During character creation, players can designate one or more dice as Sorcery Dice. By making a successful Target Number roll against a cliche that implies proficiency in the dark art of sorcery, the character can exchange one or more of these Sorcery Dice for three times as many dice of summoned entities. These entities can be singular creatures or a grunt squad of disposable minions.
- Summoned entities are limited to no more than 4 dice in any single cliche, though the cliche itself can be scoped to include many unusual supernatural powers.
- Entities can operate independently or be bound into artifacts. Artifacts can simply house the dormant creature or may act as magic items with powers related to the bound entity. In the later case, the entity's cliches can still be used to Team with whomever is wielding the item (depending on the nature of the item).
- Summoned entities are willful and often hostile to sorcerers. The GM may periodically demand a Target Number roll against a cliche that implies sorcery, willpower or contract law to keep these creatures in check.
- Sorcery Dice are restored when entities are dismissed or destroyed - not when an entity bound into an artifact is lost or stolen by enemies.
The Target Number for a summoning ritual depends on numerous factors:
- Base value is typically 5 for minor creatures, 10 for useful entities, and 15 (or higher) for really powerful demons.
- It is assumed that the sorcerer has a grimoire of known entities. This, along with the various trappings of sorcery (magic circles, hallucinogenic herbs, human sacrifices), should all be considered Tools of Trade. The GM should ruthlessly apply penalties for lacking any of these vital elements.
Based on the "Sidekicks & Shieldmates" rule from The Risus Companion.