The College of Conjuration Magics specializes in spells that
either create things out of thin air (or other materials), or
transport them to the spellcaster's location. A few of the
spells are "borrowed" from other spell colleges, though adjusted
to fit the style of the College; after all, most spells of
conjuration, even if they're technically with another College,
use the same magical principles.
The Spells in this College are complex, and take a good base of knowledge to master. Most are quite expensive (in terms of character points), so many Conjurers know only a few, at least at first. All take at least a full Phase to complete, and some take even longer. Also, all use some simple material which is usually consumed by the spell (though most use objects and materials that are easy enough to come by).
The three College Spells which Summon animals are merely standard spells available to any Conjurer. An individual Conjurer may devise his own Summon spells for other creatures. Members of this College generally disdain conjuration of demons, undead creatures, and other such beings (though Conjuring animated skeletons is mildly tolerated), but virtually any living being may be Summoned.
The Control Summonee and Link spells, while not strictly Conjurations themselves, are important parts of this College's repertoire when Summoning living beings.
Common Limitations: Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- varies (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Power: 6d6 Energy Blast (physical).
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), Extra Time -- 1 Phase
(-½), OAF -- pebble (-1), Caster must have at least 20
points in spells with the Conjuration Magics College
(-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1
Phase.
Real Cost: 7.
Power: 2d6 Ranged Killing Attack.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), Extra Time -- 1 Phase
(-½), OAF -- feather (-1), Caster must have at least 20
points in spells with the Conjuration Magics College
(-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1
Phase.
Real Cost: 7.
Power: 8 PD/8 ED Force Field.
Modifiers: Usable Against Others (+1), Gestures
(-¼), Incantations (-¼), Requires Magic Skill Roll
(-½), Extra Time -- 1 Phase (-½), OAF -- metal strip
(-1), Caster must have at least 20 points in spells with the
Conjuration Magics College (-½), Normal Mass (-1), Standard
Weight (-1), Real Armor (-¼).
Active Cost: 32.
END Cost: 3; Magic Roll: -3; Casting Time: 1
Phase.
Real Cost: 5.
Power: 15d6 Dispel vs. Summon.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), Extra Time -- 1 Phase
(-½), OAF -- piece of rubber (-1), Caster must have at least
20 points in spells with the Conjuration Magics College
(-½).
Active Cost: 45.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Phase.
Real Cost: 11.
Power: 2d6 Minor Transform Air into Food.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), Extra Time -- 1 Minute
(-1½), OAF -- bone (-1), Caster must have at least 20 points
in spells with the Conjuration Magics College (-½).
Active Cost: 20.
END Cost: 2; Magic Roll: -2; Casting Time: 1
Minute.
Real Cost: 4.
Power: 2d6 Flash vs. hearing.
Modifiers: Area Effect -- hex (+½), Personal
Immunity (+¼), Trigger -- entry (+¼), Gestures
(-¼), Incantations (-¼), Requires Magic Skill Roll
(-½), Extra Time -- 1 Hour (-2), OAF -- bell (-1), Caster
must have at least 20 points in spells with the Conjuration
Magics College (-½), No Range (-½), Concentrate at 0
DCV (-½).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time: 1
hour.
Real Cost: 6.
Power: 6d6 Energy Blast.
Modifiers: Area Effect -- hex (+½), Indirect -- any
location (+½), Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), Extra Time -- 1 Phase
(-½), OAF -- pebble (-1), Caster must have at least 20
points in spells with the Conjuration Magics College (-½),
Will not work under a low ceiling (-½), Side Effects -- same
spell in the caster's hex (-1).
Active Cost: 60.
END Cost: 6; Magic Roll: -6; Casting Time: 1
phase.
Real Cost: 11.
Power: 1d6 Ranged Killing Attack.
Modifiers: Autofire (+½), Area Effect -- Radius,
Doubled Area (8"), Nonselective Targets (+1), Continuous (+1),
Uncontrolled (+½), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Extra Time -- 1
Phase (-½), OAF -- dead bee (-1), Caster must have at least
20 points in spells with the Conjuration Magics College
(-½), Reduced Penetration (-¼), Side Effects -- same
Spell but centered on caster (-1).
Active Cost: 60.
END Cost: 6 per Phase; Magic Roll: -6; Casting
Time: 1 Phase.
Real Cost: 12.
Power: 3d6 Entangle, impervious to Sight and Touch Sense
Groups.
Modifiers: Sticky (+½), Gestures (-¼),
Incantations (-¼), Requires Magic Skill Roll (-½),
Extra Time -- 1 Phase (-½), OAF -- small glob of glue (-1),
Caster must have at least 20 points in spells with the
Conjuration Magics College (-½), Side Effects -- same Spell
but against caster (-1).
Active Cost: 45.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Phase.
Real Cost: 9.
Note that, while the spell is an Entangle in game terms, it doesn't actually restrict a target. It's merely bought as an Entangle rather than a Force Wall because the latter does not provide any BODY.
If a target is standing in one of the hexes filled by the wall, the target will end up on one side or the other of the wall. A creature with Growth that makes it larger than the hex(es) will most likely end up on top of the wall. If neither is possible, the spell fails, at least for the hex(es) occupied by that creature.
The Focus for the spell is a single brick, which must be kept completely intact -- any more than a few minor nicks, and it's useless (or, if the GM is generous and/or merciful, the wall's size and/or BODY may be reduced appropriately).
Power: 4d6, 4 DEF Entangle in a 16" line.
Modifiers: Area Effect -- line (+1), Entangle does not
actually restrict anyone (-2), No Range (-½), Concentrate at
½ DCV (-¼), Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), Extra Time -- 1 Phase
(-½), Fragile OAF -- brick (-1¼), Caster must have at
least 20 points in spells with the Conjuration Magics College
(-½).
Active Cost: 80.
END Cost: 8; Magic Roll: -8; Casting Time: 1
Phase.
Real Cost: 10.
Power: Summon riding horse.
Modifiers: Costs 2x END (-½), Gestures (-¼),
Incantations (-¼), Requires Magic Skill Roll (-½),
Extra Time -- 1 Minute (-1½), OAF -- horse hairs (-1),
Caster must have at least 20 points in spells with the
Conjuration Magics College (-½).
Active Cost: 53.
END Cost: 10; Magic Roll: -5; Casting Time:
1 minute.
Real Cost: 10.
Power: Summon 4 war dogs.
Modifiers: Costs 2x END (-½), Gestures (-¼),
Incantations (-¼), Requires Magic Skill Roll (-½),
Extra Time -- 1 Turn (-1), OAF -- dog hairs (-1), Caster must
have at least 20 points in spells with the Conjuration Magics
College (-½).
Active Cost: 45.
END Cost: 8; Magic Roll: -4; Casting Time: 1
phase.
Real Cost: 11.
Power: Summon falcon.
Modifiers: Costs 2x END (-½), Gestures (-¼),
Incantations (-¼), Requires Magic Skill Roll (-½),
Extra Time -- 1 Turn (-1), OAF -- falcon feather (-1), Caster
must have at least 20 points in spells with the Conjuration
Magics College (-½).
Active Cost: 60.
END Cost: 12; Magic Roll: -6; Casting Time:
1 Turn.
Real Cost: 12.
Power: 8d6 Mind Control vs. Summoned target.
Modifiers: Only vs. summoned target (-½), Gestures
(-¼), Incantations (-¼), Concentrate at ½ DCV
(-¼), Requires Magic Skill Roll (-½), Extra Time -- 1
Phase (-½), OAF -- short strip of gold (-1), focus is
expendable (-¼) Caster must have at least 20 points in
spells with the Conjuration Magics College (-½).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time: 1
phase.
Real Cost: 8.
The focus for the Spell is a fine steel chain, which costs some money to hire a metalsmith to create, and is easily warped beyond use. The caster pulls on the chain between his hands, and it breaks when the spell is finished.
Power: Clairsentience (sight & sound), and Mind Link with
any Summoned target
Modifiers: Both Parts: Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Extra Time -- 1
Turn (-1), Fragile and Expendable OAF -- chain (-1½), Caster
must have at least 20 points in spells with the Conjuration
Magics College (-½); Clairsentience only: Point of view
controlled by Summonee's actions (-½); Mind Link only:
linked w/Clairsentience (-½).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Turn.
Real Cost: 7.
The Summoned character appears in whatever condition he happens to be in at the time. Usually this means with his equipment handy, but he can be taken from a meal, out of bed, out of the bath. He might even be badly injured and in a coma.
The Focus for this Spell is a lock of the Summonee's hair. It also requires that the caster keep at least reasonably current on the Sumonee's adventures, to keep the Spell from going "stale." The reason for this is that the spell requires some occasional reworking, since its cost goes up 1 point for every 25 experience points the character earns.
Note: The GM should be careful when using this Spell, especially when a PC is either the Summoner or the Summonee. He should also decide whether a character can be the Summonee for more than one Summoner. If so, he can become a very confused character!
If a Player Character is a Summonee, it should be used as a plot device, not a random occurrance. For example, an aged wizard may Summon the PC to his tower to give him an assignment, or the PC may vanish from a hopeless situation, only to arrive shortly thereafter (after taking care of some business with his Summoner) with much-needed help!
It should also be noted that this violates the word, if not the spirit, of the Summon Power as written in the Hero System Rulebook in that a specific individual is conjured up when this Spell is cast. Some flexibility is called for on this point; after all, it's subject to all of the other problems of Summon, and a few others besides (as noted, the individual might be badly injured or comatose when Summoned). If you don't like this, though, just don't use the spell.
The numbers in brackets below show the costs to Summon a 75-point character (such as a beginning heroic-level PC).
Power: Summon person.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- lock of Sumonee's
hair (-1), Extra Time -- 1 Turn (-1), Caster must have at least
40 points in spells with the Conjurations College (-1), Summonee
must have cooperated when Spell was created (-¼), Caster
must keep abreast of Sumonee's exploits (-¾).
Active Cost: 30 + (base points + experience)/5 [45].
END Cost: Active Cost/10 [4]; Magic Roll: -Active
Cost/10 [-4]; Casting Time: 1 Turn.
Real Cost: Active Cost/6 [7].
Power: 6d6 Minor Transform Air into Equipment and
Provisions.
Modifiers: Limited Class (+¼), Trigger -- reversing
bag (+¼), Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), Bulky Expendable OAF --
equipment to be summoned (-2), Caster Must have at least 40
points in spells with the Conjurations College (-1), Extra Time
-- 5 hours (-3), Concentrate -- 0 DCV (-½), No Range
(-½), Costs 3x END (-1), Side Effect -- 3d6 BODY Drain on
each item being used (-1).
Active Cost: 90.
END Cost: 27; Magic Roll: -9; Casting Time:
5 hours.
Real Cost: 8.
The "official" Focus for this Spell is the five concentric circles the caster must draw in the ground, one per hour as he casts the spell. When the teleportation is needed, he merely breaks the chalk with which the circles were drawn, and he's instantly drawn back to the designated location.
This Spell is a handy escape tool, but because of its nature and its long casting time it must be planned ahead of time. If the caster goes (or is taken) outside the teleport radius and the chalk is broken, then the Spell is ruined. The Spell will also be ruined if the circles are disturbed in any way. Note, however, that even if someone else breaks the chalk, it will be the caster who is teleported.
At the same time, the color of the chalk is unimportant, so the caster may have several color-coded (or even color-coordinated) locations as his travels progress. When he vanishes, he's briefly replaced by a silhouette of himself in the color of the chalk.
Power: 30" Teleport, x125 distance (total 3750"), 1
Floating Location.
Modifiers: Trigger -- breaking chalk (+¼), Gestures
(-¼), Incantations (-¼), Requires Magic Skill Roll
(-½), Immobile OAF -- Diagram of Circles (-2), Extra Time --
5 hours (-3), Caster must have at least 40 points in spells with
the Conjurations College (-1), Only to Floating Location
(-2).
Active Cost: 125.
END Cost: 12; Magic Roll: -12; Casting Time:
5 hours.
Real Cost: 12.
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