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Conjuration: Sorcery and Spiritism |
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Conjuration is the
use of both the Sorcery and Spiritism Origins. Although any adept who practices both
Sorcery and Spiritism may be known as a Conjuror, the actual practice of Conjuration
involves the use of Sorcery to enhance a Spiritist's abilities, or
vice-versa. |
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How is Conjuration
different from Wizardry? Both use very similar paradigms to achieve very similar
types of effects in assisting with Spiritism. The most
significant differences are in the manner in which the two use their combined powers.
The Conjuror, for example, has an added ability that the Sorcerer
lacks; he can Bind a spirit and thus have "stored" power readily available.
For the Wizard, such an ability is nice, but not a significant change to the abilities
that a Mystic already has within the Mana Origin. The less Erratic nature of Spiritism can be
significant for a Wizard, however, while for the Conjuror Spiritism is less reliable
than Sorcery. The Conjuror also combines the relative speed and easy Access of
Sorcery with the flexibility of Spiritism. The Conjuror can summon and bind or channel
several spirits faster than the Wizard can gather the necessary Mana. The Wizard,
on the other hand, has the capability to Imbed such capability, or even to permanently
Bind a spirit. Each combination has its strengths and weaknesses, arising from the
distinctive natures of Mana and Sorcery. |
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One common
technique in Conjuration is to use a Conjuration/Spirit Sorcery paradigm to summon a known
type of spirit to the adept, who can then more easily Access the spirit, either for
immediate service, or to Bind for later service. The Summoning Difficulty of the
spirit should be used as a guide for the strength of the Sorcery Paradigm. An
outline of such a Paradigm follows (Note that all sample paradigms in this section have
been fully optimized using the rules for magical
research in Geoza): |
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Scope |
Basic Scope (2
points)
Effect is altering a State (1 point)
Range can be Personal (when summoning for Binding to the adept's Aura), or Touch (when
summoning for Binding to a Fetish - Moderate: 4-9 points). Sometimes, Range will
need to be expanded to Sight (when summoning into a prepared circle, for
example - Impressive:
10-20 points).
Area is normally N/A
Duration will often have to be expanded to a Narrative Interval (Moderate, 4 points) or
longer, through use of the Maintain Temper Aspect
Minimum Scope cost is at least 4 points, more if increased range or longer durations are
needed. |
Potency |
Potency is based on
the Availability level of the Spirit. Generally, an Availability of 1 would be a
Slight effect. An Availability of 2 would be Moderate, Availability 3 would be
Impressive, Availability 4 would be Epic, and Availability 5 or higher would be Mythic. |
Intricacy |
Intricacy is based
on the Penetration aspect - the effect needs to penetrate Spirit to be of use, so
Intricacy is Moderate (4-9 points). Familiarity (or lack thereof) with the type of
spirit in question will modify Intricacy as well (an unfamiliar spirit - one that has not
been summoned before by this caster - would be Impressive: 10-20 points). A spirit
the caster is very familiar with would only be Slight, 1-3 points). Note that a
"familiar" spirit by this definition is not the same as a Spiritual Ally or fetch
(although such a spirit would be considered to be very familiar). |
Temper Aspects |
Maintain is usually
necessary (few adepts will be able to conclude the Access process with a spirit within a
single Action Interval) even after the Duration has been extended to a Narrative
Interval. For most spirits, 3-5 points in Extend will be enough time (a couple of
minutes). More powerful spirits may require more time.
Overpower is popular to overcome the resistance of the spirit.
Build, Delay, and Mechanism are likely aspects as well.
Anchor is possible, although the high cost is usually prohibitive - for this purpose, its
much easier just to maintain the paradigm until the summoning is complete (i.e. the
conjuror has obtained the service of the spirit). |
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Typical cost for an optimized paradigm (for a
familiar SD 4 spirit, for example) would be around 33 Omnessence (Moderate Scope 7 points,
Epic Potency 21 points, Moderate Intricacy 5 points). A relatively weak (SD 2), but
well-known spirit would require around 13 Omnessence, while a powerful (SD 5) and
unfamiliar spirit would require around 50 Omnessence. Keep in mind that Sorcery has
a Configuration Might of 60 in Conjuration / Spirit. Conjuration / Spirit paradigms
requiring more than 60 Omnessence can't be performed using Sorcery |
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