From the Web Addendum Vol. 2:
The Summons are a special category of Character available to players to reinforce their parties. Unlike other Characters, they are supernatural creatures that only manifest themselves in the material world when invoked by Characters able to summon them. Characters with this power are called Summoners.
All Summoners share special Characteristics that govern the use of their skills. First is the Summoner Level, which dictates the ability of the Character to Summon creatures and the number of entities that can be summoned. Each Level allows a different Summoned entity to be included in the Party. For example, a third level Summoner allows the player to include from one to three Summoned beings. Second is Affinity, which governs over the kind of beings which can be summoned. A Summoner can only call creatures of an element it has an Affinity with. So, a Light Character can only Summon Creatures with an Affinity with Light.
How to use Summoning
To use Summons in a Party they must be included in the total of Levels in play like any other Character. Thus, a Summon with Cost 30 is equal to a 30 Level Character in all ways. Unlike Characters, Summons aren’t unique creatures, so more than one of the same kind can be included in a Party. It is, for example, perfectly acceptable to have two or more Elhaym in a Party, since each one represents a separate being. Summoned Beings are not deployed at the start of the game; they require a Summoner to call them to the area of play. To summon, the Summoner must spend Action Points equal to the Summoning cost of the entity. Then, the Summoned Being is placed anywhere within its Summoner Control Zone, though they must be more than 2 inch away (5 centimeters) from any other Character. Summoned Beings appear with Action Points equal to their Recovery, and can Move, Charge, and act normally the turn they are manifested. If a Party has more than one Summoner, each creature must be assigned to a specific Character when the Party is formed. Summons can’t have assigned Equipment or Power Cards, except for those that explicitly allow it.
Characteristics of Summoned Beings
A Summoned Being behaves like any conventional Character, but they also have special attributes due to their special nature:
• Summoning: The cost in Action Points needed to call the entity to the battlefield.
• Cost: The Level cost to include the creature in the Party. This amount is added to the assigned Summoner’s Level.
• Atman: Atman is a sort of Level for the creature used to determine whether it is affected or not by certain Special Abilities, like Intangible or Morrigan’s Space Control. A 50 Atman Being would be the equivalent to a 50 Level Character to these respects.
• Bind: The number of Bind Points the creature appears with when Summoned.
• Stability: The Difficulty of the Stability Check to see whether a Creature stays in the world or not when it runs out of Bind Points.
• Shock: This value must be added or substracted to the Shock Check the Summoner must make if one of its Summoned Being dies.
• Affinity: Indicates which elements the Summons has an Affinity for.
• Restrictions: Some Summons can’t be used by certain Organizations or Factions. If this is the case, this point explains who the Being can work with and who it can't.
Bind Points and Stability
When a Summon is called to the table top, it has Bind Points. This represents how strongly it is bound to the world and sets the time it will stay in the game. At the start of every Upkeep Phase, players remove a Bind Point from each Summoned Being in play. When a creature has no more Bind Points its stability in the material world is weak and it may disappear. If the creature is outside of its Summoner’s Control Zone, it will not be able to remain in this world and will be removed from play. If it is inside the Control Zone, the Summoner can attempt to temporarily bind the entity using a Stability check. The Summoning player rolls 1D10 and must overcome the creature’s Stability. If the check is successful, the Summoned Being can stay in play another Turn, otherwise it will be removed from play immediately.
Death of a Summoned Being
Summons are linked to the Character that Summoned them. When they are destroyed, there is a risk that the Summoner will suffer damage, or even die. When a Summoned Being’s Life points reach zero, or it is eliminated from play by some negative effect, the controlling player must make a Shock Check. The player rolls 1D10 and adds or subtracts the eliminated creature’s Shock value; if the result is positive, the Summoner loses that many LP. This damage is not reduced by a Character’s Armor attribute.
Example: If Elhaym were eliminated before its natural time on the table was over, the Summoner would roll D10 and subtract -1 to the result (Elhaym are Shock -1) to see how many Life points are lost due to the creature’s death.