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Chapter Six Chapter Six Chapter Six Chapter Six Eternals Eternals Eternals Eternals A being of great power that is believed to come from or beyond the void. This is an optional ruling for DM’s but it is the name sake of the system. Eternals are creatures that can bond themselves to a player or NPC. This creatures allow the players to summon them into existence to provide help. A player can summon the eternal to destroy his enemies or boost his abilities or just seek aid by asking it questions. This chapter deals with the history and the mechanics of the system that allows people to call these creatures into existence. History Little is known about these creatures on Korwin. They have many myths and legends surrounding these beings. The two most believed reasons of these creatures existence is that they are the spirits of the dead ancients or creatures that might exist beyond the void. The name eternal was given to them based on the ancients theory. Regardless of the theories the eternals have been around before written history. Throughout history they existed as spirits often thought of as ghosts that wander ancient ruins. They were sot after by the people to gain power over others. The Early civialations often had trouble with certain individuals using the eternals to make themselves into demi-gods. These squabbles lasted 100 years before the creation of the Arcon empire. Scholars attribute the end of the eternals to an organization known as the god slayers who created a artifact known as the stone of eternal end. This legendary stone (for no one has confirmed its existence) somehow has prevented the eternals from entering the material world. So for nearly 2,000 years the eternals disappeared from history. Rumors and lore spoke of the strongest eternals still existing but no one could confirm this. In the last 100 years the world has been seeing the eternals more and more often. These beast have returned in smaller number then what was believed 2,000 years ago. They are also become very picky on who they bond with making them less common in society. They still offer powers that make the host stronger and deadlier. No one knows why the creatures have started to return, but rumors claim the stone has been destroyed. People often lay this blame on Carstin of the Crimson Crown. The problem with this is he’s not a hundred years old. Eternal Rules As stated above an eternal is a spirit or creature that bonds itself to a host. This host must be sentient and be willing to accept the eternal. To accept a eternal the PC or NPC must

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Page 1: Chapter Six Eternalsjamessittoe.tripod.com/EECh6.pdf · Eternals A being of great power that is believed to come from or beyond the void. This is an optional ruling for DM’s but

Chapter SixChapter SixChapter SixChapter Six

EternalsEternalsEternalsEternals

A being of great power that is believed to come from or beyond the void. This is an

optional ruling for DM’s but it is the name sake of the system. Eternals are creatures that can

bond themselves to a player or NPC. This creatures allow the players to summon them into

existence to provide help. A player can summon the eternal to destroy his enemies or boost his

abilities or just seek aid by asking it questions. This chapter deals with the history and the

mechanics of the system that allows people to call these creatures into existence.

History

Little is known about these creatures on Korwin. They have many myths and legends

surrounding these beings. The two most believed reasons of these creatures existence is that

they are the spirits of the dead ancients or creatures that might exist beyond the void. The

name eternal was given to them based on the ancients theory.

Regardless of the theories the eternals have been around before written history.

Throughout history they existed as spirits often thought of as ghosts that wander ancient ruins.

They were sot after by the people to gain power over others. The Early civialations often had

trouble with certain individuals using the eternals to make themselves into demi-gods. These

squabbles lasted 100 years before the creation of the Arcon empire. Scholars attribute the end

of the eternals to an organization known as the god slayers who created a artifact known as the

stone of eternal end.

This legendary stone (for no one has confirmed its existence) somehow has prevented

the eternals from entering the material world. So for nearly 2,000 years the eternals

disappeared from history. Rumors and lore spoke of the strongest eternals still existing but no

one could confirm this.

In the last 100 years the world has been seeing the eternals more and more often.

These beast have returned in smaller number then what was believed 2,000 years ago. They

are also become very picky on who they bond with making them less common in society. They

still offer powers that make the host stronger and deadlier. No one knows why the creatures

have started to return, but rumors claim the stone has been destroyed. People often lay this

blame on Carstin of the Crimson Crown. The problem with this is he’s not a hundred years old.

Eternal Rules

As stated above an eternal is a spirit or creature that bonds itself to a host. This host

must be sentient and be willing to accept the eternal. To accept a eternal the PC or NPC must

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be willing to sacrifice a job ability to gain Eternal bond. The ability can be saved till an eternal is

gained or taken after an eternal is gained at the next available point in the leveling process.

Once bonded with a PC or NPC the eternal can only leave the host when the host dies.

Players can start with an eternal at character creation if they desire so otherwise there

are only two ways to gain an eternal. If the character starts with a eternal this can only be at

weak bond job ability. The eternal will also have a total number of additional build points equal

to the level of the character +1d10 if he starts with an eternal after 1st

level. This is also the

only way a player can have the say in his eternals design. Eternals are normally designed by the

DM. After the character bonds with an eternal he can design its progression as it grows in

power. The player can purchase additional bonds as he adventures and encounters more

eternals. A player can have no more than 5 eternals bonded to him. One of each power level

ranging from weak to full bond. An eternal is built on a number of creation points. A weak

bond has 60 creation points and the higher level ones have more depending on level. Creation

will be discussed further in the chapter.

To get an eternal without starting with one the player ether must find one that wishes

to bond with him or kill a host with an eternal. Eternals can be found mostly in ancient ruins or

hunted places. When a host is near them they may seek them out based on the hosts mood.

Eternals are picky on who they bond with so even if a player has a bond available the eternal

may or may not bond with them. All eternals have moods, these are mood types that allow

them to work. Moods allow the player to use triggers which bring the eternal into the material

plan. An eternal can have more than one mood depending on its power level. When an eternal

bonds it will try to match the characters moods, this remains true even if you slay another host.

The newly freed eternal can reject the victor based on how the host acts. Eternals cannot be

lied to they can see the persons soul knowing their true being.

Once an eternal has been gained the character can use the eternal by ether gaining

marks from the eternals triggers or using MP. Triggers are a set condition which relates to the

eternals mood. An aggressive eternal rewards marks to those that successfully hit targets

more. It takes 10 marks times the power level of the eternal to use the eternal without using

MP or suffering a drawback. The eternal can have one trigger per power level for the hosts use.

When the trigger is full it takes 1 AP to call up one of the three options of the eternal. If the

host wishes to use the eternal without the trigger build they can use MP instead. The problem

with this is that it costs a lot of MP and the host will start suffering draw backs based on the

power of the eternal. IT takes 5 AP + 1AP per power level to call upon this way. The MP

amount it requires is 100 MP times the Power level of the eternal. After it is called upon it will

inflict a drawback depending on its strength. These rules are discussed further in this chapter.

An eternal gains strength by the number of times it is called into the material plane.

Triggering or using the hosts MP will get the same growth on the eternal. The power level of

the eternal will give it more creation points to spend on it. Once a character has bonded with

the eternal the points spent to improve the eternal are up to the design of the player. He may

invest his points in however he sees fit putting them into the three main categories that the

eternal provides.

A host can call upon his eternal to be summoned to smite his enemies, fuse with the

host forming one being of great power, or be called upon to help answer or advise the host on

the future or upcoming problem. Summoning has the most power but doesn’t last long and is

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easily banished. Fusing is the middle ground and allows a character to increase his power for a

limited time. Communing with the eternal is not offense in any way. The eternal simply

supplies information or advice to its host depending on what is asked of it. All three of these

actions are discussed in greater detail further in this chapter.

All eternals have names that are significant to themselves. No eternal will ever have the

same name as another eternal. The eternals appearance is also unique to itself. Eternals can

look like anything the DM wishes or the player who designs it.

Creating an Eternal

All eternals use creation points to be built on. Whether you’re a DM or a player making

a eternal you follow the same rule for creation. Creating the eternal is broken down into steps.

The first step is power level of the eternal. Step two is the mood or moods of the eternal. Step

three is triggers for the eternal. Step four is drawbacks for the eternal. Step five is spending

creation point in the three categories; Summon, Fusion, and Communion.

Step 1 Power level

The power level of the eternal is based off the bond level of the eternal. An eternal can

be designed without the job ability but can only be used with that bond level. A character must

have the previous bond level with an eternal to use a higher eternal. The power level of the

determines a couple of things. First whether the characters can use it. Second how much

power its starts with. And third how many creation points it gets every time a character brings

it into the material plain.

The degree of these power levels is set up in five groups that are linked to the job

ability. Each one has a set amount of creation points and points gained when summoned. A

player can design an eternal at creation but only a weak bonded one unless the DM says

otherwise. The DM designs all other eternal power levels for characters and places them where

the players can have access to them. The bond level names and the creation points look like

this.

Name Points Name Points

Weak bond 60pts Lesser bond 90pts

Moderate bond 120pts Greater bond 150pts

Full bond 180pts

Once the power level is decided the points must be assigned for the creation of the

eternal. This if figured on two factors the mood or moods, and the three categories of the

eternal. The moods affect the categories by showing favor to one over the other. The points

are assigned to these categories based on a primary category, a secondary category, and a third

category. Primary getting the most points and then the others getting less as they move away

from the primary. So the points should be distributed like this;

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Name Primary Secondary Third Points per use

Weak bond 30pts 20pts 10pts 1pt

Lesser bond 40pts 30pts 20pts 2pts

Moderate bond 50pts 40pts 30pts 3pts

Greater bond 60pts 50pts 40pts 4pts

Full bond 70pts 60pts 50pts 5pts

On a final note the power level also determines how fast the eternal grows when used.

The eternal will always get more creation points when it is used. Triggers and suffering

drawbacks always reward points to its creation. These points may be spent by the player

however they see fit. These points do not need to balance the eternals primary, secondary, or

third categories. The eternal functions to serve the host and his needs even if the host doesn’t

want to use his primary. Point growth is equal to the power level of the eternal. There is no

limit to the number of points an eternal is worth. Though this total is important for drawbacks.

Step 2 Moods

A eternals mood determines two things; triggers and whether it will bond with a

character. If the eternals mood is opposed to the characters it will not bond with them.

Triggers are necessary to using the eternal without suffering a drawback. The higher power

level the eternal the more triggers the eternal will offer. Triggers relate to certain moods types

that the eternal offers. There are 5 mood types that an eternal can choose from. The eternal

can have up to two moods. This secondary mood is called a secondary mood and its primary

mood overrides it when needed. Every mood type has an opposed mood the eternal cannot

have a second mood that opposes his primary mood.

The moods also decide where to place creation points for the categories. Every mood

will show a list of the three categories and their relevance to the mood. Eternals with two

moods have the primary moods primary category as their primary. There secondary mood

primary is then the secondary category unless it is the same as the primary. If that is the case

the creator may assign one of the other two categories as the secondary. The last category that

is not picked or meets the requirements of any of the above becomes the third categories.

The 5 mood types are aggressive, protective, aid, malaise, and scholar.

Aggressive

Aggressive moods favor taking action rather than waiting for something to happen.

Aggressive moods are more in fighters and those that take charge of situation. The eternal

prefers hosts with more of a proactive approach. This is also the easiest mood to work with

due to a high level of adventures preferring to act rather than wait.

Primary: Summon

Secondary: Fusion

Third: Communion

This mood does not work well with scholar moods. All other moods are workable for the

eternal and its host.

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Aid

Aid moods focus on helping others. An aid mood is someone that does not want to see

suffering but does something about it. Clergy and doctors are examples of the kind of host that

make good aid moods. The general rule of an aid mood is the want to help people. These are

usually by healing or boosting people’s abilities for the triggers.

Primary: Fusion

Secondary: Communion

Third: Summon

This mood does not work well with Malaise moods. All other moods are workable for the

eternal and its host.

Malaise

A malaise mood focuses on taking advantage of the unprepared or those that let their

guard down. Malaise moods are often thought of as people who don’t care about others and

like to see them suffer. Rogues, bandits, and thieves often favor this mood. Malaise doesn’t

mean you’re evil it just means you’re more callous toward everyone and take advantage when

their back is turned. A malaise mind also plans ahead rather than act on impulse unlike other

moods.

Primary: Communion

Secondary: Summon

Third: Fusion

This mood does not work well with protective moods. All other moods are workable for the

eternal and its host.

Protective

A protective mood prefers to defend himself or others. A protective mood may be

concerned about himself as much as others. The Mood is open to a selfish protection as well as

selfless. The mood is all about keeping the host alive or those the host would lay down his life

for. The eternal prefers the selfless but understands those that prefer a defensive nature. A

protective mood is more of a reactive personality then the other moods. Guards, paladins, and

defenders are examples of this mood.

Primary: Fusion

Secondary: Summon

Third: Communion

This mood does not work well with Malaise moods. All other moods are workable for the

eternal and its host.

Scholar

Scholars are people that prefer to talk or avoid fighting if at all possible. It does not

mean the hosts of this mood are cowards it just mean they only use fighting as a last resort.

Most host the gain eternals with this mood don’t go into combat and prefer to live peaceful

lives using their eternal in non combative ways. Though it is not unheard of that scholar moods

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take up adventuring or get forced into combat. Commoners, spell casters, and professionals

are sometimes examples of this mood type.

Primary: Communion

Secondary: Fusion

Third: Summon

This mood does not work well with Aggressive moods. All other moods are workable for the

eternal and its host.

Step 3 Triggers

Now that you have the eternals mood or moods figured you need to pick its triggers.

Triggers are a way to figure marks which are used to call the eternal to the character without

using MP or suffering a drawback. The number of marks needed to call the eternal is based on

a factor of 10 multiplied by the power level of the eternal. So a weak eternal would have 10

marks needed to call and a full eternal would need 50 marks to call. The stronger the eternal

the more triggers it offers its host. The number of triggers offered to the host is equal to its

power level. A weak offers one trigger, a lesser offers 2 triggers, a moderate offers 3 triggers,

and so on.

Triggers are something the host does in play that relates to the eternals mood. When

the host performs the trigger that the eternal offers he receives a mark. When the host gets

enough marks to match the power level times ten he may call the eternal without suffering a

drawback and the MP loss.

All triggers have a game play rule that must be meant to get the mark for the eternal. If

the rule is not meant no mark is rewarded. Every trigger also relates to a mood type. When

creating the trigger must match one of the mood types of the eternal that is being designed or

another trigger must be chosen. A character can receive multiple marks in one round but not

more than his eternals have marks. If multiple eternals have the same trigger and are bonded

to the host they all receive the marks. Once the marks a full the host can call his eternal at his

leisure. Once called that eternal’s marks are reduced back to zero and must be refilled again to

called in this way. The list of triggers, their special rulings in game play, and their mood types

are listed below.

Trigger Description Mood

Warrior Receive a mark on a successful physical attack against a Aggressive

Opponent.

Spell caster Receive a mark on successfully casting a spell on a target Aggressive

Healer Receive a mark when using a successful healing spell or Protective/Aid

Use of the medical skill.

Teamwork Receive a mark when using the aid other action Protective/Aid

Protector Receive a mark when you successfully intercept an attack Protective/Aid

On an ally or friend using an active defense successfully.

Inflictor Receive a mark when you use a successful negative status Malaise

Spell on a target.

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Back stabber Receive a mark when you perform a successful sneak Malaise

Attack.

Defender Receive a mark when you successfully use a active Protective

Defense.

Power hitter Receive a mark when you roll a natural 10 on a physical Aggressive

Attack against an opponent.

Killer Receive a mark when you successfully bring a target to Aggressive

The death status.

Persuasive Receive a mark when you successfully perform one of Scholar/Malaise

Following skills; Bluff, diplomacy, fast talk, or interrogation.

Skillful Receive a mark for successfully using a non combat skill Scholar

On a stressful situation.

Booster Receive a mark when you use a successful positive status Protective/Aid

Spell on a target.

Lucky Receive a mark on any successful luck challenge Any

Counter Receive a mark on any successful riposte on a Aggressive/Protective

Target.

Stoic Receive a mark every time you take physical or magical Any

Damage.

Resistant Receive a mark when you successfully avoid a negative Any

Status.

Invulnerable Receive a mark when you suffer no physical or magical Any

Damage after being successfully hit.

Resourceful Receive a mark when you successfully perform a Scholar

Advanced or complex skill in a combat situation.

Wrestler Receive a mark when you perform a successful grapple. Aggressive

Disarmer Receive a mark when you successfully disarm an Protective

Opponent.

Weapon destroyer Receive a mark when you successfully perform a Aggressive/Protective

Sunder attempt.

Tripper Receive a mark when you successfully knock a Aggressive/Protective

Opponent prone.

Opportunist Receive a mark when you get a successful hit on Aggressive/Malaise

An attack of opportunity.

Logical Receive a mark when you successfully solve a puzzle Scholar

Or mystery.

Preventer Receive a mark when you successfully disarm a trap. Aid

Step 4 Drawbacks

When calling an eternal by any other means then by trigger marks invokes a drawback.

The following exception is the positive status known as eternal allows an eternal to be called

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without the need of MP or trigger marks. Normally an eternal called without using the trigger

mark system will cost MP. This MP cost is based off the power level of the eternal times 100.

Power level x 100 = MP cost

When this MP is used to call the eternal the host suffers a drawback. Drawbacks are a

flaw for you pulling the eternal to the material plain where the triggers system allows it to pull

itself to the material plain. Since the host is doing all the pulling of the eternal this way it will

inflict harm on the host physical and mentally.

Every eternal has a drawback, some more than others. The number and strength of

these drawbacks is based on the power level of the eternal. There are three types of

drawbacks; minor drawbacks, moderate drawback, and severe drawbacks. Minor draw backs

suffers very temporary effects that hinder like pain, fatigue, low level negative statuses.

Moderate inflicts damage, chances of failure, mental influences, and others. Severe may hurt

others around you as it hurts you, inflict attribute damage and nearly kill the host with drain.

The eternal has a number of minor drawbacks equal to its power level. These minor

drawbacks can be exchanged for a moderate or a severe to reduce the number of drawbacks.

Two minor drawbacks are equal to one moderate and three minors are equal to one severe.

The combinations of these drawbacks based on the number possible is based off the creators

choice.

Also note that sometimes the host may be immune to the type of drawback that is being

used to harm the host. In this case the drawback will be shifted to another drawback of equal

power to affect the host. If this is still not possible the drawback may become a weaker version

of a higher drawback or the DM can create one that will work on that host. Drawbacks are

essential to keeping the eternal system form coming over balanced.

All drawbacks last for 1 encounter duration unless noted in the description of the draw

back. A drawback can put the host into a higher negative status if done so like fatigue leads to

exhaustion.

Minor drawbacks

-Pain: when the host calls upon his eternal he/she will suffer pain marks equal to the

creation point total divided by 15, rounded off.

-Fatigue: when the host calls upon the eternal he/she will suffer fatigue marks equal to

the creation point total divided by 30, rounded off.

-Sickened: when the host calls upon the eternal he/she may be placed into the negative

status known as sickened. A 1d10 roll is made against the hosts fortitude adding a+1 per

creation point total divided by 50, rounded off to the d10 roll. If the hosts fortitude is beaten

then he/she becomes sickened with a save ends duration.

-Weaken: when the host calls upon the eternal he/she will suffer a penalty to all passive

defenses. This negative is equal to the creation point total divided by 50, rounded off. The

weakened state will lasts 1rd equal to the penalty applied.

-Daze: when the host calls upon the eternal he/she will automatically suffer the negative

status for a number of rounds equal to the creation point total divided by 20, rounded off.

-Stun: when the host calls upon the eternal he/she may be placed into the negative

status known as stun. A 1d10 roll is made against the hosts fortitude adding a+1 per creation

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point total divided by 50, rounded off to the d10 roll. If the hosts fortitude is beaten then

he/she becomes stunned with a save ends duration.

-Fail to call: This drawback has a chance of occurring before the eternal can be called

by the host when called any other way other then triggering. The eternal will fail to appear on

a percentage chance making any AP and MP wasted if the roll results in equal or lower than the

percentage. The percentage chance of failure is equal to the creation point total divided by 30,

rounded off. This percentage is no greater the then a 50%.

Moderate drawbacks

-Backlash: when the host calls upon his eternal he/she will suffer physical damage equal

to the creation point total divided by 10, rounded off. This can kill the host if brought below

threshold.

-Mana burn: when the host calls upon his eternal he/she will suffer Magic point loss

equal to the creation point total divided by 10, rounded off. If the host has 0 MP when this

burn occurs then it does HP damage.

-Spell Failure: This drawback causes a chance of spell failure when casting any form of

magic that is not the eternal. The spell will fail on a percentage chance making any AP and MP

wasted if the roll results in equal or lower than the percentage. The percentage chance of

failure is equal to the creation point total divided by 30, rounded off. This percentage is no

greater the then a 75%.

-Confuse: when the host calls upon the eternal he/she may be placed into the negative

status known as confuse. A 1d10 roll is made against the hosts will adding a+1 per creation

point total divided by 50, rounded off to the d10 roll. If the hosts will is beaten then he/she

becomes confused with a save ends duration.

-Addiction: When the host calls upon the eternal he/she may become addicted to the

calling of the eternal. This addiction functions like the negative status addiction with the

following exceptions. Once the host is addicted every time he calls upon the eternal he/she will

receive a +2 to all combat, social, and streetwise skill checks, but suffer a -1 to all knowledge,

technical, and perception. This constitutes as the fix and lasts a number of minutes equal to the

creation points divided by 50, rounded off. The host will not suffer the status until the HT

minus the creation points divided by 50, rounded off. All rules for addiction are followed

normally except that the addiction cannot be removed unless by a miracle or sacrificing 5 times

the amount of creation point in the hosts XP. The host gets addicted on. A 1d10 roll is made

against the hosts fortitude adding a+1 per creation point total divided by 50, rounded off to the

d10 roll.

-Suggestive: When the host calls upon the eternal he/she will begin hearing the eternal

in their thoughts. This can be a mixed blessing for the host must willfully hinder the voice if it is

not wanted. The eternal can hear and see everything the host does and talk to him or her at its

own desire. The eternal can only do this for a number of hours equal to the creation points

divided by 30, rounded off. The time frame happens when it wants but must be used in that

amount of time once every 50 hours or be wasted. The host can try and force the eternal out

of his thoughts by a 1d10 roll adding the hosts will passive defense versus a difficulty of 5 +1

per creation point total divided by 50, rounded off.

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Severe drawbacks

-Backfire: this functions like backlash moderate drawback except it will affect 1 square

around the host per creation point total divided by 50, rounded off. Anyone within that area

also suffers the effects of backlash. No defense.

-Spell fire: this functions like mana moderate drawback except it will affect 1 square

around the host per creation point total divided by 50, rounded off. Anyone within that area

also suffers the effects of mana burn. No defense.

-Plane rip: when the eternal is called into the material plane by the eternal will tear a

hole into the material plane to one of the other dimensions. This hole will be the size of the

creation points divided by 10, rounded off in inches. This hole will allow things from that

dimension to travel to and from if they can get though the hole. It will last for 1 encounter.

-Attribute drain: when the host calls the eternal he/she will lose a number of attribute

points equal to the creation points divided by 40, rounded off. The player may assign the point

lose however they see fit and have the character suffer the negatives for the loss. The total

cannot be less than 0 in one attribute. This last the duration of one encounter.

Step 5 Categories

The final step of eternal creation is the longest of all the steps. This step takes all the

creation points for the eternal and allows the spending of them in the approitate categories. As

listed in earlier steps the eternals mood and power level determine how to assign points to a

category. The chart is located in step 1 power level and the mood or moods determines the

where, in step 2.

This step shows the eternal’s base stats in these areas and what the eternal can do in

these categories. As stated above the three categories are summon, fusion, and communion.

The mood of the eternal determines starting points in these categories. Any points gained from

calling upon the host eternal can be spent in any of these categories as the player sees fit.

Summoning Summoning is the most common use of eternal next to fusion. All three catergries have

there ups and downs but the use of an eternal really depends on its host. Summoning an

eternal is like casting a spell with the following exceptions if you used a trigger (if you didn’t use

a trigger call then this is even more like a spell with the AP and MP cost). Summoning a eternal

using a trigger call cost 1 AP and no MP. The eternal is physically brought from what ever plan

it normally resides on into the material world. This form of magic uses a 7th

circle form of

magic, the host does not need to know any circles to call his eternal, the eternal provides the

means to bring it into reality. Unlike a spell the eternal is not subject to any form of ability that

cancels spells from being cast.

When the eternal is called into reality it will remain for 1 round (6 seconds) before

returning to where it came from. The power used to bring the eternal into the material plan is

extordianry high so it can’t remian long. Creation points can be used to keep the eternal here

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longer if need be. In the round that it is allowed to use the eternal will perform a number of AP

actions equal to a set number assigned by its power level and creation points.

Name Ability Points Name Ability Points

Weak bond 3 Lesser bond 4

Moderate bond 6 Greater bond 8

Full bond 10

With this AP the eternal can perform set abilities placed by its creators design. The

most common way to uses a summon is to strike with it. The other way is to have it cast spells

on you, your allies, or the target or targets that the summon was used for.

The eternal will strike an opponent using a strike using its attack attribute to hit a

target or targets by hitting the appropriate passive defenses. Then it will do the physical

damage attribute in damage times the grade of the hit.

When the eternal cast a spell it is based on its caster level and what circle it can cast.

These are modified by creation points. The MP cost of any spell is not relevant to the Eternal so

it always invests the maximum ratio in the applied MP. The eternal ignores the casting times of

the spells but is limited to a casting time based on its circle. It will take a number of AP equal to

the circle when casting. This is due to the channeling of energy needed for higher circles. The

eternal uses its attack attribute to make all spell skill checks for difficulty or making difficulties

for targets . All other rules and effects apply to the casting of spells on host, eternal, and

targets. The eternal knows a number spells built into its design set up by the creator or added

latter in creation. All eternals have circle one for free. Caster level cannot exceed 200.

When the eternal is summoned it will perform whatever actions under the control of

the hosts player or DM. Depending on design the eternal will have a list of abilities it can use.

Eternals act as if they have free movement so they use no AP moving on the battle field.

The eternal has a four attributes that apply to it when it is summoned. Attack, power,

caster level, and resistance. Attack is the attribute needed to hit passive defenses, beat spell

skill difficulties, or set spell skill difficulties. Power is the physical damage the eternal does

when it successfully hits. Caster level used to figure ratios from spells that the eternal casts.

Resistance is the difficulty when someone tries to cast banishment on the eternal. Summon

resistance attribute is at a higher creation point cost because it is easier to send them out of the

real world. More rules on resistance and banishment see the end of this section. An eternal

will start with these basic attribute stats in this abbreviations;

Attack: Att +1 Power: Pow 5 Caster level: CL 5 Resistance: Res 1

Summoning Abilities

Basic Action 1 point

A basic action uses one 1 AP to perform ether a physical attack or cast a spell from its

spell list. This is a command action that the DM or player can chose when the eternal is

summoned. The eternal can perform as many basic actions as it has AP. This action does not

need improve damage to physical or magical damage.

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Special Action 5 points

A special action uses 3 AP to perform ether a physical attack, or combination of a spell.

This is a command action that the DM or player can chose when the eternal is summoned. The

eternal can perform this special action for every 3 AP it has. Doing a physical attack the eternal

boosts its physical attribute by x5. If it adds a spell to the action it reduces the multiplier by 2.

Two spells and one physical attack is x2. One really long powerful spell increases the damage

after the applied by 50%. This action is usually assigned a name and left to the description of

the creator. If it has AP left and other actions it can perform it may do so.

Massive Action 10 points

A massive action uses 5 AP to perform ether a physical attack, or combination of a spell.

This is a command action that the DM or player can chose when the eternal is summoned. The

eternal can perform this special action for every 5 AP it has. Doing a physical attack the eternal

boosts its physical attribute by x10. If it adds a spell to the action it reduces the multiplier by 2

per spell added to a max of 4. One really long powerful spell increases the damage after the

applied by 100%. This action is usually assigned a name and left to the description of the

creator. If it has AP left and other actions it can perform it may do so.

Increased Attack 3 points

Adds +1 to the eternals attack attribute every time taken to a maximum of 30.

Increased power 1 point

Adds +2 to the eternals power attribute every time taken.

Increased caster level 1 point

Adds +1 to the eternals caster level attribute every time taken.

Increased resistance 10 points

Adds +1 to the eternals resistance attribute every time taken to a maximum of 20.

Higher circle 10 points

Adds a +1 to the eternals circle it can cast at to a maximum of circle 6.

Increased AP 15 points

Adds +1 to the eternals AP total it starts with to a maximum of 10 additional.

Increased duration 20 points

Adds another round for the eternal to act. For every new round that the eternal gains

from this ability it will perform all its functions as if it was called again immediately.

Ignore DR 5 points

This ability is taken per attack action taken. It applies to only that action it is assigned

too. Any physical attacks in that action taken on a target ignore that targets DR.

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Ignore MR 10 points

This ability is taken per attack action taken. It applies to only that action it is assigned

too. Any spell attacks in that action taken on a target ignore that targets MR.

Status inflicting 2 + Status circle =points

Any action made against a target will make another attack roll versus that targets

appropriate defense inflicting a chosen status if it successfully beats the targets defense.

Miss effect 5 points

This ability is taken per attack action taken. It applies to only that action it is assigned

too. If the eternal should miss the target with its action it will still inflict ½ of the damage it

would have if it had hit in the first grade. If a spell has a miss effect for half damage this ability

does not work with it.

Area 5 points

This ability is taken per attack action taken. It applies to only that action it is assigned

too. Any physical attacks in that action affect +1 square radius away from the original point.

Any targets in that area also suffer from the eternals attack roll. Every time this is taken it will

add a new square to the area affected.

Elemental effect 1 point

This ability is taken per attack action taken. It applies to only that action it is assigned

too. Any physical attacks in that action do elemental damage of the type chosen. This can be

taken applying to a new element. The damage is divided between the elements for any point of

resistances, immunity, or absorption. Mana is not a element that can be taken in this ability.

Spell Knowledge 1 point

Adds 1 spell to the list of spells the eternal knows so it can cast with or in its actions.

Fusion Fusion is a popular chose of the three categories. Fusing offers a more lasting effect

with your eternal rather than a quick strike with the summon. Fusion bonds with the host

temporary giving them some of the eternals power. Depending on the eternals build will

determines how effective this is versus out right calling your eternal to smite your enemies. A

fusion also does not need to be related to combat like communion. Fusion can be used outside

combat by the host just as much as communion.

A fusion is where a eternal enters its host body offering its strength. The eternal exists

half in this reality and half in the reality of the where the eternal comes from. This makes it

harder to banish since it is half in and out. the host may suffer a physical change when this

fusion occurs but no physical harm is done to the host in the transition. This is purely flavor in

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most cases unless the eternal actually adds new body parts in the fusion. At the very lest the

eternal will make the host glow with its power. This part is left to the creator of the eternal.

A fusion will last 5 rounds in its host unless the host chooses to end the fusion or dies in

the bond. If the host is killed in the fusion the fusion ends and unless the host is brought back

to life the eternal becomes free. If a halo status is used in a fusion the fusion still end even

though the halo brought the host back to life. At the end of the duration the eternal leaves.

The fusion ability only has two attributes a duration and the resistance. All other abilitys

offered by this category are designed to boost the host. The eternal can increase attributes,

skills, HP, MP, add job abilities, DR, passive and active defense, spell knowledge, status,

resistances, MR, caster level, and AP. An eternal will start with these basic attribute stats in this

abbreviations;

Duration: Dur 5 Resistance: 2

Fusion Abilities

Increased duration 10 points

Adds +1 round to the eternals duration attribute to a maximum of +45 rounds.

Increased resistance 5 points

Adds +1 to the eternals resistance attribute to a maximum of 20.

Increased attribute (Per attribute) 1 point

Improves one of the hosts chosen attribute by 2 per time taken to a maximum of the

hosts being a score no greater than 100.

Increased sub attribute (Per sub attribute) 5 points

Improves one of the hosts chosen sub attribute by 2 per time taken to a maximum of

the hosts being a score no greater than 100.

Power 1 point

Adds +2 bonus damage to any physical attacks the host performs per time taken.

Devastating power 10 points

Adds +1 weapon multiplier to any physical attacks the host performs per time taken to a

maximum of +10.

Caster level 3 points

Adds a +1 to the caster level of the host for all purposes of applied MP and all other

rules that apply to caster level. This cannot exceed a 200 caster level.

Freelance job ability 5 points

Grants a freelance job ability to the host ignoring any requirements the freelance job

ability may have required. Cannot exceed maximum times taken though.

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Basic job ability 8 points

Grants a basic job, job ability to the host ignoring any requirements the job ability may

have required. Cannot exceed maximum times taken though.

Standard job ability 15 points

Grants a standard job, job ability to the host ignoring any requirements the job ability

may have required. . Cannot exceed maximum times taken though.

Advanced job ability 20 points

Grants an advanced job, job ability to the host ignoring any requirements the job ability

may have required. Cannot exceed maximum times taken though.

Prestigious job ability 30 points

Grants a Prestigious job, job ability to the host ignoring any requirements the job ability

may have required. Cannot exceed maximum times taken though.

Legendary job ability 50 points

Grants a Legendary job, job ability to the host ignoring any requirements the job ability

may have required. Cannot exceed maximum times taken though.

Spell knowledge 1 point

Adds a spell to the list of spells known to the hosts list of spells known. This is taken

multiple times each time adding a new spell to hosts grimoire.

Increased MP 1 point

This ability multiples the hosts energy attribute by 1 + the times this ability is taken and

adds it to the hosts total magic points over maximum. These are not temporary till the

duration ends they can be restored.

Increased HP 1 point

This ability multiples the hosts energy attribute by 1 + the times this ability is taken and

adds it to the hosts total hit points over maximum. These are not temporary till the duration

ends they can be restored.

Skill bonus 3 points

This ability increases a host skill chosen by the designer by adding +1 to that attribute to

a maximum of +10. This can be taken on multiple skills.

Increased Action Points 20 points

Adds +1 AP to the hosts AP total per time taken to a maximum of +10.

Increased Defense Points 10 points

Adds +1 AP to the hosts DP total per time taken to a maximum of +10.

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Damage resistance 1 point

Adds 2 DR to the hosts DR total per time taken.

Magic resistance 1 point

Adds 5 MR to the hosts MR total per time taken.

Stronger will 10 points

Adds +1 to the hosts will passive defense per time taken to a maximum of +5.

Quicker reflexes 10 points

Adds +1 to the hosts reflex passive defense per time taken to a maximum of +5.

Tougher fortitude 10 points

Adds +1 to the hosts fortitude passive defense per time taken to a maximum of +5.

Higher evade 2 points

Increases the hosts evade active defense by 1% per time taken. This cannot exceed a

75% chance of evade no matter how much the eternal adds to the bonus.

Better block 2 points

Increases the hosts block active defense by 1% per time taken. This cannot exceed a

75% chance of evade no matter how much the eternal adds to the bonus.

Better parry 2 points

Increases the hosts parry active defense by 1% per time taken. This cannot exceed a

75% chance of evade no matter how much the eternal adds to the bonus.

Stronger spell resistance 2 points

Increases the hosts SR active defense by 1% per time taken. This cannot exceed a 75%

chance of evade no matter how much the eternal adds to the bonus.

Temperature tolerance 1 point

Increase the hosts ability to resist heat or cold by 10 degrees per time taken.

Inflict status 2 + circle of status=points

The hosts physical attacks also have a chance to inflict a negative status on anyone hit

by the host. The host will make another attack roll versus the appropriate passive defense. If

the host beats the defense then the target suffers the negative status.

Status immunity 10 points

The host becomes immune to one negative status of the creators choosing. True death

is not allowed as an immunity.

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Elemental strike 5 points

This is taken per element. The host when successfully striking an opponent will inflict

50% of its damage as the chosen element.

Elemental ward 5 points

This is taken per element. The host will reduce any physical or spell damage done to

him by a chosen element by 50%. Mana is not an option.

Elemental immunity 15 points

This is taken per element. The host becomes immune to any form of damage from a

particular element. Mana is not an option.

Elemental absorption 30 points

This is taken per element. The host will absorb the chosen element damage as hit

points. These hit points cannot exceed the hosts current maximum. Mana is not an option.

Auto cast 10 + circle of spell= points

As the fusion occurs the eternal will cast a spell on the host or on a target of the hosts

desire at no AP cost. This occurs before initiative is rolled and lasts as if it were cast regularly.

The hosts still uses His MP to cast this spell. This ability can be taken no more than 5 times

applying to a new spell every time.

Don’t breathe 5 points

While in a fusion the host does not need to breathe.

No vitals 5 points

While in a fusion the host does not suffer any special rules from piecing, blunt, or

slashing.

No Blood 5 points

While in a fusion the host does not suffer bleeding or any other effects that apply to

having blood.

Additional leg 2 points

The eternal will give the host another leg which will add a +1 to move and a +2 to

balance.

Additional arm 5 points

The eternal will give its host another arm to use as all normal rules apply to use of multi

arms. See chapter 10 two weapon fighting.

Claws 2 points

The hosts hands now do slashing damage.

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Talons 5 points

The hosts hands now do base 4 damage with a +2 bonus damage and act as slashing and

piercing.

Sharp teeth 1 point

Your teeth now do slashing damage.

360 degree vision 20 points

The host cannot be flanked or back attacked. The host also threatens all squares around

him.

Dark vision 10 points

The host suffers no penalties in complete darkness.

Polarized eyes 10 points

The host suffers no penalties from flashes or being in very blinding conditions.

Fly 10 points

The host can fly at his move.

Increased movement 2 points

Adds a +1 to the host movement score per time taken.

Swim 10 points

The host can move though water or any liquid at his move score.

Tunnel 10 points

The host can tunnel though solid soil, dirt, mud, etc as his move score.

Specialized breath 1 point

The host can breathe one additional type of gas or liquid per time taken.

Communion Communion is a non combative calling of the eternal. Hosts use communion to talk to

their eternals. The eternal can offer a lot to say to a host by giving them information or

advising the host. The eternal when called this way actually never comes onto the prime

material plane, it looks like it does but this is nothing more than a image. Communion has

many uses for a host but cannot act in combat what so ever.

Communion is when you call upon the eternal to ask it for knowledge, to seek

knowledge, or give advice. When you call upon the eternal in this way it will appear before the

host in its form but really not be tangible. Others can see it unless the host desires it not to be

seen by anyone but the host. Its voice can also work the same way with the host being the only

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receiver unless the host desires other to hear the eternal. The eternal hears everything around

it in this form as well but will only answer its host or take questions from its host. Others asking

it questions will be ignored. The eternal only takes its questions from its host.

The eternal will only last for 10 rounds when called this way. A host can ask no more

than 1 question a round. The eternal can last outside its time limit but only to answer the

questions of its host. The eternal can only answer a question if it knows the answer to the

question. The eternal will make a knowledge check off its knowledge attribute plus any

specializations, plus a d10 roll. The question is formatted into a difficulty set by the DM (see

further in this chapter on question difficulty). If the eternal beats this difficulty it will answer

the question completely to the host. If it fails it cannot answer the question but can offer to

investigate the information for the host.

If an investigation is asked of the eternal it will ask if anything else is needed. If nothing

else is needed the eternal leaves even if the duration was not meant. The eternal will use its

investigation attribute for this next option. The eternal will take a certain amount of time to

seek the information for the host based on this attribute versus the difference on the failed

knowledge roll and how hard the information is to gain. For every point difference the

investigation and the knowledge roll below the difficulty takes six hours. If the investigation is

higher than the difference it will reduce the time by 1 hour till 1 hour is left. At this point it will

reduce the time by 5 minutes per point. A minimum of 5 minutes is required to investigate.

For example a knowledge roll of 6 which needed a 10 is a failed by 4. If the investigation

attribute is a 3 it will take 6 hours to gather the information. If it was a 5 investigation it would

take 5 hours. Once this time has passed the eternal will return with the desired information

and tell the host everything on the subject of the question. It will not answer any questions on

the subject or allow for interruption. Once it has said what it needed to say it will leave. An

eternal on an investigation cannot be summoned, fused, or communioned with till the

investigation is complete.

The last option for the host to do with a communion is ask it for advice. The eternal can

only tell knowledge of the past not the future. However it can make an educated guess based

on the past on what will happen. After all history often repeats its self. The eternal in this case

will offer advice in the form of tactics or speculation on the situation on what will happen based

on the facts. This advise is given as a one shot bonus relating to the situation that the host

sought advice on.

To get this advise bonus the eternal makes a knowledge roll based on the difficulty set

by the DM. this difficulty is very similar to an actual knowledge check except it is based on

speculation rather than complete fact. The difficulty is reduced on the more facts that the

eternal knows on the subject of advise. The less known the harder the check. If the roll beats

the difficultly the eternal will grant its advise attribute as a bonus to the following options. This

is based on a point total of the advise attribute. Creation points do not boost these bonuses

unless it is the attribute that is being increased.

Using 1 point of advise attribute increases a related skill to the advise by a +1 bonus.

Using 5 points of advise will add ether a +1 to attack or one passive defense.

Using 3 points the circle level of advise will add a positive status to the host till the

effects wear off.

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These bonuses wear off in 1d10 days or till the advise is used. They do not stack with

other advise and are not replaced till used. The eternal gives its advise in the verbal telling if

this advise helps in any other way then bonuses.

The eternal when using communion uses 4 attributes to determine its uses as stated

above. Knowledge, investigation, and advise are the three discussed above. Resistance is the

last attribute even though the eternal never actually comes to the plane it can still be

influenced by the banishment. Though it is harder to send the eternal away since it is only

making images and sounds in the plane. The attributes look like this;

Knowledge: KN 1 Investigation: IN 1 Advise: AD 1 Resistance: Res 3

Communion abilities

Increased Knowledge 20 points

Adds +1 to the eternals knowledge attribute per time taken.

Increased investigation 15 points

Adds +1 to the eternals investigation attribute per time taken.

Increased advise 10 points

Adds +1 to the eternals advise attribute per time taken.

Increased resistance 2 points

Adds a +1 to the eternals resistance attribute per time taken to a max of +32 times.

Increased duration 5 points

Adds 1 round to the duration that the eternal stays and answers or advises the host.

This can be taken a maximum of 10 times.

Second try 1 point

This applies to only one question per time taken. The eternal may reroll a failed

knowledge check once taking the second result regardless of the first. This can be taken

multiple times each time applying to a new question.

Places specialization knowledge 5 points

The eternal is familiar with geography more so then other knowledge’s. The eternal

gets a +1 to knowledge rolls when the question is directed to geographical locations or land

marks of the world. This can be taken multiple times increasing the bonus every time.

Creature specialization knowledge 3 points

The eternal is familiar with monsters and animals more so then other knowledge’s. The

eternal gets a +1 to knowledge rolls when the question is directed about a particular monster

or animal. This can be taken multiple times increasing the bonus every time.

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Nations specialization knowledge 3 points

The eternal is familiar with history, culture, and politics of the world more so then other

knowledge’s. The eternal gets a +1 to knowledge rolls when the question is directed toward

history, culture, or politics of a particular nation of the world. This can be taken multiple times

increasing the bonus every time.

Persons specialization knowledge 5 points

The eternal is familiar with people and what they did more so then other knowledge’s.

The eternal gets a +1 to knowledge rolls when the question is directed to a particular person.

This can be taken multiple times increasing the bonus every time.

Magic specialization knowledge 8 points

The eternal is familiar with the workings and history of magic more so then other

knowledge’s. The eternal gets a +1 to knowledge rolls when the question is directed about a

spell, ritual, or magical event. This can be taken multiple times increasing the bonus every

time.

Items specialization knowledge 10 points

The eternal is familiar with history of a particular object more so then other

knowledge’s. The eternal gets a +1 to knowledge rolls when the question is directed about a

mundane, technical, magical, or artifact item. This can be taken multiple times increasing the

bonus every time.

Making a knowledge difficulty

If the DM does not want to make a difficulty for the question or wants to make one

rather than assigning one for the knowledge check. Players can also check this list to see if the

characters question is possible for their eternal. Designing a knowledge difficulty is broken

down into 5 steps based on 5 simple questions that may apply to the knowledge difficulty. Use

this chart below to help figure a knowledge challenge check. A difficulty must be a 1 regardless

of adjustments.

Step 1 Difficulty of the question?

Base difficulty Question Example

1 Simple Who is the current king?

2 Basic Where is mount Kamz?

3 Unusual What is the birthday of Lady Reis?

4 Hard What is the ritual for eternal entrapment?

5 Impossible When was the wheel invented?

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Step 2 How well known is the information?

Adjusting difficulty Known Example

-1 By pretty much everyone What color is the sky?

and there brother knows.

0 Common knowledge Name your nation?

+1 1 out of 1,000 people know Where is the capital your nation?

+2 1 out of 100 people know Name the kings advisors?

+3 1 out of 10 people know Name all the types of horses?

+4 Very obscure How do you build a mana crystal?

Step 3 How old is the information?

Adjusting difficulty Age

0 Present day

+1 A year old

+2 5 years old

+3 10 years old

+4 20 years old

+5 50 years old

+6 100 years old

+7 1,000 years old

+8 10,000 years old

+9 100,000 years old

+10 Over a million years old

Step 4 Is the information still known?

Adjusting difficulty Condition

0 The information is written down somewhere and good condition

+3 It is written but in poor condition with missing pieces or may only

be verbal passed on.

+5 Information was only verbally passed on.

+8 Information is lost and never written or passed down

Step 5 What is the type of information?

Adjusting difficulty Type

+3 Nation

+3 Creature

+4 Palace

+4 Person

+5 Magic

+8 Item

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Banishing an eternal

Since an eternal is an outsider a character or an NPC can attempt to cancel a persons

calling of an eternal. To do this the banisher must have access to or know the banishment spell.

if the banisher has the banishment spell they can use this spell as a counter spell when

someone tries and calls an eternal. The rules in this case ignore the elemental, school, and if

you know the others spells. Since the banisher is casting banishment which is the only spell the

caster can cast to counter an eternal all those rules are irrelevant to the process. The caster

can still use spell wait in this case. The spell when cast when the eternal is called will function

like banishment with the following exceptions.

One the eternal is not permanently banished or subject to the a yearly banishment.

Secondly rather than targeting a will defense the caster targets the eternals resistance. In this

case the resistance acts as a passive defense versus the spell casters skill. If the banisher beats

the resistance score the eternal is simply removed until the host can either trigger the eternal

again or use the MP calling method. If the banishment fails to beat the eternals resistance then

it stays there.

Depending on the eternals design and what category it is being called into will

determine its resistance versus banishment. There is no other way to cancel an eternal when it

is called into the material plan rather than banishment.

Sample Eternals