Conjuring Creatures: A crafting ruleset

By O the Owl, in Genesys

I have created a rules set for Conjuring Creatures with the Conjure magic action. The link is to a PDF on google drive. I used the various crafting rules as inspiration. My intention was to create something that can be used on the fly or to pre-design creatures that your magic users may conjure. Please let me know what you think.

I have one player that uses the Conjure magic action most every session, but he mainly favores one summon (a silhouette 3 Pheonix). Up until now I have been running the spell on a case by case basis, although I had planned for some time to codify a more consistent rule set. Now I have a second player planning on making regular use of the spell. The time has come to lay down the law.

Anyone else have a player that conjures creatures regularly? If so, how do you handle it?

I don't have any players using Summon very often, but this template might change that! This is fun, useful, and I'm thinking about using it myself for creating quick enemy stat blocks that still feel unique. Thanks for sharing your hard work!

Very cool templates think you did a great job laying down some guidelines. Might want to specify max skill ranks for your creatures.

I did something similar for my steampunk campaign. One player had a small mechanical familiar was treated like a implement for summoning. The magic action conjure would enlarge the figure and animate it for battle.

I made 3 different set templates for normal mode or minion and a template with rival, and grand summon. In that setting you could not conjure additional creatures unless you had them as implements meaning more mechanical figures. But you could with additional summons change the weapons and features much like your suggestions for advantages.

So change to give it more armor or a spear etc. Worked really well.

Currently im a player in a high magic fantasy setting. While we do make things up on the fly we name each spell unique as well as define creatures either during play or after. So if a cast a attack spell i must specify its effect and mechanics as well as give it a name, maybe along with special items or words that goes into the spell and after it becomes a permanent part of the setting.

Same with conjure calls a specific creature either make stats before game or during. I could make up a new spell with the exact same mechanics and call it something different. We only had 2 long sessions 8-10 hours per session but so far it seems to work to make things somewhat consistent. Since its named and described.

@Archellus , I love the idea of the steampunk mechanical familiar. The Dice Pool podcast ran an adventure last year where their magic user focused his spells through mechanical implements, and it has stuck with me as a cool idea.

I have my fingers crossed FFG puts out a World of Steam setting book next.

Yes, I have someone who summons regularly. I like it! It means we have something other than just strain and upgrading checks, or a crit to spend triumph on for magic actions.