Creatures summoned by players have 5 distinct levels that correspond to it's summoner's level. When you summon a creature find it's level and multiply all of it's stats, except for resistances and vulnerabilities, by it's level. A summoned creature remains for as many turns as stated in the ability stat block or until it is killed or the summoner summons another creature. Players can only keep a single active summon at a time unless otherwise stated.
If you have summoned a creature, their turn will be a little different from your own turn. Summoned creatures have a set amount of AP they have on each turn and do not roll over any unused AP. The AP per turn is the 4 + speed + perception
Creature Level Table
| Creature Level | Summoner Level |
|---|---|
| 1 | 1-4 |
| 2 | 5-8 |
| 3 | 9-12 |
| 4 | 13-16 |
| 5 | 17-20 |
Water Elemental
Medium Elemental
- Hit Points Level * 30
- Armor Rating Level * 6
- AP Per Turn 4 + Level + Speed + Perception
- Critical Chance Level * 4
- Resilience/Resolve Threshold Level * 15
STR FIN ARC CON SPD PER 2 1 3 3 2 2
- Dodge 10
- Resilience +8
- Damage Resistances Water (Level 5, 150%)
- Damage Vulnerabilities Fire
Actions
Ice Punch. Melee Weapon Attack: 3 AP, +Strength to hit, one target. Hit as many d6s of water damage as level.
Ice Spear. Simple Ability: 4 AP, 15 tile range, one target. Hit as many d8s of water damage as level, resilience save or frozen for 2 turns)
Ice Spray. Involved Ability: 6 AP, 5 tile range, cone. Hit as many d10s of water damage as level, resilienec save or knocked down and weakened for 2 turns.
Earth Elemental
Medium Elemental
- Hit Points Level * 30
- Armor Rating Level * 6
- AP Per Turn 4 + Level + Speed + Perception
- Critical Chance Level * 4
- Resilience/Resolve Threshold Level * 15
STR FIN ARC CON SPD PER 2 1 3 3 2 2
- Dodge 10
- Resilience +8
- Damage Resistances Water (Level 5, 150%)
- Damage Vulnerabilities Fire
Actions
Ice Punch. Melee Weapon Attack: 3 AP, +Strength to hit, one target. Hit as many d6s of water damage as level.
Ice Spear. Simple Ability: 4 AP, 15 tile range, one target. Hit as many d8s of water damage as level, resilience save or frozen for 2 turns)
Ice Spray. Involved Ability: 6 AP, 5 tile range, cone. Hit as many d10s of water damage as level, resilienec save or knocked down and weakened for 2 turns.
Air Elemental
Medium Elemental
- Hit Points Level * 30
- Armor Rating Level * 6
- AP Per Turn 4 + Level + Speed + Perception
- Critical Chance Level * 4
- Resilience/Resolve Threshold Level * 15
STR FIN ARC CON SPD PER 2 1 3 3 2 2
- Dodge 10
- Resilience +8
- Damage Resistances Water (Level 5, 150%)
- Damage Vulnerabilities Fire
Actions
Ice Punch. Melee Weapon Attack: 3 AP, +Strength to hit, one target. Hit as many d6s of water damage as level.
Ice Spear. Simple Ability: 4 AP, 15 tile range, one target. Hit as many d8s of water damage as level, resilience save or frozen for 2 turns)
Ice Spray. Involved Ability: 6 AP, 5 tile range, cone. Hit as many d10s of water damage as level, resilienec save or knocked down and weakened for 2 turns.
Fire Elemental
Medium Elemental
- Hit Points Level * 30
- Armor Rating Level * 6
- AP Per Turn 4 + Level + Speed + Perception
- Critical Chance Level * 4
- Resilience/Resolve Threshold Level * 15
STR FIN ARC CON SPD PER 2 1 3 3 2 2
- Dodge 10
- Resilience +8
- Damage Resistances Water (Level 5, 150%)
- Damage Vulnerabilities Fire
Actions
Ice Punch. Melee Weapon Attack: 3 AP, +Strength to hit, one target. Hit as many d6s of water damage as level.
Ice Spear. Simple Ability: 4 AP, 15 tile range, one target. Hit as many d8s of water damage as level, resilience save or frozen for 2 turns)
Ice Spray. Involved Ability: 6 AP, 5 tile range, cone. Hit as many d10s of water damage as level, resilienec save or knocked down and weakened for 2 turns.
Plane Wanderer
Medium Celestial
- Hit Points Level * 20
- Armor Rating Level * 4
- AP Per Turn 4 + Level + Speed + Perception
- Critical Chance Level * 3
- Resilience/Resolve Threshold Level * 15
STR FIN ARC CON SPD PER 1 2 3 2 3 2
- Dodge 10
- Resolve +8
- Damage Resistances Water (Level 5, 150%)
- Damage Vulnerabilities Fire
Actions
Radiant Strike. Melee Weapon Attack: 3 AP, +Strength to hit, one target. Hit as many d6s of radiant damage as level.
Sacred Spark. Simple Ability: 3 AP, 10 tile range, Target a creature within range. You hurl a bright spark of energy at them and as it collides it explodes into an energy of your choosing (force, fire, air, water, earth, radiant). The target takes as may d6s of the selected damage type as your arcana stat and must succeed a resilience saving throw or they will be restrained by threads of light for a turn.
Soul Pact. Involved Ability: 5 AP, 10 tile range. Target two creatures within range. You tie their souls together and may choose an effect: Amplify, Rectify or Modify. This tie between the creatures lasts for as many turns as your Phosmagus level.___
- Amplify: when one takes damage the other takes double that.
- Rectify: when one takes damage, the other heals by that amount.
- Modify: when one would take damage it is instead redirected to the other.
Plane Wanderer Undead Thrall Flesh Golem Void Strider
Cat Weasel Wolf Large Spider Venomous Snake Raven Lizard Sprite Imp Pseudodragon
Wolf Velociraptor Eagle