Conjuration
While the Illusions and Apparitions Aptitudes are useful, Conjuration is a far better substitute in many cases. The character may actually call forth objects from nowhere, and at later levels, these objects can even serve their own mystical purposes.

� Summon the Simple Form

The basic level on Conjuration allows the character to create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple materials. For example, the conjurer may summon a steel sword, a chunk of rock or a wooden plank. To use Summon the Simple Form, the character must spend 1 Vita and roll Manipulation + Occult (difficulty 7). Once created, the character must spend 1 Willpower point per turn, or the object vanishes.

�� Permanency
At this level, the character may use Summon the Simple Form, but need not pay the Willpower cost to keep the object active. She may simply spend a further Vita point, and the object is made permanent.

��� Magic of the Smith

The character may now create complex items, such as a lock or a crossbow, which are made permanent as though she was also using the Permanency Aptitude. To use Magic of the Smith, the character must spend 2 Vita and roll Manipulation + Crafts (difficulty 7).

���� Reverse Conjuration

This power allows the character to �banish� into non-existence any item created by the Conjuration Aptitude. All she need do is spend 2 Vita, and then make an extended Manipulation + Occult roll, until she acquires as many successes as was scored to create the object to be Reversed.

����� Erase

Moving on from Reverse Conjuration, Erase allows the character to cause any form of writing, both mundane and mystical, to disappear completely. This power is particularly useful in covering up evidence. To use Erase, the character must spend 2 Vita and then roll Intelligence + Academics (difficulty 6 for mundane writing, difficulty 8 for mystical writing).

����� � Sanguine Swords
A potent and fearsome power, Sanguine Swords conjures a number of mystical blades that move and attack opponents of their own free will. The Swords can, however, turn on their conjurer if she is not too careful, making this as dangerous as it is powerful. To summon the Sanguine Swords, spend 3 Vita and roll Intelligence + Melee (difficulty 7). Each success summons one Sword, up to a maximum of the character�s Conjuration rating. However, if the character Botches, all six Swords appear and attack her. Each Sword may attack up to three times, and has the following statistics: Strength 3, Dexterity 3, Melee 3. All damage caused is Lethal. The Swords stay active for a number of turns equal to the character�s Vita Limit, before they disappear again. If anyone succeeds in hitting a Sword with a bladed weapon, it instantly vanishes. Any character touching a Sword instantly takes 1 Aggravated health level of damage.

����� �� Phantom Steed
Phantom Steed summons a horse for a limited time, which may be ridden while it is materialised, providing an excellent escape route. To summon the Phantom Steed, the character spends 4 Vita and rolls Manipulation + Occult (difficulty 7). The Steed stays active for a number of turns (or minutes if out of combat) equal to the number of successes rolled.

����� ��� Expel

Improving on both Reverse Conjuration and Erase, Expel is the ability to remove any object, whether created by this Aptitude or not, from existence � a truly powerful capability. The only limitation on Expel is that it cannot be used to remove anything that is living or Undead. To use Expel, the character spends 4 Vita and rolls Manipulation + Occult (difficulty 8). Upon success, the item is gone forever.

����� ���� Chariot of Flight
Chariot of Flight works in exactly the same manner as Phantom Steed, except for it summons a horse-driven chariot, which can fit up to eight people inside. Summoning the Chariot of Flight costs 4 Vita and requires success on a Manipulation + Occult roll (difficulty 7). Again, the Chariot stays in existence for as many turns, or minutes if out of combat, as successes rolled. Obviously, the Chariot can only go where a normal chariot could.

����� ����� Army of Deliverance
As awesome as imaginable, the Army of Deliverance conjures a real-life army that can fight or act as a diversion � or both. The only limitation is that the Army takes on the same general appearance as the character who is conjuring it. To do so, the character must spend 5 Vita and roll Manipulation + Occult (difficulty 7). The Army, numbering fifty per trait of Race Lore the character has, will last for ten minutes per success rolled, before it then disappears back to wherever it came from. Each member of the Army fights with the same Attributes as the character, is armed with a standard sword, axe or bow only, and has a Melee trait of 3.
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