Aspect Codex
Summoning
Summoning is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Summoning defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Summoner's Hand
Conjure a Tiny spectral hand, claw, paw, tendril, or servant within range. It can manipulate objects, open unlocked doors, carry up to 10 pounds, retrieve or stow items, and perform simple tasks. It cannot attack, activate complex magic, or take damage for you.
Calling Mark
Place a faint summoning sigil on a willing creature, unattended object, or open space within range. Until the duration ends, your Summoning powers can use that mark as their point of origin if it is within range and on the same plane.
Find Familiar
Summon a Tiny familiar spirit in an animal, object-mascot, or minor outsider form approved by the GM. It cannot attack, but it can scout, Help, deliver touch-range Summoning powers, and communicate simple impressions while within 100 ft. Only one familiar from this power can be active at a time.
Lesser Servitor
Call a Small harmless servitor into an unoccupied space within range. It can clean, carry, fetch, hold a light, make noise, distract, or perform simple labor. It cannot attack or force saves. It disappears if reduced to 0 hit points, moved more than 300 ft. from you, or dismissed.
Summoned Strike
Call a brief claw, fang, blade, horn, hoof, or spirit weapon to strike one target within range. Make a ranged power attack. On a hit, the target takes 2d8 force, piercing, slashing, or bludgeoning damage, chosen when you use the power.
Dismiss Summon
When a summoned creature, conjured object, or called spirit of Tier 1 or lower appears or acts within range, attempt to dismiss it. The summoner or creature makes a CHA save. On a failure, the summon vanishes or is suppressed until the start of its summoner’s next turn.
Find Steed
Summon a loyal rideable spirit in an unoccupied space within range. It resembles a Large mount appropriate to your tradition. While you ride it, it acts as a controlled mount and shares your initiative. It cannot make more than one attack per round, and it vanishes if reduced to 0 hit points or if you summon another steed.
Summon Beast Spirit
Call a bestial spirit into an unoccupied space within range. Choose air, land, or water. It acts after your turn, obeys your commands, and uses simple beastlike attacks. If you give no command, it Dodges and avoids danger. Only one combat summon from this aspect can be active at a time.
Borrowed Sense
Choose one familiar, servitor, steed, or summoned creature you control on the same plane within range. For the duration, you may see, hear, or sense through it as a bonus action. While doing so, your own body is blinded and deafened to your surroundings.
Reinforce Summon
When a summoned creature or conjured servitor you control within range takes damage, reinforce its body. Reduce the damage by 2d8 + your INT modifier. If this reduces the damage to 0, the summon may move 10 ft. without provoking opportunity attacks.
Summon Swarm
Call a swarm of minor spirits into a 10-ft. radius area centered within range. The area is difficult terrain for hostile creatures. When a hostile creature enters for the first time on a turn or starts there, it must make a DEX save, taking 3d8 piercing, poison, necrotic, radiant, or force damage on a failed save, or half on a success.
Guardian Call
When you or an ally within range is hit by an attack, call a brief guardian between attacker and target. Reduce the damage by 3d8 + your INT modifier. If the attacker is within 5 ft. of the target, it must make a STR save or be pushed 5 ft.
Summon Lesser Elemental
Call a Small or Medium elemental spirit of air, earth, fire, or water into an unoccupied space within range. It acts after your turn and obeys your commands. Its attacks deal a source-appropriate damage type. Only one combat summon from this aspect can be active at a time.
Summoner's Recall
Choose one summoned creature or conjured servitor you control within range. Move it to an unoccupied space you can see within 30 ft. of you or within 10 ft. of a Calling Mark you created. This movement does not provoke opportunity attacks.
Summon Shadow
Call a shadow, spirit, phantom, or gloom-servant into an unoccupied space within range. It acts after your turn, obeys your commands, and excels at stealth, fear, or draining strikes. It is not undead unless the GM says your tradition makes it so. Only one combat summon can be active at a time.
Summon Construct
Call a construct spirit into a clockwork, stone, clay, metal, or animated armor form within range. It acts after your turn and obeys your commands. It is durable, literal-minded, and resistant to poison and disease. Only one combat summon from this aspect can be active at a time.
Pack Command
Issue a precise command to each summon you control within range. Until the start of your next turn, they gain advantage on the first attack roll, ability check, or saving throw they make to carry out that command.
Banish Lesser Summon
Choose one summoned creature, conjured servitor, familiar, or called spirit of Tier 4 or lower within range. It must make a CHA save. On a failure, it vanishes, returns to its source, or is suppressed for 1 minute if it cannot be fully dismissed.
Summon Celestial
Call a celestial spirit in guardian, healer, or radiant striker form into an unoccupied space within range. It acts after your turn and obeys your commands. It can make radiant attacks and grant small protective blessings, but cannot revive the dead or replace Healing as a specialty. Only one combat summon can be active at a time.
Summon Aberration
Call an aberrant spirit in beholderkin, star-spawn, tentacled, or psychic form into an unoccupied space within range. It acts after your turn and obeys your commands, though its presence is visibly unnatural. Its attacks may deal psychic or force damage. Only one combat summon can be active at a time.
Summoning Circle
Inscribe a 10-ft. radius summoning circle. While inside it, your summoned creatures gain temporary hit points equal to 5d8 + your INT modifier when first called, and hostile summoned creatures entering the circle must make a CHA save or be pushed out.
Shared Command
When a summon you control within range misses an attack, fails a save, or fails an ability check, speak a binding command. Add 1d8 to the roll, potentially changing the outcome. If the roll succeeds, the summon gains temporary hit points equal to your INT modifier.
Summoning Dominion
Your Summoning powers create stable, obedient summons unless a power says otherwise. You can sense summoned creatures, conjured servants, portals, and Calling Marks within 120 ft. You have advantage on checks and saves to command, dismiss, identify, or resist summoned creatures.
Summon Fey
Call a fey spirit in trickster, duelist, charmer, or guardian form into an unoccupied space within range. It acts after your turn, obeys your commands, and may teleport short distances or beguile enemies. Only one combat summon from this aspect can be active at a time.
Summon Fiend
Call a fiendish spirit in brute, tempter, stalker, or firebrand form into an unoccupied space within range. It acts after your turn and obeys your commands through the binding. It cannot make bargains, claim souls, or override Pact’s patron identity. Only one combat summon can be active at a time.
Double Summon
For the duration, you may maintain two combat summons from this aspect at once instead of one. You must command them with the same bonus action or action, and neither summon can be higher than Tier 5. If the duration ends, choose one to dismiss immediately.
Conjure Retinue
Summon up to six noncombat servitors in unoccupied spaces within range. They can carry, clean, build simple camp structures, hold objects, operate simple mechanisms, create music, act as messengers, or assist with rituals. They cannot attack, force saves, or perform skilled tasks beyond your instruction.
Summon Greater Elemental
Call a Large elemental spirit of air, earth, fire, water, ice, lightning, magma, or storm into an unoccupied space within range. It acts after your turn and obeys your commands. It can shape its element in minor ways but cannot replace the dedicated elemental aspect. Only one combat summon can be active at a time.
Planar Jaunt
Briefly call a portal beneath a willing creature, summoned creature, or unattended object within range. Teleport the target to an unoccupied space you can see within 120 ft. or within 10 ft. of one of your Calling Marks on the same plane.
Banish Summoned Host
Choose up to six summoned creatures, conjured servants, familiars, or called spirits within range. Each target must make a CHA save. On a failure, it is dismissed, returned to its source, or suppressed for 1 minute if it cannot be fully dismissed.
Gate Guardian
Call a Large guardian from a lawful, celestial, elemental, ancestral, arcane, or custom source into an unoccupied space within range. It is built to protect an area, creature, or portal. While within 30 ft. of its assigned ward, it gains advantage on saves and attack rolls. Only one combat summon can be active at a time.
Summon Dragon Spirit
Call a Large draconic spirit into an unoccupied space within range. Choose acid, cold, fire, lightning, poison, or force. The spirit flies, makes draconic attacks, and can release a minor breath weapon of the chosen damage type. It is a spirit, not a true dragon. Only one combat summon can be active at a time.
Planar Binding
Attempt to bind one summoned, extraplanar, elemental, celestial, fey, fiend, aberrant, or spirit creature within range. The target makes a CHA save. On a failure, it must obey a clearly stated service for the duration, though it will interpret hostile or self-destructive commands narrowly.
Summon Bastion
Summon a temporary defensive structure, gatehouse, ritual tent, watchtower, bridge, wall segment, or shelter into an unoccupied area within range. It is made of conjured matter, cannot create wealth, and fades when the duration ends. Hostile creatures inside when it appears may make a DEX save to move to the nearest open space.
Sovereign Summoner
Your Summoning powers ignore resistance from summoned creatures and treat immunity to dismissal or binding as resistance unless the target is divine, Artifact-grade, or story-protected. Summons you control have advantage on saves against being charmed, frightened, banished, or stolen by other summoners.
Summon Host
Call a host of spirits into the battlefield. Choose up to eight CR-appropriate lesser summons or three greater summons of Tier 5 or lower, as approved by the GM. They act together after your turn and follow one shared command each round. If concentration ends, all vanish.
Planar Gate
Open a stable portal to a known place, plane, sanctum, circle, or being’s domain approved by the GM. The gate can allow travel or call a named willing creature through. Hostile named creatures may resist with a CHA save. The gate cannot force divine beings or story-protected entities.
Steal Command
When a summoned creature within range receives a command, attempt to seize the binding. Its summoner makes a CHA save against your power DC. On a failure, you choose the summon’s next action and it cannot attack you until the start of your next turn. If the summon is Tier 6 or lower, you may control it for the duration instead.
Grand Conjuration
Conjure a massive temporary nonliving object, shelter, bridge, vehicle, ritual platform, feast hall, siege engine, or fortification within range. It cannot create lasting wealth, rare components, or artifacts. It remains stable for the duration and then fades harmlessly unless story conditions sustain it.
Mythic Summon
Call one mythic spirit, avatar, dragon, guardian, elemental prince, ancestral champion, or custom legendary summon approved by the GM. It acts after your turn, follows your commands through the binding, and vanishes if reduced to 0 hit points, if concentration ends, or if its story limit is violated.
Perfect Binding
Choose one summoned, extraplanar, spirit, celestial, fey, fiend, elemental, construct spirit, or aberrant entity within range. It makes a CHA save. On a failure, it is bound to one precise service for the duration. Divine, Artifact-grade, and story-protected entities may ignore or reshape the binding.
The First Call
Make a mythic summons tied to a name, bloodline, place, gate, oath, lost companion, army, or extraplanar power. Define its principle with the GM: the call no ally can refuse, the gate that opens once, the host that comes at the end, or the guardian bound to a world. It can be ended only by Tier 10 summoning magic, divine intervention, or a story condition set when called.