Horn: Conjuring     

When this horn is blown, the Game Master will roll up one completely random encounter from the boundaries of Utaemia. This encounter will be magically gated in as follows:

 

1st turn after blowing Conjuring Horn: A magical red ring of light will begin to flicker on the ground where the user of the horn indicates.

 

2nd turn after blowing Conjuring Horn: The magical red ring of light will begin to solidify, becoming brighter and more stable upon the ground.

 

3rd turn after blowing Conjuring Horn: The magical red ring of light will solidify completely, the center will fall into blackness, and one random creature will rise from the blackness.

 

4th turn after blowing Conjuring Horn: The creature will come forth and champion the blower of the Conjuring Horn. A conjured creature knows instinctively that it is being forced to do the bidding of another. It is wise to give a reward to this creature after the confrontation has ended, or it may attack (50% chance).

 

Note: As soon as a situation has ended the creature conjured may return through the gate in which it was forced through, which will remain active until either the creature passes back through it, or is slain. Instinctively it will know that is the way back where it came from. Once it reutrns, it will be fully healed of all wounds and infirmities. If it was presented with a gift (something significant) it will leave and hold no grudge. If no gift is given, it will remember and resent. This can lead to future complications for all the party (Game Master's discretion).

 

The light from the conjuring point is bright, illuminating 16 spaces out in all directions.

 

 

Avoidance-Roll - : None.

Range ------------ : 1-20 spaces (5 - 100'), it is up to the user of the horn where the gate will be placed.

 

Usable ------------ : 1 / Moon.1 / Fortnight. It will cost 100 Ability-Points to activate the horn.

Value ------------- : 50 Yellow-Gold.