Road of Summoning

## Overview

* **Conjurers Gate-** Teleport your Servants to your side
* **Essence Rack-** Cause great pain to a disobediant Spirit
* **Unbind Contract-** Remove Tenets from a Summoning Contract
* **Imprison Spirit-** Bind Neverbon into powerful Artefacts
* **Siphon Sorcery-** Weaken a Neverborns powers
* **Sorcerers Mark-** Strengthen or Weaken the Worldwalls through magical sigils
* **Unseal the Gates of Flesh-** Force a Neverborn into or out of their Archform
* **Sigil of Protection-** Create a protective Mark that pushes back Neverborn

## Evocations

* **Essence Rack**
	+ ***Description:*** *The Summoner conjures a five-pointed sigil that shoots out immaterial streams of punishing fire aimed at a disobediant Neverborn; burning their substance with unfathomable pain unless they follow the Summoners wishes.*
	+ ***Effect:*** After making a successful Evocation Roll the Summoner may choose a Servant that has disobeyed a vocal command or a Tenet of their Contract. They suffer half their current Essence as *Mental Damage* while suffering unbearable pain. Should they loose more than half of their total Essence through this cast, they can no longer activly disobey the Summoner.
	+ ***Level Bonus***: + 1 point of *Mental Damage* per Level
	+ *Example:* (...)
* **Conjurers Gate**
	+ ***Description:*** *The Summoner may cut sigils into their arms and use them as an improvised portal through which their servants may enter and be summoned to their side, traversing miles in seconds to step to their side.*
	+ ***Effect:*** After making a successful Evocation Roll and a Full Round of Absolute Focus the Summoner may teleport a chosen Servant to their side, as long as they are within 10 km.
	+ ***Level Bonus***: \*10 Range for every level beyond the first
	+ *Example:* The Summoner´s mansion in southern germany is attacked by an ambushing Neverborn. Unable to protect themselves the Summoner hides in their bedroom for a Full Round to cast 3rd level Conjurers Gate. Their favoured Servant is currently on a mission in Berlin, which is roughly 500 kms away; which is half of their total range of 1.000km. After completing the summon their suprised but battleready Servant steps to their side, ready to protect their Master.
* **Unbind Contract**
	+ ***Description:*** *The Summoner may liberate a Neverborn from the shackles of another Summoners contract or its conditions through a set of sigils cut into their hosts skin aswell as a long-winded Incovation.*
	+ ***Effect:*** After making a successful Evocation Roll and Long Preperation the Summoner may remove a single Tenet from a Neverborns Contract. Depending on the Contracts Strength and the kind of Tenet, this may require a Roll. Removing a *Lethal Tenet* will be harder than removing a *Tormenting Tenet*. This can not be cast twice on the same Contract until the Summoner chooses to reinstigate the removed Tenet.
	+ ***Level Bonus***: Remove an additional Tenet for every level beyond the first
	+ *Example:* (...)
* **Unseal the Gates of Flesh**
	+ ***Description:*** *The Summoner tighten or loosen the Shackles that bind a Neverborn into their Host, allowing them to take their true form with ease or binding them back into their Flesh should they have already done so. Through this increadibly agonising process the Summoner can controll their Servants Strength.*
	+ ***Effect:*** The Summoner must target a visible Neverborn before entering *Absolute Focus* for four Rounds. At the start of each round they must make an Evocation Roll. Should all of them have been successful the chosen Neverborn may either be forced into their Archform or has to return into their Host; which is very painful either way. Against unwilling Neverborn this may require a contested Roll.
	+ ***Level Bonus***: -1 Round of Casting Time for every level beyond the first (To a minimum of 1)
	+ *Example:* (...)
* **Siphon Sorcery**
	+ ***Description:*** *Allows the Summoner to draw out a Neverborns sorcerous powers, weakening their spellcraft or making it fail outright as their loose connection to the Outer Realms.*
	+ ***Effect:*** The Summoner may target a visible Neverborn that is currently casting and activate this power as a defensive action. After a successful Evocation Roll the Spells Level is reduced by 1. Depending on the situation this may require a contested Roll.
	+ ***Level Bonus***: -1 Level Reduction for every level beyond the first
	+ *Example:* (...)
* **Sorcerers Mark**
	+ ***Description:*** *Allows the Summoner to thicken or loosen the Worldwalls around them through a set of magical Sigils, limiting or strengthening a Neverborns access to the Outer Realms in an area.*
	+ ***Effect:*** The Summoner may create a magical Sigil after Long Preperation. As long as it remains active the local Veil may be in- or decreased by 2.
	+ ***Level Bonus***: +1 Worldwall Manipulation for every level beyond the first
	+ *Example:* (...)
* **Imprison Spirit**
	+ ***Description:*** *Allows the Summoner to force a Neverborn into an Object, breaking them free from their host and into a material prison. There they must remain, blind and alone, until someone breaks the object and frees them. More wicked Summoners make use of this to harvest a fraction of the Imprisoned Neverborns power.*
	+ ***Effect:*** The Summoner may force a Neverborn into an object through a drawn out Ritual that requires a contested Roll and up to three successful Evocation Rolls. Should they succeed the Neverborn will remain trapped inside and they may gain access to one of the Neverbornss [powers] while holding the Object. They may only create one such object however.
	+ ***Level Bonus***: +1 Imprisonable Object for every level beyond the first
	+ *Example:* (...)
* **Sigil of Protection**
	+ ***Description:*** *Allows the Summoner to create a magical mark that functions as a bane against a chosen type of Neverborn; warding them off and forcing them to move backwards like a cross in fables.*
	+ ***Effect:*** The Summoner draw a Sigil on a chosen object or person after a successful Evocation Roll and Long Preperation. For the Rest of scene a Neverborn coming too close to the sigil must make a Roll against Difficulity 3. Should they fail they can no longer harm the target and must move away from it. The Sigil lasts for up to a scene. The Summoner can choose to disable this effect on their own Servants.
	+ ***Level Bonus***: +1 Difficultyevery level beyond the first
	+ *Example:* (...)

## Summoning a Neverborn

A Summoner can summon any Neverborn to bind it into their service. All they require is a mortal host, the Neverborns true name, and a secure ritual circle. After summoning and binding their Servant they must create a magical contract with their Servant. They may impose supernatural rules upon their Servant to make sure they will follow their will; also known as Tenets.

They may impose a **Lethal Tenet** as a basis. For every second level in the Road of Summoning the Summoner may add an additional 1 **Lethal Tenet** or 2 **Tormenting Tenets** or 3 **Weakening Tenets** or 1-3 **Custom Tenets**.

* **Lethal Tenet**: When attempting to break the Tenet the Neverborn will die in an instant, being shattered and send back into their Realm where they must heal for eons to come.
* **Tormenting Tenet:** When attempting to or in the process of breaking the Tenet the Neverborn will suffer unbearable pain, weakning them and forcing them to make a roll to see if they can continue.
* **Weakening Tenet:** When attempting to break the Tenet the Neverborn will half a chosen Talent until the Summoner chooses to remove this condition again.
* **Custom Tenet:** When attempting to break the Tenet a custom effect will be activated; the implications, rules and cost of which need to be discussed with the Storyteller