Delusions of Grandeur

Help Topics :: manifestation

.: 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