Conjuror of the Night and Stars v.Jim

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The College of the Conjurations of the Night and Stars (v. Jim)

The true College of Celestial Magics is that which focuses on Night and Stars, and the rest are but feeble attempts to capture its wonder.
It is the magic that deals with enlightenment, the light that is found in the darkness, and, to some extent, Fate. Star Magic is influenced mostly by the time of day, and how directly they have access to the stars. Their chance to Cast magic is modified under the following schedule:

Modifiers
It is
night +10
day -10
The sky is
clear +5
The Conjuror is
outside +5
inside -5

In addition, for every 2 Ranks the Conjuror has in Astrology, they gain a positive modifier of 1.

Talents

Speak to Creatures of the Night (T-1)
Range: 10 feet + 10 / Rank
Duration: Immediate
Experience Multiple: 50
Resist: None
Effects: This talent allows the adept to communicate in a limited fashion with non-sentient creatures of the night. The talent is limited to a range of 10' (+ 10' / Rank).
In addition, 1 +  the Rank of this Talent is added to the Reaction Roll, making it more likely for such creatures to be positively disposed towards them. At Rank 20, 30 is added, instead


Night Vision (T-2)
Range: 50 feet + 10 / Rank
Duration: Always active
Experience Multiple: 100
Effects: This talent allows the adept to see in the dark with vision similar to that of a cat. Everything will appear monochromatic (i.e. shades of grey) and it is difficult to accurately estimate distance. The higher the Rank, the less of a problem this will be. Because the vision is monochromatic it cannot be used to do a Detect Aura. Note that some amount of light must be present before any sort of vision is possible.
At night, under the sky, the Conjuror can always see where the stars are, even if it is overcast.


Read Fate (T-3)
Duration: Immediate
Experience Multiple: 75
Base Chance: PC + 5/Rank
Effects: The chance of this Talent working is reduced by 1 for every foot the Conjuror is from the target, after the first 5 feet. If the Conjuror is successful, they immediately know the target's Aspect and can choose to read either:

  • a portent of what awaits the target
  • something of the nature of the target

If they are interested in their Fate, the DM may answer "calamity by sea", perhaps, or "an opportunity arises by the hand of a loved one" or some other vague and generally frustrating response which may be passed onto the target. At a later time, and certainly no longer than the end of season, a forewarned target may reduce the result of a die roll by the Rank of this Talent on a Check associated with the warning. They make this choice after they have seen the result of the die roll to change a failure into a success or to improve the quality of a success. For example, if a Conjuror with Rank 15 in this Talent warned a target who has a Swimming Base Chance of 75% of Calamity by sea. If the target subsequently falls overboard and rolls 87 for their Swimming Check, then the target's player could petition the DM to use the portent, thus reducing the number rolled for their Swimming Check by 15 to make it 72. The DM must judge the appropriateness of the request, and their decision is final and binding.
If a target's Fate is read by another Conjuror, then the new one overwrites the old one, unless it is of equal or lower Rank, in which case the earlier reading stands although a target who has discharged a portent may have another one read for the rest of the season. Such people live exciting lives and need all of the help they can get.
Alternatively, the Conjuror could ask questions about the general nature of the target. They may ask of sentient entities

  • the colleges they practise (but not highest Ranked spells)
  • what their greatest virtue or vice is

of entities and objects,

  • what spells they might be under the effect of (but not what spells have impacted)

and of objects

  • whether they are magically trapped, warded or cursed.

If the result falls in the range of a double or triple effect, then two or three questions can be asked, but only one may be a portent.

General Knowledge Spells

Night Stalking(G-1)
Range: 5 feet (+1 foot per Rank)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 100
Base Chance: 50%
Resist: None
Storage: Investment, Ward, Potion
Target: Entity
Effects: During the day, the target of this spell may move unnoticed, not Invisible. This means that light will not pass through them. As a consequence the target will cast a shadow (which may or may not be noticed depending on the lighting etc — even if noticed may not be connected to the target) and have a reflection in a mirror (or any reflective surface). However the target may not be noticed even if another entity is looking directly at him/her. A crystal of vision or similar counts as looking directly at the target, not as a reflection. Although the target is not invisible, they may be detected using any magical means for detecting invisible entities (e.g. witchsight).
At night, the spell allows the target to travel in a proximate dimension of night, as if they were Invisible. In this case, they may only be detected by Witchsight, Wizardsight, Enhanced Vision or similar magic which is of equal or higher Rank. If the target of the spell or their possessions are touched by another entity or their possessions, then the spell is broken. The spell will also end if they enter areas of 79 (+ Rank of Night Stalking)% light, whatever time of the day the spell is Cast.
The target of the spell may end it voluntarily, and this is a Free Action.

Curtain of Night (G-2)
Range: 15 feet (+15 feet per Rank)
Duration: 15 minutes (+15 minutes per Rank)
Experience Multiple: 150
Base Chance: 15%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Volume
Effects: The Conjuror calls forth a curtain of night which is 30 feet long and 10 feet high. For each Rank, the height of the curtain may be increased by 1 foot, or the length increased by 10 feet. If the curtain totally encloses an area, the entire volume is plunged into darkness equal to 60 (+2 per Rank)%. In addition, if the Conjuror should spend an extra point of FT at the time of Casting the spell, any entity not a construct, creature of the night or creature of mana must Resist every time they pass through the curtain, or take [D-2+1 per Rank] damage and succeed at a 1 x WP or roll on the Fright Table.

Starlight (G-3)
Range: 15 feet (+15 feet per Rank)
Duration: 15 minutes (+15 minutes per Rank)
Experience Multiple: 150
Base Chance: 15%
Resist: None
Storage: Investment, Ward, Magical Trap
Target: Volume
Effects:: The Conjuror calls forth a field of gently sparkling starlight which has a volume of 4 10 x 10 x 10 cubes (+ 2 10 x 10 x 10 cubes per Rank). This will set the light level to 30% (+ or - 1 per Rank), and will supplant a lower Ranked Light or Darkness spell or, if they are of the same Rank, create conditions equal to the average of the combined light level of each spell. In addition, if the Conjuror should spend an extra point of FT at the time of Casting the spell, any entity not a construct, creature of mana or creature of the day takes 1 damage per 4 Ranks for every Pulse (or part thereof) that they spend in the area of the Starlight.
If a Curtain of Darkness is cast upon a ceiling and Starlight is cast upon that, then the Conjuror may neutralise any penalties by the least Ranked of these spells.

Navigation (G-4)
Range: Self
Duration: 1 hour (+ 1 hour per Rank)
Experience Multiple: 125
Base Chance: 15%
Resist: None
Storage: Potion
Target: Sentient Entity
Effects: The spell attunes the Conjuror's mind to the stars, allowing them to identify their position on the face of the world and decreases their chance of veering off course, running aground, etc., by 5% (+ 1 / Rank). In addition the Conjuror may add 1 (+ 1 / 4 full Ranks), to their effective Rank in the Navigator Skill.

Sleep (G-5)
Range: 15 feet (+15 feet per Rank)
Duration: Delayed effect
Experience Multiple: 300
Base Chance: 15%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Living Entity
Effects: The Conjuror may lull the target into a deep sleep which will last from a few minutes to several hours, or until the entity is woken. It will take 120 seconds (-5 seconds per Rank) for the target to drift off to sleep, and only creatures that normally spends some time asleep are legal targets.

Detect Scrying (G-6)
Range: 0 feet (+5 feet per Rank)
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion
Target: Sentient Entity
Effects: The Conjuror has a chance of detecting whether or not they are or the area they are occupying is being observed by means of Wizard's Eye, Crystal of Vision, Waters of Vision or similar magic. The Conjuror is particularly sensitive to observation that originates on another plane of existence. To notice if they are being scryed they must Break 100 + MA + PC + Rank of this spell - Rank of the scrying. The DM rolls this dice in all cases. If the result is 125 or more, they know the form that the obersvation takes (Wizard's Eye, Crystal of Vision, etc) . If they are being observed from another plane, 10 is added to the die roll. If they do not Break 100, the DM tells them that they do not detect any scrying.

Starfire (G-7)
Range: 30 feet (+15 feet per Rank)
Duration: Immediate
Experience Multiple: 250
Base Chance: 35%
Resist: Passive
Storage: Investment, Magical Trap, Ward
Target: Object or Entity
Effects: The Conjuror projects a ray of searing light from their brow that will inflict D-4 + Rank of Starfire damage on the first entity or object that it encounters. Most undead are particularly vulnerable to this kind of damage, even Solar-Aspected undead, and will take half damage if they Resist. Elves increase their Resistance against Starfire by 10.

Witchsight (G-8)
Range: 15 feet (+15 per Rank)
Duration: 30 minutes (+30 per Rank)
Experience Multiple: 150
Base Chance: 15%
Resist: None
Storage: Investment, Ward, Potion
Target: Entity
Effects: The Conjuror may see objects or entities which are invisible and they appear to have a slight blue sheen around them. If the invisibility effect (excluding Walking Unseen) is of a higher Rank than the Witchsight, the object or entity may not be clearly identified or directly magically targeted. The Conjuror may also see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.

Beacon of Hope (G-9)
Range: 15 feet (+5 per Rank)
Duration: 3 Pulses (+1 per Rank)
Experience Multiple: 250
Base Chance: 30%
Resist: None
Storage: Investment, Ward
Target: Relative Point
Effects: The Conjuror summons a brightly twinkling star before them. The star will maintain its position and distance from them for the duration, and provides benefits to those that can see it:

  • It will provide light to see by. At Ranks 0-5 it is merely a glow; at Ranks 6-10 it is equivalent to the light of a candle; at Ranks 11-15 it is equivalent to the light of a torch; and at 16-20 it is equivalent to that of a lantern.
  • They may subtract the Rank of Beacon of Hope from any die roll to avoid succumbing to fear, horror, dread, despair or similar afflictions against which hope is considered a sovereign by the DM. If no Resistance is normally allowed, then a result which modifies to 01 will count as a successful Resistance.
  • Any attempt to Rally has the Base Chance increased by the Rank of Beacon of Hope
  • At Rank 20, Raising Morale is a Free Act.

Only those that the Conjuror can name will be able to see the star, and, in any case, no more than the Rank of Beacon of Hope.
This spell cannot be cast twice in the same hour by the same Conjuror.

Illumination (G-10)
Range: 15 feet
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 200
Base Chance: 15%
Resist: None
Storage: Investment, Ward
Target: Object or area
Effects: This spell causes a 1 inch circle on any nonliving surface to radiate light. The intensity of light is determined by Rank: at Ranks 0-5 it is merely a glow; at Ranks 6-10 it is equivalent to the light of a candle; at Ranks 11-15 it is equivalent to the light of a torch; and at 16-20 it is equivalent to that of a lantern. It will not aid in providing bonuses for casting purposes.

General Knowledge Rituals

Divination (Q-1)
Range: 5 feet (+1 foot per Rank)
Duration: Varies
Experience Multiple: 300
Base Chance: 40% (+3 per Rank)
Cast Time: 1 hour
Resist: No
Target: Entity, Object, Area
Material: None
Actions: Concentration
Concentration Check: Standard
Effects: There is no possibility of backfire from this ritual. By use of this ritual a Conjuror may determine if an individual, object, or area is currently, or has been recently, under the effects of magic a spell by employing the Ritual of Magic Divination. If the ritual is successful, the nature of all magic in effect (exact names and Colleges) is revealed to the Conjuror. If the magic is of non-college origin general effects are revealed. In the case of magic that is no longer in effect, for each 5 less than their Cast Chance that the Conjuror rolled, magic that expired an extra week ago is revealed. For example if a Conjuror rolled 12 less than their Cast Chance magic that expired up to two weeks ago would be revealed — in addition to all magic currently in effect.
The Conjuror may perform an Ancient Divination. If successful the Conjuror will learn the exact nature of all enchantments, magical mechanisms, triggering conditions, curses, side-effects, etc., placed upon an entity or object even if they are of non-college origin. If an object has an Individual True Name the Ancient Divination will reveal its existence, though not the actual name.
The Conjuror may draw upon the wisdom of the stars and see (unclearly) up to 1 (+ 1 / Rank) hours into their own future to foresee possible events. The Conjuror's player should describe a plan of action, and the GM will describe a vision based on the consequences of those actions, which can be as literal or metaphorical as the GM wishes. The clarity and detail of the vision will be dependant on the Conjuror's rank. Should the Conjuror foresee their own death, a fright check may be appropriate. This ritual cannot be recast immediately with a different plan; the Conjuror must wait until they have taken some action to change their situation. This use of the ritual works at any range.

Summoning and Binding Creatures of the Night (Q-2)
Duration: Concentration: No Maximum
Experience Multiple: 200
Base Chance: 20% (+4 per Rank)
Cast Time: 1 hour
Resist: Passive
Target: Entity, Object, Area
Material: None
Actions: Concentration
Concentration Check: Standard
Effects: The Conjuror may summon and bind 1 (+1 for every 5 or fraction Ranks) non-sentient creature of the Night. Any creature summoned must be native to the area. If the ritual succeeds, the creature will arrive bound to the Conjuror. In this state the creature will try to protect and aid the Conjuror to the utmost of its ability (but it does not automatically know what the Conjuror wishes it to do). If the ritual backfires then the creature will arrive and immediately attack the Conjuror. The creature will arrive after (20 - D10 - Rank) minutes (minimum of 0). Bound creatures will continue to serve the Conjuror as long as passive concentration is maintained (the Conjuror stays conscious and does not attempt any other spell that requires concentration). If the Conjuror is stunned, a 3 x Willpower ( + 2 / Rank) Willpower check is required to maintain concentration. If the concentration is broken the creature will immediately attack the Conjuror. The Conjuror may at any time release any of the creatures, in which case the creature concerned will immediately flee from their presence.
Creatures that may be summoned using this ritual are nocturnal non-sentient entities from the following categories: 66.2 Felines; 66.4 Small Land Mammals; 67.1 Common Avians; 69.1 Lizards and Kindred (except Hydras); 69.2 Snakes; 69.3 Insects and Spiders; and 72 Creatures of Night and Shadow. Note: Weres can only be affected by this ritual while they are in their beast form.

Special Knowledge Spells

Healing (S-1)
Range: Touch
Duration: Immediate
Experience Multiple: 200
Base Chance: 40%
Resist: None
Storage: Investment, Potion
Target: Entity
Effects: Cures 1 point of Endurance or Fatigue ( + 1 / every 2 or fraction Ranks). This spell will not cure specific Grievous Injuries and the extra endurance points associated with any Grievous Injury, nor will it "cure" tiredness fatigue (including that lost due to spell casting). However, this spell can cure as if the curing was attempted by a healer of Rank equivalent to the Rank of the spell / 5 (round down).

Star Blade (S-2)
Range: 15 feet (+5 feet per Rank)
Duration: 5 minutes (+1 minute per Rank)
Experience Multiple: 250
Base Chance: 30%
Resist: None
Storage: Investment
Target: Object
Effects:The Conjuror may magically enhance any sword (as listed on the weapons chart) within range. Strike Chance is increased by 1% (+ 1 / Rank) and Damage Modifier by 1 (+ 1 / 4 Ranks). At Rank 20, the wielder's effctive skill with the enhanced weapon is increased by one Rank (i.e. unranked in Dagger becomes Rank 0, Rank 7 Hand & a Half becomes Rank 8). This will affect Strike Chance, Engaged Initiative Value, Evasion, Parry calculation and possibly Damage Modifier. It does not allow an entity to use a sword they do not have the PS or MD to wield, however.
Star Blades often appear gemmed, catch the light and sparkle.

Shooting Stars (S-3)
Range: 20 feet (+10 feet per Rank)
Duration: Immediate
Experience Multiple: 450
Base Chance: 15%
Resist: Passive
Storage: Investment, Magical Trap, Ward
Target: Object or Entity
Effects: The Conjuror summons Shooting Stars that attack 1 target per 3 or fraction Ranks. If a target fails to Resist, they take D10 + 1 per Rank damage, half if they Resist. The damage may be reduced by the Protection of the target's armour or their Spell Armour, whichever is least. Damage Reduction is applied normally.

Meteorite Shower (S-4)
Range:60 feet (+15 feet per Rank)
Duration: Delayed effect
Experience Multiple: 200
Base Chance: 10%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: The Conjuror calls down from the heavens a meteorite shower which peppers a given area that was entirely within the Conjuror's range at the time of casting. The meteorite shower is targeted to hit a specific hex and takes 2 minutes (-10 seconds / Rank) to arrive (minimum of the end of the following pulse). Any entities within a vertical column that is 25 feet in diameter (centred on the target hex), with a height equal to the spell's range) must resist or suffer [D - 4] (+1 / Rank) damage. The Conjuror may counterspell this spell at any time prior to the meteorite shower arriving by casting the appropriate counterspell at the targeted hex. The targeted hex will have a magical aura until the meteorite shower arrives (or is counterspelled by the Conjuror). This spell will have no effect if it is targeted on a hex which is already a target of this spell. Note that a solid surface (such as 10' of earth) will prevent the meteorite shower from reaching its target hex.

Star Flight (S-5)
Range: 5 feet (+1 foot per Rank)
Duration: 30 minutes (+30 minutes per Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Investment, Potion, Ward
Target: Entity
Effects: The Conjuror may cast this spell upon 1 entity per 3 or fraction Ranks. Over a period of a minute or so, the targets assume the form of brightly sparkling stars. This constellation can flash across the sky at speeds up to 30 miles per hour (+ 1 mph per Rank) at the direction of the Conjuror. While they may move and observe they cannot take any other Action, except those that arise from their senses, i.e. Witchsight, DA, Detect Fumes and similar effects. The spell ends at the will of the Conjuror, the will of the targets or when duration expires. If they are still in the air at this time, they fall like stars to arrive safely on the ground, if there is any.

Fear (S-6)
Range: 15 feet (+15 feet per Rank)
Duration: 15 seconds (+15 seconds per Rank)
Experience Multiple: 350
Base Chance: 20%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: The target of this spell is seized by uncontrollable fear and must roll on the Fright table. At the time of casting, the Conjuror may choose to modify the Fright Table roll up or down by an amount up to the Rank of the spell. On a double or triple effect this modification may be doubled or tripled respectively.

Dwarf Star (S-7)
Range: 60 feet (+15 feet per Rank)
Duration: Concentration: maximum 1 minute (+1 minute per Rank)
Experience Multiple: 450
Base Chance: 15%
Resist: Active, Passive
Storage: Investment
Target: Entity
Effects: The spell causes a target of the Conjuror's choice which is within range to suffer the effects of an increase in gravity unless they successfully resist. This increase in gravity subtracts 2 (+2 / Rank) from the target's strength and 1 for every 2 Ranks (or fraction) from the target's TMR. The target must roll under 3 strength each pulse or become immediately prone. Once prone, a roll of 1 modified strength is required in order to stand up. If the target's strength is reduced to less than zero, the target suffers the negative amount as damage each pulse and must roll underWillpower + current Endurance in order to remain conscious. If the target and Conjuror become separated by a distance greater than the range of the spell then the spell immediately ceases to work. If the target is under (or comes under) the effect of a flying spell, the following applies:

  • If the Rank of the flying spell is greater than the Rank of the Increased Gravity then the target may be able to fly. However, twice the Rank of the Increased Gravity is subtracted from the Rank of the flying spell for purposes of determining speed and lift of the flying spell. This may make it a negative modifier which may reduce the speed to 0 or less, in which case the target may not fly but may stand.
  • If the Rank of the flying spell is less than or equal to the Rank of the Dwarf Star, then the target may not fly. However, half the Rank of the flying spell is subtracted from the Rank of the Increased Gravity for purposes of determining the strength and TMR reductions.

Whitefire (S-8)
Range: 30 feet (+15 feet per Rank)
Duration: Immediate
Experience Multiple: 500
Base Chance: 10%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: If the target of this spell is a one hex creature or less, they must Resist or be reduced to -1 EN and 0 FT. If successful, they take (D10-4) + 1 per 2 Rank in Whitefire damage. If the target is a multi-hex creature, they take D10 + 2 per Rank in Whitefire damage, half if Resistance is successful. Protection from magical fire will not help against this spell.

Falling Star (S-9)
Range: 75 feet (+15 feet per Rank)
Duration: Delayed effect
Experience Multiple: 500
Base Chance: 1%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: The Conjuror calls from the sky a meteor which crashes into a given area that was within the Conjuror's range at the time of casting. The meteor is targeted to hit a specific hex and takes 5 minutes (- 20 seconds / Rank) to arrive (minimum of 5 seconds). The meteor will always arrive at the end of the pulse and will be preceded during that pulse by a high-pitched whistle in the general area. Any entities within the target hex suffer [D + 12] (+ 4 / Rank) damage. Entities within adjacent hexes suffer [D + 2] (+ 1 / Rank) damage. If an entity successfully resists it suffers only half damage (round up). The Conjuror may counterspell this spell at any time prior to the meteor arriving by casting the appropriate counterspell at the targeted hex. The targeted hex will have a magical aura until the meteor arrives (or is counterspelled by the Conjuror). This spell will have no effect if it is targeted on a hex which is already a target

Visions (S-10)
Range: Self
Duration: 10 seconds
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion
Target: Sentient Entity
Effects: If the Conjuror can see the stars, they may receive visions (usually precognitive in nature) concocted by the GM. At Rank 5 and above, they may use this technique to spy into an area to see what is going on there. The maximum distance from the character to the area being spyed into is 5 miles (+ 15 / Rank). The point of view is as if the Conjuror were looking down from a star, although, obviously, a great deal nearer. This cannot be changed. If the Conjuror is not able to form a clear mental image of the location to be spied upon or command the stars to focus on an unambiguously defined point in space, then it is the GM's discretion as to what will be seen.

Banishment (S-11)
Range: Touch
Duration: Immediate
Experience Multiple: 250
Base Chance: 30%
Resist: Passive
Storage: Investment, Magical Trap, Ward
Target: Entity
Effects:The Conjuror may banish any one entity back to its own plane of origin. In order to do so the Conjuror must touch the target entity at the moment the spell is completed. If successful, the spell results in the entity immediately returning to its own plane unless the entity successfully resists.
The touch is automatic unless the target is actively avoiding being touched, in which case the target must make a successful strike at the moment of casting. The spell must be prepared normally. The target returns to a random spot, in an appropriate medium, on its own plane. The exact whereabouts is GM's discretion, however, entities banished at approximately the same time will appear in approximately the same area.

Star Dome (S-12)
Range: 10 feet (+2 feet per Rank)
Duration: 30 minutes (+30 minutes per Rank)
Experience Multiple: 350
Base Chance: 10%
Resist: None
Storage: Investment, Magical Trap, Ward
Target: Volume
Effects: The Conjuror may create a 20 (+ 2 / Rank) feet radius, transparent, shimmering dome or sphere centred on a point within range. The environment inside will be warm, dry, lit by stars and contain fresh air however hostile it is outside. The exterior environment may be on top of a lava stream, at the bottom of the sea or even deep space.
Entities may enter and leave the dome, and may not even be aware of its existence. Creatures of mana and elemental creatures will be unable to enter the dome, however, unless they were inside the volume at the time of casting. They may, however, inflict damage on the dome, which will affect its dimensional stability and may cause it to fail entirely. The dome has a damage capacity equal to its Rank squared and its Protection and Spell Armour is equal to Rank / 2. Spells that do not reduce the dome's damage capacity are Necrosis, Putrid Wound, Disruption, Hand of Death, Torment or Life Draining. Neither may Phantasms, Spectral Warriors or Nightmares enter the dome.
Magic, Missile or Thrown attacks into or out of the dome automatically fail, although elemental magic that inflicts damage will damage the dome itself. Magic, Missile or Thrown attacks work just fine within the dome, however.

Special Knowledge Rituals

Fate Shields (R-1)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 200
Base Chance: 20% (+4 / Rank)
Cast Time: 1 hour
Resist: None
Target: Sentient Entity
Material: None
Actions: Draw a summoning circle
Concentration Check: Standard
Effects: The Conjuror may protect themselves from harm, making tiny alterations to the Fate of those who attack them by conjuring 1 (+1 per 3 or fraction Ranks) Fate Shields. These shields will orbit the Conjuror and attempt to deflect or mitigate attacks by interposing themselves. Once a Pulse, requiring a Free Act, the Conjuror may spend a Fate Shield to negatively affect the quality of an attack so that:

  • hits are misses or failures to cast
  • blows directly to EN or Double Effect spell casts inflict normal damage
  • possible Specific Grievous Injuries or Triple Effect spell casts are considered blows directly to EN or Double Effect spell casts.

At Rank 20, spending Fate Shields no longer requires a Free Act, the Conjuror may spend as many as they want in a Pulse so long as no more than one is applied against each attack.