Conjuration
From FFa2Wiki
The School of Conjuration allows the summoning and binding of spirits, the ability to animate the dead, and to create servants such as golems or other constructs. Conjuring works differently from other Schools of Magic, mostly due to the nature of what must be called.
Conjuring Pool
Characters who take this School gain a Conjuring Pool, which grants the character points to spend to construct the entity they wish to Conjure. The character chooses which Traits to assign to the conjured Entity, and then makes the Conjuring Roll once they are finished. The Conjuring Pool is equal to the character's Might.
Creating the Entity
Step One: Determine Type
The type of Entities a character is capable of calling through Conjuring is restricted by the Form of Sorcery the character has. Each Form provides specific benefits when it comes to the Entities called. In addition, all Entities have the following:
- Immunity to Afflictions (including diseases, poisons, and Powers)
- Immunity to exhaustion and fatigue. Does not sleep.
- Immunity to starvation and thirst. Does not eat.
- Immunity to suffocation. Does not breathe.
- Immunity to all Resolve-based Attacks.
- Do not get Death Saves. If reduced to 0 Health or 0 in an Attribute, the Entity is immediately banished to their native Realm.
Effects
Entities are allowed to have Effects. These Effects are part of their natural attacks and bodies, and thus are triggered when they touch someone or they are themselves touched. The Entity can choose not to use the Effect at any time. An Effect has a Potency equal to the Entity's Might. Unless otherwise states, an Entity begins with one Effect for free from the list.
The Path of Amairgin
The character can conjure Spirits of Fortune and Spirits of Nature. These are ephemera from the Spirit World and manifest as intangible creatures.
Spirit of Fortune
- Gain +1 Bonus to Spiritual
- Gain Blink, Incorporeal, and Spirit
- Effects: Chaos, Death, Kismet, Life, Order, Profane, Sacred
Spirit of Nature
- Gain +1 Bonus to Spiritual
- Gain Flight, Incorporeal, and Spirit
- Effects: Earth, Fire, Plant, Spirit, Thunder, Water, Wind
Path of the Artificer
This Form of Sorcery allows the creation of Physical Constructs and Manifested Constructs. For more details consult the Path of the Artificer.
Physical Constructs
- Choose a Material. The Hardness is added to the Soak and Health of the Construct. Physical Constructs do not heal.
- Once the framework of the Construct is 'Conjured' (built), the Artificer may augment it using their Build Pool. The final Cost is determined by adding the Conjuring Pool to the Build Pool.
- All Constructs regenerate one Essence per hour.
- Effects: None. Can gain any Effects through Conjuring Pool.
Manifested Constructs
- Gains a Hardness equal to the Construct's Might.
- Adds the Construct's Might to Mana and Soak. Manifested Constructs recover one Mana per hour.
- Once the framework of the Construct is 'Conjured' (built), the Artificer may augment it using their Build Pool. The final Cost is determined by adding the Conjuring Pool to the Build Pool.
- Gains the Spirit Power.
- Effect: Any One
The Ashen Path
The character can conjure Ephemeral or Corporeal Undead. Ephemera are spirits from the Underworld, including ancestral spirits, ghosts, and other lesser known creatures.
Corporeal Undead
- Gain +1 Bonus to Physical Trait
- Gain Invulnerability, Natural Weapons, Resilience, and Vitality
- Effects: Blood, Death, Disease, Profane, Vermin
Ephemeral Undead
- Gain +1 Bonus to Spiritual Trait
- Gain Blink, Flight, Incorporeal, and Spirit
- Effects: Death, Life, Light, Profane, Sacred, Shadow, Spirit, Temporal
The Azure Path
The character can conjure Elemental Spirits and Primal Powers. Elemental Spirits come from the deeper Spirit World, while Primal Powers come from deeper Realms, answering the Pacts made to the Azure Mage. These Spirits manifest as powerful creatures made of the Elements.
Elemental Spirit
- Gain +1 Bonus to Physical Trait
- Gain Harming Aura, Invulnerability and Natural Weapons
- Effects: Earth, Fire, Ice, Light, Shadow, Thunder, Water, Wind
Primal Power
- Gain +1 Bonus to Physical and Spiritual Traits
- Gain Invulnerability, Natural Weapons, and Resilience
- Effects: Arcane, Chaos, Order, Profane, Sacred, Spirit, Temporal
The Path of Awakening
The character can conjure Totem Spirits and Spirits of Nature. These spirits are from the Spirit World. Totem Spirits are the counterparts to living animals, while ephemera are the intangible manifestation of the natural world.
Totem Spirit
- Gain +1 Bonus to Physical
- Gain three Powers appropriate to animal summoned and Spirit
- Effects: Death, Life, Profane, Sacred, Spirit
Spirit of Nature
- Gain +1 Bonus to Spiritual
- Gain Flight, Incorporeal, and Spirit
- Effects: Earth, Fire, Ice, Plant, Thunder, Water, Wind
The Path of the Chorister
The character can conjure Divine Spirits and Primal Powers. These spirits are from deep beyond the Spirit World. Divine Powers are angelic figures while Primal Powers come from the Deep Realms.
Divine Spirit
- Gain +1 Bonus to Spiritual
- Gain Harming Aura, Invulnerability, Spirit, and Wings
- Effects: Arcane, Force, Kismet, Order, Sacred, Spirit
Primal Power
- Gain +1 Bonus to Physical
- Gain Invulnerability, Natural Weapons, and Resilience
- Effects: Chaos, Death, Life, Order, Profane, Sacred, Spirit, Temporal
The Spiral Path
The character can conjure Fallen and Infernal Spirits. These spirits are from the Lower Realms. Fallen are Divine Entities who have fallen to the Lower Realms while Infernal Spirits are from the Infernal Realms.
Fallen
- Gain +1 Bonus to Spiritual
- Gain Harming Aura, Invulnerability, Spirit, and Wings
- Effects: Death, Force, Light, Order, Profane, Spirit
Infernal Spirit
- Gain +1 Bonus to Physical
- Gain Invulnerability, Natural Weapons, Resilience, and Vitality
- Effects: Acid, Blood, Chaos, Death, Disease, Metal, Profane, Vermin
The Path of Suleiman
The character can conjure an Elemental Lord or Greater Elemental. These spirits are from the Elemental Realms, and manifest as nobles of various ranks from the Elemental Realms.
Elemental Lord
- Gain +1 Bonus to Physical and Spiritual
- Gain Harming Aura, Invulnerability, Flight, and Spirit
- Effects: Earth, Fire, Shadow, Water, Wind
Greater Elemental
- Gain +1 Bonus to Physical
- Gain Harming Aura, Invulnerability, and Natural Weapons
- Effects: Earth, Fire, Ice, Shadow, Thunder, Water, Wind
The Twilight Path
The character can conjure Shadow and Umbral Creatures, drawing them from the Realm of Shadow. Such creatures are usually mirrors of mortal people and animals, though they may be altered by the warped mirror of Shadow.
Shadow
- Gain +1 Bonus to Mental and Social Traits
- Gain Flight, Imitate, Incorporeal, Nightmare, and Spirit
- Effects: Shadow, Spirit, Temporal
Umbral Creature
- Gain +1 Bonus to Physical and Spiritual Traits
- Gain two Powers appropriate to animal summoned, and Incorporeal
- Effects: Shadow, Spirit, Temporal
The Path of Veils
The character can conjure Ephemera, manifestations of illusion which have no specific shape or form until the conjurer decides what they will look like.
Ephemera
- Gain +1 Bonus to one Attribute of character's choice.
- Gain three Powers of the character's choice, and Incorporeal.
- Effect: Glamour, Kismet, Spirit, Temporal
The Path of the Wild
The character can conjure Totem Spirits and Spirits of Nature. These spirits are from the Spirit World. Totem Spirits are the counterparts to living animals, while ephemera are the intangible manifestation of the natural world.
Totem Spirit
- Gain +1 Bonus to Physical
- Gain three Powers appropriate to animal summoned and Spirit
- Effects: Death, Life, Profane, Sacred, Spirit
Spirit of Nature
- Gain +1 Bonus to Spiritual
- Gain Flight, Incorporeal, and Spirit
- Effects: Earth, Fire, Ice, Plant, Thunder, Water, Wind
The Path of the Witch
The character can conjure Hearth Spirits and Urban Spirits. Hearth Spirits are manifestations within house and home, used to ease the flow of harmony in a home, or to disrupt it. Urban Spirits are the spirits of the city, which keep a community together or tear it apart.
Hearth Spirit
- Gain +1 Bonus to Spiritual
- Gain Flight, Incorporeal, Emotion, and Spirit
- Effects: Disease, Fire, Kismet, Life, Order, Sacred, Vermin
Urban Spirit
- Gain +1 Bonus to Social
- Gain Flight, Incorporeal, Emotion, and Spirit
- Effects: Chaos, Death, Disease, Kismet, Life, Order, Vermin
Step Two: Determine Growth
The character assigns the Entity's Growth. The character may choose a maximum Growth for the Entity up to the character's Might. The Difficulty for summoning the Entity begins at the Growth chosen.
Step Three: Assign Attributes
The Entity begins with each Attribute at one. These are given a Bonus dependant on the type of Entity the character has summoned. The character now assigns a number of Attribute points equal to the Entity's Might, as the player sees fit. The Entity's Attributes are limited by their Growth as normal. The character can assign additional Attributes by using Conjuring Pool.
Step Three: Assign Skills
The Entity begins with a number of Skill Points equal to twice the Entity's Might. The character assigns these Skills as they wish, limited by the Entity's Growth. The character can assign additional Attributes by using Conjuring Pool.
Step Four: Assign Talents
The Entity is allowed one free Talent, but can be assigned only Martial or Natural Talents. The character can assign additional Talents by using Conjuring Pool. The Entity is allowed one additional Talent per point of Growth.
Step Five: Assign Powers
The Entity begins with Powers determined by the type of Entity that was summoned. The character can assign additional Powers by expending Conjuring Pool.
Step Six: Assign Traits
The Entity begins with a Size of -3 to +3 as the character wishes. It is possible to modify this using the Large or Small Talent, or by spending Conjuring Pool to adjust it. The Entity begins with a Resources of 0. The character can equip it by spending Conjuring Pool, and then selecting equipment as normal. The Heirloom Talent can increase these Resources. The Entity begins with a Soak of 0. This can be modified by the Powers assigned to it, or by spending Conjuring Pool.
| Atrribute | Cost |
| Attribute Per +1 Bonus | 1 |
| 4 Skill Points | 1 |
| Granted Talent | 1 |
| Granted Power | 2 |
| Granted Gift | Points Equal to Attribute Requirement of Gift |
| Additional Effect | 1 |
| Per +1/-1 Size | 1 |
| Per +2 Resources (Equipment) | 1 |
| Per +1 Soak | 1 |
The Conjuring Roll
The Base Difficulty of the Conjuring Roll is equal to the Growth of the Entity being Conjured. The character can increase the Difficulty by one, for each +1 the caster wishes to add to the Conjuring Pool. The character can increase the Difficulty, and thus their Conjuring Pool, by up to the character's Might.
The Base Essence Cost is equal to the number of Conjuring Pool the character has spent. The Essence Cost can be reduced by increasing the Casting Time, as is normal for Spells. Essence Cost can not be reduced below 1.
The character may summon more than one Entity of the same type at a time. Each additional Entity increases the Base Essence Cost and Base Difficulty by +1. The character can summon a maximum number of Entities at once equal to their Might.
The Casting Time is the same as with any Spell being cast. The character can reduce the Casting Time by increasing the Difficulty, or increase the Casting Time to reduce the Essence Cost, as is normal for Spells.
The character rolls using the Attribute associated with the Form of Sorcery that is being used. The Skill associated with the roll is either a Social Skill such as Perform or Presence for Petition-based Sorcery, or Occultism or Lore if the Form is Invocation-based. Specialties of (Specific Form) or (Entities) usually work best. The character can spend Resources to gain additional dice for the Conjuring Roll. Since this is not a Resource Roll, the character can not mitigate the Resource Cost with Successes on the roll.
If the character succeeds, the Entity manifests within five yards of the character, and can be negotiated with, or simply asked to serve. The Conjuring has a Potency equal to the successes of the roll, called a Command Pool.
The character may sacrifice a point of Pool to have the Entity perform one assignment, or a specific task. The assignment or task can be complex, involving multiple actions upon the part of the Entity. Once the task is completed, the Entity will return to the character's side. The character can spend a Pool to have the Entity immediately manifest at the character's side if necessary.
The character can sacrifice a Pool to'hand off' the Entity to another character, giving them the rest of the Pool to use for commanding the Entity.
If more than one Entity is conjured, any command requires the sacrifice of a single point of Pool, but the character can use one point of Pool to issue a command to all the Entities at the same time. Thus, to have all the character's Entities attack an opponent is only one Pool, as is telling one Entity to remain behind and stand guard.
Once the Pool is empty, or at the coming of dawn or dusk, all conjured Entities return home. The character may sacrifice one Pool, however, to have them remain until the next dawn or dusk (whichever comes first).
Mundane Conjuring
Regardless of the Form of Sorcery the character practices, mundane animals can be conjured by someone using this School. The creature, however, will still show traits appropriate to the Form of Sorcery being used.
Growth: 1 Attributes: 4 Skills: 8 Talents: 1 Powers: 0 Traits: Size by Animal Type
The character assigns Conjuring Pool as necessary to get the animal's properties. Because the character is not conjuring an Entity, the character gains a -2 Difficulty and -2 Essence Cost for the Conjuring (minimum Difficulty and Essence Cost of 1).
Cheat Sheet
- Select Type of Spirit
- Determine Growth (Sets Base Difficulty)
- Determine Attributes
- Determine Skills
- Determine Talents
- Determine Powers
- Determine Traits
- Spend Conjuring Pool
- Done!
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