by John Pederson <lobo1@juno.com>
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
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
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.
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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