Design For Living - Powers - Conjuration

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Description

Cost: 15 Pts

Game Mechanic Prerequisite: None, although Amber level Psyche and Endurance are useful.

Story Prerequisite: Training.


Conjuring Conjuring is the ability to 'conjure' up items or creatures. It can also be used to empower or ensorcel people, places, or things. It is really using magic to shape Shadow, and to give that bit of Shadow power.

Since Shadow is not very malleable near Amber, Conjuring is very difficult, and this Power is not used much there.

Like Sorcery, those who decide to learn this technique will get more information from the SG.

They must also choose or invent a mentor. Minor Conjuring Cost: 10 Story Prerequisite: Training. Mechanics Prerequisite: None. Conjuring Cost: 10 (Total 20) Story Prerequisites: Training. Mechanics Prerequisites: Minor Conjuring.


Conjuring Conjuring is the ability to 'conjure' up items or creatures. It can also be used to empower or ensorcel people, places, or things. It is really using magic to shape Shadow, and to give that bit of Shadow power. Since many of the details of Conjuring relate to putting together items, you'll want to refer to the Story Element Design section for a lot of the specific details.

Conjuring, in addition to allowing for the creation of artefacts and creatures of power, and for the investment of existing items with magical powers, also allows for the combination of magic with every other power. Conjuring doesn't require Sorcery. However, in order to use spells with Conjuring, the character must have Sorcery.

The duration of Conjured items depends more on Psyche than on any other Attribute. It is also good to have sufficient Endurance to engage in the longer castings.

You need someone to teach you how to Conjure. This is a good hook for an Ally (or Enemy). Minor Conjuring Cost: 10 Prerequisite: Training Conjure Shadow Shape An object is conjured out of the stuff of Shadow. The object takes one minute per point to build, but it will fade away after a while (several days out in Shadow, less time near Pattern, more time near Chaos). It also instantly vanishes if moved across Shadow. Zero point items take half am minute to build.

Such items can only be created where Shadow is malleable; this will not work in Amber and is difficult in the Golden Circle. On the other hand, Chaos Shadow is highly magically charged and easy to manipulate. Empowerment An existing object can be temporarily implanted with magical power. Attunement takes an hour, and each point of power adds ten minutes. The power lasts ten times as long as a Conjured Shadow Shape would, but it also fades when moved across Shadow.

A magical power source must be available to draw from. Once the power is implanted in the object the source need no longer be present.

The conjurer must be able to detect the magical energy source. In most Shadows this requires Sorcery Sight. See Sorcery::Sorcery Sight for details. Conjuring Cost: 10 (Total 20) Prerequisites: Minor Conjuring + Training Complex Conjuring A Conjured Shadow Shape can be designed to be permanent within the Shadow it was created in. This takes one hour per point, or half an hour for a no point item. True Conjuring This is a permanent magical effect. If the Conjurer has the potential or ability to mould Shadow, it lasts even through Shadow travel. The effect can either be an Empowerment or a Complex Conjuring, and it takes six hours per point, or three hours for a no point item.




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