TEXT: Summoners are magic-users who focus on 
  magic which calls forth creatures and 
  beings from other realms, creates 
  creatures from existing materials, or 
  creates creatures from nothing. By 
  studying the secrets of summoning magic, 
  the Summoner can subvert the need to 
  use Compulsion magic when calling forth 
  creatures; creatures under the 
  Summoner’s command can also benefit 
  from their master’s 
  knowledge, gaining ability 
  increases and extra powers. 
     What follows is an article 
  outlining the new 
  Summoner career, along 
  with a new magical 
  summoning enhancement, 
  an example spell, and 
  creatures for use with these 
  new options. 
  Summoner 
  A master of calling forth 
  creatures and beings, you have 
  studied and trained in 
  summoning magics. 
  Prerequisites: MAG 2+, 
  summoning 
  Attributes: LOG +1, WIL +1, 
  LUC +1, MAG +1 
  Skill Choices: [magical], 
  [lore], concentration, 
  perception 
     Familiar. Once per day 
  you can summon a 1d6 
  creature. It can be of any 
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  Summoners 
  by Nathan Thurston 
  
  creature type for which you know the 
  secret. The creature does not have any 
  special abilities, but is able to understand 
  very simple commands and perform very 
  simple tasks. The creature disappears 
  after one hour. 
     Enhanced Summon. You’ve learned 
  techniques that bolster the creatures you 
  summon. Creatures you summon gain 
  +1d6 to all attribute checks. 
     Command Authority. When summoning 
  a creature, it is considered Charmed for 
  the duration of the spell. 
     Theurgist. Your skill with summoning 
  magic is such that it allows you to speak 
  to and understand any creature you 
  summon (although it does not gain 
  special intelligence). Additionally, when 
  using the Spirit Summon magical 
  enhancement (see later in this article), you 
  are able to continually issue commands 
  and receive feedback from the summoned 
  spirits, and they will remain in play until 
  the spell duration ends. 
     Elemental Infusion. Your summoned 
  creatures are infused with one of the 
  following elements (see the table below). 
  Each has a visible signature. You must 
  know the secret of the element you are 
  using. 
     Summoning Ritual. You learn extended 
  rituals used to summon more powerful 
  creatures. If you spend an hour 
  summoning a creature, you get +1d6 to 
  the check. If you spend a day, you get 
  +2d6. 
   
   
  Spirit Summon 
  In the O.L.D. core rulebook, there is a 
  single enhancement for the summoning 
  skill: Summon. This is the primary and 
  most important enhancement for the 
  Summoning skill; it is very flexible and 
  allows for as much creativity as needed, 
  while also providing a solid singular 
  mechanic for summoning creatures.   
     The Summoning skill itself is limited to 
  any [creature] for which your character 
  knows the secret. This means that if Kiella 
  has a summoning skill of 5, and knows the 
  secret of beasts, she could cast Summon 
  Beast, and summon a beast-type creature 
  (lions, tigers, bears, etc.) at a maximum 
  dice pool of 5d6. Kiella could also use 
  Summon Spirit to summon a fire spirit, or 
  something similar. What this does not 
  allow her to do however, is use her secret 
  of fire to summon anything. 
     What Spirit Summon does is allow a 
  character to summon an elemental spirit 
  from the fey realm using an [element] 
  secret, rather than a [creature] secret. 
     Spirits from the fey realm are fickle, and 
  do not see the world in a way that a 
  normal person does. This means that they 
  are much harder to control and almost 
  impossible to communicate with. They 
  can be powerful allies, or deadly 
  adversaries. The only way to guarantee 
  they will cooperate with the summoner is 
  through further Compulsion magic, or the 
  new Summoner exploits in this article. 
  Otherwise, it is entirely possible that the 
  spirit will pursue its own agenda once 
  summoned. 
     Spirit Summon. Cost varies.  Summon a 
  fey spirit using one of the following 
  elemental secrets: fire, water, ice, earth, air, 
  and lightning. A fey spirit can be issued a 
  single command once summoned, and 
  will choose to either agree or disagree, 
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  Elemental Infusion
  Fire
  +2 RANGED DEFENCE
  Earth
  +5 SOAK
  Air
  +2 SPEED
  Water
  +2 MENTAL DEFENSE
  
  based on the chart below. Unless the 
  Summoner can understand the fey spirit, 
  communication is impossible and further 
  commands will be ignored by the spirit.  
     Summon Lesser Spirit. Cost 4 MP.   
  You summon a lesser fey spirit according 
  to the elemental secret used.  The spirit 
  uses a Lesser Fey Spirit entry included in 
  this article. 
     Summon Medium Spirit. Cost 8 MP.  
  You summon an common fey spirit 
  according to the elemental secret used. 
  The spirit uses a Medium Fey Spirit entry 
  included in this article.  
     Summon Greater Spirit. Cost 12 MP. 
  You summon a greater fey spirit 
  according to the elemental secret used. 
  The spirit uses a Greater Fey Spirit entry 
  included in this article.  
     Because fey are so unpredictable, there 
  is a 1-in-6 chance that any summoned fey 
  spirit will react differently to the 
  summoner’s intention. Roll 1d6; on a 6, 
  roll on the following table. Note that this 
  chart applies only to fey spirits, not to 
  other summoned creatures. Once the 
  Summoner either gains or loses control of 
  the spirit, it remains that way until the 
  spell expires, or the spirit is removed from 
  play. 
  Once the spirit has completed its task, it 
  will unsummon itself, even if the spell 
  duration has not expired. The only way to 
  issue further commands to the spirit is 
  through the Theurgist exploit.  
     A fey spirit will never fight to the death, 
  but will return to the fey realm the 
  moment it would normally drop to zero 
  HEALTH or  lower. 
     The process of summoning a creature is 
  quite simple. What follows is a quick 
  recap from the core rules. 
     First, the Magic Points (MP) for the spell 
  are consumed, and then the caster must 
  make a MAG (summoning) check against 
  the creature’s highest DEFENSE. 
     Let’s assume our Summoner, Kiella, is 
  grade 6 and has a MAG score of 10 (4d6), 
  and a summon skill of 4 (2d6). The creature 
  she is trying to summon is a Lesser Ice 
  Spirit, whose highest DEFENSE value is 
  20. Kiella rolls her MAG (summon) dice 
  pool, which is 6d6, and the target number 
  is 20 or higher.  An average roll of 6d6 
  yields a 21, so Kiella has a good chance of 
  succeeding at the spell! 
  Summon Lesser Fire Spirit  
  Summon Fire/Compel Fire  
  Cost 9 MP; Skills summon 4, compulsion 4  
  Casting Time 2 actions  
  Duration 5 minutes  
  Range 5ft; Target 5’ space 
  You summon a Lesser Fire Spirit by 
  making a MAG (summoning) check of 18 
  or higher. It will follow the first command 
  you give it until either the task is 
  completed, or the spirit is reduced to 0 
  HEALTH; after which the spirit will 
  return to the fey realm. 
     As with all fey spirits, there is a 1-in-6 
  chance that you will be unable to control 
  the creature. 
    
  Costs 4 MP compulsion, 4 MP summon, 1 
  MP duration 
  1d6
  Action
  1
  Attacks the person who summoned it
  2
  Attacks the nearest party member
  3-4
  Returns to fey realm
  5
  Disappears into surroundings
  6
  Chooses to obey the summoner
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  Fey Spirits 
  There are three broad categories of fey 
  spirit, although spirits are not limited to 
  these categories.     
     Lesser (5d6). Lesser fey spirits are minor 
  elemental forces, usually small in size. 
  They are relatively easy to summon and 
  control. Lesser spirits are small to 
  medium sized. 
    Medium (9d6). Medium fey spirits are 
  less common, and are powerful beings - 
  far stronger than their lesser brethren. 
  Medium fey spirits are medium to large 
  sized. 
    Greater (13d6). Greater fey spirits are 
  powerful primordial beings, subservient 
  only to the fey titans — these creatures are 
  rare, and as powerful as many demon 
  lords or dragons. Only the greatest of 
  archmagi can hope to summon a greater 
  spirit, let alone control one. Greater spirits 
  are enormous sized or larger. 
     This article includes a small selection of 
  fey spirits, but does not detail the entire 
  range of them. Other fey spirits will be 
  detailed elsewhere. The target number to 
  summon each is listed below for 
  convenience. As powerful beings, the 
  medium and greater spirits are very 
  difficult to summon; lesser spirits are 
  more common, and far easier. 
  Spirit
  Summon Roll
  Lesser air spirit
  22
  Lesser ice spirit
  20
  Medium earth spirit
  36
  Greater ﬁre spirit
  44
  Medium lightning spirit
  36
  Medium water spirit
  36
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  Properties 
     Fey spirits have the following 
  properties: 
      Fey. Fey creatures can sense magic 
  within 10' of them. Fey creatures are 
  highly magical and are vulnerable (1d6) 
  to cold iron. 
     Elemental Movement. All fey spirits 
  may move freely through their own 
  element at their normal SPEED - air 
  spirits can fly freely, earth spirits can glide 
  through rock and earth, and water spirits 
  can swim and breathe underwater. 
     Elemental Affinity. All fey spirits are 
  completely immune to damage of their 
  own type. For example, fire spirits are 
  immune to fire damage, and lightning 
  spirits are immune to lightning damage. 
  Additionally, some are vulnerable (2d6) to 
  certain types of opposed damage, 
  whether that be caused by an attack for by 
  immersion - a fire spirit immersed in 
  water will therefore take 2d6 damage per 
  round. 
     Blend in. All fey spirits are able to bend 
  into their own element, effectively 
  becoming invisible, if they remain still. 
  They are visible when they move or 
  attack, however. 
     Amorphous. Fey spirits are made of 
  their element, and - with the exception of 
  earth and ice spirits - are immune to 
  critical hits, any attacks or exploits which 
  require targeting a specific hit location, 
  flanking, and cannot be grabbed or 
  restrained. 
  Lesser Air Spirit 
  Small sentient fey spirit (5d6) 
  STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) 
  INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)  
  CHA 6 (3d6) LUC 1 (1d6) MAG 3 (2d6) 
  MELEE DEFENCE 22 
  RANGED DEFENCE 17 
  MENTAL DEFENCE 10 
  VITAL DEFENCE 13 
  HEALTH 30 
  SOAK 5; VULN 1d6 cold iron 
  IMMUNE air 
  INITIATIVE 5d6 
  PERCEPTION 4d6  
  FLY+ 10; JUMP - 
  REACH 5-ft 
  ACTIONS 2 
  Air buffet 5d6 (3d6+3 blunt damage) 
  Airblast 3d6 (2d6 blunt damage; range 8; 
  push 1) 
  Skills hardy 3 (2d6), combat 3 (2d6), 
  perception 1 (1d6), movement 3 (2d6), 
  reactions 3 (2d6), stealth 3 (2d6) 
  Fey spirit. The air spirit has all the normal 
  fey spirit properties (see above). 
  Airblast. On a successful ranged attack, 
  the air spirit’s airblast pushes a target 
  back 5’. 
  Whirlwind. An air spirit can create a 
  whirlwind around itself, which picks up 
  and flings small objects and pushes 
  creatures. The whirlwind has an aura of 
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  Spirit
  Vulnerable
  Air
  -
  Earth
  -
  Fire
  Water, Cold
  Ice
  Fire
  Lightning
  Water
  Water
  Fire, Lightning
  
  5’, and affects any creature which starts its 
  turn in or enters the aura with a 5d6 
  melee attack; if the creature is hit, it takes 
  1d6 blunt damage and is pushed back five 
  feet. 
  LESSER ICE SPIRIT 
  Medium sentient fey spirit (5d6) 
  STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) 
  INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)  
  CHA 6 (3d6) LUC 6 (3d6) MAG 6 (3d6) 
  MELEE DEFENCE 15 
  RANGED DEFENCE 15 
  MENTAL DEFENCE 20 
  VITAL DEFENCE 15 
  HEALTH 30 
  SOAK 5; VULN 1d6 cold iron, 2d6 fire 
  IMMUNE cold 
  INITIATIVE 4d6 
  PERCEPTION 4d6  
  SPEED 5; JUMP 12'/6' 
  REACH 5-ft 
  ACTIONS 2 
  Icy fist 4d6 (2d6+3 damage) 
  Icicle blast 4d6 (2d6 piercing damage; 
  range 8) 
  Skills hardy 3 (2d6), combat 1 (1d6), 
  perception 1 (1d6), tactics/reactions 1 (1d6) 
  Fey spirit. The ice spirit has all the normal 
  fey spirit properties (see above). 
  Icy aura. Any creature which begins its 
  tun within 5’ of the ice spirit takes 1d6 
  cold damage. 
  Icy ground. The ice spirit can cause an 
  area of ground 30’ in diameter to become 
  slippery with ice. The area is considered 
  difficult terrain.  
  Medium Earth Spirit 
  Large sentient fey spirit (9d6)
  STR 21 (6d6) AGI 6 (3d6) END 21 (6d6) 
  INT 6 (3d6) LOG 6 (3d6) WIL 15 (5d6)  
  CHA 6 (3d6) LUC 1 (1d6) MAG 6 (3d6) 
  MELEE DEFENCE 36 
  RANGED DEFENCE 18 
  MENTAL DEFENCE 18 
  VITAL DEFENCE 36 
  HEALTH 90 
  SOAK 18 ; VULN 1d6 cold iron 
  IMMUNE earth, blunt 
  INITIATIVE 5d6 
  PERCEPTION 4.5d6  
  SPEED 5; BURROW+ 5; JUMP - 
  REACH 5-ft 
  ACTIONS 2 
  Rock fist 9d6 (5d6+6 blunt damage) 
  Throw rock 7d6 (4d6 blunt damage; range 
  14) 
  Skills hardy 78 (12d6), combat 6 (3d6), 
  perception 3 (2d6), tactics/reactions 3 (2d6) 
  Fey spirit. The earth spirit has all the 
  normal fey spirit properties (see above). 
  Earthquake. An earth spirit can create an 
  earthquake in the surrounding area. The 
  quake affects a 30’ diameter aura, and 
  makes an immediate melee attack against 
  any creatures within that area. A 
  successful attack deals 4d6 blunt damage 
  and knocks the target prone. 
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  Structural damage. The earth spirit does 
  double damage to structures and objects. 
  Greater Fire Spirit 
  Enormous sentient fey spirit (13d6) 
  STR 10 (4d6) AGI 28 (7d6) END 10 (4d6) 
  INT 36 (8d6) LOG 28 (7d6) WIL 28 (7d6)  
  CHA 28 (7d6) LUC 3 (2d6) MAG 28 (7d6) 
  MELEE DEFENCE 22 
  RANGED DEFENCE 44 
  MENTAL DEFENCE 39 
  VITAL DEFENCE 30 
  HEALTH 59 
  SOAK 7; VULN 1d6 cold iron, 2d6 water,  
     cold 
  IMMUNE fire 
  INITIATIVE 10d6 
  PERCEPTION 13d6  
  SPEED 7; JUMP 56'/10' 
  REACH 10-ft 
  ACTIONS 3 
  Fiery touch 7d6 (4d6+4 fire damage) 
  Firebolt 13d6 (7d6 fire damage; range 30) 
  Skills combat 6 (3d6), perception 15 (5d6), 
  tactics/reactions 3 (2d6) 
  Fey spirit. The fire spirit has all the 
  normal fey spirit properties (see above). 
     
  Fiery aura. Any creature which starts its 
  turn with 3 squares (15’) of the fire spirit 
  automatically takes 2d6 fire damage. 
  Medium Lightning Spirit 
  Medium sentient fey spirit (9d6) 
  STR 6 (3d6) AGI 15 (5d6) END 6 (3d6) 
  INT 21 (6d6) LOG 15 (5d6) WIL 6 (3d6)  
  CHA 15 (5d6) LUC 1 (1d6) MAG 10 (4d6) 
  MELEE DEFENCE 18 
  RANGED DEFENCE 36 
  MENTAL DEFENCE 27 
  VITAL DEFENCE 27 
  HEALTH 27 
  SOAK 5; VULN 1d6 cold iron, 2d6 water 
  IMMUNE lightning 
  INITIATIVE 7d6 
  PERCEPTION 9d6  
  SPEED 18; JUMP 30'/6' 
  REACH 5-ft 
  ACTIONS 3 
  Lightning strike 9d6 (5d6 lightning 
  damage; range 21) 
  Skills hardy 1 (1d6), combat 3 (2d6), 
  perception 6 (3d6), movement 21 (6d6), 
  tactics/reactions 1 (1d6) 
  Fey spirit. The lightning spirit has all the 
  normal fey spirit properties (see above). 
  Teleport. A lightning spirit moves so fast 
  that it virtually teleports. When moving, it 
  can teleport up to its SPEED as long as 
  there is a route it can take to get there. It 
  can move through enemy squares freely. 
  Lightning storm. The lightning spirit 
  causes a storm to rage in a 30’ diameter 
  circle entered on itself. Any creature 
  which starts its turn in this area takes 3d6 
  lightning damage. 
  MEDIUM WATER SPIRIT 
  Medium sentient fey spirit (9d6) 
  STR 15 (5d6) AGI 15 (5d6) END 15 (5d6) 
  INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6)  
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  CHA 15 (5d6) LUC 15 (5d6) MAG 21 
  (6d6) 
  MELEE DEFENCE 27 
  RANGED DEFENCE 27 
  MENTAL DEFENCE 36 
  VITAL DEFENCE 27 
  HEALTH 54 
  SOAK 9 ; VULN 1d6 cold iron, 2d6 fire,  
     lightning 
  IMMUNE water 
  INITIATIVE 7d6 
  PERCEPTION 7d6  
  SWIM+ 9; JUMP - 
  REACH 5-ft 
  ACTIONS 2 
  Slam 7d6 (4d6+5 blunt damage) 
  Skills hardy 10 (4d6), combat 3 (2d6), 
  perception 3 (2d6), tactics/reactions 3 (2d6) 
  Fey spirit. The water spirit has all the 
  normal fey spirit properties (see above). 
  Healing waters. The water spirit can heal 
  allies with an action by 4d6 HEALTH. 
  Each ally can only benefit once per day 
  from this power, as normal. 
  Crashing wave. The water spirit losses a 
  crashing wave of water which makes a 
  melee attack against all within a 30’ cone. 
  Those successfully hit are pushed back 10’ 
  and knocked prone.
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SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 69 - Summoners.pdf