SUMMONING SUPERNAL ENTITIES
Stealing power to fuel magic isn't the only thing that the Awakened can do; if they are willing to dedicate their time and resources as well as put themselves in exceptional danger, they can call forth a Supernal entity into Fallen reality. While risky, the reward is sometimes worth it: a Supernal being can answer magical riddles, carry forth Artifacts, use Magic outside of the Awakened grasp, and other things that are not bound by the rules of the Fallen World.
Summoned entities fall into two categories depending on which Arcanum they come from:
Gross Arcanum - Forces, Life, Matter, Space, and Time.
- These call forth Manifest beings, which are generally more forthright and obvious, and sometimes animalistic.
Subtle Arcanum - Death, Fate, Mind, Prime, and Spirit
- These call forth recondite beings, who are generally clever and manipulative and subtle in their actions.
In order to perform a Summoning, a Mage prepares a circle in a ritual place, such as a Demesne or a Supernal Verge (
see pg. 243). The summoner must walk a Path corresponding to the type of entity desired and use one of their two Path Ruling Arcana, which the Mage must have at least three dots in. Supernal entities are always based around two Arcana, from which is casts spells up to it's Rank; if the Mage gas another Arcanum at three or more dots, they may summon an entity with that Arcanum as it's second.
A summoned being cannot stand the Fallen World, and starts to take damage immediately upon arriving (unless the summoner added successes to the summoning roll to extend it). A Supernal entity takes 1 point of Corpus damage every hour within it's summoning circle, and 1 point every half-hour outside of it. This increases to 1 point every 15 minutes if it comes into contact with Sleepers. If a Mage causes a Paradox within 50 feet, even if contained, the being suffers 1 point of resistant Lethal damage for every success on the roll. Every time this being takes damage, rolls are made to determine if the being begins to lose it's traits.
If the being runs out of Corpus or all it's traits are diminished, the entity vanishes. If it does so within it's summoning circle, it returns to the Supernal; if it happens outside of it, however, the being is pulled into the Abyss.
Systematically, a Mage needs a base of 10 successes to summon the Entity. The following items may increase that cost:
- Add 5 successes per Rank of the entity past 1. Mages can only summon up to Rank 5.
- Add 1 success to extend the duration that the being can remain in the Fallen World without suffering damage. Each success adds 30 minutes.
- Add 1 success or more to protect from Abyssal Intrusion. Each success allows one additional roll without the Storyteller checking for the Abyssal corruption.
- Add 1 success per Sleeper present, who will suffer breaking points and Quiescence.
- Add 1 success per Mage of a different Path present.
- Add 1 success if the summoning is taking place in a Demesne oriented to a Realm other than the one in question.
- Add 1 success if the Mage has caused a Paradox (even if contained) within the last week.
- Subtract 3 successes if the summoning is taking place in a Demesne oriented to the Realm in question.
- Subtract successes based on items and conditions incorporated into the summoning that correspond to the Realm in question (based on discretion).
The biggest risk a Mage faces is Abyssal Intrusion. Since they are attempting to reach across the Abyss to the Supernal and guide an entity back, they run the risk of the Abyss taking notice. A player can make a number of rolls equal to Resolve + Composure (as well as any successes from above dedicated towards doing so). After that point, the ST rolls for every roll made by the summoner, and if the ST accrues successes equal to the Mage's Gnosis + Summoning Arcanum, the Abyss cracks open.
Congratulations. You have summoned an Abyssal being instead, which is significantly worse.
Finally, all Supernal beings demand something of Mages once summoned; a test, a condition, or an action that corresponds with the spirit's ban. The Supernal being
cannot help them if this request is not fulfilled (and may take adverse action in some cases). Powerful beings tend to have complex and esoteric trials, and weaker beings might have simple requests such as demeanor or a demonstration of power. Mages can make an Intelligence + Occult roll when researching the being they are summoning that may let the Mage know what to expect from this request.
THE ROLL
Dice Pool - Gnosis + Arcanum
Action - 1 Hour per roll (
Extended Action, see pg. 214)
Cost - 1 Mana, 2 if specifying a second Arcanum
ROLL RESULTS
Dramatic Failure - The ritual space becomes flooded with Abyssal energy. Mage and other Mages within 50 feet suffer aggravated damage equal to the summoner's Gnosis, and the Abyssal taint lasts for days equal to the same number. Abyssal entities may form in the area at any time while the taint persists, and could develop into an Abyssal Iris or Verge if bad enough.
Failure - No successes towards the summoning, and can either choose to stop or gain a Condition to continue.
Success - The player accrues successes, and if they reach the necessary number, the Supernal being appears. [
Private to GM: reminder to self - reference for supernal beings on page 96]
This message was last edited by the GM at 02:57, Sun 13 Nov 2016.