Creative Conjuring
A variant magic system

This system is based on the AD&D magic system, and Judges may modify it as they see fit.

Magic comes from three sources: Personal Energy, Universal Energy, and Dimensional Energy. The three spell sources can be divided into subgroups as given on the following table:

Personal Universal Dimensional
Extended Senses Alterations Conjurations
Illusions Diviniations Creations
Mental Powers Evocations Necromantics

These nine categories contain all types of magics, including raising mystical force fields, dimensional travel, and turning people into frogs. A mage can choose a certain number of spells from these categories depending on is Psyche. For every rank above TY he gets to choose one magical power from the table. A wizard with GD Psyche can only choose from Personal Spells. An EX Psyche allows the use of Personal and Universal, while RM Psyche is needed to cast Dimensional spells.

The only way for a sorcerer to gain more magical powers is to either have his Psyche raised magically or to augment his powers through magical items.


Personal Energies

Extended Senses: this is the ability to heighten or lessen his own ability scores or powers, or those of a willing subject. It also includes the ability to see into other dimensions and to project his soul into the Astral Dimension. There are limits as to how high or low ability scores or powers can be adjusted. A mage with GD to RM Psyche can change ability scores up to 2 ranks above or below normal; IN to MN Psyche can affect scores for up to 3 ranks; UN and SH-X allows 4 ranks, and CL.1000 Psyche allows alteration by 5 ranks.

The effects of raising or lowering ability ranks drains the caster and they are only affected for one day at the most, and the mage automatically loses 10 Health when the spell wears off.

Illusions:this is not the same Illusion Generation power in the UPB. The illusions created can be extremely varied and include illusory creatures and things, invisibility and the illusory healing of damage. If the illusion takes effect (i.e. the affected being thinks it is real) the being will be "healed" a number of points equal to the caster's Psyche. The Judge will need to keep track of actual damage done as no Health was really healed.

Mental Powers:this magical power allows the use of any Mental power the Judge will allow such as Telepathy, Telekinesis, Mind Blast and Force Field, but not Image Generation. It can be detected and dispelled as detailed under Evocation.


Universal Energies

Alteration: this is a sorcerer's ability to physically change things. A boulder can be changed into a statue, weather can be summoned and controlled, people can be changed into animals and so on. Anything affected by this spell will radiate magic for the duration. If the caster has never seen a particular thing he cannot turn any person or object into it.

Divination:this is the ability to uncover information. The sorcerer can detect sources of magic, locate physical objects, or contact other beings and seek advice from them. A Popularity feat must be made to determine the success - White means the being is angered and might send some minions to attack; Green means no information is revealed; Yellow means you receive vague message or vision that must be deciphered; Red means you get exactly the information you wanted.

Evocation:this is the sorcerer's ability to harness magical energy and channel it in certain ways. This power governs the casting of magical bolts, the raising of mystical shields, the power to reflect a spell completely (a Red Psyche feat and prior declaration of the attempt), or the casting of a special spell called Dispel Magic.

Dispel Magic allows a sorcerer to completely neutralize a magical effect. A Psyche feat must be made, but if his Psyche is less than the Psyche of the wizard who cast the spell a Red is needed to dispel it. Equal ranks needs a Yellow and higher than only a Green. If the feat fails nothing happens and you will have another chance to dispel the magic.


Dimensional Energies

Conjuration: this is the power to summon creatures or things from other dimensions. If demons are summoned, the caster must have a way to control them or they attack immediately. They are repelled by holy symbols of various religions, and a pentagram will serve to successfully contain a demon: it cannot cross the boundaries of the star, nor cast spells across the barrier. Conjuration can be reversed to banish a being from this dimension to one of the caster's choice.

Creation: this is simply the creation of things. A mage can create a physical object out of thin air; its dimensions are the size of one area square per rank of Psyche above EX. The object can only be roughly shaped; for fine detail the Universal power of Alteration is needed. Rough shape means only humanoid form or the general outline of an automobile for example.

Necromancy: this is the most dangerous of all magical powers as it involves intrusions into the domain of Death. This is the ability to bring the dead back to life. Only a Red feat will do this, and Death will become aware of your presence whether it succeeds or not. She may ask a service of you in exchange, or shorten your lifespan. The Judge makes all decisions on this matter.

Other forms that are less dangerous are healing of damage (equal to Psyche), the ability to fake death and to steal the soul of another being and place it in a container (called magic jarring). Success is the same as for Dispel Magic, a Psyche feat vs. the intensity of the target's Psyche.


This system allows you to specialize in a particular field of magic, but you will need the Talent Mystic Origin. Other mage talents are Astrologist, Gem Cutting, Herbalist, Alchemist.

Mage Specialist Requirements

Specialist School Min. Ability Score Opposition
Abjurer Abjuration EX Reason Alteration & Illusion
Conjurer Conjuration/Summoning EX Endurance Divination & Invocation
Diviner Divination EX Reason Conjuration/Summoning
Enchanter Enchant/Charm EX Psyche Invocation/Evocation & Necromancy
Illusionist Illusion EX Agility Necromancy/Invocation/Evocation/Abjuration
Invoker Invocation/Evocation EX Endurance Enchant/Charm/Conjuration/Summoning
Necromancer Necromancy EX Reason Illusion & Enchantment/Charm
Transmuter Alteration EX Agility Abjuration & Necromancy

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