Conjurer

As a master of the Conjuration tradition, you begin to see the connectedness of all things, with faint threads reaching from one thing to another, one person to yet another, creating a tapestry that encompasses all.
Need a sword? You have one, right here. You just need to cast the spell. How about some extra muscle? At your word a bodyguard appears, sword drawn, shield raised, knowing you wouldn’t have called without need. Whether you produce flames from the palm of your hand or ferocious monsters to maul your enemies, you can call up whatever you need, whenever you need it.

Level 7 Conjurer

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Conjuration, Spells: One master
Conjurer’s Mark (Magical): You can use an action to place a magical mark on someone or something. Target one creature or ordinary object in reach. The creature must be an ally, or one controlled by you, or that has the stunned or unconscious afflictions. The object must be one you can hold in both hands and not worn or carried by anyone else. A mark appears at the spot you touched and remains for 24 hours or until its magic has been expended.
At level 8, the mark remains until its magic has been expended, no matter how much time has passed since you used this talent.
At level 10, you can target unsecured objects of up to Size 3 within your reach.
You can use an action to cause one creature or object bearing the mark created by your Conjurer’s Mark talent to appear in an empty space within 5 yards. The mark then disappears.
Superior Conjuration: You gain the Conjure Useful Item talent from the Conjuration tradition. If you have this talent already, gain a different talent from the Conjuration tradition. Using the Conjure Useful Item talent, you can produce items worth 1 gp or less and items conjured this way remain for 24 hours. At level 10, you can produce items worth 10 gp or less.

Level 8 Conjurer

Health: +6
Spells: One master
Special Delivery (Magical): You can use an action to bring something you can see to you. Target one creature or ordinary unsecured object you can see. The target teleports to an empty space of your choice within 5 yards of you. Once you use this talent, you lose access to it for 1 minute.

Level 10 Conjurer

Health: +6
Spells: One master
Summon Ally (Magical): You can use an action to make an ally of another. Target one creature you can see. The target makes a Will roll. On a failure, the target teleports to an empty space within 5 yards of you and becomes controlled by you (luck ends) or until it becomes incapacitated. When the effect ends, the creature rolls to attack you with 1 boon for 24 hours. Once you use this talent, you lose access to it for 1 minute. You can use this talent three times. You regain expended uses after you rest.