Conjuration is a relatively new discipline, having been seperated from Mech-Tech and Industrial. It is the only class of magic not taught at basic level.

While many of the techniques are similar to those involved in setting powering spells into items, which is the life-blood of Mech-Tech, whereas a Mech-Tech mage needs to begin with the innate items he needs and enchants them, conjuration involves the mage creating the item from its basic, unworked materials – and in some cases even apparently from nothing – and giving it purpose.

Items conjured from scratch take longer to build than the normal Mech-Tech equivalent, but maintenance is not required to be as frequent, as long as the item remains on the world on which it was created. Items will eventually lose efficacity and fade after a few months, unless time and effort is taken to make them permanent. Taking them cross-Shadow will accelerate this processs. However, the advantage of a conjured item is that it is less vulnerable to having its driving spells neutralised, as long as there is some form of magical field on the world on which they’re operating.

Back to the Sable Magic System
Back to the Helgram Game Magic System

Related Studies

An understanding of how things fit together is very useful.

Living, breathing creatures cannot be created with conjuration.

Partial Expert

The lowest specialisation in Conjuration is at partial level and takes the concepts first taught in Basic Mech-Tech and takes them in an alternative direction.

The item will usually have a single form, and the abilities which can be conjured into it will usually be applicable to the item conjured, enhancing its inherent properties: for example, a sword can be made to do more damage, or break less easily, but it wouldn’t be able to change its basic form and function. The main exception to this is that protection spells can be woven into virtually any item.

Any active magics conjured into an item built at this level will only be accessible by the Talented (including Sensitives), for example triggering a shield, although anyone can use an item with passive magics built into it, such as improved blades, etc.

Such items need occasional renewal, as the enchantments on them are not permanent – they will start to decay after a few months unless they are refreshed.

Full Specialist

Items conjured at this level may have alternative or multiple forms, and the spells conjured into them are not tied to the nature of the item into which they’re conjured in the same way: for example, a sword which has been conjured at this level can change form, or perhaps burst into flames.

It is only at full specialisation that the mage can create items which can be permanently enchanted, with cross-Shadow persistence and/or active magics that can be used and triggered by the non-Talented. To make a permanent item involves a considerable amount of investment in terms of time, energy and materials on the part of the mage building it.

For purposes of character generation, such items would count as 5pt personal items.

Specific Specialisation: Embedding Powers

The specific specialisation related to Conjuration is to be able to embed or include Powers such as Broken Pattern or Trump into a conjured item. However, the conjuring mage needs to have access to that Power, either through their own initiation or by working with an initiate of such a Power in order to use it in a conjured item.

For purposes of character generation, such items would count as 10pt power items.