Conjuring is a relatively new, and upstart, form of magic that originated in the Magic Zone. These brazen magicians can manipulate magical energies in order to bring forth objects and animals from thin air! Unlike techno-wizard devices these items have no mystical power but instead function like the real thing, whether a trumpet, screwdriver, or black powder revolver the item just works. This mastery over magic and material requires Conjurers to be familiar with how things work, which means they can often be found taking things apart and putting them back together again - more or less. As the bleeding edge of post-apocalyptic magic Conjurers tend to be entrepreneurial risk takers and curious explorers. Other more “traditional” magic practitioners tend to dismiss conjurering as a gimmicky fad that cannot pass too quickly. However, if you listen to any Conjurer describe their art, it is the wave of the future.
Nothing Up My Sleeve, Presto!
Despite being considered cheap stage magicians who pull rabbits out of hats, Conjuring requires a strong grasp of magical and natural principles that combine to create objects. While the mystical focus is not on pure spellcasting like a Ley Line Walker they can use magic, cast traditional spells, and operate techno-wizard devices. Conjurer magic tends to be more “physical” in nature. They begin with Arcane Background (Magic) and can choose from the following list of powers: armor, barrier, blast, bolt, burrow, burst, conceal arcana, damage field, darksight, deflection, entangle, environmental protection, farsight, fear, intangibility, invisibility, light/obscure, quickness, slow, smite, speak language, speed, stun, summon ally, teleport, and warrior’s gift.
Conjurer Abilities and Bonuses
Conjurers possess both magical and physical knowledge that work together to bring forth objects and animals in the blink of an eye.
- Arcane Background (Magic): Conjurers are competent spellcasters, starting with three powers of their choice (as well as specific ones, listed below). They begin with a Spellcasting skill of d8 and 15 PPE.
- Conjure Objects: The conjurer can produce just about anything when the need for a tool or item arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations, instead just conjuring what he needs. In addition, by expending 3 PPE and making a successful spellcasting roll, as an action, he can call forth devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible (Magical McGyver Edge).
- Conjure Animals: All Conjurers gain the summon ally power automatically, the power is limited to animals (use the shape shift table to as a guideline to determine what can be conjured at each rank) but the duration is increased to 5 minutes (1/5 minutes). This duration extends to the Mega Power version, force multiplication.
- Can I Keep It?: A Conjurer can make one of her summoned objects or animals semi-permanent. She does this by reducing her maximum PPE by the amount needed to originally conjurer the object or animal. The object remains until she releases it or it is destroyed. Conjurers may only have one permanent object per Rank (one at Novice, two at Seasoned). Permanent animals are treated as though they were summoned with a raise, which grants them the Hardy ability.
- Eclectic Students: A combination of wild experimentation, practical experience, and intuitive understanding makes the Conjurer a student in a number of fields. They begin with Knowledge (Arcana) d6, Repair d6, and the Jack of All Trades edge for free. Additionally, Conjurers are eligible for the Mr. Fix It edge, replacing Arcane Background Magic for Weird Science.
Conjurers are outsiders in the magical community and kind of an unknown quantity to the rest of the world. While magic has been part of North American society since the coming of the Rifts, Conjurers are seen as a bit wacky and unstable.
- Experimental Magic: As a new form of magic conjuring is still a little risky. Rolling a 1 when using a conjured object or or controlling a conjured animal results in a malfunction. Uses the Technical Difficulties table to determine the modifier to using the item (i.e. the TD penalty becomes the modifier to Riding a conjured horse) until it is dismissed. This is in addition to potential backlash from Conjuring the object in the first place.
- Cybernetics: Such technology creates havoc for the flow of energy a Conjurer relies upon, imposing -1 to the Spellcasting skill for each point of Strain.
- Enemies: Conjurers are automatically enemies of the Coalition States and shot on sight. As with all arcane wielders, those who refuse to swear fealty to Lord Dunscon may well be enemies of the Federation, too.
- Upstarts: Ley Line Walkers, Mystic, and other more traditional magic users tend to look down their noses at Conjurers, even Techno-Wizards see them as a sort of oddball group. This often makes it hard for Conjurers to join guilds, get supplies, or learn new spells from the “old timers”.
Adventure Survival Armor, TK Revolver, NG-S2 Survival Pack, Tool Kit, 2d4 × 1,000 credits.