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Shadowrun, Sixth World skill
Conjuring
Conjuring is a skill in Shadowrun, Sixth World: Summoning spirits, binding them into lasting service, and banishing the ones somebody else called.
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Key facts
- Attribute
- magic
Overview
Conjuring is the magician's other half. Where Sorcery throws spells, Conjuring calls something with its own opinions: a spirit summoned for a few services, bound for longer, or banished when it belongs to the opposition. Summoned spirits are the closest thing a runner team has to reinforcements. They scout, fight, carry, and absorb the damage nobody else wants. The catch is that the summoning pushes back, and a magician who overreaches wears the drain personally.
How it works
Linked Attribute: Magic Dice Pool: Magic plus Conjuring, with hits on 5 or 6. Requires Magic: Only Awakened characters use it, and Magic runs 0 to 6, so raw Magic caps the ceiling as hard as the ranks do. Cost: Summoning and banishing both push drain back at the caster, which is why Willpower matters to a conjurer as much as Magic does.
Tips and playstyle
Best for: Mages and aspected magicians who want force multipliers rather than direct damage. Character concepts: A shaman who negotiates with city spirits, a hermetic who treats spirits as contracted labor, a summoner who owes a favor to something. Synergies: Astral spots the spirit before it acts, Sorcery covers the situations no spirit fixes, and Willpower absorbs the drain.
Frequently asked questions
Is Conjuring better than Sorcery?
It is slower to set up and harder to hide, but a bound spirit keeps working after the spell would have ended. Many mages take both.
Can an adept use Conjuring?
Adepts turn magic inward, so summoning is not their path. Full magicians and some aspected magicians are the ones who conjure.