Summoning Rituals with more than one effect.

By Hrathen, in Anima: Beyond Fantasy RPG

The rules say that you can use more than one summoning ability at the same time. Specifically you can roll to summon a creature and roll t control it (or bind) it at the same time. This sounds like a good idea since, the creature just showing up but not being under the control of the summoner could get dangerous fast.

But to summon effectively (at least at low levels) you need to spend some time on the ritual. So let's say I want to spend 5 turns summoning a creature and controlling it. Does that mean that the whole ritual takes 10 turns, 5 for the summon and 5 for the control (remember I do not want to finish the summon ritual until I have also finished my control ritual) or does the 5 turn ritual apply to both the summon and the control rolls.

The former seems to make more sense, but it makes summoning into combat even more prohibitive than it already is.

I am specifically looking for answers from the rules, (the ones I cannot find). But I am still interested to hear how you all deal with this question.

I remember reading that part. My interpretation was that the full ritual time applies to all summoning checks made that round, related to the monster the ritual was about. (Like, if you decided to do a long ritual to summon, control, and bind a particular monster, you shouldn't get that bonus if to banish any other monster that shows up later during the ritual) The example in the book also supports this interpretation (the month of preparation gives +60 to all of her summoning abilities).

What I don't think the book talks about is how long this bonus lasts. If the ritual was for any long amount of time, definitely let the player have a couple of rounds leeway to use all of his abilities. So if he prepares for an hour, summons a demon, and quickly notices that it also bears a terrible trait that he hadn't expected, he should get the bonus to attempting to banish that particular monster. Or if he prepared the ritual, with a plan to banish a terrorizing monster, for a year or more, he should have several days, at least, to appreciate the bonus from the ritual, so that it doesn't turn into a one-shot failed-your-one-chance-this-year-to-banish, see you next year. I would be ambiguous when describing any of these time frames to my players, and I'm generally lax (the rule of cool definitely applies here) and would encourage a good strategy. If it becomes a problem because of, say, powergamers, then rule that each ability can only be used once (one summon, one bind, etc) or something like that.

Lastly, long-term rituals give a place to work hooks into the campaign. The ritual (for a certain monster) might require an ounce of a particular rare dragon's blood, and the party will get to go hunt it down, rather than just fast-forwarding over an entire year waiting on the ol' summoner. Also, consider manifesting the results of the ritual as an artifact, like a staff or something the summoner thinks is cool, so he can wave it around while banishing his target.

End rant, hope I answered your question somewhere in there. If someone knows more rules about summoning and I've said something wrong, please correct me!

I've explained this in the Boy Scouts and Pokemon topic.