Summoner
Summoners call, bargain with, bind, or shape external presences. In the reconstruction age, this practice exists under the shadow of formal pacts and hard-learned boundaries. A responsible summoner writes precise terms, respects limits, and understands that calling a being into the world creates obligations. A reckless summoner creates problems other people have to survive.
Root Node · 1 CLA
Summoner
Your summoned creatures gain +1 to Fortitude.
Path of the Conjurer
T1 · 1 CLA
Conjuration Mastery
All your Conjuration spells require no base Mana cost. Optional stunts and enhancements still require Mana. Cast freely within your concentration limits.
T2 · 1 CLA
Lord of the Bound
Once per day, perform a 10-minute ritual to summon a Lesser Eidolon. While active, the Eidolon grants you Advantage on all skill checks and defend rolls. It also grants +1 to Magic for Conjuration spells. The Eidolon lasts 24 hours or until dismissed.
T3 · 1 CLA
Summon Guardian
Perform a 1-hour ritual to summon a Guardian with all combat skills equal to your Magic skill, Physical and Elemental Defense equal to your Magic skill, and one elemental resistance of your choice. Equipped with a basic weapon of your choice. Immune to fear. Remains until destroyed or dismissed. One Guardian active at a time.
Path of the Binder
T1 · 1 CLA
Bound Eidolon
Perform a 10-minute ritual to bind one Eidolon. It has one skill of your choice equal to your Magic, one defend skill equal to half your Magic rounded up, and a Physical Stress Pool of 6. It acts immediately after your turn and may move or take one Basic Attack or Quick Utility action. Only one Eidolon may be bound at a time.
T2 · 1 CLA
Soul Link
While your Eidolon is active, you and it may share one Concentration between you. In addition, once per round, when one of you takes damage, you may split that damage between both of you as you choose. Once per scene, your Eidolon may make one additional Basic Attack for 0 AP.
T3 · 1 CLA
Avatar Bond
Once per session, spend 3 AP to merge with your Eidolon for 3 rounds. While merged, gain +2 to Magic, +2 to one defend skill granted by your Eidolon form, and one special benefit based on its form: striker adds +1d6 to your first damaging spell each turn, sentinel reduces all incoming damage by 2, scout may move up to half speed as a free action once per turn. You and the Eidolon share one combined Physical Stress Pool during the merge.
Solid required progression · Dashed optional node requires the one above it