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by John Pederson <lobo1@juno.com>

Conjuring, v1.9b



House Rule

Conjuring Pool:

The Conjuring Pool is similar to the Magic (which, for clarity, could be re-named the Sorcery Pool) Pool used in spellcasting and is based upon the summoner's Conjuring Skill. A Shaman's totem modifiers add or subtract from the Conjuring Pool. Spirit Foci add dice to the Conjuring Pool. Power Foci add their rating to the bonded magician's Magic Rating, and also to his/her Magic and Conjuring Pools.

Summoning:

Summoning Drain is figured by replacing Charisma with Magic in the chart on pg140 of SR2. Drain is resisted with Willpower and any dice thrown in from the newly-created Conjuring Pool.

To summon a spirit, the magician rolls his/her Charisma, plus any allocated dice from the Conjuring Pool, against a target number equal to the spirit's force, modified only by wound modiiers or geas modifiers (under SR2). The summoning magician may throw in up to his Magic Rating in dice from his Conjuring Pool. Every two successes equals one service.

Banishing:

Banishing a spirit pits the magician's will against that of the spirit ("by the power of my will..."). In a banishing test, the magician rolls his Willpower (plus Conjuring Pool) against the spirit's Force. The spirit rolls its willpower (usually equal to its Force) against the magician's Magic Rating. The winner's net successes reduce the loser's Magic/Force Rating by one for every two successes.

Troubleshooting:

Before I get complaints about having too many dice to roll: I did do some comparisons, everything worked out about equal, a given character probably has an extra couple of dice for either drain resistance or summoning, but this is usually not enough to make a great deal of difference. In addition, this method is similar to the method used in spellcasting and could make it easier for a new player to learn, staging is consistent within this rules subset and is consistent with the rest of the system. Overall, I'm rather proud of this, and will be using it in any future games I GM.

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All articles at The Shapeshifter's Lair are copyright by their original author(s). Shadowrun is a Registered Trademark of FASA Corporation. Original Shadowrun material Copyright 1994 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.


John Pederson, canthros1@aol.com or lobo1@juno.com


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