Evocation is the art of compelling a spirit or ghost to answer a summons. A thaumaturge with this Merit must choose ghosts or spirits as the Merit’s focus, though she may learn both versions separately. Initially, the character learns to force an entity to answer her call. Eventually, she can impose her will directly over the entity and enslave it temporarily. Obviously, most ghosts and spirits despise such treatment and may seek revenge once their servitude has ended. Some thaumaturges try to circumvent this danger by demanding only minor services, while others silence vengeful servants by treating them as expendable resources. Evocation does not grant a mystic the power to perceive Twilight, and Evocation’s power does not reach into the Shadow Realm; the target summoned must already exist in Twilight.
The two-dot version forcefully contacts a specific entity or sends out a general summoning to the nearest entity. In either case, the being must be within visual or audible range to sense the thaumaturge. The character may summon an entity personally known to him (one that falls within any of the sympathy connection categories), or he may specify a type of entity of his choosing (males ghosts or fi re spirits, for example). The entity comes to the caster with as much speed as the entity can muster, although it cannot be made to violate any normal limitations (such as exceeding the maximum distance from an anchor or defying a spiritual Ban). The entity must remain near the thaumaturge for the duration of the scene, unless the caster allows the entity to leave. At two dots, the thaumaturge cannot compel an entity to do anything other than attend his presence, though nothing prevents him from convincing or forcing the being to serve him by other means.
The four-dot version allows the performer to summon an entity and present it with a command that the entity must follow for the duration of the scene. The Merit does not grant any special power of communication to the thaumaturge, so the entity must be able to understand his command. A French-speaking Creole ghost may not know English, while a fire spirit might not fully comprehend ideas associated with water or ice. An entity is forced to obey the caster’s command as best as it is able, though poorly worded commands may be twisted to suit the entity’s desires.
Dice Pool: Presence + Persuasion versus Resistance (extended and contested roll)
Ritual Length: 10 minutes Duration: One scene
Roll Results
Dramatic Failure:
The thaumaturge’s command is delivered to the entity without any force behind it. The ghost or spirit could feel anger toward the audacious caster.
Success:
The thaumaturge summons the nearest entity matching his chosen description, provided that one is within range.
Exceptional Success:
The evoker issues his command with great eloquence. The Storyteller should consider working with the player to eliminate potential loopholes in the wording.
Suggested Equipment: The command is actually helpful to the entity (+1), the entity has been successfully summoned by the thaumaturge before (+1)
Possible Penalties: Thaumaturge has negative reputation known to entity (–1), the entity is angry at caster (–2), the entity is currently bound by the caster or someone else (–3)
Ritual Details: The thaumaturge focuses the ritual on some object or creature significant to the ghost or spirit. For ghosts, this might include such things as living relatives, part of the ghost’s corpse or grave, handwritten notes or per- sonal photographs from its lifetime. Spirits are usually tied to concepts. An item or offering reflecting this affiliation is necessary — fire or flammables for a fire spirit or a mouse for a cat spirit, for example. Symbols of binding (chains or twine) or authority (coins, wands) may also be useful.
Drawback: Spirits and ghosts do not appreciate being enslaved any more than living beings do. The entity is very likely to bear ill will toward the caster in the future.