Conjuration
Conjuration is the ability to create something from nothing. It is,
along with Sorcery and Trump, the 'Shadow ability,' manipulating
Shadow stuff (which is a combination of Order and Chaos) directly.
Like Sorcery, it is slow and most useful when combined with other
powers.
Changes and Modifications:
What I did: As with Sorcery, I made
Conjuration essentially a refinement of other powers. It was
primarily useful with Logrus or Pattern (though it would be very
interesting to combine it with Trump or Shapeshifting). Since I was
not using the Artifact rules from the DRPG, there were minor textual
modifications (reprinted below) that removed much of the 'point'
terminology from Conjuration. Conjuration was the most overlooked
power of my campaign: while nobody purchased it during character
creation, and only one character bought into it during play, several
commented that they were impressed by the power and would have liked
to have had it.
What I would do if I were doing it over again: Mostly, I think I was
less than clear as to the potential of Conjuration. The rules you see
below are also a slight power increase from the original rules given
to my players. If the power remained unpurchased after those
modifications, I'd probably reduce initial costs a bit.
Ten points of Conjuration allow you to create fairly mundane objects.
Though they may be arbitrarily complex, they must follow the physical
laws of the Shadow in which they are created, and will usually
degenerate quickly outside of their creation Shadow (the exception to
this is simple objects like sticks or swords: the more complex the
object, the more sensitive it is to changes, and Conjured objects will
literally fall apart if they are contrary to the physics of a place).
Thus, while you could create a telepathy helmet in the Shadow
Psy-place, it wouldn't work on Shadow Earth. Conjuration is slow,
taking from 15 minutes to several hours, depending on the complexity
of the object, to literally months for living creatures. Living
creatures will also be mindless. All times decrease with additional
skill.
If you have Sorcery and five more points, then you can get the ability
to create "magical items," which can be used either to rack spells or
to hold a spell within themselves. However, these items are still
Shadowstuff, and local to the Shadow they're created in.
Several other options exist for Conjurers. For ten points (on top of
the basic ten points), Pattern, Logrus, or Trump aspected Conjuration
can be purchased. This allows the creation of much more durable items
which have properties of the other power to them. Exact abilities
will vary, but these items will be capable of most things that could
be performed with Sorcery and the appropriate aspect to it. However,
Conjured artefacts take rather longer to make than spells do to cast.
Conjurers who want to speed up their creation processes, and who have
Sorcery and the ability to rack spells, may spend five points to get
the ability to rack a Conjuraction, with pretty much the expected
results.
Finally, for five points, the ability to confer traits onto an already
extant item or creature can be purchased. The 'traits' in question
must be conferable on items that are wholly Conjured (for example, if
you had Pattern aspected Conjury, and purchased the conferability
power, you could confer Pattern abilities on a tree or whatnot). This
tends to be faster than Conjuring the item from scratch, but not as
powerful.
Some other notes: While none of my PC's bought much Conjuration,
several of my NPC's had exalted powers in it. These included the
ability to use quantity modifiers (mostly named and numbered and
Horde, in a rough manner) on their Conjurations, the ability to
Conjure intelligence.
Combining Conjuration and Trump: Self teleporting creatures, anyone?
Lots of fun. I didn't thoroughly explore this aspect of the power,
since nobody had it.
Combining Conjuration and Shapeshifting: This gets very
interesting once one hits the Shapeshift Others and Shapeshift Blood
levels of Shapeshifting. The possibilities are endless, but a few I
thought of off hand:
- Conjure your own blood: For those times when you need to
create a Blood Rhino or a Blood Narwhale, and monthly donations just
aren't going to cut it.
- Conjure self: Ready made clones, indistinguishable from you...
- Confer shapeshifting powers: It wasn't enough that you had an
army of clockwork automota, now you have to have an army of
clockwork automota that can assume Primal Form.
- Instill self with abilities: Perhaps the most powerful power
I've yet mentioned, one could imagine that with sufficiently
advanced Shapeshifting and Conjuration, it would be possible to
permenantly increase one's own capabilities...
This page presents a modification to the Conjuration system presented
in the Amber DRPG. In doing so, it makes reference to copyrighted
material. Such references are incidental to the modifications, and
are not intended as a challenge to their copyright status. Questions
or comments can be directed to the maintainer at msulliva@wso.williams.edu.