Multipower Framework
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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
This Multipower can be used as a Magical Power Framework for the Conjurer
package deal. (See the Fantasy HERO Companion II, pg. 7.) Whenever the
Conjurer fails his Magic Skill roll, his magical powers are diminished for
several minutes.
All slots within the Conjuration Multipower take the following
disadvantages:
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Multipower Disadvantages: Requires Magic Skill Roll which must
be EGO-based (-1/2), Gestures (-1/4), Incantations (-1/4), Side Effect (Drain
Conjuration Multipower Framework, 1/minute) (-1/2).
Total: -1-1/2.
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Certain non-summoning Conjuration powers are also affected by Adjustment
powers that are directed against summoning. This is a +0 disadvantage because
the summoning can be both enhanced and reduced by this means.
Table 1. Character point cost for Conjuration Multipower reserve
Conjuration Base Conjuration Base Conjuration Base
Multipower Cost Multipower Cost Multipower Cost
10 4 90 36 170 68
20 8 100 40 180 72
30 12 110 44 190 76
40 16 120 48 200 80
50 20 130 52 210 84
60 24 140 56 220 88
70 28 150 60 230 92
80 32 160 64 240 96
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Table 2. Multipower drain per active cost of miscast spells
Active Cost Drain Active Cost Drain Active Cost Drain
to 60 2d6 130 4d6+1 200 7d6-
70 2d6+1 140 5d6-1 210 7d6
80 3d6-1 150 5d6 220 7d6+1
90 3d6 160 5d6+1 230 8d6-1
100 3d6+1 170 6d6-1 240 8d6
110 4d6-1 180 6d6 250 8d6+1
120 4d6 190 6d6+1 etc.
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Fixed Slots
Boring Beetles
A swarm of digging insects is called forth by the conjurer, and they begin
tunneling their way through a surface. Although the tunnel is slow to appear,
the insects are relentless and continue to dig for as long as the caster pays
the END cost. The material component for this spell is a piece of a paper
insect nest. This spell is affected by Adjustment powers directed at
Summoning.
Power: 2" Tunneling through 4 DEF
Modifiers: OAF - Paper insect nest (-1), Affected by Summoning
Adjustment powers (+0). Active Cost = 20 points.
END Cost: 1 per 5"; Magic Roll: -2; Casting Time: 1/2
phase.
Slot Cost: 1.
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Contract
When an intelligent creature is summoned and bent to the will of the
Conjurer, he can use the following power as a means to enforce the completion
of a task. The contract must be written up and signed by both the caster and
the target before this spell will go into effect. Once this has been done, the
caster forms a mental tie to the target, allowing the Conjurer to know when
the contract has been broken. If this occurs, the target will be wracked by
violent magical energies, usually resulting in death within a short
period.
The difficulty and duration of the Contract will have a direct bearing on
the willingness of the summoned being to sign. Clever beings can escape
punishment by means of loopholes, so the agreement must be carefully written
by the caster.
Power: 10d6 Telepathy
Modifiers: 0 END (+1/2), Transdimensional (All) (+1); Only to activate
trigger (-1). Active Cost = 125 points.
Power: 2d6 BODY Drain w/ Charges
Modifiers: Invisible Power Effects (All Senses) (+1), Trigger: When the
subject reneges on the contract as written (+1/4), 32 Charges (+1/4); Costs
END to cast (-1/4), Gradual Effect: Every Turn (-1/4), Linked to Telepathy
(-1/2). Active Cost = 50 points.
Combined: Only versus being summoned by caster (-1/4), OAF signed
contract, fragile (-1-1/4), Extra Time: 5 Minutes (-2). Total Active
Cost = 175 points.
END Cost: (5); Magic Roll: -17; Casting Time: 5
minutes.
Slot Cost:: 2.
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Materialize
The Conjurer can summon a desolidified being wholly into the current realm,
making it more vulnerable to normal attacks. The caster must be close to the
target for this spell to be fully effective.
Power: 8d6 Suppress Desolidification
Modifiers: Affects Desolidified (+1/2), 1/2 END (+1/4); OAF - Wand
(-1), Extra Time: Full Phase (-1/2). Active Cost = 70 points.
END Cost: 3; Magic Roll: -7; Casting Time: Full
Phase.
Slot Cost: 2.
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Produce Small Animal
When this spell is cast, the Conjurer reaches into a hat, sack, or other
container, and pulls out an animal the size of a dog or smaller. The animal
will have an above average intelligence for its species, and must be known by
the Conjurer. The summoned creature must be feral, but it could be tamed given
proper care and affection.
Power: Summoning (90 pts, +2 INT)
Modifiers: Any Small, Untamed Animal (+1/4); OAF - Bag or other hollow
container, must be large enough to pass creature (-1), Extra Time: Full Phase
(-1/2). Active Cost = 60 points.
END Cost: (6); Magic Roll: -6; Casting Time: Full
phase.
Slot Cost: 1.
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Servant Vision
The caster can mentally join with a being he has summoned, following its
travels and communicate any advice or instructions. The target must cooperate
in order for this spell to function, and the caster is unable to control the
creatures actions through this means.
Power: +3 Clairsentience (Sight and Sound Groups)
Modifiers: 1/2 END (+1/4); Limited by senses of target (-1/4), 1/2 DCV
Concentrate to use senses (-1/4). Active Cost = 50 points.
Power: Mind Link
Modifiers: Costs 1/2 END (-1/4), Linked to Clairsentience (-1/2).
Active Cost = 10 points.
Combined: 1/2 DCV Concentrate while casting (-1/4), Must be cast on
summoned being (-1/4), OAF - Wand (-1). Total Active Cost = 60
points.
END Cost: 3; Magic Roll: -6; Casting Time: 1/2 phase.
Slot Cost: 1
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Summon Swarm
A swarm of small, biting creatures is summoned to attack a foe, penetrating
holes in his armor and causing intense physical anguish. The target of this
spell can attempt to dodge or swat at the swarm to avoid their stinging bites.
This spell is affected by Adjustment powers directed at Summoning.
Power: 2d6 Energy Blast versus PD
Modifiers: Autofire (4 Shots) (+1+1/2), 1/2 END (+1/2), NND (Fine Mesh
Covering or Repellant Chemical) (+1), Indirect (Any Location and Direction)
(+3/4); No Knockback (-1/4), Beam Attack (-1/4), STUN Only (-1/4), Affected by
Summoning Adjustment powers (+0). Active Cost = 47 points.
END Cost: (2); Magic Roll: -5; Casting Time: 1/2
phase.
Slot Cost: 3.
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Toxic Bite
The Conjurer can use this spell to summon a venomous creature to bite and
poison his foe. The toxin will take several minutes to inflict damage, but
once in the blood stream it will inexorably take a toll. The type of toxin is
determined by the creature summoned, and the drain must be divided between
BODY and the other characteristics. Once the spell is complete, the creature
is returned from whence it came. This spell is affected by Adjustment powers
directed at Summoning.
Power: 1d6 RKA
Modifiers: Reduced Penetration (-1/4), Linked to Drain (-1/2).
Active Cost = 26 points.
Power: 2d6 BODY Drain
Modifiers: Recover 5/day (+1+1/4); Gradual Effect (Every Hour) (-1),
Must do BODY first (-1/4), 1d6+1 Charges (-1), Linked to Drain (-1/2).
Active Cost = 45 points.
Power: 2d6 Drain
Modifiers: Assign Drain to any one or two characteristic before casting
(+1/4), Recover 5/day (+1+1/4); Gradual Effect (Every Hour) (-1), Must do BODY
first (-1/4), 1d6+1 Charges (-1). Active Cost = 50 points.
Combined: OAF Wand (-1), Affected by Summoning Adjustment powers (+0).
Total Active Cost = 121 points.
END Cost: 3; Magic Roll: -12; Casting Time: 1/2
phase.
Slot Cost: 2.
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Winged Descent
A giant winged creature is conjured, and proceeds to grasp the wizard by
the shoulders with its claws. The conjurer is gradually lowered to the ground
by the being, allowing him to avoid injury from the fall. Once the spell is no
longer being maintained, the creature is dispatched back from whence it came.
This spell is affected by Adjustment powers directed at Summoning.
Power: 6" Gliding
Modifiers: Costs END (-1/2), OAF Wand (-1). Active Cost = 6
points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Slot Cost: 1.
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Variable Slots
Armor
This spell conjures up a complete suit of tough Armor, which assumes the
form of the selected type and adjusts to fit the wearer. The Armor will be
maintained as long as the caster pays the END cost. This spell is affected by
Adjustment powers directed at Summoning.
Power: Armor
Advantages: Hardened (+1/4), Useable by Another at Range (+3/4).
Disadvantages: Costs x2 END (-1), No Range (-1/2), OIF - Piece of Armor
of selected type, expended but easily replaced (-1/2), Affected by Summoning
Adjustment powers (+0).
Total: +1 advantages, -2-3/4 disadvantages; Casting Time: 0
Slot Cost: 3
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Armor Active Cost END Cost Magic Roll Slot Cost
+2 DEF (Leather) 12 2 -1 1
+3 DEF (Boiled Leather) 18 4 -2 1
+4 DEF (Brigandine) 24 5 -2 1*
+5 DEF (Scale) 30 6 -3 2
+6 DEF (Chain) 36 7 -4 2
+7 DEF (Plate and Chain) 42 8 -4 2
+8 DEF (Full Plate) 48 10 -5 3
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Augmented Summoning
This is an enhanced version of the Basic Summoning spell. It is less
strenuous to cast, but requires a full turn to complete. A special Candle of
Summoning is required for this spell, which must be lit prior to casting.
Power: Summoning
Advantages: Any Creature from a limited group (+1/4).
Disadvantages: OAF Candle of Summoning, Fragile (-1-1/4), Extra Time -
1 Turn (-1).
Total: +1/4 advantages, -3-3/4 disadvantages; Casting Time: 1
turn.
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Maximum
Summoning Active Cost END Cost Magic Roll Slot Cost
0 Points 37 4 -4 2
75 Points 56 6 -6 2*
150 Points 75 7 -7 3
170 Points 80 8 -8 3*
230 Points 95 9 -9 4
265 Points 104 10 -10 4*
360 Points 127 13 -10 5*
455 Points 151 15 -15 6*
560 Points 177 18 -18 7*
650 Points 200 20 -20 8*
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Basic Summoning
This utility spell allows the Conjurer to summon one or more creatures from
among a limited group. The specific group must be selected when this spell is
first acquired, but this slot can be taken several times for different groups.
When the creature first arrives, it will behave according to its natural
temperament. This can range from willing cooperation, to indifference or
extreme malevolence. If Conjurer wants the creature to perform a task, he will
need to employ his other powers and abilities to control the being.
A small sample of the target creature is required, such as a hair sample,
nail clippings, feather, shed skin, egg shell, fresh droppings, etc. No other
knowledge of the target creature is required to perform the summoning.
Power: Summoning
Advantages: Any Creature from a limited group (+1/4).
Disadvantages: 1/2 DCV concentrate while casting (-1/4), IAF - Part
from creature, expended but easily replaced (-1/2), x3 END (-1), Extra Time -
Full Phase (-1/2).
Total: +1/4 advantages, -3-3/4 disadvantages; Casting Time: 1
phase.
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Summoning Active Cost END Cost Magic Roll Slot Cost
10 Points 40 12 -4 2
70 Points 55 15 -5 2*
90 Points 60 18 -6 3
130 Points 70 21 -7 3
170 Points 80 24 -8 3*
210 Points 90 27 -9 4
270 Points 105 30 -10 4*
310 Points 115 33 -11 5
350 Points 125 36 -12 5
370 Points 130 39 -13 5*
450 Points 150 45 -15 6*
550 Points 175 51 -17 7*
650 Points 200 60 -20 8
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Beholden
This key spell of the Conjurer will cause a creature to come under his
direct influence and control. The power is primarily employed on creatures
summoned by the caster, and is much less effective against other beings.
Power: Mind Control
Advantages: 1/2 END (+1/4), Telepathic (+1/4).
Disadvantages: OAF Wand (-1), Target is x2 EGO when not summoned by the
caster (-1/4).
Total: +1/2 advantages, -2-3/4 disadvantages; Casting Time: 1/2
phase.
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Mind Control Active Cost END Cost Magic Roll Slot Cost
2d6 15 1 -1 1
3d6 22 1 -2 1*
4d6 30 1 -3 2
5d6 37 2 -4 2
6d6 45 2 -4 2*
7d6 52 3 -5 3
8d6 60 3 -6 3*
9d6 67 3 -7 4
10d6 75 4 -7 4
11d6 82 4 -8 4*
12d6 90 4 -9 5
13d6 97 5 -10 5*
14d6 105 5 -10 6
15d6 112 6 -11 6
16d6 120 6 -12 6*
17d6 127 6 -13 7
18d6 135 7 -13 7*
19d6 142 7 -14 8
20d6 150 7 -15 8
21d6 157 8 -16 8*
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Dismiss
The Conjurer can use this spell to dismiss a summoned creature, returning
the beast from whence it came. Steady concentration is required, and the spell
is more strenuous than normal to cast. The spell can penetrate most
intervening barriers, with the exception of hardened defenses. The dismiss is
less effective when the Conjurer did not summon the target.
Power: Dispel Summoning
Advantages: Indirect (Any distance, away from caster) (+1/2)
Disadvantages: 0 DCV Concentrate (-1/2), 2x END (-1/2), Target is x2
Difficult to Dispel when not summoned by the caster (-1/2).
Total: +1/2 advantages, -3 disadvantages; Casting Time: 1/2
phase.
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Dismiss Active Cost END Cost Magic Roll Slot Cost
2d6 9 (2) -1 1
4d6 18 (4) -2 1
8d6 36 (7) -4 2
12d6 54 (11) -5 3
16d6 72 (14) -7 4
20d6 90 (18) -9 4
24d6 108 (21) -11 5
28d6 126 (25) -13 6
32d6 144 (29) -14 7
36d6 162 (32) -16 8
40d6 180 (36) -18 9
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Estate
This special Conjuration power allows the caster to create a place of
residence on a whim. The empty house needs a sufficiently large empty lot and
will only remain while the caster is within range. Any equipment, staff, and
other special features must be supplied. Once the character leaves the
immediate vicinity of the building, it disintegrates into dust.
Power: Summon Base
Advantages: Any (Empty) Base (+1/4), Persistent (+1/2).
Disadvantages: Costs x2 END to cast (-1/2), Only maintained when caster
is within radius (5" x Active Cost) (-1/4), OAF Wand (-1).
Total: +3/4 advantages, -3-1/4 disadvantages; Casting Time: 1/2
phase.
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Base Cost Active Cost END Cost Magic Roll Slot Cost
0 52 (10) -5 2
10 56 (11) -6 3
20 59 (12) -6 3
30 63 (13) -6 3
40 66 (13) -7 3
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Flocking Cloud
A dense swarm of flying creatures, all from the same species, materializes
in the target location and begin flapping about madly in a dense cloud. The
creatures block all sight into and out of the cloud, effectively blinding
anybody caught inside. The conjurer will need to maintain his focus throughout
this spell, however, or the creatures will disperse in all directions and
quickly vanish. This spell is affected by Adjustment powers directed at
Summoning.
Power: Darkness to Sight Group
Advantages: 0 END (+1/2).
Disadvantages: 1/2 DCV Concentrate Throughout (-1/2), OAF Wand (-1),
Affected by Summoning Adjustment powers (+0).
Total: +1/2 advantages, -3 disadvantages; Casting Time: 1/2
phase.
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Radius Active Cost END Cost Magic Roll Slot Cost
1" 30 3 -3 1*
2" 45 4 -4 2*
3" 60 6 -6 3*
4" 75 7 -7 4
5" 90 9 -9 4*
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Pentacle of Conjuration
When summoning a dangerous entity, a careful conjurer must take precautions
to ensure that the creature is held in check until it can be controlled. This
spell creates a magical barrier within a circle of conjuration to cage the
summoned creature. Once created, this barrier can be maintained effortlessly
by the Conjurer, and will stop even armor penetrating attacks and ethereal
beings.
Because he is maintaining the barrier by means of his personal energies,
any damage suffered by the wall will be transmitted to the character. Should
anyone cross or otherwise break the circle from the outside, the barrier will
immediately drop.
Power: Force Wall
Advantages: Affects Desolidified (+1/2), Difficult to Dispel (+1/4),
Hardened (+1/4), 0 END (+1/2).
Disadvantages: Dispelled if circle broken from outside (-1/4), Only
inside conjuration circle (-1/4), Feedback (-1), Costs END to cast (-1/4), 0
DCV Concentrate (-1/2), OAF - circle of conjuration (requires drawing
materials and an hour to prepare), immobile (-2), Extra Time: 1 Turn (-1).
Total: +1+1/2 advantages, -6-3/4 disadvantages; Casting Time: 1
Turn.
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Pentacle Active Cost END Cost Magic Roll Slot Cost
2 DEF, 1" Radius 25 (2) -2 1
3 DEF, 1" Radius 37 (4) -4 1
4 DEF, 1" Radius 50 (5) -5 1
5 DEF, 1" Radius 62 (6) -6 2
4 DEF, 2" Radius 62 (6) -6 2
6 DEF, 2" Radius 75 (7) -7 2
7 DEF, 2" Radius 87 (9) -9 2
8 DEF, 2" Radius 100 (10) -10 3
9 DEF, 2" Radius 112 (11) -11 3
10 DEF, 2" Radius 125 (12) -12 3
11 DEF, 2" Radius 137 (14) -14 3
10 DEF, 3" Radius 137 (14) -14 3
12 DEF, 3" Radius 150 (15) -15 4
13 DEF, 3" Radius 162 (16) -16 4
14 DEF, 3" Radius 175 (17) -17 5
15 DEF, 3" Radius 187 (19) -19 5
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Penultimate Summoning
This spell is primarily intended to summon only the most powerful
creatures, and it must be purchased again for each type of creature the caster
wants to summon. The true name of the creature is required, a difficult piece
of information to obtain under most circumstances. Hence the Conjurer will
rarely have more than one or two spells of this type, and they will usually be
reserved for critical situations.
The spell requires the preparation of a circle of conjuration, along with
whatever other precautions are required for a summoning of this magnitude. A
full hour of unbroken concentration is needed before the summoning can be
attempted.
Power: Summoning
Disadvantages: Must know true name of summoned being (-1/2), 0 DCV
concentrate while casting (-1/2), OAF - circle of conjuration (requires
drawing materials and an hour to prepare), immobile (-2), Extra Time: One Hour
(-2-1/2).
Total: +0 advantages, -7 disadvantages; Casting Time: 1 hour.
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Summoning Active Cost END Cost Magic Roll Slot Cost
150 Points 60 (6) -6 1*
350 Points 100 (10) -10 2*
550 Points 140 (14) -14 3*
750 Points 180 (18) -18 4*
950 Points 220 (22) -22 5*
1150 Points 260 (26) -26 6*
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Procurement
The caster can conjure up a mundane object, such as tools, writing
implements, clothing, or any other basic item. This object can be anything
that the character is capable of obtaining or constructing normally, given
time and without resorting to magic. An appropriate artisan or other skill
roll is required in addition to the magic skill roll. In addition, a sample of
all the materials used to make the object must be supplied for the focus.
The object will remain in existence until dismissed by the caster, or until
he goes to sleep or falls unconscious. This spell is affected by Adjustment
powers directed at Summoning.
Power: Minor Transform, create item
Advantages: Any Mundane Object (+1/4).
Disadvantages: Requires roll against skill needed to create object
(-1/4), Only until caster is asleep or falls unconscious (-1/4), IAF Samples
of object materials (-1/2), x2 END (-1/2), Extra Time: One Turn (-1), Affected
by Summoning Adjustment powers (+0).
Total: +1/4 advantages, -3 disadvantages; Casting Time: One
Turn.
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Transformation Active Cost END Cost Magic Roll Slot Cost
1d6 19 (4) -2 1
2d6 25 (5) -2 1
3d6 37 (7) -4 2
4d6 50 (10) -5 2
5d6 62 (12) -6 3
6d6 75 (15) -7 3
7d6 87 (17) -9 4
8d6 100 (20) -10 5
9d6 112 (22) -11 6
10d6 125 (25) -12 6
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Produce Wall
This conjuration will produce a wall made of the same material as the
focus. Stronger walls will be more difficult to cast and maintain. The table
below shows some typical walls, along with the minimum required slot cost.
This spell is affected by Adjustment powers directed at Summoning.
Power: Force Wall, Opaque to Sight Group
Advantages: 1/2 END (+1/4), Uncontrolled (+1/2), Variable Special
Effects (Same as focus material) (+1/4).
Disadvantages: OAF - lump of wall material, expended but easy to
replace (-1), Extra Time: Full Phase (-1/2), Affected by Summoning Adjustment
powers (+0).
Total: +1 advantages, -3 disadvantages; Casting Time: Full
phase.
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Typical Walls Active Cost END Cost Magic Roll Slot Cost
Cloth: 1 DEF, 3" 40 2 -4 2
Wood: 3 DEF, 5" 80 4 -8 4
Stone: 5 DEF, 7" 120 6 -12 6
Bronze: 7 DEF, 9" 160 8 -16 8
Steel: 9 DEF, 11" 200 10 -20 10
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Sovereign Summoning
This spell can be used to summon any visible target to an empty hex next to
the caster. The caster must make a successful attack for this spell to
succeed, but there is no penalty for range. Enlarging the active cost will
increase the range or mass that can be teleported. The END cost is 1 per 10"
of teleportation. This spell is affected by Adjustment powers directed at
Summoning.
Power: 10" Teleportation
Advantages: Useable Against Others (+1), Ranged (+1/2), No Range
Penalty (+1/2).
Disadvantages: Only to bring target to an empty hex next to caster
(-1/2), 1/2 DCV concentrate while casting (-1/4), OAF Wand (-1), Extra Time:
Full Phase (-1/2), Affected by Summoning Adjustment powers (+0).
Total: +2 advantages, -3-3/4 disadvantages; Casting Time: Full
Phase.
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Teleportation Active Cost Magic Roll Slot Cost
x1 60 -6 3
x2 75 -7 3
x4 90 -9 4
x8 105 -10 4
x16 120 -12 5
x32 135 -13 6
x64 150 -15 6
x128 165 -16 7
x256 180 -18 8
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Summon Invisible Servant
This spell will summon an invisible servant to perform a task for the
Conjurer. Since the Servant draws its energy directly from the caster, it
becomes weaker with increasing distance. The Servant is of somewhat limited
use in combat, having an OCV of zero regardless of the weapon type or other
modifiers. This spell is affected by Adjustment powers directed at
Summoning.
Power: Telekinesis w/ Fine Manipulation
Advantages: No Range Penalty (+1/2), Invisible Power Effects (Sight
Group) (+1/2).
Disadvantages: 0 OCV Maximum (-1/4), Reduced by Range (-10 STR/4"
multiple) (-1/4), OAF Wand (-1), Extra Time: 1 Turn (-1), Affected by
Summoning Adjustment powers (+0).
Total: +1 advantages, -4-1/2 disadvantages; Casting Time: 1
Turn.
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Telekinesis Active Cost END Cost Magic Roll Slot Cost
3 STR 30 3 -3 1
6 STR 38 4 -4 1*
10 STR 50 5 -5 2
13 STR 58 6 -6 2
16 STR 68 7 -7 2*
20 STR 80 8 -8 3
25 STR 94 9 -9 3*
27 STR 100 10 -10 4
30 STR 110 11 -11 4
34 STR 122 12 -12 4*
37 STR 130 13 -13 5
40 STR 140 14 -14 5
43 STR 148 15 -15 5*
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Summon Steed
This spell will summon a domesticated member of a species to serve as a
mount for the caster. Even though the mount is relatively tame, it could have
been trained to reject any master other than its owner. More intelligent
beasts may require a suitable inducement. The beast arrives without tack,
which must be supplied unless the character is able to ride bareback.
Power: Summoning
Advantages: Any Tame Mount (+1/4).
Disadvantages: 1/2 DCV Concentrate (-1/4), OAF Wand (-1), Extra Time -
Full Phase (-1/2).
Total: +1/4 advantages, -3-1/4 disadvantages; Casting Time: 1
phase.
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Mount Active Cost Magic Roll END Cost Slot Cost
Mule 41 -4 4 2
Camel 50 -5 5 2
Hippocampus 50 -5 5 2
Riding Horse 55 -5 5 3
Pegasus 71 -7 7 3
Hippogriff 72 -7 7 3
Demon Mount 82 -8 8 4
Elephant 85 -8 8 4
Lesser Dragon 125 -12 12 6
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Transcendent Summoning
The traditional summoning ritual, this spell allows the caster to summon
any creature that he can describe in some detail. (A Knowledge Skill roll is
required, unless the caster has already witnessed the creature.) The being
will be a typical member of its species, and is likely be uncooperative unless
given sufficient inducement.
Casting this spell requires a circle of summoning, a task requiring a full
hour of steady concentration to prepare, unless the character already has one
completed. The residence of a Conjurer will usually have a separate room
devoted to this task, with the circle permanently inlaid in the floor.
Power: Summoning
Advantages: Any Creature (+2).
Disadvantages: 0 DCV concentrate while casting (-1/2), OAF - circle of
conjuration (requires drawing materials and an hour to prepare), immobile
(-1), Extra Time: Five Minutes (-2).
Total: +2+1/4 advantages, -5 disadvantages; Casting Time: 1
minute.
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Summoning Active Cost END Cost Magic Roll Slot Cost
0 Points 90 (9) -9 3
25 Points 104 (10) -10 3*
75 Points 135 (13) -13 4*
125 Points 165 (16) -16 5*
175 Points 195 (19) -19 6*
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Wrack
The Conjurer torments the target creature with intense and painful mental
energies, weakening his will and making him more susceptible to mind control.
As the EGO of the target is weakened, he becomes easier to target with this
spell.
Power: EGO Drain
Advantages: Based on EGO Combat Value (Mental Defenses only) (+1),
Ranged (+1/2), 1/2 END (+1/4), Recover 5/minute (+1/4).
Disadvantages: Target is x2 ECV when not summoned by the caster (-1/4),
1/2 DCV Concentrate throughout (-1/2), OAF Wand (-1).
Total: +2 advantages, -3-1/4 disadvantages; Casting Time: 1/2
phase.
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EGO Drain Active Cost END Cost Magic Roll Slot Cost
1d6 30 1 -3 1
2d6 60 3 -6 3
3d6 90 4 -9 4
4d6 120 6 -12 6
5d6 150 7 -15 7
6d6 180 9 -18 8
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* Maximum Active Cost for slot cost
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