Summoning Spells
Such spells concern themselves with alien races and attendants, those monsters that commonly serve greater monsters or wizards. The general procedures for these spells are the same, but conditions may vary from spell to spell. Knowing one such spell is of no use whatsoever in attempting to cast another. Unless the Keeper wishes otherwise, the summon and the bind portions of each spell are learned together. Foolish is the impatient wizard who only learns to summon and not to bind.
With the exception of Summon/Bind Servitor of the Outer Gods, these spells require the sacrifice of 1 magic point per 10 percentiles chance for success. For example, 3 magic points gives a 30% chance for the spell to succeed. In general, for each magic point spent, the caster must spend five minutes chanting - the greater the chance for success, the longer the spell takes to cast. A result of 96-100 is always a failure - a rolled result of 100 should always have bad consequences for the wizard concerned.
The caster also loses 1d4 Sanity points per spell cast, whether the spell succeeds or not.
If a success, one being appears per spell, 2d10 game minutes after the chant concludes. The thing appearing may also require a sanity loss to see it.
As the Keeper wishes, the thing arrives bound or the Keeper may ask that the caster make an opposed POW roll versus the summoned being. With a success, the thing is bound; with a failure, it attacks the caster and then returns from whence it came. Bound, the thing must obey one order by the caster, even to attacking its own kind, after which it is freed ant returns from whence it came.
Form of Command
The caster's command to the thing must be specific and limited induration: "protect me from harm forever," would not be a valid command; however, "slay that man in the corner," would be. The thing is bound to the caster until it fulfills a command (a bound thing without a command soon finds a way to leave). Orders might include carrying someone somewhere, presiding at some ceremony, being especially docile while being examined by a group of professors, appearing somewhere as a warning to those assembled - whatever can be imagined. Keep commands simple. The best rule of thumb is that a command have no more words than one-fifth the thing's INT. Simple gestures such as pointing will be understood. Assume that the thing is always able to understand a straightforward command, whether spoken in English, Latin, Elvish, Dwarvish, or Urdu. See also Separate Binding.
Material Components
Cost: variable magic points; 1d4 Sanity points
Effect Casting Time
5 minutes per magic point spent, binding takes 1 round
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