Conjurers are complex characters. They rely on their wit, charm, and understanding of people to get through life, meaning they can be friendly, courteous, graceful, and charming…
Or they can be conniving, deceitful, manipulative narcissists. People either love them or fear them; there is no happy medium.
No matter what role they play in society, they don’t like getting their hands dirty, and so they evolved a way to force other creatures to fight their battles for them. Conjuring allows conjurers to summon spirits from the Astral Plane. These summoned spirits may either stay in spirit form, or they may take physical form by inhabiting a vessel created for the spirit, or inhabiting a nearby dead body. Conjurers generate akasha just like mages do, but they use their social influence die code instead of the mystic attack die code.
As with spell casting, the power of summoned creatures is determined by the conjurer at the time of summoning. As you might have guessed, the more Akasha the conjurer uses, the more powerful the summoned spirit. Summoned spirits resist the summoning, so a conjurer must use his social influence against the spirit to make it manifest in the physical world. The spirit adds its force to its social defense roll to resist the summoning.
The Force of the spirit is equal to the number of Akasha the conjurer wants to spend in the summoning attempt, up to a maximum of 9. The force of the spirit is the number of spirit powers it has, and determines the number of tasks it will perform, according to this formula: Tasks = 10 – spirit force. Therefore, a force 7 spirit will perform 3 tasks before being released.
Once summoned, spirits serve the conjurer until they complete all of their tasks, or until they are either banished or destroyed, up to a maximum of 24 hours. Usually the summoned spirits are neutral in regards to the conjurer, but occasionally a very powerful conjurer may conjure a very powerful spirit which may not react to the summoning favorably. These angry spirits cannot attack the conjurer directly or refuse to obey his commands, but they will always seek to carry out their orders by following them to the letter, often with results detrimental to the conjurer.
Any conjurer may attempt to wrest control of a summoned spirit from its conjurer, but the attempt requires two social influence rolls, the first with the controlling conjurer, and the second with the spirit itself. This is extremely dangerous, because if the first combat succeeds and then the second combat fails, the spirit goes free and is very likely to attack both conjurers! Conjurers can banish their own summoned spirits at will, as long as the spirits are still under their control.
All spirits have characteristics equal to their (force x10). All conflict codes are figured accordingly, but spirits get an additional +2 to all conflict codes. Each spirit has a number of powers equal to its force.
These powers are chosen by the conjurer at the time of the summoning.
Alter Self: The spirit can take any animal or humanoid form it desires.
Armored: The spirit has 50 armor points in addition to their health points.
Breath Weapon: The spirit can damage all targets in a conical area (force x 10) feet long, (force x 1) at the mouth, and (force x 5) at the end for force d6 points of damage, a number of times equal to its force.
Dark Vision: The spirit can see in the dark as easily as it sees during the day.
Engulf: Magical attack doing force d6 damage per round, and restraining the target.
Etherealness: The spirit takes on a ghost-like form, immune to physical attacks, but unable to perform physical attacks.
Fearless: The spirit is completely immune to all forms of fear.
Fear Aura: Opponents must make a successful Social Influence test against the spirit in order to attack them.
Flight: The spirit can fly up to 50 feet per round.
Force Bolt: The spirit can fire magical bolts that cause force d6 damage.
Harness Ethos: The spirit can create magical items out of elemental Light, Dark, or Shadow. These items last until the spirit is banished.
Immunity: The spirit is immune to all diseases and poisons.
Improved Conflict Codes: The spirit has two opposing conflict codes (weapon attack and weapon defense, for example) as if their force was 10 instead of their actual force.
Improved Skills: The spirit uses a d8 for all other skills instead of a d6.
Infravision: The spirit can see heat signatures in the absence of visible light.
Inhabit: The spirit can inhabit a vessel created for it, a nearby elemental source, or a nearby corpse.
Invisibility: The spirit can become invisible for 10 minutes a number of times equal to its force. Invisible spirits become visible if they take damage or perform an action.
Lay on Hands: The spirit can heal or cause Force d6 damage with a successful martial attack.
Teleport: The spirit can teleport 50′ a number of times equal to its force.