*laughs* Not too complicated really. ANY dice system RP is a lot more complicated. Even though we're putting a lot of thought into the mechanics, it's really turning out quite elegant. Truly, the instructions could fit on the back of a shampoo bottle. All it boils down to is throwing the dice, moving around the circle, landing on a square and triggering an effect. Effects often give you points, sometimes they don't and sometimes they take them away. Accumulate enough points and advance to the next circle. Wash, rinse repeat until you win!
One thing though, we need to start deciding on categories. Summoning is clearly one, but what other ones should there be? List all the possible categories you can think of, and a lot of possible events too. And great suggestion Rubicon. We do need to make sure that each player's ons and offs are met satisfactorily, though the occasional brushes with something they dislike will be fine. After all, their characters will want to avoid the tentacle sex, so it makes sense that the player might want to as well.
As for treasure - I was referring more to a basic term for generally good stuff you can draw. A basic parallel would be the game 'Munchkin'. Treasure would give you temporary bonuses, permanent bonuses, undo ill effects or allow you to affect other players or how the game is played at large. One might cause your marker to trade places with another player, another might let you steal 6 points from another player, another might let you pick any ordeal already experienced and force it on a player (perhaps yourself, if you want a hefty point gain), swap one ordeal you're given for another in the deck, change your character's role, increase your potency in sex, change your body in various ways, escape any realm you're trapped in (get out of jail free card), force a player to fall in love with you, turn a summoned creature into your ally, let you skip another player's turn or a dozen, dozen things besides.