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Summoning
Spoiler Information

Channeler

In Thrael's past, a group of Glas Wizards broke from tradition to combine arcane and astral energies, and utilized the strength of theories forged between the two separate magics to open small holes in the Veil. Able to summon forth demons and spirits from this mysterious outer-world, Channelers use their knowledge and skill to bind these unusual creatures and force them to do their bidding. Failing a summoning can be a deadly, gruesome experience for a Channeler and others nearby, depending upon which demon answers the call.

As Astral and Arcane hybrids, Wisdom and Reasoning are primary attributes for Channelers. Dexterity is also important as it is to any arcane spell caster.

The channeler uses its spells and summons offensively and relies on its evasion defensively.


Available Spell Circles

Channelers begin with 4 spell circles. An additional circle is available at levels 15, 30, and 50.

Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.

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Circle Name Sphere Info
Arcane Prime Arcane

This circle is available to Arcanist Mechanists, Channelers, Illusionists, and Wizards.

The Arcane Prime spell circle encompasses all the basic precepts of the Arcane sphere. Generally prime lists have many simple spells that demonstrate the general rotes and rules of the sphere in question. Arcane Prime spells are divided up into two catagories: cantrips and rotes. Arcane Prime cantrips are smaller spells known particularly for flashier effects; while Arcane Prime rotes are simply minor spells which demonstrate Arcane concepts.

Basic Arcane Prime spells may be learned from Chaemim in the Lyceum. Intermediate Arcane Prime spells may be learned from the arcane prime tome sold in the Lyceum.

Shortname Name Cost Description
ap01 Essence Twist 1 Using the arcane energy inherit in the aether, the caster converts it into a weapon, causing it to strike at his foe.
ap02 Arcane Shock 1 The caster builds up the essence in his own body and then forcefully expels it towards his enemy, causing damage.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
ap03 Motes Cantrip 3 This spell surrounds the user with motes of light that enhance abilities, defense, but at the cost of becoming more susceptible to damage of specific types. The wearer feels the increase in that static that is affected.
ap04 Lesser Instill 4 Slightly and temporarily improves the quality of an item, allowing the item to perform its purpose more effectively. The bonus scales with sorcery skill.
ap05 Rigid Essence 5 Instant-cast spell that allows the mage to disrupt the essence within the target, giving the target round time.
ap07 Arcane Mastery 7 The wizard traces a series of arcane symbols in the air and becomes more in touch with the arcane realm. There is an increase in the sorcery skill. The bonus scales with sorcery skill.
ap09 Elemental Protection 9 This rote is the manipulation of essence into a form that impedes the progression of centralized elemental substances within the barrier. Through essence-bending, or the localized and unstable formation of essence around the caster, an elemental substance such as fire is interfered and thus diminished, although not quite nullified. Unstable is key, for a stable shell of essence in the same form will allow incorporeal substances to pass freely.

The amount of resistance scales with sorcery skill.
ap11 Force Field 11 This self-cast spell allows a mage to use his essence to build and maintain a wall that absorbs attacks. While it prevents critical wounds, the wall is not perfect and depends upon the mage's sorcery skill for its defensive capabilities.
ap13 Create Glyph 13 Pure essence, without proper manipulation, is disruptive. If such unrefined essence is made to contact with certain materials — especially metals — on a certain fixed area, the create glyph cantrip will rearrange a tiny fraction of the surface of the substance in tune with the caster's personal essence flow. This coin-sized area on the object is known as a glyph, and is often used to show ownership. It is invisible to the naked eye; however, if the item upon which this spell is cast already has a glyph, this spell will reveal the glyph's ownership. With lengthy study in this circle, the glyph can remain permanent.
ap17 Essence Field 12 This spell gives the wizard a stronger connection to the weave, allowing him to replenish his essence at a faster rate so as not to slow down his procedures and spells.
ap19 Lesser Equilibrium 19 This spell alters the flow of essence within the wizard, increasing its essence reserves. The spell's effect scales with sorcery skill.
ap30 Arcane Grand Mastery Ultimate This spell is temporarily disabled pending class revisions.
Astral Prime Astral

This circle is available to Channelers, Clerics, Empaths, Qai Monks, and Wilders.

Basic Astral Prime spells may be learned from Ishne in the Lyceum. Intermediate Astral Prime spells may be learned from the Astral Prime tome sold in the Lyceum.

Shortname Name Cost Description
sp01 Astral Charge 1 The caster builds up spiritual energy within himself and forces it out to do damage to his enemy.
sp02 Spirit Strike 1 The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
sp03 Astral Lift 3 The caster calls upon his deity to decrease the weight of heavy items, lowering his burden.
sp04 Becalm 4 The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures.
sp05 Vigor 5 The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill.
sp07 Astral Mastery 7 This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill.
sp09 Astral Bound 9 This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him.
sp11 Astral Shell 11 The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him.
sp15 Spirit Sight 15 The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate.
sp30 Astral Grand Mastery Ultimate This spell is disabled pending class revisions.
Via Qel Hybrid Arcane-Astral

This circle is available to Channelers.

This circle is arcane-astral hybrid.

Shortname Name Cost Description
vq01 Lesser Bind 1 This spell adds actual magic to red summoning circles so that they may contain demons and other creatures. Summoning demons without using this spell is a very bad idea.
vq02 Summoning 2 This spell calls all currently summoned creatures to the Channeler.
vq03 Harvest 3 This spell steals the animus from a corpse, storing it in the Well of Souls, and causes the corpse to decay immediately.
vq06 Eldritch Breath 6 This spell allows the channeler to breathe while underwater and provides a spiritual bonus to the conditioning skill that scales with the spell's appropriate stat and skill combination.
vq09 Unfetter 9 This warding spell severely damages spirits, growing even more powerful once the spirit is close to death.
vq12 Spirit Veil 12 This spell grants the channeler resistance to spiritual damage as well as causes occasional spiritual damage to those that attack the channeler. The resistance to spiritual damage scales with the spell's appropriate stat and skill combination.
vq15 Whispers of the Veil 15 This spell expends stored animus to forge a connection to something in the void, giving a spiritual bonus to Intelligence at the cost of a spiritual penalty to the conditioning skill. The magnitude of both the bonus and penalty scale with the appropriate stat and skill combination.
Via Glas Nihil Hybrid Arcane-Astral

This circle is available to Channelers.

This circle is arcane-astral hybrid.

Shortname Name Cost Description
vgn03 Frigid Lance 5 A chargeable bolt spell with a bonus to its to hit that does either water or cold damage.
vgn06 Void Shunt 6 A warding spell that temporarily shunts the target into the void. The duration of time spent in the void scales with the appropriate skill and stat. This spell may be self-cast.
vgn09 Compression 0 An instant cast spell that compresses some of the animus stored in the well of souls into essence.
vgn12 Aetherfreeze 12 A warding spell that dispels magic on living targets. This spell may be self-cast.
vgn15 Dislocation 15 A warding spell that causes a massive spiritual penalty to dexterity and reflexes that scales with the appropriate skill and stat.
Via Kel Nivir Astral

This circle is available to Channelers and Clerics of the Onu.

Channelers: This circle is mutually exclusive to Via Sabu Onyr.

Shortname Name Cost Description
vkn01 Manifestation 1 This spell summons a lesser spirit to attack the target.
vkn04 Sever Spirit 4 The caster is able to surround the target with waves of astral energy, which rips away their spirit and attacks them with glowing tendrils of flux.
vkn09 Spirit Mount 15 The caster is able to bring from summon from beyond the veil a ghostly horse that they can ride. Casting the spell again will refresh its duration and call the horse to you.
vkn11 Derange 11 Paranoia fills the target of this spell, causing them to hear and see things, leaving them mentally unstable. The penalties scale with channeling skill.
vkn14 Hoarfrost 10 This spell brings forth spirits of ice to assault the target and hamper its movement.
Via In Rik Arcane

This circle is available to Channelers.

Shortname Name Cost Description
vir03 Binding Glyph 3 The binding glyph magically seals a container. Casting binding glyph again will magically unseal it.
vir06 Rune of Fortification 6 The rune of fortification magically boosts a sub-quality item to average quality.
vir09 Rune of Enhancement 9 The rune of enhancement magically augments a single specified skill on a target. The magical bonus scales with sorcery and reasoning. This spell may be self-cast.
vir12 Rune of Physical Diminution 12 The rune of physical diminution reduces all physical damage dealt to the caster. The amount of damage reduction scales with sorcery and reasoning. This spell is self-cast only.
vir15 Summoning Rune 15 The Summoning Rune allows a channeler to summon a single person into a red summoning circle from a great distance. The target may opt to refuse the summoning. Success is not assured, though sorcery and reasoning can make up for distance.
Via Sabu Onyr Astral

This circle is available to Channelers and Clerics of the Nivi.

Channelers: This circle is mutually exclusive to Via Kel Nivir.

Shortname Name Cost Description
vso01 Purge 2 The cleric summons a spirit to purge the undead from this existence. Does even greater harm to mostly-wounded spirits.
vso04 Bless 5 The cleric calls a spirit of a healer to assist its target, granting it a tiny amount of vitality regeneration.
vso09 Hallow 10 The cleric summons a spirit in the form of a glyph upon the ground.
vso11 Brand of the Heathen 11 The cleric brands an individual a heathen for all to see, sapping its dexterity and endurance. The penalty scales with channeling skill.
vso14 Shackles of Faith 10 The cleric summons the spirits of the unjustly imprisoned to hamper the movements of its target.

Skills

Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.

Skill Value
Alchemy Normal
Animal Handling Bad
Archery Very Bad
Armor Very Bad
Channeling Very Good
Conditioning Good
Evasion and Dodging Good
First Aid Normal
Fishing Normal
Focus Very Bad
Foraging Normal
Gnosis Very Good
Kinesis Very Good
Larceny Very Bad
Lockpicking Very Bad
Lore Very Good
Mechanisms Very Bad
Melee Weapons Bad
Metallurgy Normal
Observation Normal
Outdoorsman Bad
Parry Normal
Shields Very Bad
Skinning Normal
Sorcery Very Good
Stealth Very Bad
Tactics Good
Throwing Bad
Unarmed Combat Very Bad

Summoning

The mitred and robed form of Father Abbot Repentance Otrygg walks into the lecture hall, a sharp glare stops all the whispering in the room. He makes his way over to the podium, and leans his shillelagh up against it. Clapping his hands, he bellows, "LISTEN UP. Th' Theosophic Academy's been nice enough t'invite me in t'serve as a guest lecturer, an' by Duvan's beard yer goin' t'listen up. What Ah'm about t'teach ye is one of th' great Mysteries of our world, an' Ah'll break th' knees of th' first one who so much as sneezes." He grips the edge of the podium and leans forward; offering the crowd an ugly grin. "Fer th' daemons won't be so generous as Ah."

He snaps his fingers and a chalkboard is rolled out onto the platform. "Before Ah begin, Ah'll introduce meself. Ah'm sure there are some who haven't heard of me, but their numbers are few. Father Abbot Repentance Fly-Fornication Search-th'-Scriptures Zeal-of-th'-Land Otrygg, of Reklar Insane Asylum. Daemonology 101. Know it. Fear it. Respect it. Yer soul depends on it. Those channelers who're wet behind th' ears don't make it. Spirits, of course, are far less risky than summonin' a Daemon Lord of th' Fourth Plane t'do yer biddin'.

"Daemonic Theory. We've got Via Min Crix an' Via Vas Crix. Those of ye who like life t'be short an' brief, by all means go learn Vas Crix first. When th' rottin' arm of Beliel comes out an' rips yer throat out, don't ye come gurglin' t'me! Min Crix deals in spirit summonin' an' is th' basis of bindin' yer summonin' circle, also banishin' yer minions back beyond th' Veil.

"Spirits are docile in nature, an' don't need TOO many restrictions put on 'em. They're mostly mindless constructs drawn out of th' Veil an' formed with what elements they grab onto on th' way out. Ye always use lesser bindin' on spirits, certainly there's no harm usin' a greater bindin'... but Ah'm a busy druim'dwer, an' a most efficient druim'dwer.

"Daemons. Daemonic bindin' an' summonin' is nothin' t'scoff at, nor is it a shameful thing t'be afraid. It's quite simple. If ye don't have th' will t'control it an' show fear, they'll gobble ye up an' pass ye in some demonic fashion. Daemons require th' most notations on th' summonin' circle, an' th' most powerful spells. Ye learn about 'em in th' Via Vas Crix lecture. Quite a few nice things ye learn in th' Via Vas Crix sphere. Ah'll get t'em in th' end."

Abbot Repentance holds out his hand imperiously, and two sticks of white chalk are placed in his hand by an eager neophyte. The Abbot favors him with a beatific smile, and turns brusqeley to the chalkboard. With precision, he draws a perfect ordinary chalk circle on the board and turns back to the class.

"Basic safety measure. Th' almighty chalk circle of protection. What's on th' board is ordinary chalk, Ah'll demonstrate what th' REAL thing does in a few minutes."

He sets the white chalks down and holds out his hand, the neophyte places two sticks of red chalk in his hand. He turns to the board and draws a perfect red chalk circle next to the white one. Instead of stopping at the circumference, he begins writing numerous notations and drawing diagrams within the circle, stopping occasionally to add in an esoteric sigil. He turns back to the class.

"Basic bindin' measure. Remember. RED is th' bindin' color. Red also happens t'be th' color ye'll see if ye don't draw it correctly. As with th' white circle, this was done in regular chalk. If ye were OBSERVANT--" He stops and glares at a dozing student. "Ye saw me writin' out these various things. Take out yer books an' ye damn well copy 'em down correctly." Repentance stops and waits for the quills to be set down.

"That was th' basics. Now we move into th' more advanced territory... an' don't worry. This'll all end in a PRACTICAL DEMONSTRATION!" He glares again at the dozing student, and punctuates his outburst by slamming his hand into the podium. "Where was Ah? Ahh, yes. Spirits an' daemons.

"Know that each circle ye know, lesser, greater, superior, an' supreme deals with ONE plane beyond th' Veil. Within each sphere resides three viable entities that th' teachers deem t'be th'... hmm... least unpredictable. Keep this well in mind, an' don't ye dare underestimate 'em. Fer simplicity's sake these entities are divided up into evil, neutral, an' good categories. If yer th' least bit confused check th' portal that they come out of. If yer one of th' namby-pambies who can't abide even th' thought of a dark demon, keep at it until ye get th' one yer aimin' fer. Fer ye exorcists in th' crowd, know that ye can do no greater work than t'enslave an' bind those demons t'yer purpose. T'take th' enemy an' force 'em t'help ye with yer tasks..." He heaves a contented sigh. "It is an excellent feelin'."

He walks away from the podium and towards the center of the platform. A great bustle of activity precedes the rolling away of the chalkboard, and the sound of cranking as a seperate platform is raised at an angle so that the best possible view can be afforded to the classroom. Repentance takes the other piece of white chalk and draws a circle at the base of the raised platform. Turning to the crowd he says, "Ah'll be summonin' one of th' supreme daemons now, no one need be alarmed. Ah've got th' situation well in hand. Ye saw what Ah did jest now. Ah'll repeat it fer anyone who missed it. Ye DRAW WITH yer WHITE CHALK, an' th' circle sits before ye. Don't go into it jest yet, ye've got th' bindin' circle t'draw. Naturally, this'll be a bit more complex so pay attention."

He takes a red chalk and begins drawing a basic circle on the raised platform. "As ye can see Ah'm DRAWin' WITH me RED CHALK. This is th' basic circle, next comes th' tricky part. Ye best have enough LORE (Hint Hint) in yer head, an' remember this an' all th' other lessons t' MARK th' RED CIRCLE WITH yer RED CHALK. Different daemons an' spirits need additional markin's t'their circle... naturally. Ah'll leave ye t'find out jest how many ye need. Always mark yer circles up before ye start castin' yer bindin' spells. Like so."

He takes the red chalk and after studying the circle for a few moments, begins marking it up quite extensively. Nodding to himself, he walks towards the base of the raised platform. He moves to STAND ON the WHITE CIRCLE and the air above it shimmers slightly. He begins chanting the words of greater binding, "Via Min Crix Vas Pauz Rik," while focusing on the red circle. As he finishes the chant, a burning point of light appears and starts tracing out the pattern set by the marks around the circle's edge. Repentance nods agreeably. "If it does not look like that... Ye did it wrong! Completely! That's th' sign that ye RUN!"

He whispers, "Watch this closely." He takes a deep breath and focuses on the red circle, murmuring, "Via Vas Crix Ul Kel Nivir Animus." He chants quietly in an ancient language while remaining focused on the circle. His brow is knit in concentration as he appears to be waiting for something.

There is a collective gasp among the students as a gigantic shrouded figure steps from a portal of pure black. The bright lines within the red circle glow brightly and are dispersed by a sudden gust of wind. The Father Abbot turns to the class, saying, "This... is Lord Ascaroth of the Fourth Plane beyond th' Veil. Yer studies don't end here, believe me; nor yer lesson on th' greater spells of daemonic manipulation..."

Repentance rests his hands on the podium, ignoring Ascaroth standing behind him. "Before Ah go on, here's a little recap. Yer goin' t'need t'know th' Min Crix circle t'bind spirits, an' th' Min Crix AN' Vas Crix circles t'summon up daemons. Component wise -- alchemically treated chalk bought at yer local magickal goods store. Now, ye DRAW WITH yer WHITE CHALK, t'create th' circle. Then ye DRAW WITH yer RED CHALK t'make th' bindin' circle... an' refine an' empower it by MARKin' th' RED CIRCLE as many times as needed. When this is done, ye stand on yer white circle an' cast yer bindin' spell on th' red one, an' THEN yer summonin' spell... don't forget t'cross yer fingers an' pray."

He pauses and screams, "GET ME?!" A number of dozing students sit up with a start. While the Abbot is glaring at the crowd, the shrouded form turns slowly towards its Master, rumbling, "Get you, Master? Of course." His eyes glow brightly as a beam of essence shoots forth, narrowly missing the dwarf and incinerating the podium. Working swiftly, the dwarf makes a complex design with his hand, forming a three dimensional web of essence that surrounds Ascaroth. As the web surrounds the demon, a line of essence extends from it to the Abbot.

After collecting himself, Repentance goes onto say, "That was Rebind. Remember that if yer daemons get unruly..." He glances at the wreckage surrounding him and makes a vague gesture. "Class dismissed!"


Spoiler Information

(Management's explanation of the following text: Grimnir is a channeler possessed by his demon. When this happens, Nishino takes over.)

Read this carefully, young Channeler, now let me introduce meself properly. Me name is Grimnir Otrygg, or Father Otrygg (when it pleases me) an' Ah've jest escaped from th' bastard corruptin' me body t'write this little guide. Why this is so important ye ask? Because if th' good Fatha (that's me) is gonna be instrumental in shapin' all future generations inta me own likeness, why that sounds right fine.

If yer readin' this yer either a Channeler in trainin' or some heathenish bastard who got his grubby paws on this guide, an' may ye th' black rot find ye, as Ah know it will. Channelers, or sometimes called Summoners, really came about in the dawn of the Age of Lords, around the year 17,250. Ye see, it's th' il'ltyhe who developed our craft, an' they fled t'th' northeaster part of Ziguran in order t'practice it, bless em very well.

Yer probably wandering what's so bad about bein' a Channeler... let me tell ye verra well. There are base warnings, and then there are higher ones. In our work, we deal with terrible demons, powers beyond th'veil, triflin' with th' very foundations of th' Veil, an' blood an' gore, sacrifice, plots, an' th' struggle t'keep our soul (or sell it, dependin'.) Th' higher warnin' is thus: Not only do we deal with th' demon princes, an' such, but we deal with th' spirits: Spirits of air, earth, shadow, light, crystals, an' th' dead get involved when they have a mind to. Possession! Heed this VERY WELL, OR YE'LL END UP LIKE MHyahahaha!

Yes, Nishino Ko must write out his laughter, to say that the way to merriment is short, sweet, and simple. The idiot dwarf says this about possession it is true, BUT the knowledge is better given from Nishino's point of view than this casing of flesh! Hee hee! Nishino is most concerned with you being among the Great, so listen closely, and ignore everything except the words you see here! Hyahahaha!

The wicked il'lythe fused the Astral and Arcane sphere in this profession. Thus! Thus!! There is great variety, and room for all to be unique and lovely. Hyahahaha! It is almost as good as plum wine.

Nishino will tell you this: All that you will need... well, almost all (Hyahahaha!) can be found at the Theosophic Academy in Kaezar, or wander around the Great University of Koje and the Great Temple there to find what you need. Oh, yes! This body has not even touched the Arcane, so what would he know of such a thing! This is why Nishino saw the need was great and came forward – he cannot withstand me for long!

Astral Prime By even thinking of Channeling, you know one spell of Astral Prime. The calming one. Go to the respective place and learn more! These spells span all things, and the best is almost the last. Spirit Sight to keep track of all your enemies, like Nishino does. Hyahahaha!

Arcane Prime It has some use, yes, but Nishino has learned that only few spells in it are worth learning it forever, when you can go to mage friend and ask for wand! Hyahaha!

Via Esu Protection Magicks! This is an Arcane school of protection, that is very good, it covers both physical and magickal defenses. Very helpful! Remember, student, always learn at least one protection circle! You shall regret it if you do not! Hyahahahaha!

Via Fas Esut This is the Astral way of protection. Each piece of the armor has a different attribute! For example, Astral Cloak protects you from elemental attacks! Remember what Nishino has said. Pick a protection circle, or he shall come and pluck out your eyes. Hyahahahaha!

Via Glas This is the way of Cold magicks, Nishino has been on the receiving end of many of these spells. One thing to know that idiot Otrygg forgot, Channelers started as Ice Wizards, so those of you who choose to uphold the tradition pick this! Glas is like other elemental circles, it has offensive, defensive, and odd augmentative spells, as well as one that turn man into ice block. Hee hee! It is a noble choice, but Nishino likes the others better, you will see why! Hyahahaha!

Via Ful Flux This, Glas, and Esu are all of our Arcane circles. Ful Flux is for those of you who want to shape the very essence surrounding you! A fine choice for any, it even has a spell that gives you more essence to use! Hyahaha! Fine spell circle also!

Via Ful Onus Is Nishino's favorite circle, it is no coincidence that it is also our most violent circle! Hee hee! Nishino will list what it does, and leave you to decide what to do! It can frighten, poison, rip the skin off of, blind, weaken, destroy, and convince something to die! Hyahahaha!

Via Kel Nivir This circle is the Darker Spirits, almost like pre-Summoning. All spells in this circle rely on little spirits. Nice thing about this is it have Manifestation, which you can use very young, to convince spirit to come and feed on what you tell it to! Also, fill their mind with spirits to make them see strange things and summon your own steed! Hee hee!

Via Qel Channeling circle. It also like Astral magic defense sometimes. You can pull essence out of something, you can steal a spell even, many things to make your mastery of Channeling (hence the name! Hee hee!) greater!

You may ask, Nishino, you have not covered summoning, and he has not. He will cover them both now, but he must warn you that Channelers can learn four circles when they start their path, and only three more at your trainings of 15th, 30th, and 50th.

Via Min Crix is spirit summoning, it is the basics. To make example, Kel Nivir is like making cookies, Min Crix is like cakes, and Vas Crix is like knowing how to make a sculpture eight feet tall made out of sugar. Nishino use this as example, since babies love sugar, and know it well. Hyahahaha!

Nishino will not go over the spells per se (he is so scholarly when he speaks this way, yes, yes?) but the process. You cannot learn Vas Crix, the Greater Summonings, without learning Min Crix. The spells Lesser Bind is for summoning spirits, and the spell Greater Bind is for summoning demons. These spells are for binding the magic circle... let Nishino explain them!

Chalk. In most cities you can buy the chalk necessary for our art, but Nishino still has not found any chalk in Koje. It makes him weep behind his mask. One red and one white chalk do you need. First, you draw with chalk your white circle to keep it ready, Nishino say draw it first since often times baby summoner forget to even draw it and then summon demon who eat him like takee cup.

Put white chalk away, and take out your red chalk and hold it steadily! Here is something idiot Grimnir did not mention, Lore is very important for Channelers, because it is what we need in order to draw with red chalk and mark the red circle.

Marking? Yes! Nishino says mark it very well. Before, you even summon a spirit, mark the red circle as high as you can to see how many marks you can draw. The more marks, the better binding it is, if you do not put enough marks and you try and summon... the thing comes and may get through or just disappear! (They all wish them to disappear. Hyahahaha!)

When marking is done, cast your binding spell on the red circle, stand on white circle and then cast your summoning spell and cross your fingers, praying like your life is at stake! Because it is, young channeler, it is! Now, hopefully you are still alive and you can COMMAND your demon to defend you, to join you, and to attack different things. Remember as well, young son, that not all channelers are dark and sinister as Nishino, so you can send away the demons of darkness and call forth the demons of the light! Maybe they will obey you!

Nishino is getting very long wind Ach! That squinty bastard's gone fer now. Now, where was Ah... Of course, th' dangers of possession...