COLLEGE OF SUMMONING
                                            SPECIAL KNOWLEDGE SPELLS

1. Spell of Communication with fantastical Beasts (S-I)
RANGE: 200 feet (+30/Rank)
DURATION: 1 hour (+ l/Rank)
EXPERIENCE, MULTIPLE:  300
BASE CHANCE: 40%
RESIST: Cannot be resisted.
EFFECTS: The Adept can communicate telepathically with any Fantastical Avians or Fantastical Monsters within range for the duration
of the spell. Communication must be active in nature; that is, the Adept's thoughts will be known to an entity only when he "beams"
them directly to that entity, and only those thoughts that the entity wishes known will be imparted to the Adept.

2. Spell of Communication with Greater Sentients (S-2)
RANGE: 100 feet ( + 20/Rank)
DURATION: 1 hour ( + l/Rank)
EXPERIENCE  MULTIPLE: 150
BASE CHANCE: 65%
RESIST: Cannot be resisted.
EFFECTS: The Adept can communicate telepathically with all Humans, 5hapechangers, Giant Humanoids, Fairy Folk, Earth Dwellers,
Merfolk, Summonables, and Greater Undead within range and can understand the speech of Dragons within range. As in the case of
S-1, communication must be active in nature.

3. Spell of Summoning Great Land Mammals (S-3)

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

4. Spell of Summoning Aquatic Mammals (S-4)

RANGE: 40 miles (+ 5/Rank)
DURATION: Immediate
EXPERIENCE MULTIPLE: 175
BASE CHANCE: 60%
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one ( + 1/ Rank) entities of the Aquatic Mammals class (except Merfolk). The maximum number
summoned cannot, however, exceed the maximum number usually found together. Only one type of Aquatic mammal can be
summoned, and that type must be native to the area. The summoned entity appears within 10 minutes ( -30 seconds/Rank) after the
spell is cast. The entity appears in an uncontrolled state, and there is a 10% chance that it will attack someone or something upon
appearance.

5. Spell of Summoning Humanoids (S-5)
RANGE: 40 miles (+ 5/Rank)
DURATION: Immediate
EXPERIENCE: MULTIPLE: 300
BASE CHANCE: 20%
RESIST:  Can be resisted.
EFFECTS: The Adept can summon one (+ 1/ Rank) entities of the Giant Humanoid and Earth Dweller classes, or one ( + l/Rank)
Humans and Shapechangers. The maximum number summoned cannot, however, exceed the maximum number usually found
together. Only one type from among all those subsumed by these classes can be summoned, and that type of entity must be native to
the area. The summoned entity appears within 15 minutes ( -30 seconds/Rank) after the spell is cast. The entity appears in an
uncontrolled state, and there is a 75% chance that it will attack some- one or something upon appearance

6. Spell of Summoning Fairy Folk (S-6)
RANGE: 40 miles {+ 5/Rank)
DURATION: Immediate
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 10%
RESIST: Can be passively resisted.
EFFECTS: The Adept can summon one { + 1/ Rank) entity of the Fairy Folk. The maximum number summoned cannot, however,
exceed the maximum number usually found together. Only one type of Fairy Folk can be summoned per cast, and that type must be
native to the area. The summoned entity appears within 15 minutes { -1/Rank) after the spell is cast. The entity appears in an
uncontrolled state, and there is a 15% chance that it will attack some- one or something upon appearance.

7. Spell of Binding Greater Beasts (S-7)
RANGE: 20 feet {+ 10/Rank)
DURATION: DI0 hours x Rank { x 1, if unranked)
EXPERIENCE: MULTIPLE: 300
BASE CHANCE: 35 %
RESIST:  Can be  resisted.
EFFECTS: This spell works in the same manner as G-8 of this College to bind Great Land Mammals, Fantastical Avians, Aquatic
Mammals, Fantastical Monsters, Creatures of Night and Shadow, Trolls, Ogres, Fairy Folk {other than Elves), Earth Dwellers {other
than Halflings, Orcs, Dwarves) and Greater Undead {other than Vampires). This spell does not affect Humans, Giants, Elves,
Shapechangers, Dwarves, Orcs, Titans, Halflings, or any other races the GM may allow players to generate characters from.

8. Spell of Controlling Person (S-8)

RANGE: 40 feet (+10/Rank)
DURATION: D10 minutes x Rank (X 1, if unranked)
EXPERIENCE: MULTIPLE: 550
BASE CHANCE: 35 %
RESIST: Can be resisted.
EFFECTS: The Adept gains control of the every action of one member of a player character race within range. He can control the
physical activities of that person, but cannot cause him to cast spells. The subject always has his TMR reduced by 50% for the duration
of this spell. The spell continues in effect until the Adept's concentration is broken or he releases the victim. As in the cases of 5-7 and
G-8 of this College, the Adept gains complete compliance with his wishes, but the controlled entity obeys literally. Should the Adept
order the controlled entity to perform an action that the entity finds highly repugnant (killing a friend) or suicidal (jumping off a cliff), the
GM rolls DlOO. If the result is less than or equal to four times the entity's Willpower, the entity does not perform the act, and the spell is
dispelled. Otherwise, the act is performed. With this exception, this spell operates in all ways the same as 5-7 and G-8 of this College.

9. Spell of Using Animal Senses (S-9)
RANGE: Touch
DURATION: Concentration; maximum of 5 minutes (+5/Rank)
EXPERIENCE: MULTIPLE: 200
BASE CHANCE: 25%
RESIST: Can be passively resisted.
EFFECTS: The Adept can use this spell to allow himself to see, hear, smell, and taste the same things as the target of this spell
senses for the duration of the spell. Any entity subsumed under the title Lesser Beasts (see T-I of this College) can be used for this
spell. The target must first have been Bound before the spell is attempted, and the Adept must communicate with the target for the
duration of the spell. Thus, the Adept can use the target as his external eyes, ears, etc. The beast can be sent to spy or do any other
task with the Adept as its guide, so long as it remains within range of the Communication Talent (T-I).

10. Spell of Summoning Entities of Light (S-10)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE  MULTIPLE: 125
BASE CHANCE: Variable (see below)
RESIST:  See below
EFFECTS: The Adept can summon one  + 1/ Rank) entities from the Creatures of Light classes. Any combination of entity types can be
summoned so long as the maximum number summonable is not exceeded. The entities summoned must be native to the area.
Creatures of Light can be summoned only during the day or on a night when the moon is between three-quarters and full and is not
occluded by clouds, fog, and so on. A summoned entity will appear within 10 minutes ( -30 seconds/ Rank) after the spell is cast. The
Base Chance and Resistance possibilities of the spell vary according to the relationship between the Adept and the entities being
summoned. If the Adept is a known Servant of Light, the Base Chance is 60%, and the spell cannot be resisted. If the Adept is neutral,
the Base Chance is 40% ,and the spell can be passively resisted. If the Adept is known to be aligned with Darkness, the Base Chance
is 10%, and the entities can passively resist at a bonus of + 20 to their Magic Resistance ( -1/Rank of the Adept casting the spell). The
Creatures of Light are normally intelligent entities since serving Light will involve a choice upon their part, and the option to attack upon
appearing is up to the GM.

11. Spell of Summoning Entities of Darkness (S-11)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 125
BASE CHANCE: Variable (see below)
RESIST: Variable (see below).
EFFECTS: The Adept can summon one (+ 1/ Rank) entities from the Creatures of Night and Shadow or Creatures of Darkness
classes. Any combination of entity types can be summoned, so long as the maximum number summonable is not exceeded. The
entities summoned must be native to the area. Creatures of Night and Shadow can be summoned only at night or in an enclosed area
where sun does not directly penetrate. Creatures of Darkness can be summoned only at night. A summoned entity appears within 10
minutes ( -30 seconds/ Rank) after the spell is cast. It always appears in an uncontrolled state, and there is an 80% chance it will
attack someone or something upon appearance. The Base Chance and Resistance possibilities of the spell vary according to the
relationship between the Adept and the entities being summoned. If the Adept is known to be aligned with Darkness, the Base Chance
is 60%, and the spell cannot be resisted. If the Adept is neutral, the Base Chance is 40%, , and the spell can be passively resisted. If
the Adept is a known Servant of Light, the Base Chance is 10%, and the entities can passively resist at a bonus of + 20 to their Magic
Resistance (no modifier due to the Adept's Rank). Note: Bats appear in groups of 5; each group of 5 equals one entity for purposes of
this spell.

12. Spell of Summoning Fantastical Avians (S-12)

RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 35%
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one (+1/five Ranks or fraction) entity of the Fantastical Avians class. The maximum number
summoned cannot, however, exceed the maximum number usually found together. Only one type of entity can be summoned per cast,
and that type must be native to the area. A summoned entity will appear within 10 minutes ( -30 seconds/Rank) after the spell is cast. It
will appear in an uncontrolled state, and there is a 55% chance that it will attack someone or something upon appearance.

13. Spell of Summoning Fantastical Monsters (S-13)

RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 275
BASE CHANCE: 25%
RESIST:  Cannot be resisted.
EFFECTS: The Adept can summon one (+1/five Ranks or fraction) Fantastical Monster. The maximum number summoned cannot,
however, exceed the maximum number usually found together. Only one type of entity can be summoned from this class per cast, and
the entity must be native to the area. A summoned entity will appear within 20 minutes (-1/ Rank) after the spell is cast. It will appear in
an uncontrolled state, and there is a 90% chance that it will attack someone or something upon appearance.

14. Spell of Summoning Greater Undead (S-14)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 15 %
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one ( + 1/ three Ranks or fraction) Greater Undead. The maximum number summoned cannot,
how- ever, exceed the number usually found together. Only one type can be summoned per cast, and the type summoned must be
native to the area. A summoned entity will appear within 10 minutes ( -30 seconds/Rank) after the spell is cast. It will appear in an
uncontrolled state, and there is an 85% chance that it will attack someone or something upon appearance.

15. Spell of Summoning Summonables (S-15)
RANGE: 40 miles ( + 5/Rank)
DURATION: Immediate
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 20%
RESIST: Cannot be resisted.
EFFECTS: The Adept can summon one ( + I/five Ranks or fraction) entity of the Summonables class. Note that only one Djinn, Efreet, or
Elemental of any type can be summoned at one time, and only one type of entity can be summoned per casting. A summoned entity
appears 10 minutes ( -30 seconds/Rank) after the spell is cast, in an uncontrolled state. There is a 75% chance that the entity will
attack someone or something upon appearance.

16. Spell of Ego Projection (S-16)

RANGE: 5 feet (+5/Rank)
DURATION: 1 hour ( + I/Rank)
EXPERIENCE MULTIPLE: 550
BASE CHANCE: 10%
RESIST: Can be resisted.
EFFECTS: The Adept's ego can occupy the body of anyone entity within range, if that entity fails to resist. While the spell is in effect, the
Adept's own body is unoccupied. He has left it and now occupies another body; but his ego is tied to his own body by a blue cord of
energy that appears as an aura that can be observed in the same way that an aura can be detected. So long as the Adept's ego is tied
to his body, he can return to it in a number of seconds equal to [(20 -1/Rank) x number of hundred-foot increments separating the body
occupied by the Adept and the Adept's own body]. There is no stretching limit to the cord, which can pass through any material. If the
Adept's ego is ever separated from his body by cutting the cord that binds the two, the Adept cannot return to that body, and he is
instantly cast out of the body he occupies. The Adept then becomes a Spectre and is played by the GM. The Adept character cannot be
resurrected or otherwise reenter the game should this happen. His body remains intact, but he is dead.
An Adept can direct the actions of any entity whose body he occupies as if it were his own body. However, should the Adept attempt to
impel the occupied entity to do any- thing suicidal, the GM rolls DlOO. If the result is less than or equal to the Willpower of the occupied
entity, the Adept is cast out and returns to his own body. He cannot attempt to reoccupy an entity from which he is cast until he casts the
spell anew. When checking to see if the Adept is cast out, subtract the Adept's Rank with this spell from the Willpower of the occupied
entity. Note: No Willpower Check is made if the occupied entity attempts (under the Adept's direction) to do something repugnant to the
occupied entity; only suicidal actions elicit a Willpower Check.
An Adept can be cast out of a body of another entity only by a Willpower Check or by a Ritual of Dissipation (see 39.5, Q-l) or by having
the cord that binds his ego and body cut. A cord can be cut only by someone who detects its aura and strikes it with a silvered or
magical weapon. Unless one of these events occurs, the Adept remains in control of the occupied entity until he chooses to abandon
control or returns to his own body automatically at the end of the spell. The spell is always broken whenever the Adept exits the
occupied body for any reason. The Adept can reenter an entity's body only by casting a new spell.
While the Adept is out of his own body, it remains stationary in a supine position. If the Adept exits his body while standing, the body will
fall, and there is usually some chance of resulting damage. The body can be carried along by the Adept (while he occupies another
body) or by his companions, or it can be left where it lies. However, the body is inanimate so long as the Adept is not in it, and the body
cannot move, cast spells; or perform any other action. The Adept will not know the state or location of his body (if it is attacked or
moved) until he returns to it. If the body is killed (Endurance reduced to zero), the Adept will die upon returning to his dead body. If the
Adept's body is occupied by another ego when he returns to it, the Adept reenters the body normally, but is not in control unless the ego
in control of the body attempts to cause the body to commit a suicidal act, and a subsequent successful Willpower Check or Ritual of
Dissipation, etc., leads to the casting out of the alien ego.
       If a backfire occurs, the Backfire Table is not consulted. Rather, the Adept's ego will leave his body but will not enter the subject's
body. Instead, the ego will find itself DlO miles away from the body in a random direction, floating in mid-air. It can then return normally
(but can take a great deal of time getting back).
While occupying another entity's body, the Adept uses his own Willpower and Magical Aptitude, but all other characteristics of the alien
body are used in place of the Adept's own characteristics. This includes all Rank, actual magical knowledge, skills, attributes, and so
on. The Adept always knows everything the occupied entity knows, in addition to what the Adept's own mind (attached to the ego) knew.
However, since the occupied body is not trained to perform the same skills and magic as the Adept, the Adept cannot use his own
skills and magic while in control of another body. If the host body is killed, the Adept can return to his own body immediately or stay with
the host. The Adept will die if he is still in the host body D10 + rank hours after the host body's death, however. A host body that is dead
and still occupied by an alien ego cannot be resurrected until the alien ego is driven out.

17. Spell of Summoning Dragon (S-17)
RANGE: 40 miles ( + 5/Rank)
DURATION: Immediate
EXPERIENCE MULTIPLE: 650
BASE CHANCE: 17%
RESIST: Can be passively resisted.
EFFECTS: The Adept can summon one Dragon (GM's choice of what type, if any, appears). The Dragon appears within 20 minutes (-1/
Rank) after the spell is cast. The Dragon appears in an uncontrolled state, and there is a 90% chance ( -4/Rank) that the Dragon will
immediately attack, despoil, and devour the summoner and his companions, regardless of what he can do to anyone else present.

Special Knowledge Rituals

1. Ritual of Conjuring Greater Beasts (R-1)

This ritual works in exactly the same manner as Q-1, except that it can be used only to conjure Great Land Mammals ( + 10),
Fantastical Avians ( -5), Aquatic Mammals ( +5), Giant Humanoids (-10), Fairy Folk (-7), Earth Dwellers ( -5) , Fantastical Monsters ( -
15), Creatures of Night and Shadow ( + 3), and Greater Undead ( -20) .The Base Chance for this ritual is 25% ( +4/Rank). It lasts for
one hour. The conjured creatures remain for 1 hour per rank in this ritual. The Experience Multiple for this ritual is 400. It can backfire
on a roll of 25 or more higher than its Base Chance, and the results are those listed in Q-1.

2. Ritual of Animation of the Dead (R-2)

The Adept can animate D10 + Rank corpses of any type that are within 20 feet (+ 5/Rank) .The ritual must be performed within a circle
of protection. The ritual, which takes one hour to perform, has a Base Chance of 30% ( + 3/Rank) and an Experience Multiple of 350. If
the animated corpses are recently dead, they will be zombies; otherwise, they will be skeletons. Dead that are animated in this manner
remain permanently animated until destroyed. They arise in an uncontrolled state, but outside the circle of protection. The ritual
backfires on a roll 30 or higher than the Base Chance. If it backfires, the circle is broken, and the undead can freely enter and attack the
Adept and his companions.

3. Ritual of Conjuring Heroes (R-3)
The Adept can conjure a great hero from another dimension to assist him. The hero can be any character from the body of fantasy
literature or fiction known to both the player and the GM. (In order for the character to know about hero, he or she will need to be sage
versed in legends, or consult one to know about the hero) The GM always sets the characteristics of the hero, his weaponry and armor,
the number and type of his companions {if any), and the length of time and terms under which he will remain in the Adept's dimension
and assist him. The GM can limit the use of this ritual to periods when various celestial bodies are in conjunction {once a Game Year
or so). He need not inform the player of any details concerning the results of the conjuring until it has been performed. Example: The
GM allows the Adept to conjure King Arthur, but does not tell him that King Arthur will appear wrapped in bandages and infirm from a
recent combat. (Poor example since summoning a cripple is pretty pointless!)   The Base Chance that this ritual will succeed will vary
according to the hero the Adept is trying to conjure, but should usually be set at 20%. The Experience Multiple for this ritual is 500.


The ritual for summoning imps has been relocated to the College of Planar Summonings.


GM’s should work out a system for rewarding experience to the controller of creatures when those creatures are used in combat to
assist the summoner.  I usually reward the controller with 50% of the value of the killed creature.  Summoners can rack up experience
point very quickly by the intelligent use of controlled creatures, but they also have to summon or conjure them ahead of time since the
creature will not arrive until after combat has ended.   This can be a powerful college if use with intelligence and good planning.  If you
are a character who does no think ahead try some other college.