Spelljammer
Sorcery
Rule Category:Sorcery
Rule Name:College of Greater Summonings
The College of Greater Summonings does not lend itself well to a PC college. If you have a very good concept for a Greater Summonings mage, then talk to the GM. Otherwise it will remain an NPC college.

The College of Greater Summonings is concerned exclusively with the summoning and controlling of entities from other dimensions. All such summonings and associated magical procedures are Ritual Magic. Members of the College possess no Talent or spell Magic as of their association with this college. Their power lies exclusively in their ability to summon and control beings via the performance of special rituals.
All summonings of this college, regardless of the type of being they are trying to summon, are performed in the same manner. First the summoner must perform a ritual of cleansing of his body (requiring from 1 to 10 hours). Then he must prepare and implement the proper Ritual of Summoning. The Ritual of Summoning, itself, requires only one hour to execute. Once he has performed the Ritual of Summoning, he may wish to control the entity he has summoned by implementing either a Ritual of Binding or a Ritual of True Speaking. Binding and True Speaking Rituals each require one hour to prepare and implement. If the summoner does not implement these rituals immediately upon successfully summoning the entity who is their target, he will have to engage in a new Ritual of Cleansing before attempting to enact another ritual. When performing the summoning rituals of this college, the summoner occupies a Circle of Protection which also contains within it a Pentacle of Power. Unless the summoner and his companion occupy this protective area, there is a chance that whatever they summon will be able to turn on them and destroy them. Only the summoner occupies the Pentacle. His companions occupy the Circle, but are outside the Pentacle.
The summoned entity appears in the area of the Circle of Protection, but outside it (unless the ritual backfires and the circle is broken). In order to perform (and as part of the performance of) the Rituals of True Speaking and Binding, the summoned entity is forced into the triangle (outside the Circle of Protection).
The Pentacle, Circle of Protection, and Triangle must all be drawn on the ground by the summoner before the rituals are performed.

Members of the College of Greater Summonings must meet requirements of time, place, equipment, knowledge, and circumstance in order to perform their College's Magic.
The following list of requirements must be met in all or most situations wherein the arts of the College of Greater Summonings are practiced:
1. The Mage must know the Ritual being employed.
2.If a summoning of an entity other than an Incubus or Succubus is being performed, they must know the name of the entity being summoned and speak it during the ritual.
3. Throughout all preparations for the ritual and throughout the ritual itself, the mage must remain stationary. He may engage in no other activity.
4. The space used for the performance of the ritual must be large enough to accommodate the ritual, symbols, and the entity being summoned (usually an area 30' X 30' and 12' high is adequate) and may not have been affected by an area counterspell in the last 12 hours.
5. If the magic is a powerful ritual (EXP Multiple equal to or greater than 500), it may only be performed on certain days of the month and at certain hours of the day (listed under the Powerful Rituals section).
6. The Mage must possess the necessary tools and equipment to perform any ritual and must have access to such substances as clear water for the cleansing which precedes each ritual.
If the mage fails to meat any of these requirements, he may not attempt to perform any ritual of this college. He may still exercise any special talent magic he may possess and may cast counterspells.

The following numbers are added to the Base Chance of successfully performing a ritual:
Each Rank with the ritual +3
Mage occupies an Mana rich area +15
Each hour (Max 10)spent in a Ritual of Cleansing +3
Ritual is part of the College's Lesser
Spells, and is begun at midnight +20

These bonuses apply only to the Colleges rituals. Counterspells are affected in the same manner as normal spells.
Powerful spells are affected differently so far as the time of day, date, position of the moon, etc. and are discussed in the Powerful Rituals section.

TALENTS:
There are no talent magics granted a character simply because he is a member of this college. However, there is a possibility that the player will be assigned a "companion" by a Demon he has summoned. Once a character has been assigned a companion, he may automatically call fourth (and later dismiss) that companion. Once called fourth, the companion instantly appears to do the bidding of the character. In this sense, there is some Talent Magic available to members of this College.
Upon dismissing a demon he has summoned, the summoned may request that the demon assign him a companion from among his legions of lesser spirits. The Base Chance that a Demon will grant his request is Known by the DM. The player rolls a D100, and if the resulting number is less than or equal to the Base Chance, the demon grants a companion. If the number is half or less than the base chance, the Demon grants two companions.
A companion will be a lesser Devil or an Imp who is constantly "on call" to the summoner. The companion is available until one of the following events occurs:
1. The summoner requests a companion from any other Demon except the demon who granted the summoner's current companion (regardless of whether or not the request is granted).
2. The companion is dispelled by having a Spell Counterspell of the College of Greater Summonings cast over him by the summoner.
3. The companion is forced into his own dimension by a reduction in his Endurance sufficient to cause unconsciousness in a character.
4. The summoner voluntary attacks the companion or quits the College of Greater Summoning.
When a companion is granted, the summoner's player rolls a D10. If the result is 1-7, his companion will be an Imp. If it's 8-10, his companion will be a Devil. A separate roll is made for each companion if more than one is granted.
Imps and Devils are described below.

1. IMPS

Description: Imps appear as two to three foot high humanoids, but with horns, bat's wings, and barbed tails. They tend to be muscular, but also tend to walk in a slouch. Their skin can be blue, green, or purple, but is usually red. They have yellow eyes, flecked with silver, and their teeth (including prominent incisors) are made of silver. Imps can also appear as goats, spiders, bats or large rats, but these are unsubstantial forms and the Imp cannot use his powers except in his natural form.

Talents, Skills, and Magic: Imps can be members of any colleges except the Entities, as determined by the DM, and can gain up to rank 5 in their spells. Imps can be harmed only by silver or magical weapons. They have no skills when first summoned (except Magic) but can learn them later up to rank 3. They can learn a maximum different skills equal to their INT divided by 5 rounded up.

Characteristics:
PS: 15-20 MD: 13-17 AG: 16-22
MA: 22-26 IN: 12-18 EN: 14-16
FT: 22-28 WP: 28-32 PC: 16-25
PB: 3-5 TMR:14/20 NA: 3 per strike

Imps are also capable of flight hence their second TMR Number.

Weapons: An Imp can make a horn attack with a base chance of 20% and a possible damage of a D8. An Imp horn can have a rank between 1 and 10 (roll a D10 to determine rank). An Imp can also attack either melee or close combat with its long tail. Its barb contains a sting with a quick acting nerve poison (2-4 points per pulse). The sting itself is treated like a dagger, and can be ranked from 1-10 (roll again). Imps can use other weapons, but do not wear armour or use a shield.

Comments: Imps love to play practical jokes, on almost anyone who will fall for them, so a wise person will always keep an eye out when an Imp is around, although they would never try to maim or kill a person. Imps have a 7% chance of knowing past, present, and a 2% chance of knowing future events, but will seldom speak of what they know. Imps are repelled by emeralds and emerald studded objects; any imp approaching within 10 feet of these has a 5% chance to immediately require a roll on the fright table. Otherwise Imps are merely uncomfortable.


DEVILS:

Description: Devils appear as large muscular humanoids with massive bat wings, horns, and fangs. The tend to have pale-red skin and green eyes. Their tails are sharp and barbed and contain a poisonous sting.

Talents, Skills, and Magic: Devils, like the Imps, may be not be members of any magical college but instead are imbued with a magical resistance equal to 35%, and can only be hit by magical weapons. Devils have a 7% chance of knowing past, present, and a 2% chance of knowing future events, but will NEVER speak of what they know except in exchange for their freedom. They may not be bound or subjected to a ritual of true speaking.

Characteristics:

PS: 25-30 MD: 15-20 AG: 18-24
MA: 02-07 IN: 12-18 EN: 25-30
FT: 35-40 WP: 30-35 PC: 22-26
PB: 2-3 TMR:16/20 NA: 5 per strike

Weapons: Devils may make a horn attack or bite in close combat and may sting with their tale in melee or close combat. Their bite has a Base Chance of 30% and does a D8+4 damage. Their horns have a Base Chance of 25% in melee and do a D6 damage. Both are rank 1-10 (roll for Each separately). Their tail has a base chance of 30% in melee and a Base Chance of 50% in close combat and does a D6 damage. It has a quick-acting nerve poison in it that does 3 to 5 points damage per pulse until neutralized. A devils tail is always rank 8. A Devil may use weapons, but will never wear armor.

Comments: Devils are extremely powerful companions, but tend to serve only with reluctance. They will attempt to bargain for their freedom in exchange for their services in any situation that does not involve immediate danger of death or maiming of their master. They are required to assist their masters only in situations of imminent danger and so will usually be able to bargain successfully early in their service.


GENERAL KNOWLEDGE SPELLS
The College of Greater Summonings General Knowledge and Special Knowledge Counterspells are the only spells usable by members of this College.

GENERAL KNOWLEDGE RITUALS
There are six rituals that a mage learns upon becoming a member of this College. The first is the ritual of cleansing in which the Mage bathes his body and meditates as a prelude to attempting any other ritual. It is not possible to attempt any other ritual of this College unless one has first engaged in the ritual of cleansing. There are three summoning rituals that are part of the body of Knowledge of this College. They are: the Ritual of summoning Succubi, and the Ritual of Summoning Incubi, The Ritual of Summoning Heroes. There are two non-summoning Rituals associated with the Lesser Knowledge of this College besides the ritual of Cleansing. They are: the Ritual of Binding and the Ritual of True Speaking. These two rituals may only be employed after a summoning ritual has been successfully completed. They are sometimes necessary to gain the required services of beings from other dimensions.
Also as part of the study of the of this College the Mage's receive a parcel containing the tools necessary to their magic. The parcel consists of the following:
Item Weight Value
1 Scepter of Dogwood 1 lb 250sp
1 Broadsword of silvered steel 6 lbs 300sp
1 miter 1 lb 50sp
1 cap 5 lbs 10sp
1 robe of virgin linen 3 lbs 40sp
1 girdle of lions skin
imprinted with symbols 3 lbs 100sp
1 censor of silver and gems 2 lbs 3000sp

In addition to these tools, the Mage is provided with a supply of materials which together weigh 5 pounds and which must be replenished every 10 Rituals at a cost of 1000sp.
The Mage is also taught the generic True Names of all things that occupy dimensions other than his own and may be summoned to this dimension, and of the 72 great Demons of the Seventh Plane. He does not learn the rituals necessary to summon Demons from the Seventh Plane- only their names and how to identify them. A member of this college may learn additional individual True Names of entities from other planes by first acquiring them from a demon and then studying the True Names. They can be learned by spending one month in study after the name has been acquired, and may achieve rank with the name by spending additional months of study equal to be achieved (at no EXP cost). The generic true name of an entity must be known before the individual true name may be studied.

The following Rituals constitute the major part of the knowledge of the Mage acquired in his General Training:

1. Ritual of Cleansing
The Ritual of Cleansing must be performed prior to any other rituals of this College. The Mage cleans his body and purifies his mind for from 1 to 10 hours. The Base Chance of any succeeding Ritual being successful is increased by 3 per hour spent in this Ritual. There is no base chance for this ritual being successful. The Mage states the number of hours he will expend in the ritual and at the end of that period of time, the Mage is cleansed. He may perform no other action while engaged in this ritual. If his concentration is broken, he must restart the cleansing from the beginning of abandon the effort. Any Rituals the Mage desires to perform after the Cleansing must be performed immediately. He may perform any number of Rituals within three hours of the cleansing, but these Rituals must immediately follow each other. Any time spent in any other activity destroys the effects of the cleansing and a new cleansing must be accomplished before another ritual can be enacted.

2. Ritual of Summoning Succubi
This ritual may be used to summon one or more Succubi, who will then do the summoner's bidding without the necessity of being bound. At the beginning of the ritual, the summoner states how many Succubi he is attempting to summon. The summoner's player then rolls a D100. If the resulting number is equal to or less than the Base Chance to successfully enact the ritual, the requisite number of Succubi appear. The Base Chance for success with this ritual is 30%. In addition to other modifiers, the base chance is reduced by 10 for each Succubi above one the summoner is attempting to summon.
Succubi remain on this plane and serve for a number of days equal to a D10 +4. The die is rolled individually for each Succubus successfully summoned. The Succubi may also be forcefully returned to their own plane whenever their Endurance is reduced to the point of unconsciousness or a counterspell is cast over them by their summoner. Once returned to their own plane, they may not return to the aid of the summoner unless he performs another ritual of summoning Succubi. The EXP cost for this ritual is 300.
Succubi are lesser spirits of the seventh plane. They appear always in the form of tall, beautiful women with flowing hair which hides their small horns. They also possess membranous wings shaped like bats but are invisible and unnoticeable when not in use. They have retractable fangs which they sometimes use to open the veins of those individuals whose blood they desire to drink.
Succubi all possess skills of the College of Sorceries of the Mind. They also possess the following talents at various ranks. Assassin, Courtesan, Spy, Thief. Succubi possess the following characteristics.

Characteristics:

PS: 16-21 MD: 24-28 AG: 28-32
MA: 26-30 IN: 20-25 EN: 12-16
FT: 24-28 WP: 26-30 PC: 24-28
PB: 26-34 TMR:14/16 NA: 2 per strike

Succubi may attempt to bite during close combat with a base chance of 40%. Their bite does a D6 damage per pulse. Once a Succubi successfully hits an opponent with a bite she need not re-roll. The Succubi will cease biting only when unconscious, their victim is dead or they are very obviously going to be killed if they do not escape. They never inflict specific grievous damage but can do endurance as a result of a Crit. A Succubi can be ranked in bite (1-10). Succubi do not wear armor and carry only small weapons which are easily concealed. They prefer envenomed weapons to all others.
Succubi will, at the behest of their summoner, attempt to meet, seduce, and then murder any individual of the summoners choice. They will pursue the victim until returned to their own plane or until they succeed in killing him. Their specialty is to gain the confidence of the victim and then murder him in his bed. They cannot be harmed except by magic.

3. Ritual of Summoning Incubi
This ritual may be used to summon one or more Incubi, who will then do the summoner's bidding without the necessity of being bound. At the beginning of the ritual, the summoner states how many Incubi he is attempting to summon. The summoner's player then rolls a D100. If the resulting number is equal to or less than the Base Chance to successfully enact the ritual, the requisite number of Incubi appear. The Base Chance for success with this ritual is 30%. In addition to other modifiers, the base chance is reduced by 10 for each Incubi above one the summoner is attempting to summon.
Incubi remain on this plane and serve for a number of days equal to a D10 +4. The die is rolled individually for each Incubi successfully summoned. The Incubi may also be forcefully returned to their own plane whenever their Endurance is reduced to the point of unconsciousness or a counterspell is cast over them by their summoner. Once returned to their own plane, they may not return to the aid of the summoner unless he performs another ritual of summoning Incubi. The EXP cost for this ritual is 300.
Incubi are lesser spirits of the seventh plane. They appear always in the form of tall, handsome men With curly hair which hides their small horns. They also possess membranous wings shaped like bats but are invisible and unnoticeable when not in use. They have retractable fangs which they sometimes use to open the veins of those individuals whose blood they desire to drink.
Incubi all possess skills of the College of Sorceries of the mind. They also possess the following talents at various ranks. Assassin, Courtesan, Spy, Thief. Incubi possess the following characteristics.


Characteristics:

PS: 19-24 MD: 24-28 AG: 28-32
MA: 26-30 IN: 20-25 EN: 10-14
FT: 24-28 WP: 26-30 PC: 24-28
PB: 26-34 TMR:14/16 NA: 2 per strike

Incubi may attempt to bite during close combat with a base chance of 40%. Their bite does a D6 damage per pulse. Once a Incubi successfully hits an opponent with a bite he need not re-roll. The Incubi will cease biting only when unconscious, their victim is dead or they are very obviously going to be killed if they do not escape. They never inflict specific grievous damage but can do endurance as a result of a Crit. A Incubi can be ranked in bite (1-10). Incubi do not wear armor and carry only small weapons which are easily concealed. They prefer envenomed weapons to all others.
Incubi will, at the behest of their summoner, attempt to meet, seduce, and then murder any individual of the summoners choice. They will pursue the victim until returned to their own plane or until they succeed in killing him. Their specialty is to gain the confidence of the victim and then murder him in his bed. They cannot be harmed except by magic.

4. Ritual of Conjuring Heroes
The Mage can conjure a Hero or Group of Heroes, from another place or dimension to assist him. The hero can be any character from the body of fantasy literature or fiction known to both the player and the DM. The DM always sets the characteristics of the hero, their weaponry and armor, the number and type of his companions (if any), and the length and terms under which he will remain in the Mage's dimension to assist him. The summonee (target) gets a normal save Vs. the spell and if successful will not be summoned. This ritual can only be used once per year. The DM need not inform the player of any details of the conjuring until it has been performed.
Example: The DM allows the player to conjure King Arthur, but does not tell him that king Arthur will appear wrapped in bandages from recent combat.
The base chance that ritual will be successful will vary according to the hero the Mage is trying to conjure, but will usually be set at lower than 20%. The EXP Multiple for this ritual is 500.
In addition to being able to call specific heroes to one's assistance the Mage can if he wishes, try a general summoning in which he sets certain criteria that the hero(s) should meet. the spell will search out the first person or group that meets this criteria and attempt to summon them. If the Mage wishes, for every 1000SP worth of Gold used in the ritual will allow the summoner to ask one question (and receive one answer) of the summonee before the spell actually attempts to summon them (i.e. the Mage could spend 1000SP and Beseech the person(s) aid before trying to summon them. The Gold must be used before the ritual begins to ask/receive questions/answers. This ritual takes 10 hours to perform.

5. Ritual of True Speaking
Whenever any entity except those summoned through the Ritual of Summoning Heroes is summoned, the summoner may wish to ask him questions. In all cases, the veracity of the entity summoned (Incubus, Succubus, Demon) will be less than 100%. Sometimes it will be very near 100%, but in the case of a demon who is particularly resentful that he has been summoned (or one that is a habitual liar) the chance that the entity is telling the truth may be as low as 5%. The only way to be sure that the entity will tell the truth is to perform a Ritual of True Speaking and then ask the entity during the ritual for answers to desired questions. The ritual lasts for one full hour, and the summoner may do nothing else during the time the ritual is in progress except ask questions. The effects of the ritual do not extend beyond the end of the ritual. The Base Chance of successfully performing the ritual is 50%. The DM rolls a D100 to Determine the success of the ritual. He need not inform the players of the result of the dice roll. The entity may passively resist the effects of the ritual. The EXP Multiple for this Ritual is 250.

6. Ritual of Binding
The Mage may perform a Ritual of Binding in order to bind an entity other than a hero to this plane. He cannot normally control a demon that is not bound except while inside the pentacle he occupied when he summoned the demon. Before he can leave the pentacle or require any service of the Demon except for conversation and teaching of skills, the summoner must in most cases perform a ritual of binding. The Base Chance of successfully binding a particular Demon is equal to half (rounded down) the unmodified Base Chance to summon that demon initially.
Once bound, a Demon will remain on this plane for a number of days equal to the casters OVERALL level and will serve the summoner more or less willingly during that time. In some cases, special conditions must be met to bind the demon. Usually, this means the giving of presents, most often human life. If the demon resists such an offering (i.e. the ritual fails), he may turn on the summoner despite the fact that the summoner is protected by a Pentacle. When this happens the player rolls a D100 if the roll is equal to or less than the Mage’s magic resistance the pentacle held and the demon cannot enter and is banished to his own plane. But, if the roll is greater, the demon has broken the pentacle and can attack the caster.
Some Demons will serve more willingly and faithfully than others. The details of which demons serve willingly and which resist service even when bound are known by the DM and can be learned by research and some luck. A summoner may control only one bound demon at a time, though he may summon other Demons (or non-demonic Entities) for purposes of conversation. He may voluntarily dismiss a Demon at any time prior to the end of his service and the demon is immediately returned to his own dimension unless he has already broken the binding and turned on the summoner. The EXP Multiple for this Ritual is 400.

SPECIAL KNOWLEDGE SPELLS
There are no special Knowledge Spells for this College

SPECIAL KNOWLEDGE RITUALS

There are six separate Special Knowledge Rituals. Each is designed to summon a particular rank of Demon. There are six Ranks of Demons: Duke, Prince, President, Earl, Marquis, and King. Each rank is subject to certain limitations as to where and when it can be summoned.
All ranks of Demons are summoned in the same manner. The summoner announces the demon he is attempting to summon and that demon's rank. He then performs the appropriate Ritual of Summoning. At the end of the ritual (One hour), a check is made to see if the ritual has been effective. The player rolls a D100. If the result is equal to or less than the base chance of summoning that particular demon the ritual, the demon is summoned and appears before the summoner. Otherwise, the demon does not appear and the summoner may not make a further attempt to summon that demon for 24 hours. He may attempt to summon another demon instead but must first repeat the ritual of Cleansing. The description of each demon lists the base chance to summon that demon.
Powerful Rituals may only be performed on days 4,8,12,16,20,24 and 28 of each month. The may be attempted on other days but can never have any effect. If a character doesn't know the day he can attempt the ritual but won't know why it didn’t work until the completion of the ritual.
A character who knows a particular ritual of summoning may summon any of the demons of that Rank. The demons of each rank are known by the DM and will be made available as the character learns the Demons name. Each description will include: the demons name, the base chance of summoning (and binding) him, the percentage chance that the demon will agree to grant the summoner a companion from among his legions of lesser spirits, the special talents, skills and magical abilities of the demon, a quantification of the demons characteristics (Stats), and a short physical description of that demon. Demons may choose to bring along one or more hellhounds when summoned.
Demons are possessed of certain qualities not listed in their descriptions. All demons exercise their skills at rank 15 or higher. And their magical powers at ranks 20 or above. Demons are not subject to specific grievous injuries. Instead, they suffer Endurance damage. They can be harmed only by magical weapons. Being creatures of Essence, they are not prevented from doing magic when in possession or surrounded by metal. A Demon automatically recovers from all injury by spending one full day in his own dimension. Once a Demon is dismissed, he cannot return to this plane in less than a day. A Demon who has been dispelled by a counterspell or rendered unconscious, may return to this plane only after one full month (30 days) in his own plane. A demon who is "Killed" may not be summoned to this plane for a period of one year (Spent reforming the scattered energy pulses that make up his being).
Demons may be controlled while the summoner stands within the pentacle which he must draw to perform the summoning ritual. They will speak to the summoner under this circumstance and will sometimes tell the truth. To insure absolute honesty, a ritual of true speaking must be performed. To insure that a Demon will not destroy the summoner once the ritual is over, a ritual of binding must be performed. A Demon who is not bound must be dismissed at the end of the summoning (once the summoner is done speaking to the Demon) and will then usually return to his own plane. However a demon who is particularly savage or has been offered a gift which he rejects will attempt to devour the summoner before departing. The summoner must then make a willpower check to determine if the summoner breaks the magical circle protecting him and fights the demon or remains safely within the pentacle (in which case, the frustrated demon departs).
Mages are not provided with a shield when they are admitted to membership in the College of Greater Summoning. Such is not necessary to perform the rituals of the College. However, they may wish to make or have made a special shield (actually a disk of metal engraved with symbols of occult power) to protect them during the summoning of demons (this shield is made by mages of the College of Shaping Magics). A summoner who does not have a shield can suffer a backfire. Backfire from a Powerful Ritual consists of the appearance of the Demon inside the Circle of Protection with the Mage so that the demon may freely attempt to destroy the summoner. In such cases the demon may be returned to his own dimension by a counterspell (or being rendered unconscious), but will otherwise remain on this plane and freely roam about attacking and destroying until somehow banished. It will not, however in most cases, begin roaming the earth until it has destroyed its summoner. Backfire occurs whenever the player rolls a number which is 30 or more greater than the modified base chance of summoning a particular Demon while making a check to see if that demon is summoned. A backfire is treated as "No Effect" if the summoner has the proper shield in his hands during the ritual.
The individual shields that will protect a summoner from a backfire are discussed under each individual Ritual of Summoning. Shields only affect the summoning of demons. There is no due to an ineffective attempt at employing any other Ritual of Summoning. Rituals of True Speaking and Binding may backfire (regardless of whether or not a shield was employed) and result in the summoner being affected by his own ritual and forced either to answer all questions of the demon asked truthfully as possible or serve the demon so long as the Demon remains on this plane. The backfire result may be passively resisted.
NOTE: The interaction between a player and the "Demon Characters" he summons are the most important aspect of the workings of this college, and the DM should strive to keep the players on their toes by developing the demonic character as fully as possible (Making him cooperative about some things and uncooperative about others, for example). Some Demons are savage in the extreme and will always be out to do what damage they can short of murdering the summoner (and sometimes that is not excluded). Others are milder and will pass up a golden opportunity to devour the summoner.

1. Ritual of Summoning Demonic Dukes
This Ritual is used to summon Demonic Dukes from the Seventh Plane. The Demons of this rank may only be summoned between sunrise and noon on days when the weather is clear and the sun can be seen. Any attempt to perform this ritual at any other time will be totally ineffective.
The only shield that will protect against the possibility of backfire while summoning Dukes is a Disk of purest copper 12 inches across, inscribed with the name of the Duke(S) it is protecting against. The disk may have any number of names on it. This disk may only be manufactured by a shaping mage. It weighs 2 pounds and the average cost of manufacturing will be 6000+ silver pieces. It takes about 3 months to manufacture. A Shaping Mage may also add additional names to an already existing disk. This rituals Experience Multiple is 300.

2. Ritual of Summoning Demonic Princes
This Ritual is used to summon Demonic Princes from the Seventh Plane. The Demons of this rank may be summoned at any time of the day. Any attempt to perform this ritual at any other time will be totally ineffective.
The only shield that will protect against the possibility of backfire while summoning Princes is a Disk of hammered tin 12 inches across, inscribed with the name of the Prince(S) it is protecting against. The disk may have any number of names on it. This disk may only be manufactured by a shaping mage. It weighs 3 pounds and the average cost of manufacturing will be 6000+ silver pieces. It takes about 3 months to manufacture. A Shaping Mage may also add additional names to an already existing disk. This rituals Experience Multiple is 350.

3. Ritual of Summoning Demonic Presidents
This Ritual is used to summon Demonic Presidents from the Seventh Plane. The Demons of this rank may only be summoned during daylight. Any attempt to perform this ritual at any other time will be totally ineffective.
The only shield that will protect against the possibility of backfire while summoning Presidents is a Disk of base metal (other than cold iron) coated with Mithril 12 inches across, inscribed with the name of the President(s) it is protecting against. The disk may have any number of names on it. This disk may only be manufactured by a shaping mage. It weighs 3 pounds and the average cost of manufacturing will be 8000+ silver pieces. It takes about 4 months to manufacture. A Shaping Mage may also add additional names to an already existing disk. This rituals Experience Multiple is 450.

4. Ritual of Summoning Demonic Earls
This Ritual is used to summon Demonic Earl from the Seventh Plane. The Demons of this rank may only be summoned in woods and hills and only in places that are quiet. They may be summoned at any time of the day or night. Any attempt to perform this ritual at any other time will be totally ineffective.
The only shield that will protect against the possibility of backfire while summoning Earls is a Disk of hammered bronze 12 inches across, inscribed with the name of the Earl(S) it is protecting against. The disk may have any number of names on it. This disk may only be manufactured by a shaping mage. It weighs 3 pounds and the average cost of manufacturing will be 10000+ silver pieces. It takes about 4 months to manufacture. A Shaping Mage may also add additional names to an already existing disk. This rituals Experience Multiple is 500.

5. Ritual of Summoning Demonic Marquis
This Ritual is used to summon Demonic Marquis from the Seventh Plane. The Demons of this rank may only be summoned between 3PM and sunrise. Any attempt to perform this ritual at any other time will be totally ineffective.
The only shield that will protect against the possibility of backfire while summoning Marquis is a Disk of fine silver 12 inches across, inscribed with the name of the Marquis(S) it is protecting against. The disk may have any number of names on it. This disk may only be manufactured by a shaping mage. It weighs 3 pounds and the average cost of manufacturing will be 14000+ silver pieces. It takes about 1 year to manufacture. A Shaping Mage may also add additional names to an already existing disk. This rituals Experience Multiple is 550.

6. Ritual of Summoning Demonic Kings
This Ritual is used to summon Demonic Kings from the Seventh Plane. The Demons of this rank may only be summoned in woods and hills and only in places that are quiet. They may be summoned between 9am and noon, and 3pm and sunset. Any attempt to perform this ritual at any other time will be totally ineffective.
The only shield that will protect against the possibility of backfire while summoning Earls is a Disk of hammered gold 12 inches across, inscribed with the name of the King(S) it is protecting against. The disk may have any number of names on it. This disk may only be manufactured by a shaping mage. It weighs 3 pounds and the average cost of manufacturing will be 30000+ silver pieces. It takes about 6 months to manufacture. A Shaping Mage may also add additional names to an already existing disk. This rituals Experience Multiple is 600.
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