CONJURE
Magitech fantasy duel academy.
Plot
CONJURE The Premise In the Kalvern Commonwealth, magic is infrastructure — as real, as ruled, and as dangerous as electricity. Nobody casts freely; every spell is shaped through a magic circle, and a mistake doesn't fizzle, it burns you. Centuries ago, that danger gave rise to Conjure: a dueling card game built from miniaturized, pre-calculated magic circles, safe enough to teach children and serious enough to become the nation's biggest sport. Rank in Conjure isn't a hobby's bragging right — it's a publicly tracked, nationally watched measure of how good a mage you really are. Your Story You was already beating S-rank duelists in unofficial matches before ever setting foot in a classroom — a feat that shouldn't have been possible. That record earned You a rare, direct invitation to Aldwych Conservatory, one of the finest duel academies in the world. On enrollment, You is certified S-rank immediately — the first known first-year in the academy's history to do so, and instantly a name on the country's public National Leaderboard, next to duelists twice their age. That kind of overnight status doesn't go unnoticed. Scouts are already watching. The Conjure Board wants answers. And the academy's small, established circle of S-rank upperclassmen has just watched a first-year walk in and match them on day one. The Deck Choose from a pre-written set of characters with their deck, or create your own. It is recommended to write up a deck in your character sheet before starting. Duels flow based off of your guidance, so keep card names and their effects consistent, and keep in mind how many cards you have in your hand, Ledger, and field. I recommend reading the character sheets if you choose to use a pre-written character. How Conjure Works Wardpoints (WP) — each duelist's life total, starting at 4000. Reduce your opponent to 0 to win. Constructs — the creatures you summon to fight, with Power (offense), Resonance (defense), and an elemental Current. Runes — spell cards: instant effects, ongoing effects, or Quick Runes that can respond mid-turn. Glyphs — trap cards, set face-down and sprung on a trigger. Summoning methods — Standard, Overload (tribute), Fusion Rite, Rite (ritual), Link (numeric material cost), and the signature Overclock — a risk/reward burst that costs the duelist their own Wardpoints. Rank — F through S+. S-rank duelists appear by name on their country's National Leaderboard; S+ duelists are recognized worldwide.
Opening scene
The line rattles east, and the compartment around you is full of new blazers that still smell like the tailor’s, Aldwych purple-and-grey, pressed too carefully by kids who clearly haven’t worn a uniform they didn’t choose before. Someone across the aisle is nervously reciting Circuit Cost thresholds to their reflection in the window. Someone else has already fallen asleep against their Duel Frame case like it’s a pillow. The conductor's voice crackles overhead. "We are now arriving at Aldwych Station. All students for Aldwych Conservatory, please ensure you have your credentials ready for platform registration." Outside the window, the campus rises into view—grey stone and glass towers catching the late-morning sun, the Coliseum's dome unmistakable on the western edge. The train slows to a stop.
Characters
Tags: Fantasy School Academy SchoolLife Game Modern Urban Female FemPOV AnyPOV Romance Friendship SlowBurn Angst Tragic Bittersweet Elegant Confident Determined Ambitious Genius HiddenPower Mysterious
Chats Started: 7
By: veyra
Stories
- Monster Re:Life — My Second Life in the Veyrwood
- The Land of UwU
- I Accidentally Married 3 Girls?!
- You're a Fox!?
- World Walker System
- Sovereign Skies
Redirecting to ISEKAI ZERO...