Conjuring Immaterial Mind and Spirit Forms
Rote · Mage
By combining Prime 2 with Mind 3, a mage can spin mental phantasms into semi-material form, crafting illusions, mental projections, dreamscapes and so forth that other people can see. As above, such things tend to be vulgar magick unless there’s a technological device (TV screen, holographic projector, mental-impulse monitor, etc.) involved in the Effect. For more details, see the section about the Arts of Illusion, p. 129-131.
A related application of with Matter 3/ Spirit 3/ Prime 2 allows a character to craft ephemeral items: spirit-swords, spiritual armor, ephemeral tools, and so forth. Because those items have a thin sort of substance, that conjuration works the same way as material or mental conjurations. In the material world, those conjured items look and feel ghostly, glowing with a luminescence that betrays their innate Resonance; in the Otherworlds, those items are essentially solid, although they still might glow or echo with the appropriate flavor of Resonance.
At Prime 4/ Spirit 4, the mage to invest a spirit-entity with enough Quintessence to turn it into a solid, materialized form. That “solid spirit” has two health levels for every success
rolled after the first one; a creature invested with three successes, then, would have six health levels. When those levels get dispersed, the spirit returns to its ephemeral form – still intact as a spirit, but no longer possessing a solid body. In certain forms of Necromancy or Summoning (see those sections in this chapter), a mage can weave a body for the spirit she’s dealing with… either as a treat, or as a threat.
As mentioned elsewhere, conjured items last for the duration of the Effect unless the caster wants to dispel them before then.
See also 5
Paths & Numina
- Necromancy mage/power/sorcery_path/necromancy