Seed: Conjure: Difference between revisions

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All materials and objects conjured from this seed radiate as faint Sorcery for magical detection or sight spells. This may be concealed through applicable spells, seeds, or abilities from other sources.
Conjure creates materials from the caster's chosen plane. The materials resemble the chosen plane, and appear strange and alien.  


=Rank 1 - Basic Conjuration=
{|class="tdgrey1"
{| class="tdgrey1"
! Rank !! Name !! Description
|Duration:
||1 Day
|-
|-
|Effect:
| 1 || [[Conjure Materials]] || Conjured planar materials, forming them into basic shapes.
||
Conjures Rank basic items or raw materials (100 lbs x Rank).
 
Conjurations will resemble their originating plane. E.g. Stygian equipment will resemble dark pitted iron or pale bones with glowing blue runes, while Aaru conjurations will resemble glimmering lights and glass. Materials such as stone, metal, glass, wood, or bone may be conjured with Storyteller approval.
 
Items such as a simple weapon, rope, blanket, a basic tool, or small bag may be conjured with Storyteller approval. Conjured items are typically conjured into the hand of the caster.
|-
|-
|Push:
| 2 || [[Conjure Claw]] || Form planar materials into a clawed hand that moves.
||+1 Duration, +Potency (bonus weight)
|}
<br />
 
=Rank 2 - Magical Conjuration=
{| class="tdgrey1"
|Range:
||1 Item
|-
|-
|Duration:
| 3 || [[Active Conjuration]] || Concentrate to move conjured material at will.
||1 Day
|-
|-
|Casting:
| 4 || [[Mass Conjuration]] || Control multiple conjurations simultaneously.
||Verbal, Somatic
|-
|-
|Effect:
| 5 || [[Permanent Conjuration]] || Make conjured materials permanent.
||Conjures a magical weapon, shield, armor, or clothing from the caster’s chosen plane with a +Rank Enhancement bonus.  
|}


* Conjured weapons retain the attributes of the basic version of the weapon, including damage, required strength, hands, armor piercing, etc... and gains +Rank Enhancement
* Conjured shields retain the attributes of the basic version of the shield, including defense, required strength, etc.. and gains +Rank Enhancement
* Armors: Conjured armors retain the attributes of the basic version of the armor, including armor value, required strength, movement penalties, and damage reduction, and gains +Rank Enhancement.
* Clothing: Conjured clothing gains Immunity to Mundane Armor Piercing and gains +Rank Enhancement


Only one such item may be conjured at a time. Like Basic Conjuration, the item resembles its plane of origin. While the duration is active the caster can dismiss the item into the Barrier as a Free Action, and recall it for free as a Standard Action.
'''[[Fusion Spells]]''': These spells are available with the required Ranks from both listed Seeds.
 
{| class="tdgrey1"
When a magical item is conjured the caster gains Rank charges which may be spent as a Fast Action for the following effects:
!Required Ranks
 
!Name
* Inimical Power - Gains +2 lethal damage or defense against Outsiders from another plane for 1 round.
!Description
* Planar Energy - Grants the magical equipment a chosen Planar Energy descriptor appropriate for the plane for 1 round.
* Rapid Conjuration - Can retrieve magical conjuration from the Barrier.
|-
|-
|Push:  
| [[Seed:_Animate|Animate]] 3, [[Seed:_Conjure|Conjure]] 2
||+Duration, +Potency (Bonus weight), +1 Charge
|| [[Animate Golem]]
|}
|| Animates a deadly construct.
<br/>
 
=Rank 3 - Empowered Conjuration=
{| class="tdgrey1"
|Effect:
||Empowered Basic Conjuration: More complex non-magical items may be conjured including items with numerous parts such as martial weapons, armor, chains, or ladders. The weight must remain within the weight limits of Basic Conjuration, but otherwise the Storyteller is encouraged to allow creative objects to be summoned.
 
Empowered Magical Conjuration: When a magical item is conjured with Empowered Conjuration the caster gains Rank charges which may be spent for the following effects:
 
* Inimical Power - Gains +2 lethal damage or defense against Outsiders from another plane for 1 Hour.
 
* Planar Energy - Grants the magical equipment a chosen Planar Energy descriptor appropriate for the plane for 1 Hour.
 
* Rapid Conjuration - Can retrieve magical conjuration from the Barrier as a Fast Action for 1 Hour.
|-
|-
|Push:
| [[Seed:_Conjure|Conjure]] 3, [[Seed:_Energy|Energy]] 2
||+Duration, +Potency (Bonus weight), +1 Charge
|| [[Energy Constructs]]
|}
|| Force planar energy into basic shapes creating barriers or attacks.
<br/>
 
=Rank 4 - Mass Conjuration=
{| class="tdgrey1"
|Effect:
||As Magical Conjuration, except two magical items may be summoned at a time. Additionally the weight limits for Basic Conjuration are doubled when casting Mass Conjuration.
|-
|-
|Push:
||+Duration, +Potency (Bonus weight), +1 Charge
|}
<br />
=Rank 5 - Master Conjuration=
{| class="tdgrey1"
|Effect:
||All conjured items or material may be created from [[Equipment|special materials]] appropriate to your plane. E.g. Adamantine, quicksilver, or ironwood. Additionally, the caster may create permanent materials or structures by tying a conjuration directly to a sorcerous Nexus or portal that sustains the conjuration beyond its normal duration. If the portal is destroyed or closed, the conjurations begin to rapidly degrade.
Magical Conjurations may be retrieved from the Barrier as a Fast Action. When a magical item is conjured with Master Conjuration the caster may choose one of the following effects:


* Inimical Power - Gains +2 lethal damage or defense against Outsiders from another plane.
[[Category:Magic Guide]]
* Planar Energy - Grants the magical equipment a chosen Planar Energy descriptor appropriate for the plane.
[[Category:Sorcery]]
|-
[[Category:Seeds]]
|Push:  
||+Duration, +Potency (Bonus weight)
|}

Latest revision as of 16:32, 24 August 2020

Conjure creates materials from the caster's chosen plane. The materials resemble the chosen plane, and appear strange and alien.

Rank Name Description
1 Conjure Materials Conjured planar materials, forming them into basic shapes.
2 Conjure Claw Form planar materials into a clawed hand that moves.
3 Active Conjuration Concentrate to move conjured material at will.
4 Mass Conjuration Control multiple conjurations simultaneously.
5 Permanent Conjuration Make conjured materials permanent.


Fusion Spells: These spells are available with the required Ranks from both listed Seeds.

Required Ranks Name Description
Animate 3, Conjure 2 Animate Golem Animates a deadly construct.
Conjure 3, Energy 2 Energy Constructs Force planar energy into basic shapes creating barriers or attacks.