covered under Ritual Phenomenology.
Common Requirements: All of these rituals require a Minimum Aptitude and have some Character Points cost (min. = Aptitude req.); Greater ones have have some Essence cost as well.
Existing Knowledge: Attempting the ritual to overwrite existing knowledge can be done. If the ritual fails, the existing knowledge is not affected.
The costs must be covered; If so, the formulae is learned with the noted enhancement.
Random:
D6 (max on any = the list #; i.e. can only roll 1 once, but 5 five times)
1: +1 str
2: +1 attack
3: +1 dex
4: +1 damage
5: +1 initiative
6: vanquishing = fear
> 1 Essence = choose quiet presence; magic weapon but no physical Agitating Glint manifestation obvious
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
> 1 Essence = choose quiet presence; magic weapon but no physical Agitating Glint manifestation obvious
Choose:
Health = Constitution is increased by 1 (Hard damage heals at double the normal rate)
Shielding = AC is increased by 1
Protection = All saving throws are increased by 1
Deflection = The item gains an extra Resilience that regenerates each Short Rest
Defense = While possessed, the item absorbs damage of a specific type
Victory = immune to fear – magical or mundane
> 1 Essence = choose quiet presence; magic weapon but no physical Soothing Glint manifestation obvious
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
> 1 Essence = choose quiet presence; magic weapon but no physical Soothing Glint manifestation obvious
The cost is not paid if the ritual fails.
The costs must be covered; If so, the formulae is learned with the noted enhancement.
The cost is not paid if the ritual fails.