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Bestiary - The Stewards of Destiny
 

Karras the Wise & the Stewards of Destiny

The pursuit of magical knowledge commands great sacrifice and responsibility. Many of those who spend their lives in the study of this elusive force have banded together in their common goal to assume the responsibility of ensuring that the balance of power and magical energy in the world will not shift in one direction or the other. These are the Stewards of Destiny and it is their unceasing task to monitor the flow of magic in Thranok and prevent its control by those who would plunge the world into chaos. They are led by the most venerable of all the Master Summoners, Karras the Wise. Karras is a man of great knowledge and tireless curiosity who has become a recluse in the great Tower of Stewards, where his research into the secrets of the magical and natural world continue night and day. Karras has unlocked the secrets of the earth spirits and it is he alone who can commune with the mystical beings that hold the world in a state of mystic balance. He appears as a wizened old man of advanced age with flowing white hair and a long white beard. He is normally dressed in long, fine robes of multi-colored fabrics and bears as his focus a great oaken staff with a magnificent blood red crystal set atop it. Karras has long known of the island and its importance in sustaining the balance but has thought it safe from discovery as all knowledge of its existence was thought lost to antiquity. Now aware that other Master Summoners have learned of the location of the Shezarian Stones, Karras has traveled with his allies to the island using a Spell of Translocation and now prepares to defend the island from the others as they approach.
 
Delver Mage

Summoning Cost: 1 Dragon's Tooth, 0 Bloodstones, 1 Fairy Dust

A member of the Inner Circle of Karras who wields the forces that hold the very fabric of reality together, bending and shaping them to his will with his magical skill and knowledge.

Max Number in Play: 5
Attack Rating: 1d10
Hit Rating: 1
Move Rating: 1
Special Abilities: Magic Storm - This unit can use all of its movement for the turn to make a ranged attack with an Attack Rating of 1d8 against an adjacent opponent.
 
Earth Elemental

Summoning Cost: 1 Dragon's Tooth, 1 Bloodstone, 0 Fairy Dusts

A spirit of the earth composed of animated earth, sand, and stone that uses the density and weight of its appendages to deliver crushing blows to its enemies.

Max Number in Play: 5
Attack Rating: 1d8
Hit Rating: 2
Move Rating: 1
Special Abilities: None
 
Golem

Summoning Cost: 2 Dragon's Teeth, 0 Bloodstones, 0 Fairy Dusts

A monstrous marble statue that has been transformed through magical means into a hulking juggernaut that silently carries out the will of its creator.

Max Number in Play: 5
Attack Rating: 1d8
Hit Rating: 3
Move Rating: 1
Special Abilities: None
 
Water Elemental

Summoning Cost: 0 Dragon's Teeth, 3 Bloodstones, 0 Fairy Dusts

A spirit of the earth composed entirely of living water, spouting spray and foam as it engulfs its enemies and drowns them within its watery embrace.

Max Number in Play: 5
Attack Rating: 1d6
Hit Rating: 1
Move Rating: 2
Special Abilities: None
 
Fire Elemental

Summoning Cost: 1 Dragon's Tooth, 2 Bloodstones, 0 Fairy Dusts

A spirit of the earth appearing as a fiery tempest in humanoid form that surrounds its foes and burns away their defenses with searing blasts of heat and flame.

Max Number in Play: 5
Attack Rating: 1d6
Hit Rating: 1
Move Rating: 1
Special Abilities: Flame Burst - This unit can use its movement for the turn to make a ranged attack with an Attack Rating of 1d10 on ALL adjacent opponents. Roll separately for each opposing unit affected by this attack.
 
Air Elemental

Summoning Cost: 2 Dragon's Teeth, 1 Bloodstone, 2 Fairy Dusts

A spirit of the earth composed of living air and smoke and surrounded by a halo of swirling wind and detritus that it focuses upon its foes as destructive, buffeting gales.

Max Number in Play: 5
Attack Rating: 2d10
Hit Rating: 2
Move Rating: 3
Special Abilities: None
 
Djinnia

Summoning Cost: 2 Dragon's Teeth, 0 Bloodstones, 4 Fairy Dusts

A creature of the Old Magics that exists to monitor the use of wishes in the mortal realm and mete out justice upon those who would do harm with their use upon the innocent.

Max Number in Play: 4
Attack Rating: 2d8
Hit Rating: 2
Move Rating: 2
Special Abilities: Alter Reality - This unit may force an attacking opponent to re-roll its attack dice once each attack. This ability can be used both when the djinnia is the attacker or the defender. The attacker, however, gains an additional 1d10 on the re-rolled attack.
 
Angel

Summoning Cost: 0 Dragon's Teeth, 5 Bloodstones, 1 Fairy Dust

A heavenly defender from the realm of eternal peace who soars high above the mortal realm on gossamer wings, ready to judge the wicked with his golden lance.

Max Number in Play: 3
Attack Rating: 2d8
Hit Rating: 3
Move Rating: 2
Special Abilities: None
 
Phoenix

Summoning Cost: 3 Dragon's Teeth, 3 Bloodstones, 0 Fairy Dusts

Appearing as a great bird of prey wreathed in a dancing whirlwind of fire, the Phoenix exists to bring renewal to the world in the form of cleansing tongues of fire.

Max Number in Play: 2
Attack Rating: 3d10
Hit Rating: 1
Move Rating: 2
Special Abilities: Fiery Rebirth - When a phoenix is killed, roll a 1d6. On a roll of 4, 5, or 6, the phoenix is resurrected and brought back into play in the square in which it died.
 
The Great Dragon

Summoning Cost: 3 Dragon's Teeth, 0 Bloodstones, 4 Fairy Dusts

Imprisoned by the Elder Mages in a deep cavern, this creature of chaos and fury once thundered through the sky on heavy wings, searing the countryside with its fiery breath. Karras now holds the gemstone that keeps the great beast under his command.

Max Number in Play: 1
Attack Rating: 3d10
Hit Rating: 2
Move Rating: 3
Special Abilities: Dragon's Fire - This unit may release an (X+1)d6 cone of fire into an adjacent square, where X is the number of Bloodstones expended to use this special ability. This attack uses the remainder of the unit's movement for the turn and is treated as a ranged attack.