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Dice Mob Home > Dice Mob Rules > Skills > Skill Descriptions
Summoning
Summoning works a little differently than other forms of magic in that it works in conjunction with other casting skills. To successfully summon any creature, the summoner must make a Skill roll. The number of successful dice above that which is required constitute the number summoned but this is limited, as shown below, by the size and level of the summoner.
Summoning is based on the size of the creature or creatures summoned and the degree and level of the summoner. Unless otherwise listed in the description of the creature itself, they have hit points corresponding to the size listed in the Race section:
- Tiny - Requires a first degree summoner. Up to one per level of the summoner.
- Very Small - Requires a first degree summoner. Up to one per two levels of the summoner.
- Small - Requires a second degree summoner. Up to one per three levels of the summoner.
- Medium - Requires a third degree summoner. Up to one per five levels of the summoner.
- Large - Requires a fourth degree summoner. Up to one per ten levels of the summoner.
- Extra-Large - Requires a fifth degree summoner. Up to one per twenty levels of the summoner.
- Gargantuan - Requires a sixth degree summoner. Up to one per fifty levels of the summoner.
After the initial summoning, the summoner only needs to expend mana and a passive action to keep them around, including attacking on behalf of the summoner. Even when used in conjunction with other magic skills, the mana expended is only equal to the summoning degree required. Obviously no more than three summoning groups can be maintained at any one time unless the summoner has some skill or item that allows for more than the standard number of actions usable for maintaining summoning (e.g. one combat, one non-combat, and one passive).
| Skill | Affects | Effect in a Nutshell* | Mana? |
|---|---|---|---|
| Summon Animals | Summoning | Used in conjunction with the Animals skill | Per degree |
| Summon Plants | Summoning | Used in conjunction with the Plants and Fungi skill | Per degree |
| Summon Undead | Summoning | Used in conjunction with Life and Death skill | Per degree |
| Summon Elemental | Summoning | Used in conjunction with elemental skills | Per degree |
| Summon Extraplanar Entity | Summoning | Used in conjunction with Space skill | Per degree |
Animals
Used in conjunction with Animals skill. The type summoned must be one that has been seen by the summoner and should be one that can survive in the current environment. (The summoner can’t summon a saltwater fish into a freshwater lake.)
Example: To summon birds, a summoner would also be required to have the trust emotion for birds. To summon sharks, a summoner would also be required to have the trust emotion for fish.
Plants
Used in conjunction with plant/fungi skill. This skill can be used to summon regular plants or fungi to aid the summoner in whatever way the summoner might envision, from creating edible vegetables to giant beanstalks to entangling vines. The number of vegetables would be one per level of the caster. Vines or giant beanstalks would have a length equal to one meter per level of the caster.
Undead
Used in conjunction with life and death skill. Unlike other abilities where creatures are summoned out of thin air (or gateways), undead must be summoned from a skeleton or other dead body in the vicinity. Unlike other summoning skills, there is no size limit based on skill degree (since the body has to already be present), but the number of undead that can be summoned is limited by the level for the size of the undead being summoned. The type of undead summoned is based on the degree of the caster using the following table.
- First Degree - Skeleton, Zombie
- Second Degree - Ghoul, Mummy
- Third Degree - Wight, Shadow
- Fourth Degree - Ghost, Banshee
- Fifth Degree - Wraith, Spectre
- Sixth Degree - Vampire, Lich
Elemental
Used in conjunction with skills over air, earth, fire, water, acid, electricity, poison, and disease. These elementals can be tiny, very small, small, medium, large, extra-large, or gargantuan based on the desires and the skill degree of the summoner and have hit points as listed in the races section of the rules. All elementals generally roll attack dice equal to “two for trying” plus one per size (e.g. tiny roll three dice, very small four dice, etc) and have additional effects consistent with those listed on the attack.
Extraplanar Entities
Used in conjunction with the space skill. Summoning extraplanar entities (e.g. demons, imps, angels, genies, etc) requires a successful Skill roll and a degree sufficient for the number and size of desired demons. In addition, extraplanar entities must be dismissed before the summoner reaches zero mana or they will be loosed. Dismissing an extraplanar entity requires a successful Win-Loss roll vs the extraplanar entity’s Self. If an extraplanar entity is not dismissed, it turns against its summoner, then the party, then the rest of the world.
