.: Help for manifestation Manifestation is the art of binding creatures to your will. It governs summoning, conjuring, charming, and raising companions through magical bonds. ━━━ How It Works ━━━ Manifestation spells are cast like any other spell, but draw on your Charisma and manifestation skill rather than Willpower and spellcasting. The strength of the bond determines how powerful your companions are and how many you can maintain at once. ━━━ What a Companion Costs ━━━ Calling a companion costs conviction once, at the moment you cast. Holding it costs conviction for as long as it stays with you. That held share is set aside from your pool and cannot be spent until the companion is dismissed or dies. The held share, not the casting price, is what limits how many companions you can field. A mightier companion holds more of your will, so a small following of strong creatures and a larger following of weaker ones can cost you the same. Skill in manifestation lowers what each companion holds, so a practised summoner keeps more companions on the same will. Rank buys you roster size, not only power. There is a limit to how much of any pool may be held in reserve at once. Reach it and the next binding is refused outright, rather than quietly leaving you weaker. You are told before the casting begins, so a refused binding costs you nothing. Use status to see how much of each pool is already spoken for. A mighty creature can ask for more than the limit allows on its own, even when you hold nothing at all. Putting things down will not help there. Bind a lesser creature, or raise your rank until it will hold. There is also a plain upper count on how many creatures will follow you at once, whatever your will could otherwise hold. ━━━ Companion Types ━━━ Summoned Called from nothing. Strength scales with your Charisma and skill, and is the same wherever you stand. Conjured Similar to summoned, but draws from a different magical tradition. Charmed An existing creature bent to your will. Retains its original capabilities. The hold ends without warning, and it turns on you. Raised Necromantic reanimation of the fallen. Drawn partly from the remains, so better remains make a better servant. ━━━ Necromancy ━━━ When creatures fall in battle, their remains can be raised as undead companions. Use assess to study a corpse and determine what forms of undeath it can sustain. Stronger corpses support more powerful undead types, from simple skeletons to terrifying flesh golems. Your skill determines which types you can raise. ━━━ Tips ━━━ Companions fight alongside you automatically if auto-assist is enabled. Use companion to review your active bonds, toggle assist behavior, or check each companion's condition. Use dismiss to end a bond, but be warned: dismissing a companion can have consequences. See also: help progression, help companion, help dismiss, help reservation, help assess