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Conveyance

 

Whereas Conjuration deals with the relocation of objects, this path allows the sorcerer (or other willing targets) to move quickly from place to place. This includes both direct flight and teleportation. The nature and manifestation of these effects must be specified when this path is learned. Some practitioners employ a vehicle, such as a broom or flying carpet, and others use more flashy means, including the infamous “puff of smoke.”Unless otherwise specified, any use of this path requires a Static Mental Test.

 

Basic:

 

Short Hop

The first level in this art allows you to move anywhere within your immediate area in a single turn, up to 10 feet away for each Mental Trait you possess. You may only travel to a location that you could normally reach: Jumping or teleporting across a room is valid, but appearing inside a locked room is not.

 

Secret Portal

This spell allows a character to walk through any single material barrier, such as a door or wall. If someone else is the beneficiary of this effect, she must pass a Static Mental or Physical Test or be disoriented for a full turn after the crossing.If this rite is performed on a barrier that only exists in game (say a curtain that represents a steel door), then the player simple steps through when the spell is cast. On the other hand, if the barrier is real and there is already ascene taking place in the target location, the action there is put on hold while you move out-of-game to the destination. Once you arrive, you must describe your arrival to any players there.

 

Intermediate:

 

Gift of Wings

This spell allows you to fly at a significant speed, covering distances of up to a mile in a few minutes. Once set in motion, the destination is fixed; you cannot change your mind after the journey has begun. Some 

vehicle or other means of transport (such as a broom or flying carpet) is

necessary to manifest this effect.

 

Safe Journey

Similar to the previous spell, this application extends both your capacity and the distance you can travel. This flight is quite fast and can cover a distance of up to 100 miles in just an hour or two. It costs one Mental Trait to cast this spell, plus an extra Trait for each additional person (or equivalent cargo) you wish to bring along.

 

Advanced:

 

Stepping Out

Whereas the preceding spells move an individual through space, this effect bypasses standard motion and teleports the caster (or one other willing individual) directly to her destination. Travel takes only a minute. If the destination is not within line-of-sight, then it must be well known and within one mile for each Mental Trait you possess. This transport ignores any physical obstructions along the way, though magical barriers or wards will prevent the effect. Upon arriving at your destination, you must undergo an Extended Simple Test. Each consecutive failure on this test leaves you off balance and unable to function for one turn. A temporary Willpower Trait may be spent before the initial test to prevent this disorientation.

 

Master:

 

Going Home

An enhanced version of Stepping Out, this effect allows you to teleport to or from any well-known location, regardless of how far away it is. You may even bring (or send) additional people, even if you do not go. This latter option costs one Mental Trait per person and only willing targets may be affected. If this spell is performed as a ritual, you may bring others to where you are, though the same costs and limitations apply. In this case, your targets must either be in a known location or else carrying a specific token that you have prepared in advance for this purpose. As with Stepping Out, those people who travel in the blink of an eye suffer the risk of becoming disoriented upon arrival.

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