Communication
Bait
Bait allows you to attract beings of a specific Type to your current location. It is usually used to call up animals in order to provide good hunting/fishing as a way of bribing tribes or ensuring one has food. You may summon 1 specific creature (chosen when you learn the spell, yes you can choose humans) to your location, which arrives within 10 minutes or less if it fails the Willpower save. It is not under your control, and will remain in the area for 1 hour. Exact time depends on time of year and weather conditions, and the spell must be cast in an area where the creature exists. For example if you cast Bait Whale in the Dead Sea, nothing will happen as there are no whales in the Dead Sea. Each different being you can summon in this manner is a different spell which must be learned separately. Please note that due to your lack of control over the summoned, this version of the spell can be dangerous to use. Once you have learned the initial spell you can modify it by buying additional skill ranks:
Costs: Sanity.
Requirements: You can only summon beings that live in the local area. For example if you have Bait Fish, you can't cast it in an area with no fish.
Components: V, S, M (some sort of offering to begin the spell, such as food, blood or money).
Learning Time: 2 weeks (DC 10)
Casting Time: Standard Action
Range: 2 miles
Target: 1 or more creatures
Duration: 1 hour
Saving Throw: Willpower negates.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
Banish
Banish attempts to send a creature from another world or plane of existence back where it came from. This does not work versus Summoned or Called beings but only entities capable of traveling to our realm of their own volition. The caster(s) must build a circle of ground minerals and herbs big enough to contain themselves and a fire. They then begin a chant that requires them to remain within the circle until it is finished, after which they burn whatever object links to the entity to be banished. If it fails a Willpower save, the entity immediately appears, regardless of where it currently is, and begins to fade away over the course of 3-30 rounds. At the end of this time it is gone, and the fire may be extinguished and the circle broken. Unlike most spells, anyone who knows this spell can contribute to it, adding +1 to the spells Save DC. If the circle is broken before the being disappears the spell ends.
Costs: Sanity and Humanity, 1 point of temporary Ability damage from each participant.
Requirements: Must be held in the last known place the entity appeared, it's lair, or some place with a connection to it. Must be at least 3 participants.
Components: V, S, M (ground minerals and herbs to make the circle, and something that links to the creature to be banished)
Learning Time: 2 weeks (DC 16)
Casting Time: 1 hour ritual.
Range: n/a
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Willpower negates.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
Bind
Bind attempts to control a Summoned entity. You make an opposed Charisma Check (1d20 plus HD plus Cha Modifier). Each point of temporary ability damage gives you a +2 Bonus to the check. If you win you may ask of the entity one service before requiring it to depart. This must be a temporary service. "Kill that man", "Guard us for the evening" etc., are viable commands. Protect me for all time would not be. If you do not give it a command, the entity gets another opposed check every Minute to break free. Bind spells are very specific and must be learned separately for each entity. Only entities that have a Summon spell available may also have a Bind spell.
Costs: Sanity.
Requirements: You cannot Bind an entity whose Hit Dice exceed your casting ability score. For example if Wisdom is your casting ability, and your score is 12, you cannot Bind a creature which has 13+ Hit Dice. Note that it is not completely impossible that the summoned entity will bluff you into thinking you have bound it depending on it's nature.
Components: V, S
Learning Time: 3 weeks (DC varies by entity).
Casting Time: Full Round Action.
Range: Line of Sight.
Target: 1 creature.
Duration: Until one command is fulfilled.
Saving Throw: None, see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
Call
Call puts out a mental communication to a entity you do not control (and most likely can't because no Bind spell exists for it) in an attempt to gain their attention. Each Call spell is unique to a specific entity, and each one must be gained separately. These spells only exist for powerful and (presumably) unique creatures which humankind would call Deities. At the end of the spells duration, roll a d20. The Check DC you must meet is 25. You may subtract your casting ability modifier from the check DC, as well as an additional -1 for every point of temporary ability damage you or any participants in the ritual take (participants do not need to know the spell, only you do). Additionally other entity specific conditions may raise or lower the Check DC (these will be listed with the entity). If you make the check DC, the entity contacts you. Generally telepathically if able, or via some sort of avatar. If you're truly unlucky it shows up in person, as this spell is very risky even for cultists.
Costs: Sanity and Humanity, plus potential problems when whatever you Called arrives.
Requirements: Varies, exact requirements will be listed with individual beings.
Components: V, S.
Learning Time: 2 Weeks (DC 10, Deities want you to Call them up).
Casting Time: 1 Hour
Range: N/A
Target: 1 (usually unique) creature
Duration: Instantaneous
Saving Throw: None
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
Cast Out
Cast Out attempts to remove a possessing entity from someone, or destroy it's mental control over them. This can be risky if you are not prepared to deal with the possessing entity, as it could then assault or possess someone else should it have the ability to do so. At the end of the spell make an opposed check (1d20 plus half Hit Dice plus casting ability modifier). If you are successful the possessing entity is driven out. Anyone who knows you can assist in the casting of this spell, and provide you a +2 Bonus on the check per point of temporary ability damage they take (you can also take temporary ability damage to boost your roll).
Costs: Sanity and Humanity.
Requirements: Possessed creature must be present and restrained (possibly psychically as well as physically).
Components: Necessary components, if any.
Learning Time: 6 weeks (DC 15)
Casting Time: 24 hours
Range: Line of Sight
Target: 1 Creature
Duration: Instantaneous
Saving Throw: None, see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
Contact
Contact attempts to establish rapport directly with a race or being you know personally in order to communicate with them. Arrival time will vary depending on the entity Contacted, and where they are in relation to your present location. They have the option of traveling at their whim, or contacting you in any other manner available to them if they want to. The spell does not compel them to do so, it merely lets them know someone wishes to speak with them, and these spells are generally only taught to those who have some means of distant communication available (or that live within traveling distance). The spell lets them track you if they choose to contact you, but only until you are present. Each Contact spell is for a specific race or entity, and each must be learned separately.
Costs: Sanity and Humanity.
Requirements: Varies, exact requirements will be listed with individual beings.
Components: V, S.
Learning Time: 6 Weeks (DC 10).
Casting Time: 1 Full Round Action.
Range: N/A.
Target: 1 Creature.
Duration: Instantaneous.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
Dismiss
Summon
You may summon a Supernatural entity you hope to control (assuming you also know the pertinent Bind spell). At the end of the spells duration, roll a d20. The Check DC you must meet is 20. You may subtract your casting ability modifier from the check DC, as well as an additional -1 for every point of temporary ability damage you or any participants in the ritual take (participants do not need to know the spell, only you do). Additionally other entity specific conditions may raise or lower the Check DC (these will be listed with the entity). If you make the check DC, the entity appears in 1-10 Minutes. At which point you had best have a bribe handy or know the appropriate Bind spell. If you can't Bind it, it's free to do as it pleases. If you can, it stays until it has performed one command before departing.
Costs: Sanity.
Requirements: Varies, exact requirements will be listed with individual beings.
Components: V, S (some may have M or F, see entity descriptions for details).
Learning Time: 3 weeks (DC varies by entity).
Casting Time: Full Round Action, plus arrival time (see text).
Range: N/A.
Target: 1 Creature.
Duration: Instantaneous.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.