Conjuration magic taps into the same creative forces that genies used in ancient times to fashion reality from unformed substance.
In a small way, casters of Conjuration spells become as gods, able to create objects and creatures out of thin air. Although this tradition’s spells offer great versatility, the effects usually last for a short time, almost as if reality were fighting back against the spell’s creations.
The oldest writings on the theories of Conjuration magic and the first attempts at mastering the form are contained in the vaults of the Tower Arcane. For this reason, the tradition is often thought to have originated with wizards and their ilk, though the techniques have found their way into other societies of magic users. Cultists, for example, might use Conjuration spells to show proof that their strange gods exist, while war casters use these spells to create a weapon in a pinch or bring reinforcements when the tide turns against them.
Conjure Tiny Monster
Area A cube of space, 1 yard on a side, originating from a point within short range
Duration 1 minute; see the effect
One compelled tiny monster appears on a solid surface inside the area and remains for the duration or until it becomes incapacitated.
Conjure Useful Item
Area A cube of space, 1 yard on a side, originating from a point you can reach
Duration 1 minute
A Size 1 or smaller object that is neither magical nor worth more than 1 ss appears in the area.
Direct Conjuration
Target One creature within short range created by your casting of a Conjuration spell
You move the target up to half its Speed.
Energy Burst
Area A 1-yard-radius sphere centered on a point within short range
Crackling energy explodes in the area, dealing 1d6 damage to everything in it. A creature in the area can make an Agility challenge roll and takes half the damage on a success.
Conjure Feast
Area A cube of space, 2 yards on a side, originating from a point you can reach
Duration I hour; see the effect
A sumptuous, wholesome feast appears on horizontal surfaces in the area, enough to sustain up to five creatures for one day. Anything not consumed vanishes when the effect ends.
Conjure Servant
Area A cube of space, 1 yard on a side, originating from a point you can reach
Duration 1 hour; see the effect
A faceless servant (see below) appears on a solid surface inside the area and remains for the duration or until it becomes incapacitated. The servant knows how to perform mundane duties, such as cooking, cleaning, folding, making or breaking down camp, and so on. The servant obeys your spoken commands, taking its turn when you decide, and doing as ordered to the best of its ability.
Sacrifice You can use an action and expend a casting of this spell to cause one construct you created with a Conjuration spell to heal 1d6 damage.
Faceless Servant
size 1 construct
Perception 5 (-5); sightless
Defense 10; Health 5
Strength 10 (+0) Agility 10 (+0) Intellect 5 (-5) Will 5 (-5)
Speed 10
Immune blinded, charmed, compelled, deafened, frightened
Conjure Small Monster
Area A cube of space, 1 yard on a side, originating from a point within medium range and resting on a solid surface
Duration 1 minute
One compelled small monster appears in the area.
Conjure Weapon
Duration 1 hour
A weapon or bundle of ammunition appears in your hand or hands, or at your feet if you don’t have a hand free.
Flying Knives
Area A cube of space, 2 yards on a side, originating from a point you can reach
Duration 1 minute
Flying knives appear and fly around inside the area for the duration and then disappear when the spell ends. Any creature inside the area or that enters it must get a success on an Agility challenge roll or take 1d6 damage. A creature makes this roll just once per round per casting of the spell, regardless of how many times it enters the area. You can use an action, or a triggered action on your turn, to move the flying knives up to 5 yards in any direction.
Conjure Medium Monster
Target A cube of space, 2 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 1 minute
Either one compelled medium monster or two compelled small monsters appear in the area.
Conjure Steeds
Target A cube, 10 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 2 hours
A group of 1d6 steeds (as horse) appear in the area. They can have any appearance you choose. The conjured steeds are friendly to you and become compelled by any creature that rides them.
Sacrifice You can expend a casting of this spell to cast conjure small monster.
Creation
Area A cube of space, 1 yard on a side, originating from a point you can reach
Duration See the effect
You fill the area, or a portion of it, with matter. (Consumable matter provides nourishment as if it were the real thing.) The matter remains for a period of time based on its composition, as shown on the following table. At the end of that time, the substance disappears if it has not already dissipated or been consumed. The matter can take any shape you choose, though it cannot have moving parts. You could, for instance, cast the spell to create an iron sword or to fill containers in the area with beer, or simply envelop the area in thick fog. You might create a plug to temporarily repair a hole in a bridge, or seal off a passage to block pursuers.
Material (Examples) | Duration |
---|---|
Fog or vapor | 8 hours or until dispersed by wind. The fog spreads 1 yard in all directions at the end of each round until it fills a cube of space 10 yards on each side. The area containing the fog is heavily obscured. |
Liquid, nonmagical and nonpoisonous (water, beer) | 4 hours, but unless it is contained, the liquid collapses and spreads out ina lla directions. |
Wood, flesh, or other organic matter (lumber, firewood, food) | `1 hour |
Object of ordinary stone (statue, barrier) | 10 minutes |
Object of base metal (sword, mace) | 1 minute |
Object of precious metal (gold coin) | 1 round |
Sticky Strands
Area A cube of space, 5 yards on a side, originating from a point you can reach
Duration See the effect
Thick, sticky strands spread through the area. Each creature in the area must get a success on an Agility challenge roll with 1 bane or become immobilized for 1 minute. A creature can use an action to make a Strength challenge roll and removes the immobilized affliction from itself on a success.
If the area where the strands appear touches at least two solid surfaces, parallel or perpendicular to one another, the spell lasts for 1 minute. Otherwise, strands that are not immobilizing a creature disappear when they are overcome.
If a creature moves through the area while the strands remain, the creature must make an Agility challenge roll upon entering the area or moving to a different space inside the area. A creature moves normally on a success, or becomes immobilized, as described above, on a failure. A creature that moves just 1 yard through the area on its turn makes the challenge roll with 3 boons.
Flame that touches the strands destroys them instantly and deals 1d6 damage to everything in the area the strands occupied.
Conjure Large Monster
Target A cube of space, 2 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 1 minute
Either one compelled large monster or two compelled large monsters appear in the area.
Conjure Superior Monster
Area A cube of space, 2 yards on a side, originating from a point you can reach
Duration 1 minute; See the effect
Either one compelled medium monster or two compelled small monsters appear inside the area and remain for the duration or until they are incapacitated. You can bestow one of the following benefits on the creatures created by this spell:
- The flier trait
- +5 Health and either the climber or swimmer trait
- +3 Health and the frightening trait
- The horrifying trait
Conjure Wall
Area A shapeable line, 10 yards long, 5 yards high, and 2 yards wide, originating from a point within long range with any orientation, provided at least two sides rest on solid surfaces
Duration 1 hours; see effect
A wall made from stone fills the area and remains for the duration or until destroyed. The wall totally covers everything behind it. Each 1-yard cube of wall has Defense 5 and Health 50 and disappears when destroyed.
Iron Cage
Area A cube of space, 4 yards on a side, originating from a point you can reach
Duration 1 hour; See the effect
A cage made from iron forms to fully enclose the area. Any creature in the area can attempt to escape the cage by making an Agility challenge roll with 1 bane. On a success, the creature moves to the nearest open space outside the cage and cannot move during its next turn.
The cage remains for 1 hour or until it’s destroyed. The cage bars are close enough to prevent a creature of Size 1/2 or larger from squeezing between them. Each 1-yard-square section of the cage has Defense 5 and Health 30.
Conjure Items
Area A cube of space, 3 yards on a side, originating from a point you can reach
Duration Until you complete a rest
You cause items to appear inside the area and remain for the duration. You can choose any mundane items, provided the total value of those items does not exceed 10 gc. The spell cannot be used to create enchanted objects, potions, alchemical objects, or incantations. Although the objects are functional, they have no real value and cannot be sold.
Conjure Shelter
Area A cube of space, 20 yards on a side, originating from a point within long range and resting on a solid or liquid surface
Duration 12 hours; see effect
You must concentrate for 1 minute, during which time you visualize a building or island. At the end of this time, the building or island you visualized appears in the area and remains for the duration.
If you conjure a building, you make all decisions about what it looks like, such as entrances, windows, and the number of rooms. It includes beds for up to ten people, chairs, tables, enough food and drink to sustain up to ten people, and a hearth complete with a burning fire.
If you conjure an island, you provide accommodations for up to ten people as if you had created a building, but in the form of bungalows or huts.
Sacrifice You can expend a casting of this spell to cast conjure large monster.
Forest of Spikes
Area A cube of space, 8 yards on a side, originating from a point you can reach
Duration 1 minute
A cluster of iron spikes, each 8 yards long, forms inside the area and remains for the duration. Any creature in the area when you cast the spell must get a success on an Agility challenge roll with 1 bane or become impaled on a spike, taking 3d6 damage and becoming immobilized until the spell ends. A spike has Defense 5 and Health 10. Destroying the spike affecting a creature removes the immobilized affliction.
The spikes provide cover to anything in the area and behind it. A Size 1 or smaller creature can safely crawl through the area. Larger creatures must destroy the spikes in order to move. In addition, a creature can climb up the sides of the area and across the top, space permitting.
Conjure Conveyance
Area A cube of space, 10 yards on a side, originating from a point you can reach
Duration 12 hours; see the effect
A vehicle appears on a solid or liquid surface inside the area. If you chose a solid surface, the vehicle is a carriage drawn by a team of four horses (Shadow, page 242). If you chose a liquid surface, the vehicle is a boat. The vehicle remains for the duration or until it’s destroyed, at which point the vehicle disappears in a cloud of sparkles.
Either vehicle is a Size 6 object with Health 100, able to hold creatures and objects whose total Size does not exceed 20. Its maximum Speed is 20 (acceleration 4/deceleration 2) in combat or 30 miles per hour out of combat. It moves as you direct it (not requiring an action) and follows your last command until you give it a new one.
Sacrifice You can use an action and expend a casting of this spell to cast the conjure large monster spell.
Conjure Huge Monster
Area A cube of space, 4 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 1 minute
Either one compelled huge monster or two compelled large monsters appear in the area.
Passage
Target A point on a solid or liquid surface within long range
Duration 1 hour
You open a space into the surface that contains the target. The space consists of 60 cubes, each 1 yard on a side, that you can arrange in any way you like to create the opening. The created space lasts for the duration.
When the spell ends, the space disappears, becoming solid or liquid once more. If you created a space in a solid surface, any objects in it when the spell ends become fused with the substance. A creature in such a situation must make an Agility challenge roll with 3 banes. A creature takes 3d6 damage and exits to the nearest open space to the area on a success, or, on a failure, takes damage equal to its Health from being fused with the material.
Ship in a Bottle
Target A model ship contained in a glass bottle (worth 5 cp)
Duration 24 hours
You place the target onto the surface of a body of water large enough to hold a Size 15 ship. After 1 minute, during which time the bottle becomes filmy and pliable, the bottle vanishes and the ship inside grows into a full-sized cog (see “Common Ships” in chapter 3) and remains at this size for the duration. When the effect ends, the vessel shrinks and returns to its sealed bottle form. Any creature on board the ship is shunted aside as the vessel shrinks. Cargo and nonliving matter on board are shrunk along with the vessel, and the entirety of the bottled ship is held in stasis—food does not spoil, wood does not rot, and the brass stays polished.