A summoning is a powerful magic that telports a being from where they are now, to a location that the caster’s can see. Summoning otherworld beings itself is not very dangerous, it is the controlling that is. It’s generally good practice to inscribe a protection circle in the area of summoning, as the victim is usually not happy about being plucked from where they were to caster’s location. Generally, these circles are wards or holds. Additionally, it is safer to summon with another person. This way the other person can throw a control spell with a half-decent duration on it. The range for summoning is the range from the caster to where the summoned being should be summoned to. Summoned creatures resist with double their Wgt. If the object being summoned has no Weight, then use double the Will.

The summoner need not know where the summonee is, only know the rune for that person. Note that to summon a general person and generally does not know the rune, so there is a +1 target number to the spell.

Denenburg (Will 8), the unlucky mage, decides to summon a Disease Spirit on his captors. He decides to summon a Disease Spirit with a Will of 10, 16 m away (4 MF). Because he knows that the the will resist with double it’s will, he opts for an power of 34 (Power = 34 Int X 8 Will = 272; Resistance = 267) for something resisting with 20. His skill in Summoning is 8, resulting in a target number is 30 [38-8]. Because of the high target number he elects to summon this spirit as part of a ceremony.

This is an instantaneous Spell.