The Path of Conjuring
The Path of Conjuring allows you to create objects or creatures from nothingness, produced wholly by the magic and imagination of the individual constructing them. Items created by the Path of Conjuring are entirely generic, without any distinguishing features or marks, and always in perfect condition, with no dents, scratches, or other signs of wear. You can produce anything you can imagine, limited only by your physical size. You cannot create objects larger or heavier than yourself.
You must be familiar with the type of object you wish to conjure. For example, you must have the Firearms skill to conjure a gun, or dots of the Science or Medicine skills in order to create pharmaceuticals. Your Storyteller is the final arbiter of which skills you need to create certain items.
Contents
• Summon the Simple Form
Initiates in the Path of Conjuring have the ability to create an object formed from a single material. These items cannot have moving parts and lack any complex mechanisms. With this power, you can conjure a lump of stone, a wooden stake, or a bar of iron.
System: By expending a standard action and 1 point of Blood, you can conjure any inanimate item that a normal person can hold with one hand. Items created with this power must be of simple design and cannot contain electronics or moving parts. Objects created by Summon the Simple Form always appear in your hand. You cannot conjure living or undead creatures. After you have conjured an item with this power, you must spend 1 point of Blood each minute you wish to keep the object in existence. The first minute does not require an additional expenditure of Blood. If you do not spend this Blood, the object vanishes.
Focus [Intelligence]: Summon the Simple Form can be invoked with a simple action rather than a standard action.
•• Magic of the Smith
You have the ability to conjure any complex object made of mixed materials and moving parts of which you have a fundamental understanding.
System: By expending 1 Blood and concentrating for five full turns, taking no other action except movement, you can create a complex object with Magic of the Smith. So long as you are familiar with the desired object’s design and have the appropriate skills, you can create items with moving parts or electronic components. With the proper skills, you can create a gun, a cell phone, a laptop, a battery, a small engine, or other such useful items. These items are limited in size; a normal person must be able to hold it in one hand. Objects created by Magic of the Smith always appear in your hand.
Objects created by Magic of the Smith may require outside assistance to function. A cell phone needs a service provider (or a skilled hacker) before it can make a call, and most electronic items will need electricity to function. Objects created with Magic of the Smith are assumed to have anything they need to function normally. For example, a conjured gun is created with a full clip of ammunition, and a conjured cell phone’s battery has a full charge. After you have conjured an item using this power, you must spend 1 point of Blood each minute to keep the object in existence. The first minute does not require an additional expenditure of Blood. If you do not pay this cost, the object vanishes. This power can be used to create a normal piece of equipment.
Focus [Intelligence]: Magic of the Smith can be used to create an object up to 10 cubic feet in size. If used to create an object too large for you to hold, the object appears directly in front of you, touching your outstretched hand.
••• Permanency
Objects that you create are real and permanent, requiring no further expenditure of Blood in order stay in existence.
System: After creating an object using Summon the Simple Form or Magic of the Smith, you can spend 1 Blood and use a simple action to make that item permanent. The object does not disappear unless banished with a power such as Reverse Conjuration.
Focus [Perception]: When you create an item using Summon the Simple Form or Magic of the Smith, you can choose to make the item permanent without the need to spend Blood or use an action.
•••• Reverse Conjuration
You can destroy conjured items – either those created by you, or by another thaumaturge – dissipating them into the magic void from which they come.
System: Spend 1 Blood and use your standard action to attempt to dispel an item conjured by Path of Conjuring. You can banish any of your own creations without a challenge. To banish an item created by another thaumaturge, you must make a static challenge using your Mental attribute + Occult against a difficulty equal to the creator’s Mental attribute + Occult. You can target any item that you can see or sense with this power, but you have no special way of telling a conjured item from a natural one.
You can use Reverse Conjuration to banish objects or creatures summoned by other Thaumaturgical paths, such as the elementals summoned by the Path of Elemental Mastery. Banishing an elemental requires you to best it in an opposed challenge using the Thaumaturgy test pool.
Focus [Perception]: You can use a simple action to determine if an object within your line of sight is natural or conjured by Thaumaturgy. After determining if an object is conjured or natural, you can spend 1 Blood and use a standard action to attempt to dispel it, as stated in the rules above.
••••• Power Over Life
Although Thaumaturgy cannot truly create life, with this power you have the ability to conjure creations that have a semblance of true life. These creatures are not truly sentient, have limited intelligence, and lack creativity. They mindlessly obey your commands and have no sense of independent will.
System: Concentrate for five full turns and spend 1 point of Blood per turn, taking no other action, to conjure a simulacrum, a living being that will obey your mental commands. This power can be used to create a facsimile of any normal animal or type of person. Your simulacrum has generic features appropriate to the type of person or animal you create, and it cannot be created as a perfect duplicate of any specific creature or animal.
This simulacrum is not truly alive and will not take any action without your instruction. “Blood” drawn from such a creature is of no use, as it has no natural or supernatural properties. Vampires cannot feed from these creatures, nor can they be Embraced. A simulacrum lasts until dawn, after which it dissolves into the same mystic ether from which it was created. A simulacra that is “killed” similarly vanishes, as do any parts that were removed from the creature. You can only have one simulacrum in existence at any one time. If you create a new simulacrum, the previous one discorporates.
Your creations have a Physical attribute between 1 and 8 (your choice), a Mental attribute of 1, a Social attribute of 1, and no skills, no focuses, nor supernatural powers. Your simulacrum can be targeted with disciplines and supernatural powers and can be the subject of powers like Possession. It is possible to ghoul your creations, allowing them to hold up to 5 points of vampiric Blood, but your simulacrum can never learn supernatural powers.
Focus [Intelligence]: When you invoke Power Over Life, you can create specific duplicates of creatures, instead of generic creations. Making a duplicate of yourself has no prerequisite, but you must have at least 2 dots of the Subterfuge skill in order to make a duplicate of another individual. If used to create a duplicate of a supernatural creature, the result appears identical, but does not have supernatural powers, and is a mundane, living creature, not a supernatural one.