Gatespawn

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Basic Description

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| Gatespawn                                                                |
|--------------------------------------------------------------------------| 
| Level:    19                                                             |
| School:   Conjuration                                                    |
| Syntax:   gatespawn or gatespawn <target>                                |
| Cost:     150 sp, 50 hp                                                  |
| Reagents: a bladed weapon                                                |
|--------------------------------------------------------------------------|
|    Calling across the planes, gatespawn summons a creature from          |
| realms outside Astaria to attack your target. If a target is             |
| supplied, your summoned creature will attack for a given number of       |
| rounds and return to its plane of origin. It will serve this singular    |
| purpose until it is destroyed, tracking its victim relentlessly. If a    |
| target is not supplied, the minion summoned will be bound to you,        |
| following and protecting you at any cost. Minions in service to a        |
| mage may struggle to free themselves from the magical bondage that       |
| secures them to your plane of existence and sufficiently strong          |
| servants may eventually find a way to free themselves and return to      |
| their native plane. This process becomes immediate if the summoned       |
| creature's loyalty is dropped to a negative value, indicating that       |
| the servant would rather die than serve you any further. A gate spawn    |
| cannot be issued complex commands, understanding only the first          |
| command to which its service is bound (generally "kill" or "defend").    |
| Most often a minion that responds to the rite of summoning will be of    |
| similar alignment and intent to the spellcaster, although there are      |
| locations in Astaria where the barrier between the void and the          |
| physical world are damaged or naturally weak. In these locations, the    |
| rite may behave... unpredictably. It is advised that you do your best    |
| not to panic if something truly alien answers your call.                 |
|                                                                          |
| Note: Casting gatespawn inflicts minor damage to you. Don't cast it      |
| when low on hit points. Summoned gatespawn who are especially powerful   |
| and who are forced to act in direct opposition to their natural          |
| inclination will lose loyalty at a much faster rate than normal and      |
| may even be strong enough to retaliate against the spellcaster who       |
| brought them before fleeing back to their home plane. Consider this      |
| before forcing an Astral Deva to murder orphans or a demanding that a    |
| Defiler Lord save a litter of kittens from a burning house.              |
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