How To Summon Your First Magical Creature
Step 1. Get Familiar, with the artifacts.
Spoiler: click to toggle Adelbrand's Pentacle — A pentacle of special powers which allows magicians to maintain control over their demon for multiple service. Amulet — A protective charm that can fend off evil but cannot be actively controlled by its owner. Animating Parchment — A manuscript inscribed with a spell that brings a golem to life when inserted into its mouth. Apocrypha — A collection of Ptolemy's writings. It includes his method of traveling to the Other Place. Bulb of Silence — A spell that prevents others from hearing private conversations. Charm — A magical formula or incantation, usually sung or spoken, for the purpose of securing another's favor. Convulsions — A spell designed to shake its victim to pieces using flickering inky bands. Dismissal Spell — An incantation recited to send a demon back to the Other Place. Essence — The fundamental, essential being of a spirit, wherein its identity and nature are contained. The Eye of Ptolemy — A reference book, written by Ptolemy, on the mechanics of drawing demons from the Other Place. It is required reading for all magicians. Five-Pointed Star — A simple hex in the form of a star, used to deter trespassers. Fluxions — An incantation that engulfs aggressive magic and carries it away. Hex — A spell, often of an unpleasant or aggressive nature. Indefinite Confinement Spell — A spell that perpetually confines a demon within a minute space such as a tobacco tin, bottle, or old lamp. The Inverted Skin — A particularly vexing torture spell that makes a djinni's motion difficult and conversation almost impossible. Iron Cube — A binding spell designed to confine obstinate demons. Lenses — Special eyeglasses that allow magicians to view several planes at once, helping to reveal a demon's true form. Mournful Orb — A sphere within which spirits are imprisoned. It expands and contracts and is capable of capturing and destroying a spirit's essence with its touch. The Obedient Breath — A type of conjuration formed by an expiration of air from the mouth and a magic sign. The air thus formed can be directed into various solid shapes. Pentacle — A five-point star figure used as a tool for summoning and controlling spirits. Ptolemy's Gate — A method of reversing the normal summoning process, whereby a human may enter the realm where demons reside. Scrying Glass — A disc within which an imp is imprisoned; used for spying from afar. Shriveling Fire — An incantation made up of 15 curses in five languages, used to destroy demons who deliberately disobey or refuse to carry out a command. Stimulating Compass — An electric charge emitted from the five points of a pentacle; used as a form of punishment against rebellious demons. Summoning Horn — A fearsome talisman used to summon even the most powerful demon from the Other Place. Systemic Vise — Concentric bands of force used to slowly compress the midriff, which can incinerate a djinni's essence. Talismans — Artifacts that have active magical powers and can be used at their owner's discretion.
Step 2. Choose your Creature: (List can be found here, you can also make your own up using the guidelines found here. (Also see if he is available, found here).
Step 3. Decide Your Method Of Summoning (Summoning Horn, Pentacle, ect)
Step 4. Role-play the Summoning
Spoiler: click to toggle To summon an entity, a magician is required to draw a pentacle; failing to do so will result in the magician's being attacked and/or torn apart by the entity he summons. He also needs to take many precautionary measures to prevent any mishap (like escape of the entity which will likely result in the death of the magician at the hands of the entity). A number of herbs act as instruments to ward off entities. The magician then speaks a spell. The spell acts in the following manner: the magician's voice carries to the Other Place taking nine seconds, where it draws the attention of the entity being called (seven seconds). The entity then has to answer the summons or risk tearing its essence apart. It then appears in an adjoining pentacle (three seconds). Depending on the skill of the magician, there are limits to summoning ability.
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