Summoning Magicana

Summoning magic is defined as the act of calling forth the spirit of a creature or the creature itself to serve the caster. Summoning does not create life, nor does it evoke something out of nothing. The summoned creature always had a life of its own before the caster interfered with it and barring some impediment will want to return to that life when the mage is done with the summoned creature. The more intelligent a summoned creature or spirit the more angry the summoned creature or spirit is likely to be with its summoner and more likely to attempt to exact revenge. Virtually any demon summoned for instance will work to their utmost to break free of the caster's control, and will attempt to either kill the summoner or carry him or her back to their infernal realm.

Benefit wise in combat summoning a creature to fight for the mage is a powerful ability, freeing the mage to either take other actions or combine its attacks with the summoned creature.
Summoned spirits can be great sources of information if they are properly motivated or bribed.
Summoned animals, creatures, or spirits can provide skills or capabilities beyond what the mage alone is capable of from spying to a mount used for transportation.
Finally certain mages will summon creatures to entrap them in magic items being created, as an entrapped tana, kesh, or demon can sometimes be forced to add its own power to that of the item being crafted.

Summoning magic is therefore not only among the most powerful magics, but also the most dangerous.

 

Summon Aquatic Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control aquatics such as fish, manta rays, piranha, seals, turtles, sharks, eels, dolphins, whales, kraken, octopi, squids, etc. The type depends on what is available in the area.
Summon Avian Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control avians such as chickens, condors, crows, ducks, eagles, falcons, geese, hawks, hummingbirds, ostriches, emus, owls, parrots, peacocks, pelicans, penguins, ravens, roadrunners, swans, turkeys, woodpeckers, etc. The type depends on what is available in the area.
Summon Canine Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control canines such as coyotes, dingoes, domestic dogs, foxes, hyenas, wolves, etc. The type depends on what is available in the area.
Summon Demon, Lesser Range: Special
Duration: 4 rounds per 5 WIS
Save: None
Mana: 50
This spell allows the caster to summon and control demons of up to 10 HPs per WIS of the caster. Range doesnt apply with this spell as the demon is being summoned from another plane.
Summon Elemental, Air Range: Special
Duration: 10 rounds per 5 WIS
Save: None
Mana: 30
This spell conjures up an element of air to serve and protect the spellcaster. The elemental lasts until slain, or when the caster dies, cancels the spell, or can no longer see the elemental. The elemental has attributes and HP identical to the caster along with the abilities and bonuses from the Air Elemental. Range doesnt apply with this spell as the elemental is being summoned from another plane.
Summon Elemental, Earth Range: Special
Duration: 10 rounds per 5 WIS
Save: None
Mana: 30
This spell conjures up an element of earth to serve and protect the spellcaster. The elemental lasts until slain, or when the caster dies, cancels the spell, or can no longer see the elemental. The elemental has attributes and HP identical to the caster along with the abilities and bonuses from the Earth Elemental. Range doesnt apply with this spell as the elemental is being summoned from another plane.
Summon Elemental, Fire Special
Duration: 10 rounds per 5 WIS
Save: None
Mana: 30
This spell conjures up an element of fire to serve and protect the spellcaster. The elemental lasts until slain, or when the caster dies, cancels the spell, or can no longer see the elemental. The elemental has attributes and HP identical to the caster along with the abilities and bonuses from the Fire Elemental. Range doesnt apply with this spell as the elemental is being summoned from another plane.
Summon Elemental, Void Range: Special
Duration: 10 rounds per 5 WIS
Save: None
Mana: 30
This spell conjures up an element of the void to serve and protect the spellcaster. The elemental lasts until slain, or when the caster dies, cancels the spell, or can no longer see the elemental. The elemental has attributes and HP identical to the caster along with the abilities and bonuses from the Void Elemental. Range doesnt apply with this spell as the elemental is being summoned from another plane.
Summon Elemental, Water Range: Special
Duration: 10 rounds per 5 WIS
Save: None
Mana: 30
This spell conjures up an element of water to serve and protect the spellcaster. The elemental lasts until slain, or when the caster dies, cancels the spell, or can no longer see the elemental. The elemental has attributes and HP identical to the caster along with the abilities and bonuses from the Water Elemental. Range doesnt apply with this spell as the elemental is being summoned from another plane.
Summon Familiar Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 20
T
he caster may summon and permanently psionically link a familiar with a person of the caster's choice. At any point the recipient may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.
Summon Feline Range: 10 metres per WIS
Duration:4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control felines such as domestic cats, cheetahs, cougars, pumas, jaguars, leopards, lions, lynxes, tigers, etc. The type depends on what is available in the area.
Summon Fog Range: 10 metres per WIS
Duration:4 rounds per 5 WIS
Save: None
Mana: 5
This spell allows the caster to summon any nearby fog. Note the fog must already exist somewhere nearby, he cannot just create it.
Summon Hoofed Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control hoofed such as buffalos, camels, cows, bulls, deer, donkeys, elephants, giraffes, goats, hippopotami, horses, moose, pigs, boars, rhinos, sheep, zebras, etc. The type depends on what is available in the area.
Summon Insects and Spiders Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control insects such as ants, bees, scorpions, spiders, etc. The type depends on what is available in the area.
Summon Lesser Undead Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 20
This spell allows the caster to summon and control lesser undead such as skeletons, zombies, ghosts and ghouls. The type depends on what is available in the area.
Summon Monster Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: Standard
Mana: 40
This spell allows the caster to summon and control monsters of up to 10 HPs per WIS of the caster. This may include dragons, basilisks, yeti, etc. The type depends on what is available in the area and the caster's WIS. Intelligent monsters may be summoned but may not be so easy to control.
Summon Mustelid Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control mustelids such as armadillos, badgers, bats, beavers, hedgehogs, meerkats, moles, mongooses, mice, otters, porcupines, possums, rabbits, raccoons, rats, skunks, squirrels, weasels, wolverines, etc. The type depends on what is available in the area.
Summon Personal Equipment Range: Special
Duration: Instant, or 1 week per WIS if precast
Save: None
Mana: 10
This can work two ways. Either the caster can teleport any equipment he owns within his line of sight to himself, or he can precast it on his equipment and summon it to himself at any time no matter where it is so long as it is within the same planet and dimension. Certain materials or magic maybe able to prevent the item returning to him. Once the item has been summoned the spell is spent and needs to be renewed.
Summon Personal Weapon Range: Special
Duration: Instant, or 1 week per WIS if precast
Save: None
Mana: 10
This can work two ways. Either the caster can teleport any weapon he owns within his line of sight to himself, or he can precast it on his weapon and summon it to himself at any time no matter where it is so long as it is within the same planet and dimension. Certain materials or magic maybe able to prevent the item returning to him. Once the item has been summoned the spell is spent and needs to be renewed.
Summon Primate Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control primates such as baboons, gorillas, orang-utans, monkeys, etc. The type depends on what is available in the area.
Summon Reptile Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control reptiles and reptile related such as lizards, snakes, frogs, crocodiles, alligators, iguanas, salamanders, etc. The type depends on what is available in the area.
Summon Storm Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 5
This spell allows the caster to summon any nearby storm to his location. The type depends on what is available in the area.
Summon Succubi Range: Special
Duration: 1 day per WIS
Save: None
Mana: 25
This spell allows the caster to summon a Succubi or Incubi, who will arrive on this plane favourably disposed towards the caster for having summoned them. Succubi arrive on this plane with only one goal: the seduction of and copulation with humans. Any deed the caster desires of them which will further their goal will be approved of and encouraged by the Succubi. Range doesnt apply with this spell as the elemental is being summoned from another plane.
Summon Ursine Range: 10 metres per WIS
Duration: 4 rounds per 5 WIS
Save: None
Mana: 15
This spell allows the caster to summon and control ursines such as grizzly, kodiak, polar, etc. The type depends on what is available in the area.

Sooner or later a summoner will probably lose control of one of his or her summoned creatures. What happens next will depend on the summoner's luck, the preparations he or she took in advance, the strength of the summoned creature, and the summoned creature's intelligence and demeanour. The consequences can range from the relatively minor to the devastating.

Once released from control, there are four possibilities of actions for a summoned creature:
1 - the creature could return to its home environment;
2 - the creature could rampage meaning that it will go berserk, wreaking what havoc it can before it is banished or destroyed;
3 - the creature could seek revenge on its summoner either through the summoner's death or capture; or,
4 - the creature could feign that control of it continues in order for it to take an even more devastating revenge at a later time.
Less intelligent summoned creatures will have a tendency to either return to their home environment or rampage. More intelligent, more malign summoned creatures will definitely seek revenge. Many summoning spells are enhanced with additional wards to protect against rampages. The basic form of most demon-summoning spells, for instance, require that the creature return to its home plane at the next sunrise if it is released from control.

It is extremely rare that a creature released from control will take no action but there are some more benign summoned creatures that will actually cooperate with their summoners should the summoner lose control. Most of the time such creatures have been lavishly bribed or have accepted some boon or service in exchange for their assistance..
 

 

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