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Classification: Union // Open Ref mage/power/sorcery_path/conveyance

Conveyance

Sorcery Path · Mage

Mage

Conveyance

Whether dreaming of teleportation or flying broom­ sticks, people have always wanted to travel quickly from place to place. No matter how quickly they can manage it, it’s never fast enough, and many turn to magic and strange sciences to get where they’re going that much sooner. To hedge magicians, these feats may not be routine, but few of them worry about being booked to a middle seat on an airline.

Until they reach the pinnacles of Path mastery, a hedge magician using the Path of Conveyance requires some sort of vehicle, which is prepared for a single jour­ ney by the magician. Mystics tend to favor seven-league boots, flying carpets and brooms, and stranger things like chariots drawn by divine cats, while the more scientific magicians use jet packs, transforming cars, and the like.

Powerful wielders of this Path, however, can cover dis­ tance without crossing the intervening space. Teleportation need not be instantaneous, but it tends not to need a vehicle; usually a ritual or device at the point of origin will suffice to send the magician wherever they want to go.

System

Modifiers: +2 difficulty for each unwilling target, –1 difficulty for well-known locations

Aspects: In addition to the Aspects of Distance, Travel Speed, and Passengers, the following each increase the number of successes needed:

22 Sorcerer

• 1 success to travel to a location the magician has never been to.

• 2 successes to teleport, even if not instantaneous This is required to attempt to use Conveyance offensively.

• Each barrier crossed costs one success. Barriers must be possible to bypass. This Path can’t pen­ etrate hermetically sealed chambers.

Price of Failure: Mishaps with the Path of Conveyance can be extremely dangerous. Failures are innocuous enough, as simply nothing happens. Botches, however, tend to be specific to the method of transportation used and tend to impact the conjurer (pun intended) part way through the trip. Flying broomsticks fall out of the sky, seven-league boots leave you stranded leagues from your destination, and entire bodies of science-fiction discuss what happens when teleportation goes badly.

Sometimes, a magician needs to travel a short distance quickly. Though preparations vary, mostly by practice and Ability, this ritual always concludes by lacing up a pair of blue sneakers. Once they are on, the magician can run faster than any mundane human, so long as no one sees them do so. Each success on the ritual doubles the running speed and grants one minute of running. At the end, the ritual leaves the magician exhausted, and they must rest for five minutes.

Teleport Ward (••)

Hedge magicians studying the Path of Conveyance quickly learn to defend themselves from it. By marking out a room or building in an appropriate way — a chalk circle, sigils on the walls, or anti-teleportation field pro­ jectors, etc. — they can make it harder for other hedge magicians to use the Path to enter the area. After the ritual is set, each success must be overcome by a caster trying to enter the bounded area. This protection de­ grades at a rate of one success per month, but a single success on another ritual roll restores it.

Get Me the Heck Outta Here! (•••)

One of the most useful tools a magician can have in their pocket is an escape route for when things go badly. This ritual instantly brings the magician back to a pre-prepared home location within 50 miles of them. It requires at least four successes to cast, though additional

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