From: [i--bl--e] at [eskimo.com] (Innocuous Appellation)
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: HERO: Conjuration Multipower
Date: 1 Feb 1995 14:17:55 -0500


--------------------------------------------------------------------------
  Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference
to HERO, the HERO System Rulesbook, or any of the HERO System supplements
should not be construed as a challenge to the trademark status. The author
is not affiliated in any manner with Hero Games, Inc. You can distribute
this product freely, but you can not charge more than a minimum delivery
fee. Copyright 1995, All rights reserved.
--------------------------------------------------------------------------
  This series of supplements can be used to expand those available in the
Fantasy HERO books from HERO Games, Inc. They can not be used without
reference to the HERO System Rulesbook. This material is a mix of original
designs and adaptations from other game systems. The official archive site
is 'ftp.cs.pdx.edu' in the directory '/pub/frp/hero/fantasy-hero'.
--------------------------------------------------------------------------

                 CONJURATION MULTIPOWER FRAMEWORK

  This Multipower can be used as a Magical Power Framework for the 
Conjurer package deal. (See the FHC II, pg. 7.)   Whenever the 
Conjurer fails his Magic Skill roll, his magical powers are diminished 
for several minutes.
  All slots within the Conjuration Multipower take the following 
disadvantages:

Multipower Disadvantages: Requires Magic Skill Roll which must be EGO-
  based (-1/2), Gestures (-1/4), Incantations (-1/4), Side Effect
  (Drain Conjuration Multipower Framework, 1/minute) (-1/2).
Total: -1-1/2.

Table 1. Character point cost for Conjuration Multipower reserve

   Conjuration  Base      Conjuration  Base      Conjuration  Base
   Multipower   Cost      Multipower   Cost      Multipower   Cost
   -----------  ----      -----------  ----      -----------  ----
       10         4           90        36          170        68
       20         8          100        40          180        72
       30        12          110        44          190        76
       40        16          120        48          200        80
       50        20          130        52          210        84
       60        24          140        56          220        88
       70        28          150        60          230        92
       80        32          160        64          240        96

Table 2. Multipower drain per active cost of miscast spells

 Active Cost   Drain     Active Cost   Drain     Active Cost   Drain
 -----------  -------    -----------  -------    -----------  -------
   to 60       2d6           130       4d6+1         200       7d6-
      70       2d6+1         140       5d6-1         210       7d6
      80       3d6-1         150       5d6           220       7d6+1
      90       3d6           160       5d6+1         230       8d6-1
     100       3d6+1         170       6d6-1         240       8d6
     110       4d6-1         180       6d6           250       8d6+1
     120       4d6           190       6d6+1         etc.

----------------------------------------------------------------------
                             FIXED SLOTS
----------------------------------------------------------------------

CONTRACT
  When an intelligent creature is summoned and bent to the will of the 
Conjurer, he can use the following power as a means to enforce the 
completion of a task. The contract must be written up and signed by 
both the caster and the target before this spell will go into effect. 
Once this has been done, the caster forms a mental tie to the target, 
allowing the Conjurer to know when the contract has been broken. If 
this occurs, the target will be wracked by violent magical enegies, 
usually resulting in death within a short period.
  The difficulty and duration of the Contract will have a direct 
bearing on the willingness of the summoned being to sign. Clever 
beings can escape punishment by means of loopholes, so the agreement 
must be carefully written by the caster.
Power: 10d6 Telepathy.
Modifiers: 0 END (+1/2), Transdimensional (All) (+1); Only to activate
  trigger (-1). Active Cost = 125 points.
Power: 2d6 BODY Drain w/ Charges
Modifiers: Invisible Power Effects (All Senses) (+1), Trigger:
  When the subject reneges on the contract as written (+1/4), 32
  Charges (+1/4); Costs END to cast (-1/4), Gradual Effect: Every
  Turn (-1/4), Linked to Telepathy (-1/2). Active Cost = 50 points.
Combined: Only versus being summoned by caster (-1/4), OAF signed
  contract, fragile (-1-1/4), Extra Time: 5 Minutes (-2).
END Cost: (5); Magic Roll: -17; Casting Time: 5 minutes.
Slot Cost: 2.

MATERIALIZE
  The Conjurer can summon a desolified being wholly into the current 
realm, making it more vulnerable to normal attacks. The caster must be 
close to the target for this spell to be fully effective.
Power: 8d6 Suppress Desolification
Modifiers: Affects Desolidified (+1/2), 1/2 END (+1/4); OAF - Wand
  (-1), Affected by Summoning Adjustment Powers (+0), Extra Time: Full
  Phase (-1/2). Active Cost = 70 points.
END Cost: 3; Magic Roll: -7; Casting Time: Full Phase.
Slot Cost: 2.

PRODUCE SMALL ANIMAL
  When this spell is cast, the Conjurer reaches into a hat, sack, or 
other container, and pulls out an animal the size of a dog or smaller. 
The animal will have an above average intelligence for its species, 
and must be known by the Conjurer. The summoned creature must be 
feral, but it could be tamed given proper care and affection.
Power: Summoning (90 pts, +2 INT)
Modifiers: Any Small, Untamed Animal (+1/4); OAF - Bag or other hollow
  container, must be large enough to pass creature (-1), Extra Time:
  Full Phase (-1/2). Active Cost = 60 points.
END Cost: (6); Magic Roll: -6; Casting Time: Full phase.
Slot Cost: 1.

SERVANT VISION
  The caster can mentally join with a being he has summoned, following 
its travels and communicate any advice or instructions. The target 
must cooperate in order for this spell to function, and the caster is 
unable to control the creatures actions through this means.
Power: +3 Clairsentience (Sight and Sound Groups)
Modifiers: 1/2 END (+1/4); Limited by senses of target (-1/4), 1/2
  DCV Concentrate to use senses (-1/4). Active Cost = 50 points.
Power: Mind Link
Modifiers: Costs 1/2 END (-1/4), Linked to Clairsentience (-1/2).
  Active Cost = 10 points.
Combined: 1/2 DCV Concentrate while casting (-1/4), Must be cast on
  summoned being (-1/4), OAF - Wand (-1).
END Cost: 3; Magic Roll: -6; Casting Time: 1/2 phase.
Slot Cost: 1

SUMMON SWARM
  A swarm of small, biting creatures is summoned to attack a foe, 
penetrating holes in his armor and causing intense physical anguish. 
The target of this spell can attempt to dodge or swat at the swarm to 
avoid their stinging bites. This spell is affected by Adjustment 
powers directed at Summoning.
Power: 2d6 Physical Energy Blast
Modifiers: Autofire (4 Shots) (+1+1/2), 1/2 END (+1/2), NND (Fine
  Mesh Covering or Repellant Chemical) (+1), Indirect (Any Location
  and Direction) (+3/4); No Knockback (-1/4), Beam Attack (-1/4),
  STUN Only (-1/4), Affected by Summoning Adjustment Powers (+0).
  Active Cost = 47 points.
END Cost: (2); Magic Roll: -5; Casting Time: 1/2 phase.
Slot Cost: 3.


----------------------------------------------------------------------
                            VARIABLE SLOTS
----------------------------------------------------------------------

ARMOR
  This spell conjures up a complete suit of tough Armor, which assumes 
the form of the selected type and adjusts to fit the wearer. The Armor 
will be maintained as long as the caster pays the END cost. This spell 
is affected by Adjustment powers directed at Summoning.
Power: Armor
Advantages: Hardened (+1/4), Useable by Another at Range (+3/4).
Disadvantages: Costs x2 END (-1), No Range (-1/2), OIF - Piece of
  Armor of selected type, expended but easily replaced (-1/2),
  Affected by Summoning Adjustment Powers (+0).
Total: +1 advantages, -2-3/4 disadvantages.
Casting Time: 0

          Armor           Active Cost  END Cost  Magic Roll  Slot Cost
------------------------  -----------  --------  ----------  ---------
+2 DEF (Leather)              12          2          -1          1   
+3 DEF (Boiled Leather)       18          4          -2          1
+4 DEF (Brigandine)           24          5          -2          1
+5 DEF (Scale)                30          6          -3          2
+6 DEF (Chain)                36          7          -4          2
+7 DEF (Plate and Chain)      42          8          -4          2
+8 DEF (Full Plate)           48         10          -5          3

AUGMENTED SUMMONING
  This is an enhanced version of the Basic Summoning spell. (See 
below.) It is less strenuous to cast, but requires a full turn to 
complete. A special Candle of Summoning is required for this spell, 
which must be lit prior to casting. The summoned creature remains as 
long as the candle still burns, for a maximum total of six hours per 
candle.
Power: Summoning
Advantages: Any Creature from a limited group (+1/4).
Disadvantages: Dismissed when candle extinguished (-1/4), OAF Candle
  of Summoning, Fragile (-1-1/4), Extra Time - 1 Turn (-1).
Total: +1/4 advantages, -4 disadvantages; Casting Time: 1 turn.

   Summoning     Active Cost  END Cost  Magic Roll  Slot Cost
 --------------  -----------  --------  ----------  ---------
    0 Points          37          4         -4          1*
   40 Points          47          5         -5          2
   90 Points          60          6         -6          2*
  140 Points          72          7         -7          3
  190 Points          85          8         -8          3*
  240 Points          97         10        -10          4
  290 Points         110         11        -11          4*
  390 Points         135         13        -13          5*
  490 Points         160         16        -16          6*
  590 Points         185         18        -18          7*
  690 Points         210         21        -21          8*

BASIC SUMMONING
  This utility spell allows the Conjurer to summon one or more 
creatures from among a limited group. The specific group must be 
selected when this spell is first acquired, but this slot can be taken 
several times for different groups.
  When the creature first arrives, it will behave according to its 
natural temperment. This can range from willing cooperation, to 
indifference or extreme malevolence. If Conjurer wants the creature to 
perform a task, he will need to employ his other powers and abilities 
to control the being.
  A small sample of the target creature is required, such as a hair 
sample, nail clippings, feather, shed skin, egg shell, fresh 
droppings, etc. No other knowledge of the target creature is required 
to perform the summoning.
Power: Summoning
Advantages: Any Creature from a limited group (+1/4).
Disadvantages: 1/2 DCV concentrate while casting (-1/4), IAF - Part
  from creature, expended but easily replaced (-1/2), x3 END (-1),
  Extra Time - Full Phase (-1/2).
Total: +1/4 advantages, -3-3/4 disadvantages; Casting Time: 1 phase.

   Summoning     Active Cost  END Cost  Magic Roll  Slot Cost
 --------------  -----------  --------  ----------  ---------
   10 Points          40         12         -4          2
   70 Points          55         15         -5          2*
   90 Points          60         18         -6          3
  130 Points          70         21         -7          3
  170 Points          80         24         -8          3*
  210 Points          90         27         -9          4
  270 Points         105         30        -10          4*
  310 Points         115         33        -11          5
  350 Points         125         36        -12          5
  370 Points         130         39        -13          5*
  450 Points         150         45        -15          6*
  550 Points         175         51        -17          7*
  650 Points         200         60        -20          8

BEHOLDEN
  This key spell of the Conjurer will cause a creature to come under 
his direct influence and control. The power is primarily employed on 
creatures summoned by the caster, and is much less effective against 
other beings.
Power: Mind Control
Advantages: 1/2 END (+1/4), Telepathic (+1/4).
Disadvantages: OAF Wand (-1), Target is x2 EGO when not summoned by
  the caster (-1/4).
Total: +1/2 advantages, -2-3/4 disadvantages; Casting Time: 1/2 phase.

  Mind Control   Active Cost  END Cost  Magic Roll  Slot Cost
 --------------  -----------  --------  ----------  ---------
      2d6             15          1         -1          1
      3d6             22          1         -2          1*
      4d6             30          1         -3          2
      5d6             37          2         -4          2
      6d6             45          2         -4          2*
      7d6             52          3         -5          3
      8d6             60          3         -6          3*
      9d6             67          3         -7          4
     10d6             75          4         -7          4
     11d6             82          4         -8          4*
     12d6             90          4         -9          5
     13d6             97          5        -10          5*
     14d6            105          5        -10          6
     15d6            112          6        -11          6
     16d6            120          6        -12          6*
     17d6            127          6        -13          7
     18d6            135          7        -13          7*
     19d6            142          7        -14          8
     20d6            150          7        -15          8
     21d6            157          8        -16          8*

DISMISS
  The Conjurer can use this spell to dismiss a summoned creature, 
returning the beast from whence it came. Steady concentration is 
required, and the spell is more strenuous than normal  to cast. The 
spell can penetrate most intervening barriers, with the exception of 
hardened defenses.  The dismiss is less effective when the Conjurer 
did not summon the target.
Power: Dispel Summoning
Advantages: Indirect (Any distance, away from caster) (+1/2)
Disadvantages: 0 DCV Concentrate (-1/2), 2x END (-1/2), Target is x2
  Difficult to Dispel when not summoned by the caster (-1/2).
Total: +1/2 advantages, -3 disadvantages.
Casting Time: 1/2 phase.

    Dismiss   Active Cost  END Cost  Magic Roll  Slot Cost
   ---------  -----------  --------  ----------  ---------
      2d6           9        (2)         -1          1
      4d6          18        (4)         -2          1
      8d6          36        (7)         -4          2
     12d6          54       (11)         -5          3
     16d6          72       (14)         -7          4
     20d6          90       (18)         -9          4
     24d6         108       (21)        -11          5
     28d6         126       (25)        -13          6
     32d6         144       (29)        -14          7
     36d6         162       (32)        -16          8
     40d6         180       (36)        -18          9

ESTATE
  This special Conjuration power allows the caster to create a place 
of residence on a whim. The empty house needs a sufficiently large 
empty lot and will only remain while the caster is within range. Any 
equipment, staff, and other special features must be supplied.
  Once the character leaves the immediate vicinity of the building, it 
is dispelled. This spell is affected by any Adjustment powers directed 
at Summoning.
Power: Summon Base
Advantages: Any (Empty) Base (+1/4), Persistent (+1/2).
Disadvantages: Costs x2 END to cast (-1/2), Only maintained when
  caster is within radius (5" x Active Cost) (-1/4), OAF Wand (-1),
  Affected by Summoning Adjustment Powers (+0).
Total: +3/4 advantages, -3-1/4 disadvantages; Casting Time: 1/2 phase.

    Base Cost   Active Cost  END Cost  Magic Roll  Slot Cost
   -----------  -----------  --------  ----------  ---------
        0            52        (10)        -5          2
       10            56        (11)        -6          3
       20            59        (12)        -6          3
       30            63        (13)        -6          3
       40            66        (13)        -7          3

PENTACLE OF CONJURATION
  When summoning a dangerous entity, a careful conjurer must take 
precautions to ensure that the creature is held in check until it can 
be controlled. This spell creates a magical barrier within a circle of 
conjuration to cage the summoned creature. Once created, this barrier 
can be maintained effortlessly by the Conjurer, and will stop even 
armor penetrating attacks and ethereal beings.
  Because he is maintaining the barrier by means of his personal 
energies, any damage suffered by the wall will be transmitted to the 
character. Should anyone cross or otherwise break the circle from the 
outside, the barrier will immediately drop.
Power: Force Wall
Advantages: Affects Desolidified (+1/2), Difficult to Dispel (+1/4),
  Hardened (+1/4), 0 END (+1/2).
Disadvantages: Dispelled if circle broken from outside (-1/4), Only
  inside conjuration circle (-1/4), Feedback (-1), Costs END to cast
  (-1/4), 0 DCV Concentrate (-1/2), OAF - circle of conjuration
  (requires drawing materials and an hour to prepare), immobile (-2),
  Extra Time: 1 Turn (-1).
Total: +1+1/2 advantages, -6-3/4 disadvantages. Casting Time: 1 Turn.

       Pentacle        Active Cost  END Cost  Magic Roll  Slot Cost
 --------------------  -----------  --------  ----------  ---------
   2 DEF, 1" Radius         25         (2)        -2          1
   3 DEF, 1" Radius         37         (4)        -4          1
   4 DEF, 1" Radius         50         (5)        -5          1
   5 DEF, 1" Radius         62         (6)        -6          2
   4 DEF, 2" Radius         62         (6)        -6          2
   6 DEF, 2" Radius         75         (7)        -7          2
   7 DEF, 2" Radius         87         (9)        -9          2
   8 DEF, 2" Radius        100        (10)       -10          3
   9 DEF, 2" Radius        112        (11)       -11          3
  10 DEF, 2" Radius        125        (12)       -12          3
  11 DEF, 2" Radius        137        (14)       -14          3
  10 DEF, 3" Radius        137        (14)       -14          3
  12 DEF, 3" Radius        150        (15)       -15          4
  13 DEF, 3" Radius        162        (16)       -16          4
  14 DEF, 3" Radius        175        (17)       -17          5
  15 DEF, 3" Radius        187        (19)       -19          5

PENULTIMATE SUMMONING
  This spell is primarily intended to summon only the most powerful 
creatures, and it must be purchased again for each type of creature 
the caster wants to summon. The true name of the creature is required, 
a difficult piece of information to obtain under most circumstances. 
Hence the Conjurer will rarely have more than one or two spells of 
this type, and they will usually be reserved for critical situations.
  The spell requires the preparation of a circle of conjuration, along 
with whatever other precautions are required for a summoning of this 
magnitude. A full hour of unbroken concentration is needed before the 
summoning can be attempted.
Power: Summoning
Disadvantages: Must know true name of summoned being (-1/2), 0 DCV
  concentrate while casting (-1/2), OAF - circle of conjuration
  (requires drawing materials and an hour to prepare), immobile (-2),
  Extra Time: One Hour (-2-1/2).
Total: +0 advantages, -7 disadvantages; Casting Time: 1 hour.

   Summoning     Active Cost  END Cost  Magic Roll  Slot Cost
 --------------  -----------  --------  ----------  ---------
   150 Points         60         (6)        -6          1*
   350 Points        100        (10)       -10          2*
   550 Points        140        (14)       -14          3*
   750 Points        180        (18)       -18          4*
   950 Points        220        (22)       -22          5*
  1150 Points        260        (26)       -26          6*

PROCUREMENT
  The caster can conjure up a mundane object, such as tools, writing 
implements, clothing, or any other basic item. This object can be 
anything that the character is capable of obtaining or constructing 
normally, given time and without resorting to magic. An appropriate 
artisan or other skill roll is required in addition to the magic skill 
roll. In addition, a sample of all the materials used to make the 
object must be supplied for the focus.
  The object will remain in existance until dismissed by the caster, 
or until he goes to sleep or falls unconscious. This spell is affected 
by any Adjustment powers directed at Summoning.
Power: Minor Transform, create item
Advantages: Any Mundane Object (+1/4).
Disadvantages: Requires roll against skill needed to create object
  (-1/4), Only until caster is asleep or falls unconscious (-1/4), IAF
  Samples of object materials (-1/2), x2 END (-1/2), Extra Time: One
  Turn (-1), Affected by Summoning Adjustment Powers (+0).
Total: +1/4 advantages, -3 disadvantages; Casting Time: One Turn.

    Transformation   Active Cost  END Cost  Magic Roll  Slot Cost
   ----------------  -----------  --------  ----------  ---------
          1d6             19         (4)        -2          1
          2d6             25         (5)        -2          1
          3d6             37         (7)        -4          2
          4d6             50        (10)        -5          2
          5d6             62        (12)        -6          3
          6d6             75        (15)        -7          3
          7d6             87        (17)        -9          4
          8d6            100        (20)       -10          5
          9d6            112        (22)       -11          6
         10d6            125        (25)       -12          6

PRODUCE WALL
  This conjuration will produce a wall made of the same material as 
the focus. Stronger walls will be more difficult to cast and maintain. 
The table below shows some typical walls, along with the minimum 
required slot cost. The wall is affected by Adjustment powers directed 
at Summoning.
Power: Force Wall, Opaque to Sight Group
Advantages: 1/2 END (+1/4), Uncontrolled (+1/2), Variable Special
  Effects (Same as focus material) (+1/4).
Disadvantages: OAF - lump of wall material, expended but easy to
  replace (-1), Extra Time: Full Phase (-1/2), Affected by Summoning
  Adjustment Powers (+0).
Total: +1 advantages, -3 disadvantages; Casting Time: Full phase.

     Typical Walls      Active Cost  END Cost  Magic Roll  Slot Cost
 ---------------------  -----------  --------  ----------  ---------
  Cloth:  1 DEF, 3"          40         2          -4          2
  Wood:   3 DEF, 5"          80         4          -8          4
  Stone:  5 DEF, 7"         120         6          -12         6
  Bronze: 7 DEF, 9"         160         8          -16         8
  Steel:  9 DEF, 11"        200        10          -20        10

SOVEREIGN SUMMONING
  This spell can be used to summon any visible target to an empty hex 
next to the caster. The caster must make a successful attack for this 
spell to succeed, but there is no penalty for range. Enlarging the 
active cost will increase the range or mass that can be teleported. 
The END cost is 1 per 10" of teleportation. This spell is affected by 
Adjustment powers directed at Summoning.
Power: 10" Teleportation
Advantages: Useable Against Others (+1), Ranged (+1/2), No Range
  Penalty (+1/2).
Disadvantages: Only to bring target to an empty hex next to caster
  (-1/2), 1/2 DCV concentrate while casting (-1/4), OAF Wand (-1),
  Extra Time: Full Phase (-1/2), Affected by Summoning Adjustment
  Powers (+0).
Total: +2 advantages, -3-3/4 disadvantages; Casting Time: Full Phase. 

  Teleportation   Active Cost  Magic Roll  Slot Cost
 ---------------  -----------  ----------  ---------
       x1             60          -6           3
       x2             75          -7           3
       x4             90          -9           4
       x8            105         -10           4
      x16            120         -12           5
      x32            135         -13           6
      x64            150         -15           6
     x128            165         -16           7
     x256            180         -18           8

SUMMON INVISIBLE SERVANT
  This spell will summon an invisible servant to perform a task for 
the Conjurer. Since the Servant draws its energy directly from the 
caster, it becomes weaker with increasing distance. The Servant is of 
somewhat limited use in combat, having an OCV of zero regardless of 
the weapon type or other modifiers. This spell is affected by 
Adjustment powers directed at Summoning.
Power: Telekinesis w/ Fine Manipulation
Advantages: No Range Penalty (+1/2), Invisible Power Effects (Sight
  Group) (+1/2).
Disadvantages: 0 OCV Maximum (-1/4), Reduced by Range (-10 STR/4"
  multiple) (-1/4), OAF Wand (-1), Extra Time: 1 Turn (-1), Affected
  by Summoning Adjustment Powers (+0).
Total: +1 advantages, -4-1/2 disadvantages; Casting Time: 1 Turn. 

  Telekinesis   Active Cost  END Cost  Magic Roll  Slot Cost
 -------------  -----------  --------  ----------  ---------
      3 STR          30          3         -3          1
      6 STR          38          4         -4          1*
     10 STR          50          5         -5          2
     13 STR          58          6         -6          2
     16 STR          68          7         -7          2*
     20 STR          80          8         -8          3
     25 STR          94          9         -9          3*
     27 STR         100         10        -10          4
     30 STR         110         11        -11          4
     34 STR         122         12        -12          4*
     37 STR         130         13        -13          5
     40 STR         140         14        -14          5
     43 STR         148         15        -15          5*

SUMMON STEED
  This spell will summon a domesticated member of a species to serve 
as a mount for the caster. Even though the mount is relatively tame, 
it could have been trained to reject any master other than its owner. 
More intelligent beasts may require a suitable inducement. The beast 
arrives without tack, which must be supplied unless the character is 
able to ride bareback. The mount will remain as long as the caster 
pays the END cost.
Power: Summoning
Advantage: Any Tame Mount (+1/4), 1/2 END (+1/4).
Disadvantages: Costs 1/2 END to maintain (-1/4), 1/2 DCV Concentrate
  (-1/4), OAF Wand (-1).
Total: +1/2 advantages, -3 disadvantages; Casting Time: 1/2 phase. 

       Mount       Active Cost  END Cost  Magic Roll  Slot Cost
  ---------------  -----------  --------  ----------  ---------
  Mule                  66          3         -7          3
  Camel                 70          3         -7          3
  Riding Horse          75          4         -7          4
  Hippocampus           80          4         -8          4
  Pegasus               99          5        -10          4
  Hippogriff           108          5        -11          5
  Demon Steed          136          7        -14          7
  Elephant             156          8        -16          8
  Lesser Dragon        174          9        -17          9

TRANSCENDENT SUMMONING
  The traditional summoning ritual, this spell allows the caster to 
summon any creature that he can describe in some detail. (A Knowledge 
Skill roll is required, unless the caster has already witnessed the 
creature.) The being will be a typical member of its species, and is 
likely be uncoooperative unless given sufficient inducement.
  Casting this spell requires a circle of summoning, a task requiring 
a full hour of steady concentration to prepare, unless the character 
already has one completed. The residence of a Conjurer will usually 
have a separate room devoted to this task, with the circle permanently 
inlaid in the floor.
Power: Summoning
Advantages: Any Creature (+2).
Disadvantages: 0 DCV concentrate while casting (-1/2), OAF - circle
  of conjuration (requires drawing materials and an hour to prepare),
  immobile (-1), Extra Time: Five Minutes (-2).
Total: +2+1/4 advantages, -5 disadvantages; Casting Time: 1 minute.

   Summoning     Active Cost  END Cost  Magic Roll  Slot Cost
 --------------  -----------  --------  ----------  ---------
    0 Points          90         (9)        -9          3
   25 Points         104        (10)       -10          3*
   75 Points         135        (13)       -13          4*
  125 Points         165        (16)       -16          5*
  175 Points         195        (19)       -19          6*

WRACK
  The Conjurer torments the target creature with intense and painful 
mental energies, weakening his will and making him more susceptible to 
mind control. As the EGO of the target is weakened, he becomes easier 
to target with this spell.
Power: EGO Drain
Advantages: Based on EGO Combat Value (Mental Defenses only) (+1),
  Ranged (+1/2), 1/2 END (+1/4), Recover 5/minute (+1/4).
Disadvantages: Target is x2 ECV when not summoned by the caster
  (-1/4), 1/2 DCV Concentrate throughtout (-1/2), OAF Wand (-1).
Total: +2 advantages, -3-1/4 disadvantages; Casting Time: 1/2 phase.

  EGO Drain   Active Cost  END Cost  Magic Roll  Slot Cost
 -----------  -----------  --------  ----------  ---------
     1d6           30          1         -3          1
     2d6           60          3         -6          3
     3d6           90          4         -9          4
     4d6          120          6        -12          6
     5d6          150          7        -15          7
     6d6          180          9        -18          8

 * Maximum Active Cost for slot cost
-- 
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