Doorways

Doorways provides the means to call to your presence beings of the other planes, the Plane of Limbo and the Divine. To do this you must lay down a magic Circle of Summoning and cast the appropriate spells.

Summoning beings of the other planes is a dangerous task, the beings brought before you quite often resent the intrusion and may takes steps to discourage you from doing so again. Which beings you summon has little effect, both Law and Chaos may respond the same, the only difference being the manner in which they discourage you. Chaotic beings see no point in having the lesson fail so may just kill you outright.

To summon a spirit you usually need some way of identifying it. All spirits will have both a Common and a Unique Name. The Common Name can be used to summon the spirit but gives you no powers over it when it appears. The Unique, or True Name, of a being will allow you to summon the being and to have near total control of it, as is explained below. As a last resort you can summon a random creature, but this can have unpleasant results.

Knowledge of Names can be found from experienced summoners, or from magical libraries. It may also be gained from specific monsters who are extremely powerful.

To summon a being you must complete the following steps.

    • Create the base Circle of Summoning.
    • Add any extra Circles or Symbols to the base circle.
    • Activate the Circles.
    • Summon the being.
    • Interact with the being.
    • Complete the Summoning.

Tests and successful spell castings are taken at all points of the process and the caster and their friends should consider their plan carefully.

CIRCLES OF POWER

The following spells are required to activate the various magic circles that can be used with a summoning. Circles must be physically created, without fail, which will require a Craft skill roll.

Once a summoning is complete the circles used becomes deactivated.

Circles can be created in four basic forms:

    • FreeHand , where the creator draws them via some means, which makes them temporary. A modifier of -1 to base value made during the summoning applies (harder).
    • Crafted , where the circles are drawn with permanent materials or paints. No modifier is applied during the summoning.
    • Inscribed , where the circles is engraved into a permanent surface. A modifier of +1 can be applied to any single rolls base value during the summoning, at the casters choice.
    • Embedded , where the circles are created from hardened materials embedded into a permanent surface. A modifier of +1 to all base values during the summoning.

Any special successes during the craft roll will apply +1 (easier) to all base values. This is per circle, so if several circles are used they can be each different, and modify base values relevant to their power, as it is used.

Several circles may be used at the same time, but the main circle, the Circle of Summoning, must always be the outer most circle. Within the outer circle there can be the individual circles for the casters or participants, and Inner Circles for the summoned being.

Individual circles are to aid or protect the casters, or to allow the main caster to draw support from others during the summoning. They also allow others to take control of various aspects of the summoning to disperse the work load. This is achieved via the Link spell which manifests as a Symbol of Power within the circles.

Inner Circles are drawn around the centre of the summoning area to enclose the summoned being. The circles must be drawn in a specific order, as decided by the caster. The inner most circle will be at full power, and each successive circle will be less powerful. This will be represented by a -1 base value modifier per ACTIVE circle inside the one being used applied to the CHAR test usually required. If a circle is not present then obviously it cannot be used. If the circle is present then the summoned being will be able to see it and this may modify its reaction to the summoning. The most commonly used Inner Circle is the Circle of Containment.

When a being is summoned the caster has a number of options as to what they can do. They can Control, Command, Bind, Dominate or form a Pact. They might also Punish, Dismiss or Banish the being. All the options are explained below. In most cases the caster will have to win a contest with the summoned creature to enact any of the above powers. This is done by a CHAR test, using one of the systems following.

    • CHAR test with Advantage: this type of test allows the advantaged creature to use any CHAR of their choice, and the target must use its lowest CHAR value.
    • CHAR test with Disadvantage: this is the reverse of the Advantage.
    • CHAR test of Equals: for this test the target gets to choose which CHAR will be used, and both sides will use that CHAR.
    • CHAR test of Choice: both sides may freely choose which CHAR they will use.

The effect of winning or losing a test will vary with the action being undertaken, in general however the following may apply.

If a test with Advantage is lost, then it has now become one of Disadvantage the next time it is repeated. If a test with Disadvantage is won, then it has now become one of Advantage the next time it is repeated.

If a test involving an Inner Circle is lost then control of that Circle changes hands. A summoned being cannot use a Circle so will normally deactivate it, or they may just retain control to prevent the caster from using it. A successful Command can force the being to return control of the Circle.

Time.

Each action in a Summoning will take 5, 10 or 20 mins, at the discretion of the controller of the situation. Things can be rushed and will take 5 mins, but the controller will be at -1d for the current action. The default action time is 10 mins. Extra time can be takne to gain +1d to the current action.

Definition of controller: ????

Circle Spells

Circle of Aids (Indivdiual)

An Individual Circle that is cast around each of those who will be assisting the summoner. This acts in a similar fashion to a Binding Spell. A Circle of Aid can also Link an individual to a specific Inner Circle, allowing that person to control that circle, relieving the burden of the summoner.

Circle of Binding (Inner)

An Inner Circle used to allow the binding of the summoned being, see the Binding spell below. Binding is particularly disliked by all spirits and will thus antagonise them immediately. [+4d Hostility]

Circle of Command (Inner)

An Inner Circle used to enforce Commands upon the summoned being. A command is a verbal instruction (spell) to perform some task, or answer some question, that ends with the being remaining in its present status (it is not Bound or Dominated). [+2d Hostility]

Circle of Containment (Inner)

The most commonly used Inner Circle. This circle combined with the Control spell, prevents the summoned being from leaving the area enclosed. The being will be allowed one test of the circle, at a time of its own choosing, where it makes a CHAR roll against the main summoner, using a test with Disadvantage. If it wins then the circle is broken and the summoned being may move freely within the Circle of Summoning and thus out of all the other inner circles. The summoned being may then choose to test the Circle of Summoning in the same manner and victory would free it. Usually however it just slaughters all within the summoning until the summoner is killed, at which time the circle will fail anyway.

Circle of Dominance (Inner)

An Inner Circle allowing the caster to establish dominance over the summoned being, which negates the requirement of CHAR tests for all succeeding Commands or Visions. To establish Dominance the summoner must cast the Dominate spell. If the summoner wins then the being is dominated. If the being wins then the Circle of Dominance is broken and the being gains control of that Circle as in a failed test. [+2d Hostility]

Circle of Elements (Inner)

An Inner Circle which is used (required) to summon a true elemental spirit. There is one circle for each of the different elements.

Circle of Pacts (Individual)

An Individual Circle that indicates the enclosed person is willing to make a Pact with the summoned creature. This usually requires a sacrifice of something in return for something. The circle is charged and acts as a seal on the pact once they are agreed to. Pacts are voluntary on both parties until the final agreement is reached. Pacts can include any arrangement that can be agreed to, however the powers required to enforce it must be present. The powers of summoned beings are explained below. [-2 Hostility]

Circle of Pathways (Inner)

An Inner Circle spell that allows the summoner, or linked creature, to use the Find Spirits spell to go in search of an appropriate spirit for the task requested.

Circle of Protection (Individual)

An Individual Circle cast around each person present in the summoning ceremony. It will aid the individual within by modifying one or more of their rolls by the appropriate amount. The bonus can be split over several rolls if you wish. Once the total bonus has been used up the circle becomes inactive. If the circle is not a ‘freehand’ one then the circle may be reactivated, but only by the person within it, this can be dangerous!

Circle of Punishment (Inner)

An Inner Circle allowing the summoner to punish the being as described under the Punish spell. If a Punishment ever fails then the effect of the circle can be reversed to allow the being to punish the summoner, or one of those present, with similar effects. [+4d Hostility]

Circle of Sacrifice (Individual)

An Individual Circle that is placed around objects, or creatures, that are to be sacrificed to the summoned being in an attempt to gain its favour. A empty Circle, or one containing items unworthy will result in the negative Hostility becoming a positive as the being is insulted. Keep in mind that more powerful beings require better sacrifices. Sacrificing an intelligent creature is considered evil by most societies. [-1d/+1d Hostility]

A sacrifice is an offering to the summoned being, it may be living or dead, organic or inorganic. The trick is to offer something that the summoned being wants. As a general rule beings from other planes desire power, and normally material plane objects cannot be transferred to the other planes. The exception to this is Mana, which manifests on the material plane in various forms. The most readily usable form is Power Stones which most summoned beings are able to use. Magical items can also be drained of their power. The next most usable form is Life, a living creatures Spirit is a form of mana that beings of other planes can destroy and use. In this case the Sacrifice spell aids this process, assuming the victim is helpless. Other objects can be used but with various levels of desirability, a good guide can be found in the Alchemy Spells where a guide to various materials is given, and their magical properties.

Circle of Summoning (Primary)

This is the primary circle of summoning within which all other circles operate. Once activated the caster may begin summoning the being. A Circle of Summoning automatically deactivates at Sunrise and Sunset, which deactivates all other circles within.

1. Test circle, this spell can be cast just prior to activating the circle to test to ensure that it is correctly formed. A deformed or broken circle will

fail 50% of the time. The rest of the time it will allow the summoning to proceed but all Inner Circles will be ineffective, allowing the being to leave the summoning area.

2. Circle of Limbo, used when the being summoned is from the Plane of Limbo.

3. Circle of Faith, used when the being summoned is from the plane associated with your current faith or moral code, assuming you have one and the GM agrees with it.

4. Circle of Power, used when none of the above circles are applicable.

Circle of Visions (Inner)

An Inner Circle allowing the summoned being to present a true vision to the casters, as explained in the Vision spell.

Circle of Wardings (Individual)

An Individual Circle that prevents the being summoned from attacking the protected individual until the warding is defeated. To defeat the Warding the being must defeat the target in a CHAR test of Equals. Warding will not stop the being but they will slow him down a little. Warding cannot be attacked until all Inner Circles have been deactivated or defeated. [-1d Hostility]

Summoning Spells.

The following spells can be cast during a summoning, once the Summoning Circle is active. They are not usable at any other time.

They are normally cast in conjunction with a matching Inner Circle, but can be cast as individual spells but at 2 levels harder. All tests associated with that spell would also be at Disadvantage without a matching circle. Control of the Inner Circle must be held to gain its benefits.

Activate

This spell is used to activate, or reactivate, a circle. This is normally done at the start of the summoning but may also be required during the summoning if the circle is deactivated for some reason. Activating a circle is dangerous however because if it fails then all circles within the summoning area also fail. An active circle is controlled by the activator, but control may swap during its lifetime. A deactivated circle is controlled by no one.

Banish

The controller of the Circle of Command may attempt to Banish the summoned being. If successful the being is returned to its own plane and knowledge of the summoning is removed from its memory (which of course negates any pacts or deals agreed to! This spell is an escape route, not a way to complete things). To succeed at this the caster must defeat the being in a CHAR test of Equals.

Bind

The controller of the Circle of Binding may attempt to bind the summoned being into a container especially prepared for the occasion. To bind the being the caster must cast the spell successfully thrice! With each casting they must defeat the being in a CHAR test with Advantage, but not repeating a CHAR.

If the Circle of Binding is not active then this spell cannot be cast, it may not be cast freehand.

The container used to hold the being must be obviously just that, a container. This means it must have a sealable lid and a internal cavity. The one exception to this is that a gem can be used. The gem must have a normal value equal to the BODY times $100 of the being. Once the being is bound there are various Enchantments that can be cast to make use of it.

The bound creature may test the strength of the container three times then is trapped forever within. Each such test will be at Disadvantage, with the advantaged CHAR being that of the controller of the container at that time. If the controller is unaware of what is going on then a random CHAR is used. The controller of the container is always the one physically controlling it. If no one is touching the container then no one controls it and the bound creature may not attempt to break it.

Call

This is the starting spell of the Summoning, used to call forth to the being and to draw it into the circle. It requires a successful CHAR test, using a CHAR nominated by the caster. To summon the being the caster must know the common or true name of the being. The alternative to the spell is the Elemental spell, which summons an elemental spirit.

Combine with Spirit

This spell allows the summoner, or a nominated “aid”, to meld their mind with the summoned being. This allows the melded creature to see and experience all that the summoned being does for the duration of the summoning. The melded being may also cast any spells that it would normally have been able to whilst present in the circle, if they fail a test however at anytime they are dumped back to their body and suffer an immediate Shock effect. If the shocked person was the summoner then the summoned being may challenge its control via a CHAR test, remembering to apply shock modifiers.. If the being is successful then it breaks to Circle of Command. If the being is not present in the summoning circle at this time (it is under a Command), it will complete the Command then return to the circle to challenge (by which time the shock may be over).

Command

The controller of the Circle of Command may use this spell to enforce a Command upon the summoned being. A Command is a single order to perform a single task. The task must be within the powers of the summoned being to perform directly or it can ignore the Command. It must also be completed before the next Sunrise or Sunset. The being cannot be commanded to reveal its True name, the Names spell is used for this.

Control

Used in conjunction with the Circle of Containment. This spell allows the summoner to take control of the summoned being immediately after it appears. The spell works automatically but the summoned being may test the spell once at any time of its choosing. This test is resolved by a CHAR test with Disadvantage. If the being wins then the Circle of Containment is broken.

Dismiss

This spell can be cast at anytime to return the summoned being to whence it came from. If the summoned being is currently Dominated, or the Circle of Containment is still in effect, then the casting works immediately. If neither of these are current then a CHAR test of Equals is required. If the summoner fails then the being remains. It will remain until dismissed, or banished, or the Summoning Circle ends at Sunset or Sunrise (so it will be free).

Dominate

Used in conjunction with the Circle of Dominance. This is a stronger form of control that avoids any extra tests with the use of Commands or Visions spells. Once Dominance is exerted the summoned being will automatically obey any Command or Vision spell cast. To achieve dominance a CHAR test of Choice must be passed. Failure to Dominate results in the Circle of Dominance being deactivated.

Elementals

Rather than summon a spirit from one of the other planes the summoner can summon an elemental spirit, which exists both on the material plane and the plane of limbo. To summon an elemental the circle must be cast near the presence of a large quantity of the appropriate material, preferably in a natural state. The volume needed is roughly equal to 1 cubic mile.

Find Spirit

This spell must be cast in conjunction with the Circle of Pathways, it allows the controller to leave their body and go in search of a suitable spirit to their needs. The search can be done by the GM as a metaphorical tale where the searcher must overcome some test, or you can use the following simple system.

The quick way involves three rolls, one to find the spirit, one to survive the journey and the last to determine how long it took. The searcher must use a selected CHAR for each roll, and each must be a different one. If any roll is failed then the searcher is returned to his body suffering 1d6 FAT for each point that they failed the roll by, totalled for all failed rolls.

EG: the searcher has 12 for all CHAR, they pass one of the tests but fail the other two. The failed rolls missed by 1 and 3 so the searcher suffers 4d6 FAT. If their FAT is reduced to zero then extra loss is taken as wounds.

Success with the rolls is as follows: the margin being the amount the roll was below the target value.

Margin

Spirit

Survive

Time

0-1

Suitable

Yes

4d6 hrs

2-3

Reasonable

+1d6 FAT

1d6 hrs

4

Good

+2d6 FAT

6d6 mins

5

Very Good

+3d6 FAT

4d6 mins

6+

Excellent

+4d6 FAT

2d6 mins

The result of the spirit column is to be used by the GM to adjudicate the quality and suitability of the spirit discovered in relation to the task to be undertaken. The searcher must outline clearly what they are seeking, if later on they add something extra the being may not be suitable at all. The result of the Survival column is a gain in FAT (temp) due to the magical nature of the places travelled.

If any of the rolls includes a special success, the searcher may, on successfully finding a spirit, sacrifice 3d6 FAT to gain knowledge of one of the Common Names of the being found.

Links

The Link spell is used to create a Link between an aid (someone other than the summoner) and one of the Inner Circles, allowing them to control and control that Circle as appropriate. Links are broken if the Circle is deactivated or destroyed. Where a CHAR test is called for due to some spell or power being exerted through a Circle that has a Link, then the linked controller will undergo the CHAR test. Control of the Circle can be passed back to the summoner, or to any other aid with an appropriate Link, via a single action, as long as they agree.

Names

Casting this spell depends on the current status of the summoned being. If it has been dominated then each casting of this spell will compel it to reveal one of its Common Names. If it has not been dominated then each casting will require a CHAR test of Choice. Failure results in any Circle of Domination being deactivated. Success means the being must give you one of its names. Each CHAR can only be used once per summoning for this purpose. True Names cannot be discovered via this means, True Names should only be given out as part of a Pact or if the GM feels it is appropriate.

Pact

A Pact is a binding agreement with the summoned being, magically enforceable, activated with the aid of a Circle of Pacts. Most societies consider Pacts to be evil, even if with a spirit from the Law Plane. Pacts are enforced in a similar fashion as Geas, except that they cannot be broken other then one side willingly doing so and suffering the consequences. The Pact will involve a service exchange and a punishment clause. The service exchange will depend on the power of the spirit you are dealing with and is left to the GM and the player to thrash out. DO NOT makeup powers or services that do not exist, elsewhere you will find a description on the powers of spirits. The punishment clause can be negotiated but generally will involve the loss of life energy, reflected as loss of CHAR points. Special conditions can be placed on Pacts if the GM allows them, just to make them more interesting. Escape clauses or loopholes can be deliberately allowed for the sake of guiding the players in a certain direction. In essence if it makes things more enjoyable then you should consider it.

A sacrifice can be an alternative to a punishment. The summoned being takes whatever is offered through a Circle of Sacrifice and agrees to perform some task. The sacrifice is often something of great value, or a living being (who need not agree, they just need to be within the Circle at the time).

Powers

This spell can be cast only after the Control spell has been cast. Each casting of this spell will require a CHAR test of Equals to be passed, but no CHAR can be used more than once per summoning. If successful then the being must reveal one of its powers to the caster. If a being has more than one power then the GM should reveal ones that are most closely related to the purpose of the summoning.

Punish

The effect of this will be to modify the next CHAR test performed by the being. To punish the being the summoner conducts a CHAR test with Advantage, the difference between the two results is used to modify the next test the being makes, with the exception of another Punishment test. Punishing a summoned being will cause pain and confusion to it of a psychic nature, intensely disturbing but of a temporary nature. The being will of course be somewhat resentful of this and will be less co-operative. See Circle of Punishment.

Visions

Many beings of the other planes have the ability to create visions. A vision is an image of some other place on the material plane that that being has access to. The more powerful the being the greater will be his access and the better will be the detail of their vision. Visions are normally real time, they show what is happening now. Some beings will be able to show visions of times past, yet others (the most powerful) will be able to give visions of the future. Visions of the future however are predictions only and are often wrong. Visions can be blocked by various natural and unnatural means. The presence of strong magic (rich areas) or poor magic (depleted areas, such as large towns) tends to block reception. Depth under the earth also prevents reception. Essentially it is upto the GM to decide whether they want the vision to be received and have a reasonable excuse for it. See Circle of Visions.

Ward

An Individual Circle Spell that prevents the being summoned from attacking the protected individual until the warding is defeated. To defeat the Warding the being must defeat the target in a CHAR test of Equals. Warding will not stop the being but they will slow him down a little. Warding cannot be attacked until all Inner Circles have been deactivated or defeated.

SPIRITUAL POWERS

Beings of the other planes will have various powers. The more powerful the being the greater the strength and number of powers they will have. Powers is a loosely defined term, left to the GM to think of. If you need a creature to be able to do something then convert it into a power. Summoners will often search for an appropriate spirit to summon, so respond by giving that spirit to required power, if appropriate to its level.

The following is a list of some powers and a brief description of what they can do. Do not become too rigid in your definitions so you can adapt to your players requests. Also note that these are powers and can fail! Just as spells fail. These creatures aren't god, although they may be god like. If the players are asking for something you don’t want to give them, go through the motions, then say it failed, simple as that.

Visions: the creature can show other places, and maybe other times. See Visions and Circle of Visions spells.

Illusions: the creature can create superior illusions at the controllers request. See Illusions for some ideas, but note that spirits use magic differently (being more closely attuned to it), and more effectively.

Travel: the spirit can travel through space, but not time.

Carry: the spirit will move objects from place to place.

Materialise: the spirit can bring items into existence. This is different to Conjuring, the spirit actually creates the material from magical energies.

Spells: the spirit can cast spells.

Resistance: the spirit is resistant, or immune, to specific objects or things.

Reality - really powerful spirits may be able to alter time. There are enormous pitfalls to this for players and the GM should be ruthless against abuse. However, if the players come up with an idea that is appealing, and simple, then you should allow it, but possibly with repercussions elsewhere.

Wishes: a form of reality change, wishes may alter the present in some fashion. "Gee, I wish I had brought my Sword of Giant Slaying with me" is the type of action we are looking at here. If the player has to stop and think about things then its too much and don’t allow it.

Find/Get: locating specific things, retrieving them etc. The current owners may object to this however and a good way to resolve stealing is to conduct a Char Test at Disadvantage. If failed then the target keeps the item and gains knowledge that someone tried to get it. Make up a story as to why it failed.

Immunity: see Resistance.

Service: the spirit may grant the service of itself, or one of its minions (preferred). Normally the service is of limited duration. Plus the gainer has to be able to transport the spirit around with it, it doesn’t just appear when called (unless you can arrange this).

Grant power: the spirit can grant a power it has to the summoner, or some other target. The grant is normally limited in duration.

Servant, of lesser being: see Service.

Knowledge: the spirit will answer a question.

Names (True Name Powers?): powerful spirits may know the True Names of lesser spirits, and may be willing to trade them for something in return. They are reluctant to do this however so the offer should be good. Such knowledge cannot be forced out of them, it must always be negotiated.

Transfer of power, CHAR: the spirit can lend CHAR points to the target for some duration, or under certain conditions.

Summoning: the spirit may be able to summon lesser spirits into its presence who may be able to help.

Common Durations

Many powers can be limited in duration, especially if they are powerful. Time limits help to balance things nicely. Durations are commonly linked to certain magical numbers, such as 7, a lunar month, 13 etc. Feel free to think of some appropriate period for each individual case. Let the player know ahead of time and if they don’t like it maybe alter it, or refuse to grant it (oops, it failed).

Responses and Hostility levels.

Spirits of all kinds do not like being dragged into the material plane against their wills, only to be confined when they get there (its that last bit that really annoys them). The origin of the spirit is not important, spirits of Law and Chaos both will be hostile. Mortals are after all just babes in the woods, of no great consequence to the more important realities. Basically all spirits are arrogant. The more powerful they are the more arrogant they get.

One arrival the spirit will quickly access the lay of the land, which is to say they study the arrangement of circles to determine the likely intent of the summoner. The various circles are rated for their effect on the initial response of the spirit. Nasty circles will get the spirit angry and recalcitrant, looking for ways out, or looking for a fight.

When the spirit is summoned roll 3d6, modify the result by the Circle modifiers, note any 1s or 6s rolled.

The lower the value the nicer the spirit will be, the higher the nastier it gets. Each 6 can be used to give the players a bonus if you like, assuming the spirit is friendly (less than 10). Likewise 1s can be used to generate bad things.