
Summoning Rituals
Rule, Magic
Summoning, evocation and invocation bring beings from other planes. The ritual covers an optional offering, a protective circle and triangle, the summoning itself, and sealing a pact through bribes, services, threats or magical compulsion; mistakes can free a hostile creature.
From the book
Beings from other planes can be brought forth by three kinds of ritual. A summoning spell merely opens a gate, so the caster must prepare a Thaumaturgic Triangle and a Magic Circle of Protection and gets three attempts to coerce the creature. Evocation, found only in High Magic, additionally makes the creature save vs Will or obey, and grants three further tries if the save succeeds; omitting the inscriptions would be reckless. Invocation, found only in Divine Magic, calls beings who share the caster's faith and alignment, requires neither inscriptions nor coercion, and secures any reasonable request from a faithful caster. Conjured creatures are not summoned at all but shaped from the components of the spell, and they always obey.
An optional offering of incense, herbs or spices worth 100 G.P. or more grants +1 on saves during the ritual. Inscribing the circle and the triangle takes an hour (half that for elementals, who do not need a triangle), and each carries a 10% chance of a flaw, reduced by 1% per level. The caster works from within the circle, which has room for 3, and the creature materializes in the triangle after 1-3 minutes.
Natural partners, such as priests with kerubim, druids with elementals, necromancers with undead, shamans with spirits of like alignment, or anyone with a familiar, strike pacts without difficulty. In other cases each of three attempts makes the creature save vs Will, the lever being wealth, an attractive service, sacrifice, a weapon it fears, a threat of imprisonment, an attack (which breaks the circle), magical restraint or holy objects. Knowing its common name adds an attempt; knowing its true name compels it instantly, but the creature will then pursue whoever holds that name.
If both inscriptions are flawed the creature returns home; if only one is, it goes free and may turn murderous. A failed pact releases the creature, which may seek revenge later, and a pact already sealed is broken if the requested service goes against the creature's nature.
At a glance
- Types
- Summoning (gate only; needs Circle and Triangle; 3 chances to compel); Evocation (gate and compel, save vs Will; High Magic only); Invocation (like-aligned beings only; Divine Magic only)
- Conjuration
- Not a summoning; conjured creatures are made from components and always obey
- Offering
- Minimum 100 G.P. of incense, herbs or spices gives +1 on saves for the ritual
- Inscriptions
- 1 hour for Circle of Protection and Thaumaturgic Triangle (1/2 hour for elementals, who need no Triangle); 10% failure chance (-1% per level), checked for each
- Arrival
- 1-3 minutes, within the Triangle; up to 3 people inside the Circle
- Natural pacts
- Priests with kerubim, devas, guardians; druids with elementals and animals; necromancers with undead; shamans with like-aligned spirits; any caster with a familiar
- Sealing a pact
- 3 chances; creature saves vs Will each time; one failed save seals it
- Riches
- Demons/devils save at -1 per 1,000 G.P. per level of the creature; other creatures save vs Will (no modifier) only if greedy by nature
- Threats
- Feared weapon: -1 per +1 of the device; imprisonment threat: -4
- Names
- Common name gives 1 extra chance; true name compels a pact at once (not arch-demons, arch-devils, guardians or deities)
- Failures
- Both inscriptions flawed: creature vanishes; one flawed: creature appears unrestrained; failed pact frees it
- Other pact methods
- Sacrifice: demons and some evil deities always accept, devils accept a demon as sacrifice and demons a devil, good and most neutral beings never; Attack: forces a save vs Will but breaks the protective circle and triangle; Magical constraint: save vs Will or obey; Power of Good: holy water or symbols force evil creatures to save vs Will (good summoners only); Service: seals the pact at once if it appeals to the creature
- Invoked beings
- Will not refuse a reasonable request for aid or advice if the caster has been faithful to the patron deity