Summon Mana Eidolon

Spell Access Level: Common
Mana Cost: See Description
Potion / Rune / Scroll / Wand: No / Yes / Yes / No
Cast Time: 1 Standard Action
Range: Close
Duration: See Description

The caster can create an Eidolon using the Eidolon Traits List. The amount of MC required depends on the size, mass, and traits of the Eidolon. The mana used to create the Eidolon remains depleted from the caster’s Mana Pool until it is killed, Nullified, or otherwise discontinued. What kind of damage the Eidolon deals depends on the Mana Affinity of the caster when creating them.
The total Mana Cost is all of the selected, non-conflicting traits combined. Once chosen, the Eidolon is created and the mana remains continuously depleted from the caster’s Mana Pool until the Eidolon no longer exists. Eidolons can be adjusted once they are created or even combined with other eidolons. For example, multiple small rats may combine to create one large rat and the new size and weight of which is based off of the combined total mana. New traits can be given to the Eidolons such as giving them wings to fly or claws to attack. Certain traits may also be removed such as taking away their affinity. The caster regains mana for attributes that are taken away and must expend more mana to add new traits on.

  • Fire – The attack deals fire damage.
  • Earth – The attack deals earth damage.
  • Water – The attack deals water damage.
  • Air – The attack deals air damage.
  • Electricity – The attack deals shock damage.
  • Cold – The attack deals cold damage.
  • Acid – The attack deals acid damage.
  • Light – The attack deals light damage.
  • Shadow – The attack deals shadow damage.
  • Ethereal – The attack deals ethereal damage.
  • Divine – The attack deals divine damage.
  • Psychic – The attack deals psychic damage.
  • Qi – The attack deals qi damage.
  • Life – The attack heals the target’s HP instead of damage.
  • Death – The attack deals death damage.
  • Time – The attack deals time damage.
  • Gravity – The attack ball deals gravity damage.
  • Null – The attack deals damage to the target’s MP instead of HP.

Eidolon Traits List

Size Categories

The size of the Eidolon determines either its length or height, whichever is longest. This will determine how many spaces they take up during combat as well as where they can fit and if they are capable of being on rides or enter certain pathways and buildings. If an Eidolon is too large it may have to remain outside or be unable to follow their caster into certain areas. An Eidolon’s size can be adjusted by the caster. If the size of the Eidolon is decreased, the caster regains the difference in Mana back to their Mana Pool between the size differences. If the size of the Eidolon is increased, the Mana is depleted from the Mana Pool between the size differences. Although sizes greater than Colossal and Harbinger become unlikely and unrealistic, the calculations are still provided for Verse Masters or groups that gain unreasonable access to Mana especially in far future settings or for deities who may create eidolons.

< Tiny
MC: 0
Any Eidolon smaller than 1 foot.

Tiny
MC
: 1
Any Eidolon between 1 and 2 feet.

Small
MC:
5
Any Eidolon between 2 and 4 feet.

Medium
MC:
10
Any Eidolon between 4 and 8 feet.

Large
MC:
20
Any Eidolon between 8 and 16 feet.

Huge
MC:
35
Any Eidolon between 16 and 32 feet.

Gargantuan
MC:
50
Any Eidolon between 32 and 64 feet.

Colossal
MC: 100
Any Eidolon between 64 and 128 feet.

Giant
MC:
500
Any Eidolon between 128 and 512 feet.

Kaiju
MC: 1,000
Any Eidolon between 512 and 1,024 feet.

Mountainous
MC: 5,000
Any Eidolon between 1,024 and 4,096 feet.

Colonial
MC: 10,000
Any Eidolon between 4,096 and 16,384 feet.

Harbinger
MC:
50,000
Any Eidolon greater than 16,384 feet that can live on a planet with Verse Master discretion advised.

Planetary
MC
: >100,000
Any Eidolon the size of a planet. Per size of the moon, an additional 100,000 is required with the size of the moon being the minimum in cost.

Solar
MC:
>1,000,000
Any Eidolon the size of a star. Per size of the sun, an additional 1,000,000 is required with the size of the sun being the minimum in cost.

Galactic
MC:
>1,000,000,000
Any Eidolon the size of a galaxy. Per size of the Milky Way Galaxy, an additional 1,000,000,000 is required with the size of the Milky Way Galax7 being the minimum in cost.

Unfathomable
MC: 1,000,000,000,000
Any Eidolon whose size is equal to galaxy clusters or greater with Verse Master discretion advised.

Mass Categories

The weight of the Eidolon is important for determining if the Eidolon is capable of lifting certain objects, activating pressure plates, or are able to be carried or lifted by other characters. If an Eidolon is given too little weight then they will not be able to open doors, pick up items, or help characters in other such ways. If they are made too heavy, they may break fragile and weaker objects by sitting on them and not be able to be carried by characters if needed or desired. It is recommended to make the weight of the Eidolon scale with its size.

Minuscule
MC:
0
Any Eidolon that weighs 0 and 4 pounds.

Dainty
MC: 1
Any Eidolon that weighs 5 to 10 pounds.

Petite
MC: 5
Any Eidolon that weighs 11 to 30 pounds.

Slight
MC: 10
Any Eidolon that weighs 31 to 60 pounds

Light
MC:
15
Any Eidolon that weighs 61 to 130 pounds.

Regular
MC:
20
Any Eidolon that weighs 131 to 220 pounds.

Heavy
MC:
30
Any Eidolon that weighs 221 to 300 pounds.

Substantial
MC:
50
Any Eidolon that weighs 301 to 500 pounds.

Massive
MC:
75
Any Eidolon that weighs 501 to 1,000 pounds.

Ponderous
MC: >
100
Any Eidolon that weighs over 1,000 pounds, with 100 Mana cost per 500 pounds.

Physical Traits

The physical traits of the Eidolon determine what kind of move actions they may have access to as well as other key defining traits of theirs that does not involve combat.

Balancing Tail
MC: 1
This grants the Eidolon a tail for balancing and a +5 to Acrobatics and Athletics (All).

Bipedal
MC:
1
This grants the Eidolon two legs that they walk upright on.

Winged
MC:
2
This grants the Eidolon a set of wings that can be used to fly giving them access to a base Fly Speed.

Fins
MC:
1
This grants the Eidolon a set of fins that can be used to swim giving them access to a base Swim Speed.

Digging Appendages
MC:
1
This grants the Eidolon appendages that can be used to burrow giving them access to a base Burrow Speed.

Patagium
MC:
2
This grants the Eidolon skin flaps that can be used to glide a short distance making them immune to fall damage when jumping.

Many Armed
MC:
>4
This grants the Eidolon more than one arm costing 2 Mana per extra arm after the first 4 with each capable of combat or carrying.

Many Heads
MC:
>2
This grants the Eidolon more than one head costing 1 Mana per extra head after the first 2 with each head capable of having its own sentience.

Numerous Legs
MC:
5
This grants the Eidolon more than one pair of legs and immunity to difficult terrain.

Sentience
MC:
2
This grants the Eidolon its own personality and ability to make decisions independently of the caster however, it will never disobey or ignore the commands and wishes of the caster. This has the optional effect of giving the Eidolon the ability to speak.

Sticky
MC: 4
This grants the Eidolon sticky body parts that can be used to grapple or to climb on any solid surface.

Defensive Traits

The defensive traits of the Eidolon affect their Dodge and Resistances as well as their defenses against the elements.

Artificial
MC: 4
This grants the Eidolon mechanical or artificial body parts giving them a +5 bonus to their Physical Resistance (PR).

Aura
MC:
1
This grants the Eidolon a +2 bonus to their Spell Reistance (SR).

Mana Body
MC
: 2
This grants the Eidolon an affinity as per the spell Mana Affinity to make their entire body or parts of their body made of fire, water, air, earth, electricity, acid, cold, psychic, ethereal, divine, light, shadow, life, death, time, gravity, or null.

Exoskeleton
MC:
3
This grants the Eidolon a +4 bonus to their Physical Resistance (PR).

Feathered
MC:
1
This grants the Eidolon a +2 bonus against cold.

Fur
MC:
1
This grants the Eidolon a +2 bonus against cold.

Gelatinous
MC:
5
This grants the Eidolon a gelatinous body making them able to fit in spaces that are 2 size categories smaller than them and makes them incapable of being flanked or flat-footed.

Hairy
MC:
1
This grants the Eidolon a +2 bonus against cold.

Hide
MC:
1
This grants the Eidolon a +2 bonus to their Physical Resistance (PR).

Mindless
MC:
2
This grants the Eidolon an in-organic or living mind making them immune to mind-affecting effects.

Poisonous
MC:
2
This grants the Eidolon skin that is poisonous on contact. The Poison DC is equal to the Eidolon Spell DC.

Scales
MC:
1
This grants the Eidolon a +2 bonus to their Physical Resistance (PR).

Shelled
MC:
2
This grants the Eidolon a +3 bonus to their Physical Resistance (PR).

Sweat
MC:
1
This grants the Eidolon a +2 bonus to hot environments.

Translucent
MC:
3
This grants the Eidolon a +5 bonus to Stealth and concealment in dark light settings and a +2 bonus to Dodges.

Offensive Traits

The offensive traits of the Eidolon determine what kind of limbs and appendages they have that can perform combat and attacks as well as how much damage they deal.

Punch
MC:
2
This grants the Eidolon a pair of fists or arms that deal 1 SD bludgeoning damage.

Claw
MC:
2
This grants the Eidolon a pair of claws that can deal 1 SD slashing damage.

Pincer
MC:
2
This grants the Eidolon pincers that can deal 1 SD piercing damage as well as be used to grapple.

Stinger
MC:
4
This grants the Eidolon stingers that can deal 2 SD piercing damage.

Bite
MC:
4
This grants the Eidolon sharp teeth that can deal 2 SD piercing damage as well as be used to grapple.

Venomous
MC
: 2
This grants the Eidolon’s piercing offensive traits poison. The Poison DC is equal to the Eidolon Spell DC.

Gorge
MC:
4
This grants the Eidolon tusks that can deal 2 SD piercing damage.

Peck
MC:
2
This grants the Eidolon a beak that can deal 1 SD bludgeoning damage.

Jab
MC
: 4
This grants the Eidolon barbs, horns, or spikes that can deal 2 SD piercing damage.

Ram
MC: 4
This grants the Eidolon rounded horns or flat heads that can deal 2 SD bludgeoning damage.

Slam
MC: 4
This grants the Eidolon a wide body or head that can deal 2 SD bludgeoning damage.

Tongue
MC: 2
This grants the Eidolon an extendable tongue that can deal 1 SD bludgeoning damage and be used to grapple.

Swallow
MC: 4
This grants the Eidolon an extendable jaw that can deal 2 SD bludgeoning damage as well as grapple.

Trample
MC: 4
This grants the Eidolon hooves or large feet that can deal 2 SD bludgeoning damage.

SporeMC: 4
This grants the Eidolon spores that can be used to poison targets from a far. The Poison DC is equal to the Eidolon Spell DC and the range they can poison up to is equal to their Base Speed.

Roll
MC: 4
This grants the Eidolon the ability to curl into a ball and roll into targets dealing 2 SD bludgeoning damage.

Constrict
MC: 2
This grants the Eidolon the ability to wrap its body or parts of their body around a target and deal 1 SD bludgeoning damage and can be used to grapple.

Flexible Tail
MC: 4
This grants the Eidolon a flexible tail that can be used to Slam and grapple targets as well as hold items.

Tentacles
MC: >4
This grants the Eidolon tentacles that can be used to Slam and grapple targets as well as hold items. Each tentacle costs 4 MC each.