Some ideas for revising summoning

Summoning has been giving me some problems while planning revising it for Enlightened Magic. I've gotten some inspiration from Ramos-Tavener's history recap and unfinished notes, as well as the revisions from later editions of the French version where the Sefira became distinct skills.

The "realms" from the US version are gonna be discarded. They're just renamed versions of the Sefirot from the French version but the renames don't make sense or relate to the powers of the entities in each realm. E.g. The Crystal Net is placed in the Realm of Violence but it's a harmless entity used solely for transport. What gives? So yeah, I'm dumping the realms because they're arbitrary, inconsistent, and restrict creativity when inventing new invocations. As I've said, if I did use such divisions then I'd go back to the Sefirot.

What I want to do is get away from the idea of entities as all being creatures with game statistics. The invocations in the Nephilim rulebook span the gamut of manifestations: physical creatures, spirits, inanimate objects, magical phenomena, etc. In order for the revised Summoning system to account for this, then the entities need to be decoupled from the limit of creatures with game statistics. And in the event that game statistics are required, then I'd like to use a standardized template based on the Contract value like that given in the French 3e. (In those rules, a table was provided which gave standardized Characteristic values, numbers of skills, and skill chances.)

So while writing the revised invocation format, then I'm going to write it similar to sorcery spells that target other people. The entity itself is not the target of the invocation, but an agent that carries out the effect of the invocation for the summoner. In order words, the summoner invokes the entity to accomplish the desired effect on his behalf. The entity itself isn’t necessarily expected to physically appear, complete with standardized game statistics. 

I’m not sure whether to rename invocations to evocations or not? Ramos suggests renaming summoning spells “operations” and suggests “invocation” as a new arcane technique that can boost spellcasting. But I digress…

Invocations are performed as rituals. See Liber Ka and Enlightened Magic for details; for example, Enlightened Magic lists the Earth spell Summoning on p54 (this spell should be removed from sorcery if using summoning as its own occult science). The seal and pentacle from the 1st edition rulebook is drawn as part of the magic circle. Components work as normal: it’s easier to affect a target with sympathetic ties. These rituals use the same enchanted magical tools; ignore the line in LK saying enchanted sorcery tools cannot be used for summoning. The invocations wouldn’t have thresholds: instead, the contract/rupture parameter would serve the balancing roll instead.

During the casting, the summoner invokes and negotiates with the entity to perform the desired service. This may take the form of a physical evocation, which is the standard form given in the rulebook. The summoner may perform an astral evocation instead and communicate with the entity through the altar’s mirror or crystal ball. The latter is useful for divinations, as the entity may show any image whereas a physical evocation is limited by its own powers.

Any physical evocation requires the presence of the entity’s corresponding magic field. This may come from an existing natural or magical source, such as a natural disaster, a sacred site, a plexus or a nexus. If no such source is available, then the summoner must spend a point from the appropriate Ka-element to power the invocation. (I'm not sure whether this sacrifice should be permanent or not. If not, then this point recovers at sunrise on the next day corresponding to that element.)

Another form of evocation summons the entity into a prepared vessel, either an inanimate object or even a living host. This limits the entity by the nature of its vessel, but allows it to remain invoked indefinitely. The exact applications and limitations depend on the nature of the entity and the binding spell. (This would replicate some of the hybrid alchemy/summoning constructs from the rulebook, but alchemy wouldn’t be necessary to construct these since enlightened alchemy doesn't involve such constructs. Although I really need to think more on that in a later post or something...)

Entities may be banished by sorcery or summoning. Normally they vanish after the duration of invocation passes. They may be banished prematurely, however. This may be done by the summoner or by another who confronts the entity. Banishment may be more difficult if the summoning roll was a critical success or resulted in a rupture.

An inscription is performed differently from sorcery. When the entity is summoned, then the summoner may make a pact with it by spending Ka. The entity then inscribes the invocation onto the summoner’s aura. Thereafter, the summoner may invoke the entity as easily as Casual Magic with no ritual required. As with enchanting sorcery, the pact’s POT (see EM's rules for spell's POW) is fixed at the moment of inscription—so pacts are normally made at a powerful sacred site under a grand enthronement to maximize the POT. The pact may also be inscribed on an object or artifact, in which case any proficient user can summon the entity. (I’m not sure whether I want the POW to be fixed or not for inscriptions, since I’m not sure what the purpose of the spell’s POW even is at this point. Does it make it easier to control the entity or does it affect the entity’s power?)

Another thing I want to do is streamline the way that ruptures are handled. I wanted to simplify the casting roll, in accordance with other enlightened magic, so that only one casting roll is made rather than two. However, this may not be feasible within the BRP rules. If the Contract value isn’t rolled, then it might be used as a Power Threshold like High Magic instead. Alternately, roll once under both as is done with enlightened alchemy? Hmm…

The Contract/Rupture roll would have different effects depending on the degree of success, as well as the entity’s disposition. I took inspiration from the French 3e that changed what rupture occurred depending on whether the entity is friendly or hostile to the summoner. The GM should be sure to remember how any given entity currently feels about the summoner, and/or have players note it on their character sheets next to the invocation.

The summoner may affect the entity’s disposition through polite or cruel treatment during the negotiation of terms during the invocation. These are considered ritual components. This includes how carefully or hastily the magic circle was drawn, whether the task assigned is unpleasant or wastes time, graciously dismissing the entity early, giving gifts, tossing insults, engaging in polite conversation, doing a favor or service for the entity, employing the entity to do something against its nature, or lying to the entity about the consequences of its task. In general, being kind, honest, considerate and flattering will render the entity friendlier. Even willful entities that cannot be coerced through a Ka vs Ka contest will often by persuaded anyway by bribery and cajoling.

Whereas being rude, dishonest, ungrateful and rude will render the entity hostile. Why would any summoner be mean to the entity? Well, the benefit is that they can use the entity’s full power without restraint or regard for safety. But obviously few summoners do so. The overwhelming majority are content to treat nicely with entities. Furthermore, how well an entity appreciates offerings or understands mistreatment depends on its autonomy: an elemental animal or plant probably won't appreciate most gifts or understand most insults, though it may understand intent.

On success, then the entity appears and obeys the letter of the summoner’s orders. However, it interprets orders according to its disposition. Friendly entities will follow to the best of their ability and ask for clarification. Hostile entities will do sloppy jobs and try to subvert the wording. As stated above, the disposition is based on how the summoner treats it.

On a failure, then a mildly or moderately bad rupture happens. If the entity is friendly, then it vanishes, sits immobile, the wrong entity appears instead (but follows the summoner’s orders nonetheless), or the entity demands a service before it will obey the summoner. If the entity is hostile, then it flees, willfully misunderstands orders, tries to possess the summoner (in contrast to the rulebook, this doesn't force the nephilim to reincarnate), or even outright attacks the summoner. 

On a fumble, then something really bad happens. The entity imprisons or enslaves the summoner for the duration instead, the entity doesn't appear but the summoner gains Khaiba Total or BMK POT equal to the spell’s circle (see my post on BMK contamination for details), the entity tries to drain the summoner’s Ka, or the entity challenges the summoner to a duel (and refusal or loss results in imprisonment or enslavement). 

Ruptures generally don't outlast the standard duration of the invocation (so no more being dragged off to be enslaved for 1d10 years and bring the campaign to a screeching halt), except for certain cases like possessions which don't go away until banished. The more powerful and willful the entity, the more extreme the rupture. If the summoner has assistants helping to perform the ritual, then the rupture may affect them too or instead of the primary caster. E.g. the entity possesses an assistant because it's easier than sharing a body with a Nephilim. Furthermore, the severity of a rupture depends on the autonomy of the entity: an elemental animal generally cannot do anything requiring much in the way of intelligence.

Entities of the Third Circle are Sovereigns, rulers of their own magical realms deep within the magic fields. Sovereigns cannot be controlled or commanded, but may only be bargained with or bribed or cajoled into offering their services. Any successful casting simply means it deigns to appear before the summoner. The summoner must always show deference or else! Sovereigns play an important role on the summoner’s journey to Agartha, providing secrets, clues and even quests on occasion. Rarely Sovereigns will even ask the summoner for favors. (As the name suggests, at least some of these Sovereigns are Immortals that achieved Third Circle Anamorphosis.)

However, these entities shouldn’t necessarily be considered as living on another plane a la Dungeons & Dragons. Summoners debate whether entities exist independently or are conjured into existence by the summoner, but in truth it may be a combination or vary on a case-by-case basis. Some are the elemental beasts that are naturally generated by the magic fields, some are outright created by the will and imagination of the summoner, some are drawn from the collective unconscious, and a rare few do genuinely exist independently of being observed by summoners (or so it appears?). The last are the most dangerous and powerful, as they have desires that they may work towards all the time even when they’re not summoned. But they’re rare enough, and dependent on external assistance to affect the mortal plane, that the Major Arcana and secret societies don’t account for their existence. Their plots would be the focus of whole adventures or even adventure paths!

But in all cases, entities have minds and desires of their own—however simple or complex—that can be disposed positively or negatively toward their summoner. This must always be taken into account. Even if a given entity was conjured wholesale from the summoner’s imagination, then it might react with adoration for its creator or with anger for forcing it to experience the torment of existing! Summoning is the occult science of relationships; only those entities conjured by Third Circle Anamorphosis (to be detailed in a later post) will be fanatically loyal to their creators.

Although the risks are high, the results are worth it. Invocations are able to replicate the effects of sorcery spells and alchemy procedures one circle higher. Third Circle Invocations are basically deus ex machina.

However, the time to design invocations and casting constraints are similar to ritual sorcery. First Circle invocations take 2d6 hours to design, cost 1 power point, and have no time restriction. Second Circle invocations take 2d6 days to design, cost 2 power points, and must be cast on the day of the entity’s element (or Sunday). Third Circle invocations take 2d6 months to design, cost 3 power points, and must be cast on the day and month of the entity’s element (or on Sunday in Leo). Designing invocations involves not just researching tomes and consulting with other summoners, but often involves consulting summoned entities and engaging in astral travel. The latter requires Shemmut (see Major Arcana p34); while The High Priestess specializes in this technique, they don’t hold a monopoly over it.

Each circle generally has a different and specific theme or sphere of influence, like other enlightened magic. The First Circle invokes entities that are naturally generated by the magic fields or partly conceptual entities still tied to specific places or elements. Statistics for angels, demons, elementals, ghosts and other spirits may be found in the Basic Roleplaying rulebook and compatible supplements. The Second and Third Circles invoke entities that are wholly conceptual, summoned from the imagination of the summoner or the collective consciousness. These entities generally don’t have game statistics and perform various services like sharing knowledge, altering fate, casting spells, etc in specific ways appropriate to their individual natures. The use of Shemmut suggests at least some of them exist persistently on some other plane as NPCs, while summoners speculate whether there’s really a difference. Kabbalists assign these circles a hierarchical correspondence to the Olamot of Assiah, Yetzirah, Briah and Atziluth.

As with other enlightened magic, the effects are much subtler than the flashy fantasy magic of first edition. Entities are invisible to mundane folks and their effects are usually unnoticed or written off as chance or freak events. They can be useful for acquiring knowledge, boosting skills, acquiring temporal wealth and power, etc. Consult the Good MinistersArs Goetia, Summoning Spirits by Konstantinos, Mastering Evocation by E.A. Koetting, etc. for details on typical services offered.

The Black Summoning aka Conjuration practiced by Selenim operates on similar principles. Kabbalists claim this draws entities from the forbidden Sefira Da'ath, whereas Conjurers claim they draw entities from humanity's nightmares or their own imaginations. Some wonder if there's a difference... Where elemental entities appear mythical and fantastical when they're not abstract or incorporeal, the black summons typically appear like the surrealist paintings of Bosch, Dali, Giger, Beksinski, Japanese retrogames like BaroqueSilent Hill, Xenosaga, Russian indie games like The Void, Belong Nowhere, et al.

The Selenim's Necromancers may invoke the ghosts of the dead but this usually isn't considered equivalent to Summoning since they exist on the earthly plane and a sympathetic tie is always required to invoke the dead (e.g. the ghost's corpse, a memento from life). Necromancers use both Casual Magic and Ritual Magic (or necromantic equivalents thereof) for different applications: communing with the dead can be a simple use of Casual Magic at a grave to talk back and forth, or the Necromancer can use Ritual Magic to perform a parlor séance.

But the Selenim's Occult Sciences will be detailed in their own posts...

The various disagreements, schools, revolutions, etc I would explain in terms of Summoning “Traditions”. The Kabbalah, Conjuration, Theurgy, etc. These would all view and structure Summoning in different ways. For example, the Kabbalists divide Summoning into multiple techniques named for the Sefira or Qliphoth that entities are summoned from. By contrast, the Conjurators summon various flavors of elemental beasts by shaping them from raw motes of Ka. Theurgists summon both naturally occurring elementals and entities drawn from the consciousness, collective or otherwise. But all of these different traditions still fall under the same umbrella and use the same overall rules: the occult science of Summoning. 

As with Enlightened Magic, roleplaying the process of designing and casting summoning spells in detail may award bonuses to the rolls at the GM’s discretion. E.g. instead of summoning a generic entity, the player summons a specific one that they’ve named, treat like a familiar, and which remembers past summons.

And that’s basically all the ideas I could remember. Until I actually write my own rules, tho, then please refer to Ramos’ notes even if they are unfinished. See you next time...

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