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Author Topic: Summonings  (Read 832 times)
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Santh. Member

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« on: 29 March 2002, 21:20:00 »

Time to cover this aspect of the Magical Arts; it's practically the same as Demonology, but a lot less dangerous.

The ability to summon someone or thing from its natural habitat to its new master has been one of the most revered powers the magi wield. However, be the summoned beast, spirit, or being, there is a certain procedure that is always followed.
 Step 1: Research
The summoner must learn all that they can about the summoned. Knowledge of its habitat will teach the summoner whether it will be willing to go where you wish, knowledge of its behavior will teach the summoner how best to control it, and knowledge of its powers, of course, will tell the summoner whether they should go to the effort of summoning it or not.
 Step 2: Preparation
All but a few summons require certain preparations to be made beforehand, so as to bring the summoned willingly. It is in general advised to prepare for, at the very least, two hours, as a fizzle (note to self; make entry for Fizzle.) may occur if the setup is not properly orchestrated. It is critical at this juncture to pick a location to which the summoned will arrive.
 Step 3: Summoning
The preparations are made, the summoned is researched, and the time has come to call it. This is the basic outline of a standard Summoning.
 I: Diagramatica (pseudolatin is temporary until I find a suitable Styrash replacement)
Here, the summoner places the proper arcane symbols out, in the basic pattern of placing one of the arcane Circles on the ground, with the highest elemental symbol of the summoned placed to the North, with the rest placed in the appropriate spots around the Circle.
 II: Reagents
The only true reagents, in the typical sense of the word, are placed in the center of the Circle, for the purposes of luring the summoned to the summoner. Can vary from a small fire to lure a Fire Spirit, to a dead body to lure a Netherbeast.
 III: Incantation
Incantations are mandatory for all summonings, typically to activate the Circle. The key word is typically Ahmdalan; Rise/Respond
 IV: Summoning
The glorious finale. The very fabric of the Dream twists, the summoned is called, and the wills of the two lock. If the will of the summoner is stronger, the summoned comes to him. If the will of the two is equal, the connection is broken, and only the reagent is lost. If the will of the summoned is stronger, the roles of the two are cruelly reversed, with the summoner becoming the mindless slave of the summoned.  

Ahh, nice to be able to elaborate on the fields of magic at last.

Xarl Bluestride, Archmage of the White Tower of Ximax (c.a. 5 B.S), Master of the Magic Forum, Guide to RPing Sorcery, and generally cool guy. All requests are to be written on the back of a ten-dollar bill (or equivelant thereof) placed on a dead spraypainted ferret, and tossed in the sewer system.
Xarl Bluestride
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And it's still growing....

Edited by: Xarl at: 3/29/02 8:29:08 pm
Artimidor Federkiel

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« Reply #1 on: 07 April 2002, 10:04:00 »

I assume there is a difference between Summoning and Conjuring - what do you think, Xarl & Tarquet?

BTW: An entry on "Reagents" in general would be fine as well, e.g. with a list on various things used for spells, associated to the elements and their purposes, e.g. power, strength etc. (Fire: ash etc.)

Or an entry on "Incantations", which work differently than Magical Formulas do.

Just in case you are bored...

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Edited by: Artimidor Federkiel at: 4/6/02 4:12:52 pm

"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
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