A Conjurer is one of the Wanderers. When it released its core, the Welter came into the empty foundation as a heart demon. The soul has carried that shape of the Welter through every unmaking since. It comes out of the Mist each Turning and serves in Bloom, the affinity of growth, beasts and living ground.
A casting mage calls summoned things out of the Welter with a spell and pays mana to keep them standing. Wefan, the Weaver teaches that art, Weaver's Call. Conjurers say they need no spell for their own callings. Their demon is a shape of the Welter already, and like calls to like: what one shape has opened, others follow through. It strikes with magic from a distance. It is easily wounded, but it grows stronger the longer it serves. In time, before battle, a great swarm of Chipmunk pours into its employer's army. The swarm is larger the longer the conjurer has served, and it is gone when the battle ends. Later, every summoning its employer makes calls out more. The card shows what each stage adds.
It costs geld and mana to keep, more as it grows, and it leaves when the pay stops. Kill one, and its service ends for the Turning, but its soul goes on, and so does its kind.
The conjurers say the demon wants to call out one shape large enough to hold the whole Welter, so that nothing is left outside. Whether a conjurer can be freed is not known.
Player-visible facts
| Field | Value |
|---|---|
| Battle hero | Yes |
| Upkeep | Included in your observed upkeep; varies with level |