COLLEGE OF SUMMONING
     The College of Summoning is generally concerned with summoning, conjuring, and binding entities of the same plane as the Adept
and with establishing communications with such entities. All summonings and bindings of this College are a form of spell magic.
Conjurations are a form of ritual magic, and establishing communication can be accomplished by either spell or talent magic.


1. Summoning Spell:
This is the act of calling entities who inhabit the same general area as the Adept. The controlled input of mana
along with the utterance of the name of the entity to be summoned allows the call to travel to the spot where the entity can be found. The
summoned entity hears the call and appears in the location from which the Adept issued his summons (even if the Adept has since
moved to another location) .The mana flow also creates a magical path over or through which the entity travels, thus allowing it to
traverse the distance in much less time than normal. The entity to be summoned must be native to the area the Adept occupies and be
within range of the call. Thus, an Adept in the middle of an expansive grassy plain, and not within range of an area of caverns, would be
unable to summon a Dragon (which is native to caverns, not plains). Summoned entities are always controlled by the GM.
Summonings can take the form of general calls (e.g., summoning all Wraiths within range) or specific calls (e.g., summoning the wraith
Catio, if he is within range). Unintelligent summoned entities who are not bound will, at the GM's discretion, remain in the area until they
choose to leave (due to natural wanderlust) or are driven away.  Intelligent summoned entities who are not bound will stay or leave as
they choose. In either case, the GM should perform a reaction roll to aid him in choosing. Once bound, an intelligent entity will remain
until no longer bound and then immediately attempt to leave.

2. Conjuring Ritual:
This is the act of detecting entities occupying the same Plane as the Adept (but not necessarily the same area) and
physically and instantly transporting them into the presence of the Adept. The entity to be conjured need not be native to the area the
Adept occupies. All conjuration rituals must be performed from within a circle of protection. All Adepts of the College are presumed to
acquire, as part of their basic equipment during their studies, an 8 ounce box of multicolored chalks for the purpose of drawing protective
circles (value for replacement purposes is 50 Silver Pennies). An adept preparing to perform a conjuration ritual first draws the protective
figure. Then the Adept (and his companions) stand within the circle. Within its bounds, the Adept and his companions are safe from any
attack by the conjured entity. Conjured entities always materialize outside the circle, unless the conjuration ritual backfires, in which case
the entity materializes within the circle, breaking it and negating the protection it 'affords. Conjured entities are always controlled by the
GM. A conjured entity will remain with the Adept for a number of hours equal to the Adept's Rank with the conjuration ritual. At the end of
that time, it will immediately return whence it came. The circle is not necessary, nor does it provide any benefit, in summoning,

3. Binding: This is the act of forcing an entity (whether summoned, conjured, or appearing naturally) to obey the commands of the Adept
in all things. Bound entities are controlled by the GM, although he refers to the player whose Adept controls the entity to ascertain orders
for the entity. An entity need not have been summoned or conjured to be bound, nor need it have been summoned or conjured to be
communicated with via spell or talent.
The spells, talents, and rituals of this College affect particular classes of entities. These classifications match those appearing in,
monsters sections, with the following exceptions:
1. Creatures of Light: These are entities that the GM designates as having an affinity with the Powers of Light, which are normally
associated with what we would term "good:' Any member of a character race can be known as a Servant of Light, which means he will
value the doing of good and the prevention of evil above all other things. This allegiance can be declared in any manner the GM desires
within his world. Certain creatures have a history of affinity with the aims of Light, and those creatures in the following list are denoted
with an L.
2. Creatures of Darkness: These are entities that the GM designates as being aligned with the Powers of Darkness, which are normally
associated with what we would term “evil.” These creatures will be in addition to the Creatures of Night and Shadow (Monster section),
which are known to be aligned with Darkness. Any member of a character race can be known to be aligned with Darkness, in which case
he will be inherently evil. As with Light, certain creatures in addition to those listed in the monster section have a history of affinity with
Darkness, and those creatures are denoted in the following list with a D.

Any sentient being can choose to be aligned with Light, Darkness, or neither (being considered neutral for all game purposes). Beings
that refuse to take a stand will be in the vast majority in any DragonQuest game world. The GM is the final arbiter as to which creatures in
his world are aligned with what (the indications on the following list are but a guide). See the Magic Colleges of Celestial Magics and
Necromantic Conjurations for more information on this subject.
Classifications include the following:
Apes and Prehumans: Baboons, Gorillas, Neanderthals, Orang-Outangs, Sasquatch
Felines: Cheetahs, House Cats, Leopards, Lions, Sabretooth Tigers, Tigers, Wild Cats
Great Land Mammals: Bears, Boars, Camels, Elephants, Oxen, Stags, Wooly Mammoths
Small Land Mammals: Dingoes, Hyenas, Jack als, Mongooses, Rats, Weasels, Wolves Common Avians: Buzzards, Eagles (L) ,
Goshawks, Owls
Fantastical Avians: Gargoyles (D), Gryphons, Harpies, Hippogriffs, Pegasi, Phoenixes, Roc
Fish: Barracuda, Manta Rays, Pike, Piranha Sharks
Aquatic Mammals: Dolphins (L),Great Whit Whales, Killer Whales, Merfolk
Other Aquatics: Eels, Kraken, Octopi, Squid
Lizards and Kindred: Basilisks, Crocodiles, Giant Land Turtles, Hydras, Land Iguanas Salamanders, Suarime, Wyverns
Snakes: Asps, King Cobras, Mambas Pythons, Spitting Najas
Insects and Spiders: Black Widow Spiders, Fi Ants, Killer Bees, Scorpions, Tarantulas
Giant Humanoids: Cloud Giants, Fire Giants Hill Giants, Frost Giants, Stone Giants, Sto Giants, Ogres, Titans, Trolls
Fairy Folk: Brownies (L), Dryads, Elves, Fossergrims, Leprechauns, Nixies, Nymphs Pixies, Satyrs, Sylphs
Earth Dwellers: Dwarves, Gnolls, Gnomes Goblins (D), Halflings, Hobgoblins, Kobolds Orcs
Fantastical Monsters: Centaurs, Chimerae Giant Amoebae, Gorgons, Manticores, Min taurs, Nagas (L), Sphinxes, Unicorns (L)
Creatures of Darkness (including Creatures of Night and Shadow): Bats, Dire Wolves, Doppelganger, Weres (D)
Summonables: Djinni, Efreeti, Air Elementals Earth Elementals, Fire Elementals, Water El
ementals, Hellhounds (D), Imps (D)
Lesser Undead: Ghosts, Ghouls, Revenant Skeletons, Zombies
Greater Undead: Night-gaunts, Vampires (D) Wights, Wraiths
Dragons: Black Dragons, Blue Dragons, Golden Dragons (L), Green Dragons (0), R Dragons, Yellow Dragons
Riding Animals: Donkeys, Draft Horses Mules, Mustangs, Palfreys, Ponies, Quarterhorse, Warhorses

Adepts of the College of Summoning are restricted in several ways.

An entity cannot be summoned or bound by an adept it is already bound by another Adept.  In addition, an entity cannot be summoned to
leave its natural habitat and enter some other habitat that it does not normally frequent. Sufficient space must be available in which an
entity could can be conjured. An entity can be conjured into an environment in which not survive, but arrives in that environment dead or
dying.  A fish conjured from the ocean onto dry land, for instance, would arrive near death. The time required for a conjured creature to
arrive is never 0.  However if the spell parameters would seem to allow this, the summoned entity arrives in the next lowest time (i.e.
creatures summoned by S-1 can arrive in a minimum of 30 seconds).  Note that summoning times are generic averages and can be
altered by the GM to fit special circumstances.  An adept can be successfully communicate commands to a bound entity only if the adept
has also cast a spell  of communication or the talent of communication with lesser beast.  When an adept attempts a summoning spell,
there is a chance (determined by the entity’s class) that the summoned entity will attack someone, something, and/or the adept and his
party.  This reaction chance can be modified if the GM feels the characters have taken actions that would either antagonize or appease
the entity.

The base chance of performing any spell or ritual of the College of Summoning is affected by a variety of factors.  The following numbers
are added to base chance of performing any spell of the College of Summoning:

                       Adept is attempting to summon a very rare monster                -15%
                       Adept is attempting to summon a rare monster                -10%
                       Adept is attempting to summon an uncommon monster        -5%
                       Adept is attempting to summon a common monster                +5%
                       Adept knows the entity’s name                                +10%
TALENTS

Communicate with Lesser Beasts (T-I)

The Adept can always communicate with monsters belonging to the following ups: Apes and Prehumans, Felines, Great land Mammals,
Small land Mammals, Common Avians, Fish, Aquatic Mammals (except merfolk), Other Aquatics, Lizards and Kin- d, Snakes, Insects
and Spiders, Creatures of Night  and Shadow, and Riding Animals. A monster of these groups with which the Adept wishes to
communicate must be within 75 feet (+2O/Rank) of the Adept. Communication takes the form of telepathically communicating thoughts
(including orders) to the subject of reading the subject's mind. Base Chance is 40% ( + 3/Rank) .The Experience Multiple this talent is
150, and it cannot be resisted.


Detect Aura (T-2)
Whenever confronted by an object or being whose nature is unknown to him, the adept's player can tell the GM that he is attempting to
detect the Aura of the being or object. The GM rolls D100. If the resulting number is less than or equal to the modified perception of the
Adept, the Aura is detected. The  adept's Perception is subject to modification the same manner as any Base Chance. The talent cannot
be resisted, but ones aura can be masked or altered. In addition to any other modifications, the adept’s perception is modified as
follows:    -1% for every 10 feet separating the adept from the being or object,  +5 per rank in this talent.  The experience point multiple is
75.  Please see college of Binding Incantations for more information on this ritual.
                                          GENERAL KNOWLEDGE SPELLS

1.  Spell of Summoning Small Land Mammals (G-l)

RANGE: 40 miles (+ 5/Rank)
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 60%
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one monster ( +2/Rank) from the Small Mammals group. Only one type from this class can be
summoned per cast. The monster summoned must be native to the area. The summoned monster will appear in 5 minutes ( -30
seconds/Rank) after the spell is cast. The monster appears in an uncontrolled state, and there is a 20% chance that it will attack
someone or some- thing upon appearance.

2. Spell of Summoning Fish and Other Aquatics (G-2)

RANGE: 40 miles (+ 5/Rank)
DURATION: Immediate
EXPERIENCE: MULTIPLE: 125
BASE CHANCE: 35%
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one aquatic non-mammal ( + I/Rank), or 10 pike or piranha ( + 10/Rank). The summoned monster
(s) must be native to the area, and only one type can be chosen per cast. The summoned monster (s) will appear in 10 minutes ( -30
seconds/Rank) after the spell is cast. The monster (s) appears in an uncontrolled state, and there is a 90% chance that it will attack
some- one or something upon appearance. There is a 100 % chance that piranha will attack upon appearance.

3. Spell of Summoning Lizards and Kindred, Snakes, Insects and Spiders (G-3)

RANGE: 40 miles ( +5/Rank)
DURATION: Immediate
EXPERIENCE  MULTIPLE: 100
BASE CHANCE: 35%
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one monster (+ 1/Rank) from among the three classes: Lizards and Kindred, Snakes, or Insects
and Spiders. Note that Killer Bees and Fire Ants appear in groups of 30, each group counting as one monster for purposes of this spell.
Only one type of monster from among those subsumed under these three classes can be summoned per cast. The monster
summoned must be native to the area.  It will appear in 30 minutes ( -1/Rank) after the spell is cast. The monster appears in an
uncontrolled state, and there is an 85% chance (100% for killer bees and fire ants) that they monster will attack someone or something
upon appearance.

4. Spell of Summoning Common Avians (G-4)
RANGE: 40 miles (+5/Rank)
DURATION: Immediate
EXPERIENCE: MULTIPLE: 125
BASE CHANCE: 55%
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one monster (+1/two Ranks or fraction) from the Common Avians group. Only one type from this
class can be summoned per cast. The monster summoned must be native to the area. The summoned monster will appear in 5
minutes (-1/Rank) after the spell is cast. The monster appears in an uncontrolled state, and there is a 40% chance that it will attack
someone or something upon appearance.

5. Spell of Summoning Riding Beasts (G-5)
RANGE: 40 miles ( + 5/Rank)
DURATION: Immediate
EXPERIENCE: MULTIPLE: 125
BASE CHANCE: 55%
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one beast
(+ 1/Rank) from among Riding  Animals. Only one type from this class can be summon- ed per cast. The beast summoned must be
native to the area. The summoned beast will appear in 10 minutes ( -30 seconds/Rank) after the spell is cast. The beast appears in an
uncontrolled state, and there is a 35% chance it will attack someone or something upon appearance.

6. Spell of Summoning: Apes and Prehumans (G-6)
RANGE: 40 miles ( + 5/Rank)
DURATION: Immediate
BASE CHANCE: 50%
EXPERIENCE: MULTIPLE: 125
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one monster
( + 1/Rank) from among the Apes and Pre-humans. Only one type from this class can be summoned per cast. The monster summoned
must be native to the area. The summoned monster will appear 20 minutes ( -1/Rank) after the spell is cast. The monster will appear in
an uncontrolled state, and there is a 65% chance that it will attack someone or some- thing upon appearance.

7. Spell of Summoning Felines (G-7)
RANGE: 40 miles (+5/Rank)
DURATION: Immediate
EXPERIENCE: MULTIPLE: 150
BASE CHANCE: 45%
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one monster (+ 1/Rank) from among the Felines. Only one type of monster from this class can be
summoned per cast. The monster summoned must be native to the area.  The summoned monster will appear in 15 minutes (-1/rank)
after the spell is cast.  The monster appears in an uncontrolled state, and there is a 75% chance that is will attack someone or
something upon appearance.

8. Spell of Binding Lesser Beasts (G-8)
RANGE: 20 feet (+10/Rank)
DURATION: D10 hours x Rank (x 1, if unranked)
EXPERIENCE: MULTIPLE: 200
BASE CHANCE: 40%
RESIST: Can be resisted.
EFFECTS: The Adept can bind to his will anyone ( + I/Rank) monster that is within range and is a member of one of the following
groups: Apes and Pre-humans, Felines, Small Land Mammals, Common Avians, Fish, Other Aquatics, Lizards and Kindred, Snakes,
Insects and Spiders, Lesser Undead, and Riding Animals. Upon casting this spell, the Adept must announce what type of monster he
wishes to affect with this spell. Only one type of monster from among all of these classes will be affected by each cast, though any
number of binding spells can be in effect at the same time.
A monster bound by this spell immediately ceases all action at the moment the spell takes effect. It becomes stationary and remains so
until given orders by the Adept who is exercising the binding. If the Adept cannot communicate with a bound monster, the monster
remains stationary until the binding is broken. Once communication is established (via T-I or G-10), the Adept can order the monster to
do his bidding, and it will obey his orders without hesitation. However, a bound monster will obey orders literally. If told to attack another
monster, for instance, it will attack immediately and continuously until told to stop. If the object of the attack is killed, the bound monster
will continue to attack the corpse. Similarly, if told to march west, the monster will march in the direction ordered, even over a precipice,
without complaint, unless told to stop upon reaching such a precipice. Bound entities need not remain within range of the Adept for the
binding to remain in effect.


Note: This spell requires a good deal of interaction between the GM and the Adept's player. It is recommended that the GM require the
Adept's player to state aloud the exact wording of any order, even if it is communicated telepathically. The GM then determines case by
case what interpretation is to be placed upon the order by the bound subject. There is no rule that all bound subjects must react in the
same manner to the same order, so much is left to the creativity of the GM.  
A binding of this type is broken whenever a General Knowledge Counter spell of this College is successfully cast over the bound
subject or the space they occupy as part of a Ritual of Dissipation (Q-l of the College of Binding Incantations) or whenever a counter
spell is cast over the bound subject or the area they occupy by the Adept controlling it. This type of binding does not require that the
Adept maintain concentration upon the subject to maintain the spell. Once bound, the subject cannot break the binding alone. Unless
the binding is dissipated as described herein, the subject will remain bound for the duration of the spell.
An Adept can have bound at anyone time a number of subjects equal to his Rank (+ 1) with this spell. He can have bound at the same
time subjects of any number of classes, so long as he does not have bound more subjects than he is capable of controlling. Whenever
an Adept attempts to bind one or more subjects that would cause him to exceed his Rank + 1, the spell automatically fails (no backfire),
and any previously bound subjects are released as though the Adept had performed a Counter spell over them. In all cases, every 10
pike or piranha, and every 30 killer bees or fire ants, count as one monster for purposes of this spell. Whenever a binding is broken,
there is a 70% chance that the bound monsters will attack someone or something, usually the closest entity.


MORE SPELLS