Conjuration

Overview
Conjuration is the art of moving items through space. Scientists call this apportation or telekinesis depending on wether the item passes through intervening space to where the conjurer desires it to be. Conjuration is not Teleportation or Conveyance. The Conjurer may not apport him or herself.

It is very difficult to use this art offensively. A willing subject, correctly prepared, can be the object of a conjuration but the least resistance renders the effect almost impossible. Trying to send an enemy away or pull a weapon from their hand will almost always fail without a lot of luck and willpower.

The Conjurer
Many sorcerers who want to practice their arts openly or semi-openly master Conjuration. When one can do parlor tricks and make things appear it's a great way to put on a show and make some fast cash. When a Conjurer says there is nothing up their sleeves, though, they mean it.

For best effect the caster should prepare an object before hand by some sort of bonding ritual as this makes it easier to summon. This isn't necessary, however, as, theoretically, the conjurer could summon anything they can see. This is more difficult and tiring, however.

The more experienced the Conjurer is, the more they are able to move and the further and more precisely they can move it. The skillful sorcerer an also manipulate several objects at a time.

System
Roll: Modifiers: Cost: None for prepared object or 1 Willpower for a non-prepared object
 * 1) Dexterity + Occult (Traditional magic)
 * 2) Dexterity + Hyper/Technology (Advanced Science)
 * 1) +1 for working against an object in the hands of someone resisting
 * 2) -1 for an object well known to the caster
 * 3) +2 against a resisting, living target

Duration: Instantaneous. For lasting effects pay 1 Willpower for every turn you want it to last.

Aspects

 * Weight
 * Less than an ounce
 * A few pounds
 * A large object, around 100 pounds
 * Something quite large, about 1000 pounds
 * Something as large as a car, or a couple tons
 * Things as large as a city bus or loaded 18-wheeler


 * Creatures
 * Only non-living
 * Small or simple lifeforms
 * More complex lifeforms but no humans
 * Willing, unconscious, or hypnotized humans
 * Unwilling human subject but at extreme difficulty


 * Distance
 * A couple of feet
 * 20 feet or so
 * Over 100 feet
 * Up to a half mile away
 * 5 miles
 * City limits. Maximum range of 50 miles


 * Accuracy
 * Almost none
 * Rough motor control as if moved by an elbow or fist
 * Some fine control but slow and unwieldy
 * Fine motor control equivalent to a pair of hands
 * Extreme control
 * Objects do things you didn't ask but in keeping with your intent


 * Number
 * 1 item
 * 2 items
 * 3 items
 * A small group (under 10) of near identical items or three that aren't closely related to each other
 * 10-20 similar items or a lesser number of unrelated items
 * Up to 100 similar items or 25 disparate items

Price of Failure
A simple failure means the object stays where it is, disappears never to be seen again, or drops to the ground at a dangerous or embarrassing moment. Botches summon the wrong thing, put it in the wrong place, or destroy it in a particularly messy fashion. Botches on living targets are never good.

Resources

 * 1) MtA. Sorcerer Revised Edition, pp66-68.