Conjuring

Spirits may be conjured by using the Conjuring skill. When a character rolls the test he must choose the type and strength of the spirit to be summoned. He rolls a conjuring test with a penalty equal to the die type of the spirit (eg: -1 for d4 spirit, -2 for d6, etc) + his Essence score. The spirit will owes a number of tasks equal to the number of successes and raises on the test. If the test is a critical failure, the spirit is summoned, but goes free and may flee or attack the hero immediately.

Drain occurs after summoning the spirit and requires no action. The hero must make a Spirit roll with a penalty equal to the die type of the spirit (eg: -1 for d4 spirit, -2 for d6, etc) + his Essence score + the die type of any already summoned spirits. On a success, there is no effect. On a failure the hero suffers a level of Fatigue. On a critical failure, the caster suffers a level of Fatigue and a Wound. If the Drain Incapacitates the hero, the Spirit will go free and may flee or attack the hero.

All Spirits are Extras, To summon a Wildcard spirit, increase the spirit die penalty by 1.5 (round up) for both the summoning and drain rolls. The spirit’s die type is the value of all traits and skills that the spirit possesses. Details on individual spirits are listed in the spirit section.

Combating Spirits

Spirits cannot be hurt by physical weapons, only by spells. Characters without spells may fight in melee combat against a spirit. Damage for any melee weapons uses Spirit in place of Strength for calculating damage, as the characters are attempting to overcome the spirit by force of will rather than force of muscles.

Banishing Spirits

To banish a spirit, the hero must a Conjuring test opposed by the Spirit’s die type. For each success and raise the character gets over the spirit, reduce the Spirit’s die type by one for the remainder of the contest. For each success and raise the Spirit gets, lower the heroes Conjuring die by one type for the remainder of the contest. The contest continues each round until:

1. The Spirit’s die type drops to zero and it is banished.
2. The hero’s Conjuring die drops to zero and he falls unconscious.
3. The hero breaks off the contest and takes a Fatigue level.

A hero may also take control of a Spirit in the same manner. The hero makes opposed Conjuring checks vs the Spirit’s summoner’s Conjuring check, with the respective Conjuring die dropping each round as above. The contest continues each round until:

1. The summoner’s die type drops to zero and all tasks remaining are transferred to the hero.
2. The hero’s Conjuring die drops to zero and he falls unconscious.
3. Either character breaks off the contest and takes a Fatigue level, with the tasks going to the winner.

If the hero gains control of a Spirit that is already performing its final task owed, the Spirit immediately returns to the Astral plane.

Elementals and Nature Spirits

Elementals and Nature spirits are summoned the same way, but do different things.

Nature spirits are summoned only by Shamans and are limited to their domain, and once the Shaman leaves the domain, all further tasks owed are lost. Nature spirits remain until either the next sunrise or sunset, whichever comes first. They then disappear and any remaining tasks are lost. They are summoned instantly, and without any need for materials.

Elementals are summoned only by Mages, and are not limited to any location. They are summoned in a ritual lasting a number of hours equal to their die type (eg: 4 hours for d4 spirit, 6 hours for d6), and use ritual materials costing 100¥ x the die type of the spirit. An elemental lasts for a year and a day or until the tasks owed are finished. Elementals can be put on standby in the Astral plane and called again, each as a standard action. Elementals must stay within die type x 5 squares of the character once called. One task is used for each full day the elemental is present after being called.

A hero may only have a number of Nature Spirits or Elementals bound to him equal to half his Spirit trait.

Spirits may perform various services, each individual service costing an owed task.

Service Elemental Nature Spirit Description
Combat X X The spirit engages in combat with the heroes enemies. The task is complete when the combat ends.
Use Power X X The spirit uses one of its powers on behalf of the hero.
Aid Sorcery X The spirit gives a bonus of half its die type to the Sorcery and Drain checks of a single spell casting. The trappings of the elemental and spells must match (ie: Fire Elemental and Fire spell)
Sustain Spell X The elemental sustains a spell on behalf of its summoner, removing the penalty for sustained spells. An elemental can sustain a number of spells equal to half its die type. The spirit loses one die type per day per spell, and disappears when it falls below d4.
Remote Service X The elemental can leave the summoner’s presence to carry out a task. It will continue the task until completed, or until 24 hours have elapsed. This task uses up all remaining tasks owed by the spirit.

Conjuring

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