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<blockquote data-quote="Cleon" data-source="post: 6420470" data-attributes="member: 57383"><p>Well it's another day, so here goes nothing...</p><p></p><p><span style="font-size: 12px"><strong>Summon Coven</strong></span></p><p><strong><em>Summoning</em></strong><em><strong> (Conjuration)</strong></em></p><p><strong>Level:</strong> Goat 7, Clr 9, Sor/Wiz 9</p><p><strong>Components:</strong> V, S, F</p><p><strong>Casting Time:</strong> 4 hours</p><p><strong>Range:</strong> See text</p><p><strong>Effect:</strong> See text</p><p><strong>Duration:</strong> 1 hour/level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>The <em>summon coven</em> spell is a powerful magic that allows a group of goatlings to amass a pool of empowerment points and then use those points to empower additional spellcasting. This spell requires at least 3 goatling spellcasters, who all cast summon coven simultaneously, plus a congregation of at least 4 other goatlings of 15th level or higher. The spellcasters who cast <em>summon coven</em> must nominate one of their number as the "head" of the coven, they must all agree who this head is or the spell fails. The spell also requires a focus component called a tabernacle, a ritual chest that holds the empowerment point pool created by the spell. The spellcasters must be within 30 feet of the tabernacle to cast <em>summon coven</em> or to concentrate on maintaining the spell (see below).</p><p></p><p><em>Gathering Power:</em> This spell creates a pool of empowerment points equal to the total HD of all participating goatlings who are willing to sacrifice their Goat Magic spell-like abilities for the day while the spell is being cast. A goatling must be within long range of the tabernacle to transmit power to it (400 ft. plus 40 ft. per caster level of the <em>summon coven</em>).</p><p></p><p>If a goatling has already used any of its daily Goat Magic abilities that day, it is unable to contribute any empowerment points to the pool. Goatlings who already used a weekly or monthly Goat Magic ability can still contribute empowerment points to the pool, but the spell-like ability takes twice the normal length of time to replenish. e.g. a goatling who used its 1/week <em>contact outer plane</em> ability five days ago would normally be able to use it again in two days time (5 + 2 = a week's 7 days); but if it contributes all its Goat Magic to a coven's pool, it would need to wait 9 days before using its <em>contact outer plane</em> ability again (5 + 9 = 14 days, or two weeks). This rule does not apply if a goatling uses its 1/month <em>summon coven</em> ability to become one of the three spellcasters who creates the coven. In such a case, the goatling need only wait a month to reuse its <em>summon coven</em> ability.</p><p></p><p>Once cast, a <em>summon coven</em> ends if all of the goatling spellcasters who cast the spell stop concentrating upon it, if the coven head loses consciousness, or if any of the spellcasters chooses to dismiss the spell. So long as at least one of the spellcasters is concentrating on the <em>summon coven</em>, the other spellcasters can perform other actions (or rest) without interrupting the <em>summon coven</em> spell; this allows the casters to take turns concentrating. The pool of empowerment points dissipates when the spell ends.</p><p></p><p><em>Drawing Power:</em> The head of the coven can draw empowerment points from the tabernacle and use them to enhance the next spell they cast. It takes 1 round to draw 10 empowerment points, plus 1 round for each additional point drawn. Certain goat magic spells allow for special enhancements when empowered using <em>summon coven</em>. These are detailed in the individual spell descriptions - see <em>binding cage</em> and <em>occultation</em> for examples.</p><p></p><p>Drawing power from the tabernacle is a standard action that requires concentration. If the concentration is interrupted (as per interrupting a spell), the coven head loses the empowerment points they have drawn so far, but can begin drawing again on their next turn.</p><p></p><p><em>Focus:</em> The tabernacle, a well crafted ritual chest constructed by master crafters. The tabernacle never costs less than 750 gp and is approximately 5 feet long, 3 feet wide, and 4 feet tall.</p><p></p><p><strong>Tabernacle of the Ram:</strong> This artifact is X. It has an unlimited capacity to store empowerment points and it stores empowerment points for a duration of X (they do not dissipate when the <em>summon coven</em> duration runs out like a normal tabernacle's empowerment pool).</p></blockquote><p></p>
[QUOTE="Cleon, post: 6420470, member: 57383"] Well it's another day, so here goes nothing... [SIZE=3][B]Summon Coven[/B][/SIZE] [B][I]Summoning[/I][/B][I][B] (Conjuration)[/B][/I] [B]Level:[/B] Goat 7, Clr 9, Sor/Wiz 9 [B]Components:[/B] V, S, F [B]Casting Time:[/B] 4 hours [B]Range:[/B] See text [B]Effect:[/B] See text [B]Duration:[/B] 1 hour/level (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No The [I]summon coven[/I] spell is a powerful magic that allows a group of goatlings to amass a pool of empowerment points and then use those points to empower additional spellcasting. This spell requires at least 3 goatling spellcasters, who all cast summon coven simultaneously, plus a congregation of at least 4 other goatlings of 15th level or higher. The spellcasters who cast [I]summon coven[/I] must nominate one of their number as the "head" of the coven, they must all agree who this head is or the spell fails. The spell also requires a focus component called a tabernacle, a ritual chest that holds the empowerment point pool created by the spell. The spellcasters must be within 30 feet of the tabernacle to cast [I]summon coven[/I] or to concentrate on maintaining the spell (see below). [I]Gathering Power:[/I] This spell creates a pool of empowerment points equal to the total HD of all participating goatlings who are willing to sacrifice their Goat Magic spell-like abilities for the day while the spell is being cast. A goatling must be within long range of the tabernacle to transmit power to it (400 ft. plus 40 ft. per caster level of the [I]summon coven[/I]). If a goatling has already used any of its daily Goat Magic abilities that day, it is unable to contribute any empowerment points to the pool. Goatlings who already used a weekly or monthly Goat Magic ability can still contribute empowerment points to the pool, but the spell-like ability takes twice the normal length of time to replenish. e.g. a goatling who used its 1/week [I]contact outer plane[/I] ability five days ago would normally be able to use it again in two days time (5 + 2 = a week's 7 days); but if it contributes all its Goat Magic to a coven's pool, it would need to wait 9 days before using its [I]contact outer plane[/I] ability again (5 + 9 = 14 days, or two weeks). This rule does not apply if a goatling uses its 1/month [I]summon coven[/I] ability to become one of the three spellcasters who creates the coven. In such a case, the goatling need only wait a month to reuse its [I]summon coven[/I] ability. Once cast, a [I]summon coven[/I] ends if all of the goatling spellcasters who cast the spell stop concentrating upon it, if the coven head loses consciousness, or if any of the spellcasters chooses to dismiss the spell. So long as at least one of the spellcasters is concentrating on the [I]summon coven[/I], the other spellcasters can perform other actions (or rest) without interrupting the [I]summon coven[/I] spell; this allows the casters to take turns concentrating. The pool of empowerment points dissipates when the spell ends. [I]Drawing Power:[/I] The head of the coven can draw empowerment points from the tabernacle and use them to enhance the next spell they cast. It takes 1 round to draw 10 empowerment points, plus 1 round for each additional point drawn. Certain goat magic spells allow for special enhancements when empowered using [I]summon coven[/I]. These are detailed in the individual spell descriptions - see [I]binding cage[/I] and [I]occultation[/I] for examples. Drawing power from the tabernacle is a standard action that requires concentration. If the concentration is interrupted (as per interrupting a spell), the coven head loses the empowerment points they have drawn so far, but can begin drawing again on their next turn. [I]Focus:[/I] The tabernacle, a well crafted ritual chest constructed by master crafters. The tabernacle never costs less than 750 gp and is approximately 5 feet long, 3 feet wide, and 4 feet tall. [B]Tabernacle of the Ram:[/B] This artifact is X. It has an unlimited capacity to store empowerment points and it stores empowerment points for a duration of X (they do not dissipate when the [I]summon coven[/I] duration runs out like a normal tabernacle's empowerment pool). [/QUOTE]
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