<strong>Evocation</strong><br/>The most dangerous Elder Art to invoke, a Magician of Dessi<br/>using it is tapping the necromantic magics of Magnamund<br/>and reaching across the veil of Death itself to draw upon the<br/>powers and wisdom of the deceased. This is never a safe<br/>thing to attempt and many Magicians fall victim to the very<br/>spirits they wished to interrogate. Caution, force of will and<br/>a magical pentacle engraved on the ground for protection<br/>are strongly recommended for any Magician of Dessi brave<br/>enough or desperate enough to wield the fell power of<br/>Evocation. Upon selecting this Elder Art, the Magician of<br/>Dessi<span class="bbc_u">immediately gains one free rank in Diplomacy</span>.<br/><br/>Spirit Speak (1 Endurance and 1 Willpower per round)<br/>This art draws forth the spirit of a known being, or the<br/>spirit attached to remains found by the Magician of Dessi,<br/>allowing it to answer several questions that he posits. The<br/>Magician may ask one question per two class levels; each<br/>question requires one round to ask and be answered. Unasked<br/>questions are wasted if the Magician lets the spell go before<br/>asking them all. The spirit’s knowledge is limited to what the<br/>creature knew during life, including the languages it spoke (if<br/>any) and anything that has happened in the vicinity of its body<br/>since it died. Answers are usually brief, cryptic or repetitive.<br/>If the spirit’s allegiance is different from the Magician, the<br/>spirit gets a Will save to resist the spell as if it were alive.<br/>A successful save frees the spirit from control and if the<br/>Magician is not standing inside a pentacle, it will immediately<br/>attack him. Otherwise, it flees and will visit terror upon the<br/>living world until it is destroyed (if Evil). Good freed spirits<br/>immediately return to the realm of the dead if they cannot<br/>attack their summoner.<br/>Summoning the spectres of the dead is not without a cost. In<br/>addition to the slow drain on health and Willpower that this<br/>art demands, the summoned spirit is allowed to ask a single<br/>service of the Magician after answering its questions. The<br/>round spent doing so does not cost the Magician Endurance or<br/>Willpower but if the caster does not honestly agree to the task,<br/>the spirit is immediately set free as above. This service must<br/>be performed within one day per class level of the Magician<br/>or the spirit may return at a time and place of its choosing<br/>(typically when the Magician is asleep and helpless) to exact<br/>its revenge for the broken oath.<br/>These tasks tend to be something that was important to the<br/>spirit in life and may be simple or incredibly difficult to<br/>perform. They are never impossible tasks, though they may<br/>easily be more trouble than the information they bought was<br/>worth. Games Masters should make sure that a given task is<br/>a test of some ability of the Magician and if it proves to be<br/>too arduous, experience points should be rewarded for their<br/>completion.<br/>