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 -- Bob | Multitusking: What happens when the Elephant [i--bl--e] at [eskimo.com] | stops worrying and learns to love the mouse.