> [!question|no-i] # Conjure Entity
> **Range:** Special
> **Duration:** Special
>
> You attempt to summon a supernatural entity from beyond the Veil; choose from: (i) [[Shade]], (ii) [[Hellhound]], (iii) [[Surgat]], (iv) [[Sentient Ooze]], (v) [[Gibbering Terror]], or (vi) [[Imp]]. The GM may add to or modify available choices. The entity that appears depends on your spell casting check as outlined below:
>
> | Result | Outcome |
> |--------------------|-------------------------------------------------------------------------|
> | **Failure** | No entity appears. |
> | **Terrible Failure**| An uncontrolled, enraged random entity appears within Melee range and attacks. It vanishes back to the Void in `dice: 1d4` minutes. |
> | **Success** | A random entity appears within Melee range and obeys your orders for `dice: 2d6` rounds, then vanishes. |
> | **Great Success** | The intended entity appears within Close range and obeys your orders for `dice: 3d6` rounds, then vanishes. |
>
> **Rules for Summoning**
> - You may only have one summoned entity at a time (controlled or not).
> - If in combat, the entity manifests during the casting round and may act the next round.
> - Each round after the first, you must spend an action and succeed on a Will check to maintain control of the entity, or it goes uncontrolled (as per the Terrible Failure result).
> - The entity naturally defends you or can perform a specific task. Once summoned and issued orders, the entity need not remain within Close range or line of sight.
> - No conjuring is without cost: lose 1 *Luck*.
> - If you are killed, rendered unconscious, or lose control of your wits, the entity immediately goes uncontrolled as above.