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:
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;
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:
"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 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.