The principal concept of Summoning is that the elemental fields flow through other realms of existence besides our own. Channeling this energy through geometric designs allows the summoner to draw entities from these other realms. These entities have many different forms, but only the strongest ones can manifest physically. Successfully drawing the entity forth is not enough however. The summoner must also be able to impose his will upon the summoned being or else the being may be free to act as it chooses. Lesser beings may choose to simply disappear or cause minor havoc. Greater entities, however, can be very dangerous if uncontrolled.

FOCUS: Any written form of a spell that a sorcerer can use as a guide to casting the spell. A focus can have a threshold higher than the base value of the spell, depending on the quality of the copy.

INSCRIPTION: The spell is memorized by the caster and no longer requires a focus.

RITUAL OF SUMMONING: All summoning spells are required to be cast as rituals. These rituals are different for each spell and involve the creation of a summoning circle..

CASTING TIME: First the summoning pentacle must be drawn. For Seals, it takes a number of actions equal to the threshold of the spell. For Pentacles, it is double the threshold in actions and for Gates it is triple. A single additional action is required to call forth the entity and establish a contract.

CONNECTION: Spells that affect a person who is not in physical contact with the caster will almost always require a Connection. A Connection is a symbolic representation of the target that the caster uses to focus the effects of his spell. See Sorcery for details.

DURATION: The amount of time that the entity can remain manifest. If the summoner has control of the entity, it can be dismissed at anytime.

RANGE: Creatures can only be summoned within the circle. The range indicates how far from the circle the creature can move.

CONTRACT: The process by which the summoning imposes his will upon the summoned and issues his command.

RUPTURE: A rupture means that the summoner has failed to establish a contract and the summoned entity is free to do as it wishes. The actions it will take are categorized as follows:
Disappearing – The creature returns to its own realm.
Immobility – The creature remains within the summoning circle for the spells duration. It cannot be commanded or dismissed.
Flight - The creature escapes the circle and flees as far as possible from the summoning site. It cannot be commanded or dismissed.
Befuddlement – The creature obeys the summoner but fails to carry out the command correctly. In some case in may even do the exact opposite of the command.
Capture - The creature turns its power against the summoner. It will attempt to dominate the summoner and take him back to the creature’s realm.
Possession - The entity tries to possess the Invoker. If the summoner is a Nephilim, it is ejected from the body and must find a new host. A successful possession means the entity now has full control of the summoner’s body.

AUTONOMY: This is a measure of how free-willed the entity is. The levels of autonomy are categorized as follows:
Guided – The invoker must concentrate to guide the entity and can do nothing else or the entity will cease to function.
Limited - The entity can carry out a simple one-sentence command on its own. However, it cannot improvise, so any complications will require further instruction from the invoker. If it is told to do an ongoing task, it will continue to do so until the duration expires or the summoner orders it to stop or perform a different task.
Partial - The creature has a limited form of consciousness. It can follow more advanced commands, but has only a minimal ability to improvise.
Total – The creature is a fully conscious entity. It can follow complex instructions and has the full ability to reason and improvise. However, such entities have their own personalities and motivations that can affect how they carry out instructions.

First the invoker must draw the summoning pentacle. This process is actually part of the ritual, and requires the full concentration of the caster. If the caster is interrupted, he must make a Dominate Ka roll x5 to continue the circle. If the caster is injured, he must make a Dominate Ka roll x3 to continue. Failure means the ritual must be started anew. The full drawing time is equal to the threshold of the Seal spell in actions. This is doubled for Pentacles and is tripled for Gates. Upon completing the circle, a number of Ch’awe equal to the Circle of the spell is spent. Summoning circles require a flat, solid surface to draw on. If the circle is drawn in dirt or other uneven surface, the technique roll is penalized by –20%

The technique roll represents the caster’s attempt to cast the spell correctly. On the last action of the circle drawing, the player rolls the appropriate technique skill. It is possible for the caster to gain extra insight into the nature of magic as the result of an especially good spell creation. A horrible failure risks corruption of the caster’s KA.

Critical Success: Caster makes Ka roll and gains bonus skill check.
Normal Success: Caster makes Ka roll.
Normal Failure: Caster fails casting and must start over.
Critical Failure: Caster fails casting and must start over. Gains 1 Khaiba

The Ka roll represents the caster’s attempt to control the elemental entity and establish a contract. The player rolls on the resistance table against the entity’s Ka using the caster’s Ka of the same element. If the entity has more than one element, a roll must be made for each element. The Daily Astrological Modifier applies to this roll. All summoning rituals are considered to be rituals Unity. This means that the summoner may draw on the Ka of fellow participants in the same manner as that ritual. Further more, if the Nephilim is within Ka-Vision range of his stasis, he may draw Ka points of the needed element from his stasis to increase his Ka rating for the duration of a single Ka roll.

Ka rolls result as follows:

01% Contract made; do not lose Ch’awe; lose 1 Khaiba point
Critical Success: Contract made; do not lose Ch’awe
Normal Success: Contract made
Normal Failure: Rupture
Critical Failure: Rupture; May not reattempt this day
00% Rupture; May not reattempt this day; Gain 1 Khaiba point

1. Nephilim must have focus or spell inscribed.
2. Nephilim must have connection if required.
3. Spell’s threshold must be <= Nephilim’s skill rating.
4. Time to draw the summoning pentacle is equal to the spells threshold times its circle in actions.
5. On last action, technique roll is made.
6. If successful, a contract is attempted by making a Ka vs. Ka roll.
7. If successful, the entity is controlled. If failed, a rupture occurs.


Nephilim sisensee