Why Conjuration?

You should buy Conjuration because...

  • You never have to worry about having the right tool for the job ever again.
  • When people destroy or steal your stuff, you can just make new stuff.
  • You want to know what other people's toys actually do!

You probably shouldn't buy Conjuration if...

  • You don't want to deal with Magic always losing to Great Powers.
  • You don't want to learns the ins and outs of the Toy system.
  • You want your Powers to work in every Shadow without fail.

What Conjuration Is
Conjuration is the ability to use magic to create items or creatures from nothing; it can also be used to empower existing people, places, or things. This facility with magical matter also allows Conjurers to identify the abilities of existing magical items.
Buying Conjuration costs 10 character build points and gives you knowledge of any five Instant Conjurations (see below). Up to five additional Instant Conjurations can be awarded for a high Psyche rank, and further Instant Conjurations can be acquired for 1 character build point each. Since Conjuration is a form of magic, it can be learned anywhere in Shadow.

The Problems with Conjuration

First, Conjuration is magic, and suffers all the usual limitations of magical effects. Conjuration does not function at all in some Shadows, and direct application of other Powers can sometimes destroy Conjured items outright. Conjured items cannot cross Shadow boundaries unless they have the 1-pt Shadow Movement Power.
Second, Conjuration is strictly temporary; without the continuing attention of the Conjurer, any Conjured item will fade after a single scene.
Third, Conjuration cannot be used to disintegrate or disenchant objects. It's strictly a generative Power, not a destructive one.
Fourth, Conjuration cannot be used to generate Endurance tokens.

Using Conjuration

Using Conjuration is an obvious process using some combination of verbalization and movement; any item can be conjured in either fashion at the whim of the Conjurer, but a gagged and bound conjurer cannot think items into existence.
Conjurations must occur within a few yards of the Conjurer. It is possible to Conjure into an area you cannot clearly perceive, although doing so makes precise positioning difficult. If a Conjured item is not within the reach of the caster, its exact placement is determined by a Warfare check. Objects can be summoned already in motion, with a natural maximum speed and force as if the object were thrown by a character with Strength equal to the Conjurer's Psyche. Higher speeds are possible for Conjured items with the Movement Quality. Conjured objects can be summoned inside fluids, but cannot occupy the same space as existing solid objects or living creatures.
When they lapse, Conjurations fade into nothingness. Conjurations last one scene by default, although the Conjurer may opt to maintain them each scene if they are in still in range and she repays any necessary Endurance costs. Any form of Conjuration may be dismissed at any time by the caster willing it. If the Conjurer is rendered unconscious or removed from the location, the item will disappear shortly thereafter.
Conjured items can assume any appearance and function the Conjurer can imagine, although they are limited in size-- Conjured items must fit into a single room, and objects larger than a human can lift may cost extra Endurance or time to summon. Living creatures can be Conjured, although true sentience requires paying for the Intelligence Attribute. Conjurers of Chaos Psyche can Conjure only one item at a time, while Conjurers of Amber Psyche can summon up to Named & Numbered identical items at once, and Conjurers with numerically ranked Psyche can summon up to a Horde quantity. It is not possible to Conjure multiple items with different functions at the same time.


The first thing a Conjurer learns is to summon Glamours-- phantom objects that have no real substance. Glamours are slightly translucent and luminous in a way that reveals them as obviously false to any sentient mind. They have no useful physical presence and cannot be used to startle or blind anyone with Amber rank or better Psyche.
Items of Glamour behave as the Conjurer wishes them to irrespective of the local laws of physics. Unlike other forms of Conjuration, the Conjurer may alter the details of any Glamourous objects at will.
Summoning a Glamour is as quick as a thought, a free action that can be combined with any other and costs no Endurance.

Mundane Conjuration

Next, the Conjurer learns to duplicate natural and manufactured items. Mundane Conjurations must be locally possible; any item that breaks the local natural laws must be created through Empowered Conjuration. Mundane Conjurations are fully as sturdy and functional as their non-magical counterparts.
Casting a Mundane Conjuration is a fast action which can be combined easily with physical actions or other Power uses that don't require concentration. Any item (or set of items) larger or heavier than a human could carry takes up to an additional two rounds of time to conjure. Mundane Conjurations can only inflict surface wounds against Amberites, they don't have enough true substance to inflict more damage.
Activating Mundane Conjuration requires that the Conjurer pay one Endurance for the scene, during which she may summon as many mundane items as she wishes.

Empowered Conjuration

Lastly, the Conjurer learns to create items (or enhance existing ones) with some unusual and useful characteristics. Characteristics from the Items rules can be duplicated, but other magical effects and high technology can also be created. Conjurers with Chaos rank Psyche can create items with Attributes; those with Amber rank Psyche can also Conjure items with Qualities; and casters with numerically ranked Psyche can summon items with Powers. Some item Powers are restricted and cannot be Conjured.
Empowered Conjuration costs one Endurance for every two points the item costs after multipliers, rounded up. Unlisted magical abilities cost one or two Endurance at the GM's discretion. Any item (or set of items) larger or heavier than a human could carry takes up to an additional two Endurance but no further time.
Conjurers may begin the game with pre-created Empowered Items, but the cost of these come out of the Conjurer's Endurance at the start of game.

Instant Conjuration

All Conjurers know five Empowered items well enough to summon them in a single combat round. Up to five additional Instant Conjurations are granted for a high Psyche rank, and further Instant Conjurations can be purchased for 1 character build point each. Large mundane items may be learned as Instant Conjurations in order to summon them in a single round, although they follow the Endurance cost rules for Empowered Conjuration.
Instant Conjuration requires concentration; it cannot be combined with other Power usage and may grant Advantage to opponents for physical actions.

Extended Conjuration

Conjurers can still improvise pointed items without knowing them as Instant Conjurations, but doing so takes a short or extended action depending on the Psyche rank of the Conjurer and the complexity of the objects. Generally Extended Conjuration is used for prolonged out-of-combat applications-- summoning a Seek in Shadow steed to get you to Avalon in a scene, for example.
Multiple Conjurers may participate in the same Extended Conjuration, reducing the time required and splitting the Endurance cost as they see fit as long as each pays at least one Endurance.

Other People's Toys

Conjuration allows you greater ability to examine other peoples’ items than any other Power. At a glance, you can tell whether or not an item is magical unless its aura has been disguised in some way; a few seconds’ observation across a room can give you a good idea of an object’s basic function; and a few minutes with the item in your hands can give you a point-for-point breakdown of its capabilities.
In all cases the speed and thoroughness of the examination is dependent on the Conjurer’s Psyche rank. A Conjurer who can also use the Pattern Lens or Logrus Tendrils to examine an item will do so significantly more quickly. If the Conjurer does not have access to a Power present in an item, they will know that the foreign Power is present and roughly how strong it is, but not exactly what it does.

Conjuration Spells
Conjuration can also be incorporated into some spells in Sorcery. See the Sorcery page for more details.