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Conjuring Spells pdf

CONJURING.

Conjuring is the art of bringing forth objects from other places, always material things. These can be Marked! (see below) or summoned randomly.

When a conjuration spell is cast the item requested is not just created, it is brought from somewhere else, transported to the caster. If no such object exists then it cannot be conjured. Likewise if only one object of its type exists then that is the only one that can be conjured.

The object brought forth can be a 'marked' object (marked by the conjurer), or a random one. A random object is drawn from the real world, usually the nearest available. Thus you could conjure a gold coin, but it would probably come from the stack of the guy next to you had just put on the table.

A conjured item must be free to come, even the slightest resistance to answering the call will prevent that object being conjured (such as being on someone, such that their spirit is touching it). The Common Spell - Mark can be used to prevent, or aid, conjuring. Resistance must be in the form of "sentient spiritual resistance", merely placing an object in a safe, or putting a rock on it does not cause conjuring resistance. Only sentient spirits (they have consciousness) can resist things, animal and most elemental spirits cannot resist.

Eg: a coin in a persons pocket cannot be conjured, it is in spiritual contact with that person (personal contact). A coin someone had just placed on the table in front of him, but was no longer touching, is conjurable.

Base Rules

A conjured item appears on the ground immediately in front of the caster.

When something is conjured the caster only gets to nominate a generic object (within reason). They cannot conjure a specific object, such as 'Robert the Bruces personal shortsword, the one with the nice green gem in the handle'. You are only allowed to say 'a shortsword'. The use of possessive words (someones), explicit names or more than one descriptive word is not permitted. You may not conjure anything magical that does not currently carry your 'mark' (see lists of magical items in the Alchemy spells section).

The exception to this is "THAT item!" Where the caster can clearly see a specific item (90% of it) from where they stand, they can summon 'that item'. Limitations on the type of item still apply, so you could not summon the magical short sword of dragon slaying from the dragons hoard just because you can see it.

Permitted examples:

The following is not permitted:

The status or mood of a summoned object is not controllable by the caster either. If you conjured a bear nothing says it will not immediately turn and attack you, and as the nearest person that is very likely.


SUPPORT

Cast Active Effective Target Method Nature
Level Event Event Object Sight Outer

Unlike all other conjuring spells this group is not CONSTANT.

Material Component:

  1. Detect Conjured Item - this spell detects whether an item you are touching is conjured or not.
  2. Lock Conjured Item - this spell protects an item you have conjured (or control) from the affects of the next two spells (Dispell and Steal).
  3. Dispell Conjured Item - this spell will immediately terminate any conjured item, sending it back to whence it came. You must be touching the item to cast this spell. This spell fails if the object is Locked.
  4. Steal Conjured Item - this spell takes control of the conjured item from the current owner as if you had just conjured it. You must be touching the item to cast this spell. This spell fails if the object is Locked. You also take over the cost of maintaining the object.
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MATERIALS

Cast Active Effective Target Method Nature
Level Event Constant Self Touch Outer

Materials are raw, natural things. They are unprocessed by anyone other than natural forces. Eg materials can be found in the alchemy rules.Material Component:

  1. This spell will summon non-magical materials that are very common in nature.
  2. This spell will summon non-magical materials that are common in nature.
  3. This spell will summon non-magical materials that are uncommon in nature.
  4. This spell will summon non-magical materials that are rare in nature.
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TOOLS

Cast Active Effective Target Method Nature
Level Event Constant Self Touch Outer

Tools are manufactured objects, they have been created by a sentient being for a purpose. If they lack purpose then they are not a tool.Material Component:

  1. This spell will summon non-magical tools that are very common in nature.
  2. This spell will summon non-magical tools that are common in nature.
  3. This spell will summon non-magical tools that are uncommon in nature.
  4. This spell will summon non-magical tools that are rare in nature.
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ANIMALS

Cast Active Effective Target Method Nature
Level Event Constant Self Touch Outer

Creatures of a non-magical nature and not sentient.

Material Component:

  1. This spell will summon animals that are very common in nature.
  2. This spell will summon animals that are common in nature.
  3. This spell will summon animals that are uncommon in nature.
  4. This spell will summon animals that are rare in nature.
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MONSTERS

Cast Active Effective Target Method Nature
Level Event Constant Self Touch Outer

Non-sentient magical creatures.

Material Component:

  1. This spell will summon monsters that are very common in nature.
  2. This spell will summon monsters that are common in nature.
  3. This spell will summon monsters that are uncommon in nature.
  4. This spell will summon monsters that are rare in nature.
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DEVICES

Cast Active Effective Target Method Nature
Level Event Constant Self Touch Outer

Magical tools, which have been marked by you.

Material Component:

  1. This spell will summon a MARKED magical device that is very common in nature.
  2. This spell will summon a MARKED magical device that is common in nature.
  3. This spell will summon a MARKED magical device that is uncommon in nature.
  4. This spell will summon a MARKED magical device that is rare in nature.
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MAGICS

Cast Active Effective Target Method Nature
Level Event Constant Self Touch Outer

Magical materials, see materials above and alchemy rules. The material must be marked by you.

Material Component:

  1. This spell will summon a MARKED magical material that is very common in nature.
  2. This spell will summon a MARKED magical material that is common in nature.
  3. This spell will summon a MARKED magical material that is uncommon in nature.
  4. This spell will summon a MARKED magical material that is rare in nature.
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BOUND

Cast Active Effective Target Method Nature
Level Event OneUse Self Touch Outer

These spells only apply to people have been magically 'bound' to you.

Material Component:

  1. Aid - if cast on anyone prior to casting any of the other of these spells on them, you will gain +1 to your casting roll.
  2. This spell will summon a single member of your bound group to you as long as they are in the same zone as you.
  3. This spell will summon a single member of your bound group as long as they are in the same zone or an adjacent zone to you, and in line of sight.
  4. This spell will summon a single member of your bound group who is upto 3 zones from you, and in line of sight.
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Born on: November 1, 1998