Summoning
The Art Of Summoning
(Occult •)
Roll: Charisma + Occult
Cost: 3 motes per attempt
Aspects: Ghosts, beasts, spirits, elementals, man
Calling the spirits, the elementals and the
dead are what is commonly thought of when Summoners
are mentioned, but in fact, nearly any creature can be called to a thaumaturge who knows the right words to use and the right
actions to take. The hunter that whistles up prey to be slaughtered, the horse
trainer who can call in the herds from the field — they are as much summoners as the black cultist making deals with the Yozis’ servants.
As a special rule, a thaumaturge
may choose to further limit one or more of their summoning aspects — a shaman might
only be able to summon up the ghosts of his ancestors, for example, or a hunter
might only know the words to bring prey animals to his presence, while a
soldier might know the words to summon a spirit of war to her side. This halves
the cost of the aspect and should be noted on the character sheet — as with Summoning (War Gods), for example.
Beasts (Occult •)
Summoning and controlling the beasts of the
wood and the field and the sky and the sea is an art practiced by many in the
Second Age. Nearly any caravan master will know how to calm his beasts, just as
hunters may draw prey to their snares, and breeders arrange to make sure the strongest
and healthiest of their breeding stock are interested in each other at the
appropriate times.
Summoning beasts can be used in two ways —
to call creatures to the thaumaturge and to control
them once they are there. Calling creatures is a relatively simple task. The
player spends one point of the character’s temporary Willpower and rolls the
character’s Charisma + Occult, with a difficulty equal to (the creature’s
control rating - 2, minimum 1). If the species called exists within calling range
(normally one mile per dot of the thaumaturge’s permanent
Essence), such a beast will make its way to where the thaumaturge
is located — this normally takes two hours, but each extra success reduces this
time by 15 minutes. Summoning more than one member of a species is +1
difficulty to summon “whatever’s available” or +2 difficulty
for a specific number.
Controlling creatures is slightly more
difficult. The roll to actually command a beast is Manipulation + Occult, with
a difficulty equal to the creatures control rating – 1 (plus any modifiers for
complexity or Intelligence). If the roll succeeds, the animal will undertake
the orders it is given to the best of its ability. The thaumaturge
must have a clear idea of the task or action he wishes to have performed. This
is easiest if its a single word or action — complex
statements of desire or sophisticated concepts are beyond most beasts. For
every two words beyond the first, add 1 to the difficulty of the task roll, subtracting
the creature’s Intelligence (normally 1). Failure usually indicates only that
the animal does not perform as desired, while a botch often means the creature
flees, attacks the thaumaturge or otherwise becomes
unresponsive.
Mortals (Occult •)
Although the basic rituals for summoning
mortals to one’s side are easily learned, their execution is far less certain.
In order to summon a mortal, the thaumaturge must
know his name — his actual name, not his title or position. “Hetman Liu Ke” is sufficient. “The Hetman of Shadowfalls
district” is not. The thaumaturge must also have some
sample from the person to be summoned — this sample could be of hair, nail
clippings or some other bodily substance. Summoning mortals is a resisted
action. The thaumaturge’s player rolls Manipulation +
Occult, while the Storyteller rolls the target’s Willpower + permanent Essence.
Players of Exalts roll Willpower + (permanent Essence x 2) and gain two free
successes on all rolls to resist beckoning by thaumaturgy. The Exalted are
always aware of an attempted summoning and of who attempted it. What
actions an Exalt takes is up to him. If the thaumaturge’s
player succeeds at the roll, the subject faces a strong compulsion to travel to
where the thaumaturge is located.
At one success, the compulsion is strong
but not sufficient for the character to threaten the target’s life in any way.
He will travel by a direct route and make travel arrangements as quickly as
possible, but he will not travel in hazardous weather and will take time to
make sure local arrangements are in order before departing. At three successes,
the subject will take risks and even leave his affairs in disorder, but he will
not react in a suicidal fashion to the compulsion. At five successes, there is
nothing more important to the subject than getting to where the thaumaturge is, as quickly as possible.
Range attenuates the effect of a summoning —
the further away, the less strongly the subject feels the compulsion. Subtract
one success for each orientation that separates the thaumaturge
from the target (-1 from the East to the Realm, -2 from the East to the West,
etc.).
Demons (Occult ••)
Summoning up demons is perilously simple.
Summoning up a demon in a fashion that allows it to be controlled in any meaningful
fashion is another matter. Summoning a demon normally requires a human
sacrifice. The least demons sometimes demand only a predator’s blood — for
example, erymanthoi will respond for the blood of any
large cat, for they hate these things above all other creatures. Some demons
will respond to a summoning whether there are sacrifices made or not — the neomah and teodozjia are
particularly known to respond to nearly any summonings,
whether blood has been spilt in quantity or not.
Summoning a demon of the
Mortals cannot force a demon to perform a
task — demons can be forced to appear in Creation, but a mortal cannot force
one to perform once it arrives. However, demons, particularly those of the
Demons of the
Most of the discoverable rituals of
summoning for demons of the
Elementals (Occult
••)
Elementals can be readily summoned with
little effort. Getting them to do what the summoner
wants can be another matter entirely, however. While most elementals are
interested in performing services for thaumaturges
when summoned, they do not normally work for free — although what the elemental
considers payment and what the thaumaturge might
consider may be two different things entirely. Like demons, elementals want to
do those things that are in their nature: A fire elemental wants to burn
things, earth elementals desire stability and stasis, etc.
Elementals are often argumentative, willful
and easily provoked. They are also surprisingly loyal once an agreement has
been reached, unlike demons, and their absence is less likely to attract
attention when compared to the absence of a small god. Summoning an elemental
normally requires a Charisma + Occult roll equal to the elemental’s
permanent Essence. Summoned elementals are not coerced to serve in any way and
must be bargained with to obtain their services. The exact nature of the
bargain struck depends on the elemental in question, but typically, a sacrifice
equal to the elemental’s permanent Essence is sufficient.
Summoned elementals are forsworn from attacking or otherwise harassing a
mortal that summons them and may not take action against the mortal for a day and
a night after they are summoned, unless they are maltreated during the
summoning. Once an agreement is reached, an elemental will serve faithfully.
Powerful elementals may send nominees in their place.
Under normal circumstances, elementals will
not serve for more than a week, and any task they are set to cannot
last longer than one season. Elementals expect to be well rewarded for their
services. Fine woods and incenses to be burned (useful for both air and fire
elementals — the air elementals partake of the smokes, the fire elementals of
the act of burning), precious crystals or gemstones, rare plants or seeds, etc.
are all common demands for payment and, normally, are equal in Resources cost
to the elemental’s permanent Essence. Alternately, some
elementals are willing to exchange favors. They may ask that prayers be devoted
to a spirit friend of theirs (or themselves) or that the thaumaturge
aid a nearby village, help clean up some problem that vexes the elemental or otherwise
make himself useful to the elemental in exchange for
its cooperation in his endeavors.
Ghosts (Occult •••)
Ghosts are some of the easiest of creatures
to summon. Even far from a shadowland, there are
always plenty of Restless Dead who are willing to answer the clarion call of a
dish of fresh blood and the promise of more, and even those dead who are
satisfied in the Underworld will normally come to see who has spoken their name
with an offering of blood.
The process of summoning a ghost is simple.
The summoner must either go to the person’s grave or
to the location of her death or must know the ghost’s full name, then make an
offering of blood, drawing mystic symbols in the ground in blood and chalk.
Funereal incantations must be chanted — those of the ghost’s society are best
(+1 die) — and then, the blood is poured onto the ground. The entire ritual
normally takes about 15 minutes, culminating in a Charisma + Occult roll. A
living animal sacrifice adds one die to the dice pool, while a human sacrifice
adds two dice. Fresh blood from a relative can add an additional die — but
actually sacrificing a relative of the ghost is rarely conducive to friendly
relations with the ghost being summoned. The difficulty is 2 in Creation or 1
if performed in a shadowland or during Calibration.
The difficulty is further modified by how old the ghost is — add 1 to the difficulty
for each century the person being summoned has been dead (as a rough guideline,
if unsure, add the ghost’s permanent Essence).
During Calibration or in a shadowland, a failed roll does not mean there is no answer
to the summons. It merely means that the summoner
either failed to summon the right ghost or, alternately, summoned up additional
ghosts besides the one called. Every die the roll failed by brings an
additional three to five ghosts who have been drawn to the summoning by the
scent of blood. Their dispositions and interests (other than in the blood
spilt) are up to the Storyteller.
Ghost summoning can be attempted by anyone,
but the less a summoner knows of the Underworld, the
lower her chances of success. Summoning with no Occult is difficulty +3. With
Occult 1, the penalty falls to +2, and with Occult 2, it falls to +1 difficulty.
Spirits (Occult •••)
A thaumaturge
does not summon spirits. He beckons them, asking them to pay attention to him.
A beckoning is a special kind of prayer — roll Charisma + Performance, with a
difficulty equal to the spirit’s permanent Essence. If this roll is successful,
the spirit must fail a Virtue roll — dictated by the summoner
— or appear before the thaumaturge. The thaumaturge dictates the Virtue used — and the tack taken
in the request for the god to appear — but does not have any power over the
spirit once it arrives. And while the spirits response will be shaded by the
Virtue invoked (Compassion will suggest a desire to help, a spirit beckoned
with Valor will be ready for a fight, etc.), this reaction can change rapidly
if the god comes to believe it has been tricked.
Once a spirit has been invoked, getting it
to leave again is another matter, and thaumaturges
have little more power over the spirits than ordinary mortals do — which is to
say, none. Although not as immediately dangerous as summoning demons, beckoning
the gods to appear for capricious or trivial reasons (in the eyes of the
spirit, not necessarily those of the mortal) is almost never a good idea.