"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Tuesday, July 19, 2011

Keepers Screen - CoC, Summon Guardian

Friendly Advice - If an item you spend a lot of time writing about seems way to familiar - check your previous posts.

Short post today about the item since I hate to repeat myself (please see above). This is a Keepers Screen for some edition of Call of Cthulhu. I am not sure what edition it is for though and the entries over at yog-sothoth.com do not have any images. It accomplished what a GM screen is expected to though the art work is kind of lacking. If I were a player I would demand something better to look at while gaming :)

I hate making such a short post today. I will make sure and check I have not written about an item more thoroughly in the future.  Much better write up on Different Worlds #1 than I did back in March for the record !


Summon Guardian

Level: Fifth
Range: None
Duration: Special
Ares Effect: None
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None

When this spell is cast the magic user summons a mystical guardian to defend them. The creature summons will be similar in nature to an unseen servant though they will perform no other action than defend the caster.

When not defending the caster the guardian will be out of phase with the rest of the world and will be invisible to the naked eye though those who can see extra-planar creature will see the guardian. When activated the guardian will appear as a normal sized creature of the same race as the caster. They will be wearing black plate mail and will be wielding a long sword and shield.

The guardian will attack as a fighter equal to one half the level of the caster, rounded up, plus one. They will have an armor class as appropriate for plate mail and shield. They will also have maximum hit points as if they had an 18 constitution as well.

The guardian will suffer damage as if they were a normal creature and will suffer damage from all normal attacks. If a save is needed they will save as the caster though. The guardian can not be healed through normal or magical means though. They will remain until their hit points reach zero.

The material component of this spell is a gem of no less than 10 gp in value per level of the guardian. The gem will vanish when the spell is cast and the guardian appears.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

1 comment:

kelvingreen said...

Call of Cthulhu editions have so few differences that it almost doesn't matter, but for the record, this screen was produced for the fifth edition in 1992.

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