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, however armor may be conjured directly onto the caster directly.
|-
|-
|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 as a Fast Action.
'''[[Fusion Spells]]''': These spells are available with the required Ranks from both listed Seeds.
{| class="tdgrey1"
!Required Ranks
!Name
!Description
|-
|-
|Push:  
| [[Seed:_Animate|Animate]] 3, [[Seed:_Conjure|Conjure]] 2
||+Duration, +Potency (Bonus weight), +1 Charge
|| [[Animate Golem]]
|}
|| Animates a deadly construct.
<br/>
 
=Rank 3 - Shaped Conjuration=
{| class="tdgrey1"
|Effect:
||The caster is able to form basic materials into simple shapes while conjuring them. These shapes may be barriers (flat, circular, semi-circular walls), spikes, ramps, bridges, or other simple shapes with Storyteller approval. The conjuration takes several seconds to form and assume the shape the caster desires and cannot be used offensively, such as conjuring spikes into a conscious target.
|-
|-
|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 - Active Conjuration=
{| class="tdgrey1"
|Effect:
||As Shaped Conjuration, except while Concentrating the Conjuration may be moved and reshaped. This can be used to create a rising tower that carries the caster upwards similar to [[Levitate]], or a rolling wave of bone the caster rides forward in a manner similar to [[Rock Slide]] without the need for a casting roll. Attacks made against targets with the Active Conjuration deal physical damage equal to the caster's Conjure roll, and may be dodged or reduced with armor.
|-
|-
|Push:
||+Duration, +Potency (Bonus weight), +1 Charge
|}
<br />


=Rank 5 - Master Conjuration=
[[Category:Magic Guide]]
{| class="tdgrey1"
[[Category:Sorcery]]
|Effect:  
[[Category:Seeds]]
||
* Conjured items may be created from [[Equipment|special materials]] appropriate to your plane. E.g. Adamantine, quicksilver, or ironwood.
* The caster gains far greater control over the conjured materials and can form them into more detailed structures such as statues, and towers.
* 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.
|-
|Push:  
||+Duration, +Potency (Bonus weight)
|}

Latest revision as of 15:32, 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.