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The Conjurer

By Baron Sengir

 

History:

The first 'conjurers' originated from before the Scourge, they were skilled Nethermancers as well as Elementalists. At the beginning they were a small group of Nethermancer/Elementalists, but since then they've grown into an organized group of Conjurers. Conjurers are skilled in 'conjuring' spirits, elementals and other astral beings and have a select range of spells. Conjuring a spirit, etc. is different than summoning, as will be described later on.

 

"Yes, the sword talks. No, it does not mean you any harm, that is as long as you don't insult it. You do not believe me? I can't blame you, for you can't see the simplicity and beauty of conjuring, you can't see spirits and elementals for what they really are: to you they are mythical, strange or even foes; to me they are misunderstood, familiar and allies."   - Taron, Dwarven Conjurer  

As said Conjurers specialize in conjuring, summoning, conversing, bargaining and allying with spirits, elementals and other astral creatures. For conjuring different sorts of spirits (and such), different sorts of talents are used. Conjuring is different than summoning in that it is faster (the actual conjuring that is), but also more dangerous; get the wrong name and instead of your friendly neighborhood ally spirit, you'll get a corrupted spirit out to kill anyone who disturbs his rest, or things alike.

Conjurers are often mistaken to be Nethermancers and/or Elementalists, even by historians. Conjurers can be found in every 'city' throughout Barsaive and in Thera, so finding a trainer shouldn't prove that difficult. Many high-positioned persons of considerable status have Conjurers, as advisors and protectors.

 

Racial Restrictions: none

Important Attributes: Perception, Willpower, Charisma.

Artisan Skills: Robe Embroidery, Runic Carving

 

The Conjurer can create an advantage by starting with the knowledge skills: Elemental and Spirit Lore, or Astral Space Knowledge.

 

"WHAT IS THIS!? What have you done, apprentice??! Summoned a what!? Put it into whom?! Oh my...."                                      - Master Conjurer, discovering a failure of his apprentice.

 

 

Talents at Circle:

 

I

R/W Magic (D)

Karma Ritual

Astral Sight (D)

Thread Weaving (Conjuring) (D)

Spellcasting (D)

Steel Thought

Spell Matrix

 

II

Durability (4/3)

Creature Analysis

Speak Language

 

III

Spirit Talk (D)

Elemental Tongues (D)

 

IV

Elemental Hold

Conjure Minor Spirit * (D)

+1 Spell Defense

 

V

Willforce

Spirit Hold

May spend Karma at actions use Willpower only.

 

VI

Bargain with Conjured Being * (D)

Transfer Spirit * (D)

+1 Social Defense

 

VII

Spirit Dodge (D)

Enhanced Matrix

+1 Initiative Step

 

VIII

Conjure Major Spirit * (D)

Arcane Mutterings

May spend Karma on any actions against a Summoned/Conjured Spirit/Being.

 

IX

Astral Pocket

Orbiting Spy (D)

Armored Matrix

+2 Spell Defense

+1 Physical Defense

 

X

Summon (D)

Summoning Circle (D)

One additional Recovery Test each day.

May spend Karma on actions using Perception only.

 

XI

Bargain with Summoned Creature (D)

Conjure Minor Elemental * (D)

Spiritual Bond: the character may, at the cost of 1 Strain, transfer an amount of his/her Karma, equal to the intended Spirit's Strength Rating, to the Spirit, for immediate use on the next action. Or, at the cost of 1 Karma point, transfer an amount of damage, equal to the Spirit's Strength Rating, to or from the Spirit.

 

XII

Ghost's Past *

Conjure Major Elemental * (D)

+2 Social Defense

Add 25 to the character's Max. Karma

 

XIII

Share Matrix

Wound Transfer

2 additional Recovery Tests each day.

+3 Initiative Steps

 

XIV

Spirit Armor * (D)

Conjure Spirit Object * (D)

+3 Spell Defense

+2 Physical Defense

 

XV

Transfer Own Spirit *

Conjure Astral Creature * (D)

Astral Face: see ED Companion, p. 14

 

Karma Ritual: the Conjurer sits down cross-legged and starts meditating on the spirits in astral space around him, he/she then uses Astral Sight to look at them and tries to analyze them. After half an hour of analyzing the Karma Ritual is over. If no spirits are present in astral space near the character, substract 2 from the points of Karma gained.

 

Conjurer's Spells (*= new spell)

 

Circle I:  Dark Hole*, Astral Spear, Spirit Darts

Circle II: Bone Circle, Fog Ghost, Life Circle of One, Pocket Guardian, Small Slayer

Circle III: Spirit Double, Summon Bone Ghosts

Circle IV: Spirit Servant, Blood Servitor

Circle V:  Astral Horror, Astral Whisper, Incessant Talking, Mystic Shock, Sense      Horror, Shadow Hunter

Circle VI: Bone Walker, Dark Bomb*, Wall of Darkness

Circle VII: Astral Beacon, Astral Maw, Marathon Run, Spirit Bolt, Step Through                                                    Shadow, Astral Gift

Circle VIII: Horror Call, Restrain Horror, Translator Spirit, Netherblade

Circle IX: Mystic Vessel, Void Wave, Channel Raw Magic, Glowing Swarm, Create                 Life

Circle X: Astral Slice, Soul Trap, Spirit Tempest, Elemental Merchant, Astral     Materialization.

--------Tomes---------

Circle XI: Alter Life

Circle XII: none

Circle XIII: Cleanse Astral Space, Erase Horror Mark

Circle XIV: none

Circle XV: Dark Matter*

 

New Spells:

 

Dark Hole

Threads:1                     Weaving Difficulty: 8/16

Range: 100 yards            Duration: 1 Round

Effect: Willforce + 5

Casting Difficulty: Target's Spell Defense

 

With this spell the Conjurer focuses magic at an enemy to make a small rupture into astral space, the rupture sucks in the energy off its surroundings (and thus the target) to close itself, due to the loss of energy the target gets damage. Roll the Effect dice for damage, Mystic Armor offers protection.

 

Dark Bomb

Threads: 3            Weaving Difficulty: 12/19

Range: 120 yards            Duration: 1 round

Effect: Willforce + 10

Casting Difficulty: Target's Spell Defense

 

When casting this spell, the Conjurer forms a magical sphere, within it a small hole into astral space, the sphere fills itself with astral energy until it is full and the hole is closed. The character makes a  Spellcasting test against the target's Spell Defense and then throws the sphere at the target. The target and everyone in a 10 yard radius with Spell Defense lower than the Spellcasting test are damage by the explosion, roll the Effect Dice for damage against which Mystic Armor protects.

 

Dark Matter

Threads: 6            Weaving Difficulty: 20/32

Range: 100            Duration: 1 round

Effect: Willforce + 25

 

This is the strongest spell a Conjurer can learn, although the tomes in which it is written are unique.

 

This spell focuses at one enemy, the spell 'fires' billions of particles of 'astral' or 'dark matter' at the target, roll the effect dice for damage, if the target suffers 2 or more wounds from the effects of this spell, the astral space around the target is warpen and the target get's step 15 warping damage.

Mystic Armor protects against both the spell's and the warping damage.

 

NEW TALENTS

(GM's must decide on the stats of spirits, etc. being conjured, advised= high stats, more info in Magic: a Manual of Mystic Secrets.)

 

Conjure Minor Spirit

Step: R + Perception, action: yes, strain: 1, disc: yes.

 

With this talent the character can conjure minor spirits (ally spirits with Strength Rating 1-4) and ghosts of animals and creatures/Namegivers without any Legendary Status. The character must know the Name of the spirit, he/she then makes a threadweaving test against the spirit's spell defense. After the thread is woven the character meditates for 20 minutes, after this period the character makes a spellcasting test against the spirit's Spell Defense and recites its Name, when succesful the target spirit is conjured/summoned in front of the character. The spirit remains in this world

for R + minutes unless convinced/forced otherwise.

 

Bargain with Conjured Being

Step: R + Charisma, action: yes, strain: 1, disc: yes.

 

This talent is similar to the Bargain with Summoned Creature talent, except that it can be only used on CONJURED beings.

 

Transfer Spirit

Step: R + Willpower, action:yes, strain: see below, disc: yes

 

This talent allows the character to transfer a spirit into an object, thus animating it.

For extra info on animating objects, see the Animate Object talent on p.23 of the ED Companion. Before a spirit can be transfered (or bound) the character must make a Transfer Spirit test against the spirit's Spell Defense. If a spirit is to be bound to an item a character must first win a Contest of Wills against the spirit. When transfered all the spirit's stats remain the same, although the GM may edit Strength, Dexterity and/or Toughness according to the material of the item/substance. The spirit stays in the object for Rank hours, but the Conjurer may convince him to stay longer with Spirit Talk or with Bargain with Conjured Being. The character may pay 2 permanent Blood Magic points to lengthen the maximum of the transfer for a year and a day, although the spirit may leave the object by winning a Contest of Wills against the Conjurer. When the spirit is TRANSFERED it can change the object/substance to his will. A bound spirit can only use his Spirit Powers or Spellcasting abilities and only if he wins a Contest of Wills against the character before using them. A spirit bound to an item may make a Thought Link between him/her/it and the character anytime.

A bound spirit stays in an item for Rank days but 4 permanent Blood Magic points may be paid to lengthen this period for a year and a day. (After anyone year and day period the damage points are healed.)

 

Conjure Major Spirit

Step: R + Perception, action: yes, strain: 4, disc: yes

 

With this talent a character can conjure major spirits (ally spirits with Strength Rating 5+) and ghosts of people/creatuers with a Legendary Status. To conjure a major spirit the character needs to know the Name of the spirit and the history (ghosts)/ a Key Knowledge (ally spirits). The character makes a threadweaving test against the spirit's Spell Defense. The character then meditates for 20 minutes and after this period makes a Spellcasting test against the spirit's Spell Defense, when succesful the spirit is conjured in front of the character, if the spirit has no physical form it might inhabit a nearby object or just appear in astral space in front of the character, if the test is unsuccesful the spirit can't be summoned for a week after the failed attempt. The spirit remains in this world for Rank minutes unless convinced/forced otherwise.

 

Conjure Minor Elemental

Step: R + Perception, action: yes, strain: 5, disc:yes

 

With this talent the character can conjure Elementals with Strength Rating 1-4, the character must know the element, Name and a Key Knowledge of the Elemental before he/she can conjure it. The process continues as normal. The Elemental stays in this world for Rank minutes and a failed attempt has the same effect as with the Conjure Major Spirit talent.

 

Ghost's Past

Step: R + Willpower, action: yes, strain: 3, disc:yes

 

This talent allows a character to search the past of a ghost, which is willing and present, for specific images or information. The character makes a Ghost's Past test against the ghost's Spell Defense, when succesful the memories of the ghost start flashing before the character's eyes, only the sought images or information  will be showed clearly for 2 rounds, yet very strong memories will also be shown. A character may make a Willpower test to memorize what he/she saw, the difficulty is the number of images/information seen + 5. A Willpower test against the same difficulty may be used to recall it later, which can only be done Rank days after the memorizing.

 

Conjure Major Elemental

Step: R + Perception, action: yes, strain: 6, disc:yes

 

With this talent the character can conjure Elementals with Strength Rating 5+, the character must learn the Name, element and 2 Key Knowledges before he/she can conjure it. When an attempt fails the character must make a Willpower or Willforce test against a difficulty of 15 or unwanted 'visitors' may locate the Conjurer, the same spirit may not be conjured one week after the failed attempt.

 

Spirit Armor

Step: R + Willpower, action: no, strain: 3

 

With this talent the character conjures a Spirit Armor, the armor appears as a blueish set of shimmering and floating armor, which then covers and merges with the character's armor or body, the character than adds his Rank in Spirit Armor the either his Normal Armor or Mystic Armor. The effect lasts for Rank rounds. If the character is the target of a spell when under the effects of Spirit Armor, make a Spirit Armor test against the Spellcasting result of the spell, if the test succeeds the Armor remains, else it is dispelled.

The character can not have more than one Spirit Armor at any time.

 

Conjure Spirit Object

Step: R + Perception, action: yes, strain: 2 (see below), disc: yes

 

With this talent a character can conjure an object, which materializes in the character's hand(s). The object may not have a True Pattern unique to this world (i.e. no Purifiers or Devastator Spears). The object stays in this world for Rank minutes, the character may pay an additional 2 strain to make the object stay in this world for a day, after this day the 4 (!) damage points are healed. During the time in this world, the object may be examined and threads may be woven to it. The character must make a Conjure Spirit Object test against the item's Spell Defense (GM descretion), after the items dissappear any threads woven to it are lost.

 

Conjure Astral Creature

Step: R + Perception, action: yes, strain: 7, disc: yes

 

With this talent the character may conjure anything that does not fall under the description of Spirit or Elemental and that lives or currently resides in astral space.

If the creature has a physical form it will be materialized upon conjuring.

( a GM consider a Namegiver currently in astral space as an astral creature)

A character needs to know the being's Name, 2 Key Knowledges and a history if possible.

The rest follows as normal and the failure effects are the same as with the Conjure Major Elemental talent.

 

Transfer Own Spirit

Step: R + Willpower, action: yes, strain: 4 (see below)

 

This legendary talent allow a character to actually transfer his own spirit into a substance or object, this talent can be used in 2 ways:

 

1) to temporarily transfert the character's spirit; the character makes a Transfer Own Spirit test against his current (unlowered) Spell Defense, when succesful the character's spirit is transfered into the object or substance for Rank + 5 minutes. The character may manipulate the physical form of the substance/object as long as he/she is within it, after this period the object, substance returns to normal and the spirit returns to it's original body, if this is not possible (return to original body) apply the rules from the second use of this talent. The object or substance inhabited may way no more than 3 x the character's own weight, and during transfer all the stats of the char remain the same, unless the GM says so.

 

2) to permanently transfer the character's spirit; this can only be done when the character is near death or when the character makes a Ritual of Transfer, described below;

- when at near death, the character makes a Transfer Own Spirit test against his/her own (unlowered) Spell Defense, if the test succesful the spirit is transfered, the old body dies and the new body takes 4 Blood Magic points of damage, which must be renewed each year and day to keep the spirit in the current body, all the stats remain the same unless the GM sees it fit.

- Ritual of Transfer: the character transfers his/her spirit as normal, then kills the old body and takes 4 Blood Magic points of damage, then the old body must be properly buried

(the first time only, with his NameGiver body) the rest is as with the normal permanent transfer.

 

Example: Sitrik, a 15th Circle, Elven Conjurer, was attacked by a band of Therans and left for dead. Sitrik with his last powers transfers his spirit into an ammount of ground, Sitrik weighde 225 pounds, so he chooses to inhabit 775 pounds of earth. He then shapes the ground in the form of an Obsidimen and takes the cloak and some equipement of his old body before burying it, then travels to find a more suitable form.

 

Note: a Conjurer can shape his (permanent transfer) form ,and usually does, into the form of a Namegiver, although he can take many forms. The character still needs air, water and food to sustain him, but how this works no one can tell, because no one ever encountered a transfered Conjurer, and if they did and killed the body, it returned to its normal state.

A GM should also consider each advantage and disadvantage a transfered Conjurer can get, bad social reactions, penalties and bonuses for different bodies, etc.