> [!note|no-i] # Conjure Entity > **Range:** Special > **Duration:** Special > > You attempt to summon a supernatural entity from beyond the Veil; choose from: (i) Shade, (ii) Hell Hound, (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 1d4 minutes. | > | **Success** | A random entity appears within Melee range and obeys your orders for 2d6 rounds, then vanishes. | > | **Great Success** | The intended entity appears within Close range and obeys your orders for 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.