▰▰▰▱ SHADOWRUNUNOFFICIAL // 2057 / CHARACTER GENESIS
Magic

Conjuring Mechanics

How a magician calls, commands, and dismisses spirits at the table — Force, the summoning test, services, conjuring Drain, spirit domains and powers, spirit forms, and banishing. Sources: SR2 core Magic chapter, Conjuring pp. 139–144 & Spirit Forms/Table pp. 142–144; spirit powers under Powers of the Awakened, p. 224.

// HOW THIS PAGE FITS

Magic Mechanics covers casting, Drain, and astral space. This page drills into conjuring specifically: how a shaman raises a nature spirit or a hermetic mage calls an elemental, what services they owe, and the limits that keep them in check. The conjuring attribute is Charisma, and the skill is Conjuring.

// AT CHARACTER CREATION — YOU DON'T PICK SPIRITS

Spirits aren't a chargen shopping list the way spells are. A shaman summons nature spirits on the spot during play, and they're temporary. What you choose at chargen that governs conjuring is: your Magic Rating (caps Force), your Totem (bonuses/penalties, often tied to favored environments), your Conjuring skill (the dice you roll), and your Charisma (sets your Drain). Hermetic elementals can be bound and stockpiled; a shaman's nature spirits cannot.

// SUMMONING A SPIRIT — THE SEQUENCE

  1. 01

    Be in the right place

    Nature spirits (shaman): you can only call a spirit in its home domain — a City spirit on city streets, a Forest spirit in the woods, a Hearth spirit inside a dwelling. Elementals (hermetic): summoned from a Hermetic Circle, not tied to any domain. (SR2 p. 139–140)

  2. 02

    Declare a Force

    Pick the spirit's Force — it cannot exceed your Magic Rating. Higher Force means a tougher, more capable spirit, but a harder summon and heavier Drain.

  3. 03

    Conjuring (Success) Test

    Roll Conjuring skill (+ Magic Pool / spirit focus) against a Target Number equal to the Force. Each success = one service the spirit owes you. (SR2 p. 139)

  4. 04

    Drain Resistance Test

    You take Drain whether or not a spirit answers. Roll Charisma dice (adjusted by totem and foci) against TN = Force; the Drain level comes from the Conjuring Drain Table below. Every 2 successes drops the Drain one level. (SR2 p. 139–140)

  5. 05

    Spirit appears & serves

    It arrives (astrally first; it can manifest physically) and performs its services one at a time, within its limits.

// CONJURING DRAIN TABLE

Conjuring Drain scales with the spirit's Force relative to the conjurer's Charisma — overreach for a high-Force spirit and the Drain turns Physical. (SR2 p. 140)

Spirit's Force vs. CharismaDrain
Force ≤ ½ Charisma(L) Stun
Force ≤ Charisma(M) Stun
Force > Charisma(S) Physical
Force > 2× Charisma(D) Physical

Drain TN = Force. Each 2 successes on the Charisma resist test removes one level (D → S → M → L → none).

// NATURE SPIRITS vs. ELEMENTALS

SHAMAN: NATURE SPIRITS

Called in their home domain only (City, Forest, Mountain, Sea, Sky, Swamp…). Out of domain, no spirit comes — and a spirit dragged out of its domain vanishes.

  • One at a time — a shaman may have only one nature spirit summoned/in service.
  • Domain-locked — it can only act within its environment.
  • Sunrise/sunset expiry — every nature spirit fades at the next sunrise or sunset; unused services are lost.
  • Powers depend on the spirit's type (see the domain table below).

(SR2 p. 139–140, 144)

HERMETIC: ELEMENTALS

Called from a Hermetic Circle — one of four elements: Fire, Water, Earth, Air. Not tied to any domain.

  • Go anywhere — an elemental serves the mage regardless of location.
  • Bindable — with extra effort an elemental can be bound for later use; otherwise it leaves when its services run out.
  • Element ↔ spell category — each element aids one category of spell (e.g. Fire → combat).
  • Powers include Engulf, Movement, Manifestation, plus element-specific ones (Air: Psychokinesis; Fire: Flame Aura/Projection).

(SR2 p. 140–141, 144)

// WHAT YOU CAN ASK — SERVICES

Every success you rolled bought one service. A service can be any one of the following (within the spirit's limits). The spirit acts on its own Initiative once tasked. (SR2 p. 140–142)

Combat
The spirit attacks a designated foe (it has combat stats by Force on the Spirit Table) until the enemy is down, the spirit is destroyed, or the service ends.
Use a Power
Direct the spirit to use one of its innate powers — Concealment, Confusion, Accident, Fear, Guard, and so on (see below). Some powers hit one target, others an area.
Aid Sorcery
The spirit lends dice to the magician's Spell Defense / Magic Pool for spellcasting.
Sustain a Spell
The spirit holds a sustained spell so the caster doesn't have to carry the dice penalty.
Remote Service
Send the spirit off to perform a task elsewhere — but a nature spirit can only range within its domain.
Guard / Watch
Stand guard over a person or place (often as an astral sentry), alerting the summoner to threats.

// SPIRIT POWERS (NATURE SPIRITS)

A spirit's available powers are set by its type. Brief plain-language meanings (full descriptions: Powers of the Awakened, SR2 p. 224):

Accident
Causes a damaging mishap to a target — a slip, a fall, a fumble at the worst moment.
Concealment
Hides people or objects from notice within the domain.
Confusion
Disorients targets, raising their target numbers.
Fear
Drives targets to flee in terror.
Guard
Shields a protected target against accidents and harm.
Movement
Speeds allies or slows foes moving through the spirit's domain.
Search
Locates a person or thing somewhere in the domain.
Engulf
Envelops a target to smother or drown it (water, sea, sky, lake, river spirits).
Alienation
Makes bystanders shun and reject the target.
Binding
Entangles and holds a target fast (swamp spirits).
Electrical Projection
A lightning attack (storm spirits).

// NATURE SPIRIT DOMAINS & POWERS

Where each spirit can be summoned, and the powers it brings. Condensed from the SR2 Spirit Table (p. 144).

SpiritDomainTypical Powers
CityStreets, plazas, alleys, abandoned buildingsAccident, Alienation, Concealment, Confusion, Engulf, Fear, Guard, Search
HearthHomes, residences, occupied buildingsAccident, Alienation, Concealment, Confusion, Guard, Search
FieldCultivated fields, worked landAccident, Concealment, Confusion, Fear, Guard, Movement, Search
ForestWoods, forestsAccident, Concealment, Confusion, Fear, Guard
MountainRugged mountain terrainAccident, Concealment, Confusion, Fear, Guard, Movement, Search
PrairiePlains, tundraAccident, Alienation, Concealment, Fear, Guard, Movement, Search
DesertDesertAccident, Concealment, Guard, Movement, Search
SkyOpen skyAccident, Concealment, Engulf, Fear, Movement
MistFog, mist, rainAccident, Concealment, Confusion, Guard, Movement
StormThunderstorms, hurricanes, tornadoesConcealment, Confusion, Electrical Projection, Fear
LakeOpen fresh waterAccident, Concealment, Engulf, Fear, Guard, Movement, Search
RiverRivers, large streams, deltasAccident, Concealment, Engulf, Fear, Guard, Movement, Search
SeaThe open seaAccident, Concealment, Confusion, Engulf, Fear, Guard, Movement, Search
SwampSwamps, marshesAccident, Binding, Concealment, Confusion, Fear, Guard, Movement, Search

// SPIRIT FORMS

Astral Form
A spirit's default state — it exists in astral space, invisible to mundane senses, and can only be engaged by astral perception or astral combat. (SR2 p. 142)
Manifest Form
The spirit makes itself visible and physically present so it can interact with the material world. Manifesting is what lets it attack non-astral targets or move objects.
Spirit Initiative
Spirits act fast — they roll high Initiative and often go before metahumans. Once given a standing order, a spirit can keep acting on it each turn.

// CONTROL & BANISHING

Control Contest
If two magicians vie over a spirit, they make opposed Conjuring (Charisma for shamans) tests vs the spirit's Force; the winner commands it. (SR2 p. 153)
Banishing
A magician can banish a spirit by opposing its Force; net successes strip services from its remaining stock. A spirit reduced to zero services vanishes.
Spirit fights back
Banishing and control aren't free — the spirit resists with its Force, and a powerful spirit is hard to dismiss.
// CAVEATS & FLAGS
  • This is SR2 core's standard conjuring. Grimoire 2nd Edition and Awakenings expand spirit types, totem-specific conjuring, and great-form spirits.
  • Totem effects on conjuring (favored environments, penalties) vary by totem — check the totem you've chosen on Magic Traditions.
  • The domain/power table is condensed for play; full per-spirit stat lines (combat, attributes by Force) are on the SR2 Spirit Table, p. 144, with power descriptions at p. 224.