Path of Conjuring
Invoking objects "out of
thin air" has been a staple of occult and supernatural legend since long
before the rise of the Tremere. This Thaumaturgical path enables powerful
conjurations limited only by the mind of the practitioner.
Objects summoned via this
path bear two distinct characteristics. They are uniformly "generic" in
that each object summoned, if summoned again, would look exactly as it
did at first. For example, a knife would be precisely the same knife if
created twice; the two would be indistinguishable. Even a specific knife
-- the one a character's father used to threaten her -- would appear identical
every time it was conjured. A rat would have repeated "tiled" patterns
over its fur, and a garbage can would have the exact same fluted texture
over its surface. Additionally, conjured objects bear no flaws; Weapons
have no dents or scratches, tools have no distinguishing marks, and computers
have featureless casings.
The limit on the site of
conjured objects appears to be that of the conjurer; nothing larger than
the thaumaturge can be created. The conjurer must have some degree of familiarity
with the object he wishes to call forth. Simply working from a picture
or imagination calls for a higher difficulty, while objects with which
the character is intimately familiar (such as the knife described above)
may actually lower the difficulty, at the Storyteller's discretion.
When a player rolls to
conjure something, the successes gained on the roll indicate the quality
of the summoned object. One success yields a shoddy, imperfect creation,
while five successes garner the thaumaturge a nearly perfect replica.
Level 1
Summon the Simple Form
At this level of mastery,
the conjurer may 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 baton, a lead pipe, a wooden stake or a
chunk of granite.
System: Each turn the conjurer wishes to keep the object in existence, another Willpower point must be spent or the object vanishes.
Level 2
Permanency
At this level, the conjurer
wishes to keep the object in existence. The object, is as this level's
name suggests, permanent, though simple objects are still all that may
be created.
System: The player must invest three blood points in an object to make it real.
Level 3
Magic of the Smith
The Kindred now conjure
complex objects of multiple components and with moving parts. For example,
the thaumaturge can create guns, bicycles, chainsaws and cellular phones.
System: Objects created via Magic of the Smith are permanent items and cost five blood points to conjure. Particularly complex items often require a Knowledge roll (Crafts, Science, etc) in addition to the basic roll.
Level 4
Reverse Conjuration
This power allows the conjurer
to "banish" into nonexistence any object previously called forth via this
path.
System: This is an extended success roll. The conjurer must accumulate as many successes as the original caster received when creating the object in question.
Level 5
Power Over Life
This power cannot create
true life, though it can summon forth some truly impressive simulacra.
Creatures (and people) summoned with this power lack the free will to act
on their own, instead mindlessly following the simple instructions of their
conjurer.
System: The player spends
10 blood points. Imperfect and impermanent, creatures summoned via this
path are too complex to exist for long. Within a week after their conjuration,
the simulacra vanish into insubstantiality.